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Abbzy

Abbzy

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  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063929#Comment_4063929

    Me getting every third match on Badham is doing the opposite of boosting my KR.

    Excatly badham was quite often in boosted maps which doesnt make sence I get midwitch and still missing pallets there but why badham is there Idk.

  • @Navenallimcam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/465225/couple-of-questions

    Hope in play? Team mate perks in play? There are so many reasons why a survivor would run faster than usual in endgame. I am curious to see the video! Hope you are able to :)

    There are just few perks that give haste and like one addon from medkits that has one use so I dont think that in base 1v4 there is tens of ways they both were faster just perks and if they werent there than its clear they had just premium gaming chair blessed by devs themselfs.

  • Look at loadouts if these two havent had perks for speed than its clear because in base 1v4 there isnt any other option for survivors to get haste only from perks and being damaged or hit by killer power like nemis whip.

    Another fact is 4,4 killers except chacky I think have thick bottocks and that means that their trajectory around lets say some object like big rock (when both sides hug the rock meaning they make their trajectory shortest as possible) is faster than people think and shorter so even when killer is faster he still isnt realy in these situations that much faster like you think you have 10% bigger speed but in reality if survivor reacts well and hugs the loops sides you have in reality smaller speed than you think.

    Flashlights that I cant tell vithout some vid but thing is that this game is rot through by subtle cheaters, people that have some more speed or heal with nothing in corner or teleport sometimes when there is noone around etc. and one of most used things there are like having more perks than they can have or some ability to blind killer through solid surface so they could be boosted by something but thats hard to tell from text like that either you have the experience to see it or you record it and rewatch it to be sure but the cheaters are here quite not rare so its highly possible they had something.

    Bodyblocking is more used by people with brain like if you arent oni who isnt powered or you dont have any instadown the more experienced survivor will try to make chases of their buddy longer with bodablock or even do it to drag you on them like in swf when that guy has deliverence (for now survivors cant see their loadout but in future I believe they will so this will just get more common especialy against purely m1 damaging killers with no mobility to catch up). I find bodablocking more common but I take it as they know what they are knowing and nice game ends here for me and tunnel plus slugging has green since that bodablock (its tactic for top effiency so I will use my tactics for max efficiency too as payoff, some may find it cruel but its just game and if someone wants to compare than he has it).

    Record would be nice but if you couldnt catch them in 115% speed and they didnt have any haste perks than its clear answer who you went against.

  • @bingbongboi90 said:

    In my opinion playing her feels very repetitive. It feels like the same gameplay loop at every chase.

    I think it is repetitive, just same pattern that only switches when there is another survivor for bodyblock against head form but thats all there is realy.

  • @DemonicDemons said:

    I recently bought Krasue, my experience is very rough. People saying she is overpowered are quite wrong, She has a cooldown switching modes which spawns apparently infinite amount of items to negate her hawk tuah and after the cooldown you have another cooldown before you can attack. I find her quite weak compared to other killers but I didn't play her when she first came out so Idk about the honeymoon phase in that regard. I love her design though, the way she's just a head with organs running around, her mori is awesome too, it's just too bad she's a rather weak killer. I struggle really hard with her, she's basically useless in loops because they just drop a pallet and if they aren't hawk tuah'd you are wasting time while the other 3 gen rush you into oblivion sadly.

    She is just slow its all the same infect, switch to head and down, hook, move and repeat but it takes some time and god forbid the survivors you face have some teamplay sence and bodyblock for each other because if they do there si only one best way and thats switch to m1 than infect and go head but this takes some chunk of the time fond that isnt that big for this so unless you have super fast chases with her she will suck not to mention she feels terrible to play as and spreading her infection has no value compare to nemesis or plague,wesker because these killers get something from it krasue doesnt just wastes her limited time. Even when she is head form she has good 1v1 but still some loops that are having multiple things that can be vaulted and are too rounded or shaped so she cant use her long dash attack to get hit will slow her super well because her vault in head form is just super bad.

  • Top 5 least played killers in game and she is there, the topping 3 are 1 skullmerchant,2 hag and 3 is twins.

    For me I dont enjoy her its like playing slower twins so I would rather paly twins than this thai lady.

  • @Hex_Boons said:

    https://forums.bhvr.com/dead-by-daylight/discussion/465204/fair-play

    If the killer is just standing next to you after slugging you, the rest of the team should easily be able to gens done. Yeah it sucks if you’re the one who got downed but I am willing to bet this is not happening to you in a frequent basis. I’ve very rarely seen killers play like this because it usually results in an easy win for the survivors.

    Its even easier than basement camping bubba like the time before someone will bleed out is like what 4 minutes which is lot of time in which 4 survivors can do gens fast and in 3 minutes if they spread they can have them done, not to mention there are perks that boost healing or counter this so some of killers time through his attempt to get kill can be made longer by some tens of seconds which just makes this situation more trivial for rest of the team to deal with not to mention if killer has to switch slug than its totaly easy escape.

    I get sluged survivor isnt enjoying it but the thing is the rest will escape and killer will still loose and abandon is in game like I think if you go down two times in which you recovered to maximum (recovering is automatic) you can just leave a bot there for killer and if he wants to annoy players that bot when picked will do gens for sure.

  • @JustRight said:

    The upcoming rework for Trickster feels like 20% actual rework and 80% nerf.

    36 blades and slower movement speed in THIS economy?

    all for looking and sounding cooler?

    Yeah having less knifes in this economy I find quite more irritating and the main thing that will push me away from this killer like now you will just play as his top mains pull one knife and slowly hit them one by one so dont get to penalty meter for movement speed and that you dont need to reload after every chase which on slower character is something very amazing.

    Worse in what he sucked before and even now and stronger in what he excelled before and was even now so just favor for trickster mains, plus wesker will get gutted which I find as bigger middle finger from devs than this whole rework and makes me hate this upcoming patch, what a shame.

    Somewhere I read they promised to put things wesker will loose into his kit so it arent unwanted bugs that are basicaly called techs but with their speed I fear it will take like minimaly half of the year or one and this even irritates me more (meaning wesker will suck for year which is briliant way to boost more people to pick ghoul).

  • @Shroompy said:

    As someone who plays him quite a lot, its mainly a side grade that has the potential to make him better with a few tweaks.

