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Archimedes5000

Archimedes5000

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Archimedes5000
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  • @ReallyBigShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1017621#Comment_1017621

    You contradicted your first statement with your second statement.

    I rest my case.

    You can use every perk, but there is limited amount per lobby. If you read the rest then you would realise that it doesnt matter if the first 2 sentences are true or not...

    TLDR You get a huge advantage, so be prepared to pay for it. Its not a punishment, its a trade

  • @ReallyBigShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1016352#Comment_1016352

    Forcing them to not be able to use perks that want to use is punishment.

    Just stop. There is no scenario where this is a good idea, and no version of this where you are right.

    They can use perk they want to, just not 4 copies of every perk. SWF can coordinate their loadouts as much as they want, and this leads to perk combos that are humanly impossible in Random queue. Blocking having more than 2 copies of the same perk per SWF, means that they still can do strong combos, but no longer can do 4x the same op loadout.

    SWF shouldnt be able to do such thing because its puts bith killers and Solo surviviors at disadvantage.

    If you get a huge advantage which is coordinating loadouts (even without comms) then get prepared for restrictions so that you dont ruin the fun for others.

  • @bomb1720 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1016970#Comment_1016970

    i see what you're saying but should a survivor get punished as soon as they get rescued? it's so frustrating when that happens. killers have more options than to go for the just rescued again especially when they know they are still in the process of healing. some killers blantently do it when they can see that they are healing.

    Its in surviviors interest to get away from the killer safely and not get caught... It sounds pretty ridiculous that the killer is supposed take pity on a survivior because he did not get away safely... You know what I mean. And this works as you say only if surviviors are also kind enough not to do gens right in front of you because they know that you can't grab them.

    DS should be strong enough to discourage killer from tunneling, but weak enough so that surviviors don't feel "complete safety" and get cocky and aggresive. Surviviors are supposed to be scared and run away from the killer, not slap him in the face and then hide in a locker so that killer cant even slug them.

    DS is supposed to be a "desperate attack in a decisive moment", not some kind of "brave assault" like Head On

  • @bomb1720 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1009445#Comment_1009445

    in some cases you can get caught hiding near the hook or far away from the hook, doesn't matter which you choose to do. sometimes killer finds you even if he got lucky and was able to hook another straight away (hence killers are faster, survivors slower especially when injured)

    tunneling is how you say it is but also if you go back to the recent rescued before the rescued got chance to be healed. otherwise what is the point in second chances and second hooks? the meaning of tunneling has 2 reasons.

    I know, but I mean that killer shouldn't get punished for getting lucky and finding you again, if he is following you deliberately then ok, but hooking another survivior means that he isn't trying to tunnel deliberately, he "let you go" to catch and hook another survivior.

  • @[Deleted User] said:

    Dang this is actually pretty neat. Could you go into more detail on how the dash attack would work?

    From what I understand its a shred that doesnt destroy pallets

  • Buff to Deep Wound is a good idea

    "Legion shred without shredding pallets" is kind if questionable, another speed boost on top of frenzy is probably a bad idea.

    Less penalty on missing a hit in frenzy is a bad idea, His power should require skill, it shouldnt just be a regular speed boost

  • Unforunately, I don't think this killer is possible. That is because your Hunter is almost the same that Ghostface is, or at least was supposed to be. Ghostface sneaks up to his target silently, without being seen, then he cgarges his power (stalking), sneaks up on his target and then instantly downs him. I kniw this isnt exactly hiw Ghostface gameplay looks like, he can target multiple people at the same time, his power can be used in chases, etc, but I believe that is because it is impossible for a "fully stealth" killervto exist. I dont know if it is a technical limitation or Devs just don't want to do it, bu it is unlikely that such design would be accepted, especially if is its so similiar to the idea of Ghostface

  • @kennethrmarple said:

    My wife started playing the killer and she wanted to play a match with me as the survivor. Its be nice, since it is only the 2 of us, if she could play as the killer and invite me as a survivor to a fully public match. I say this because the kill your friends (custom game) would only house the 2 of us and make gameplay boring. However, if when she establishes a match, if she could invite friends (such as myself) to play against her, that would be awesome. Adds another dynamic to the game and matchmaking.

