ASurvkillivorer
ASurvkillivorer
About
- Username
- ASurvkillivorer
- Joined
- Visits
- 5,101
- Last Active
Comments
-
Does freddy ACTUALLY slow actions down in the dreamworld without add ons? There seems to be some unclarity about this. No one can ever tell me how much it is if it does?
-
How the hell does that make sense? So a near miss is actually BETTER than a direct hit?
-
Because any of those abilities would be weak af alone?
He is exactly what the Clown should be.
-
Some of this stuff doesn't even feel like an accident. I hate when you have someone hooked and know an injured person was really close by. But its as if the moaning of the person on the hook starts to emit from places other than where she actually is. I will be running around confused. It basically masks the injured the survivor and helps them out. All these sound issues do.
Also what is with the sound of the sacrifice when there is just 1 person left? The sound of it is so insanely loud it drowns out the sound of the hatch unless you're right on it and this has costed me more than a few times.
-
@Mikeasaurus said:
I have to say, I've used this add-on multiple times and I've never noticed a huge change in shock timing. It just seems to hit survivors as normal with or without the add-on, so unless I'm just missing something, I don't get the change.
Yeah this is what I mean? I have used Doctors shock probably tens of thousands of times. Granted only used the new add ons twice and one was yellow the other purple. But I noticed no difference...like none...at all. You would think it would be noticeable? Even if it only impacts the survivor being affected...well I would say I didn't see that benefit either.
I did use the yellow range add on both times though. Those used to impact the shock therapy but they now claim NOT to? So perhaps they still do and its a bug? A bug that they still affect it or a bug that they screwed up the text that it was still supposed to say it delayed the shock.
-
@BigDaddyTr3y_420 said:
https://forum.deadbydaylight.com/en/discussion/comment/1187461#Comment_1187461
Boy why you so upset over his opinion, you must be a killer main who’s in denial of the severe balance issues in the game now.
This is whats funny about survivor mains. You will ignore obvious nonsense if it supports your view.
Rank 2-3 not getting one gen done being a normal scenario. As well as not knowing how to lose rank.
Yeah poor survivor mains have it so hard that this guy who talks like he just stated playing is already rank 2. LOL
-
@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1188178#Comment_1188178
But is hook bombing in front of the Killer's face to get WGLF gonna increase your chances of escaping or decrease them?
It isn't technically always hook bombing. If I do that to save my teammates hook status it helps the team if I go on the hook instead. Or if its nearing the end the killer only has so much time to deal with us.
Faster to 8k that is already easy to get or 32k bonus. BRUH....
-
Uhm. not even remotely true.
I get 8k in objective nearly every single game because I push gens without PT. Just doing gens with 1 other person increases the maxing of that category out by so much.
A perk that can net you 32 thousand more BP in a match is the lesser option than a perk that gets you capped in ONE categor faster? wut.
2 people could use WGLF and the other PT. The person with WGLF could do gens with the person running PT...fail to get a single stack in 4 games. Game 5 get 4 stacks and would have earned more BP than the person running PT in all games combined. When in reality you're going to get stacks every game if you know how to do it.
I don't even really use it but its beyond easy to get stacks especially with borrowed time. You run to hook and take a protection hit while unhooking then you get the safe unhook stack. Hell sometimes BOTH hits against me seem to count and I get 3 stacks for a single unhook.
-
Perhaps premium get some rift xp bonus? I don't get how your still not done. We're you getting like every challenge in 1 try? Most of the time I was getting them done fast as well. Idk wouldn't surprise me if it was bugged
-
I really don't get how thats possible. I've been annoyed to waste rift fragments in every single tier so far because I was already maxed out.
Somehow should bother to add it up and count all the challenges that can be completed in a single match as well as the ones that can be completed in 2-3 matches. Factor in the likely rift XP the matches themselves would give and see if its possible to not be done. by the time you finish all the tiers.
I am mostly getting every challenge done as fast as possible with few exceptions. I alone counting the 10 bonus at the end of the tiers have had over 100 rift fragments not count for me because I was already maxed out. All 8 of the 10 bonuses at the end with 3-5 challenges worth of fragments in every tier too.
-
I seriously don't get why people get on here and just BLATANTLY lie about their experience. LMAO could that possibly read more like a new player?
First of all hes rank "2-3".....doesn't know his own rank. A rank 2-3 who DOESNT KNOW HOW TO LOSE Rank.....
