Brokenbones
Brokenbones
About
- Username
- Brokenbones
- Joined
- Visits
- 8,682
- Last Active
Comments
-
@PlotTwister said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970133#Comment_3970133
Hypothetical situation, if the survivors had a perk where if they bring it they automatically win would you be fine with it? They 'paid' for it so it's totally fine in your eyes right?
Ghoul is overtuned and really really annoying
But he's not an auto-win if survivors don't give up. If survivors can beat Nurse and Blight (Which they can), they can beat Ghoul. His counterplay is just really unintuitive and kinda lame.
-
You paid for it, do what you want
You don't gotta feel guilty for it.
The only advice I'd give is be a good sport/don't be a sore winner. Just good advice in general though not specific to Ghoul.
-
@Rokku_Rorru said:
it doesnt really help on the current build sometimes killers havnt passed through the pallet yet too and you press the prompt and your character still stands there and stares as they approach sometimes haha
What I do is spam vault until it forces them out of cloak as if you have better ping they cant break the pallet and have to hit you, and you can mindgame around that.I'm glad I'm not the only one having this issue
I felt like I was being gaslit by the game. I press space, I see my character vaccum backwards slightly into the pallet then nothing happens.
-
@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969258#Comment_3969258
Um nope it's 115%.
Agitation description while transporting a body, your terror radius is increased by 12 meters and you have 18% haste.
Killer normal movement speed while moving body is 97%. With 102% you would not be catching anyone...
Yeah on second look I was wrong but It's still not 115% because a survivor running in a straight line away from you will take quite a while to catch up to
Carrying movement speed is 3.68m/s with Agitation it's 4.3424 m/s or 108%
So still faster than a running survivor, but not as fast as 115% m/s
-
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969922#Comment_3969922
But that's my point- framing what happened as a nerf causes people to think that it is now weaker.
It's also just kinda really misleading on its face. A perk getting buffed in a different way to the original plan is not a nerf, it's still a buff— just a different one.
We never had a version of the perk that was stronger than it is right now except for on the PTB, which is not part of the main game. If anyone thinks the perk was nerfed and is weaker now because of this framing and they don't know what actually happened, they've been deceived- the perk was buffed and is stronger now.
For the record, yeah, rework Sole Survivor, that perk sucks and is badly designed. That's just not actually relevant to the current Wake Up, which is stronger than the previous Wake Up.
I think I've made my point clear ultimately.
Wake up's PTB version was completely fine and I'm still really irritated at the nerf it got. I hope in the future they just rebuff it back to what it was.
-
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969918#Comment_3969918
I mean, sure, I guess, but is that really relevant?
We still have a version of the perk that is stronger than before. The version that hypothetically would've been even stronger than that doesn't really matter here? We're still looking at the perk as it is now, the PTB version wasn't ever a "real" version of the perk so it's pretty unreasonable to say the perk was nerfed because that hypothetical version had a larger buff than the one the perk actually got.
…Yes?
Your thread is talking about people dismissing Wake Up because they think it was nerfed or is weaker and it factually was nerfed. Just because it was on the PTB that doesn't make it not 'real' because the only reason the PTB version was changed was due to factors that had nothing to do with the perk's actual strength
I said in my very first post Wake up is good and still worth using, but the PTB nerf was completely unwarranted. Nerf sole survivor instead, the rat playstyle enabler.
-
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969911#Comment_3969911
It's important not to only compare PTB to Live. You also have to compare Live to Live, and also give that considerably more weight.
The PTB version of the perk didn't actually exist in the main game, it was a hypothetical. The previous Live version of Wake Up had a 25% speed, that was changed to a stacking incremental speed that works out stronger in two scenarios, the same in one scenario, and weaker in one scenario.
What you're framing as a nerf is instead a hypothetical buff that would've been bigger not making it to the main game. In terms of the actual game, Wake Up was buffed, not nerfed. That is more important than a hypothetical third version of the perk we never got to use in regular matches.
