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BenZ0

BenZ0

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  • @Trwth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2557814#Comment_2557814

    I disagree that it should work that way, but since that's the game's logic, I can't really complain.

    Well it would be really unfair if every hit interrupts a action, it would be literally impossible to unhook someone when the killer is close which would be a guaratued kill everytime.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2557146#Comment_2557146

    Why would you take the time to deposit a single blood drop? Return to the shrine when full and you only take 2 trips with a shortened travel time if you take into consideration where you hook your 3rd Survivor (Though if you do Hook near a shrine to deposit, it just means that those Survivors also have a shortened travel time to the initial shrine).

    Survivors would need to remove 3 drops of blood in order for the Killer to require a 3rd trip, and trying to remove 7 drops I don't think would be time-efficient. So it would be less of preventing the Killer from getting the "blood rite", and more about delaying when the Killer would get it, which certainly could be a way to go about it.

    Ye no I meant a x amount of blood drops, and then going back, this can take quiete some time you know. Well the thing is I designed that system that the Killer WILL get it if he will put some slight effort into it. I personally dont like the idea where survivors can deny you that completly and just keep going with the gens you know. I want that this blood rite should happen atleast once a game so the survivor will get an extra min match time. The survivors shouldnt focus on the shrines, thats the reason why they can just get rid of a few blood just to slow it down, they can do it as a "secondary" objective if they want to do get an extra heal speed buff but nothing more. The main focus of survivors should be the gens still.

    The Killer should however have the chance to decide rather to go for hooks or go for the blood rite.

  • Killers that say you dont need to Tunnel, Camp or Slugg to win a game. They are just hypocrits that ignore their own gameplay just to justify that, these strategies belong to the game just as Survivors with dead hard.

    Also Killers that complain about gen speed, the gen speed itsself is fine and doesnt need to be increased.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/286685/nemesis-is-overall-very-well-designed-believe-it-or-not-but-1-thing-doesnt-make-sense

    Frankly, Nemesis needs one of three things.

    • A third zombie.
    • Zombies to automatically respawn if they get stuck for 15 seconds.
    • Tentacle to injure on first hit as well as applying infection.

    He relies on his zombies immensely in order to not just be a worse Pyramid Head, and zombies are janky, RNG nuisances.

    I dont want to be rude but this makes it obvious that you didnt play alot of Nemesis. The 3th health state is important, Nemesis would be leggit way too strong if he would need just 2 hits to down you with the tentacle. Also 2 zombies are actually enough, I already get atleast every second game 1-2 free hits/down from zombies which is quite huge.

    However the unstuck thing would be kinda cool.

  • @Falkner09 said:

    The tentacle really should just injure outright. All other ranged attacks do, and they're mostly easier to hit with. Hell, the tentacle's range and hitbox are so bad, that's its barely even ranged to begin with. After that, just make the virus do something else, like zombies notice you more easily or have assorted debuffs through add ons.

    I have been playing Nemesis chan for over 2 weeks only and I do understand that having a 3th health state like that is reasonable to him. If you are good with the tentacle survivors can barely do anything against you in loops. Its almost like a trickster on open loops, you will get hit every moment.

  • @Trwth said:

    The same reason Trickster's knives don't interrupt actions. It's just another one of the many impossible things Survivors can do.

    Tbh a knive hit from Trickster is not an actual hit, if you injure the survivor with your 6th knive then you will interrupt the survivor which is fair in my opinion.

  • @Massquwatt said:

    That's a fair point to bring up, making the initial infection itself be able to interrupt would be nice, although I do kinda wish the infection itself would do something other than just being the prerequisite to getting hit again. Like zombies will shamble faster towards infection survivors or target them.

    tbf you cought up as survivor which can reveal your position, I found like that alot of survivors.

  • @Anara said:

    Agree with you, the speed boost is not a problem, but the inexistant interruption is.

    I played a lot of Nemesis recently, I had a lot of fun, I want to make him my new main killer. But Ive seen too many times survivors finish a generator or unhook infront of me because first tentacul hit do not interrupt them.

    However at the beginning everybody said Nemesis was a weaker Pyramid Head, after playing both a lot I think Nemesis is better.

