Blueberry
Blueberry
About
- Username
- Blueberry
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
The biggest issue is how safe they all are. There’s no mind game on the vast majority of those pallets, you just have to waste time breaking them all.
-
I didn’t really like your poll options as I want it changed but not with a nerf or buff but a rework. I like the concept of it punishing ignoring totems however I’d rather it punish them by giving the killer extra time to make skilled plays, not just free downs they didn’t earn. Like hypothetically if they didn’t cleanse all the totems noed would proc and reactivate 3 random gens on the map, meaning because they just rushed gens they now have 1 more to complete. I want to reward skilled play with opportunity to make more skilled plays.
-
Out of those options I kinda like the first one but it still seems too weak. To be honest though the fix is way easier than that, just like triple the amount of time added to the gate for hits with the current Remember Me as it’s currently ridiculously too low, make it affect the Obsession so you’re not encouraged to tunnel them out, and finally cause it to make gate progress regression at 1/4 the opening speed. These changes take away the toxic aspect of it, make the time added to the gates a respectable amount and while not as much added as No Way Out it gets the bonus of regressing gates if they refuse to open them even if it is very slowly.
-
They treated the reveal tweaks as more of a QoL however in reality it was a massive nerf as it is significantly easier to reveal him now. I’d even go as far as to say that his reveal nerf outweighs his buffs landing him actually weaker now when the PTB changes were intended to actually improve him. Regardless he needed a lot more buffs than he got, still terrible.
-
@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2924001#Comment_2924001
impressive, that did not take very long. almost as good as dev wraith overtune comments on last year september.
Oh jeez yeah the "wrath overpowered" comment. Everyone was face palming that one.
-
C tier at best killer needs a nerf? Okay lol
-
Same weak Legion. He needs a lot more.
-
Been saying this for ages! Rarely do you ever fully charge a shred on Demo. Most of them are snap shreds.
-
@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2921509#Comment_2921509
Hypothetical here: If you did balance top-down and now all those pallets were more balanced for the high end but as you said all deadly for bad survivors, wouldn't the end result just be their hidden mmr lowering?
Not exactly. it would hurt casual survivors more, in other words they would go from winning sometimes to winning never where as more skilled survivors would lose more often but would still win every now again.
demographically speaking, in most games, there is like top 10% of players that are outstanding and really good. I would say about 20% are like semi-competitive while the rest are casual. Not to be rude or anything, but most of m1 killers were never truly in a good spot. they were always lackluster. Its just that you as killer were typically facing the less good survivors in most matches. Its whole question whether you balance around 30% goodish players or 70%.
A recent post that I have been seeing lately is how steam charts are negative and how MMR is hurting the game. I'd say a lot of m1 killers not being viable might be hurting the game. MMR just exposes the bad balance for killers.
"Not exactly. it would hurt casual survivors more, in other words they would go from winning sometimes to winning never where as more skilled survivors would lose more often but would still win every now again."
But if it's lowering their mmr than that would not be the case. They would go against worse and worse killers until they were low enough mmr that they were losing only the same amount as they were previously. IE they'd end up with the same difficulty of matches.
"demographically speaking, in most games, there is like top 10% of players that are outstanding and really good. I would say about 20% are like semi-competitive while the rest are casual. Not to be rude or anything, but most of m1 killers were never truly in a good spot. they were always lackluster. Its just that you as killer were typically facing the less good survivors in most matches. Its whole question whether you balance around 30% goodish players or 70%."
I completely agree.
"A recent post that I have been seeing lately is how steam charts are negative and how MMR is hurting the game. I'd say a lot of m1 killers not being viable might be hurting the game. MMR just exposes the bad balance for killers."
Oh of course. The main reason mmr is hated is because it's forcing people into unfair and unbalanced matches. If hypothetically the game was pretty well balanced I don't think people would mind mmr nearly as much. I think people (myself included) prefer the old grade matchmaking not because it was "better" per say, but actually because it was worse. It being worse covered up the games balance problems by mixing in a lot more average players. MMR forces me to play a lot of matches that are literally unwinnable, that is not fun. I don't mind losing, what I do mind is losing when I never actually got outplayed, I just lost through balance problems. Which is something totally out of my control and not something i can improve on.