Objectively Wake up is better now than it was when it was 25% only. Fact.
But on the same page.
It would've been even better had BHVR not nerfed it from the PTB version, which would've made it to live if not for the existence of Sole Survivor rat playstyles. Fact.
They didn't need to 'rework' it, all it needed was a "Wake up deactivates if you are the last remaining survivor" and the whole 'rat playstyle' concern goes away.
-
@ThatRyanB said:
I can confirm that The Clown's purple bottles will have a stronger Hindered effect than they had on the PTB. This Hindered effect will be ever-so-slightly lower than it is on Live right now, and will be paired with a revert of the yellow bottle gas spread change to better strike a balance between the two bottle types.
I hate to ask for more details but is the yellow bottle activation timer remaining the same as it was on the PTB or has that been changed?
Thank you for taking the time to let us know about this stuff!
-
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969907#Comment_3969907
The perk was 25% before the rework, not 50%.
It's also reductive to say "the perk was nerfed because Sole Survivor exists" when what happened is that the perk was buffed to shine in its intended niche more and to separate it from another perk that has a similar niche. It does genuinely make a difference- framing it as a nerf because of Sole Survivor implies that the perk is weaker, but it isn't.
No, originally it was going to just be a flat 50% bonus to gate opening speed
Source:
Then it got it's 'rework' from PTB to live
Source:
Therefore it was nerfed.
The sole survivor thing i keep mentioning because some people kept complaining that people would just use new wake up + sole survivor in rat playstyles, so BHVR nerfed 'wake up' to deal with this instead of dealing with the perk that allows rat playstyles to exist in the first place.
-
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969902#Comment_3969902
That's extremely reductive, but even without taking that into account… it wasn't nerfed. There's one slight downgrade in one scenario, that is outweighed by the multiple scenarios where it's stronger or the same.
It was objectively nerfed.
If by endgame there's only 3 survivors left, wake up's bonus is only 37.5% instead of the 50% it would've been without the rework. This is an extremely common scenario, most matches will hit endgame by the time one survivor is dead
Also idk what you mean by "reductive". The dev's reasoning for changing the perk was, quote:
"We want players to escape together with this perk, rather than leaving the team behind". Now, how is reaching the endgame with 1 person dead in any way "leaving the team behind"?
-
Daily reminder it was buffed and then nerfed because "Sole Survivor" exists and instead of simply adding the conditional "If you are last alive Wake up! deactivates" they completely reworked it and made it weaker than it otherwise would've been
I don't disagree that it's still good or worth using - It is, but the fact that a perk that was perfectly fine got nerfed because of the existence of another more problematic perk really really irritates me.
-
Honestly they should rework 'Septic Touch' and just make it inflict broken and blindness on survivors hit with basic attacks for a certain duration
Would be miles better than it's current version.
-
@Mandy said:
@Brokenbones Thank you for taking the time to do this, much appreciated <3
Happy to help!
Thank you and the team for taking the time to answer everyone's burning questions!!
-
@Rokku_Rorru said:
Legendary outfits being a possibility?! Awesome!!!
Also re survivor volumes, that's amazing: But I think what the person was meaning was on hit Rebecca moans for like 5 seconds straight for example. I should be as short as others.
I also still think Claire is way too loud lolYeah I would've included more context on the question but I think the asker edited their question down after the fact since it was much shorter and didn't reference what Mandy mentioned in her reply… Unless I somehow missed something.
-
@Coffeecrashing said:
https://us.v-cdn.net/6030815/uploads/6MIM5RNGK561/image.png
What does this mean? Does it mean killers will get more hits now, or less hits now?
My guess is when hit validation was at its most 'extreme' was when we were having killers constantly having their hits taken away from them, usually at pallets
Now that it's been 'toned down' those types of robbed hits don't happen as often if ping is normal. That's my guess at least
So, killers get more hits now is how I see it. We don't know when this change was done for all we know its been toned down for like a year+
-
I just assumed everyone was running it because of the Event queue having modifiers that give you exposed, I knew after the buff it was much better but damn
They should remove stacking at very least imo.
