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AChaoticKiller

AChaoticKiller

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AChaoticKiller
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  • @Mistikus said:

    ok i will be waiting in game for you to try to tunnel me :)

    You got it, just hop onto a gen and i'll come play with you ;)

  • yup i got them, wish they would reintroduce them instead of just upvotes.

    image.png

    Too bad people got their feelings hurt when they posted something disagreeable and got a ton of lol's.

  • The killer buffs and new perks are very nice no complaints there.

    But the new killer himself... Sorry unless he got some good buffs i don't find lossing games to survivors simply being efficient with gens fun... like at all.

    He is simply a weaker deathslinger has the same strengths and weaknesses but he is slower at downing survivors and has garbage snowball potential. If he isn't unique or at least strong he won't be fun to play as his power is just spam which will quickly become boring.

  • @Nos37 said:

    So survivors working on gens straight off-hook will be the new flashlight-clicky-click for the killer's attention?

    At least the killer will be able to kill them instead of just having to ignore/slug them.

    Also against chase focused killers that is a terrible idea especially against say nurse or spirit.

  • I haven't seen one of those since post cross play and only got that once.

    In that whole game i only hit a single single skill check lol

  • @Mooks said:

    Extra week was due to other reasons. Main changes tomorrow will be those that were already revealed.

    i also think he will turn out stronger than anticipated by the community (not necessarily S or A tier though), just like Deathslinger who was also predicted to be oh so bad specially compared to Huntress.

    the thing is he has every single strength and weakness that deathslinger has other than being able to deal with body blocking which only really happens on lost games.

    Seriously take a good deathslinger and a good trickster you WILL go down against both of them but who does it faster? Deathslinger does and unlike trickster tiles with walls don't just shut down his power because as trickster you don't have LOS long enough for it to be faster to injure with your power than an m1 meanwhile deathslinger can still use his power inside those tiles.

  • He will receive no changes other than the ones mentioned on twitter because the devs don't take our input seriously even tho most of us have way more hours playing this game then they do so we can judge things better than they can with their super reliable stats.

    He really does feel like the devs are too scared to seriously buff him just based on how weak he was on the ptb and something as damn obvious as a survivor being able to move around a rock to counter his main event wasn't noticed.

  • No that is still a nerf.

    his madness mechanic is fine as it is.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2055625#Comment_2055625

    What is nurse’s weakness though? And no difficulty doesn’t count

    i just recently found out that nurse can't start a blink if a flashlight is being shined on her and she can be lightburned from any side not that you have enough time to pull it off.

    other than that LOS, lockers, juking/exhaustion perks, and objects to try to turn it into 50/50's or so when she tries to hit you with her second blink oh and stealth.

  • @ManWithALemon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2056696#Comment_2056696

    Ah, yes, he's so good in 1v1s and really strong.

    That's why he's in the top 10 least played Killers of all time. Of course.

    pretty sure that doesn't matter, hag is very good but she is barely played as well.

  • @ManWithALemon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2056640#Comment_2056640

    I dunno, man, having walls or distance of any kind is pretty bad for everyone's least favorite cowboy.

    So he'll end the chase and then that Survivor will work on a different gen. Congrats, you've accomplished nothing.

    well luckily it's pretty rare for that cowboy to not have LOS for that long otherwise he wouldn't be considered stupidly good in 1v1's now would he?

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/2056663#Comment_2056663

    That's not synergy. That's just 2 independently good perks giving value on their own merits.

    For it to be a synergy one or both of the perks needs to give more value because the other perk also exists. Pop and Ruin are anti-synergy since every hook you get while ruin is up is a pop proc that you don't get value from where you otherwise would. You take both because they are both great perks in isolation, not because they make each other stronger.

    Contrast something like Ruin and Undying, where Undying in addition to having it's own value also gives ruin more value (by reviving it).

    I consider the way they help to be a synergy, just not a direct one as both of their regression stacks up.

    it still is a good combo as you can just focus on chasing until ruin is destroyed then get value from pop.

    I even have situations where ruin gets destroyed and i have pop active that i just use to further regress a gen i pass by.

