Boons123
Boons123
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@Icaurs said:
Simply there are too many perks. And they have to keep creating new perks for each new dlc that comes out.
They are clearly struggling with ideas and I genuinely believe they sometimes forget perks exist or come up with first draft and then release it with plans to rework it later due to time constraints.
I really wish they would take a break from releasing a new dlc for 6 months to work on the many killers and perks that need the attention.
Yes, I hope so, because if they continue this, they will kill more perks and will be forgotten
I mean, what's the point of making more perks if there's a much better alternative? It's a waste of effort and time
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@Venusa said:
Yeah I don't understand it either.
No reason for me to run any other tracking perk when Ultimate Weapon is available now...
No reason why anybody should run Boon:Dark Theory when MFT exists...
So many perks that make another obsolete/out-dated.
Well, you explained the problem more than I did
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547118#Comment_3547118
they test balance on iteration of previous perks. if the perk is not really used or sucks, they don't buff old perk, they invent new perk that is stronger then previous one. each perk though has different intention behind them so while they provide similar benefits, they may have different goal behind them but you cannot see goal behind the perk because the perk might under-stated or implemented in a way where it is weak.
As a result of this, we have more than 100 perks that are very rarely used
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What if you need to connect wires to an exit gate to be able to open it?
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@DaddyMyers_Mori said:
Thwack had potencial to be such a good perk and they screwed it so hard.
It should have been completely reversed. Ultimate Weapon requiring hooking survivors. Thwack already require damaging limited resources...
This is the first time I see you agreeing with me on something
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@AhoyWolf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3546043#Comment_3546043
Yet it still fails in the department since you can just see the Survivor being chased in the HUD, or you can just use your eyes and ears to tell if the Killer is close or not, or you can just use SWF
Yes, they will see their ally being chased in the HUD, so I think the idea is that you surprise them with your appearance, especially since your terror radius has become small, so they will think that you are far away while you are in a much closer reality.
Well, this perk is not the only one that is less useful when playing against SWF
So I think this is the reason for the increase of one meter, as BHVR thought that the players understood the idea of this perk.
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I think the point of reducing the terror radius is so you can sneak up on other survivors while they think they're safe because their ally was in chase.
So I think the target is not the The chasing survivor , it's other survivors
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What do you expect from a killer who only needs to use one brain cell?
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I mean, any action you take will reveal your enemy's aura
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After six months: Raising and lowering the survivor's head is considered very toxic and must be removed ,I suffered, got tired, and felt very sad because of those heads, and removing them will make the game a much better place
After 7 months: All survivor items are very toxic and must be removed. I hated seeing Leon heal himself. It's very toxic. I also had a hard time seeing Dwight using the map. It tired me out so much! And I'm tired of seeing Jake using the tool box. I'm just afraid to chase him when I see him carrying this tool box. The keys have to be removed, especially the broken key. I'm tired of that Michaela tricking me with the broken key so I chase her. It's not fair at all. Everything is toxic. Everything!!
I will give you a useful summary: No matter how hard you try to remove toxicity, players will always find a way to be toxic, and guess what, toxicity can be considered anything
So either accept the toxicity and don't take it seriously, or don't play any online games
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To be held hostage on the killer's shoulder?
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542745#Comment_3542745
Alien's M2 is now unreliable, where sometimes the tail looks like it directly hits a survivor, but the hit doesn't connect. And the M2 tries as hard as possible to collide with the environment, so that it can cancel itself. Why pick a killer, if it's a random dice roll to whether or not the attacks will connect? Unreliable killer powers are not fun.
And the turret placement logic should be changed so that the turrets can be placed close to the environment, but not close to other turrets, because double turrets is much more powerful now, because they can be placed close together and because Alien is massively slowed if it attacks a turret.
I'd say this is a message to players, that Alien is garbage now.
Do you have any idea what a huge time it would be to place two flamethrowers near each other in good places?
