C3Tooth
C3Tooth
About
- Username
- C3Tooth
- Joined
- Visits
- 19,511
- Last Active
Comments
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/359895/scott-otz-discuss-tunneling-video
I disagree, there are plenty of solutions that can actually make tunneling impossible. They just need to do it.
Tunneling is effective because it removes someone from the game, so make that simply impossible. What if survivors 1st hook state was shared as a team, so even if you tunnel the same survivor, you have to hook them 4 times (to get through the teams shared hooks) then 2 more times, to get through their own states. This could be a way to do it for example. Obviously it has other implications, but the reality is that it is possible to fix it. But the fix to it is not to incentivize killers to do other things, or to disincentivize tunneling, its to make it literally impossible to do, then balance the game around that thing being impossible.
It doesnt work. It will be always better to tunnel an injured from off hooked survivor through 4 hooks, than chasing other 3 healthy survivors.
-
@Marik1987 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308653#Comment_3308653
If u face 3 or 4Man-SWF while playing M1-Killer, you know why.
You play against them with 2 perks less per survivor though?
I have a survivor build that have Adrenaline, Hope, Wake up, No one left behind. And thats the most boring build for me because...
- If I die before 5 Gens done, I play without perks. Its useless.
- If I make it to 5 Gens, Im already winning, those perks are pointless.
- If Im the last stand and escape, I should use other perks so my teammates have better chance to escape with me.
-
-Killers would have to Tunnel less because they are not having a extrem time Problem anymore
Increase a Gen to 3min will not stop them from tunneling. Eventually low skill Killers play against Zubat level and complain the Gen isnt slow down enough.
Which exact with the current Eruption meta, when each down save them half a Gen and somehow it still isnt enough.
There should be a boost given to the losing side throughout the match, to keep losing side have a chance to back up.
-
Sounds stupid, but Trapper did fine in old map when there were alot of grass, maps were darker, many place that completely hidden traps.
After Midwich, maps started to get pretty bad for him. Bright and grass is non existence
-
You're welcome
-
2nd chances stack is weaker than before. As the old one you have to push through BT, DH, eat DS, to down again. Now you can hit BT off hook and DH disable, DS is too weak for people to use it.
Im so sure that without any addon, Trapper & Myer will be absolutely destroyed. Low tier killer almost need Corrupted intervention to have a decent start.
-
@RainehDaze said:
Ah yes, all gens should be super far apart instead of addressing perk balance. This is a well thought out and not at all hasty plan that completely misses how maps with spread-out gens like that because of size already penalise low-movement Killers a ton.
And now you want to arbitrarily space them out further.
Haha, no.
I think OP didnt complain about 3 Gens that caused by survivors, but Killers that just stay at 3 Gens to force 3 Gens. This is why as Trapper main, I want alot of buff for him but starts with all traps should not be a thing.
To OP. I dont think Devs will ever do anything, but something something basekit. For now the only thing you can beat Knight 3 Gens is 4 Potential Energy, quietly move to one of 3 Gens, instantly slam 80 charges on it.
Think about it, they always make Killer's power/perks and Survvior's perks that counter each other.
Feng's Technician counter hard Doctor's skill check.
Twin's Hoarder counter Elodie's Appraisal.
Adam's Diversion to create scratch mark against Spirit.
I bet Devs knew too well that Knight is good at 3 Gens, and give Vitto Potential Energy
Eruption just add more salt onto it.
-
Give survivors option to be self kill if their bleeding bar drops to 50 or 75% or something. Yellow Mori basekit.
I really dont want this last stand mechanic to be in game as a player on both sides.
-
Info icons give more.
You know your teammate is in chase so you have the courage to do Gen and feel safe. This info is so important in late game when everyone are injured and on death hook.
-
My old idea of reworking Dead hard:
- Can be used while healthy, Run and press E to Dead hard toward killer, you will stun them for 5sec and you will be in dying state. This would be the ultimate counter tunneling perk.
Stomping the ground:
- Press ability button to perform an action, scratch marks will appears in 8m radius around you.
Insurance:
- If you die, you gain the BP that equal to all player combined.
