AntiJelly
AntiJelly
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@Peanits said:
We did actually mention that the Pig would probably be looked at at some point (even if it's just add-ons) during a dev stream back in July last year. There's notes and a link to the VOD here: https://forum.deadbydaylight.com/en/discussion/77678/
Well, that's neat! I must have just not heard when I watched that stream.
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@Waffleyumboy said:
When did they confirm Myers? He's only off by one, are the devs that nitpicky?
Why wouldn't they be? Myers is technically one of the legacy Killers, and he has got exactly 2 changes since release (4.2m/s movement speed tier in 1 and undetectable tier in 1).
He definitely has a handful of issues, and besides, Doctor was only off by about 3 add-ons.
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100% agree. There are too many things that need to be fixed in the game before they add in silly DC penalties.
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@Mikeasaurus said:
Damn. And I thought Demo on Xbox was bad. Hats off to poor PS4 players who suffer with that FPS lagginess!
PS4 actually runs DbD 10-20 FPS better than on Xbox.
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Yup. This always happens after an hour or two of running DbD, if even.
I had to get an external fan for my Xbox so I don't get that, and even then it still happens on the more graphically intensive Killers.
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I agree to an extent, but these perks wouldn't be as much of a problem if the core mechanics (maps and loops specifically) were fixed.
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@TAG said:
What does changing it from "one box has the key" to "you gotta search X boxes, where X is randomly determined" accomplish, if you don't mind me asking? To me, it still seems like the end result is the same in practice.
I'm pretty sure what he means is that, when the trap is placed on your head, the game decides an amount of boxes you have to search before getting the trap off.
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@Mushwin said:
https://forum.deadbydaylight.com/en/discussion/comment/1080465#Comment_1080465
Agrees, and even with the time it can take longer due to DC's, my kill 10 surv you would think would be easy but it took me forever, and if every game you are getting DCs or more then one it's annoying.
DCs ruin it too, but what I really hate is when the game just doesn't count your match. When I was trying to get the 5-silver evader emblems done, it just didn't count my first match, which I had a gold evader emblem in. Overall I had to play 7 matches (each taking 15-20 minutes) because it didn't count my first match, and one of them the Killer DC'd.
At least we can hope to never have that 4-man basement sacrifice challenge ever again.
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There's a specific reason why certain queues are bad. Because they're bad on all platforms.
They did a change a good few updates ago that made SWF lobbies only search for Killers basedon which Survivor has the highest rank. That made most SWF technically an all purple or red-ranks. Making it less Survivors at low ranks and more Survivors at high ranks.
This is effectively what it's done:
- Long wait times for high rank Survivor and low rank Killer
- Fast wait times for high rank Killer and low rank Survivor
- Overall worse matches, rank wise.
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One thing I want to mention here is that the reason Pig's camera angle sucks while she's crouching is because the camera placement for Killer's is generally at the neck. Not actually their face/head.
Otherwise, these would be some decent changes. Do you think there should be a minimum amount of Jigsaw Boxes required to search? What about the search time? You think it should stay 10 seconds?
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In my 2,000+ hours on Xbox, I've played maybe twenty-ish games against Nurse.
The issue is because no one plays her on console, no one knows how to play against her.
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Yeah. The tome is extremely frustrating. Especially the ones that are just blatantly "play this amount of games". Ah yes, I cannot wait to play 5 games of Survivor and get a silver chaser emblem. That challenge took over an hour, AND I WAS USING OBJECT OF OBSESSION.
I have completed all the challenges, but only after 3 days straight of playing. I assume people with jobs and families don't have that kind of time.
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@hex_genrush said:
https://us.v-cdn.net/6030815/uploads/447/Y9FXLOZ2AVOY.jpeg
Imagine how hard it would be for theses guys if gen speeds got increased
That's just Nurse. A good Nurse player can win against any Survivor team.
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You can try, but it won't be a good experience. I can barely run DbD at 25-30 fps with a geforce 800.
I just play console.