It's one change that was present in PTB , no one complained about him and he was considered a good killer, and now after the buff and then undoing it, the xenomorph has become unplayable? What a contradiction
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@dbd_newbiefan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542650#Comment_3542650
but my question is if I have all the trophies 100% on PS4 and I upgrade my progression on PS5 will I get back those trophies to pop up on PS5 which I already earned, if not then how this person in the pictures above got all the trophies in seconds ???
It is not possible to get it in seconds. I spent 4 years in this game and I could not even get half the trophies.
So he didn't get it himself
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It's not a bug, the developers removed it because some players were harassing others with high prestige
For this reason, the developers removed it even though they did not mention it in the patches, which made some believe that it was a bug.
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I had this problem before, so I quit playing the game for about a week and then I was able to play the game
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How long has this problem existed? + Are you playing it on the PS5 version or the PS4 version?
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I did not lose any trophies when I moved from PS4 to PS5, but when I downloaded the game on the PS5 version, I lost all trophies.
If you don't know, you can play on a PS5 and play any game on the PS4 version
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Wow, just reducing movement speed when missing an attack was the reason the killer was unplayable
So now I'm making up for the time I wasted as I move very slowly to place the flamethrower in a good spot (Finally a good deal!)
Previously, the Xenmorph destroys the Flamethrower in less than a second and then chases you so quickly that you do not have enough distance.
So it was a good change. I don't see anyone complaining about his speed when he misses an attack in PTB , And I don't think it's a sufficient argument that the killer is unplayable because it's natural that you get punished for missing your attack like any other killer.
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Use this
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I have a good change, every time your Prestige is upgraded you earn 500 Iridescent Shards
This alone will be a motivator for most players
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538592#Comment_3538592
I remember a while ago in this forum someone said Calm Spirit was too strong because it doesn't alert the crows, and the crows is a detrimental way to spot survivors, and removing that is too much.
Oh, that logic really killed me
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@Venusa said:
I made a discussion about this not long ago and it ended with an extremist killer main starting their nerf calm spirit campaign under my post.😭 I'm still traumatized.
I'm still traumatized.
Why should you even care about him?
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What is this glitch?
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538425#Comment_3538425
being hindered as killer is annoying and stunning killer is out of the question. I don't want invent some new advanced form of body blocking that can be exploited. you can however use guns to kill zombies that chase your teammate.
the vaccines are not available because the idea is that something like the plague where the infection spreads and it becomes epidemic. the nemesis can capitalize on the infection if he chases healthy survivors that are infected. something that I forgot to write was that the infection is cleansed when you get put into dying state. This was just a playful idea I had for nemesis where I wondered what it would be like if there was killer where the M2 felt like playing vs a killer that has machine-gun type m2.
I mean, use all the pistol bullets on Nemesis' head to stun him or empty the entire pistol on Nemesis' foot to slow him down (don't accumulate and only while he's being chased)
As for the vaccine, the idea is to find a key to Supply Cases to get a vaccine that can be used twice for yourself or others
As it is, it is limited
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@Devil_hit11 said:
Here's an overview idea what I would change with on nemesis to make a more complete killer. The changes will be broken up in 4 parts. each part will be brief summary of the idea.
1) Zombies
2) Infection & supply cases
3) Tentacle strike & tier system.
4) add-on adjustments
Zombie system changed to work like Knight's guard system. Zombies will wandered around the map, When a survivor enters the zombie detection range for 3 seconds, the zombie will sprint for 150% m/s for 3 seconds which is gradually reduced to 100% m/s.
Zombies unlike Knight guards do not damage health-state but only infect the survivor. The zombie chase lasts for 45 seconds. The zombie is automatically killed when it hits a survivor or when the chase timer expires by any means.
Zombie stat changes:
-Added new detection radius to be 12 meters.
-Zombie walking speed increased from 50%(2.0) to 75%(3.0).
-Zombies may suffer 6 gunshots to be stunned for 5 seconds.
-Zombies hit by thrown fire-arm when stunned will die.
Infection:
-Infection no longer grants survivor extra health-states.