-
@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3306856#Comment_3306856
You cannot activate it from above basement.
I believe the distance between you being above the basement to the hooked teammate down there was more than 6m.
I feel after the update, the basement stair is longer, so it must be why.
-
@egg_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3306718#Comment_3306718
Ah yes I'll use kinship I have equipped on the person hooked in the basement. Very smart reply my dude
To think, Kinship is really bad compare to Reas, where its possible to use them 6 times on your teammate, possibly save 3mins.
Kinship works only once, and requires another teammate to be there with you full time.
Beside, you should be able to activate Reas right above the hook? I dont think the new basement is far deep down.
-
@AssortedSorting said:
I don't know who to be more disappointed with: The one with the financial means to do such a thing using it for such a thing, the person setting a facade whose morals were purchasable from the start, or the artist themselves for illustrating such a scenario, or myself for assuming such a scenario to begin with...
@Marc_123 said:
Oh... kind of - everybody has a price
The idea behind is I use Artist as self-insert. As I draw alot of semi lewd comic but never expose. People are willing to pay me more to draw "less" than what Im doing.
-
@Krazzik said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3306261#Comment_3306261
What more can they do? They already added a basekit 10 seconds of BT and 10% haste to guarentee you can make it to a loop. If you can't loop and you go down right after the unhook then the killer has every right to just hook you again. The only thing they could do at this point is just add an invincibility shield that only goes away when someone else is hooked.
That said, Bubba is indeed a problem as he can just shred through endurance, that's an issue with him.
Of course they can do more, spawn survivor to another hook like Pyramid head cage.
-
@Guardia_Campagnia7 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3305489#Comment_3305489
I believe that Survivors are the ones who start this mind games you see a Killer literally chasing someone then they be like ok he's tunneling so let's tea bag him and play dirty this isn't Fun for Killer to tunnel or what It's a must if you wanna win you gotta Use strategy obviously but the amount of toxicity on survivors goes high and killer goes higher and then it overflows and the current state of game begins
People Gotta think and put themselves in Killer's place You HAVE TO do your objective or else why would you play the game? you can go play fortnite and chill or you can go play friday 13th or whatever
Killer must Kill it's just how it works Survivors on the other hand Shouldn't be insulted by strategies They gen rush and no one says don't do that
They use broken perks and It's ok but if Killer uses a strategy it's bad and toxic? Come on now
I know so well that my skill isnt good to be at high MMR as survivor. If Im at high MMR, it would be me slap in Unbreakable, OTR, DH to carry me and escape 90% match in mid MMR to play against Otz in high MMR. Im not deserved to be at high MMR.
Do you consider your skill to be at high MMR? Or quad slowdown, high tier killer, strong addon and tunneling carry you to high MMR?
Its weird to me that Killers try so hard to slug to get 4K, knowing it increase their MMR to even play against people like Zubat Aayrun then make complaining how good they are.
You want to win, its fine. Depends how much you want to win. 90% kill rate at mid MMR may be? Then you play against survivors who have 90% escape rate at mid MMR. Both of you meet each other at high MMR and drop down to 60% kill rate - 40% escape rate.
If Killers want challenge, there would be no complain in the beginning.
-
@Donleov said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302833#Comment_3302833
Sorry, no good team will ever lose to a trapper, unless they seriously ######### up (which can happen, but its up to luck more than skill).
Yes, depends on how much do you want to play against good team. Which most of killers dont want to, just like me.
The difference is I decide to stay at mid MMR.
-
@Guardia_Campagnia7 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304858#Comment_3304858
Play without slowdown and no tunneling means 0 kills right? and getting tea bagged 24/7 by survivors and calling you Baby Killer For playing the game
That's what i got for Playing Killer tbh Infinite Insults for getting one kill
But yea if you're a Killer main and you want to Nerf the only Viable slowdown perk for Killer mains Then I got no comment
I can certain 60% kill rate in average. Of course at mid MMR where survivors have the same meme build as me.
Try hard will give you 100% kill rate at my MMR until reaching to high MMR where survivors have the same try hard build as you and your kill rate dropped to 60%, just like my kill rate.
Except where my game, everyone have fun.
