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Abbzy

Abbzy

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Abbzy
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  • Genrushing is just survivors copleating their objective the most effective and faster way possible in u nutshell. Thats the same as killer tunneling, sluging and proxycamping occasionally when its supper effective for him to hinder survivors progress and kill them fastest way possible. Its effective strategy and not liked by your opponent.

  • @Jacknalls_Paw said:

    Out of all the buffs he's going to receive , you are obviously focusing on the only needed nerf.

    Vecna is not weak and not is not a bad state, and it will certainly not be this adjustment that will plunge him into a F tier.

    Well for example last xeno changest were just straights buffs with tail little nerf, longer wind up and sound notification for survivor. When players tried it on ptb turrets were just op kicking you out of power for so long it was better to just drop chase and go to tunnel, if this change would go live xeno would be deffinitly d-tier or worse because smart players would just drag you to one good placed turret or two and make you powerless m1 for very long time, forcing you to drop chase and go back into tunnels to get your tail back.

    We dont know what dirrect numbers for changes are, there are just few big???

    What will be the cooldown after flight?

    How much will be his powers cooldowns reduced?

    How big buff will receive magick items?

    Even now boots speed buff for mage hand are pretty strong.

  • @ArkInk said:

    These changes do worry me. I feel like Vecna was in a stable and working state, and such large scale adjustments could very easily throw him off, whether it's making some spells feel bad to use, some magic items being much stronger than others (already kinda a problem tbh), or just making him too weak or too strong in general.

    We will need to see nubers, hope it wont be same as xeno changes like few patchs back it look as buffs and small nerf and nubers for flame turrets showed it was crazzy.

  • Idk why devs didnt put it as option in menu for players to choose which colors they want the old ones or new ones.

  • Now imagine how many hours you spent over time in bloodweb instead of playing the game.

  • @Rick1998 said:

    the cage is supposed to move you somewhere else if the killer stays close for too long .

    I know but it isnt working at all, on top of that i've seen trappers traps under cage and it didnt look like rng only if he did put thoose traps in corner by himself which doesnt make sense.

    in 2v8 cages Comment by Abbzy
  • @CrypticGirl said:

    Were there any teammates nearby?

    Didnt see anyone. I was rescuing survivor caged on other side of the map. Idk if caged ones counts too but i woudnt be supriced if they did.

    in 2v8 cages Comment by Abbzy
  • I liked the resident evil 2v8 more, devs gave you as survivor 400% bp bonus plus they gave everyone double exp which means more shards.

  • Terrets arent strong as before but his tail wind up is slower making hits against good survs harder.

  • Autoaim? Yes dbd in its core is just many hitboxes working togeather. Thats why you can make killer mis with 360 somethimes, same as huntress thin hatchet have hitbox of size of big ball( thats why many players gen confused when she hits them behind corner), or thing like crouchtech, blights shoulder flick and many more. He doesnt have autoaim he just has to hit you almost like all killers. The reason he somethimes he hits you when you are partly behind something like wall is game evaluate the sitiation like hit because his hitbox is 2 meters will play with him hitting you still partly behind wall. Same was the counterplay for kidnap tech just before he thried to hit you, you moved to window causing him to make grap hit.

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932293#Comment_3932293

    Just wait till the honeymoon period is over and you face actually good survivors, that will break line of sight and never give you a clear target ^^ The shrinking of the the bite hitbox and the cooldown after breaking a pallet really did a lot to reign this killers power in. He remains indeniably strong, but is nowhere as easy and "braindead" as people claim.

    Some players still forget the part that he must chase you down and hit you with m1 like all m1 but they will find it hard maybe one day when their opponent will know how to loop well and his conterplay to catching ap with leap( is very similar like agains nurse with charged blink)

  • @I_Cant_Loop said:

    I’ve used smokebombs effectively to escape quite a few times. Sometimes you’ll get unlucky and the killer finds you anyway, but the smoke bombs aren’t meant to be automatic chase escape mechanisms. That’s the whole point - it requires a bit of luck and a bit of skill.

    I dont want them to be automatick escape but they are terrible to navigate in third person compared to first person view. They should make it same for both sides.