-
@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969167#Comment_3969167
Isn't agitation 115% speed? So regular killer speed. But well you probably play nurse a lot so then yeah I can see why. I haven't really seen cheaters anymore just one legion who downed everyone in 10s start of the match and moved like 500% speed. But I probably can't really identifyi suble cheaters from something like game lags.
I think agitation makes you move at basically the same speed as a running survivor, or slightly faster. If survivor m/s is 100% then agitation killer is like 102%-ish.
If a survivor doesn't run in a straight line away from someone with agitation you basically can catch up really quickly.
-
Damn, I was hoping it was since that'd be cool
Oh well you live and you learn.
-
@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969172#Comment_3969172
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969176#Comment_3969176
I always run Lightborn but of course I do still suffer the stun.
If a Killer is not using Lightborn, does it waste anymore time than if they were?
Does the blindness and stun wear off at different times or simultaneously?
Not really, the blind and the stun end at the same time I believe. Or around about the same time.
I read somewhere that the only killer who can bypass Blast Mine's stun is demanifested sadako but I haven't tested it so I'm not 100% sure that's true.
-
@[Deleted User] said:
Agitation. I get a free hit almost every game with Agitation. It can snowball games too if survivors are lingering around while you carry. And unless my math is way off, it's a good way to identify cheaters who are faster than a killer with Agi.
Agitation best killer perk. Reduces downtime, sometimes gives free hits, counters sabotage plays, helps guarantee scourge hooks. What's not to like. Also my pick on the Killer side of things
For survivor, my pick has to go to Blast Mine. In the current state of the game, Killers kick gens quite regularly and making it take longer can actually buy a team so much time if it happens many times in a match. People underestimate how much wasting the Killers time for a couple extra seconds can really help.
-
This isn't a bug but I don't blame you for being confused.
If you hit a survivor with the axe they become Oblivious
Oblivious hides the terror radius completely. No TR No dissolution.
-
Might get better when Walking Dead is out
Only slightly though
-
I'll take a stab at explaining how he's actually pretty balanced and fair (with a few exceptions in certain circumstances)
The Teleport:
- Most of the time the doors are facing generators and if you're on a gen you should really be keeping an eye on it because once the panel starts flickering, that means he has started TPing to that door and you get a big headstart on him. In the event that you don't have line of sight on the door - listen for the audio queue of him emerging from the door instead or listen for the map ambience pausing (not sure if this one is a bug or a feature).
- With headphones I think it's audible enough but I know a lot of people play on TVs and such so that might be a fair criticism.
The undetectable can be troublesome if you aren't prepared for it, but this is usually off-set by 3 things:
- Being vigilant as a survivor, if nobody's in chase pay extra attention to your surroundings
- Keeping track of the teleport indicators mentioned above
- One of Springtraps most popular addons completely neuters it, so there's a good chance a lot of Springtraps aren't even really using it since Bonnie's Guitar Strings is just that good.
The Axe:
- If you have a good amount of distance on Springtrap, he either has to look way up (Which makes him lose track of you) or he won't be able to hit you at all due to the limited range of the axe.
- It's best use scenario is either a survivor right infront of him, so he can close the gap and grab you immediately or using it when you are animation locked, something many killers on the roster already do (And some even better).
- It's a fair point to say it makes camping too easy, I will 100% agree it is next to impossible to escape basement vs Springtrap without someone getting axe grabbed due to the nature of the basement. It's why Huntress/Trickster are really good basement campers too.
The Cameras:
- Yeah, there's no real reason to use them. Completely agree.
- The only time it's decent to use them is either right after you finish a gen and someone's in chase that you wanna try and help out or in the endgame when there's no gens left to do.
-
@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966981#Comment_3966981
Conviction is certainly an issue and probably needs a limit. I think 2 per round like Plot Twist is probably enough.
Yeah a plot twist style refresh would be good.