THe killer had "Hex Ruin" and nobody could do a generator. People are supposed to take that serious? In RED RANKS!?
You're confused on how the game is supposed to work but you're a red rank survivor. K.
Reality, he's a rank 15-20 getting smashed and is annoyed that the game isn't easy as soon as he picks it up.
-
I have so far been maxed out on every single tier of both rifts BEFORE finishing all the challenges. I have no clue how someone could finish all of the challenges are somehow still need tons of rifts.
Also what is up with what you just said? You just said you should be able to grind them out....you can? Then you complain about how long it would take? huh?
Are you seriously complaining when you haven't even done the challenges?
How does that lose anyone money lol.
-
They need to fix barriers and the weird way the auto aim feels like it can be exploited.
I just start a match as Oni and find 3 survivros INSTANTLY. The game does its auto aim thing and for some reason makes me miss an EXTREMELY easy hit. Huge advantage just sacrificed. I chase the person anyways already getting pissed off. They run near a person on a totem. Oh lovely the game prioritized the survivors let go over my grab for the billionth time. Not even 30 seconds in and game design has screwed me twice. I chase the guy who is now injured over to one of the BS infinites. Like a smart killer I assume he has dead hard and ONCE AGAIN his deadhard is prioritized over my swing and he pallet stuns me. He jumps through a vault and I try to once again do the smart thing and move around the garage door but once again an invisible barrier slows me for a fraction of a second and anyone who knows this game knows a second loss is a death sentence on a loop. In this time 2 gens get done. I rage quit. Could give a ######### less if I get judged for it either. I am so tired of mistakes that aren't even at the killers control costing an entire match. Meanwhile survivors just have to EXTEND chases to REALLY win them as opposed to get away.
In short that is what completely turns me off to this game. How FREQUENT some BS will happen that isn't even my fault and it takes a STRONG situation for the killer and turns into into a disadvantage. THAT quickly. One missed attack.
-
They're even being obnoxious about the fact they know nothing will be done.
Their connection was green in the lobby. Then we start the match and I think they were AFK tbh because they never even showed up and 3 gens get done. Then right after that the lag becomes horrible and they're hitting us from 20 ft away. Then in the messages act like we deserved it for "gen rushing".
Hear that people? Now were suppsoed to not do gens if we don't see the killer around.
-
its adorable that any of you think BHVR would ever penalize SWF. If anything they would BUFF SWF somehow if they could.
They have made it harder to detect in lobbies than it used to be on top of it all.
They won't even do something INSANELY simple like extend gen time by 5 seconds on a PTB and see how it works. They want it exactly how it is now. Where SWF will ALWAYS and I mean ALWAYS have the upper hand and ability to win if they so choose that route.
Meanwhile Deathslinger 100% 5,700 year wait to reload and cooldown MASSIVE penalty for missing shots. Zero consideration for killers hurt by map sizes and or type. Pretty good job so far
They cucked a perk that half of all killers where using and nearly ALL red rank killers used. If that doesn't tell you the killer experience isn't something they give a crap about nothing will. Its purely for the survivor main and the casual survivor who doesn't play alot. Those are their focus.
-
Can you still edit the title?
You said "The Clown is good at nothing" wrong.
-
I would like to see gen times lowered to 40 seconds for 1 week.
Simply because I would find it amusing to find survivors on the internet saying it isn't an issue and was needed.
-
More to add to this BP issue without the need for a new topic.
The tree in general also needs to be touched up. I am noticing when I go to prestige characters more often than not I will have like TWENTY brown toolboxes that if I want to use up I would be forced to bring them with no add ons. Same with the grey medkits. Now unless your someone who uses flashlights adn ONLY flashlights and brings them into every single game....there is no point of grey flashlight add ons at all other than to waste BP.
What im saying is...considering how many items can be selected in the blood tree and no "sellback: option. You're pretty much guaranteed to end up with massive amounts of items you would never want to use. This gets worse if you actually level past 50 because you don't want to be stuck cleaning the inventory out while using crappy perks
-
Its almost like losing isn't intended to be enjoyable.
-
A survivor can escape if none of the objective gets done. Bet you don't think thats BS.
Keys can be brought in game and award 2 survivors an escape if 3 gens get done. Of course that isn't BS.
The ENTIRE team can escape without opening the exit gate.