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Yep. It takes 1,500,000 bloodpoints on average per prestige, so that makes it just 4,500,000 bloodpoints just for prestige 3. Then it's 1,500,000 more bloodpoints for level 50 again, and around 2 to 3 million more for the rest of the perks.
That's ~6,000,000 to ~7,000,000 bloodpoints per P3, maxed character. ¯\_(ツ)_/¯
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Game is the same as it ever was.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1080354#Comment_1080354
Doc I could understand cause of his madness.
Oni too once you build up his power he can attempt to steam roll.
However not every killer has a power that permits them to pressure everyone. Also slugging I feel isnt helping the game. Im not saying we should never do it but if we have to slug to stand a chance I feel something is wrong with the game. We have to really go out of our way to slow the gens down. Our objective is to kill the survivors and I feel like were spending more and more time away from that.
Fair enough about the feel of the game, but in my opinion, the mechanics come first.
The Survivors have one objective: gens
The Killers have two objectives: survivors, and protecting gens
By slugging as Killer, you're stopping your objectives from working on your other objectives.
Slugging is a very important strategy in a match with all 5 players being high-skill.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1080224#Comment_1080224
Reworking ruin because people cant hit great skill checks also removes skill from the game. Since the survivors are the majority it doesnt seem to be a problem to keep their training wheels.
I still dont believe a good killer can pressure all 4 at once. You keep saying they can but yet to give any examples.
In a large majority of games I play (Mainly as Oni, Doctor, and Wraith), I can pressure all 4 Survivors by slugging and managing/zoning Survivors.
The only times I can't is when I have a bad map, or when I just am not playing well. Sometimes that happens.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1080130#Comment_1080130
I'm saying you cant pressure all 4 at once. Map size can play a factor in that but that's not my point. Odds are your going to find 1 maybe 2 survivors on a gen. Most cases 1 because of discordance and survivors know it's better to do your own gen. You hit one person, you chase them, unless they run past another survivor your not going to be able to pressure multiple people. Hitting that one person then leaving to find someone else is counter productive too. Most of the killers don't have a one shot mechanic or powers that help them in a chase. They NEED time to catch someone. That's why gen speeds are not fine for all killers. I don't feel adding more time to the gens is the right solution because meta killers such as billy can become OP with that. What I think would solve the issue is adjusting the gen times on 3 things.
1: The size of the map
2: The killer being used. If it's a slower killer or someone who requires time to setup increase the time. If it's Nurse, Billy, Spirit ect don't increase time.
3: Most importantly, I think we could use some sort of oversight by the entity. An AI to watch the course of the match and toss a helping hand if one side is doing too well. Example: If 3 gens pop all within the same amount of time before a hook is made, up the time it takes to complete the next gen. Vice Versa. If the killer is hooking people left and right speed up the gen repair.This option would obviously require a lot of work so I doubt BHVR would go with that.
Slowing or speeding up the gen times based on what's being played and what's happening in the match removes skill from the game. That's training wheels.
A good Killer can pressure all 4 Survivors at once, and if the gens were sped up based on a Killer doing their job, that's unfair to the Killer. Survivors get an easier time because you're good at the game?
Same thing for Survivors. If Survivors are doing too much too quickly, the gens slow down, because the Killer needs that time? Because the Survivors were managing their time well, the Killer gets an easier game and potentially free win?
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@ApeOfMazor said:
I stopped reading when he tried to compare TF2 to DBD.
lovely contribution <3
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1080118#Comment_1080118
Your twisting my words into something its not. Read my post again then come back to me.
Yes and no. You and two other people have said the same exact thing. I disagree with that thing. You can not chase multiple people, but you can pressure multiple people. Basically the same thing.
So, I'm asking you, are you saying this because you don't care about map size, or you just want to make gens 100 seconds and turn Survivor into M1 simulator?
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1080095#Comment_1080095
I'm going to go ahead and say you cant. This also requires the survivors be on the same gen or close together. most games the survivors are smart enough to each pick a gen. You simply can't be in 4 places at once and you cant design a game to depend on one side making a mistake. Cause when they git gud and make zero mistakes, the game is unfair.
So, are you saying all of your games are always losses? The survivors always 4-man escape?
