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Aven_Fallen

Aven_Fallen

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Aven_Fallen
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  • Skins being expensive allows for DLCs to be quite cheap. And in fact it also allows for original Characters to be available for Shards, which can be acquired via Playtime. This reduces the price a lot, if someone buys original Characters only for Shards.

    However, BHVR needs to make money, they are a company and no Charity. This money can be earned via Skins.

    In the end, Skins are entirely optional, you can have the same gameplay experience with the Base Cosmetics like with a really expensive Skin. And I prefer cheap Chapters and expensive Skins over cheap Skins and expensive Chapters.

  • Does it make you feel better when you imagine that the players who just beat you were not good at the game?

    I mean, you still lost...So...

    And in the end, I just play SWF to have fun with a friend. Not even to gain an advantage. When I play Solo, I am far more efficient as Survivor...

  • @HR_Helios said:

    https://forum.deadbydaylight.com/en/discussion/comment/2297537#Comment_2297537

    When it comes to addons I mostly mean the impactful ones, like the ultra rares, and things like Barbs glasses and black heart for demo. Things that if you know them you can play around them

    True, even tho, you cannot play around Add Ons when they simply make the power of the Killer better without any other effect.

    However, it would be nice if Add Ons would have meaningful ways to be detected. Like, I can see if Billy uses his Chargetime Add-On, because he is slower.

    However, when I look at Spirit, neither of their Add Ons gives ANY indication. Like, I can never see if she has a fast Power Recovery, if she has a fast Power activation... I cannot even see if she is using MDR (which would mean I am allowed to run), because her power is designed in a way to give no information, which makes it impossible to guess her Add Ons.

    (Just another thing which adds how stupid this Killer is, if people actually know what her Add Ons do but have no way to detecting them)

  • This is not gonna happen. They already said that the next year of DBD will have 4 Killers and 5 Survivors, beginning with the Resident Evil Chapter.

    And, you honestly cant blame them for that, just look at the Forums when a new Killer is teased, everyone just starts talking about it, so there is demand for new Content.

    Personally, I think they can easily slow down to 3 new Chapters and make more small Updated in between. 3 new Chapters releasing every 4 months instead of 4 Chapters every 3 months would be great.

    Funny thing:

    I watched parts of the RE-Showcase on Twitch with a big German Streamer and Youtuber. He was the person who introduced me to DBD because he played it with some friends back in 2016. And when the DBD-Teaser aired, he was like "Oh nooo!", he was not happy that there will be Resident Evil in DBD.

    He said that he still likes DBD and watches other people play it, but it is just "New Killer - Skins - New Killer - Skins" and not new gamemodes or anything. (That being said, he would think a 2v8 gamemode would be great, he is wrong on that one, but that is not a point)

    So if even people who do not actively play the game already know what BHVR is doing and that it is not the best idea to go on like that...


    Yeah, in general, I would prefed less Chapters and between those Chapters, more time for some Balance Changes.

  • I have over 6k hours and I am pretty sure I dont know all the Add Ons. For some Killers there are some more exotic Add Ons I dont know, pretty sure.

    Also, I dont know what exactly Hillbillys Add Ons do - I know some of them (the important ones), but not all of them. Because I never play Hillbilly with Add Ons, never did it before the Nerf and I wont start doing it now.

    I hope this is enough of an excuse... But in general, nobody should expect that anybody knows everything about the game. Not everyone is that invested and I could not care less about the effect of Add Ons which will never be used anyway.

  • Wait? Survivors are doing Gens now? Can you tell that to the Survivors on my team?

  • Not bannable. Certainly not nice tho, I hope you are not someone who complains about teabagging or stuff like that.

  • They probably forgot to change the Description. From what it looks like when going against it, it was reworked.

  • Maybe wait with the Tutorial a bit. Currently it unequips the Loadouts and Cosmetics of every Character you own. Really annoying to put them back on.

  • I mean... And?

    It is well known that not every Killer has the same strength and this is alright. It is not like Nemesis is incredible weak. And he is also not too bad to not feel rewarding, like, he does not have a Ultra High Skillcap for not much Reward, he is fine.