    His lethality has increased quite a lot in open areas, and the faster draw speed helps immensely at high wall loops to quickly throw a knife around a corner which sort of compensates the reduction in movement speed. The problem are places with long sight lines where a survivor can just hold W. Being 110 and making him slower while throwing knives means he loses a tone of distance even if you happen to hit all your knives. Trickster already has this issue on live but its gonna be even worst and thats the biggest blow he's gonna suffer from. Main Event is also just really underwhelming. It being just flat out longer instead of dynamic is nice, but you move so slowly that it just makes it extremely awkward to use.

    Personally I would make it so you no longer automatically throw knives while activating it, so that you can at least gain a bit more movement speed. I would also keep his current movement speed while in the throw state but still gradually slow down. Right now I feel its a bit too much when also paired with him being 4.4

    He seems to be more lethal in what he already was and weaker by 30%-50% in what he already sucked before so its kinda stalemate for me he will be effective in situations where he already destroyed survivors more but he will suck in situations he sucked before even more like high wall loops and indoors with lot of los breakers combined with his slower speed 4,4 m/s and slower speed when holding and throwing knife will be just same as before but not so "well rounded" as he is now I would say (great at low level loops and open areas and can play more better high wall loops and indoors/maps with los due to his 4,6 m/s).

    Less knifes, I get he injures on less knifes than now live version but this will mean that unless you dont miss and few knifes or loose laceration on survivor due to enviroment and perks (bare in mind this will be way more easier than now and way more detremental for trickster because he now is way more depending on his power as all 110 speed killers do) so you will have to reload after almost each chase which means with slower speed more time waste and is even more depthted by his dependence on his power than current version.

    This whole rework seems to be just gift for his mains that wished something closer to his first version and nothing so changing for other palyers.

    Survivors will still hate going against him, now even more because he has to hit them less to damage them and trickster mains will be only ones that will like it thats all that changes plus wesker is getting gutted because his power will suck more (something I have heard and seen from his mains and even showed in their videos which I find more as loss than trickster rework, shame).

  • On average these 3 seconds are so short time window so when you are in chase you have almost no value or doing some animation action like breaking so this perk is kinda meh perk and there are way better options like spyes from shadows is perk that is 100% more valuable in info and works very well compare to dear stalker.

    Only good things deer stalker does are showing some auras of survivors that have aura reveal on you but this doesnt work with perks like kindread I believe and many more perks or effects of addons and powers like some vecnas items which makes it more meh and second is finding survivors when you have no clue but counter productive part of this perk is that it shows the least chased survivor which is motly the guy who wasnt been even hooked so no solid preasure point for tied or though games.

    There are better options in my oppinion for aura or general info perks than deer stalker.

  • If you want to improve than you must be active one and not be passive and think it will all come alone to you.

    With tips how to play as survivor and how to counter each killer are better decribed on YT or on different sites than in game and waiting till you get that killer you want to improve to go against than just find some source of good info about how to play against him is not that great compare to second option so waiting till devs give you tips in game (the ones that play way way less rhan some people or mains and know very little about the gameplay and more about stats) isnt very wise decision that will benefit you the fact that some solid help should be in game is another thing/topic. Like it or not these are just facts the tutorial will teach you way less than 1 minute short on YT or reading reddit post about some tech or counter for some killer.

  • In my first matches against nurse back in 2017 I looped her like regular killer and after few games understood what she does or stared at mayers but those were early days same like some people didnt understand how to play nurse back than when ranks were a thing and you had matches against these blue eyes nurses that cahsed you like normal m1 killer and it was easy escape.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063536#Comment_4063536

    Kind of is BHVRs fault. Especially the new player experience is pretty bad, since you have 42 Killers which all have different powers. And I am very sure that you can play the game for months and dont encounter every Killer at this point. Sadako is quite rare as a Killer IMO, since she does not offer the most exciting gameplay, is not the strongest Killer (she is decent, but nowhere near the top) and also she is licensed.

    I would not be surprised if there can be weeks between encountering two Sakados. Which makes it then difficult for players to learn her counterplay. And this also affects people who know her counterplay. If I am in the Lobby with at least one Survivor who might not have seen Sadako at all or in the past few weeks and does not know what to do, it also affects me if that person is fully condemned 3 minutes into the match and dies, even if I know what to do.

    There are shorts on YT that take like minute and tell you more than ingame texts or like long vids that explain every killer and counter to them where even experienced players sometimes can learn or remember something they didnt knew or forget so kinda both devs and peoples fault like who wants to lear something, will loo for it.

    For sadako she has been changed 3 times and every time her tapes and condem spread was changed so combine this with the fact she is very rare to face (becuase she isnt much favored killer and hard one like with marco you need to play her effectively you would with same marco on knight or wraith be king and win many matches) which makes this even harder, if this happened to ghoul,blight,huntress,wesker people would even learn that or got it after some time because they face these killers often compare to sadako she is like in 1/3 or 1/4 (I would say) of least played killers.

  • She is hard to understand for newer players plus she has been changed/reworked 3 times so many people even on higher levels of the game have no clue what her power does exactly like they still remember or think her power works like her previous version but that isnt a thing.

    Another huge factor is her mains if you look closely she had great results even with her firts version where she could win but it took 20+ minutes match where with two addons and full regression (gen kick meta) and some slugging perks builds killer just regressed gens and sluged, build comdem and broke pallets and than got kills without hooks eventualy but it took a long time.

    The answer is her mains like if you got good map and survivors that are unsure of her power you can with great macro get kills without hooks (look at some onepumpwille plays with her and you will see) but that doesnt mean she is that good you need great macro a thing that would give you more better results on other killers and maps, maps are her key like indoors where tvs cover solid distance and is smaller spaces between them are better than open maps where her stealth is totaly none existant and tvs has huge gabs between them so spread of condem is small and her slowdown from survivors needing to take tapes doesnt realy exit much there this is her bane but combination of good sadako player with good map can be hige pain especialy when you cant bodablock which some survivors dont know till this day even when its thing that hasnt changed since her release.