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@TheAntiSanta said:
Decreasing map size will help a bit, but without using slow down perks and add-ons, the gens will still pop too fast. Like, the Asymmetrical Aspect of the game, means no matter how well designed the maps are, you'll still find yourself in situations where you are interacting with one player, while three other players are hard at work on objectives, completely out of your control.
That just comes down to play style. Don't chase one player. Slug people.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/1073658#Comment_1073658
People will just do gens in your face. You can't chase them all.
But, you can. You just feel like you can't because of bad map design.
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@Waffleyumboy said:
Hmm so the lack of interactivity from certain maps and killers are the problem?
Yeah.Because, technically, DbD is a melee game, maps have to be small to fit the gameplay. Especially so to fit the asymmetrical bit.
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I think the biggest problem is wait time ratio to game time. It's not inherently bad that the games are relatively short, but the amount of wait time you have to go through makes it awful.
I think the things that should be fixed first are matchmaking, maps, moris, keys, and toolboxes. Those are the biggest culprits to bad experiences as of right now.
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Leatherface will 100% be receiving the Freddy treatment, he was one of the two Killers that got rushed out (the other being Freddy).
You can probably expect his power to be completely different; neither a nerf or a buff. Just a change.
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Budget cuts are a pretty far off conclusion to jump to. Connection/ping depends on a lot of things; time of day, amount of players, servers available, server maintenance, and regions, among other things.
You probably just got unlucky. Such is the beast of Dead by Daylight.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1064053#Comment_1064053
But that is not correct. Botany + yellow medkit can heal you more than twice. There is enough left to fire a steptic or syringe.
But the idea is good, had that in mind as well. The "basekit" is: Put one charge per one second into one progress. A gen needs 80 progress, a healing needs 16 progress. For healing others and repairing every survivor has "unlimited charges", when using items you use the item charges.
Speed increases the middle value: putting one charge per 'modified' seconds into progress.
Efficiency reduces the first value: putting 'modified' charges per one second into progress.
I realized I've done my math wrong.
I think the problem is multiple modifiers don't play well together.
A self-caring Medkit plus Botany Knowledge in an isolated environment (just those two) works pretty well though.
Anyways, it should have been this:
Healing: 16 / (1.0 + 0.33) = 12.03 seconds to heal
MedKit: 24 / (1.0 - 0.33) = 35.82 charges in the med-kit
Each heal takes 12.03 seconds, but is still consuming those 16 charges. First heal removes 16 charges of the 35.82 effective charges in the med-kit. That takes you down to 19.82 charges effectively. Heal one more time, that brings you down to 3.82 charges left in the Med-Kit (effectively).
So Deadeye, you were right.
The issue is more modifiers (med-kit add-ons, efficiency perks, etc). They don't work like how I think they work, and I need to do more testing.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1064053#Comment_1064053
Yeah, I think I understood what you're saying. I edited my comment above after I realised my mistake. But thank you very much for the polite and well-reasoned explanation, it's much appreciated 😊
No problem. The whole charge system of dbd is really confusing and I'd love to spread the (botany) knowledge about it!
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1063943#Comment_1063943
Is that how it works? I would think it would be more logical if the 33% efficiency bonus brought you up to 1 charge consumed every 1.33 seconds instead of every second, and then the 33% speed bonus would just make you consume less charges overall because the heal wouldn't take as long.
So with the healing speed boost, at default healing speed, one full heal would consume about 12 charges with the efficiency boost at a rate of 1 charge every 1.33 seconds, but with the speed boost the heal itself would only take 12 seconds, so at the same rate of 1 charge every 1.33 seconds only about 9 charges would be consumed overall.
But that's just my guess as to what "healing item efficiency" actually means, mathematically speaking, so if you have a source that disproves that I'd be very interested to see it.
It's really iffy and complicated and I've only recently been able to get a good grasp on the efficiency part of it.
Think of it as a bar that requires a certain amount of things to be filled.
Healing requires 16 charges. You have a yellow Med-Kit (which has 24 charges)
Self-Caring with a med-kit does not apply the speed boost, so you would be able to heal yourself 1.5 times over 24 seconds.