  • @jamally093 said:

    How is it this hard to take a protection hit. Isn't the idea to take a hit for a teammate? So why am I not getting them...is it because their healthy? If so then aren't it taking a hit to protect them regardless of if their healthy or not? I'm just trying to get an achi which requires the endgame to happen and take a protection hit but fun fact everyone is already healthy as is so I have no idea what to do at this point.

    Just look at wiki theres requirements what counts as protection hit and which killer power trigers it

  • @Gh0st2317 said:

    @Abbzy that is really annoying too!! It's just like they automatically know where everything is on the map. And don't forget that the bots can just run away at the slightest faint of Killer terror radius and how they dodge most ranged Killer's projectiles often. (Huntress, Deathslinger, Pyramid Head etc.). Yet, the one that also annoys me the most is that they know where every Hex totem is!

    Sometimes best thing bad survivor can do is just dc and better player(bot) will loop you

  • One thing that gets me more than bots wallhacks, they know where hatch will be spawned so basicly last bot has huge chance to escape( on to off that undetectable doesnt work on them they just prerun)

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/445693/not-really-much-of-a-point-is-there

    DBD is no longer the hide and seek game it used to be

    I think that should be obvious, since the "anti hiding" as a core mechanic is on the road map for sometime in the next month or two.

    Some "anti hiding" has been added in game for many years the crows.

  • Yeah just noticed like 1-2 monts ago hooks are angled for some reason and this one specifically cant be used some times, there are still some dead zones in maps like rpd or gideon, but some outdoor maps have like hook right above basement and others huge gap around basement idk why.

  • My favorite perk long forgoten, definitely needs some buffs and love. It was worth running in first 3 years of the game then it has fall into fog.

  • @francesinhalover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3929832#Comment_3929832

    lol no you didn't.

    Got your nerve i see, basically every killer is op S-tier against solo Q and no this isnt my claim just yours if you think trapper is S-tier agains solo Q.

    That's a lie. Some killers stomp more average solo q than others.

    Trapper with his best addons is far stronger than vecna.

    Nice, your words:

    „Trapper is easily S tier on solo Q/average/low mmr with the best addons. 1 mistake especially near basement is all it takes to win the game.“( you put there solo Q and avarage so idk what you saying i claim trapper is S-tier)

    „Good stuff, you seem to ignore the average mmr part“ ( no i dont but if we should power scale all killers around varage mmr there would be majority above B-tier)

    „That's a lie. Some killers stomp more average solo q than others“ ( i agree with everything exept the lie part )

    „Trapper with his best addons is far stronger than vecna.“ (questionable, yes his best addons boost his kit more than vecnas best but he still depends on Big RNG factor more than any other killer in the game, still i dont think he is stronger than vecna with his best addons vecna has more options and his power has more tolls to deal with tough sitiations and has things that are super important for killer like mobility which trapper doesnt have at all and is one of the key parts of killer kit just like instadown, antiloop, range attack etc.)

  • To be honest onis power is one of the strongest powers in the game maybe strongest if he could use it more.

    Legion by himself is weak but with combination like oni or some other strong killer that can he fast hits he is quite strong teammate.

  • @francesinhalover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3929174#Comment_3929174

    "Trapper with strongest addons is nowhere near S-tier and him destroying swfs and survivors in general is because survivors are making mistakes. Trapper only works if survivors are making mistakes, thats when his power works and shines."

    Good stuff, you seem to ignore the average mmr part.

    You expect survivors to not make mistakes??? lmao.

    Trapper is easily S tier on solo Q/average/low mmr with the best addons. 1 mistake especially near basement is all it takes to win the game.

    Ofcourse it will depend on map also.

    Remind me if i'm wrong, but didn't a perkless trapper destroy a PRO SWF with a HIGH winstreak?

    Got your nerve i see, basically every killer is op S-tier against solo Q and no this isnt my claim just yours if you think trapper is S-tier agains solo Q.