Once per trial and is refreshed when the final gen is done.
-
@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967162#Comment_3967162
After posting this i thought of doctor as well. he has the same repeated 3 addon style a lot of old killers had. "These addons make TR bigger/Smaller. These 3 addons reduce shock delay. These 3 addons reduce cooldown" lol. its such a snooze. Him and wraith have that same problem i feel.
As someone who quite enjoys Doctor, I think his addons are decent but the shock delay addons are far too powerful in comparison to the others. Not saying they should be nerfed but they completely change how survivors have to play against him if he runs double delay reduction
-
Nemesis BADLY needs a Pyramid Head style addon pass/rework
They changed his addons to try and make marvin's blood and the coin less appealing… And now it's marvin's blood and licker's tongue instead.
The zombie addons are almost all terrible and a waste. Zombies moving slower is actually more beneficial because it takes survivors longer to lead them away/lead them to pallets etc. The tentacle is the main part of nemesis and the zombies are just an RNG aspect that can either do nothing or stall survivors quite well.
-
@Stibfa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967050#Comment_3967050
This is a tripple leap block which is only possibe on very long loops,
https://us.v-cdn.net/6030815/uploads/NDVOTQ05STLB/1000025880.gif
This is a more standard block on short loops where you use the slide to get infront of the survivor and CANCEL, you see the issue with your nerf now? This is exactly my point, you people claim the killer has no skill ceilling yet you can outplay loops like this without ever touching his vault. I almost never use enrage vault simply because i dont need to use it. So again ill repeat my proposed nerfs for ghoul.
1. Revert enrage vault speed to ptb values
2. Grab should only injure you within 8 meters
3. If you REALLY want to nerf his cancel only make the cancel longer or not possible on the first leap only.
Kind of a sad fact that Ghoul is capable of cool skillful stuff like this but there's no real reason to use it because it's just easier to play how most Ghoul's play at the moment.
I don't know what kind of changes they could make to facilitate it since I Imagine a lot of people like the fact Ghoul is a pretty simple killer on the surface level.
-
All non-killer power auras (Except SpringTrap when he's revealed by cameras, that one is still hidden; might be a bug or intentional)
-
@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966687#Comment_3966687
Sorry for my wording, I was more talking about the excessive slugging thing and only countering that.
Ah, fair point.
Thank you for the clarification!
-
@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966667#Comment_3966667
What makes you think that this is supposed to be a anti slugging ONLY perk? Not every perk is designed to be insanely limited to one playstile.
I mean if a perk only works in the dying state, it's by definition an 'anti-slugging' perk since you won't be able to use them if the Killer doesn't leave you on the ground
Plot Twist being the only exception since it's dying state is self inflicted
-
@T1MEXII said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966679#Comment_3966679
So does every killer. Having to run perks so the game doesn't end in 5 minutes is not fun for killer either. I'm not biased, slow down and regression are mandatory if you care about winning. Dbd is a competitive game which is why so many people complain. Ik I'm no better but come on, if killer got rewarded for skill instead of camping, tunnelling and slugging then I promise things would be different. A casual mode would be good and I wish things could be different, been like this for so many years but I don't see anything changing now. As long as devs add fun perks and killers, I'm sure the game will be fine.
Not saying I don't get why. It wasn't a complaint just giving my experience
I was just saying it's very commonplace.
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966531#Comment_3966531
Just slow down his exit animation if he is near the hook.
100% this, xenomorph has the same idea and it works pretty fine
Just make travelling to a door near a hook take wayy longer or something like that.
-
I feel like 50% of my maps as survivor have been indoor maps
Lerys and RPD mostly
-
@ChuckingWong said:
Running 4 slowdowns on nurse or blight is definetely not meta.
I dont even know what the build would look like but it would be horrific having 0 aura read on both of those killers.