  • @Sp00kyb0b said:

    https://forums.bhvr.com/dead-by-daylight/discussion/465114/reworking-the-krasue

    The usual killer rework time is about 5 years, so good luck with that. SM should still be in front of that rework line, but im guessing that they postponed it again. New DLC (milking our wallets) > Fixing the game > Fixing the killers > Anti-Cheat

    Well I think shape took even longer if we wont count in rework for killer addons because he was reworked like after 6-7 years.

    These two patches could count both as rework but I would count as "rework" more the patch 9.2.0 that did what is expected from rework and thats changing characters power to something else because 8.4.0 did changed only stalking and evil within 1 speed while patch 9.2.0 gave him more changes and introduced something new.

    Patch 8.4.0

    • Buff: increased the default Walking speed while in Evil Within I from 4.2 m/s to 4.4 m/s.
    • Buff: effectively doubled the available pool of Evil from 40 points to 80 points.
      • The pool is still distributed evenly across all Survivors present at the start of the Trial.
    • Buff: reduced the amount of Evil needed to reach Evil Within II from 5 points to 3 points.
    • Rework: reworked the distance-based multiplier of the Stalking ability.
      • increased the multiplier for Stalking from afar from x0.1 to x1.
      • reduced the multiplier for Stalking from close-by from x1 to x0.4.
        • These last two changes effectively reverse the Stalking behaviour, now favouring The Shape Stalking Survivors from afar over from close-by.
    • Undocumented Change: changed the Terror Radius in Evil Within I from 6 metres to 32 metres.
      • Since the Undetectable Status Effect overrides this at all times, this change is inconsequential.

    Patch 9.2.0

  • @GameDesignNerd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/465114/reworking-the-krasue

    She has a problem similar to aura reading perks and some status effects being overshadowed by swfs for example,, a team on comms that actively takes hits while you're in head form make her a lot less strong and force her to waste a lot of time, but when playing against uncoordinated and lesser experienced players, she dominates with ease

    I feel like they could do something along the lines of Singularity for example, where if survivors are within range of each other for awhile while one is leeched, the other will slowly develop leeched too, and maybe to compensate, Fungi can be an instant eat or not reduce your speed plus the decay time is shorter, so body blocking in head form is only temporary or can screw over the altruistic teammate, and Fungi become somewhat useful again and potentially can let survivors outlast the decay time thanks to the faster or instant eat

    You mean they would get infected by some time but it would take longer than larrys emp, thats kinda great idea because unlike larry her infection isnt realy a slowdown or any treat only thing it does is she can whip you in head form so its kinda like nemesis but with easier counter with resources (shrooms spawn everywhere). I still think hitting 3 hits with nemi is easier and faster with more benefits to rest of the match than hitting 3 hits with krasues head form that tooks longer and doesnt realy offer any slowdown or advantage in the rest of the game just huge time waste.

  • @ShanoaLegendaryPlz said:

    Ive been playing her a lot recently, got to prestige 27. Currently she still feels like one of the most aggresive chasers in the game besides kaneki - once infected. So her only real counterplay is avoiding infection, and teamwork.

    Most rounds i have people dont double up and body block which leads to very fast chases because the lunge makes almost every pallet unsafe unless theres a window next to it, the vault makes godpallets a deadzone, and the speed she has in that form makes it nearly impossible to gain meaningful distance as if you were being chased by a cloaked wraith that can strike at any time.

    So 1 on 1 shes a beast making her only counterplay body blocking. Which at that point i just switch/spit/switch, and think of it as a natural slowdown keeping 2 people off gens rather than just 1. They are also less likely to bodyblock if someone is alredy hooked.

    Some killers might feel like they need something fixed to make them more effective, but if you just make a killer too effective, how are you supposed to lose? You aren't supposed to win 100% of the time.

    While i do understand that at higher mmr she probably feels awful because her counterplay is 1 solid style, and an elite swf would master it, for the rest of the games mmr she seems quite strong. Mind you i main xeno who also suffers extremely with swfs at high mmr as his 1 counterplay is multi turret safe zones AND holding W, he also feels awful to play at high mmr.

    She isnt bad but feels super slow because you need to almost every time infect someone and than you can use head for to get down which takes lot of time and feels super cluncky. The true horror begins when survivors you face know what her weakness is and start bodyblock for each other this makes her waste so much time even nemesis is compare to her with 3 hits olympic runner champion, not to mention spreading her infection does almost nothing becuase shrooms are everywhere I feel she needs bigger rework like some big changes to shrooms and how her power works becuase she is great in 1v1 but sucks super bad in 1v4 and smart survivors that know that will give you hard time.

  • @GhostRider1518 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062614#Comment_4062614

    That is exactly the problem I’m pointing out. If a player has 7,000 hours of actual mechanical experience, but the internal system only "sees" them as having 1,000 hours, then the system is fundamentally flawed and data-blind.

    You can't ignore 6,000 hours of muscle memory, map knowledge, and mechanical mastery just because an arbitrary "score" hit a ceiling. From a programming perspective, if your input data (actual skill/experience) is vastly different from your processed variable (the hidden score), your output (the match quality) will always be garbage.

    The fact that the system treats a 10k-hour veteran and a 1k-hour intermediate player as a "perfect match" isn't a feature—it’s a massive failure in data granularity. It confirms that the "hidden score" doesn't reflect reality once you pass a very low threshold. We shouldn't be making excuses for a system that chooses to be ignorant of the most important metric in a competitive environment: actual time spent mastering the mechanics. The core issue is that the algorithm relies on almost binary kill/escape data. It completely ignores what actually happens during the match, which is just bad design. Treating a 10k-hour veteran and a 1k-hour intermediate as a "perfect match" isn't a feature—it’s a massive failure in data granularity. It confirms that the hidden score doesn't reflect reality once you pass a very low threshold. We shouldn't make excuses for a system that chooses to ignore actual time spent mastering the mechanics.

    Yeah another thing is hours mean something but they arent the key thing that matters like I bet you that 1000 hours nurse main that has all those hours on nurse or like 800 from these 1k hours will be destroying teams that have on average 2k+ hours per survivor.

    Hours matter but arent the key thing becuase DBD is asymetrical and many things shape the game like map, what killer is that like 1k hour nurse will have smaller problem on average against 10k hour survivor team than 1k hours trapper, perks, addons etc.