    Saying that Killer X is stronger than Killer Y does not really matter IMO. Otherwise we can do that after every Chapter: "Nurse is better than "insert new Killer Name".

  • Two problems:

    First, it would make new Characters really unattractive to get. Survivors would really just be Skins. And it would be harder for BHVR to advertise their DLCs, why should someone pay 7 Bucks when they already have most of the content? Only the new Killer would be new Content.

    Second, it would limit the Perk Choices for new players. They would start the game with almost no Perks to get, basically only the teachables of the Character they picked. Would make it really boring.

    1. Penalty is off.
    2. You dont get a Penalty when crashing/DCing in the Loading Screen anyway.

    So...

  • No news.

    Patches and Hotfixes usually release on Tuesdays, so MAYBE tomorrow. But no official date given yet.

  • Oh, dont worry, they will nerf Dead Hard at some point. And then you will reconsider your opinion if you want to verse Sprint Burst. Sprint Burst, unlike Dead Hard, makes every area safe, because you can actually gain distance and make it to a Pallet or Window, unlike Dead Hard, which is not useful in Deadzones.

    And IMO it is more frustrating to approach a Gen, having the Survivor sitting on it as long as possible and making it to safety regardless due to Sprint Burst.

  • @Pilot said:

    I'm merely here to remind everyone that they nerfed engravings when the rework came out.

    • Death Engravings - from 15% to 3% movement speed, and they increased the charge time.
    • Doom Engravings - From 20% to 5% movement speed, and they increased the charge time.

    Check it yourself -> https://deadbydaylight.fandom.com/wiki/Death_Engravings

    They reverted the Nerf shortly afterwards. So not really relevant.

    EDIT: It is even right below it in the Wiki.


    @Topic:

    I agree. Engravings should also reduce the Overheat gained so that it is not too punishing to use them, because you overheat way too fast with Double Engravings to make them really worth running.

  • I think it would be fine if it counters Stridor. The Perk is really niche and for the limited time of healing, it should be alright if it reduces the information the Killer gets.

    The Perk will not really find any use anyway, so every single bit which might make it attractive for some is welcome.

  • Killer is very easy at the beginning. Easier than Survivor. It becomes more difficult than Survivor in the long run, however, it never is really hard to play as Killer.

    When it comes to Killers to play - from the Basegame, I think Wraith and Trapper are alright to play for a new player. You should avoid Nurse and Huntress, those are difficult to pick up. And especially for Nurse, you dont learn anything on playing Killer - like, if you play Wraith and become good with him, you will be alright to play similar Killers (similar in the sense that they have the same movement speed and chase potential).

    However, I highly recommend to get Leatherface. He is fun to play as as well and easy to pick up, he has a Chainsaw with an Instadown, but it is easy to get hits in, but you also have a skill ceiling. If you use the Chainsaw when you are at their back, it is easier, but becomes harder if you want to use all 3 Charges and use it in a Loop (for example). But, and this is also important - Leatherface (The Cannibal) is a Standard Killer, he plays like others like Trapper or Wraith. So easy to pick up.

    And, a BIG point for him - he comes with BBQ&Chili. This Perk provides 25% Bonus-BPs for every fresh hooked Survivor, this means, if you have hooked all 4 Survivors once, you will get 100% Bonus-BPs. This helps a lot with the grind and IMO Leatherface should be the first Killer to pick so that you can get BBQ on all of your other Killers.

    In the end, just try out what Killers you like and if you like on of them, stick to them for a while.

  • I agree, something is off with the Emblem System on the Survivor-Side.

    I cannot manage to get above Rank 4 no matter what. Currently I have two Pips on Rank 4, the highest I have been since the Rank Reset. Usually, I am easily at Rank 1 at this point.

    It looks like some Emblems dont really count, like I can get games with 23k BPs and die and still barely make the Blackpip (1 point less and I would have depipped). While BPs dont have anything to do with Pips, it is really strange that I do that much to get a huge amount of BPs (for a sacrificed Survivor) and still almost depip. I would understand if it was a Blackpip close to a Pip, but not even that.

  • No, highly against it.

    Since the DC-Penalty is disabled, I had quite a bunch of Killer-DCs, in fact, more Killer-DCs than Survivor-DCs. If we consider that there are 4 times more Survivors than Killers in the games I participate, it is alarming to see that.