    You have to use "Kill your Friends mode"

    Allowing Killers to invite Surviviors to ranked games wouldn't make sense, people would invite people just to grind BloodPoints and Ranks easily.

    Devs want you to GRIND ALL DAY, not get a lot of money in one game and then play casually lol

  • @acer20098 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1016335#Comment_1016335

    i figured they fixed it but i also stated you could slug them, camp them, take the stun, or use them as bait.

    Slugging is countered with Unbreakable, and DS is so popular that you have to assume that every survivior has DS. Camping is toxic and punishable, so doesnt count. Using as bait is the only option, but sometimes you cant do that... And surviviors with active DS often dont let you slug by going to lockers, forcing you to take the stun, which can be deadly for snowballing killers

  • @ReallyBigShoe said:

    If you are removing anything from their kit, perks (or the ability to use them), points, anything, it is a punishment.

    It is, but forcing SWF to have different loadouts is a fine solution to me. You have information about your friends perks, so you can coordinate it however you want, and that puts killer at huge disadvantage

  • @acer20098 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1016311#Comment_1016311

    i feel like it would take at least a minute to hook someone and get back to the person with ds, and even if you know ds is active there is dribbling (idk if bvhr made that not work) and you could always use them as bait to draw out the other survivors

    Dribbling doesnt work. You hit the skillcheck during pickup animation

    Yes, it should be more than 60 seconds. But good players can do it faster. And surviviors that use DS often use that 60 seconds to heal under hook, go for crazy saves, do gens 10 meters from killer, bodyblock, etc, especially when using it with Unbreakable, because they know you cant do anything to them.

  • That would make queues even longer

  • @FootMan2893 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1013508#Comment_1013508

    In his current state? It's better. It makes him similar to plague. Survivors either waste time and heal, which can be punished even further with Legion Pin, or they don't heal and get punished with the empowered deep wounds.

    The 30 second timer serves 2 purposes. The first is to give survivors a small chance of finding a friend in time, and the second is to balance out his downing potential. It gives him the ability to successfully down someone with his ability but if he wants to pick that person up then he'll have to stalk them from a distance waiting for them to go down.

    It fits in with his chain stabbing playstyle as its biggest benefit is the ability to quickly stab and forget as you chase other people and let them bleed out on their own.

    You totally forget that Plague literally gets buffed when surviviors heal. Legion has none of that.

  • @acer20098 said:

    https://forum.deadbydaylight.com/en/discussion/121471/decisive-strike-needs-a-nerf

    the entire idea of DS is to stop the killer from downing you and hooking you after you get unhooked, if you dislike not being able to tunnel maybe youre the problem here

    The problem with DS is that it doesnt only stop tunneling, it stops killer from playing good, because you can hook 3 people, but the 4th escapes ans saves the game just because of being hooked less than 1 minute ago.

    DS should counter tunneling, but ONLY that, not give a survivior 60 seconds of repairing gens uninterrupted.

  • @Mushwin said:

    DS already has had a nerf though last year, yes some killers will leave you on the floor, some will tunnel you first though, i think Unbreakable is a lot better anway as not many suspect you have it.

    It was nerfed and then buffed again. And the nerf you are talking about is the 60 second timer that was completly necessary, it would be even more ridiculous without timer, than it is right now

  • @Cable2486 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1015613#Comment_1015613

    Nope. I think you're thinking of BT. DS only activates for 40 seconds after being unhooked or unhooking yourself. The time doesn't change with lvl. It doesn't prevent slugging at all, either.

    No.

    After being unhooked or unhooking yourself, Decisive Strike will become active and usable for 40/50/60 seconds

  • Because its too op, everyone uses Lullaby, cant you see it?!


    No but seriously, I think pig needs the RNG removed from her traps completely I think we shouid wait for a rework with that

  • Simplified version:

    After being unhooked or unhooking yourself, Decisive Strike will become active and usable for 40/50/60 seconds.