-When survivor is hit by tentacle strike or a zombie, they become infected.
-When a survivor is hit by tentacle strike attack when infected, survivors are cleansed from infection.
-Survivors suffer a 25% hindered penalty for 2 seconds when hit by tentacle strike when infected.
Tentacle strike:
-Increased tentacle strike attack distance from 5->6
-Added pallet break to Tentacle strike
-Movement when holding tentacle increased from 3.8 m/s ->4.0 m/s.
-Tier 1/Tier 2/tier 3 system removed.
Supply cases:
Supply cases no longer spawn vaccines. supply cases now spawn fire-arms pistols. Pistols have 6 shots. The pistols have auto-aim and work similarly to ghostface reveal mechanic. When you are able to shoot, a red dot icon will be visible on the zombie. Pistols can be fired while running but you must be facing in the direction of the zombie to fire. Your camera must also be facing the zombie. Survivor that have mastered moon-walking will find it easier to take out zombies.
-Press R key(Drop item button) to throw pistol fire-arm. Zombies that are stunned will be killed.
-Supply cases search time reduced from 12 seconds to 6 seconds.
-Open supply cases will remain open for 10 seconds with unlimited fire-arm picks ups. The supply case will close after 10 second
Few sample add-on changes:
Iridescent Umbrella Badge:
Survivors infected by umbrella virus are put into the dying state when hit by a zombie.
Shattered S.T.A.R.S. Badge:
All entity supply cases are blocked by the entity for the entire trial.
Licker Tongue(Purple add-on):
Survivors hit by the tentacle strike have their aura shown for 8 seconnds.
Depleted Ink Ribbon(Purple):
-Reduces chase activation time from 3 seconds to 2 seconds.
-Increases zombie detection radius by 1 meter.
T-Virus Sample(Purple add-on)
-Survivors hit by tentacle strike automatic consume the infection on-hit.
-Hindered penalty reduced from 25% to 10%.
NE-a Parasite(purple add-on):
Upon being inflicted by umbrella virus, survivors suffer oblivious for 60 seconds.
Marvins blood:
Tentacle strikes apply the mangled status effect.
Tyrant core:
Tentacle strikes apply the hemorrhage status effect
Zombie heart:
Decreases zombie respawn time by 5 seconds.
--bonus meme add-on:
Adrenaline Injector:
-Zombies no longer infect the survivor on hit.
-Injured survivors hit by the zombies are healed from injured to healthy.
-Grants 25% Bloodpoints gains in all Categories.
============
An excellent suggestion, but I have an amendment: Vaccines will still be available, but they require a key that you may find when you take a gun
The gun can be used against Nemesis to slow him down or stun him
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@miniwengsel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537764#Comment_3537764
Pls do not connect any perk to the lore. If that would be the case no one would have gen or healing perks exapt maybe cloudette in terms of healing, but no Charakter did do anything in terms of gens.
What do you say about Nicolas Cage? He perks about his acting career
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If you don't bring any exhaustion perks, then these perks don't really benefit you
I'd like to make it remove any effect you've got (except broken ).
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Perks are generated depending on the character
Like Michaela, she has Boon because she is naturally a witch, but Nemesis has no connection with the entity, as he is essentially an instrument of destruction.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531551#Comment_3531551
The fact that he can use M1 does not mean he should use it. Especially because he already moves fast while using his M2 (so it's effectively like he had a few stacks of STBFL by default on M2). All these things mean, that you get move value from other perks instead.
I haven't tried the perk on other killers - the perk could be problem on pinhead (I don't know yet). But it most definitely isn't problem for xeno as it's very much suboptimal on him.
You say that it is not optimal for him to use this perk. It does not matter. The important thing is that this perk makes any killer good at camping and tunneling, especially against some killers.
The xenomorph doesn't give you enough distance when it misses by hitting you with its tail, and with this perks you literally don't gain any distance, especially if it decides to camp and tunnel.