  • @ManWithALemon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2056601#Comment_2056601

    Considering Slinger's TTD is longer than a lot of people make it out to be, yes, I definitely think that Survivors can finish a gen before he can get a hook and then pressure it.

    "Because that is literally why old ruin+undying was popular on him and still is,"

    It's popular because it's the closest most Killers can have to good stall. Doesn't mean it's strong, it's just the closest there is TO strong.

    A good DS can end chases in like 30 seconds at most, unless by the time you left that gen and a survivor continues to repair it if it's not above 50% that gen isn't getting repaired.

    Even if they didn't end the chase DS can simply go back to the gen and start another chase which will regress the gen if the survivor goes back to that gen while injured they are just askin to get hooked.

    edit: i already responded to this lol im too tired to keep track of this.

  • @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2056535#Comment_2056535

    Taking pop with ruin isn't a good idea, it uses two perks up and you'll always be playing with 3 perks.

    Your right, hex's are meant to be early game but ruin right now doesn't work as effectively as an early game perk should, as it works on applying pressure which occurs more the later the game goes on.

    It is more reliable,that I agree. But it's still underpowered

    your first line shows you literally have no experience with ruin, this isn't even an argument as you clearly don't understand the perk. Current ruin will not stay up the whole game it is a perk that survivor will actively look for as the longer the game goes the more and more value ruin gives you to the point where it alone can win games assuming you have are good and have had good chases. Pop is to cover for that so after it is gone you have it to still have good stalling, the synergy is you spend less time on gens and can focus on chases so later in the game when ruin is destroyed you have 1-3 more hooks and can use pop to continue stalling.

    it's not underpowered if it was survivors wouldn't look for it but even good swf's will go out of their way to get rid of it as it regresses gens by an insane amount if left alone.

  • @ManWithALemon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2056601#Comment_2056601

    Considering Slinger's TTD is longer than a lot of people make it out to be, yes, I definitely think that Survivors can finish a gen before he can get a hook and then pressure it.

    "Because that is literally why old ruin+undying was popular on him and still is,"

    It's popular because it's the closest most Killers can have to good stall. Doesn't mean it's strong, it's just the closest there is TO strong.

    are assuming the deathslinger is bad? If the deathslinger can't quickly end the chase he can just go back to the gen

    Ruin allows killers to regress gens without sacrificing chase potential not only that but just by going to a gen you get value out of regressing it as survivors are not tp'ing straight onto that gen.

    Like unless that gen is like above 60% when you leave it and another survivor gets on it you can make it back and stop it as Deathslinger, that's why it was popular because he can end chases fast enough to also stop gens and he doesn't have to waste time regressing them directly.

  • @ManWithALemon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2056436#Comment_2056436

    If a low-mobility, low-pressure Killer is getting gen pressure, that's the Survivors letting them do that. And at that point, that's not Ruin being a good Perk, that's Survivors being dookie at the video game.

    So you are telling me that a deathslinger can't knock a survivor off a gen end that chase and get back to the gen in time?

    Because that is literally why old ruin+undying was popular on him and still is, can every killer without mobility make use out of it no but plenty can even plague can since it either makes survivors get infected faster or the gen regresses.

  • @WiiFitTrainer said:

    No, old ruin was nerfed. Today you can do 5 gens without even looking for ruin whereas before you simply COULD NOT ignore it if you wanted to get gens done.

    I don't care how good at the game you were at the time you could not hit every single great skill check to ignore the regression.

    It's debatable on whether the nerf was needed because like it or not it added some much needed early game pressure that killers still struggle with today.

    Also gen rush is a thing? survivors can spawn on the same gen and get it to like 40% when you get to it?

    it's just flat out not true that you barely get value out of it early game.

  • @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2056510#Comment_2056510

    I've never heard someone in my entire time playing dbd say ruin is early game.

    You are the first.

    And your wrong.

    A killer cannot pressure every survivor early, even playing hit and run (good survivors will just go right back on the gen if you do that), so it won't have much value early.

