Apple2o
Apple2o
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A 2.5~5 second stalk into an M1 will always be a faster down than an M1 into another M1, especially if they can reach a pallet or can use their exhaustion perk. It also gives them less time to get away from the gen they were working on, saving you time for pop goes.
A ~3 stalk into a ~5-10 second chase into an instadown with sloppy butcher into popping a gen is an insane amount of damage to do in a very short period of time. Why you instead would want to go onto a regular chase where all you are getting is a 4% thanta stack is beyond me.
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RNG-based perk. It is pretty nuts when it works but there's other more consistent perks to run for healing / support builds.
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Nurse tears, delicious.
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Distressing is great combined with a map offering for a small map along with overcharge + unnerving or infectious fright. Other than that, it's mediocre.
My favorite use for it is perma tier 3 myers with dead rabbit, distressing, overcharge, and unnerving on the game map. Once you hit perma tier 3 your terror radius covers the entire map, making overcharges impossible to hit.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/466046#Comment_466046
How can you have "game sense" with the gens if one of them is fake? The gens are not spread far enough apart to be able to account for a fake gen. They are often in clusters of 3.
And Ruin is popular... But it's balanced. This perk is broken as you have designed it.
No this got upvotes because to biased killer mains the concept sounds good. Put more than a few seconds of thought into it and you'd realize the ramifications of this perk.
And you're trying to "balance" the game by introducing a must have perk for killers? That's not balance, that's a bandaid.
This game is a ****ing progress bar simulator for the survivors not in a chase and your proposal is to essentially require a 6th gen in many games. Unless the fake gen was done first before any survivors died or got too many hooks this would often make escaping literally impossible in the late game.
Some killers could use buffs and some survivor perks could use nerfs but crap like this isn't the answer.
To be fair, with pop the killer is basically bringing in an extra 2-3 generators if they are getting downs.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/858904#Comment_858904
No. Pipping is the ranking system, not the win condition. There is a difference.
The wincondition is to either Kill everyone or escape depending on your role. The game specifies this in the tutorial.
I disagree. Following that logic I could play survivor, get into a locker, never touch a gen, and wait for the hatch every single game and that's "winning" even though the game deranks me for it?
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/858878#Comment_858878
I'm talking about the wincons, not the emblem system. Survivor escapes are also only 1/4th of the emblem system but it's still their wincon too.
Pipping is the win condition. The system exists as it does because killing survivors off by camping or tunneling is REALLY easy and more needed to be done to encourage killers to not camp so hard.
The past system was the binary "did they die" method of ranking up and those were dark, campy days indeed. Alleviated only by the fact that survivors were much more overpowered than they are now.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/858847#Comment_858847
The entire point of getting that BP is to unlock more stuff that can be used to further optimize your kill rate.
The end goal is getting the Kill, so I will always prioritize it over BP. Just like I prioritize escaping as a Survivor since that's your wincon.
Killing survivors is only 1/4th of the emblem system. With the past system? I agree it was only about killing the survivors. But the new system focuses on a lot more.
In a really solid game, where I get 10 hooks and it's down to 2 survivors with 1 hook left each..... even at red ranks it's rarely going to be the difference between pipping or not if I get both of those hooks or just one.
The 12th hook gets you maybe 250-500 points? 500 points and an extra emblem that probably won't impact if I pip or not isn't worth sticking around another 5+ minutes into the match for me.
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@NuclearBurrito said:
The only difference between slugging for the 4k and not slugging but still going for the 4k is that if I don't slug then you might escape with the hatch or the exit gates if I close the hatch.
It's not any harder or easier to actually find you, but I can make sure you don't escape in the meantime if I do.
So why would I ever NOT slug?
Because it wastes 4 minutes of your life, 4 minutes that could be spent getting far more BP for the time in another match with fresh survivors?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/857994#Comment_857994
You’re damn right that’s what I’m saying!
what is it with survivors and killers unable to have any perspective on fairness for the opposing side?!?!