4 survivors and 1 killer. Good luck to the killer if the survivors actually intend to counter the fact a mori was brought into the match. Meanwhile the killer doesn't have any counter to a key that the survivors can't just counter back.
Killers also get penalized for BP and rank for using moris. Survivors get rewarded for using keys.
-
@Kind_Lemon said:
https://forum.deadbydaylight.com/en/discussion/comment/1162468#Comment_1162468
First off, I feel you about the forums eating up walls of text, that's happened to me once, and second off, I've started walking backwards at gens too XD.
I understand now how you saw your response fitting into the theme of this thread, and I can sympathize with the need to be just as exaggerated. tbh, I skipped past the OP and went directly to the comments, so I missed the wording of the OP. I treated the thread seriously, even though I now see it wasn't entirely serious.
To answer your points, I want to acknowledge that, yes, when Myers had immunity to all detection perks, every once in a while, I would spot a thread from a survivor who would say something like, "Myers is bugged" or "Spine Chill doesn't work properly, he was even staring right at me!" To concretely stop this, the developers might need to include mention in all detection perks that Myers is immune, and yes, while it may seem like more work than is worth it for the outcome, the importance of stealth to Tier One Myers is critical to his success and fun factor. There's even been a precedent for something similar: Tinkerer. The only reason that was discontinued was because the developers couldn't keep up with the work required to balance an (effective) additional set of charge add-ons for each killer.
As you said yourself, nothing should have no counter: Premonition has no counter, and Spine Chill only has that "walk backwards at survivors" thing, which is not really a counter per se, since Spine Chill still works in most chases. In terms of Myers' stealth, he can still be detected by eyesight or through his masked breathing, so it's not like he can never be discerned in the fog. I would just like the spirit of impregnable stealth to remain with him even if the reality might be something slightly different. Spine Chill and Premonition shouldn't have no counter, and that's a major reason why Myers' should be immune.
I find fun in not knowing whether a group of survivors will be able to handle what I'm putting down, but I don't find fun in having all my preparation thrown out the window because I'm as slow as a turtle and I loop just as well as a truck does simply because I'm playing Tier One Myers. It's just one of those things where I've sacrificed power for stealth, and then I find that all my stealth power has evaporated, and I'm left, unexpectedly, with just the downsides of my choice. In reality, it's never that bad (except for a few times, one being on Haddonfield), but I hope I've gotten my feelings across 😅.
And finally, thank you for your kind reply.
Not sure what you mean by not serious. I am 100% serious and stand by every word I said. I said it was BS in general and gave a hypothetical that amplified the struggle I had just had with Tier 1 Myers/SC when I made the post. That isn't an exaggeration it's an obersation based on what I had just experienced then and in the past.. The "other" person gave their opinion and then when I added back with my own more detailed opinion they got snobby about it. Then after when I called them out on it they personally insult me multiple times. IF you can even call what I said "an opinion" meanwhile their statement a gleaming example of what an opinion actually is "its fine the way it is" " wasted perk slot". I stated multiple facts. Why is Myers extra slow in tier 1? To balance the fact that having no terror radius is an advantage. That isn't an opinion. Spine Chill adds another penalty to Myers in tier 1...is being slower AND having them know you're coming not a penalty? Do survivors need to know the exact location of Myers in Tier 1 to use Spine Chill as a means to gain safety? No.
Sure, lets slowly pass around the fact that walking backwards is not a counter AT ALL. A trick that can work at times? Yes? But lol....good luck defeating competent survivors who you need to SEE that are going to struggle because you appeared with no indication with your back turned..... It isn't like stealth killers are this cheap OP aspect and the ones that are strong would flat out be countering their own advantage by trying that on a consistent basis. Myers, Ghost, need to SEE the survivors.
A Myers planning to leave Tier 1 would overall do more harm to their game then good by walking backwards assuming players had spine chill. More often than not you would just lose chances to gain stalk.
A Ghost is capable of moving at normal speed so they might as well just play normally and if Spine Chill is present you still gain some advantage as they can't be 100% sure where you are and they don't have the option of getting into a safe spot like they would with Tier 1 Myers because Ghost is moving 15% fast than them.
As for exaggeration. What are some elements of this game on the killer side that are blatantly worse than being a Tier 1 Myers going against multiple Spine Chillls? One of the most popular perks in the entire game.