    It's early game due to its nature as a Hex and it's natural regression, you find a survivor and chase then all the gen progress goes away and you repeat until the hex is destroyed. Doing this gives it way more way value at stalling then old ruin, of course you can't pressure all survivors but you can kill a gen, or two, or three or more that they worked on.

    there is also killers that new ruin is just better on such as legion, plague, or literally any mobility killer. Even heavily chase killers get use out of it since they can end chases quickly and get back to that gen which more than likely won't get done in time.

    Because of that yes it's an early game perk, that's why i said it has synergy with pop since you can heavily regress every gen you stop then once it's destroyed you have pop to cover for it.

    You don't have much experience with this is all im getting from you. I have used this on a ton of killers, you said you play nurse? so do i in fact i play nearly all killers on console for the past 3 years and new ruin is way more reliable and applies way more regression then old ruin ever did. "But if old ruin stayed up all game it was amazing against survivors who can't hit great skill checks" so is current ruin in fact it is just flat out better in late game than old ruin.

  • @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2056488#Comment_2056488

    New ruin progresses it by 0.5 stacks, so your wrong there.

    They lose the 5% progression they'd have usually gotten if they hit a great skill check. That's losing a lot. Also again, most survivors can't hit 100% great skill checks. They couldn't back then, they can't now. Sure they got better, but most the time they used to totem hunt before they could do gens because of it, slowing down the early game which killers needed.

    It gives a slight bit of info if your right by it.

    You still haven't addressed the fact ruin gives no synergy now, and it used to give a lot.

    Or why haven't they needed it if it is stronger? Most killers think it needs to be 1 sec 1 charge for it to be worthwhile, and I agree.

    I play nurse pal, I can certainly pressure gens. Have over 500 hours just on her. I've gotten close to mastering her at this point.

    Objectively your wrong, old ruin did a lot more than new ruin, and it helped the early game which is a bonus. And new ruin only has a chance to shine in late game, and by then 9/10 it'll be gone. As will old ruin, but it would've still slower people down.

    Most people now don't bother with hex ruin and just sit on gens at high levels of play. Ruin used to be feared and hunted down. That tells you the power differential.

    doesn't matter you can still easily waste more than 30 seconds of progress so you're still wrong.

    New ruin is just more reliable and does have synergy it even has synergy with pop and undying so again are you inexperienced with the perk?

    As said this isn't 2018 we have less progress on great skill checks so gens are slower and if you play nurse who has mobility then you yourself should know current ruin is better on her than old ruin as you have mobility to stop gens and naturally regress them.

    edit: Also no ruin is an early game perk if you say it's late game maybe get better at managing gens/switching targets to apply pressure. You should be able to easily get more value out of it as nurse hell i do and i play her on console.

  • @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2056436#Comment_2056436

    The effect did this.

    4% regression for a good skill check

    0% (instead of 5% progression) in great skill checks.

    Base 10% for missed skill checks.

    How is that nothing if they hit great skill checks 100% of the time. It removes around 40% (usually 8 skill checks per gen) progression.

    Now that that's out the way.

    Not even the top 1% hit great skill checks 100% of the time (Otzdarva regularly only gets good ones, whilst he never misses them) so for you to say they're useless if you hit just great skill checks, even though that's wrong, you rarely just hit Great skill checks.

    It is not useful for all killers, why do you you think killers like trapper with no map pressure don't run it, or deathslinger (he shouldn't at least) or wraith. Thanat or corrupt are better.

    And also, please tell me how in the first 80s you can pressure all 4 survivors. At best you'll pressure two and two gens will pop. Ruin means nothing with pressure early. It's a late game perk, and since it's around all game and has very little use till late game (in which case it's usually cleansed) .

    Old ruin was a factor every game, and would slow down gens around 32s, meaning that you could actually do a chase or two before gens popped. Also it synergized with other perks, unlike current ruin.

    Your just objectively wrong.

    Again survivors could hit those skill checks hell it helped you do so, i literally could only hit great skill checks back then when ruin is up.

    New ruin literally regresses a gen by around 1% every second meaning if a good survivor stays off a gen for even 20 seconds new ruin is just better.

    Also my point is if survivors hit great skill checks they lose nothing which is my point, it was pretty common to get survivors who could hit them as well you didn't have to be good at the game just good at skill checks which is something a lot of players are good at especially nowadays, old ruin would literally just get weaker over time.