Typically when I lose on survivor I can point out the spots where me or my team misplayed to improve on for next time. That is not nearly the case on killer. You can play perfectly and still lose, that's what frustrates people.
-
I can't tell any difference really, just as bad.
-
@Mandy said:
There's a couple of things here:
Some of the things that you have described as "trolling" are actually valid in-game things - such as the killer slugging you, that's not reportable.
Survivors working with the killer is something that is reportable in-game and you can send video evidence to our support team also to back up your report.
We do not remove the DC penalty, situations where you need to DC from a game are rare and that's why the DC penalty is kept low initially. If you are being slugged, that's definitely not a valid reason.
What is y'alls stance on a scenario such as the library issue on RPD? Where they stack self pick ups with sabo toolboxes and just spam run all to the top of the library to where it's impossible to hook any of them as before you can hook one another has picked themselves up and sabo'd the only hook in reach. This just repeats nearly endlessly even though they will very, very slowly bleed out between self picking up. However they pick up so fast from stacking multiple pick up perks that this is excruciatingly long as their actually on the ground time is very little.
They aren't doing gens, just trying to troll and annoy the killer by preventing him from hooking or realistically slugging and just stalling the game out as long as possible.
-
@cburton311 said:
https://forum.deadbydaylight.com/en/discussion/comment/2921303#Comment_2921303
Except that won't fix it. If the strategy is effective now, it would be even more effective after killer buffs. The only fix for this is incentives that encourage the killer to stop camping and tunneling because those strategies are not as effective anymore. Other strategies would need to yield more kills / chases / bloodpoints and "victories".
Possibly lengthen the hook states to make it waste more of the killers time staying there trying to tunnel. They also already said they're gonna implement some form of BT base kit. This would make it much less efficient for them to stay there/tunnel since if they are trying to tunnel them out the survivors will have more time to leave them on the hook and pump gens. If the game is better balanced the killers will feel more confident leaving the hook and going for other chases anyway.
Along side this they'd have to shrink maps, weaken tiles, and nerf some of the over tuned second chance perks in tandem.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2921509#Comment_2921509
Only consideration would be new player experience. It's already brutal as it is.
We see some pretty unsafe pallets on the map reworks, and the caveat there is that a pallet is usually safe or a free hit with very little in-between.
I still think there's opportunity to slice it both ways. Coal Tower is the gold standard in my mind. It has just enough safe resources (barring RNG) that survivors at least have to be cognizant of resource management. The map size isn't prohibitive for any killer. And the gen layout usually demands some strategy
I totally agree on Coal Tower. Probably one of the best balance standards imo.
What if we kept new player queues together until say the first like 100 hours or something? Problem solved?
-
Immediately then, probably not. It's usually a list of big changes for the coming year that they're working on.
-
@[Deleted User] said:
From BHVR's perspective, the reality is that the average survivor spends insane amounts of time doing literally nothing every game. And there's no pallet in the game that can be considered safe for many players.
It's hard to reconcile the skill gap between the bottom-average-top end of the playerbase and make a map that works for all levels of play.
Newer or less skilled players escape via stealth. Making maps smaller makes things even more difficult for them.
Average players need a lot of safer tiles because they're going to get hit at half of them.
And then that all becomes a mess at the very top end. This is before we even get into killer considerations. It's hard.
I agree with your points as well.
Hypothetical here: If you did balance top-down and now all those pallets were more balanced for the high end but as you said all deadly for bad survivors, wouldn't the end result just be their hidden mmr lowering?
IE other than losing a few early matches the only real thing that would change is their mmr until they were down to a level that they were winning and losing exactly as much as they were before. Except now we'd actually also have the top end balanced. Meaning balancing for the top end wouldn't technically hurt the lower people in the end.
-
@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2921459#Comment_2921459
Yeah, because Undying was an easier "I-Win" button compared to "Tunneling-Off-Hook-Till-Dead". They're both "I-Win" buttons.
https://forum.deadbydaylight.com/en/discussion/comment/2921465#Comment_2921465
We both want tunnel-off-hook-till-dead out of the game, so why not remove it, then buff killers to compensate. It's not really fair that killers get buffed and still have the I-Win button.