As I’ve already repeatedly said, Killer aura reading perks or add-ons are highly conditional. They can’t just read survivor auras whenever they want. For a survivor perk, such as Distortion, to be capable of rendering a killer perk or add on 100% useless is EXACTLY why it’s limited to 3 tokens (and why Sole Survivor also has strict conditions). It’s lazy to expect a perk, simply by equipping it, to obscure your aura for you rather than use the information to true and avoid that’s sameness circumstance later in the match.
Yes, hooking a survivor is a very hard condition to meet.
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@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/858008#Comment_858008
While that's true, I don't see whispers terribly often. Usually killers just rely on BBQ to find their survivors and then run 2-3 gen slowing perks, because that's what does the work for them. Dying Light + Ruin + Pop is a really popular build.
That is true, but also because BBQ gives double bloodpoints. I vastly prefer discordance, whispers, or thrilling tremors to BBQ, but still find myself using BBQ for the double BP because DBD is a huge grind.
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@Atrushan88 said:
Distortion simply couldn't be infinite, because it'd ignore all aura reading all the time and you'd basically be invisible. That said, I do think it should have some sort of way to get more tokens or something because I don't think Distortion is a good perk at all.
Perhaps it could recharge fully for every generator you completed, or something. It'd work great with an immersed build then.
Even if it were infinite, it still would not stop the best killer tracking perk (whispers). It needs a buff in some way to make it more viable to take over the current meta perks.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/857982#Comment_857982
In my region (Australia) there’s been a steep increase of Nurses Calling and Deerstalker.
It doesn't work against deerstalker. And unless you are facing a stealth killer there is no reason to heal inside of nurses calling's radius.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/857967#Comment_857967
Not for me.
If that’s your experience then fair enough.
How often do you go against aura reading killers? ~95% of the time all they are using is BBQ. And if you are using distortion just to check if they have BBQ? It's a waste. You can tell if there is BBQ just by how fast your team is going down.
If it's a wallhack killer then your distortion will run out of all 3 tokens before the first few gens are done, so it's useless. if they have nurses it's useless because you should not be healing near the killer to begin with, and it won't conceal you anyways.
I can't find a use for this perk when there are so many other incredibly powerful, non-situational perks to use in its place. Getting into a locker isn't hard. I would take quick and quiet 10/10 times over distortion.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/857938#Comment_857938
Fair enough.
Personally I’ve lost count of the amount of times I’ve been very glad to have either Distortion or Sole Survivor equipped when I use them in particular builds.
In fact I can attribute escaping a chase or surviving due to solely having my aura blocked at crucial moments.
That's like me saying I can attribute having escaped a chase because I had dead hard equipped.
It can work, but for every time it works, there were 100 times it didn't. It is a weak perk.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/857916#Comment_857916
That’s what Sole Survivor is for.
Sole survivor is probably one of the worst perks in the entire game. The fact is that distortion doesn't really stop any aura reading beyond BBQ, and is thus worthless.
Any other aura reading it blocks is so spammable it doesn't matter, or it doesn't block all of the auras (nurses calling showing the person being healed while also using up your tokens).
Completely garbage perk compared to what you could have in it's place. The fact that people are opposed to it being buffed is laughable. Just get into a locker when your teammates are getting hooked and you can forget about this garbage perk.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/857903#Comment_857903
That’s just ONE example, obviously. Distortion can tell you what perks or add-ons the killer is using, and help ensure you avoid being in an aura revealing position again.
Having more tokens for distortion would be OP, and make survivors lazy. Aura revealing and aura blocking are very powerful. This is why they need to be highly conditional.
BBQ is what you are going to use distortion for 90-95% of the time. Anything else distortion tells you is superfluous. It's not like it will protect you very long from wallhack myers or wallhack pig.
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@[Deleted User] said:
It’s far from garbage. If distortion procs after a hook, then you know damn well to get into a locker after every other down. That’s valuable intel.
Any half decent survivor is going to do that anyways. If you are above rank 10 it's a reasonable assumption to assume literally every killer has BBQ.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/857857#Comment_857857
And I think most self healing perks are a waste of a slot since medkits are just better.
I think it's the opposite. Medkits are one of the weakest items. It is far better to run a toolbox or key than a medkit.