    New ruin by staying up can easily regress gens by just existing, it gives info as you can see it start to regress the second a survivor leaves it and you don't have to waste time kicking gens.

    new ruin can EASILY WASTE WAY MORE THAN 30 SECONDS, are you just bad at the game? can you not pressure gens? just being near a gen will make survivors leave it and it will regress and you can do that multiple times and survivors no matter how good would want that hex destroyed so that is at least against good survivors having 1 not on gens.

    so no you're 100% wrong get out of 2018.

  • As a plague main they often don't. Her CP is very strong i constantly end games just from a single snowball spree with it but when against a plague that is running perks that hurt you if you stay broken you have to weigh your options.

    For example i run Ruin, pop, infectious fright, and blood echo. Tell me should you cleanse or would you stay broken? I am very good at this game so being a m1 killer that basically has good tracking and an instant down without the worry of exhaustion perks is pretty decent but so is having a very strong ranged ability.

    Against a good plague there isn't a right choice but what's worse than that is if you're team can't come to an agreement to either commit to cleansing or staying broken as plague is at her strongest when both are being done as it tremendously increases her snowball potential.

    Still i would advise not cleansing as even tho a good plague is running a build expecting you to do that giving her CP isn't a good option when a good plague can end chases in under 10 seconds with it.


  • @ManWithALemon said:

    New Ruin was nerfed. Against good Survivors the only Killers who can apply meaningful pressure are the top-tier ones who don't need Ruin anyway.

    At least old Ruin made great skill checks not give progress. Now if the Survivors are any kind of efficient with gens, new Ruin does NOTHING.

    the hell you on?

    if you got a team that could hit those skill checks old ruin did nothing, oh bonus progression? you mean the what 10-12% that's like 8 seconds from a few skill checks they may or may not have landed that now has been reduced to only 1% bonus progression instead of 2%? You could literally get more value from thano than that especially once ruin got cleansed.

    New ruin is way better than old ruin simply due to the fact that survivors will lose a ton of progress against any killer that knows how to pressure gens that is not limited to mobility killers it is useful for all killers.

  • It did nothing against survivors who could land great skill checks hell it actually helped you land them since your brain now has less room for error, back then i couldn't land great skill checks unless i went against ruin then all of a sudden i could land nearly all of them.

    Current ruin is a lot better as it stalls the game better than old ruin especially if it is found since you know you got at least a good amount of gen regression assuming you pressured gens that got worked on.

    I also hated the idea of using a perk only good against bad survivors so i never ran it especially once pop came out but now i use it on a good amount of killers because it is a good perk that works against all survivors.

  • This is either a troll, someone who has only played survivor, or just an unexperienced player.

    Killers are not equal and because of that we have 2 very strong killers and really only one can reliably beat a top % swf, now you could argue that because we have a killer that can compete the game isn't survivor sided but that is very narrow thinking.

    It's also narrow thinking to say facing a top % swf is common and we should balance around them, because of this the game literally can never be balanced as wr have chase mechanics that good survivors can use to avoid getting downed for a ridiculous amount of time against killers that can't deal with it and killers that can easily deal with it.

    The devs can't change the killers to match each other either as the powers are just too different this means that the game will never be balanced, actually against a top % swf i would argue spirit is the only balanced match up and it is just borderline close as those swf's can end games insanely fast by gen rushing.

  • Unless you are nearly in lunge distance you can't be that accurate with the knifes and you need 8 of them to land for a single health state, with his recoil on top of that you're not injuring a survivor beyond a tile unless they were a knife or two from injuring that survivor.

    He is a ranged killer without snowball potential due to it taking too long to injure survivors which in itself is also a problem, I truly don't see a reason to play him over ANY other killer. The only thing he has is the ability to be pretty unhindered by bodyblocking... kinda but that is only ever a problem at the end of the game if you lose so expecting good use out of that is expecting to lose in the first place.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2054298#Comment_2054298

    I mean, the reason why he isn't stopping generators is because the yellow bottle is not impactful enough and his chases are still too long vs good players. When his yellow bottle becomes good and he starts to end chases quickly enough, He will not need that ability. I still think his yellow bottle should have instant activation time like purple bottle then his chase potential will be strong enough to challenge gens if he uses them at the correct time.