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-1 & 2 Well, these are two because they have the same problem. “Teamwork perks” This is a type of perks that has a lot of non-essential restrictions. You have a very long cooldown and are deactivated when you lose health by any means. Also, activation requirements differ, as one requires that one of your allies heal you and the other must To heal you are one of your allies, and it also has no visible range
-3 "Diversion" itself has a lot more requirements than just throwing a pebble
For killers perks:
-1&2&3 Perks Skull merchant, has the lowest utilization rate because it requires a lot of effort for so little
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537289#Comment_3537289
Just try to avoid corners...
It's not really his thing only, Artist does same thing, but both are countered by hold W.
It's really not lose lose situation in middle of the map, you can just leave, without add-ons guard won't catch you, which is really annoying and knight lost lot of distance with it.
This does not mean that he does not need to change, if the killer's real power is only in the corners of the map and this is not healthy at all
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One of his problems is that he puts you in a (lose-lose) situation that you'll take a hit no matter what you do, and that's all he's done is just drop the guard
I heard some suggestions, which is to prevent him from dropping the guard at a distance of less than 10 meters
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I would like to add an additional effect to "Teamwork: Collective Stealth", which is to hide the aura, this will make it much better
As for "Teamwork: Power of Two", I will add an additional effect, which is to increase the speed of the vault windows and pallets by 20%, so that the survivors can escape with each other without the other having to wait for his ally to finish the vault window
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@Venusa said:
Last time I made a discussion about a potential Calm Spirit buff it ended up with some killer asking for a Calm Spirit nerf so good luck.😭 This was the idea I had:
https://forums.bhvr.com/dead-by-daylight/discussion/388424/calm-spirit-sucks
These people have the saying "hearing before sight".
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I think it would be a good idea if they collected the questions in advance and after a few days or a week they answered each important question.
Instead of getting excited and writing a question, it will be ignored and answered with another question that no one is interested in
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How long has this problem existed?
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At that moment, the mind realizes that it is about to attack, but it does not have enough time to avoid the blow in a video game
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All this rejection out of fear of that angry Meg
I gave an example where I give weak Perks good effects to make them good
Well to prevent the spread of fear of Lady Meg
Quick & Quiet
-Reduced the cooldown period from 20 seconds to 17.5 seconds
Sprint Burst
-Increased speed from 150% to 155%
Adrenaline
-Reducing the duration of exhaustion from 40 seconds to 35 seconds
Everything that happened here is just changing numbers
You can't argue, "Oh no! This will make Meg kill the killers. It's scary."
So no one has presented a convincing argument, most of which are based on Meg's phobia
“But this will make some survivors more likely than others!” This is normal. Do you want to punish players for their choice?
"This will force some people to leave their favorite character." This is a weak argument because if I have a favorite character for his voice and skins, why would I leave him for some perks? In the end, no one forces him to leave his favorite character
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535399#Comment_3535399
Why do you even care? I gave an idea with an example
It will open up more diversity and killers will have to treat some survivors differently
We always hear killers main complain if the way the survivors are treated is changed, even in a small way
For the same reason I don't want to see the same perks every game, I don't want to see the same survivors every game with people trying to milk every edge they can from a character. I don't think that will open more diversity at all as all it would take was time and then the OP characters would have been found and you would see those skyrocket, all the time for months the same survivors.
Address the critique instead of waffling on about past complaints from Killers, it is not relevant.
As if there is no way to create good effects without them being very strong
and there will still be mate perks no matter what
I don't know how constructive criticism can be if it's just "oh, I don't want that"
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@Emeal said:
Then people would just always pick Survivors who have a meta perk they want to use.
Why do you even care? I gave an idea with an example
It will open up more diversity and killers will have to treat some survivors differently
We always hear killers main complain if the way the survivors are treated is changed, even in a small way
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@Coffeecrashing said:
It's listed as not a bug, which is good. Killers need good tracking perks, and this is a good start. If BHVR expects killers to leave a hooked survivor to find someone else, then killers need good ways to find survivors that are just hiding, so that it’s actually worth leaving a hooked survivor.