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@[Deleted User] said:
Sorry but I have to disagree. Aura blocking is a tremendously powerful ability. This is why there are heavy restrictions on Distortion & Sole Survivor.
Distortion is total garbage. It is basically there to let you know if the killer has BBQ or not and that's about it. I can count on one hand the times I ran into mirror myers while running it or had it proc off nurses calling.
It could use a buff to 4 or 5 tokens in my opinion, because it goes way too fast if there are any aura reading abilities besides BBQ present.
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Green medkit with some charge add-ons and botany knowledge + streetwise? 5 second heals for days.
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Haddo won't be too bad without balanced infinites. The majority of the main street is very unsafe and there's usually only a handful of safe pallets outside the jungle gyms.
Maybe it will still be bad though, since now the BL survivors can silently escape out the windows and sprint burst away.
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Counterpoint: playing survivor while on a really good team is super boring and gets you very little points. You get way more points for saving someone off hook than doing an entire gen, and it only takes 1/2 a second to unhook them.
I find solo survivor much more difficult than killer but have been running a lot of key + left behind recently. That combo guarantees you will always have a good chance at escape, even if your team is getting demolished.
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@DarKStaR350z said:
https://forum.deadbydaylight.com/en/discussion/comment/857180#Comment_857180
So killers are expected to bring Ruin because gens are completed faster than most killers can walk between them, and Bamboozle to counter building loops that otherwise would have to be chased through until the entity blocker comes into play after 3 laps?
That leaves 2 perk slots for a build rather than addressing the glaring problem.
It was only a few days ago the forum was littered with posts about Spirit and how unfair it was to expect survivors to bring Iron Will in case they came across her.
Players shouldn’t have to use perks to compensate for errors in design.
Bluntly, either you run the perk or deal with the windows. Survivors are forced to bring multiple perks to deal with niche situations as well (DS for tunneling, BT for camping, IW for spirit).
A HUGE amount of these windows are getting nerfed next patch, not every strong loop in the game needs to be removed. Otherwise we end up with Hawkins.
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Slugging for the 4k is the biggest waste of time left in DBD. The difference between a 3k and a 4k usually won't be a deal-breaker on pipping or not, and the points for 1 extra hook is marginal.
Usually it just ends up wasting 4 minutes and then progressing to a normal hatch game, or the slugged survivor griefs their teammate by giving away their location.
Survivors should be able to bleed themselves out on the ground, similar to killing themselves on hook, to prevent this.
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After the BL changes, like 2/3rds of the infinite windows will be gone. Bamboozle covers almost all the rest until the maps get reworked.
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/855692#Comment_855692
At least billy needs a good player... his chainsaw is much harder to use correctly than oni's power
Are you trying to imply myers is hard to play by comparison? You basically just slap on monitor and abuse and it's free stalking half the time.
Myers also gathers his power from a distance, where-as Oni needs to score hits to gain his (much harder against good survivors, who will make you fight for every hit). Myers can also gain his power off wounded survivors.
Oni also won't be able to snowball like myers can, since his power resets when you pick someone up.
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Windows of opportunity for killers is 100% useless for veterans. It was only useful for survivors because you don't know which pallets your team have used, but as a killer you already have that information.
Blood echo looks decent, but not good enough to replace anything in my current build. Same with nemesis.
Survivor perks look like all garbage really. Makes up for the stranger things chapter, where killers got 100% useless perks and survivors got 2 decent ones.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/855610#Comment_855610
Not anymore neither can he use sloppy or dark devotion either one of the many nerfs coming out. And nemesis and bop probsbly wont reach live like they are so yeah legions screwed.
They are buffing his free unavoidable attack to be even more free and unavoidable. I love these killers who think that starting every chase with survivors at half HP makes for a "weak" killer. Clearly the worst in the game?
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So a killer who needs to injure 2 survivors to get a chance at a slightly better billy chainsaw needs nerfs? Meh. Looks fine to me.
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Why do people think legion is not viable as he is? He stacks STBFL faster than any other killer in the game. Once you hit 6+ stacks it's quicker to just M1 people down than even using frenzy anymore.
After the changes I am sure he will still be super annoying with his completely free and unavoidable attacks.