-
He needs tweaks and he will never get the ones he needs. He is yet another killer who has their vulnerability to large open maps ignored.
I could live with the missed shots that sure look like they hit if missing was so devastating. The act of missing a shot and reloading takes a RIDICULOUS amount of time. Imagine beating competent survivors who can't make that work to their benefit. They can gain way too much distance from a shot you missed that wasn't even your fault. Its crazy how when you have multiple survivors in sight injured or not and you feel in command of the match. Well miss one shot and you have now lost all momentum.
He needs more range as the Huntress is basically infinite.
-
Myers Tier 1 didn't used to get picked up by spine chill so that wouldn't be a nerf that would be putting it back to where it should be. When a top tier survivor perk directly counters part of a killers loadout that already comes with a disadvantage. That is an issue. I love when insulting morons think they're in the right. You repeat yourself over and over. Shut up already.
So what is your logic exactly? You talk like you don't even know what Spine Chill does as you keep saying "wasted perk slot" in relation to it. Better used perk? I know you like repeating yourself over and over but maybe try to actually explain why you think Spine Chill is a wasted perk slot. Seeing how quickly you stoop to insults I know you probably don't have the intelligence to do that. Is it because it got brought into a match where there isn't a stealth killer? Its still extremely useful WITHOUT a stealth killer.
Better yet don't. I can feel myself losing brain cells reading your posts ever since you voiced your opinion then acted like what you said was fact meanwhile what I said "my opinion dood".
-
@TheOneElric said:
https://forum.deadbydaylight.com/en/discussion/comment/1158107#Comment_1158107
Are you blind? I've explained to great lengths why this is a non-issue including similar examples ( Wiggle-Builds ). I engaged your arguments with the explanation of why situational perks always have a chance of being rendered useless by counter perks - Just like they have the chance of winning you the game.
Spine Chill is part of the natural gameplay of the game, as is T1 Myers jumpscaring in and grabbing survs off generators.
I'm not mad, I just have no polite talk to waste on irrational idiots like you. Seeing as this is just one of the many threads where the OP will ignore everything that doesn't align with their opinion, I'm out.
The only part of this I read was "irrational idiot" and I applied it back to you.
"its fine because I said it is" " its a wasted perk slot because I said it is" "What I say is an argument of fact what you say is like...your opinion dood"
K
-
@TheOneElric said:
You have not countered or engaged with any of the arguments I have made, you only keep repeating yourself trying to enforce your opinion, which yeah well, is just like, your opinion, man.
If you have so much trouble with spine chill run perks that negate and counter it. You need to adjust your playstyle, not try to have the devs adjust the game to it.
Every build that is specific like a T1 or stealth build is always a gamble. Nobody has spine chill, you murder them, hard. They have spine chill, you lost a gamble.
Looking at it from the survivor perspective, imagine encountering a killer who gives a ######### about your spine chill because she/he is SUPER effective at locating survivors or REALLY, REALLY fast. Well, there goes your spine chill, perk slot wasted.
This is like complaining that the hooks are too close to each other because you often run flip-flop, unbreakable, tenacity AND wild horse OR sabo/ and toolbox trying to create a hookless area so you can wiggle free EVERY TIME the killer downs and picks you up in that area, buying your mates LOTS of time.
It's a fun thing I do with Ash sometimes, but it's -super- situational and specific and I don't complain that I still get hooked because hooks respawn or there's just too many of them. And well, if they have agitation and iron grip, I lost my gamble. That's fine.
Situational builds like T1 Myers & stealth killers or Wiggle & Sabo and No Mither builds are ALWAYS a gamble. You can win or lose gambles. Deal with it.
Neither did you. No self awareness? You sound mad I didn't just concede to what you had to say. I like how you did the exact same thing you accused me of doing lmao.
I think its absurd a perk hammers an entire category of killer powers and you don't. Whatever. I've also had survivors in games where I 1k get enraged that I didn't give them even more chances to all get away even though the flow the game entirely favored them. I'm not surprised.
The scenario you described is almost nothing like what I am talking about. Flip Flop alone is likely going to achieve its potential in less than 10% of matches. But that at least makes sense because there was 4 survivors who can be using it.
There isn't any reason to not be running Spine Chill especially in a group. Survivor perspective? Wasted perk slot? Weird how in the red ranks I play it is one of the most popular perks that appears in nearly every game I play.