Toxic players are the try hard (I dont say try-harders are toxic) because they want to rub salt on you when they win. Of course they HAVE TO win to able to tbag you. You would get less to no tbag against chill survivors.
-
@Marc_123 said:
I feel stupid - i don´t get it.
-
@WesCravenFan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304858#Comment_3304858
Not even then.
Here is a COMMON scenario:
Survivor 1 on gen. I chase them off and kick it. They flee. I continue chase. We run into another survivor on a gen. I chase them off and kick it. Those two survivors then run off, and join up to hurry up and Prove Thyself a generator. I wound a Surivvor. Continue chase. The doubled up gen pops. I then down the survivor. Eruption goes off.
First gen damage: 0, already reduced to zero from kicking it.
Second gen damage: 0, already reduced to zero from kicking it.
And the other gen popped, so Eruption does nothing. Total number of wasted seconds: 0. Total amount of gen regression: 0. Total number of Incapacitation seconds:.... 0.
I'm getting sick and tired of every anti-Eruption argument acting as if every time it goes off it's shutting down the entire enemy team and regressing 3-4 generators at once. That's not normal at all.
Thank you for explaining the perfect play that only possible happen to high MMR swf.
-
@Guardia_Campagnia7 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304716#Comment_3304716
I feel like you guys should try playing killer as well And you see how unfun it is to play as a Killer and Having all the gens popped in less than 3 minutes so basically in a map like cornfields Before you even reach the Gen it'll pop
I main Trapper, play without slowndown & no tunneling.
@WesCravenFan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304778#Comment_3304778
It is entirely possible for Eruption to cause a total of ZERO SECONDS of lost time, so account for that in your "gap".
Correct, if no one do any Gen for you to kick to begin with.
-
@RainehDaze said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304716#Comment_3304716
The block should be 25s, but I agree with changing incapacitated to block. It should not be reverted to 15s baseline, that was unnoticeable enough even beforehand.
(Also, I thought CoB only applied on kick anyway?)
It depends on which side you play the most to see guarantee 75sec blocking Gen on down is balance.
-
@Steakdabait said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304775#Comment_3304775
Thanks for the answer but i think it's a little unrealistic to say that all 3 survivors are hit by eruption each time. I hate the perk, but that seems kinda unfair.
Which is why I typed "the gap between 27sec to 120sec"
Certainly there are times that only 1 survivor affected by Incap:
- Either the 1st survivor is going to unhook and heal the 2nd survivor, while you just down the 3rd survivor, which the 4th one cant do Gen.
- Or 2 survivors already dead, the down on the 3rd survivor, cause the 4th one cant do Gen.
I mean, if survivors are not doing Gen to be affected by Incap, you win. If survivors are doing Gen and affected by Incap, you win.
-
@Steakdabait said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304716#Comment_3304716
Can you example how you got those numbers?
- A Gen lost 9sec instantly on down.
- 25sec incap which 25sec Gen can not be progressed.
- 6sec of Gen regressing when survivor can not touch them for 25sec.
- The total is 40sec per Gen.
Multiply by 3 survivors.
-
Umm...you should be already dead there, even without No Way Out.
Killer just troll you with the perk.
-
Make Brown medkit, Brown toolbox, Yellow flash light, Green key, Green map free. Remove all other higher rarity addon.
You will face 4 medkit, toolbox every match, sure. But the game will be easier to balance after than the gap of 0 items and 4 Rangers.
-
@RaSavage42 said:
If anything happens to Eruption it should be 10-15 seconds of Incapacitation
And personally Call Of Brine should lose it's information portion and have it be applied to Surveillance
But yes I do agree with what you said
Incap should go, completely. A perk should not have a gaps between 27sec to 120sec of Gen lost, where the 120sec applies to the weakest role.
Gens blocked for 15sec on down, thats it, that will equally affect both Solo & Swf.
-
@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304295#Comment_3304295
High MMR its "who ever wants to win more" sided
Correct !
-
Abs dont need physics
-
There is actually a list of ideas to buff killers. Many of them are interesting. Would you like to see what they are?
-
The game has so many escape option for the last survivor: Last one being alive with hatch & 2 Gates.