    I play also alot of Nemesis, I do also believe he is way better then ppl think he is but I would say he is better than Pyramid, our metal head boy has some better advantages than Nemi-chan, especially the ability to straight up ignore DS is really strong which makes this alone better then Nemi but also the ability to attack upsairs which Nemi cant is also a huge advantage.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2557072#Comment_2557072

    Hmm, well then the Survivors should absolutely be able to remove all blood drops from the shrine in one go, otherwise what's the point of taking away one drop at a time? The time spent moving the blood between shrines probably isn't even worth it, especially if the Killer is out and about getting more blood drops while still performing their standard gameplay loop.

    And if this is something the Killer can just passively do alongside normal gameplay with maybe 20s to walk to the shrine if they want to, perhaps this should also be something that Survivors can pre-emptively stop (like Totems), by doing some actions to deface the altar, such as requiring more blood drops to be added.

    Keep in mind that getting 1 hit, running back to the shrine is around the time equivalent of 30-60 seconds. Even if you stack up the 6 blood you will still have alot of time spent doing it. Also there are 4 survivors who can potentially do that.

    Also since the effect the Killer gains is 2 downs isnt really "that" strong to justify it to remove it completly since there is a max amount of 2 activations for it anyway, I think these are more then enough restrictions, taking better killers in consideration to that.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2556807#Comment_2556807

    How is NOED a crutch is survivors can cleanse it before or after it's active? A crutch should be any thing you can't counterplay at all, like Adrenaline when you know all the gens get done almost guaranteed most matches.

    A crutch has nothing to do with counterplay, its only about something that gives the player some kind of help or advantage without anything doing for it.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2557046#Comment_2557046

    Hmm, could just have the Killer use a Dull Totem as the "Shrine", and adding Blood to the "Shrine" will build it up until it becomes active, Survivors being able to prevent this by taking the time to cleanse Totems.

    Though adding in a new asset could also work.

    I thought about this too but tbh beeing able to completly remove the "shrine" from the game is not fun and not really that what I was looking for. Survivors should be able to reduce it or slower atleast the progress of it but not remove it imo.

  • Yamaoka has hills which can give you the jump you need.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2557021#Comment_2557021

    Hmm, this could probably be turned into an "Intermission" that would make Killer gameplay a little less stressful.

    To reuse a name off of another Idea I had:

    New Killer Mechanic: Bloodrite.

    • Damaging Survivors with your Ability or a Basic Attack grants blood charges towards a Bloodrite.
    • Once enough charges are gained, the Basement Hooks are revealed to you.
    • While no Survivors are Hooked in The Basement, and The Killer has gained enough charges, The Killer can perform a Bloodrite at The Entity's Shrine (Basement Hook cluster, Killer performs the Hatch Close animation at the ground, blood splash occurs)
    • Upon completing the Bloodrite all Generators explode in blood and are blocked for 60s.
    • Any Survivor working on a Generator at the time of the Bloodrite Scream, and reveal their position for 4s.
    • A Bloodrite can only be performed once per Trial.

    Unlike the previous suggestion, which requires multiple trips to the Shrine,with this one immobile Killers can plan out a patrol to make better use of their route when they have an Bloodrite available.

    Unfortunately this iteration does not offer any counter-play, and as a result, might have Killers holding onto the Bloodrite until the last moment of the game instead of using it earlier on. So that is something that needs to be addressed.

    I think that only blocking the gens wouldnt really help inmobile killers much thats why I added the exposed and chase benefits you know, also having to walk to the basement is I think much bigger hassle than having 2 shrines around map. Since there are 2 you have the choice which one you wanna use first you know, that gives the killer alot of flexibility.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2557005#Comment_2557005

    I think my only issue is that this probably doesn't need to have the chase stat-sticks slapped onto them. The Gen-block/Aura/Oblivious are cool, as you didn't have those before (or the Survivors were not effected by them), but the chase amp isn't really all that special. Perhaps have the chase-amp as one of the new Perks that interacts/augments the functionality of the Shrine.

    TBH you could probably just try to figure out what effect you would want to have it perform in its most basic implementation, then have Perks that stack ontop of that, such that you could make Shrine-loadouts.

    ye true dat

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2557005#Comment_2557005

    Hmm, this seems like it will be less efficient on the more immobile Killers, and much more efficient on the more mobile Killers. I could see it as a Perk class (Shrine class-type), but probably not a basic feature ontop of existing Perks.