    The key thing is skill but that is hard to determine in DBD especialy when mmr is supposed to be set on kills and escapes like in fps games its usaualy easy k/d ratio but in DBD its hard there is more things and two roles so its hard to choose what will be the measurement for that mmr.

    Before you start spaming downvote like usual just read it first, thanks.

  • @cogsturning said:

    I yo-yo back and forth from having the worst baby opponenets with 50 hours to insanely skilled ones with 5k+. Lately it's been the former in my killer lobbies and the latter in my survivor. I've given hatch at least once a session to these poor hapless babies, many of whom get sandbagged by frustrated teammates when I'm on my way to a no-effort 4k at 5gens. As survivor, every other killer has been a p100, while my teammates have been terrible. It's probably been the worst I've ever seen it for the last couple months.

    I had it on halloween event on my legion only like mmr is bit loose on events but only on my legion I got games where I knew it will be 4k on 3-5 gens (depending on how hard I will be on them) but it only was on that event and only on legion I had normal opponents or bit under but close on other killers but only legion was choosen one for this for me.

    After halloween event ended I was getting normal games on my legion and sweat was back but i kinda welcomed it because lot of them gave up and its hard to wait for two survivors to get 4-5 gens done when you can ahve another game. Now its normal for me and lately its more of stronger teams Im getting because gens are going like crazy even when I apply good preasure and have good hook progress but that wont change untill next timed event or mode hits live like chaos shuffle.

  • @Dinadin said:

    DS doesnt do anything at all. So why wasting a perk slot?

    It does but you have to last in chase more than 20 seconds to fully utilize it and dont go against good bligts and nurses that counter it in 3 seconds after that 5 second stun but most of times people forget they are using it against s-tier and not some bubba.

  • @Shroompy said:

    Why are yall down voting this individuals fun 😩😩

    Well its krasue and some people are blind with imaginary ptsd from the time of her buff when she was released just like ghoul or merchant just people doing strange things.

    I dont deffend them because this guy just plays his favorite character, character I believe its quite rare nowdays and not problematic but here everything mostly killer topics get hated even if they arent bad and out of reality just untold forum policy here nothing new.

  • @Spirit_IsTheBest said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063260#Comment_4063260

    You're treating the map like an empty 98 meter straight line. In an actual match survivors aren’t sprinting in a perfectly straight path from hook to gate with zero obstacles. They have to path around tiles, rocks, buildings, etc. That alone destroys the “129 meters of perfect travel” scenario. Your simple math is anything but simple.

    You’re also assuming the killer starts exactly on the hook, commits to a full chase, and that the survivor runs the entire endurance duration in a straight line toward a gate that’s already open. That’s basically the most survivor favored scenario possible.

    If survivors are consistently getting unhooked that close to endgame with a clear lane to the gate, that’s a positioning and pressure issue earlier in the match. Endgame only amplifies the state of the game that already exists.

    And finally, this “simple math” ignores the killer’s actual endgame power. Perks that I've said plenty of times for killers in the endgame exist specifically because killers are meant to swing the endgame back in their favor if they plan for it.

    So yeah, the math works if the map is empty, the killer plays perfectly into the scenario, the gate is already open, and nobody made mistakes earlier. But that’s not how this game works, your 'math' is a spreadsheet fantasy.

    You get it kinda wrong too here going in straight line favors the killer not survivor thats one thing and second is teammates werent included in his calculations and bodyblocks are another thing that buys lot of time and distance so its just in numbers more survivor sided not to mention not all killers have tools for getting injures or cutting distance faster or threat of instadown like billy,bubba that makes bodyblocks unusable strategy.

    If its hook that is like 40-60 meters from opened or 99 gate (which it will be in situation I will use) and one survivor is hooked even in second stage thats 70 seconds and 3 teammates are alive its gg unless you have killer who can denny hooks with his power like bubba,billy,dracula or killer that can catch up or cut off super well like blight,kaneki and even some killers that can do this like clown or wraith still can get bodyblocked if survivors cut it well so in these situations its survivor sided, endgame isnt always killer sided like whole game its just shifting depending on what is happening or happened.

  • @XDgamer018 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063189#Comment_4063189

    same could be said about the exit gate still being an option after hatch is closed tbh

    Yeah maps like larrys are kinda survivor sided in hatch situation if its not trap or super high mobility killer (most of them get destroyed by map like larry like ghoul,blight,billy get countered by that map) the gates are so safe so its nearly impossible to deffend. Gates spawn and killer type are huge thing in hatch situation not to mention hatch spawn rng which can be super strange sometimes so its just thing you cant influence and it will somehow happen and end in killers or survivors favor.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063239#Comment_4063239

    Not so. Again it depends how well you play, sometimes it's not about being good in chase but how good your tactical overview is. If I realise a survivor is good against me in chase then I know I shouldn't over commit on chases with them. That's how you end up in a 2 gens left with only 2-3 hooks situation. As a killer knowing when to drop chase and focus on someone else/pressure a partially completed gen is a very important skill.

    And even if you do reach that situation, the game is still winnable. I've brought back games like that, ironically with the killers you quoted, demo and ghostface. Demo is my main, and if played right is incredibly good at turning almost any positioning into an effective 3 gen with it's traversal. The last 1/2 gens are always an opportunity to take back control of the game. And even if you lose them, the game isn't over until the gates are open and the survs are gone. Heck i remember one game where i had someone hooked in endgame, they got unhooked ran for gate and the survs were stupid enough to heal in gate, i went undetectable and pulled a surprise shred from the gate entrance dowing the injured player mid heal, picked them up and ended up turning a potential 0k into a 3k because they misplayed so hard afterwards.

    All its coming from how good you play but getting downs is the key in getting preasure and strong perks in play like pop, pain res, grim embrace, deadmans switch, noway out etc., slugs are preasure too but if you want to win you have to either slug all of them or get someone killed before they reach gates because dying from being sluged takes minutes and slugs can pe picked and its very risky play going for multiple slugs plus 4 survivors alive in 1-2 gen situation is super hard to cut compare to 3-2 survivors in on 1-2 gens.

    Knowing your macro is a thing too but all depends on type of killer you play and map like some killers are weak but can with increadiable game sence have good preasure (like sadako in hands of someone like onepumpwillie, she is still super bad on open maps because of tv spawn locations and distance) but even these killers can get shut down by some maps, hit and run is nowdays kinda half dead strategy but I dont denny good macro has huge potencial its kinda very good thing having clue where who is and where to find those you need for kill when they are on dead hook etc.