    While performing actions such as Healing/being healed, Repairing or Cleansing, timer progreses at double speed. While being chased, timer progreses at half speed. Having your aura revealed to the Killer (Hags Traps count) or another survivior being hooked will reduce the timer by 20 seconds. Stepping into a Bear Trap will deactivate Decisive Strike immediately.

    While Decisive Strike is active, being grabbed will make you automatically escape the killers grasp and stun him for 5 seconds (Yes, no need for skillcheck)

    Only one Decisive Strike perk can be active at the same time

    Perk is disabled after use.

    Stunning the killer will result in you becoming the obsession.

    Increases your chances of being the Obsession

  • If for some reason DS being disabled after ANOTHER person is hooked doesnt counter tunneling, then I have another nerf idea:

    Progress speed of the timer (60 seconds) is affected by certain actions:

    1.Being chased x0.75 speed (80 seconds)

    2.Healing/Being Healed: x1.5 speed (40 seconds)

    3.Repairing Generators: x2 speed (30 seconds)

    4.Cleansing Totems: x2 speed (30 seconds)

    5.Another person put in Dying State: -16.(6)% time (-10 seconds on default)

    6.Another person Hooked: -33.(3)% time (-20 seconds on default)

    7.Being put in Dying State: +16.(6)% time (+10 seconds on default

    8.Stepping into Bear Trap = DS disabled immediately

    9.Stepping into Mud Trap: -33.(3)% time (-20 seconds on default)

    I know its complicated, but can be simplified/standarized no problem.

    The main point is that doing objectives while using DS should be punished.

    This way it counters tunneling more (80s of DS if being chased all the time), but killer can counter it by switching targets (2 downs&hooks to disable it immediately) and prevents survivior from doing dumb ######### (doing gens/healing next to the hook, stepping into a Bear Trap and then DSing killer, triggering all Hag's traps, etc)

  • @Cable2486 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008537#Comment_1008537

    You mean other then the fact that it's already BEEN nerfed into the ground from it's previous version, and is commonly run alongside Borrowed Time and Dead Hard to further prevent tunneling? There is literally no reason to change this perk from its current form. All I'm hearing is someone whining about not being able to tunnel and immediately re-hook the survivor that was just rescued, which is sad considering I'm a Killer main myself. Besides, the perk is only active for a short time after the rescue, so just chasing them, slugging them, and using them as bait for a trap is much more effective anyway. By the time you've drawn someone else in to heal them, DS should be inactive anyway.

    The whole reason BT, DS, Dead Hard, Breakout exist is are a response to tunneling/repeatedly being carried to the basement or easily camped hooks, in my opinion. Builds with these are half the reason to keep slugging, especially since people don't want to bring Unbreakable since slugging isn't always guaranteed.

    I don't care what was the previous version, I didn't play this game before. Right now its the strongest survivior perk that counters killers playing good, not tunneling. Borrowed Time is also strong perk, but counters only tunneling as its supposed to.

    I think you are deaf at this point, there were many other complaints than "not being able to tunnel"

    Surviviors with DS can do many things unpunished:

    Healing under hook

    Doing gens 10 seconds after unhook

    Bodyblocking saves

    Running DS with Unbreakable and getting free pick up that killer cant do anything about

    Punishing killer for getting multiple downs/hooks

  • @Loey said:

    https://forum.deadbydaylight.com/en/discussion/comment/1010342#Comment_1010342

    https://www.youtube.com/watch?v=4CpDF8OdhRI

    :D

    -stun the killer for 5 seconds. 5 seconds that are really nothing because you can easily chase the survivor again with a plus that is already injured.

    -Succeeding or failing the Skill Check will disable Decisive Strike.

    -The survivor who uses ds and is unhook will not make gens, they go away from the killer to heal or be cured.

    "The survivor who uses ds and is unhook will not make gens, they go away from the killer to heal or be cured."

    Thats where you are wrong kiddo

    People who have DS know that they are untouchable for 60 seconds, so they use that time to do gens, and then run away to a locker to force killer to get DSed and prevent him from slugging.