    Trapper works the most when survivors are making mistakes, walking into his traps saving him time on chase and hit/pick up animations. Yes he is beast near basement just like other 4 killers. The last claim that some perkles trapper destroyed a PRO SWF with HHIGH winstreak, whose fault is it? Like if this is true than its compleatly the swf mistake, they have every advantage survivor can have (maybe map wasnt in their favor idk didnt saw the video) and perkless trapper doesnt have any advantage against solid swf.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3929174#Comment_3929174

    The devs haven't said they won't buff Trapper, they said they don't want to fundamentally rework Trapper because he already performs pretty well (which I interpret to mean "we don't want to make him an absolute monster for lower MMR brackets") and because him working the way he does is good for the game's "tutorial" killer.

    This isn't a pedantic distinction because not only did the devs buff Trapper after giving that AMA answer you're referring to, they said they'd buff Trapper in that message itself. It's absolutely possible for Trapper to be buffed in accordance with what the devs expressed.

    Just, y'know, don't hold out hope for a Freddy/Skull Merchant tier rework. They don't want to do that, specifically. Personally, I think it's completely possible to help Trapper out within that framework.

    Well he doesnt need rework just quality of life changes, there are two good videos about his fix one from Otzdarva called The Elephant in DBDs Room and another one from some trapper mains reaction abouts Otz ideas of buff.

    Tbh from what we know about devs i think he will get some changes after mayers second buff and it took them like from 4 to 6 years to give him buff for stalk he currently has.

  • @francesinhalover said:

    Trapper with the right addons

    both red or red and purple (surv injured on pallet disarm, pallets arm auto, surv self disarm = down) is easily S tier on solo Q average/low mmr that's why.

    And it can also destroy swfs if they do some mistakes.

    First of all trapper was S-tier only one time in history of dbd and that was when he was only playble killer in the game. Trapper with strongest addons is nowhere near S-tier and him destroying swfs and survivors in general is because survivors are making mistakes. Trapper only works if survivors are making mistakes, thats when his power works and shines.

    What we know as last message fron devs they wont buff him, they like his killrates and want him to be character for new players( every content creator or an experienced player will recomend wraith, legion, doctor).

  • The biggest trap in dbd is to play the trapper.

  • Oni is quite week without power, but in combination with legion or any killer who can get fast injures ( huntress, blight, nurse or bad solo teammates)oni gets power quickly.

  • Had few games with him and super buggy, first thing you dont know who you stalking because survivor when stalked should be seen white this rarely happens. Las thing reveal mechanics like i got revealed by sable and she was already out of gates area still it revealed me for some reason like 3-4 seconds after she left.

  • @Dadeordye said:

    Seems so, but the issue is still catch/grabs in general. Any killer can be affected by it.
    This occur with Wesker much more frequently because he grabs with his power.

    I would like to know becouse if he is then theres no point play him, will cost me like 30-50 minutes.

  • @LockerLurk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927047#Comment_3927047

    He is being added and he did get buffs. However none of them were removing Reveal. He'll be fine though, I think - He's getting haste in Shroud, faster stalk, and faster power cooldown. However Exposed lasts 30 seconds instead of 60.

    Yeah idk why they nerfed the exposed duration. But finally enough i can test one legion combo.

  • @LockerLurk said:

    Ghostface has this same issue with Reveal. I've seen some casual Ghostface players say that "unable to Reveal in chase" would be a good change.

    No it would not, for the same reason removing Staredown in chase would be awful. You NEED to be able to counter a Killer's power, and on Unknown especially it can easily teleport quickly anywhere and everywhere on the map as long as a Hallucination is there. If we remove Staredown in chase, we give Unknown the ability to keep EVERYONE poisoned at all times and unable to remove it if the Unknown simply harasses them hard enough or tunnels hard enough.

    The same as would occur on Ghostface if he couldn't be Revealed in chase - it would make him a tunnel powerhouse and would not be fun, plus always make a chase with him so risky the best option would be hiding… against a Killer that gets free info for being Revealed.

    That is awful game design. A reduction of either is warranted, but removal is a bad idea.

    I would just increesed reveal to 15 seconds, considering fact that survivors can reveal you from third person just hiding compleatly (same issue has ghoustface), his time window fo land a shot is very small and map dependent. Best use of power is mid chase like 15 meters away from surv or even closer) and hitting a long shot is hard if survivor knows he can doge. Only thing that keeps him above huntress is his teleport.