    Demo is kinda meh killer like he works in pub games but every time I watch some good survivor teams to go against demo he gets cooked alive even with meta builds (even trickster doesnt get so cooked like demo), his mobility sucks and has easy counter only thing he has good is his shread but that can be countered by round loops too. For the fact even games that looked doomed can be wined sure but mostly its win because survivors left their guard down or throw or think when I missed 3 hatchets in open against them in my firts huntress match after not palying her for like month or two that they can do dump stuff and than I hit shots they dont even think I can and win is done but these wins come from your opponents doing dumb stuf while you don screw up your plays not against teams that dont do mistakes and pull like perfect save in endgame without any option for you to get trade or down, these game are kinda done before you even see it.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063229#Comment_4063229

    Depends how you play. Running decent regression makes the diffence by allowing you to apply pressure to their gen progress. And ending chases quick is really just a matter of using the right killer/builds. Me I favour undetectable builds combo'd with aura reads. Makes for some very quick downs. I find when I'm running good builds I don't often need to tunnel.

    Thing is people forget most good regression perks that do realy something are bind to getting hook stage for activation like pop, pain res and fast chases can be hard if survivor you chasing is aware and plays good even with chase build he can hold you off long enough for his team to jump on gens and do some solid progress and with chase build you need like few seconds chases because if you wont have them super fast the survviors will get all gens in like 5 minutes and its gg.

    A killer who you play makes the biggest part in your options because stronger killers have more possibilities than weaker ones and can turn loosing game into win way more than weaker killers like having 2-3 hooks on 2 gens left with blight isnt world ending scenario as with demogorgan or ghostface like the outcome of these two is mostly sealed at that point uless survivors make huge mistake.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063197#Comment_4063197

    I mean tunneling isn't really the conversation here but yeah, playing "fair" will often just give survs chance to crank out gens really quick

    It always does if they know how to do gens there isnt much to get you preasure if they know how to loop and dont go down in 20 seconds you have hard time and tunnel is necessary evil for preasure.

  • @Daniel_Silva04 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063193#Comment_4063193

    If you do things right, it’s basically a guaranteed escape 80% of the time. Honestly, I can see you’re blinded by a survivor-main bias; you’re always complaining on other people’s posts about unfair situations for the killer side, denying everything and using survivor arguments that make no sense. You have no idea how the game really works. But I can't blame you—not even the devs themselves know how the game works.

    Well said.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063196#Comment_4063196

    I'm not talking about downing someone after a successful unhook. Like I said, you blew that match and they deserve their out. End game is, in the broad sense, killer-sided. Survivors can have zero hooks and the killer can still win by slugging everyone.

    And even most M1 killers have something that let's them travel faster or better than survivors, whether it be speed elements like Wraith or teleports like Dredge or bottles like Clown.

    The slugging part isnt that great of a exsample if we are talking about m1 killer and nothing like noed or stbfl isnt in play. The wraith or clown can deal with catching up, the dreadge well he is whole rng and in endgame he is basicaly mad turkey that is just m1 killer who can hope some unlock locker will be nearby, killer being faster by 15% isnt that huge when there is bodyblocky and that killer doesnt have power which could help him to close distance fast or get injure fast or from range than he is cooked like ghostface,onryo (same as dreadge just she can hope for magic tv but fact is she is like one of best killers that can counter bodyblocks but that only works on longer distances where she can catch up which isnt so easy for 15 seconds only having 5% haste because killer gets 0,6 m/s on survivor normaly 115 speed killer but when he is unhooked killer only gets 0,2 m/s for 15 seconds which is 3 meters of distance that isnt much plus someone bodyblocking and its done).

    The best way is to just be decided what you want at the start like you want hard tunnel or focus on two mainly to get kill faster or play casualy and dont care (option for strong minded people with iron will that dont mind salt from bigheaded survivors). I still dont thing endgame is whole killer sided because there is plenty of situations where killer doesnt have guarantee he will get kill or chance he will get more kills it just depends but its mostly just mirroring from the previous choices in the match like who he hooked etc..

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/465121/15s-endurance-in-the-endgame-is-very-stupid

    If as killer you can't turn an unhook attempt into a trade during endgame then something is wrong. They already remove the facecamping prevention to allow killers to secure an endgame kill. There's absolutely no reason to remove the post unhook endurance as well.

    I get that losing the only kill of a game to a coordinated swf bully squad in endgame is frustrating. I've been on the receiving end of it myself. But even with full squads it's still a risky play and can easily backfire. For every killer game where I've had a 0k in an endgame standoff, there are 3 or 4 games where I've secured 2 or more kills off of botched attempts to unhook someone during endgame.

    And on the bright side if this is a regular occurrence for you then it will be dropping your mmr to face surv teams you can cope with better.

    Tbh this mostly happens to me when I dont tunnel but go for the ones I saw and mostly newer ones and than they close gens super fast and start play super safe and predrop and yeah thats it if I dont get tunnel fast and go for another one its gg, the tunnel is only way to get draw at that point but hard to explain to survivor only players or 1 week killer players that play once a week the killer like ghoul and call it easy.

  • @cogsturning said:

    End game being survivor-sided is an amazing take. I'll remember that next time I get two hooks all match and three kills in end game. As far as I'm concerned, if they can pull off the save they can have it. Saves are risky and can wipe a team if done wrong. You'd already basically lost if there's at least two people left to pull of the unhook.

    End game can be sided for each side all that depends are circumstances like m1 killer with 4 people alive while he has one hooked and that hook isnt far from gate like 40 meters yeah if you tell me thats killer sided situation I would get all my answers, in that situation its basicaly very survivor sided if killer has not strong endgame build or survviors don screw up at that point but even noed can be easily countered on that high player count and 3 people can easily save one against m1 killer and bodyblock to the gate.

    Its all depending on circumstances like huntress on larrys can hardly get that hook if they paly it well because 4,4 m/s killers are kinda cooked either they commit and basicaly gain no distance for 15 seconds just keep the same or they go for another survivor (spirit kinda breaks it but others can only in some situations but on indoor maps I doubt they have lot of options or chances when map is against them because most of 110 are ranged or like half of them).