    Edit, hang on, the Blood stacking on the blade seems to help immobile Killers

    ye the blood stacking should help it, I was playing around with the buffs trying obviously to make it really good for the immobile Killers but tbh its really hard trying to make it work only for them and not for the good killers xD, ofc there is a tone of room for improvement but I think the base idea seems to be really good.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2556962#Comment_2556962

    More of a question on how you would want to see the ritual implemented in-game. Killer does something, survivors can prevent it, is a bit of a broad suggestion.

    Something like: Each time you hook a Survivor on a unique Hook, that hook becomes imbued. Once enough Hooks have become Imbued, the Killer is able to Kill Survivors near them by their own hand. Survivors being able to cleanse these corrupted Hooks to prevent the Killer from being able to do so, or the more passive effect I suggested above.

    I had a old concept and I still think its a really good one.

    Every time you hit a survivors some blood will stay on the weapon you wield, up to 6 blood drops. There are 2 big entity shrines around the map randomly. You can go at any time to one of them and drip the blood on it to empower the shrine. After around 10 blood drops the shrine will activate and block all gens for 1 min in the trial. The Entity will roar, the entire map shakes up just like in the end game collapse, the Killer will be empowered by the entity, red glowing eyes and enter a rage, the Auras of all survivors will be revealed to you for 10 seconds and all survivors are oblivious. The Survivors are exposed and the Killer has a reduced hit cooldown and pallet stun duration by 20%. All these effects will fade after you downed atleast 2 survivors and the gens will unlock immidatly aswell. The shrine you activated will be disabled for the rest of the game, so basicly you can do this only twice each game.

    Survivors can interact with the shrine by taking away a value of 1 blood drip in the shrine. The survivor will have a little blood effect behind them simiular like the lunar vessel effect in the event but less glowly, just a dark blood vail behind you so it isnt that obvious. The survivors can bring that blood to a different small shrine mostly in the middle of the map to wash it off and gain a 15% heal bonus speed for 1 min. It doesnt stack with itsself but with perks it does.

    So basicly you will stop the gen progress and have a brief window to get 2 free downs basicly after you hit 10 survivors. Dont know if the 10 hits are too much or low though. Still playing around with that number.

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/2556903#Comment_2556903

    Maybe, but no one knows yet and it will probably be months before we finally get to see it.

    probably they will anyway do a half assed ######### just like with breakable walls

  • @[Deleted User] said:

    I mean they could just make the "special ritual" into a literal "Don't tunnel/camp survivors and you'll get to mori a Deathhook Survivor at a point"

    would be too simple and boring.

    And addin a new objective would automaticly make tunneling and camping less effective, the reason these strategies exist is because the killer has nothing else to do, just like survivors has nothing else to do then slamming gens.

  • @th3 said:

    Isn't this what they are trying to do with mori's?

    hope so

  • @NoObzBoiYT said:

    Heard a content creator say something like that. Dbd won't be changing anytime soon.

    ye guess its just a dream in the end

  • The regression is fine of the gen kick, what I would say is the gen tapping which makes the regression not even come through.

    My idea was very simple and would be such a easy solution, just simply put a progress bar to "undamage" the gen. So instead of just touching you need to hold for 4 full sec on the gen to get rid of the regression. If you let go to early then you need to start all over again, that prevents survivors to hide next to the gen and tap if the moment you leave.

  • Well I used to start maining Doc way back then when Clown chapter was there.

    After Legion came I mained them, I loved old Legion, not cuz I could moonwalk and kill ppl by letting them bleed out, I never played like that. I loved playing how they where supposed to be played, frenzy behind and keep stabbing them, it wasnt really strong but alot of fun. After they gutted Legion I switched to Spirit after she came, I love her concept and the design, after the 4th nerf of her I switched to Oni.

    I am pretty happy with Oni, until they will nerf him.

    But I also really enjoy Nemesis tbh, I would consider him my second main.

  • @Ghouled_Mojo said:

    Nemesis. Thought he was trash. Turns out I love playing him. Fun and sometimes even effective.

    only cuz he weares a trash bag doesnt make him trash take that back!