  • @Jtflorencio said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927038#Comment_3927038

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927038#Comment_3927038

    Different cooldowns I don't ask for 6 seconds of cooldown like Kaneki has but he could have cooldowns less than 2 seconds for example

    Still i dont think wesker needs coldown after breaking(even if it would be like 1 or 2 seconds), his hitbox isnt large and his dashes are just going straight so you can jus hide behind some objects and run.

  • Just hoping if they add ghoustface they will buff him properly, he is super bad against many survivors. If not he will become maybe worde than nemesis in this mode.

    Hope the surv blood points bonus will be at least 400% and exp bunus will be there to.

  • @OPXtreme_ttv said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922115#Comment_3922115

    Houndmaster is almost bug free now, only bug i can remember is when you send the dog into a pallet and then redirect chase command and he phases through the pallet. The whole point of vecna's power is really powerful abilities at a long cooldown cost. For the record his fly spell has the shortest cooldown of his 4 spells too

    Nah she is still buggy. Dog is getting stuck on hills etc. and search mode is tragedy that works like 1/10 times normaly on targeted gen. The vault nerf is little over. Should be increesed little. Not to mention dog pulls survivors more to pallets than to you which is still annoying.

  • @Jtflorencio said:

    Buff: Brutal Streght —> 30%
    Buff: Fire Up —> start with 1 token

    https://us.v-cdn.net/6030815/uploads/3GNRTVJMBX21/image.png

    Nerf: Blight & Wesker —> Cooldown after break pallet

    ( Why Kaneki yes but the others no? )

    I agree with everything above exept wesker nerf you sugesting. Like why? He is like B-tier on avarege, for higher mmr you need a lot of skill, addons like egg and glowes and be good at applying his techs(skinybird and hug tech).

    His hug tech is one if not hardest tech in the game, he is just m1 with dash power thats provides little mobility(like 20 m, wiki says 21 but some distance is lost with acceleration) and some antiloop. Still his power without some addons is not usable on many rounded loops same as demogorgons. With everything he can offer addons, his techs he is still low A-tier at best. Fun to play as and play against he not so powerfull as before and been here some years so survivors know the counterplay. Idk why you think he nerds nerf?

    Blight thats some different level. He isnt easy but personaly for me easier than nerfed kaneki and in my opinion he was same not even stronger than released kaneki.

  • Truth is most of his changes were buffs, but actualy he is harder to play than before. Tail wind up is bigger which makes much harder to hit some close distance vault and his tail is much more easier to doge. Overall he is better than before in my opinion.

  • @Trex_Crazy said:

    So normally the flame turrets are mostly fine and a mild annoyance. but if you go against a full swf they'll just keep setting them up to the next loop for their friends and its literally impossible to catch them.

    Thats just weakness of any killer whoose power has counterplay part in it (vecny,xeno,larry,traper). Very good survivors or mostly swf can make playing this keller feel like horror just like old larry.

  • @francesinhalover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925374#Comment_3925374

    actually other statistic sites FOR CURRENT MONTHS, still have him with a high winrate.

    He always had high kill rate eaven when he was D-tier freddy mains hold him high.

  • He is not that strong, if feel becouse ou saw bhvr kill rate then let me tell you few things. His slowdown isnt that strong little bit easier to hit than pyramids punishment but slows you less than clown. Dream pallets arent that strong his counter is just grab a clock. Only thing from his basekit that makes him better m1 is the teleport thats all.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922998#Comment_3922998

    That's the thing, it's all in how you buff them. Yeah just straight here's % increases would cause the problem you're referencing. However, buffs that require skill to utilize would not.

    For just one example:

    Knights guards gain extra move speed based on proximity of survivor to where you placed the guard when the Hunt begins. This doesn't do much for most Knight players, especially low mmr ones. However high skilled players that can use their hearing to gauge survivor location to try and place the guard right on top of them get rewarded. It's basically Spirit skill in hearing.

    Now this doesn't have to be an exact idea, more to get the point across. Power increases that aren't just given to everyone but require a skill component in the killer. This is how we circumvent that issue.