  • @azaxydbd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063016#Comment_4063016

    why should i spend points on maps that are not even being used due to the fact that they are waste, rather put bloodpoints offering or something than such low precentage chance that can also be countered by sac ward Duh…, i get ur point tho, but its not what we have, we have lots of wasted stuff, also lots of killers and survivors can do neat builds on certain maps, but well not anymore, maps were good, both sides could bring maps, sac wards shouldve been purple and everything would be fine.

    Ward doesnt counter them only dissables that offering chance but the chance for that map droping is still there and pretty solid, they should do more map offering on banning maps than making them guarantee.

    Map only working builds are thing but its small sacrifice in order to bigger part of people using them as they did before by giving themselfs the maps they have huge advantage on so they would win. One huge thing that makes one of biggest outcomes for the match in DBD are maps because many things especialy killers are very map dependent like give ghostface larrys and he can be good but give him some open map like autoheaven and he will suck and this is why I think maps should be more random than guarantee in DBD because of how unbalanced they are on each character (killers), this is what maked the map offerings that strong probably strongest offering alone if we exclude some other offerings like 4 vigos luck offering in one lobby that makes each survivor guarantee escape plus few perks on first hook basicaly full team deliverence without counterplay (deliverance has bad counterplay by hooking that player before he saves which is random but its still there but what can you do against full lobby where each survivor has guarantee hook escape for first time like nothing just move on but no preasure almost).

  • @azaxydbd said:

    they should revert map offerings so people can play the maps they want, or at least make it 80% chance to get the map, but make sac wards purple or remove them.

    Yeah great way to fall two steps back into map favorism era where just mostly one side because of ability having 4 offerings but other picked some too where people will play mostly on the same realms like rpd,badham, erie of crows, garden of joy, game snd others well no thanks I glad this bs is over.

    All that needs to be done is to just turn off that map selection where every week or two few maps have boosted chances to be picked compare to all other maps (they have basicaly double chance on like 6 maps) which sucks like one time it was just almost sll indoor maps so if you played killer who sucks on them yeah good luck and for survivors I believe there were manx indoors that time where bug with missing psllets on maps like larrys,hawkins or midwitch was a thing (some maps like midwitch are haunted by this nice bug even today).

    I get new maps having for some time higher chances for being picked likenow the trickster map when ptb hits live it makes some sence but this mechanic that kills that random part msjority wants of having chance to get random map instead of getting just same 3-6 maps is realy bad.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062954#Comment_4062954

    We all have these same issues in both roles. The helpless feeling happens constantly in survivor too, when the killer gets so much momentum so fast that there's zero chance of recovery. I have people AFKing under hook and running up to me to die every time I play. I personally never feel that way as killer because I can still win in end game.

    The MMR raising too quickly is a problem for everyone too. You go form getting the worst players you've ever seen to psychos, while feeling there's very little in between. It's a whole game issue, not just a killer issue.

    I recently experienced this stomp:

    https://us.v-cdn.net/6030815/uploads/0Y8T3O1ZS7OJ/19cc1343d0158-screenshoturl.jpg

    I got two hooks. The solo had gen perks but that's not what blew it for me, it was being matched with three perkless anons that were probably high performers on a win streak, with a new killer I'm still learning (but doing decent with) and also on Badham. Matchmaking, the map, and my own lack of ability lost me this match.

    Tbh I read some year ago that the maps you do bad on that killer you play you get them more often and it seems to work even nowdays like when I pick billy,bubba,huntress Im getting more indoor maps on which I have worst success rate with them because they naturaly suck on them or open maps for ghostface which isnt coincidence.

  • @vol4r said:

    I mean anti-tunneling and anti-slugging systems would be a good start for health and longevity of the game.

    Surviviors would be happier overall.
    Killer would have some buffs for hooking (first iteration of anti systems)
    Killers who wouldn't keep up with the pace would be buffed, which was told by BHVR stuff.

    All we needed was finding a way to stop survivors to use the system agressively.

    I really believe that surviviors efficiency is direct way to fight killers who felt too comfortable because of the tunneling.
    That's their only way to fight back right now, when we don't count the perks.

    Tunneling or not its just vicious circle if one side is having more preasure than other the most effective way is either for killer to get fast kill with tunnel and for survivor to jump on gens to get them fast so killer cant keep up. It doesnt matter who begins because if you dont want to sit there and look helplessly at your lost than you must do something to fight back and that tunneling for killer and high gen effiency called often genrushing for survivor are the best and sometimes only ways.

    Bad and truth thing is that mostly the one side which uses this tactic first has huge advantage most of times like in fight mostly the one who throws a punch first has upper hand and this applyes here too so in most matches either you stomp or get stomp and in few matches its chill but these are rare.

    Another thing Im seeing more often are people that just want to be alone and do gens, they dont want to be chased by killer they just want to do gen or they give up and it was even mentioned by Otz who call it something like otzdarva law 2, these people hate being chased which is compleatly different from og survivors that wanted this game more how it is now from hide and seek doging trapps gameplay more looping chase based killer state, fact is looping isnt so easy as it was in 2017 where there was double pallets on every loop and pallet vaccum which was free dead hard basicaly which was so easy to use to.

  • @Daniel_Silva04 said:

    You must be kidding, literally most of the maps have millions of pallets, even those ones that didn't have so many before. If you want all the maps to be like The Game just say you are not good at the game.

    Not milion but majority of maps have small distances between pallets like 6-8 meters in places near gens and game well map with few windows but like 6 god pallets is something Im just in shock how long it is for some god pallets still existing there like why are two of them near basement (only one gets broken when gens is done but its still very safe pallet that leads to another one that is always god pallet) and they both lead to jungle gym or another god pallet like how is this even possible in 2026 is mystery to me but I guess ghoul is a answer to all problems nowdays with nurse and blight.

  • @Science_Guy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062066#Comment_4062066

    Grace does fit the theme better, though RE9 coming out so close to the vote probably made it seem less unique to a lot of people.

    Yeah garece has some conection to religion and binds more to the chapter for me than aurora.

  • @AmpersandUnderscore said:

    I think "horror themed freeze tag" is more appropriate these days.