But the 3rd survivor has remaining the exact escape options like the 1st one: 5 Gen complete
___
There should be harsher escape option for the 1st one to escape, but the later survivors who still in the trial, the more escape options they have.
I would make Gen 80sec, but requires 6 Gens complete if 4 survivors still stand. This would make it really hard to have all 4 survivors to escape.
3 survivors alive requires 5 Gens complete to power Gates. When 5 Gens complete and 1 Gen remaining required, this would let killer options to slug the last hook in attempt to get more hook on other survivors to make them have less chance to escape in end game ; or last hook the survivor and power the Gates.
2 survivors alive requires 4 Gens complete to power Gates. If they complete 5 Gens, hatch will spawn, a unique chest that contain Key also spawn on the opposite side of the map.
The last survivors have the same options as usual.
___
As long as the 3rd survivors have the same escape options to the 1st survivors: 5 Gens complete. To achieve 40% escape rate, 5 Gens should be done 2/3 of all time, which should not be a thing.
-
@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3303526#Comment_3303526
Endgame perks deserve some love. People only seem to use NOED and Adrenaline but none of the other endgame perks. A change in the endgame would bring a new dynamic of potential builds.
Which is what could bring fresh air to this game.
End game build for killer is game changer, giving 2nd chance to killers (technically, since it means they're weaker in mid match) to get kill with Noed Rancor BW.
End game build for survivor isnt
- If Im able to reach to end game, I dont need those perks to win.
- If those perks help me to escape as Im last stand in end game, I could use something else to give a chance to my teammates to escape with me.
- If Im not the last stand or die mid match, I had no perk in play.
-
I remember back then when killer able to down everyone and hook them all, you have to wait for half a min for other survivor to be sacrificed first because Entity can only consume 1 survivor per time.
Its funny that Entity stabbed you can your camera just locked there, hearing 2-3 sacrificing circles before Entity brings you up.
-
@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3303856#Comment_3303856
Assuming that the player has the time to get better, and isn't playing sparsely and set in their ways.
Even then, smart play doesn't equate to engaging gameplay, nor would I call camping or tunneling smart. It just so happens that following the carrot (The Survivor) for any kind of sense of match progression usually results in camping/tunneling. It's not like the game gives Killers any incentive to go for other Survivors.
I would adding further to his line.
Smart survivors know first chase is important, they will predrop and W. Now Im sure killers dont see thats smart.
Which is correct, it isnt smart, but easy and effective. Exactly the same to tunneling and camping.
-
You never hear him killing someone because his scream overlap his victim.
-
@Eruptionbestperkever said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3303734#Comment_3303734
If you don’t tunnel you won’t eat a ds it’s that simple and killers like the knight are also making game unbearable with just guard spamming that’s the only thing even if you run away once he gets you I’ve been held hostage from first hook by guards a few times
It goes like this. It was old rank system and I play as Trapper, no tunnel, with 4 end game perk (Noed, BW, STBFL, Rancor).
My 3rd hook was 5 Gens complete. I got multiple hooks in a short time span, and I ate 3 DS in 1 min, because I didnt tunnel and all of them still have DS.
DS should disable when 5 Gens done. Because survivors can 99 Gate.
@TigerSnake said:
DS should 100% stay at 3 seconds. Having both 5 second DS and current OTR in the game would be complete aids. You guys realize that DS was supposed to go back to 3 seconds after Enduring was reworked to no longer affect the DS stun right?
They could disable DS & OTR if healed. There will be no more thing such 2 hits to OTR to DS.
-
@Murgleïs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3303751#Comment_3303751
So what ? That’s a good thing anyways. It’s good for a smart killer to be matched against good survivors. This way he can improve and learn how to beat them. It’s not like mindgames are hard to learn either.
I would not say tunneler is "smart". Everyone knows tunneling is the easiest way to win, its like knowing 1+1=2. Super reward and lowest risk in mid to low MMR.
- Good survivor relied on chase, big items & DH is unfair, but its necessary against tunneling.
- For killer, there is a difference between playing Trapper, Yellow addon, 0 slowdown, play fair ; and playing Spirit, Red addon, 4 slowdown, tunneling. Eventhough the skill is the same.