    Like, one Killer had 2 Hooks and DCed when two Gens were done and when the third Gen reached 70% (I was on it and they had Tinkerer), because they thought they lost.

    The amount of times Killers think they lost when two Gens got done is way too much. You see this on the Forums where people complain the whole time about Gens being finished early, while this does not actually matter for the game (two or even three Gens can be done in the first Chase and the Killer can still win, because not all Gens are equally easy to repair).

    And I guess they are able to DC and go to the next game because of the fast Queue-Times. They are a little bit slower currently, but after the "New Killer"-Hype is gone, they will probably be instant in the evening for Killer. And a Surrender-Button would just invite them to quit a match when it does not go their way to go to the next match, which would result in games only played out when the Killers gets an advantage early on.

    And, considering that Survivor Queues are not instant on the other hand (IMO they are not that bad, but people are saying they take 20 minutes), the Killer should not be able to chicken out of a game after 2 minutes of playtime when two Gens got done. This would just be unfair to wait long in the queue, just to leave with under 10k BPs, because the Killer thinks they cannot win anymore and they use their instant queue times to get into the next game.

    If they want to do this, they should eat a DC-Penalty (once it is enabled again).

    (And yes, Survivors can suicide on Hook, but the game does not end at this point. If the Killer wants, they can play in a way that everyone still gets a decent amount of BPs without the risk of losing the game...)

  • @Telekill said:

    https://forum.deadbydaylight.com/en/discussion/comment/2292655#Comment_2292655

    $5 extra? I wish. It's an extra $15 for Chris. If it was $5 to buy him, this thread wouldn't exist.

    5$ extra because it is a Legendary Skin (aka other Character).

    Usually, Skins cost around 10$/10€.

  • Skins being rather expensive allows for DLCs to be cheaper. And it also allows that original Characters (=BHVRs own creations) can be available for Shards so you can get them basically for free (or at least you dont have to spend money on them).

    And I prefer cheap DLCs over cheap Cosmetics.

    When it comes to Legendary Skins (like the Chris Redfield-Skin), they cost more because they are a separate Character, but without any more Perks. At least they start to give actual value for the extra-money you pay, because they have a different Voice Actor, a different picture in the Trial and their name changes in the Lobby.

    Which is alright for around 5 Euros/Dollar extra IMO.

  • @GrimmGaliard said:

    https://forum.deadbydaylight.com/en/discussion/comment/2291724#Comment_2291724

    If someone doesn't want to play, then turn off the game. The entire reason the penalty exists is because someone not wanting to play ruins it for four other people.

    ^ this. The DC-Penalty is in the game to protect other players from those who DC frequently due to childish reasons.

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2291673#Comment_2291673

    On Friday I had a lot of dc's. We were a 4 man swf, though we were all drinking so we weren't playing the best.

    I only had 2 Survivor-DCs so far, one time when playing Survivor and one time when playing Killer (DC for Hatch, even tho they dont were SWF).

    But like 4 Killer-DCs.

    @csandman1977 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2291673#Comment_2291673

    Been saying that about the surrender button since i started. Why give people the option that will punish them?

    Yeah, I mean, I can understand it. But in this game, the Killer even had 1 or 2 Hooks and the game was far from over. Just his Tinkerer triggered on the third Gen and he just gave up.

    The game is not even close to being over at this point.

  • I get more Killer-DCs than Survivor-DCs. Like, Killer has Tinkerer, 2 Gens done, my Gen hits 70% (he gets notified)... Game over.

    No wonder with those instant Queue times in the evening that Killers just DC to get into the next game when they think they lost. (Just shows that a Surrender-Button should never be a thing IMO)

  • Once all Maps are reworked.

    It is an outdated mechanic and there is nothing more frustrating than being better than the Killer, but they get their free Speedboost.

    But I have to say, it is shocking how many Killers are not able to play unsafe Tiles, this was visible during the Bloodlust-Experiment. Like, they have no clue how to outplay a Survivor at an unsafe Pallet.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2291489#Comment_2291489

    To follow up on this: It allows you to make an attack on a Survivor well after the pallet has dropped while also still being able to break the pallet if you happen to miss. You don't have to choose between the safer but less rewarding action and the more rewarding but higher risk action; you can do both in a single swing.