    Biggest horror is mories and having selfish meghead or locker boy in a team or solo sable thats terrifying.

  • @UnicornMedal said:

    Adepts are one of those things that happen when they happen. Sometimes it's your first try, other times you're at it for a week. Just keep playing normally and you'll get there.

    Pretty much the journey throught purgatory but they happen when you least expect it from my experience.

    Just remember when on first 3 killers (trapper.wraith,billy) the adept was just about getting all theirs 3 perks unlocked as teachables I believe or something like that but it was changed later and worst days for adpet on killer were the ones where you needed merciless victory back than basicaly double pip and 4k which on killers like oni or twins was nearly impossible not to mention some class for points from 4 was bugged so you couldnt reach iri level of that class in points annyway which made adepts impossible for some time.

  • @ManOMaker said:

    To also add, I mainly play survivor, so I am lesser experienced on a few killers, but it doesn't change that the pressure to have to run good perks makes the game more stressful and less fun if you are playing killer without them…

    The true way is play dirty when you can and slap good addons because not all killer either have solid perks like artist,clown and some are super weak even with midd perks like trapper, some i got totaly by survivor team loosing because they didnt want 2 escapes but 3 and lost to hook stand off or there is gab where you can slug and you must slug them all or my favorite when someone dc than its way more possible to achieave.

    The truth is the adept for killer since they make it it needs 4k was always hard compare to survivor where you just need good team or luck for hatch and you will get it but on killer perks matter more especialy on weaker ones so you must compansate by some tactics like slugging and tunneling to achieave that adept like my on merchant I just was loosing so I said screw it and went against one guy hard basicaly throw the game and funnily enough it ended in 4k because they give me oppening for slug and I got kill and than it was just about being lucky on hatch.

    For killer hatch is deal breaker because its 4 kills not 3 and hatch is big hazzard plus some maps have god like gates like larrys that you cant protect both if you dont have killer like trapper or singularity but tbh the games where it looked I will loose hard were the ones where most of my adepts on killers came from.

  • @PetTheDoggo said:

    Operation health was supposed to focus on bug fixes in first place, not trying to create massive balancing features that need to be reverted.

    Pretty much nothing wrong in fixing bugs and better anticheat or more things to reduce cheaters if you dont fail here Idk why can hate it I think majority would welcome things like this if thery werent failed or wasted and more things were more broken than they were before like bugmaster.

  • @Chilli_man2400 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062281#Comment_4062281

    like I said I’m not saying they were perfect but every YT which I can’t name threw huge tantrums and said killer and dbd will die and BHVR has killed dbd

    All they had to do was just make it so if you kill a survivor before 4 hooks the other 3 gain a 25% repair speed bonus. You can still kick and block gens but since you tunneled early your punished and the bonuses would be disabled

    Bam perfect with some minor improvements

    But nope all the “people better than BHVR” grifted and made so many clickbait grrr BHVR bad BHVR no good videos all from the whiny killer mains who are Stuck in 2017

    The first one got some point like punish fast kill on many gens but than turn it off on like 3 gens left when 2 already poped and turn the big antitunnel or some of its effects on some gens or end game and it would be very good for healthier state of matches but instead they made second one where they missed all key points and just ment to hardcore buff antitunnel while giving killer almost no reward for unique hooks (the haste that is lost on using killer power or breaking action or when you start chase in form of bloodlust is one of biggest choices that showed devs kinda are very off with understanding their game like they just play only tutorial, this reward was almost unusable on majority of killers especialy lot of those that would need it a lot like ghostface,trapper,hag,onroy because blight,kaneki or billy dont care for some small haste that gives them very little they have super powers already but these smaller weaker killers do and thats something devs cant grip since 2017).

    The YT part of content creators saying DBD will end well the people that got brain and some experience with spikes in their content can make their picture themselfs right after they see that content if its something they cant or wont or dont want experience themselfs (not everyone can or wants to download ptb and play there so they get their veiw on these things from sources like patch notes and videos from content creators), sometimes some things are exaggerative, overdone to get attention on something and bring questions and people to their viewer base for gain in many forms but they were kina right that both these things were actualy bad atleast in execution the devs had in ptb and they werent even changed or upgraded to fit more to live state of the game which is why they didnt succeeded.

    No hate for devs but they are more for me especialy lately as the memes of mechanic vs engineer like if you know someone desings something but the execution of that thing or some part is so stupid in terms of maintaince that it basicaly looks like it couldnt be made by someone smart.

    image.png image.png

    Something likem this for imagination.

  • @[Deleted User] said:

    I have weeks where I see too many obvious cheaters for it to me normal, and weeks where I feel like I haven't vs'd a single cheater but it's impossible to tell because Subtle Cheaters have always been a thing too.

    One subtle cheater in this game I had her slugged, chased her teammate, he ran past her body but did not pick her up, she picked herself up and then in the end game chat tried to tell me he picked her up. When I reported her account a little while later I booted up dbd and they told me action was taken on that player's account.

    She subtly cheated but tried to gaslight me into thinking her teammate healed her mid-chase.

    The ingame report sadly does very little like it works on obvious cheaters but some dubtle ones that get reported by 2 people in half of a year it doesnt do anything and forum reports need too much things like recording of that person cheating and it takes few tens of minutes.

  • @akawshi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062192#Comment_4062192

    Minor speed boosts and perfectly timed palette stuns (with 100% success rate) often go unnoticed. In fact, there are many such subtle hacker techniques like this.

    This is probably highest number of cheaters the subtle ones and they are slmost impossible to spot with things like this even auto dead hard isnt so easy to spot if you dont suspect it and in majority cases you try to fake and than hit and not miss entire attack.

    If the suble chraters are smart than ots almost impossible to see them and majority of them are very bad players so this hides their cheats even more.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/464986/bug-with-pallet-save

    This is intentional, it was just bugged for like 2 years where survivors could walk through the killer when they were picking up.

    I think so because what decribing is something simular as wraith window or pallet with your body they cant vault or drop it either so if killers body is in way there isnt option to drop it unless its buged or survivor is cheating and has no colision.