Take the same situation with Botany Knowledge.
You are now contributing 0.33 charges more (1.33c/s), but with item efficiency, you're not actually taking 1.33c/s from the Med-Kit, but 1.0 instead.
So what this really means is that you can heal 0.33 charges more per second, giving a total 1/3 bonus to your total charges, effectively giving your yellow Med-Kit 31.92 charges. However, you're still contributing more charges per second, so your heal takes 12.03 seconds instead of 16. This means you can heal yourself just barely under 2 times in about 23 seconds.
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Item efficiency and Action Speed actually work against each other. Botany knowledge is the perfect example of this.
If you're using a medkit, you'd think it would make you consume 0.33 charges less per second, but because you're contributing 0.33 charges more per second as well, it evens out back to 1 charge/second.
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@Mikeasaurus said:
https://forum.deadbydaylight.com/en/discussion/comment/1063720#Comment_1063720
Let's face it. There will always be those survivors we encounter that make it their main mission in life to basically torture a killer. As long as those kinds of people exist in the game, it just pushes more and more toxic killer tactics.
Right, so just take it in strides. Don't let those people bother you, and just be nice back to them. It's the best you can do.
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Not to be that guy, but I'm pretty sure Otz had a ton of chances to slug that he never took. Slugging is seriously important, especially since I'm pretty sure one of the survivors had We'll Make It. You don't want to hook. Billy is one of the best sluggers in the game too.
That's on Otz's misplays. Even the weakest of the weak Killers can run a slugging build and win pretty often.
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Yeah. The best we can do as a community is be nice to others, and hopefully they reciprocate. That's the start of reducing toxicity that's so commonplace here.
Everyone's so stuck in playing a certain way that facilitates toxicity, and the more we can remove people from that the better.
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Right here. Demogorgon was Chapter 13, and Oni was Chapter 14. We have yet to see Chapter 15, and then they'll do their next roadmap in late May or early June.
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Solo Queue? Doesn't matter what perks you run between solo and swf besides one perk. When you play solo, you HAVE to run Bond. Hands down the best
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1060811#Comment_1060811
What I hate is when survivors say GG EZ. That EZ part to me is saying "you suck" You got lucky with those survivors. Most won't give you a kill or advice in the end game chat.
Right. The best you can do is just be helpful yourself, and hopefully other people will reciprocate. The more people we can get to be nice, the better the overall game experience will be for everyone.
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@gemjas said:
I'm just a rank 14 and the game sometimes puts me with purple/red ranks. I've thought about quitting many times, because it feels bad going against people who know what they're doing while I'm still learning. I even made a dramatic vow to never try killer again, lol.
Though, I did eventually try again because I thought killer just seemed so much more interesting than survivor. But, it became obvious pretty quickly that I was going against higher ranks. Again. In the end, I got one person on the hook. I would have gotten two, but someone did a flashlight save (which I didn't even know was a thing). Anyway, when the gates opened two of them stayed behind and kept motioning me to follow them, so I did. Then they kept pointing at the hooks. They wanted me to hook them, so I did. And after the game, they gave me tips.
They probably pitied me and wanted me to at least get some points, but what I appreciate most was the post-game chat where they took the time to give me tips. They even threw in a gg when they knew damn well they demolished me.
Stuff like that, though extremely rare, kept me from quitting. But it's really hard for new killers to learn when we're constantly being thrown in with people who know how to play already. I want to be a "killer main," but I'm not exactly having the best time trying to learn.
This, precisely. Collectively, us as veteran players, need to do this. We need to recognize when we're against newer players, and help them/give them tops, etc.
As for you personally, I would just keep trying. Practice makes perfect. You can watch good Youtubers/Streamers for tips. Ussylis, Ayrun, Puppers, Monto, ScottJund, Zubatlel, Umbra, and many more. Just keep in mind that losing is all part of the process.
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You should first start out by getting used to her default blinks. If you're going to use any add-ons, just use her recharge ones. Don't use anything that affects the charge rate or the length or anything about the blink itself.