"We both want tunnel-off-hook-till-dead out of the game, so why not remove it, then buff killers to compensate."
That is literally what I have been saying this entire conversation...
-
@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2921446#Comment_2921446
How is that not exactly what those videos are showing. These streamers are high MMR players. They are proving over and over again that Killers are fine without using perks, addons and with head-starts.
How in the h*ll does that translate to nerf survivors buff killers?
"How is that not exactly what those videos are showing. These streamers are high MMR players. They are proving over and over again that Killers are fine without using perks, addons and with head-starts."
You are not understanding what the videos showed. What they showed was that you can 3k or 4k with no perks or addons if you hard tunnel.
Able to win consecutively with no addons or perks but tunneling hard = / = you can win against equally good survivors that don't make mistakes at high mmr with an m1 killer using perks and addons without tunneling
That is not what the videos show. That is you making an assumption.
"How in the h*ll does that translate to nerf survivors buff killers?"
It doesn't make sense to you because of the assumption you are making with drawing incorrect conclusions from those videos. Killers are tunneling because against equally skilled survivors at high mmr that don't make tons of mistakes you cannot win on the majority of the killer roster without tunneling. That is just facts. If you give them the ability to win those matches without tunneling, then tunneling will go down tremendously. The killers don't want to tunnel, they feel forced to.
If you played both sides at high mmr you would understand this. This isn't a contested topic, the vast majority of the community with good hours in the game understands this already.
-
@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2921398#Comment_2921398
Actually, they do go against what you are saying. These streams are beating people without perks, addons and with head starts. If streamers can do this, then high MMR killers can do the same with perks, addons and without headstarts, without the need to tunnel-off-hook-till-dead.
Tunnel-off-hook-till-dead is a I-Win button, the killers sometimes decide not to use.
I'd say, take the I-Win button away or Buff survivors to compensate for having an I-Win button.
"If streamers can do this, then high MMR killers can do the same with perks, addons and without headstarts, without the need to tunnel-off-hook-till-dead."
That is not what those videos illustrated whatsoever. You are making a huge inference here based on nearly nothing. You really should play killer and survivor at high mmr to understand.
"I'd say, take the I-Win button away or Buff survivors to compensate for having an I-Win button."
Everyone wants tunneling taken away, the problem is it is required at high mmr with most the killer roster unless the survivors play really badly. We need to fix maps, nerf some overpowered perks, buff weak killers and then nerf tunneling heavily.
-
Sometime in 2016 I think.
-
@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2921379#Comment_2921379
Them linking the specific videos of winning isn't the rule. It's leaving out all the games lost, which was much more than what they won. This is like thinking a player is god tier because you watch only their youtube where they only post they matches they win on.
If you looked at the videos, they post the statistics for the challenge. So this argument is moot.
Because you didn't post all the challenge videos, only one set. Also you never responded to my point about why these are possible or even how to make lots of these possible they specifically tunneled people out. You know, the literal entire point of this page.
The one set of challenge videos is the only significant one, since it shows that killers are able to get 4ks and 3ks without perks, without addons and giving survivors a 30 sec headstart.
Yes, they tunnel survivors out. If you can Tunneling-off-hook-till-dead survivors, then the game should be balanced around that. Meaning that survivors should have buffs to compensate. Or Tunneling-off-hook-till-dead should be nerfed.
Obviously killers are way overpowered compared to survivors when Tunneling-off-hook-till-dead, since they can use that strategy and get 4ks and 3ks without perks, addons and giving survivors a 30 sec head-start.
"If you looked at the videos, they post the statistics for the challenge. So this argument is moot."
Yeah, of the videos you posted.
"Obviously killers are way overpowered compared to survivors when Tunneling-off-hook-till-dead, since they can use that strategy and get 4ks and 3ks without perks, addons and giving survivors a 30 sec head-start."
You seem to have derailed from the entire point of this page. I never once said you couldn't 3k or 4k just camping and tunneling.