  • Maybe not remove, but add an option to disable it. Its a joke on PC

  • @NDwight88 said:

    https://forum.deadbydaylight.com/en/discussion/121578/why-do-people-dont-play-hag

    I main hag and I don’t get why she’s not more popular. The pressure I can put on players with her is insane and I love teleporting. I’ve tried other killers and it’s just not as fun. Flip side, survivors hate hag lol.

    Not true, Mint Rag with the Shackle is crazy strong, you can confuse them all you want, grab them off gens, stop unhooks even if they dont trigger the trap, possibilities are endless. It is very hard to use but its very strong too.

  • Everyone on every platform is experiencing this

  • Imagine if killers had a a perk as strong as DS:

    "When a person is unhooked, the perk is activated. While the perk is active, survivior that will try to repair a generator will be put into dying state. Perk deactivates after 60 seconds. Perk can be only used once."

    Would you call it a fair "anti genrush perk"?

    Obviously you don't get any notification that killer has it, you have to assume that he has it every game and play around it, make him use it early game, blah, blah, blah.

    And this is still weaker than DS, because there can be 4 people with DS but only 1 killer, you can heal the downed person before killer picks him up, etc.

  • @Saitamfed said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008606#Comment_1008606

    Why people keep saying this like it's "the combo"? It looks like no one plays as a survivor os something like that.

    Both perks are only a single use, they get up up with unbreakable then hit them again and then bye bye unbreakable, pick the survivor with DS and bye bye DS. Easy.

    Well because it is "the combo" DS is the most used survivior perk and Unbreakable is like 3rd or 4th most used, so these are often seen together. It IS one time use, but it is a FREE health state, that can completly break your momentum and there is no counter. You say that you can make them use it early game, but that means you have to be winning and controlling early game, but have to forefit this advantage almost completly because of 1-2 perks, and dont forget that there is never only 1 person with DS.

    For example Ruin is also "one time use perk" because you can cleanse it, but it only slows the game down, it doesnt give the killer a free down/hook...

  • @Loey said:

    As i said before, DS should be like the perk of Adam Francis Diversion. Should load if you are in the killer's terror range, many of you are sure to only play as killers so don't know or have any idea what it is to be tunneled. DS gives you 60sec after being unhooked, once you use it the killer is stun for about 3 seconds and now, he can go back to tunneling you and now, you will return to the hook.

    You can only be used twice or once, if your teammates unhook you before the of struggle began.

    60 seconds is like 1/10 of the game, do don't say as it is nothing. During that time most surviviors just rush the gens, because they know that they are invulnerable. And killer cant do anything about it. Also, the stun in 5 seconds, and this is the longest stun in the game. Oh, and Endurance no longer counters it.

  • @bomb1720 said:

    @Archimedes5000

    the things you have said to me i have never said?

    i said if he didn't get chance to hide, not if he stays at hook

    tunneling is tunneling whether unhooked is 10meters away or 10 miles away from hook. if you find him within so many seconds, regardless what you did before, it is tunneling.

    camping is still camping if you move away from hook and quickly keep coming back to prevent hooked getting rescued, doesn't matter if you don't just stand there.

    regarding to what you last said if the team are dumb enough to be all there with a camper, then obviously go and catch another.

    What does "didnt get a chance to hide" even mean. If the killer didnt camp, (which should be punished, but not by DS), then you should have enough time to hide. Even more so if the kilker menaged to find and hook another person in the meantime.

    Once again, tunneling means focusing on one survivior, if you menage to catch at least 1 other survivior, then it means you are not focused on one person and you are not tunneling. So if you find the survivior with DS after 30 seconds, 10 miles away from hook and after hooking another survivior, then DS should not trigger.

  • @Jukenobi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008619#Comment_1008619

    I am not talking about what the perk does currently. Read with me now, the PROPOSED CHANGES TO THE PERK WILL HAVE EASY COUNTER, MAKING IT ALMOST USELESS. Got it?

    What?

    Did you read what I wrote?

    I said that if DS is an anti tunneling perk, then disabling it when another person is hooked will dont stop it from being anti tunneling perk. And that is because hooking another survivior means that you are not focused on one survivior anymore, so you are not tunneling.