Where are you getting this idea that anyone even runs 4 slowdowns as a perk load out?Almost every Ghoul I go against uses Pain Res/DMS/Surge/Pop or Pain Res/DMS/Grim/Surge
No exaggeration, I wish it wasn't that common
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966150#Comment_3966150
You’re literally trying to argue that game bugs don’t exist.
There have been many things in this game, that happened, but weren’t designed that way. That’s literally what a game bug is.
It’s valid to say that BHVR can decide if something is intended or not. But it’s not valid to say something is intended just because it’s the way the game currently works.
Nope. Not what I said in the slightest. Let's break down what the effect says shall we
While using the Key, the following effects apply:
- The Aura of the Killer is revealed to you.
- Your Aura is revealed to the Killer.
Notice how they are two SEPERATE effects? Which means one or both can be countered by both sides. Distortion, Undetectable and so on. Absolutely nothing buggy about it.
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966142#Comment_3966142
Because some downsides aren’t intended to be bypassed.
Yes, some downsides can be bypassed, but it’s INTENDED for players to be able to fully or partially bypass those downsides.
Okay.
So new blood amber/aura blocking is fine then by your own logic. If it wasn't """intended""" then it wouldn't happen or be designed that way. The only people who decide if something is intended is BHVR themselves after all.
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966132#Comment_3966132
Blood amber is clearly being modeled after Object of Obsession, which requires the survivor’s aura to be revealed.
As in, this should intended to be a mandatory downside, that shouldn’t be bypassed.
Why not? If survivors want to run stuff to bypass a downside let them.
Killers do it, I gave you an entire list. Dark Arrogance makes you vault faster but has a big downside that Killers, if they so choose, can work around. I don't see you complaining about it.
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966125#Comment_3966125
It’s not a synergy. It’s people wanting to bypass an intentional downside of an addon.
And having a low pick rate doesn’t mean something is balanced. Current blood amber is overtuned, even though it doesn’t have a high pick rate.
So do you believe things with downsides should never have ways of bypassing them?
Because:
Dark Arrogance + Enduring/Lightborn does that
Hubris + Enduring does that (The downside is you need to get stunned)
Jagged Compass + Gift of pain/Floods of rage does that (Any hook will trigger them instead of only scourge hooks)
Grim Embrace + Dead Man's Switch does that (Instead of the killer needing to force someone off a gen, grim embrace does it for you)
Bonnie's Guitar Strings + Security Badge for Animatronic does that
I could go on and on if I really wanted.
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966050#Comment_3966050
The key has a massively bigger range, which means the survivor can use it while the killer is much farther away. Keys also have the basekit ability to see survivor auras, which means if the killer is chasing someone else, the key's normal ability could be used to reveal where the killer is, by revealing the survivor being chased.
The map's beam of light is much much smaller, and it's centered on the survivor, and the beam doesn't move. This means if the survivor uses the map, and tries to run away, the aura reveal circle doesn't move with the survivor (unlike the key's aura reveal circle, which does move with the survivor). So depending on where the survivor runs to, the killer might exit the map's aura circle before its timer runs out…and in the worst case scenario, the survivor guessed incorrectly and ran in the wrong direction, and the killer reaches the survivor without having its aura revealed.
Let people have their synergies, it's a big part of what makes the game replayable and fun.
I remember when you were worried about rapid response being 'the new object' and guess what, nobody uses it.
-
Description inaccurate
Doesn't make survivor rummage through 2 chests first.
-
@LeFennecFox said:
I don't even think he's that insanely strong, but the auto aim hitscan legion attack is horrendous game design. If it was only used to gain his power without injuring/deep wound people would have way less issue.
Funny thing, I have a theory the only reason why it deep wounds survivors in the first place is to make it work against injured survivors. If it didn't, maybe survivors would just stay injured and force him to stay out of enraged mode all game
-
Iirc, the reason why Bamboozle/other vault perks got changed to not affect 'Power' vaults was for consistency reasons.
It broke their animations/made them too fast in some instances. Myers had a similar bug too I think.