    His yellow bottles are useful and imo are underrated but they can't be used in indoor maps, i mainly use them in the open and when approaching jungle gyms and shack.

    They definitely are only for chasing tho which isn't what clown really needed but it does help him.

  • yeah this would never get implemented as it is pretty easy to meet its requirements and would result in 2 gens instead of three from it activating at all.

    LIke good luck repairing those gens against a nurse with pop or like any mobility killer with that perk.

  • It will probably get fixed next update if it doesn't just what the hell are they doing over there?

    This has honestly messed me up more times than i'd like to admit, even had a swf exploit this where they were all claudette same dark outfit and when one of them died and they would hide near or on the hook that one of them already died at.

  • damn that's actually pretty cool and good, makes sense too and fits him nicely.

    +1

  • @Nos37 said:

    Failed Dead Hards should not cause exhaustion

    They don't, it shows you're exhausted then it takes away the status effect once it realizes you never actually used dead hard.

    So even tho you're technically right you're also wrong.

    edit: nevermind I have actually never seen or done a dead hard where i get hit anyway, you sure the killer didn't just hit you at the end of it? Because the killer can lunge at a certain distance where it won't cancel the lunge due to dead hard and it will hit you at the end of it.

  • It's called a camera flick and it's utilized to mess up survivors and is fully intentional, it's why there is no camera flick when Hag uses rusty shackles.

  • I don't think so, i have played like 20 demo games today and only had a single game where i lost since it was a full meta swf.

    You probably got really unlucky.

  • I once had a week where i could have sworn i unhooked myself over 10 times. i didn't even play that many matches it was about 3-5 survivor games a day and the rest i played killer.

  • I belive it won't grow to big especially with it only having asian servers, from the look or it it's pretty survivor sided like just open all the doors you come across and close them in a chase you even have vents and holes only survivors can go through and the holes just end the chase right there.

    the hit box for killer is also pretty small it was kinda funny seeing all the hits that should have connected missing like 6 times.

  • Yeah i do and i also with i could talk to them.

    I just had a hacker who was being discreet, only speed hacking during the chase out of sight and i wish i knew if the other survivors reported him or at least i wish i could tell them to report it. My last hacker was like more than 6 months ago.

    Hacker btw is called 256 played as Meg avoid him.

  • @[Deleted User] said:

    I made a suggestion like this...a pretty long time ago, great minds think alike I guess

    Clown secondary ability suggestion - generator rigged gas traps — Dead By Daylight

    Yeah i did as well but i have changed it a lot since then so i decided to post this current version which i think is the best it can get.

    As for that idea i think info is good but i don't think it would help him enough as he needs stalling more so than info, not bad tho but i think the same thing can be done with just bbq which is very common on him.

  • Because the devs are idiots that made a perk that is supposed to help keep totems alive obvious if it's in use.

    Seriously the aura reading was already useless and they made it a hinderiance by telling the survivors this Hex is in use just give a different effect already.

  • @Exerlin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2052213#Comment_2052213

    https://forum.deadbydaylight.com/en/discussion/comment/2052220#Comment_2052220

    Do y'all have any specific builds in mind that you think would be absolutely broken with 1 extra perk? I know that any additional perk on an already good build would make it a stronger build, but is there anything you'd think would be too oppressive for either side?

    dude it's not about the build it's perk strength, an additional perk slot won't make theme builds better than just having that extra meta perk in your meta build. You want me to name a build i don't have to since as said just put on another meta perk in your meta build as you usually have to choose from an exhaustion perk, iron will, DS, unbreakable, prove thyself, OoO.

    point is this isn't a good thing to do to the game because meta is a meta for a reason and this would make the meta stronger.

  • I don't get why they haven't addressed this yet, imo at the 30 second mark or so the survivors entire loadout should be locked.

    If the killer can't switch survivors shouldn't be able to do so with their items/characters especially when the lobby shows survivors so the killer has a chance to adjust their loadout depending on what they see.

  • I don't want survivors to have even more at their disposal and i don't want killers to have builds that are too strong as in they have really good chase and antigen or just complete antigen.