    ^ this is a big thing.

    I had it yesterday that I missed the Survivor with my Tentacle, but I still got the Pallet Break. So even if I made a mistake here, I still got value out of my power.

    The Upgrade vom T1 to T2 with Nemesis is really good.

  • @Grimzy said:

    I hope they change it so once in the lobby neither killer or survivors can change their items and perks.

    Bad idea. Killers are already lobby-dodging way too much when they look for the easiest game possible.

    Denying them to change their Items or Perks would just make those Killers who actually want to adapt (yes, it is a minority, most Killers like to chicken out) lobbydodge as well.

    Like, if a Team goes into the game with 4 Medkits, I might want to use better Add Ons or change my Perk Loadout, compared to a Team which goes into the game without Items. (But again, probably minority here, most Killers dont care if there are 4 Solos without Items, they still bring the strong stuff..)

    And for Survivors, it does not really matter, they are just Skins.

  • But new Survivors dont provide unique gameplay. You get new gameplay with a new Killer, new Survivors are just skins.

  • Second idea is already in the game. You go to Settings and then choose "Match Details" and it lists who played which Character.

    First idea would just create a Meta for Survivors. Characters who will get played often will be David, Meg, Claudette, Bill, Jake and Laurie. And basically every other Survivor will not be played, like, why would you play Ace if you have to choose one of his Perks?

    Like, I main Nea since forever. I have every Cosmetic on her, so I even put a good amount of money into her. But I dont use any of her Perks, should I be forced to play weaker Perks to keep my Main or should I be forced to switch the Character, because my favorite Survivor got weaker?

  • New Killer got released.

    Also, depending on your Region and time of the day, Killer Queues can take long. Like, for me, Killer takes super-long (5+ minutes) during the whole day while Survivor is instant. And in the evening, Survivor is around 3-5 minutes and Killer is instant.

  • I mean, most players will play what makes more fun for them.

    Like, I play M1-Killers a lot. If I want to win, I just play Spirit with Stridor and Slowdown-Perks, not the most skillful thing to do, but I will win almost every game.

    So even if people say that PH is stronger than Nemesis, players might just enjoy Nemesis more. Like, I think he is fun to play.

  • @aliquis said:

    I don't understand people that want a bbq nerf. First of all, it has several counters (beeing inside 40m, hiding in a locker, hiding your aura behind a gen). It rewards the killer for going on chases and hooking all 4 different survivors (a slugging killer won't benefit from it, you only get your stacks of bonus bp if you go for different survivors). It encourages the killer to leave the hook and go chase someone else if he sees a aura.

    Like, i can't for the love of god understand why people want bbq nerfed. Like kindred it is a extremely healthy perk for the game. In case of bbq, the killer has to earn it through hooks. The killer gets encouraged to not camp, but to leave the hook and go chase someone else that is at least 40m away, so someone can come and unhook the guy. What else do you want? If all killer used bbq and left the hook to chase another guy (no camping/slugging), the survivor would enjoy the game a lot more too, seriously .....

    "It rewards the killer for going on chases and hooking all 4 different survivors (a slugging killer won't benefit from it, you only get your stacks of bonus bp if you go for different survivors). It encourages the killer to leave the hook and go chase someone else if he sees a aura."

    Not if the Killer does

    • only go for one Survivor until they are dead
    • never leaves the Hook, regardless of the Auras

    They still get their Bonus-BPs.

  • Names and profiles should be hidden. Killers should not be able to cherrypick their Lobbies because of potential SWFs or because someone has more than 12 hours in DBD.

    But Items should be visible.

  • Because they have more fun playing him?

    Like, why would anyone play any Killer except for Spirit or Nurse?

  • NOED-->Rework it to something else which rewards the Killer only if they did well during the game. Like, something extra for a Killer who played well, but did not do good enough. Not for someone who got 2 Hooks and then has a big Speedboost and Instadown, for basically nothing.