  • @ad19970 said:

    I surely hope they start taking the cheater problem more serious in this game. It's time to do so.

    The thing is they are doing it, but hella wrong. I know a player who got perm banned 2 weeks after the devs stated that using mods are officially bannable. He didnt used any mods the moment when they mentioned that and played completly without, but still he got banned 2 weeks later for "using mods".

    There are more sad storys where ppl are getting banned without reasons simply because the devs are unable to monitor games properly or dont want to, or just dont care at all.

  • Well crutch defines if you get carried by a ability, weapon or whatsoever in any game without doing something for that.

    In dbd there is no such thing as a "crutch" killer cuz basicly every Killer has their own way to be played, if you dont use the ability then you will get no results simple as that.

    However there are crutch perks, perks that can give you a advantage without really doing anything for that, cuz that is literally the meaning of a "crutch" in gaming. Therefore we would have for example:

    Noed and Adrenaline

    Both these perks can give you a clutch moment without you doing anything to gain it, you just slap the perk in and thats it. If it works then it works if not then not, simple as that.

  • @Shenlong1904 said:

    I feel like it wouldn't be too OP or too bad but this is what most people would call a bandaid fix which this community hates a lot. It could work, but i'd much rather have them actually re balance killers.

    Well thats what it is supposed to be, a bandaid fix until they finally touch the killers really to change them with a intention to make them stronger. Legion, Clown, Trapper and Pig are arguable the weakest killers of the roster for good reasons, until the devs will start reworking them or give them proper buffs you can just increase the movementspeed until they are finally getting fixed.

  • @James4125 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2553443#Comment_2553443

    Ah yes. Telling me again that I don't play killer even though that's practically all I play. ๐Ÿ˜‚ I HAVE EVERY KILLER MAXED OUT AND EVERY SINGLE KILLER ACHIEVEMENT.

    I'm not sure how you're still not understanding this. So I'll try to explain it very slowly.

    New players playing killer almost always get a 4k because new Survivors hide instead of doing gens.

    New Survivors almost never escape because they don't know how to loop or lose the killer in chase. Nor do they understand the importance of pressure so they often leave gens and hide in corners.

    New killers don't have this problem because their objective is to kill. Doesn't take much knowledge to follow someone until you catch them and as survivors run into the open instead of towards pallets they go down fast.

    Bloodlust doesn't matter because the survivors don't know how to loop so they throw every pallet instantly and run in the open and baby killers kick every pallet asap so it never kicks in. Removing Bloodlust will have no affect in these ranks because chases either don't last 15 seconds or killers are constantly resetting it. On top of that NONE of these players even know what bloodlust is so they never force it.

    If you nerf Survivors speed when they're injured that 4k almost every game becomes every single game. Why? Because the survivors are still just as bad but now they're bad and weaker.

    If new players cannot win they won't have fun. If they don't have fun they stop playing. They stop playing and when older players inevitably get bored and leave the game dies.

    You cannot change something so fundamentally important to the game and have it work out the same at low ranks and high ranks because low rank killers dominate and high rank Survivors dominate. Making Survivors weaker affects ALL survivors not just the strong ones. Removing bloodlust only affects the mid/high killers who know how it works and actually use it to their advantage. And those are the killers who ACTUALLY DO need help.

    I agree wtih you and this makes alot of sense. However you are missing out with something here.

    A game should always be balanced around higher ranks, there is no reason to hold yourself back only because of casual players or newer players. The best example was World of Warcraft, all the years back then they only changed and adjusted on higher skill play but slowly at the last 2 expansions at Battle for Azeroth and Shadowlands they started changing and balanced for the casual player base, which yes in terms of numbers makes sense because the higher playerbase in every game is always casual. It came out after the 3th year that the game is now dying because all the steady high rank players who always kept playing started leaving the game and casual players always have a tendency to just leave and drop a game here and there for no particular reason, they just jump around from game to game.

    Thats why world of warcraft is now dying and the only community that is somewhat alive is classic wow, and now apply this exactly to dbd. If you keep changing stuff only for casual players, the higher playerbase will eventuelly lose interest and just leave the game and without a continiues playerbase such as the high rank players the casual playerbase only will leave dbd anyway at some point and therefore dbd will die out just like wow or many other games that made the mistake to change around casual playerbase.