Literally the only thing I said was that tunneling was necessary to win against equally skilled survivors with m1 killers unless they mess up a lot. None of which any of the videos you posted go against that. They literally support my point.
Me: Says you need to tunnel to win
You: Posts a bunch of videos showing tunneling to win
That's entirely my point.
-
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2921361#Comment_2921361
I'm not sure what you're talking about with "exceptions". The Choy video for instance was 54 matches in a row and he tracked stats and averages. It also was posted in January, not during the MMR test. And in Choy's video he intentionally played 27 matches during the day and 27 matches at night so he could track the differences (he still got more than 2 kills average both times which is pretty impressive considering how the challenge worked, running no perks and being afk 30 seconds at the start of each match.)
Mind you, I have zero problems with so-called "tunneling", that's a pointless buzzword at this point that seems to just be shorthand for "you downed me twice in a row". But this notion that someone these matches were all "exceptions to the rule" is nonsense.
I never once referenced Choy's videos specifically. The exceptions were to many other videos he did not post of the challenges.
-
@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2921361#Comment_2921361
If you watch the videos, you will see that every single one of the streamers are getting more 4ks and 3ks as compared to 2ks,1ks and 0ks. So these aren't exceptions to the rule, these are the actual rule.
Also, how are they running NOED when this is Perkless, Add-onless and a 30 second head-start for survivors game?
"If you watch the videos, you will see that every single one of the streamers are getting more 4ks and 3ks as compared to 2ks,1ks and 0ks. So these aren't exceptions to the rule, these are the actual rule."
Them linking the specific videos of winning isn't the rule. It's leaving out all the games lost, which was much more than what they won. This is like thinking a player is god tier because you watch only their youtube where they only post they matches they win on.
"Also, how are they running NOED when this is Perkless, Add-onless and a 30 second head-start for survivors game?"
Because you didn't post all the challenge videos, only one set. Also you never responded to my point about why these are possible or even how to make lots of these possible they specifically tunneled people out. You know, the literal entire point of this page.
Actually playing at high mmr is a lot different than watching a youtuber play at high mmr.
-
@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2921303#Comment_2921303
Yeah, it's absolutely horrible how hard it is for killer to get kills at high MMR.
I Tried Otzdarva's Killer Challenge... - Dead By Daylight - YouTube
I Did Otzdarva's AFK Challenge TWICE | Night Survivors VS Day Survivors - Dead by Daylight - YouTube
I AFK'd for 30secs with NO PERKS / ADD-ONS! | Dead by Daylight - YouTube
I Did Otzdarva's AFK Challenge TWICE | Night Survivors VS Day Survivors - Dead by Daylight - YouTube
We really gonna go through this again?
You can have matches where survivors play badly and win without tunneling. Exceptions don't make the rule. We operate in probability, not possibility.
You rely on survivor mistakes to win. If they make mistakes you can win without tunneling, if they don't you need to tunnel, hence lots of those videos.
Should we even mention how some of those videos were done when MMR was basically turned off? Should we mention how you probably didn't even watch all the videos to realize some of them were running NOED and specifically stated they tried to tunnel someone out as fast as possible to win? How about them mentioning specifically playing during the day to get easier matches to make the challenge even possible?
Nah, nah let's not mention those things, that breaks the narrative.
-
@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/2921122#Comment_2921122
They were talking about the bully squads that don't do gens and try and get a DC instead, what you're talking about does exist with efficient bully squads but Im pretty sure they're talking about a full troll squad more than a bully squad like one that runs head on builds and doesn't touch a single gen but decides to head on the entire match at somewhere like the main building of dead dawg, even at the highest of MMR you'll eventually run into these types of people just because playing normal for long periods of time gets boring and it's more fun sometimes to create you're own little game within the game.
Those types are pretty rare. Since he was also mentioning skill and beating them his phrasing tended to lead me to believe he was talking about the other kind.
-
It's because the devs don't want to balance for high mmr. They force tunneling to be necessary.
I would advocate for better game balance to fix this.
-
@Hermit said:
https://forum.deadbydaylight.com/en/discussion/comment/2921253#Comment_2921253
And then we lower the mmr cap to mix stuff up even more because... variety :D
Yeah they basically missed the real issue.