Thing is, for example in mid to low MMR you can hit survivor once per 20sec during chase, many of them are chill survivors that dont use DH, the chase end in 40sec for the first down. Later, by tunneling, you cut down the chase time by half, 20sec per down, of course good for you.
Then you play against great survivors in high MMR, they players are difference, you can hit them once per 40sec. You will need 80sec for the first down; and most of these players use DH, the chase would take 120sec for the first down. End up 2-3 Gen done every first chase. Even with tunneling, they will stand 80sec before their next down. There is no fun on both side in these match. Either tunneled out or Gen rush, stress on both side.
There are entitled players on both side, survivors dont entitled to escape as killers dont entitled to 4K. But everyone can be entitled to have fun.
-
@Murgleïs said:
Blablabla. Watch any tournament et find me one killer who is not tunneling or proxycamping at some point (and is not nurse or blight).
"But you don’t have to sweat !! Play chill"
Don’t force people to play the way you want. The survivor rulebook is getting boring.
These strats are only a problem for some survivors, the ones who are bad, can’t loop and take the L.
Chill survivors would not matched against you anyway, dont care about them.
Though dont complain when you matched against the sweat.
-
Both are the same.
Old Ruin/Undying/Tinkerer would make you do a single Gen 4 times.
New Eruption makes you re-do 40sec Gens over and over.
The worse part is the new meta only require a single perk slot.
-
Should survivors have option to do 33% objective to win?
-
I already said this too many times. For some reason people think 4K should drop their MMR and play against weaker survivors.
-
We receive:
- Self care pre nerf
- Botany pre nerf
- Pharmacy pre nerf
You receive:
- Coh further nerf
They literally nerf the whole healing perks set while buffing Haemorrhage.
I dont use Coh so I feel unjustified when other healing perks get nerfed.
-
@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3303349#Comment_3303349
I don't care for boobs. I like sexy pecs.
Granted
-
@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302199#Comment_3302199
-"So you're saying Prove Thyself is pointless if a team has comms"
Imagine this team message The shack generator is 60% finished, rotate over while I run him to main. Overcharge - pointless if they touch it instantly. The kick from eruption would be wasted too if you finish the 40% before the killer hits your friend twice.
It's almost as if : -"Point flying straight over your head."
-"And on average, Doctor was doing better because he's easier to play, has good control, anti-stealth and tricky-to-use but valuable anti-loop."
The devs do not record enough stats to actually give us a good picture of their game. I'd love to see Doctor play at 1600 MMR vs 1600 MMR survivors vs 1600 Nurse play at the same level. Doctor isn't going to be on the same level - to be clear the Doctor is going to be drenched with sweat while the Nurse can check their text messages mid game.
Then you need to cross reference the best Doctor in the world with the best Nurse.
-"What part of his gameplay was actually inhibited?"
Since you completely don't get it : almost every killer in the game has a point where you just can't touch survivors who play a near perfect game. Nurse and Blight largely speaking do not have that limitation because they have : fast movment, quick chases and strong anti loop. No other killers have the complete package.
-"CoH might save a little time, but not a lot anymore"
Coconut RTS made a video some time ago where he broke down the games he won and lost counting how many times people healed. Try getting in 20-30 heals per game without a boon.
-"Chests are literally never worth it"
Generally speaking yes but it could pay off if you can't work an important gen and working another gen is pointless due to 3 gen problem or something. You could get a green toolbox which could be huge if you or an ally had streetwise (and you had built to last). Ironically the perks you were trying to make it escape worthy are only going to work for farming with a team that already wins a lot. If you cannot work a generator, heal or rescue an ally then you can try looting a chest that might give you a few seconds of repair speed boost.
-" Built to Last now also has a time investment to use, so that's probably off the list as well."
Generators once completed can't be reset to zero - you seem to keep forgetting that fact. If you finish the generator one second before the killer gets there then that can be worth it.
"-Prove Thyself saves no time."