    Ideas I liked:

    • OhTofu-->Remove Hex-Status, NOED grants 1 Token for each Hook, each Token gives 0,5% Movement Speed once Gates are powered, after a certain amount of Tokens, it gains the Instadown as well.
    • Otzdarva-->NOED grants a Token for every fresh Hook (up to a maximum of 4 at Tier 3), Survivors hit after all Gens are done are exposed, after downing a Survivor you lose 1 Token. All Tokens lost when the Hex is cleansed.

    Both ideas are good, because they reward the Killer instead of giving them something for free. It also removes the big benefit for Campers, it just sucks that a camping Killer can get 1 guaranteed Kill because of the camping and will get another Kill due to NOED, because there is no time to do all Gens AND all Totems.

    Tofus idea also removes the Hex-Status, which is great, because cleansing Dull Totems for a Perk the Killer might not even have is nonsense.


    Insidious-->I dont know what, but just rework it into something else. I dont care if it is weak or strong afterwards, for me, it can be even weaker than Monstrous Shrine afterwards. It is already a very weak Perk, but just encourages a very unhealthy gamestyle, so it should really be changed.


    Infectious Fright-->Either Basic Attack Requirement or something else. This Perk is a prime example of a badly designed Perk - it is almost useless on most of the Killers but can be too strong on some of them, mainly Nurse, Billy or (especially) Oni.. I dont really get why Perks like Surge or Knockout have Basic Attack Requirements, but Infectious Fright, which is way stronger, does not have this restriction. Like, it should not be possible that I play Billy and have 3 people slugged at the start of the game. They are not even able to get much distance, because the Terror Radius is still 32 meters and especially the high mobility Killers have no problem catching up.


    Wishs, but wont happen:

    Tinkerer-->It became a braindead Perk since its buff. But, I dont know what exactly should be done, because the Perk in itself is not too strong IMO. Also not high priority, certainly lower than the others I mentioned above.


    BBQ-->Just something which requires the Killer to spread Hooks to get their Stacks. Something like they can only gain Stacks as long as all Survivors are alive, but then there should be something which prevents the Survivor from suiciding to deny Stacks. IMO it is really annoying that players can tunnel out a single Survivor at 5 Gens and still get a massive amount of BPs just due to BBQ. Especially since the BP-gain for Killers is already much higher than for Survivors.

  • Killers dominating casual SWFs and Solos. Those are groups which are weaker than Killers.

    First Hook-Suicides and DCs will also be a little bit, but not really that impactful IMO.

    In general, those Killrates dont say much, except that Killer is not as bad as people claim it to be.

  • Twins. They even surpassed Spirit for me. I am basically down with the game in my head when I either hear the TR or the sound of Victor being released.

  • Zombies are fine. I dont really know what you all expect, those are AI-Characters, the main work should be done by the Killer. And if Nemesis would not be Nemesis but an original Character with this power, there would not even be Zombies, they only exist because it is a RE-Chapter.

    They do something, they can force people off Gens, they can get hits in from time to time and they are also able to provide Nemesis with his power... They are far from useless.

    Let alone that there is no real way to get rid of them, except for wasting limited ressources - which is a bad idea IMO.

  • "relatively quickly" seems to mean around 1 minute to down them, if I read your post correctly.

    This is not "relatively quickly".

  • You are acting as if all Bugs require the same effort to fix.

    ALWAYS when Bugs are fixed, people come to the Forums "Look, BHVR can fix Bug A, but they cannot fix Bug B!".

    Some things are easier to fix than others. So either those get fixed first and more severe Bugs (which require more effort or knowledge to fix) stay longer OR they leave all Bugs in the game until they can fix all of them.

    You can decide which method makes more sense...

  • I prefer Dead Hard, but Sprint Burst is the stronger Perk. It actually gives distance and makes basically every area a safe area, because you will reach a Pallet with the 3 seconds of running.

  • @Edgars_Raven said:

    https://forum.deadbydaylight.com/en/discussion/comment/2285235#Comment_2285235

    I was talking about good/decent players. Good players are always on gens/totems if they arent being chased.

    If were talking about players that arent good or decent, sure, but then the killer probably isnt great either. If were having a balance discussion this highlights why trying to balance around bad players is an awful idea. You could give the survivirs 50 safe pallets and drop them all early, if nobody is doing gens it wont matter.