-
@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2921239#Comment_2921239
I do not think sadako's condemn is intentionally meant to be slowdown. There are huge tell-tell signs of this. For one, doing a TV only takes 3 seconds which is less than killer cooldown animation. Her tapes do not drop item like pinhead's box. Her meme add-on drawback is that you lose the ability to build up condemn stacks on TV.
Its pretty clear that unlike say pig's boxes, her mechanic is completely intentionally designed to kill the survivor. In a world where sadako is strong, She should be getting no hooks and 4 mori kills every match. It is very canonical accurate for survivors to die in 7 days. Very fitting for her lore.
I would do following change to condemn
-Basic attacks increase condemn meter by 1.
It would help her build-up condemn. I'd say reason she cannot condemn any survivor is that there is no reliable way to build it up. Its based off survivors actions. Its like worse then plague's power in term of survivor control over ability. This would give her a bit more control on build-up.
---
Amp up her passive phasing to give it a little more reliability in anti-loop. Make it more frequent and last longer. I like that this also increases her skill gap of good players as they will get better at trying to time their direction changes with her disappearances.
I think a better way to fix this is instead of having 1 second flickers every sec, change this mechanic to be 3 second flickers once. This would really help her in the chase.
The change would be something like:
-Decreased flicker period to 0.5
-Increased flicker duration to 3 seconds
----
I agree with rest of changes, Lullaby is terrible for stealth killer. Directional audio TV cripples her mobility and stealth.
I actually gathered the complete opposite from her Condemn, illustrated by the fact to get rid of the tape it forces you to go to the farthest away tv. Also, the devs don't like more deadly insta-kill mechanics demonstrated by Pig. The party hats are for wasting time, their deadliness is just motivation to get them off. They've reiterated this philosophy on dev streams as well. I think the main point of Condemn is to waste time.
The Condemn increase on basic attack sounds good to me.
I basically just want the flicker to last longer and happen more often.
-
@toxicbabysadako said:
https://forum.deadbydaylight.com/en/discussion/comment/2921237#Comment_2921237
on what planet hun?
The planet where people who understand the game live.
-
@[Deleted User] said:
The problem is that with this trash matchmaking these guys who mainly go for annoyance instead of doing gens are going against new players who don't know how to deal with them. Yes, it is a problem of skill, but what can you expect when you frequently see killers who barely reach 100 hours going against thousand hours SWFs?
This is what happens when they don't balance for high mmr. High mmr killers quit because of the imbalance and then it starts putting those insane groups against lower mmr players because there aren't enough high mmr killers left.
-
-Remove lullaby, it defeats the entire point of being a stealth killer.
-Remove slowdown switching between phases. Her Demanifested isn't good enough to warrant this, she doesn't get a speed up like Wraith or anything.
-Condemn builds up passively. The survivors should need to be more worried about it than they currently are and need to waste time lowering it. I don't want Exposed added like some people have mentioned because I don't want Condemn to be more deadly, I just want it to slow the survivors down on gens with a secondary objective.
-Remove the directional queue of her teleporting. It's bad enough they get a global queue, the location as well is too much. It's not too difficult to be aware of the tv's around you, you can even hear them.
-Amp up her passive phasing to give it a little more reliability in anti-loop. Make it more frequent and last longer. I like that this also increases her skill gap of good players as they will get better at trying to time their direction changes with her disappearances.
-
What's funny is Nemesis is pretty garbage and in need of large buffs as well.
-
-Remove lullaby, it defeats the entire point of being a stealth killer.
-Remove slowdown switching between phases. Her Demanifested isn't good enough to warrant this, she doesn't get a speed up like Wraith or anything.
-Condemn builds up passively. The survivors should need to be more worried about it than they currently are and need to waste time lowering it. I don't want Exposed added like some people have mentioned because I don't want Condemn to be more deadly, I just want it to slow the survivors down on gens with a secondary objective.
-Remove the directional queue of her teleporting. It's bad enough they get a global queue, the location as well is too much. It's not too difficult to be aware of the tv's around you, you can even hear them.