-
4man SWF=impossible to lose mode.
BHVR"Totallz no one playz 4mans brah!"
-
@TheOneElric said:
Spine Chill is about the only perk that works truly reliably against stealth killers.
It's perfectly fine as is. They're sacrificing a whole perk slot for it. Every ( decent ) perk will counter SOMETHING. If that happens to be your T1 Myers build, well, bad luck. Next match might be without survs with spinechill and you'll gut 'em.
And "Always knows where you are" is exaggerated. They don't know WHERE you are, they know when you're LOOKING at them. Unless they have a wall in their back, you could be coming from anywhere they just know they should get out.
Get creative when you encounter tough counters to your playstyle instead of calling for nerfs/changes. I've reverse-walked into gen parties with T1 Myers before. They did NOT expect that.
Myers moves slow in Tier 1 because no terror radius is an "advantage" that the perk COMPLETELY removes. It isn't like Spin Chill is a rare perk either its extremely common.
They don't need to know exactly where you are either to ######### on you with that slow tier 1 movement speed. As long as they get the SC notification and realize its a Myers they can just loop until kingdom come because of how slow you move.
I don't even use Tier 1 builds. But good effing luck dealing with a team thats using spine chill if you are. I am primarily talking about losing the advantage Tier 1 is supposed to give because of the perk. Meanwhile it gets turned into a massive penalty with no trade off just for EXISTING. I am slow but they know to be weary of me anyways so I don't even get the advantage of a swift build into Tier 2 while close enough to attack. Good luck playing as Myers intending to use Tier 3 if you end up getting ######### on early and have to dedicate a bunch of extra time getting into tier 2. Zero excuse that a solid team shouldn't have 2 gens done in this situation.
-
I had my worst match of the entire year about an hour ago. As killer of course. Spine Chill ensured I got no benefit from Tier 1 and the result was it taking FAR too long for me to even be able to use my power.
I downed ONE guy and started camping because there was 1 gen left that I could tell was about to pop.
They fully demonstrated how BS this game can be if you know how to go against the killers. This guy actually got so mad he talked enough trash for xbox to com ban him. I can't even imagine that logic. You just demonstrated how complete BS 4stacks are and have the nerve to act like I should've also given you a chance to get away?
-
So what actually DOES happen if you select complete on the node while not having the challenges finished?
-
So you don't even have to finish the tier to get the tier rewards? #########?
If you hit complete can you still do the challenges though?
-
I am also at the same place. FFS so now this means I will face even better survivors?
-
Survivors didnt need toolboxes to BLAZE gens in the first place. Cry some more.
Smart survivors make this change work in their favor by holding the toolbox for later. Which in a lot of cases is potentially worse for the killer as it limits the chances the killer has to counter the fact the toolbox was used in the first place.
If anything this update just highly encouraged survivors to be very smart with their toolboxes by simplifying how to do just that....
-
@tactic said:
Lmao, I get what you mean, this happens quite a lot for me.
Guess you just gotta pray they don't kobe, or maybe even wait around the hook for a bit in case they try.
Yeah thats whats so dumb. That should almost never happen. Yet here I am....time and time again im like really? The game is going to penalize me for not camping a hooked survivor? Then I bet if I camp the hooked survivor the hatch will magically spawn under the person downed I need to go get...
-
The game mechanics not treating this useless power as if its the best power in the game would be a good start.
Lower the completely pointless stun time. Alow at LEAST a couple swings before you endure that massive stun and lose the whole power because you missed ONE TIME. A hit that doesn't even do anything meanwhile you have how many one shot killers?
Frenzy needs to be longer AND faster as there is zero reason any decent team should be letting you chain hits in the first place.
-
Its not like getting an escape is this unheard of possibility in a match. Its going to come sooner or later. If you want it now then don't save.
-
This will be productive.
-
I obviously didnt mean 1 hatchet.
-
Question is why aren't you learning your lesson? Your picking up survivors that quickly 3 times in a match? Slug the squad and no DS.
-
Make Iri Head have Huntress move at 115% but removes instadown.
-
@Dr_Loomis said:
https://forum.deadbydaylight.com/en/discussion/comment/1114260#Comment_1114260
Is there any time of DC log I can cap? He's on PC.
log you can cap?