  • @CrypticGirl said:

    I wouldn't mind going against Killer bots. There's a lot of Killers I struggle against, but have no reliable way to practice against them. I'd just have to rely on random encounters and then fail hard again and not really learn anything…

    Can be better than nothing but one bog reason why you may struggle against them is fact that you dont face them often, if you would play against them very often I bet you would get way better in countering them.

    Another thing about bots they dont often do kind of plays a real players do like huntress bot only has hatchet up when she has clear line of sight but that if that los is broken she just goes brainlesly after you in situations where real player would charge hatchet and held angel on you the bot would just wind up hatchet and put it down or no mind games from bots or tricks and techs just more of clasic killer chasong you down with brute forcing everything, as I said better than nothing but like smaller half of what you can lear to counter against these killers not to mention they often dont miss things like dashes on wesker if you are in reach or dont expect doge on sound cues like on huntress ( they throw at you and dont expect even simple doge to left and things like this real player does), but still better than nothing at worst you will see these killers against you more than 3 times per year.

  • @Chilli_man2400 said:

    nah cause every killer main and YouTube channel will throw tantrums and have a huge meltdown if we get this cause god forbid we actually try to stop tunneling and slugging

    Btw I thought there was nothing wrong with the changes in 9.3.0 could have used improvements yes but to scrap it completely wad stupid

    It wasnt about forbidong something but more about punishing killers that play weaker character or dont even tunnel in first phase and second just punished killer wothout giving him some reward for playing nice and spreading hooks instead punished killers hard (especialy first phase) and the weaker killers couldnt compeate with these changes against decent survivors. These antitunneling operations even nerfed killers in endgame significiantly rspecialy first phase with giving the endurance and haste for 30 seconds which was against many 110 killers and m1 killers basicaly free escape to gates after unhook if survivor wasnt hooked in bad spot far from gates or killer didnt have good catch up mobility which he could use to get them before they reached gates.

    The whole reason why it failed was because both phases punished tunneling but more if killer didnt tunnel and still the less punished from all were hardcore tunnelers that tunneled like it was comp match, the reward was nice on first phase but punishments were still more damaging to none tunnelers and weaker killers that cant have 6 hooks at 1-3 gens left against decent teams and second phase just massively buffed survivors after being unhooked and rewards for fresh hook for killers were basicaly none existant or didnt do almost nothing so tunneling was just way better option.

    Both failed for varius reasons.

  • @Junylar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062162#Comment_4062162

    It is possible to stop server-sided cheats by implementing server-side validation. Cheaters in cod/cs can't use speedhacks, can't fly, can't become invulnerable, etc.

    I think theres problem with this because hackers can speed up or teleport others which would mean none cheating players would get baned too from what I heard but idont belive there isnt any good option that would stop solid part of cheaters and make it better deffinitely than it is now where there basicaly is only ingame report that depends on numbers of reports (more people report that one player for cheating the more likely he gets banned but this only works for things like dwights that fly and do god like stuf or those killer bots that kill you before you can move your character) and report on site that takes huge time and requires some evidence in form of video (maybe screen shot but that cant be used on all cheats to catch them in act like walling or speeding) but it takes ages and not everyone can affort to record their games so its kinda meh now and cheaters can after ban be still on new account in few minutes or tens of minutes back faster than dam arnorld in terminator so something should be made to get this situation in more control but thats on devs and now I havent seen anything from them lastly like year ago or more like two they mentioned something about cheaters in some anticheat but now they play more dead bug and hope we forget and will complain about kaneki and tunneling more than cheaters and saddly it works for them.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4061810#Comment_4061810

    You can namedrop whoever you want, it doesn't automatically make them right.

    Love how they name but majority of streamers and other content creators that are pretty good because they play the game for living 24/7 (not as average joe who has to get up in morning to work and has kids and other chores to take care of) and they mostly still post only their good games where their build worked or they won and like once a year some show how some their games from that year didnt went as we thought like spookyloops or hens do this and you can see there are still teams that can wipe them pretty casualy (meaning mostly when they have some valid build on that killer not like hens where he had as demo only two perks that werent that great and no addons against full meta stuffed team that played super well because if this case vast majority will loose).

  • @Leon_van_Straken said:

    My biggest problem with this statement is the follwong.

    The rare times I touch Killer I play my favorites, Myers, Chucky, Clown, Trapper which are nearly all changed now… but I play them from time to time or I try to get archivments. So I can play all Killers atleast decent.

    The funny Part is the following…

    If I play some better Killers, like Wesker, Nurse or Ghoul the Survivors I face seem to don´t know what a pallet is. (before you say that I am in the Baby MMR with them remember I have all archivments so yes I got all 20 Jumpscares from Springtrap the legal way and not farming and so on so it is not my first 5 games with each killer)

    But when I play a weaker Killer suddenly the Survivors mutate to a navy seal team, shutting my traps down before I walk to the next location.

    Something is flawed with the MMR heavily in my opinion.

    There is some loose mmr drop like when you dont touch some killer in longer time but you play him occasionaly your opponent will be little weaker or not so hyped (from my experience) but sometimes even if I hadnt touch some killers in months or almost year I still faced teams in few games that were above my skill especialy with that killer so I think its still wild mess but on other hand better than before and if it would be very strict than you would as survivor didnt even see some killers iff you were good because they wouldnt be able to beat themselfs to that levev if mmr worked as some strict ranked system and term like" just ghouls and blights" would be way more common for more people than it is now.

    For your springtrap achievement tbh I dont know anybody who used his doors and I played survivor when springtrap droped for like month or two alo like all my games were 95% as survivor and I only saw megs and few survivors use his doors especialy when he wasnt in chase or didnt carry someone to hook so Idk who you went against but most people found out there isnt much of any benefit to use his doors as mobility unless he does some actions in which you know he is doing them and than you can use doors like to go across the map but still its not better to use them maybe for revealing him (his grab has very strict rules but Idk who jumped into doors and thought it will end well only saw few megs and sables but comparing them to other teammates back than they were little weaker on looping and experience side and gave up a lot or got downed fast so Idk), you must have been very lucky because getting that achievement in normal games without making survivors help you get it is super hard probably one of few hardest achievements in the entire game because of all how his travel through doors grab works.

  • Just people being themselfs (or in this case some with this behavior), the problem shows when you need work togeather as team to achieve some goal and get teammate like this sandbaging selfish rick than its not fun.

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