-Amp up her passive phasing to give it a little more reliability in anti-loop. Make it more frequent and last longer. I like that this also increases her skill gap of good players as they will get better at trying to time their direction changes with her disappearances.
-
Honestly just revert all the nerfs they did to their base kit and addons. Totally unnecessary.
-
Tbh you were very generous with your viable list. I'd cross off 90% of those as well.
-
This is assuming a "bad" bully squad. Groups equal to your skill at high mmr and not making mistakes this doesn't apply. There's a difference between good and bad bully squads.
It's like saying 4 man SWF groups at top mmr really aren't an issue guys if they play terribly...
-
@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/2920528#Comment_2920528
Her standing still was never a mind game.
Never said or implied it was.
-
Unless the survivors are just bad and make a ton of mistakes you aren't winning a match with an m1 killer at high mmr of equal skill without some combination of camping and/or tunneling. That's just facts. That's how the balance of the game is unfortunately.
The core issue is map design and size. The perks just add onto an already bad problem.
-
Myers and Pig would probably be my top two in need of some serious love.
-
Well you're not hidden, they know exactly where you are. You also can't pretend as they can tell if you're phasing or not. Not much mind game left with her, and by much I mean none. You're essentially just trying to move faster than they can react now. I'm glad you're having fun though.
-
I feel like a lot of peoples "hate" of solo queue comes from a lack of accountability. I play solo queue for literally hours and hours every single day, way more than most and solo queue is totally fine. We win the vast majority of our matches. Even 1 good player can carry a team. I think this is more people playing badly and blaming "bad teammates" instead. I would even go as far as to say that even in solo queue you still have a massive advantage vs the killer with the games balancing. For people to even go as far as to call solo queue unplayable is just completely ridiculous and I think people should rewatch their game play.
-
Just revert all the nerfs they did to them and let Victor snuff totems. Problem solved.
-
It was way better than what we have now. Yeah they may have had daily complaints about it, but did they lose a massive chunk of their player base from it? The answer is no, MMR did that.
The matchmaking with grades was more "unbalanced" if you will, but that is required in a game that doesn't balance properly for high ranks. The unbalanced matchmaking of grades covered up the games problems. Now people are forced to endure all those balance problems with MMR with no real balance fixes coming to alleviate those issues, hence so many people leaving. To be honest though the games been burying its balance problems for so many years at this point that even if they hypothetically wanted to balance the game properly now at the rate they make changes ( ridiculously slow ) it would take years on years to get it into a semi balanced state.
-
Until they actually lower the power level of the current survivor meta perks nothing is going to make it into their meta unless it is also way over powered. They actually already have a lot of decently good perks that just get overshadowed by the current ones.
-
Because "feelings".
-
Nearly never happened to me. Not sure what's going on with your computer or internet.
-
His old power was pretty accurate and way more interesting. All it needed was some tweaks and buffs to work well.
Now he's just weak and boring for everyone involved.
-
Feels exactly the same to me. So terrible.
-
A lot of the power of CoH or booms in general that people seem to be ignoring is how many perk slots it’s consuming. Comparing it directly to SC isn’t quite fair because part of what makes SC bad is that it’s also taking a perk slot from everyone. The fact that CoH is one perk slot but for the entire team is extremely significant. Upcoming version of a 21 second heal from CoH for the entire team from just 1 perk slot is still busted. How long do y’all think it takes a killer to get a hit against a good survivor? Longer than 21 seconds is the answer on most the killer roster. Keep the new version of CoH coming out of the PTB but makes snuffing a totem break it as well. This keeps it strong but at least on a limited resource as the killer knows if he keeps sniffing them they will eventually run out of totems and gives SOME counter play as we currently have none.
-
No lullaby, it literally defeats the entire point of being undetectable and a stealth killer. Remove the directional sound when she teleports, it’s bad enough they get a global queue to begin with. No slowdown with manifest/demanifest. Condemn needs to build up faster to where the survivors are actually concerned about removing it, they currently are not.
-
@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2917538#Comment_2917538
Just waste 20 seconds walking to it, 1 second stomping it and another 20 seconds walking back to the gens on the other side of the map 4head.
Yeah exactly. Super counter play lol