  • Yeah the addons are really bad, the only good ones really are rat tail, rat liver, and mews guts. Anything that effects portals are not really that useful except placement speed since you won't often be using them back to back.

  • He is good not A tier but imo high B tier but only if you get really good at shred.

    You know you're good at shred if you can use it on short loops, know which direction to push loops, know to hide your red stain on high tiles/certain loops and similarly how to mind game with shred know how to use max distance shred hits/zoning/catching up effectively, you can identify spots survivors go through that make dodging shred almost impossible, and you know if you're shred is close enough to be used on reaction to vaults and if it's not you use max distance shred zoning. edit: also using shred to hit survivors using a exhaustion perk like SB as well as knowing how to bounce off things/on top of loops from elevation but that is rare and situational.

    That's a lot but that if you get this stuff down his shred is a really good chase power that is so underestimated since people just only think to use it in corridors, loops, and vaults if that's you then you need to get more creative with shred and analyze the environment for spots where you can land cheeky shred hits.

  • console has more kids and i would assume casual gamers but in terms of skill for survivor both platforms are the same, I often find myself doing a lot better than most others i get matched with that includes PC.

    I say that because for xbox, game pass lets you play dbd and i assume there is something similar with others, since it's really cheap a ton of people have access to the game and we all know it's not hard to rank up.

  • DBD has become iconic and has a ton of content that new 4v1 aspect games just can't replicate, we have iconic characters, original ones, and a very diverse set of gameplay because each killer has a different power, a ton of unique maps, and a large set of perks to pick from. The only thing that will make players not want to play is the grind which many will still do.

    Take a look at monstrum 2 or home sweet home (or whatever that game is called) they are severely lacking in content compared to dbd and if people can play a better game with very similar rules they often will and people from dbd will quickly get bored of those games because we are used to them and again a lack of content affects how long players stay.

    Because of this dbd truly does have a hold on this market, it just won't lose to any competition as it is literally years ahead of them, unless that competition is a perfect game they simply will die out or get outshined by dbd as it gets more and more content.

    edit: basically as long as this game is supported/devs don't stop working on it then it will never die or lose to competition.

  • one of them might have been me...

    did you escape with a key because i had 4 games in a row where that happened F me.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/237118/a-twins-rework

    honestly just give victor a boiled over type affect and that's they really need (im a twins main)

    That and slightly reduce the ridiculous 3 second death period when missing, getting crushed is the most punishing thing in this game besides going into tantrum as leatherface it shouldn't be so stupidly easy for a good survivor to crush you nearly any time you miss.

  • Yeah it's a reason she isn't as strong as she is since your default corrupt pools can be on the edge of the map, besides her hit consistency making her get into CP easier is all she needs.

    IMO this is the perfect fix to that besides the obvious making her fountains more in map which i don't think is how they work since they are attached to tiles. This way of getting into CP would be for getting into it while in a chase but it would last less than half the default duration meaning it would only be usable in the that chase and the survivor might even out last it.

    New ability: Solicit Chant

    Interact with a pool of devotion from a distance to gain corrupt purge but greatly reduces its duration.

    • Distance 20 meters
    • corrupt purge duration 20 seconds
    • interaction time 3 seconds, movement speed is greatly reduced (1.4m/s), you also chant during this time which warns survivors


  • @RK67 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2046866#Comment_2046866

    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.

    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.

    edit: Also that win streak doesn't prove much IMO it's like saying trapper can win against top % which obviously is not true, if every one of those games was against swf i promise you it would take him at least a year to get that streak.

  • @Exerath1992 said:

    Man, some of you guys really don't know how to play plague, legion and wraith.

    exactly how i feel, like is legion weak yeah he is a m1 killer that good teams don't heal against and he gets gen rushed but he isn't the worst, same with plague but she has a way better chance to snowball and has tracking.

    Wraith is actually an ok killer and after his buffs he will become good, It's pretty obvious trapper is the weakest killer when he relies entirely on luck in the first place oh and you can just hold W in trap infested areas to waste a good amount of his time.

  • @RK67 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2046787#Comment_2046787

    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.

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

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