In a vacuum if there is no pressure from the killer you might be right. But if I'm sitting on a 3 gen and I only leave it for less than 40 seconds at a time you will never break it without a perk like Prove (or another rush perk) if one player is dead. I don't mind if a game goes to 30-40 minutes. There are games where sometimes I sit at the 3 gen setup for 3-4 minutes waiting for a full reset (and this happens several times).
You're ignorance about time savings is adorable. The difference between really good players and "ok" players is that the best survivors pretty much only make great checks. If every player makes 10 great checks per game that's (10 * 4 * 1.2) = 48 seconds. That can easily make the difference between getting the gen completed and only getting it 99% finished.
In that same 3 gen scenario which is better? Two people on the same generator with prove or two people on a 90 second generator that neither can ever possibly finish in 40 seconds?
-"Dead Hard might extend a chase a bit, but that's not a catch-up mechanism, is it?"
Running the killer longer than 40 seconds per hit massively tilts the game to favor survivors. This is what makes Nurse/Blight so good as they can mitigate Shift W and pre-running so that every chase is a good chase. Every chase can be a short with those two killers if you use your power correctly. Many killers like Pinhead, Clown and Doctor can be forced to use their power multiple times against perfect play on strong tiles before it is possible to get a hit. I've seen perfect play with Pinhead require 8 chain hits to get a hit, 6+ shocks from doctor and two reloads from clown.
-"And KEYS?"
Like the story about the starfish - it matters to the one that escaped. Only getting 3 kills is a worse win than getting 4 kills. Like it or not someone getting away because of a key is a catch up mechanic (as is the hatch itself).
Prove thyself save 6sec. Its less efficient for A to spend 20sec running to B’s Gen to save 6sec on B’s Gen.
Just like Coh is strong, but if a teammate healing you would save 5.5sec (10.5 instead of 16). So many people force teammate run for 10-15sec to make save of 5.5sec.
The timing isnt just the number you see on the perk.
-
Last time I update Bios, I didnt know it was a risky thing to do, which it can damage your mainboard physically if it goes wrong.
I think reinstall windows is the better choice
-
-
I love how everyone actually tell their favoured cars
My question was which boobs do you prefer ? Car niflex or Car mina : )))
-
i prefer Solo, the feeling of random understanding what I want or I know what to do in certain case without anyone telling me.
Example of a Vitto used Prove thyself and Potential energy. I followed him to do Gen with PT on while he used PE on first Gen. Then we did the 2nd Gen in middle of the map, tanking a hit for him to not losing stack..
Playing in swf is fun in the part of having communicating and tight coordination, but not fun if tunneled out early and wait 20min for the game to end.
-
@Marik1987 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302833#Comment_3302833
I know that. It depends on the survivor-team nonetheless. If I face Plaything, I never cleanse it, because I assume Penti is the follow.
Which is, survivors can either rush Gen and risk of free hit, or be safe by doing Hexes.
play against fair play killers with plaything, Penti as slowdown is the most fun to me as survivors (thats why I play like that). Some survivors are entitled to escape, bully killers. But most survivors just want to have fun, die in the end doesnt matter.
Thing is, too many killers just want 4K, which already against the nature of game balance. Youre supposed to have 5 kills per 8 survivors, which is 4k-1k or 3k-2k. But many killers here dont want that but 3k-4k.
-
@Marik1987 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302621#Comment_3302621
When survivors tunnel gens, killers tunnel the first survivor they hooked.
You can simply put 4 slowdown and still win with first kill at 9th hook.
I main Trapper and I use Plaything, Penti as slowdown. Much more fun than quad Gens.
-
@Gamall said:
Nope, it's in favor of the tryharder SwF.
Basically,
SoloQ < Chill Killer < Chill SwF < Sweaty Killer < Sweaty SwF
And since SoloQ represents the largest catchment area of the game and also considering the abominable state it is currently in, unless you have skill deficiencies, the current killer experience is much better than in the not too distant past.
I would say there are more than just Chill and Sweaty, there is also Skill or unskilled.
Chill unskilled Solo ; Chill skilled Solo ; Sweaty unskilled Solo ; Sweaty skilled Solo.
And even that, many unskilled Solo use multiple 2nd chances not because of sweaty, but because they dont want to get tunneled out of the game in 5min.