For perks, Shadowborn is extremely good (The extra FOV lets her see much more during her Blink and Fatigue) . Other than that, anything that helps you locate Survivors is good.
If you want extra time in your matches so that you can practice Blinks more, you can go for slowdown perks, but it isn't necessary once you're good.
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@Talmeer said:
I wouldn't take Nurse on that list. I don't know the Nurse much besides some dailies sometimes, but the Nurse mains didn't seem to be happy about the last Nurse patch and imo, if people that spend the most time with a character are not happy about the changes, a companie - in this case - bhvr has failed.
Why the capslock? Won't get you anywhere.
However, I would also like to see a reduced stun, but hell... Bhvr has needed almost a year to add a little bit speed to the Legion (again). Don't think it will happen over night, even if frenzy is a toothless abilitie since the rework.
I think the Nurse mains are fine, and the Nurse rework got rid of things that needed to be gone.
If you don't believe me, watch Marth88 play Nurse on Twitch or Youtube maybe.
The only people who are mad are the people who aren't that good at Nurse.
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@doitagain_ said:
All the old moris should be switched from 1st to 3rd person or at least add a toggle option for killers. The moris in first person look terrible with the game’s low res textures.
Textures are only low res by your choice. Console and PC settings below High make it look bad for better frames. If you're on PC and use High or Ultra, it looks fine.
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They're not ignoring Legion. Every single Killer before Demogorgon needs touch ups or reworks. They have a lot on their plate, and they've only really fixed 4 of the 16 (Nurse, Doctor, Freddy, and Hag).
Also, Legion was a mistake from the beginning, in my opinion. His power is not fun to play against because it removes the skill in a large majority of the Survivor-Killer interaction.
There isn't any counterplay. Once the Legion gets the first Frenzy hit, he knows where everyone else is and he's coming fast. It's essentially like playing a cutscene for Survivors.
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@Spooky13 said:
I really like Legion's Mori. The fight back aspect of it is really cool. Of course, I have a Wraith bias as well, but I always thought it would be really cool if he grabbed them, rang the bell, turned invisible, you hear the survivor scream, then he uncloaks and throws the dead body down, which is covered in cuts/blood textures.
What if the Wraith grabbed the survivor and brought them into the spirit realm with him during the mori?
Wraith grabs the survivor, they both dissapear, then you hear echoey, reverb-y screams, and Wraith reappears with just the head and spine of the Survivor?
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Yes, Killers do have a higher skill, but only because Killer in general has a significantly higher skill ceiling. There's so much to manage as Killer, and you have to think and plan about all of it on a whim.
The only thing that takes thought for Survivor is chases and teammate-awareness. Even then, you can just use comms or Bond so that the only thing left at all that takes skill is chases.
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@kate_best_girl said:
https://forum.deadbydaylight.com/en/discussion/comment/1046681#Comment_1046681
The fact that a legit strategy is just to let a survivor win shouldn't be a thing.
That isn't "letting a survivor win". That's time management.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1046713#Comment_1046713
Ok that’s about what I was guessing but always appreciate another opinion
No problem!
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I feel as if that would remove a lot of strategy and interactivity between Killer and Survivor. Bodyblocking is part of the mechanics that you have to learn, and removing the purpose of bodyblocking reduces the skillcap of both sides.
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The way it works is that if any survivor is shocked by Static Blast or Shock Therapy, they gain the static charge; UNLESS that survivor is within 4 meters of another survivor during the same shock event.
When two survivors who do have a charge walk within 4 meters of each other, it does the same thing as a single Shock Therapy event. I presume that if you're running Iridescent King, it would just apply one random effect. It wouldn't transfer.
Also, it doesn't say, but being downed or hooked does not get rid of the charge. The charge remains until another survivor goes within 4 meters of the charged survivor, no matter what state.
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It was obviously more difficult and much more frustrating to play Killer, but 4ks weren't impossible. I played Myers most of the time in 2017, and saw a decent amount of success. There was a lot less 4k-ing, however.
Another thing is survivors were nowhere near as good as they are now. No one really looped that optimally.