    There are tons more skill based buffs like this you could do for all the weak roster.

    What annoys most about knight is ai of the guard, like guard cahses survivor on shack survivor drops pallet and guard for some reason doesnt chase him directly trought pallet( like he does on windows) but walls around all shack. Then you have moments angains solid survivors they are looping both knight and guard on shack, on top of that there isnt much you can do with knight because if you are in guards circle( near guard thats chasing survivor) he will disapear 3 times faster so yeah solid chase power not to mention good w holders can give you hard times as well costing you lot of your precious time.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922837#Comment_3922837

    Take freddy and dredge as exemple, both m1 with some antiloop and mobility. Freddy is solid with mobility but his antiloop isnt that good on top of that he is m1 and dream pallets are jus a dream that rarely works( there are map where almoust no dream pallets can be spawned, good one is rpd strong lopps where pallets can be spawned) and freddys counterplay just grab clock and he cant touch you with his power he is jus m1 with teleport.

    Dredge best mobility by numbers in game but suffers from rng aspect of locker spawns and maps. His antiloop is only good on few loops mostly in place where survivor cant hold w, if he can that w is super strong and easy counter and his ability rarely helps to catch up( becouse of rng locker spawns) survivors can totaly counter him and help each other in chase/ when he uses his power he spans remnant, when survivor walks into remnant will break jusl like artist crows but unlike artis it has no debuffs for surviovo) so his antiloop has easy counter. Nightfall is good but doesnt hellp you when you need it most. Lockers can be locked, breaking it is heard very far. What else he has? On top of that he is jus m1 and body blocks are super nasty agains him(like angains all m1).

    Yeah freddy can counter bodyblocks i think when you hold your power for snares but is super buggy and slow, wont help moust times.

    Wraith has mobility and is easy but on higher mmr agains survs without meta and strong addons he is ding dong joke. Some m1 have antiloop as their strongest or only part of power( doctor, clown) but in my opinion it requires lot of skill and knolege compeared to how xenos, nemis and pyramids heads antiloop powers are effective.

    Than there are m1s like trapper, mayers, goustface supper weak(all of them needs strongest gear to do agains solid survs). There isnt much reason to play m1 it isnt that enjoying and rewarding.

    And dont tell me freddy is op because of BHVR stats (his high kill rates), that were release around his rework. Every time theres new killer or reworked one more players will play that killer and survivors are finding best counter play that means kill rates will be higher than usually.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922826#Comment_3922826

    The fact almost (if not literally) every newer killers have both mobility and anti-loop really tells the truth

    Take freddy and dredge as exemple, both m1 with some antiloop and mobility. Freddy is solid with mobility but his antiloop isnt that good on top of that he is m1 and dream pallets are jus a dream that rarely works( there are map where almoust no dream pallets can be spawned, good one is rpd strong lopps where pallets can be spawned) and freddys counterplay just grab clock and he cant touch you with his power he is jus m1 with teleport.

    Dredge best mobility by numbers in game but suffers from rng aspect of locker spawns and maps. His antiloop is only good on few loops mostly in place where survivor cant hold w, if he can that w is super strong and easy counter and his ability rarely helps to catch up( becouse of rng locker spawns) survivors can totaly counter him and help each other in chase/ when he uses his power he spans remnant, when survivor walks into remnant will break jusl like artist crows but unlike artis it has no debuffs for surviovo) so his antiloop has easy counter. Nightfall is good but doesnt hellp you when you need it most. Lockers can be locked, breaking it is heard very far. What else he has? On top of that he is jus m1 and body blocks are super nasty agains him(like angains all m1).

    Yeah freddy can counter bodyblocks i think when you hold your power for snares but is super buggy and slow, wont help moust times.

    Wraith has mobility and is easy but on higher mmr agains survs without meta and strong addons he is ding dong joke. Some m1 have antiloop as their strongest or only part of power( doctor, clown) but in my opinion it requires lot of skill and knolege compeared to how xenos, nemis and pyramids heads antiloop powers are effective.

    Than there are m1s like trapper, mayers, goustface supper weak(all of them needs strongest gear to do agains solid survs). There isnt much reason to play m1 it isnt that enjoying and rewarding.