  • I swear ppl say this every single chapter and update "This is the worst state of the game"

  • @Rhoska said:

    https://forum.deadbydaylight.com/en/discussion/comment/2553103#Comment_2553103

    You misread/misunderstood what I said.

    I didnt propose movement speed change of Killers, ONLY of Injured Survivors, and also regarding leaps/pallets in proportion.

    The problem is that an Injured Survivor performs all actions at the same rate as an Uninjured Survivor.

    That is the elephant in the room, and central to these issues.

    ---------

    TLDR: An Injured Survivor can move, loop and act exactly the same as an Uninjured one, and that is a problem.

    Imo, nevermind the move speed, but I would recommend that Injured Survivors can only leap/pallet at a reduced rate.

    Its one thing to chase an uninjured looper, but it should not be perpetual vs an injured one that the Killer has already invested time/effort to hit and injure.

    And as I said, the Bloodlust mechanic can be removed, if Injured Survivors instead have to slow leap/pallet.

    Yes thats what I meant, it is important against these killers that the survivor keeps the same movementspeed xD

  • @Rhoska said:

    https://forum.deadbydaylight.com/en/discussion/comment/2552999#Comment_2552999

    Nurse is a "slow" Killer anyways, so the least affected, and has to land the teleport meticulously.

    Blight is a "fast" Killer, whoms entire mechanic is based on rushes to linearly impact near a target, to hit them.

    Im not concerned with either compared to the core issue here, which is that Injured Survivors move at the same rate as Uninjured, which means looping is irreverant to either condition.

    As a continuity of that irrationality, jumping though a window/over a ledge or a pallet, are also unaffected by injured status.

    The problem thus is that when Killer injures a Survivor gets no benefit regarding actually closing with the target, as the Injured Survivor moves at the same rate as an Uninjured one, and also loops/leaps at the same rate.

    On nurse and blight having the same movement speed is essential, yes you dont loop these killers but you have to keep reposition yourself at a good angle or behind walls or obstacles to not get hit by these abilites. Also the main counterplay against nurse is actually to build distance so movementspeed would buff her in that sense.

  • @CashelP14 said:

    I think it would make certain killers quite broken. Plus what killers would the community agree on being too weak and too strong.

    I think they would be better adding a mode of transport or something to be able to move to the other side of the map for the weaker killers.

    I wrote in the post the Killers that I meant.

  • @Seraphor said:

    Any faster movement speed would be far too oppressive in a 1v1, yet it still wouldn't solve the real issue with the lower end killers; map pressure.

    Ideally you want killers to be able to gain distance between encounters with survivors, but not be able to catch up with survivors so quickly in a chase (unless it's part of their power that comes with a cost).

    Potentially, something that increases your movement speed when there are no survivors within 32 meters of you, could make sense. However it's unlikely to be a basekit feature and more likely to be a perk, if anything. Plus anything that turns off when you come within 32 meters of a survivor will ultimately end up fulfilling the same role as Whispers as well.

    Personally I'd just like more killers with teleport or teleport-like powers.

    Perhaps a perk that increases your movement speed by 5% for 15 seconds after kicking a gen could work too. As this comes with a cost (the kick) while either being used to make up the distance lost in a chase caused by the kick itself, or to make headway towards the next gen where you'll find survivors. As with all gen-kick perks, you'll ideally want to combo it, probably with Pop.

    Failing that, there's always Play With Your Food.

    Agree. The new game VHS has a interesting idea as a base mechanic which would be nice to see in a simiular way in dbd. In VHS you gain a rage mode after injuring 3 different survivors which gives you a buff, I think it was a 1 hit there but we could make this different in dbd. Rewarding killers for just injuring would change the gameplay in a very healthy and good way, nice side effects would be that tunneling and camping would be less effective.

  • @Rhoska said:

    Imo Survivor movement speed is too fast when injured.

    And that is a simpler quotient to resolve, as all Survivors have the same speed, and speed reduction would only affect the injured.

    This has been a longstanding issue regarding looping, and why artificially Killers get a speed boost in increments from the Bloodlust mechanic.

    This was always, and still is, stupid.

    Rational is that an injured Survivor moves slower, thus removing the need for Bloodlust mechanic.