As far as I know you can't get more than 30 minutes. I would imagine constantly DCing after that might lead to a several week ban and then a permanent one. Its either a bug or they are not telling the truth.
-
@Dr_Loomis said:
https://forum.deadbydaylight.com/en/discussion/comment/1114173#Comment_1114173
"That's a complete lie."
Firstly it was 2 DCs.
Secondly this person does not purposely DC during games for fear of being banned. Imagine that.
And lastly: I don't care what you or others believe.
how would you get banned for 4 hours in 2 dcs? when the max is 30 minutes? If that happened he really should've screenshotted that so it can be fixed.
-
@Dr_Loomis said:
I believe people who DC as a rage quit should be punished. But this new DC Ban process is not always fair:
A person I know had two disconnections: one due to the house electricity outage and then one from a 'known error' which popped up on screen.
For this = 4 hour ban.
He's so cheesed off he's considering playing other games.
I'm with him...but due to the horrendous match-making.
I'm a level 12 killer going against levels 1-2 and getting slaughtered. Absolutely no fun.
4 hours for 2 dcs?
-
@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1088030#Comment_1088030
You've never played solo have you? working your ass off to carry the potatoes you get put with and still end up dying. Still no reason to play on.
If you make life miserable for solos they will decrease and you'll just get more and more swf....with killers complain about all the time. They shoot themselves in the foot.
lmao I hadn't even seen this post when I made mine about the hatch and survivor.
Solo surviving is precisely why I hate the hatch. If it was a group I was with. I would be grilling them on why they are basically giving up when we can still win.
-
I don't like it from a survivor side either. Lost to WAY too many weak killers because 1 or more of my teammates is the type who basically gives up the moment someone is dead and stops doing gens. Way too many matches where we basically obliterate the killer but end up losing because 1-2 people quit working on gens entirely. Increasing the time the killer has to get us MASSIVELY.
-
@PrettyGoodJob12 said:
https://forum.deadbydaylight.com/en/discussion/comment/1087990#Comment_1087990
No that's avoided by the killer closing the hatch, which should make the hatch inaccessible once they start said animation. Giving the survivor a free hatch escape just because they found the hatch too is lame and it makes no sense why you cant grab them out anymore
Exactly, IDK why that is everyones response to hatch grabs. Closing the hatch makes standoffs a non factor. At least then its a matter of whoever makes it there first wins for sure while also guranteeing the survivor can't hang around there like a jerk.
Oh and I would love for the hatch to be gone. Its a stupid mechanic that doesn't need to be in the game. Why when you BOMB a team does one of them still deserve a chance at a free win? Playing experienced survivors 1 of them will usually always get the hatch within seconds of it being a thing. Slugging isn't fun. Changing it so that the survivors can technically escape while accomplishing ZERO objectives is just ridiculous to me.
-
They should've never gotten rid of the hatch grab. That way the survivor still needed to beat you there. Simple.
-
@Johnny_XMan said:
The only dcs that should have penalties are ones where someone actually hits the "Leave" button.
Then there would be no purpose of having a penalty at all if voiding it is that easy.
-
@ASAPTurtle said:
https://forum.deadbydaylight.com/en/discussion/comment/1084175#Comment_1084175
And I'm glad you have nothing else to comeback with besides that.
When you call a factual statement a comeback.
-
@ASAPTurtle said:
https://forum.deadbydaylight.com/en/discussion/comment/1081585#Comment_1081585
Glad they popped the gens quickly and you lost. Killers emitting toxins like you don't deserve any mercy in the game.
glad that triggered you.
-
Don't bother with Bloodwarden. Just use Insidious so they can't save the person with borrowed time and they both go down when you time the chainsaw right. Bring an ebony mori so decisive strike can be ignored. NOED. Then maybe throw on Rancor to guarantee the obsession can never be of help during end game.
Game is outright unfair right now as killer. Who is beating competent survivors? Who is actually beating NON potato survivors on maps like rotten field etc? How horrible do the survivors need to be to manage to lose if you never hook the same person in a row or target the injured one?
I just played a game as Myers where I spawned right on top of 2 survivors and got one hooked within seconds. The game should be in my favor now....hell no. Somehow the gen they were working on which only had 10% done got finished in that time. Then another. So POOF nearly instantly get a hook 2 gens are gone. Needing 3 hooks to die...how does a smart survivor group EVER lose in that situation? and they have KEYS to not even need to finish all the goals.....