  • Yeah they can was happening to me like 2 years ago. Only if i played killer and was winning or much was boring for survivors (me just getting hooks and no crazy gen progress) someone just crashed server. Game claind i dc but it was bs my conection wasnt bad on top of that happened many games.

    Still anticheat does nothing, 4 days back i played with xeno on disturb wall and two same looking neas were sus they know where i was on the loop eaven i tried many midgames on top of that i thought they were speeding like mft speed for very short time. Reported them both two days after came notification for sucesfull report.

  • @Pit_Bull_Love said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3919461#Comment_3919461

    Which combination of red and purple add-ons are you bringing as killer? Because every killer is bringing in their best add-ons as well.

    Maybe it will shock you but im playing killer most of times addonless. Explenation i think killer shouldnt be addon dependent(trapper, wraith, mayers, ghoustface, doctor) , addons should only boost your kit like 20% or make it different but not bad, or add same new effects that arent busted like billys iri beast mark( gives you speed in exange for charge time) or the one iri thath makes you 110 killer but gives you faster charge time. Only killer thats comes to ballance changes that make him capable without addons is leather face before that he was super addon dependent, now its much better and you can use his basekit to do some stuf.

  • Sorry but objective for survivor was crazy( like 300% faster than normal) if they knew what to do they could do it faster than normal rushing. The regression part for killer was almoust none and perks for survivor, most people run things that makes you last longer in chase(sprint, lythe, etc.) and antitunel.

  • I never saw mage hand as his strongest tool. Maybe before first nerfs but then, 40 second cooldown for what. if survivor knows counterplay as you said or does have boots (if wiki is right 7% speed for 3 seconds) if survivor dont screw up or loop isnt super unsave you can hug it and make it back to pallete which will be free to drop , so yeah strong power indeed. Only time mage hand has use ist when you use dipel sphere on survivors to disable their items.

  • @MaddieMage said:

    I used to love chaos mode but it’s back for the first day and already it’s the same stuff.

    Killers come in, get perks they don’t like so they just tunnel camp slug everyone out because they’re so reliant on their perks they don’t know how to play without them. So it’s tunnel for the 4K.

    Survivors come in, don’t get their favorite exhaustion perks so the minute they go down in chase they give up on hook or DC.

    If people are so reliant on their perks that you can’t play without them go play the regular mode. Why are you in chaos mode? I don’t get it.

    Its not the perks that mekes me tryhard. Real problem for me is lobby stuck with meta addons especialy on survivor side. This forces me to tunnel becouse after 2 syrenges and one bnp 3 gens are done in no time and i with 3-4 hooks cant do anything else to gain preasure.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918823#Comment_3918823

    Old beast of prey, which was considered a very bad perk, gave you undetectable with bloodlust one and kept it while you have it. How did you come to the conclusion, that giving one third of the undetectable effect and making it even worse is a good idea?

    Well i was bad perk and still is if you compere it to ohter perks you can have. My idea was there if you cant catch survivor with killer and for long time to reach tier3 bloodlust then this would make it easier. On top of that it would help killers who dont have solid power to help y catch( if y use y loose blood lust)

  • Idk why people hate ghoul so much he is low A-tier at best, After nerf his antiloop isnt crazy and only thing that stands up on him is his mobility(eaven it still got solid nerf) and his ability to got injuries on survs.

    Blight is deferent kind of animal, people were hating chucky back then for 10 or 12 seconds cooldonw but blight could do the same or eaven better with just 2-3 rushes. Ten second are his all rushes.

    Ghoul is still solid choice for killer if the devs wont nerf him ino oblivion like they somethimes do, but comparing him to blight comon its like night and day.

  • @Langweilig said:

    I would love this effect. It would be so helpful on a lot of killers. A secondary effect could be if not too much:

    • Grants the undetectable status effect while having bloodlust.

    What do you think?

    https://forums.bhvr.com/dead-by-daylight/discussion/443444/perk-suggestions-collection

    I would implement this on blood lust tier 3.

    Funnier to me is there are spaces between planks on loops on my new "favorite map" Omound lake mine meaning theres mo mind games possible.

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