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"Makes furtive chase obsolete" implies it wasn't obsolete to begin with.
I don't think it has good synergy with enduring / spirit fury because if you get a spirit fury off more than likely they are going down anyways.
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Blows my mind people will call ruin bad because they get a lousy spawn every now and then. For every game it dies within 10 seconds, I have other games where it lasts the entire game. I have tried ever perk under the sun and nothing compares to ruin.
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Better than how a lot of my games go.....
Load in --> It's a spirit
1-2 teammates DC before first hook --> Killer still plays full tryhard 1v2 or 1v3
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I think it needed to be very strong in certain parts of the map to make up for it being useless in other parts of the map, or even being nearly non-useable on some maps (shelter woods). It was already kind of a risk to take over dead hard and now it's pretty junk.
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@CuttinTail said:
https://forum.deadbydaylight.com/en/discussion/comment/842719#Comment_842719
The problem is, survivors in your games probably won’t disconnect “excessively” so if a person with no disconnects that day happens to be in your game then it’s unlucky you.
What games are you playing? In both my survivor and killer games it's common for someone to DC the second they go down, which ruins the game.
Probably half my games someone DC's before death-hook, completely screwing over the survivors. At least if the killer DCs the game is instantly over and I don't have to wait to lose.
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@gaydavidking said:
Survivors should only be able to see the auras of Jigsaw boxes when their traps are activated and not before, so they can still get them off before their traps activate but it'll take them longer to hunt for them since they can't see the aura right away.
There is an add-on that already does this. And it's not even that good, in comparison to what else you can get.
In most games a gen is going to pop before the survivor on hook is rescued, so the benefit is irrelevant.
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Freddy should not be able to camp with impunity. Camping is already insanely strong, one of the strongest killers in the game doesn't need a free benefit to help him do it better.
"Just wake up" except that a proper camper is going to smack you before you can actually rescue the person on hook, putting you back to sleep before the save can happen. Needs a nerf, along with Freddy in general really.
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No longer viable? Almost nobody uses spine chill at red ranks, and I don't think I have seen a premonition in months.
It does hurt mirror myers a bit though, but let's be honest; why ever run T1/T2 myers when ghostface exists?
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/673728#Comment_673728
Have fun with decent players then. xD Sweaty swf will have the gates opened after one of them died on the hook.
Please, I have 4k'd against some of the "best" SWF stacks in the game. Monto's squads, the "depip squad", and many other full rank 1 lobbies with multiple streamers in them.
The "depip squad" was the most satisfying of them all because they actually disconnected against me, which I found hilarious. Tombstone myers will do that though.
When I see SWF is when I break out the mori's, tombstones, beads spirit, etc etc. It's a different game but I can assure you that camping is still an integral part of it.
In fact my favorite tactic years ago used to be just facecamping hooks with wraith an a mori, the second they get unhooked bam mori. Not BT procs, no DS procs, and with a good angle they can't bodyblock your hit at all. Just instant death. Try it sometime.
Ghostface does exactly the same thing, and it works against any SWF group almost just as well unless they are all running object of obsession.
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It's an amazing map for myers, probably one of his best. Any map you can sneak up to survivors is great for him, but you need to be running monitor and abuse (which you should be anyways imo) and whispers tier 3 (which I always run because it's so good).
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Play with your food is the ultimate OoO counter. There is no way your obsession gets away from you if you are running PWYF.
Or just run spirit fury for mindless chases but that takes 2 perk slots.
I always camp down anyone running object, they just deserve it.
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There is no time to stalk at the endgame. It takes like 5-6 seconds to stalk someone with ghostface (leaning from a tree, which might not be near the exit gate) and only 20 seconds to open the gate. If 2-3 survivors are still alive there's no time to stalk them all to exposed as well as protect the gates.
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OoO is broken versus the stealth killers, especially ghostface / wraith since against them you basically get wallhacks. Completely busted if it's a SWF on comms who can run it and call out your location to the entire team. It is a drawback when you hit the OP killers like nurse, but against everyone loop-able it's a pretty huge boon if you know how to loop (which is not hard).
Rancor is awful. Dark devotion is awful. Remember me is awful unless you closed the hatch against the last survivor in which case it's OK (but still worse than whispers).