They intentionally created a distinction between 'regular' vaults and 'power' vaults. Unbound is based on 'regular' vaults, therefore it's only supposed to trigger from those. This helps them make vault perks without worrying about breaking Killer powers.
-
@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965062#Comment_3965062
The reason I ask is because of the things I listed in comparing to legion. I genuinely want to know how we are taking what legion can do and what kaneki can do and then using them almost interchangably in conversation.
here they are again:I will say I disagree with your assessment of Overcome here
You need to be healthy to use it, so if you're looping Kaneki somewhere and he injures you either with M1 or the grab attack - You'll 100% be able to make it somewhere else on most maps.
It's gotten to the point a lot of the time when a Ghoul grab attacks me and sees I have overcome they don't bother committing because I'm already miles away.
-
@Daniel_Silva04 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965202#Comment_3965202
He can't attack on the first dash, the Ghoul can't attack on any, which makes it extremely easy to deal with them in a loop. And god pallet is something that shouldn't exist in this game
Alright I'm curious
Why shouldn't survivors have strong pallets that are limited in quantity? Are pallets not the main thing survivors have to waste time?
If you want to argue that god windows shouldn't exist, I would be more inclined to agree with you but god pallets while strong, once they are gone- they are gone.
-
This is just a general shoutout
To those teammates who give their medkits to injured teammates - I see you, I appreciate you. You are the essence of a good teammate.
-
I think a lot of the recent hate/complaints is the event's fault though
Ghoul + Remote pallet break is genuinely unbearable
-
@PatchNoir said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965031#Comment_3965031
Thats what im saying casuals arent bad and will learn to deal with him overtime, and i also said that besides the free hit he doesnt have a consistently down confirmation, he is just a better legion because the dash allows you to bodyblock pallets and windows, while legion is just a guy with a knife after the power attack.
Yeah but you're also trying to act like all people's other complaints apart from the hitscan attack are invalid or "skill issues" despite the fact there's genuine grievances with his power and by asking for changes they are asking for a skull merchant style gutting
Nobody worth their salt is asking for that.
-
@PatchNoir said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965024#Comment_3965024
so why butcher skull merchant since casual players cant hold a chess? why change knight working AI. Casual players actually consume a lot of youtube videos and they are not looping ghoul properly because they dont have the information on HOW to do it. Its not like they arent skilled enough for it…
Also casual players will be in a low mmr enough to get some diversity of killers in their trials, so asking for a ghoul change in the forum is just laziness to learn counterplay, because you need some decent mmr to constantly face blight,ghoul,nurse
Casual =/= Bad
Casual players will eventually reach the soft mmr cap and be put with people with thousands and thousands of hours who play exclusively 4 slowdown Ghoul/Blight and so on.
It's not laziness, Ghoul has genuine problems that need addressing and people do have legitimate complaints. Nobody's saying he's impossible to beat or that there's nothing you can do at all times. They're saying he's frustrating to go against, too rewarding for too little effort and has aspects that remove a lot of survivor agency in a chase (Like an undodgeable hitscan attack)
-
@PatchNoir said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965015#Comment_3965015
I dont wanna say youre bad at the game but its looking like that in this comment, same thinking as wraith op because he bodyblocked the pallet or the window.
Ghoul is actually easy to loop for a long time, he jumps windows slow enough for you to go around it and fast vault.
His power fully recharges every pallet broken so W key away.
If he dashes you just look to WHERE he is going, its for you or the pallet/window? IF its YOU its safe to jump window/pallet or drop pallet, if its WINDOW/PALLET just run away from it (like we do when nurse charges tp for too long running into her), because he will be stuck going the other way and cancelling power.
Other than that just watch competitive players looping him, hens posted a video today holding a ghoul EASILY for 2 gens and escaping, you need to learn how to loop every killer as survivor, loop a nurse like its a trapper and it will be a bad time….
Acting like it's easy for casual players to play like people who play this game every day for a job is quite unreasonable
-
"This perk is only active during a chase"
If they do change it, it'll probably be this to stop the whole going down near a window thing