Lockers have been way too safe, for way too long. I’m fact, there should be more killer perks that work on survivors in lockers.
And imagine that we have two survivor perks that are massively overused compared to all the other perks in the game, but we want to complain about a killer tracking perk? Killers are allowed to have good perks too.
Over time I really began to believe that you rely on hearing more than vision like a bat, for example
I encountered a clown who did not see me even though I was directly in front of him and I was using Bite the Bullet
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Based on what you said, I think they encountered a low-skilled killer
Or Their skills and the killer's reading were far superior to the killer's
This is like putting a potato against a rock
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@Xxjwaynexx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533825#Comment_3533825
I mean as far as watching many survivors gameplay as I don't tend to play survivor myself much, xeno seems to be a noob stomper and he mellows out against good survivors. It takes time to learn to counter a killers power and under a week isn't gonna cut it. As time goes on more and more people will get better at countering xeno, from turret placement to, punishing his tail. I think at the very least unless the killer has game breaking bugs they shouldn't be touched for a month. The unofficial knight light stats show xenos kill rate over like 2000 games at around 57%, at around 4th behind onroyo, skully, and wraith whom are all noob stompers as well. Point is survivors are already starting to learn her counters and it hasn't been a week, wait until the end of the month and see where xeno lands.
What does this have to do with my words?
This is an example of how bad flamethrowers are, don't buy you time because you wasted time to put them in a good place for only 1 second to escape in case he decides to destroy them.
You need to stack it to be able to get him out of his power
The only good thing is that it tells you how close it is
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Why? The survivor cannot defend Boon in any way , While the killers manage to defend the Hex and prevent the survivors from cleansed it
For this reason, survivors are able to bless the totem indefinitely
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@ShinobuSK said:
https://us.v-cdn.net/6030815/uploads/8OYI9AJ0YI4P/18a5b5f455824-screenshoturl.jpg
What about new map loops? This has to be a joke, what are you suppose to do with this window lol
I don't understand what you mean by the picture, I only played the new map once
But let me guess, 3 walls with a window covering all directions except one direction you can go?
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@Seraphor said:
Weak pallets are better than no pallets, you can still score a stun.
Yes, but it would have been better to place it in the corridor leading to the stairs, for example
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@Grigerbest said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533809#Comment_3533809
Dude, there is 3 survivors besides you, who just sit on gens, while Xeno is trying to deal with your "Turret" shenanigans.
If he tries to leave you and go for other gen from a tunnels, guess what, there is another turrets.
Guess what also, a survivor carries a flamethrower and moves very slowly and that's what? This means that the killer is playing against 3 survivors now
So i wastes 14 seconds just to put a flamethrower (in a good place) and then repeat the process again, but with a longer time, and all of this is just to get him out of his power.
So, will you be rewarded after all these efforts? No, you will be slapped and enter a tunnel, and after 3 or 4 seconds, it will regain its power
So flamethrowers are useless and are a trap to keep you away from generators
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@Grigerbest said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533801#Comment_3533801
The thing is that, you already gone far enough for Xeno to even care about chasing for you. And you wasted enough Xeno's time (it's not a 3 seconds btw) for your teammates to do gens on the other side.
I can't see how turrets are useless in any point.
Yes, I take a flamethrower and move very slowly to place it near a generator and then repeat this process, only for it to be destroyed in 2 seconds and then enter a tunnel and regain its power.
Do you just answer with bias?
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@adaw0ng said:
I think that there are pallets that are there for just saves and not for actual looping (or just so hard to do around them) if that makes sense? I think it’s fine that there are some pallets like these. If you run lithe can also be pre-droppable from afar and get value!
I don't think it's a good idea to rely on pallets on perks
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533801#Comment_3533801
You forced the killer to drop chase. That's still a win. It really seems like survivors won't be happy unless the turrets make xenomorph unable to do anything and becomes bully fodder.
What about the huge amount of time I wasted for two flamethrowers?
and he simply entered a tunnel, followed steps, and began to chase