Play with your food and save the best for last are the only decent killer obsession perks. Both require a ton of work to get use out of.
Dying light is meh without a mori for the obsession, and even then DS can just turn it off.
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@Coriander said:
I still have mixed feelings about Ghostface, overall I like him and his power is okay but there are definitely some issues, even as I am a survivor main. He can stealth so you don't know he's coming, and he can make anyone exposed any time he wants (well, most of the time, not limited like MM). Both of those things I hate, and he as them both in his base kit.
Also, playing as GF a few matches it's clear the game doesn't really know what 'looking at' him is. There are times when I'm stealthed and running at someone directly, no objects between us, person is clearly staring in my direction the entire time, yet my power isn't cancelled. I've also experienced this from the victim side. This mechanic needs to be worked on so it feels like it should.
Also I don't know if it's been asked yet but are hooked victims supposed to cancel his power? I understand why downed players might be able to spot but the hook, too?
Even if you can't expose someone as ghostface, just the ability to walk up to someone and m1 immediately to start the chase is super strong. I probably m1 to start chases just as much as I stalk someone to exposed. He is a way better version of wraith in that regard. You get exactly the same amount of points for the "silent stab" as well as stabbing a marked survivor.
I haven't experienced too much non-sense with his reveal either. Sometimes you get knocked out of it behind walls if they are looking at you then you run behind it; but more often than not with smart play you can avoid being knocked out by crouching behind objects quickly. It is very useful for finding people lategame since you don't even care about them knocking you out.
As for people on the hook knocking you out, that is super easy to play around and you should expect it. Just don't use night shroud until you break line of sight from the hook.
Overall he is my favorite killer since I love sneaking up on unsuspecting survivors.
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I mean there's really not too too many maps that totally screw a killer over. There are plenty of god window's but once you know where there are, you can try to avoid chases around those areas.
Lery's is a nice counter to some of the most overpowered and easy killers in the game (nurse, huntress, billy), but is a total cakewalk to the ambush killers. I think it adds nice variety; especially since I mainly use ambush killers.
The only map I think trapper is really weak on is Lery's as well, since he can shut down some of the most BS loops in the game with ease on every other map. Potentially he is weak on the game but only if he doesn't trap the washroom early.
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I typically play ghostface, so survivors never even know I am camping until it's too late. If you get a good hook you can stand on the high ground and stalk so you know if anyone is coming for the save, then instadown them once they actually go for it. Peeking around a corner at the hook can work as well, but that's only if you want a trade. You really want to camp out the first person you down until half so then you can tunnel them to dead easily; straight through DS. Works almost every time.
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@ElusivePukka said:
Camping at red ranks? You won't be red ranks for long, and it's less than believable to claim that you're already there.
I camp at red ranks literally every game. Wiping out plenty of full rank 1-2 lobbies of survivors. I bounce between rank 1 and rank 2 depending on how the entity feels.
If someone goes in the basement early they are dead, simple. I have no problem sacrificing 2-3 gens to secure a kill once someone goes down early game. It is easily the best strategy to secure wins in this game. There is no time to go chase to chase when the games last 5 minutes. Either they trade for the unhook or the survivor on the hook dies.
I run NOED in case things go south, since there's always like 3-4 adrenaline I never feel bad about it. If you don't think camping works you are not doing it right.
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Survivors already know you have a mori because the dev's nerfed the offerings and put the killers offering into it's own box if you go to the menu ingame. Plenty of baby survivors will DC before the game even starts because of cypress mori's; or my favorite, trolling with shroud of separation.
Survivors have so many OP items that you really can't complain when the killer brings in some OP offerings. Gotta love bringing an ebony to stomp the SWF stacks who bring in like 2 instaheals and 2 BNPs.
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I've camped out 4k's for maybe 14 of the 16 games I played on Xbox today, got tons of hate messages for it. When ruin is dead in the first 30 seconds of the game and by the time I down someone the first gen is done? Yeah, it's camping time. It's literally the only strategy at red ranks that I can think if you want 4ks. Maybe play nurse or spirit but nah, even I won't stoop that low.