    None of this would matter if it werent for rank based matchmaking/mmr. The game you just saw by the "greatest team in the world" i see daily at r1, and i see it so often because it doesnt require coms to do. If you have a game that isnt balanced around good players, but then force the good players to play eachother, OF COURSE people are going to get mad.

    Sorry to say that, but if you think that you go against teams like Oracle at a regular basis, you are either lying or not as good as you think you are and are already struggling against the usual Red Ranks.

    Most players in this game are not good. This includes both Killers and Survivors. So you cannot really go for good or decent Survivors, when most players are neither good nor decent.

    And well, good players are not on Totems when being chased. Totems are a waste of Time, only Gens matter, those are the Objective.

  • Old Dying Light was probably the worst designed Perk ever. Just tunnel someone out of the game and make it basically impossible to complete Gens - with 1 person down and a huge Action Speed Debuff.

    The new version is weak, but I prefer a weak Perk over a not-so-strong Perk which is just a pain to go against.

  • @Edgars_Raven said:

    https://forum.deadbydaylight.com/en/discussion/comment/2284938#Comment_2284938

    All they did was split gens and drop the pallet early. I see this all the time in pub and i dont think it rewuires communication to do

    You cannot play like this in Public Games. The best strategy (also against Spirit) is to just waste every Pallet while your team is doing Gens. Like in ScottJunds Video against a Comp-Player, said player dropped a Pallet every 11 seconds on average. No looping at all.

    Yes, you can counter Killers like this. However, this only works if your team is doing Generators. And this is the problem in public games, not everyone is super-efficient all the time, if you waste Pallets like this in public games, you end up with all Pallets gone after 3 minutes and like 2 Gens being done. And for the rest of the game, everyone is ######### because there are no Pallets left.

  • @Callmehandsome said:

    https://forum.deadbydaylight.com/en/discussion/comment/2284530#Comment_2284530

    Dead by daylight is 1v4 so i don't see what 1v1 is supposed to prove anyways. Once you are found as a survivor you are supposed to be at heavy disadvantage when it comes to chase mechanic. If survivors could go toe to toe with killer the balance is clearly quacked as we see here.

    The 1v1 should not be ignored tho.

    But, other than that, going against Oracle also does not have any value either. You wont encounter those teams in Public Matches.

  • @nursewannabe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2284604#Comment_2284604

    I think I understand what they mean.

    With the change, they will know if the hooked person has kindred too, so they know if all other survivors have their same amount of information.

    It's actually an interesting change

    Ok, so basically:

    Survivor A is on the Hook with Kindred, Survivor B has it as well. Because Survivor A has it, Kindred of Survivor B is greyed out and there is this little Icon.

    If Survivor A does not have Kindred and Survivor B gets the information because of their own Kindred, their Perk will light up and they wont get the little icon.


    If thats what OP mean, yeah, it would be an interesting change to see that everyone has the information due to the other persons Kindred.

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2284597#Comment_2284597

    Oh, sorry i get it wrong then.

    For learning Blight, i watched guide videos. And most them were suggest this build

    I just play the Killer once it reaches Level 50 and use the 100%-Offerings (or more, if I have BBQ unlocked). And I got pretty lucky because I had Ruin/Undying/Tinkerer every time I prestiged (not on Tier 3 all the time, but still).

    So I did not have that much knowledge, but still 4Ked a lot with Blight. And I am pretty sure that I was not really good with him, since he needs a lot of practice and has a very high skill ceiling.

  • I dont really understand what you mean.

    Because Kindred is also active when you are running it and the person who is on the Hook is not using it. So it would still be active at this point.

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2284577#Comment_2284577

    That is my Blight build honey. Calling people "Baby Killer" is so rude because of perks. I am trying different builds on different killers. For example:

    Freddy - Pop + Devour + Sloppy + BBQ

    Legion - Sloppy + Thanatophobia + A Nurse's Calling + BBQ

    Pyramid Head - Pop + Sloppy + I'm All Ears + A Nurse's Calling etc.

    I said, it is the Baby Killer-Build. Not saying that you were a Baby Killer.

    When I used this Build on Blight while prestiging him (granted, with old Undying), I never lost a game. On a really difficult to learn Killer. Should show how strong it is.

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