    This would bilaterally buff Killers in pursuing an injured Survivor, but also buff uninjured Survivors in looping a Killer, as Bloodlust would no longer activate.

    This is a interesting idea but the problem would be that you would buff therefore the already strong killers even further. Killers like Nurse or Blight have an very easy time to injure survivors, that would also break the game in a other way.

  • @C3Tooth said:

    We dont need shorter the chase. We need to give survivors objective. As passive power like Pinhead.

    A Killer from 115 to 119 with Noed is already noticable. Which mean already huge.

    True I would also like to increase the time a game lasts but it seems the devs think otherwise since the devs never prodived us with anything to stall the game in terms of base mechanics not perks.

  • @Labrac said:

    5% MS is something very risky to mess with. Anyone who plays both 110 e 115 killers know it's a world of difference. I think there are other ways to buff these lower end killers, although something like 117,5% for them would be okayish.

    Yes I know and I have some very good concepts how to buff all these Killers but as we know from BHVR they need a LOOOOOONG time until they will touch one of these and do something. Therefore increasing the movement speed by changing simply the number would be a temporal "support" for them until they will come up to these Killers and finally give them a proper buff or update.

  • @Phasmamain said:

    Movement speed is very risky stat to change as it can cause major balance issues. If we make clown a 120% move speed killer he would be insanely stronger since he can already speed himself up and slow survivors down

    that may be true but would it be really that strong? I mean Clown has just 4 bottles which can give you a free hit at best. I would consider a Blight much stronger in every single aspect even if Clown would have that extra speed.

  • @Sonzaishinai said:

    A quick thing about movement speeds.

    Survivors run at 4 m/s

    Standert killers at 4.6 m/s

    Which means that you close the distance between you and the survivor at 0.6 m/s

    Changing it to 4.8 m/s means you close the distance between you and the survivor at 0.8 m/s

    From 0.6 to 0.8 is a 33% increase. That is huge. Not going to comment on the balance of things, just want to show this isn't a small thing you are suggesting here

    Yes but these mentioned Killers have basicly nothing to close the gap in chases, these are considered M1 Killers that have no power basicly in terms of a 1v1 chase.

  • My poor Nemi-chan :C

  • @Advorsus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2550504#Comment_2550504

    And I understand that. And I'm fine with getting stomped occasionally. But I don't like the, "Run this build and only this build otherwise you're going to get stomped every game because you're only ever going to go against these types of players."

    It's forcing me into one of two options, get stomped or play in a way that I don't want to play. It's just picking one of two evils.

    Well tbh a new trend is building up where ppl play only 4 anti gen perks on every Killer. There is no reason to do that, its just a psycholigical need that the ppl delevope. In realitiy up to 2 anti gen perks are totally fine, the other 2 slots can be up to you, thats now I play on every Killer, even on Clown or legion.

  • I expect another nerf for Legion cuz the devs think Legion is "fine" and needs no changes.

  • Funfact even if you have all perks on all killers there are games where you will get stomped regardless. If survivors want to do gens then there is nothing you can do except you play meta killers.

  • @[Deleted User] said:

    Snuffing a totem out is much quicker and easier than cleansing/blessing a hex totem.

    the difference is you are alone as killer so you will lose the entire momentum of the game and all your pressure just to deactivate a perk that can be re activated at any time with barely any sacrifice from the survivor side, since its just 1 survivor who has to bless it, meanwhile the 3 others can still do the main objective (gens). The Killer therefore has to make a decision to give up on the main objective or not.

  • Its basicly good on every M1 killer and some other Killers such as:

    Blight, Oni, Nemesis or even Wraith

    Yes I am not kidding, if you know how to make use of this perk then these killers can profit very well. For example as Nemesis you simply charge your Tentacle to indicate that the survivor wants to early drop the pallet, you stop and run into the pallet to get stunned, since you recover faster with enduring you have enough time to take out your tentacle again and do a instant hit on them.

  • Whats wrong with Dead dawg saloon? Since you mentioned it as one of the worst maps.

  • Maybe I am one of these wallhackers. Some survivors called me that too because I was using Cigar Box as Clown :)

    Maybe keep an eye on some addons, there are some that can also help tracking or finding survivors.

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