    Its neither an easy counter (it requires you to get another down) nor makes it useless (it would still counter tunneling)

    Well I dont know, if by "usefulness of DS" you mean "unconditional invicibility and grab immunity for 60 seconds" then yes, it would make it useless.

  • Many people just use key binding programs so they dont destroy their keyboard. Its already being bypassed, time to get rid of it or replace with something that makes sense

  • @bomb1720 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008604#Comment_1008604

    no, if the unhooked didn't get chance to hide away, heal or whatever and you go for him again within so many seconds this IS TUNNELING, regardless what you managed to do before getting to the unhooked again.

    same as camping, it still counts as camping if you move away and keep quickly coming back to the hook perimiter. just because you're not standing right infront of the hook it's CAMPING

    Now thats intresting. So if I go for the unhook and see the unhooked guy self-caring right under the hook then thats TUNNELING?

    And if I come back to the hook because I literally can see 3 PEOPLE GOING FOR THE UNHOOK then thats CAMPING?

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008604#Comment_1008604

    If you down the guy who just got unhooked, you indeed tunneled. Even if you dont go for anyone else afterwards and wait for 1 minute next to that person, after 1 minute, you still tunneled. Only because you did not get hit by DS does not mean that you not tunneled. Why not going for the person who unhooked in the first place?

    https://forum.deadbydaylight.com/en/discussion/comment/1008606#Comment_1008606

    Can we stop going for ideal scenarios? Even if that is the case, the slugged guy is still map pressure, even tho he is back to injured faster.

    Yes you are right. Just because you don't get hit by DS doesnt mean you dont tunnel. But if you get hit by DS EVEN THOUGH YOU DIDNT TUNNEL then thats unfair.

    I go for the unhooker, win a chase, down him, hook him, find another survivior, chase him, down him, get hit by DS. How is that fair?

    It is almost impossible to down 2 people and still tunnel. Imagine this: you down the unhooked surv with DS first, slug him, then go for the unhooker. Chasing and hooking the unhooker takes time. In that time, team can heal the slugged guy easily. But if you go back after hooking the unhooker, and the slug is still under the hook, then how is that tunneling? Its not your fault that he and his team are idiots.

    Same situation is when you see them save someone, got back to the hook, unhooker is nowhere to be found, but the unhooked is happily self-caring 10 meters from the hook. Am I not supposed to touch him because "tUnNeLiNg"? This is dumb.

  • @Jukenobi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008536#Comment_1008536

    I don't think you know what DS is used for. It is an anti tunneling perk. If you change it to the suggested option the killer can just down another survivor, pick them up, hook them, and then down you again negating DS, rendering the perk useless and countered. I'm not sure what is not being understood.

    Tunneling is focusing on one survivior to eliminate him from the game. If you IGNORE the unhooked survivior for an amount of time, and go to find ANOTHER survivior, win a chase and hook him, then it means you are not being focused on one survivior.

  • This change is needed. You can remove the skillcheck for all I care, but this needs to be implemented

  • @Aven_Fallen said:

    Slugging = Map Pressure

    Furthermore, only because you hook someone else before the guy who just got unhooked, does not mean that you were not tunneling.

    Unbreakable + Decisive Strike = Free, uncounterable immunity for 60 seconds

  • @Aven_Fallen said:

    Slugging = Map Pressure

    Furthermore, only because you hook someone else before the guy who just got unhooked, does not mean that you were not tunneling.

    No, thats exactly what it means. Tunneling is focusing on one survivior to eliminate him from the game. If you IGNORE the unhooked survivior for an amount of time, and go to find ANOTHER survivior, win a chase and hook him, then it means you are not being focused on one survivior. There is no other option really

  • Killers and the solo survivior should get bonus BP for playing with SWF. (Survivior +10/20%, Killer +10/20/30%, or something like that)

    Max 2 of each perk for SWF seems like a really good idea, It should apply to 3 player SWFs as well. Doesnt matter if they are casual or not, 4 people with the same loadout is never fun.

  • This would be the most reasonable, balanced and justified nerf ever. There is no reason why it shouldnt happen.

  • @Jukenobi said:

    That would completely negate the entire function of the perk. and it would be super easy to counter, making the perk virtually useless.

    What.

    The function of this perk is to protect unhooked person for 60 seconds, countering tunneling.

    Hooking another person means you are not tunneling the person with DS. This means the person with DS doesn't need protection anymore. Thats why DS should deactivate. Simple as that. Whats wrong with it?

  • Decisive Strike needs to deactivate when another person is hooked.

    Tunneling multiple people at the same time is not possible, no need for multiple DSes active.

  • Second Wind: this would mean you can use it more times than before, it would make it op in chases, but the STACKABLE healing speed penalty what cannot be stopped in any way would make this perk useless.

    Mettle of Man: so basically, you get free Endurance EVERY time you win a chase and get healed... Its too strong while it also punishes killer for changing targets, encouraging tunneling.

    Dying Light: this one is crazy. Its 5% penalty for every hook, meaning 40-50% in the endgame! This means that they cant do ANYTHING without being close to the obsession. So it could be incredibly strong, but at the same time completly unreliable because it can be nullified so easily. Depending on how people would exploit it, it would be either OP or useless but either way completly unpredictable.

  • Unnerving Presence: its supposed to make surviviors fail skillchecks, and it does that. No need for anything else.

    Brutal Strength: only for generators? Thats useless. Again, there is no point. If buff anything, make it 25% instead of 20% faster or something.

    Agitation: Again, pointless buff. "Cocky surviviors" can see you directly, not only your aura. Undetectable wouldn't help in any way. They only thing it would do is counter Kindred, and thats not good for the game.

    Predator: Not sure whats that even supposed to mean, but chase mechanics can be abused, so no. And giving stackable haste for free is also a bad idea.

    Bloodhound: this one sounds ok, but it might be a bit too strong if used by Spirit

    Shadowborn: Fov is like that for a reason, giving 16° for everyone seems like too much...The glowing part could be interesting though. Scratch marks are visible enough, it would do nothing.

    Dying Light: thats a HUGE buff. It completly removes the risk factor from the perk, and makes it the strongest slowdown perk ever.

    Overcharge: its pretty bad right now, so this buff is ok.

    Territorial Imperative: this is a basement perk, its not good, but what you are proposing is a completly different perk. Completly overpowered in a 3 gen situation, basically Wraiths Ultra Rare addon but works for all killers.

    Fire Up: sounds reasonable to me.

    Hangman's Trick: pointless buff. This perk is weak because no one sabotages, your buff would change nothing. It would buff set-up killers and encourage camping, so no.

    Fruitive Chase: its ok, I guess

    Cruel limits: 30 seconds is already enough

    Mindbreaker: too situational and hard to balance. It could nerf certsin survivior peris fir no good reason.

    Zanshin tactics: it makes no sense to me.

    Blood Echo: cooldown is there for a reason. Its a good perk anyway.

    Bitter Murmur: that could make it stronger than BBQ, I dont think its a good idea.

  • @emptyCups said:

    https://forum.deadbydaylight.com/en/discussion/comment/1006872#Comment_1006872

    No.nononononono

    No

    Stop asking for more micro transactions !

    Stop asking to pay not to play.

    Idiots

    Thats how games normally work

    F2p = grind

    P2p = full experience

    Dont see a problem

  • I usually only scream "NICE MATCHMAKING" at the end of the match

    Matchmaking sucks

  • @emptyCups said:

    https://forum.deadbydaylight.com/en/discussion/comment/1006906#Comment_1006906

    Base light I would put as same time it takes to cleanse

    Light takes Longer the more stacks you have?

    Hexes that dont have stacks have diminishing returns. T3relight>T2 return

    If multi hex relights are in order of perk slot

    Maybe reset stack altogether? No need for it to be op, just reviving devour or ruin would be great help

  • @emptyCups said:

    https://forum.deadbydaylight.com/en/discussion/comment/1006957#Comment_1006957

    Yeah I'm not a fan of giving players points for being hooked ... that'll reward them for nothing.

    Not for being hooked. For being hooked AND being left to die + bonus points for delaying the killer. Every method of slowing the killer down should be rewarded, no matter the situation.

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