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ClickyClicky

ClickyClicky

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  • @gunslingers_potatoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1653571#Comment_1653571

    Definitely a bug. Haven't heard of it before. Did this happen multiple times?

    Once because no other killers used it for me to test 🤣

    Im sure I read that too. But if its giving them 5 seconds of actual exhaustion then thats better.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1653597#Comment_1653597

    My friend clicky I hope we go against eachother now. I want to run you ad survivor and also see how good you really are. Og freddy tunneling should never be spoken about. Litterally my only gripe against him. That isnta tunnel.

    Also I'm on xbox so I cant use stretch res. But object and sprint burst definetly! My sanity will be fine if i go against you I always have adrenaline and hope so as long as I make it to end game I survive.

    Good lord adrenaline and hope. The swf rush gens for that end game invincibility. Even NOED is useless.

    See I’ve been taking Rancor recently to punish OoO users but with that build I’m guessing you sprint off into the distance only for me to catch a glimpse of you lovingly tbagging me from the exit gates. I’ve never actually prepared for that kind of endgame survivor build 🤔

    It’s either gonna have to be lobby dodge or an ebony I’m afraid. Likely the dodge as nobody willingly enters a game with an OoO Claudette with purple flashlight. Its not good for stress levels.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1653590#Comment_1653590

    I mean sure I'll defend it. It does give an advantage but it does not let you see more of the killer. The advantage is seeing more terrain. Also nice use of shmockette. I am indeed one of those.

    Once again OoO is my favorite perk I'm gonna run it. Would you rather me run dead hard than sprint burst?

    I appreciate the killer mains. They put up with those actually toxic survivors, the clowns who say fine things need to get nerfed. If my opinion is a clicky clicky sure get outplayed lol.

    I don’t know what to say. You’re everything I stand against lol. I mean no offence but you’re the kind of survivor I would tunnel in game. I don’t mean a playful Trapper kind of tunneling, I mean an OG Freddy down to business kind of tunneling.

    Claudette with OoO, stretched res and sprint burst shudders

    I have nothing against you but for both our sanity let out paths never cross in game lol OoO is like a red flag to a bull for me, I can’t ignore it.

  • You’re defending stretched res? On top of playing Shmokette with OoO and sprint burst?

    Be honest, are you just here to bait the killer mains? Doing a little “clicky clicky” with your flashlight outside of the game?

    • All new maps almost look the same Mcmillan/Freddy maps feels they are from the same realm now, Unlike before when each one were more unique.

    I’m glad I’m not the only one as that is exactly how I felt.

    I saw a streamer say other people arent happy that the blue filter is gone. Maybe a blue filter alone would bring back that classic mcmillan feel. I do miss every real having its own unique aesthetic.

    While the new grass is nice and a buff for Trapper I have to say with how thick it is I’m really worried about what the cornfields will look like once coldwind gets the update.

  • Break this down for me...

    I was under the impression that mindbreaker exhausted them for x seconds, when they let go of the gen if they start running then they need to stop running for x seconds tk recover exhaustion

    But when I tested it as survivor that wasnt the case. I started running from the gen and the exhaustion went as I was running.

    Has that been changed now?

  • I wanted to say Clown needs the buff I really did but I can’t help but feel Trapper is the most worthless sack of spuds in the game right now so I voted for him.

    Indoor maps with no grass, survivors being able to dead hard over traps, and most importantly survivors getting out of traps in under 3 seconds everytime. He might as well not have a power.

  • @crixus006 said:

    time to say. "byeeee pyramed head devs thaks for killing him"

    They haven’t killed him yet. This is just the first blow.

    Check these forums and Otzdarva’s chat. They’re going for the jugular on this one. No mercy until he’s unrecognizable.

    Dear survivors please, I’m begging you...

    https://youtu.be/UcZzlPGnKdU


  • Won't be used by most survivors, will be abused by those swf groups where one runs OoO, another follows him with a flashlight in case he goes down, and the last 2 bring toolboxes and BNPs to rush gens.

  • Survivors want to survive. Why would they take anything else over perks that give them a second chance?

    Killers feel the gens are too fast so everything goes towards slowing the game now.

    These perks are always going to be the most popular.

  • I do feel like if Legion finally got the rework he needs thana could be a little stronger.

  • @catnip18 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1651769#Comment_1651769

    The problem isnt that totems cant be found, its that finding totems is punished by a perk that can only be countered by finding totems. I get you dont like DS/UB, idc, i dont run either. My default is UE, spin chill, Iron will, and either balanced landing or sprint burst. Stop trying to deflect on the point that the perks counter is countered by the perk by trying to blame survivor combos you dont like. Undying is bad game design straight up, it is countered by doing dull totems but it counters survivors that do dull totems. I ran detectives hunch once and couldnt break a single totem vs hillbilly cuz he'd zoom over before I could. There is no counter to it because, AGAIN, it counters its counter.

    But your next argument is "if every survivor does totems at the same time..." that require coordination on a swf level which im guessing you also despise. When playing solo q the perk is uncounterable vs a half-decent killer. Its power needs to be shifted, not removed, but shifted. Make it so only auras around hex totems are revealed or make it so auras are only revealed while survivors are working on totems but it lasts longer after they let go.

    I've said this many times but that's a Hillbilly issue. Go against a standard killer and you can easily cleanse totems. There is so much in the game that became overpowered because of Billy.

  • a buff? lol it's incredibly strong already.

  • surge affects regressing gens but i imagine overcharge and pop dont since you can't kick a regressing generator.

  • I'm going to guess the change is because of those god-awful Wraith/Ghostface sloppy/thana/nurses build, or legion with mangled/thana. Those builds weren't fun, and if survivors don't find something fun...

    The 1% is a pity buff to killers

  • Looking at what they did to PH there's no way they don't nerf DS.

    Might as well go for the throat now survivors. Spirit got whacked, PH got whacked, Nurse got whacked, Billy got whacked (yeah I was part of that one), it's time for Deathslinger.

  • On mobile so can’t make a new discussion..

    changes confirmed, cooldown gone from 2.75s to 2.25s EXACTLY AS I CALLED IT!

    After cancelling M2, 1 second of 110% movement speed and 1 second delay to M1

    So a 1 second delay to his hit for 0.5s off his cooldown

    ”wE tOtAlLy DoNt mEan To nUrf hIm Guyz”

    Sure you didn’t, sure you didn’t. We all saw this coming a mile off. This update was done for survivors and nobody else.

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1651906#Comment_1651906

    I forget. How was old BW from the one we got now? The only thing I remember was when it first came out, survivors who died before the match ended could see your load out. That made it impossible to use against swfs because if 1 died they told everyone else what you had.

    Well it was the same as it is now but since survivors always opened the gates you often got to use it lol

  • @indieeden7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1651403#Comment_1651403

    Actually I don't, my main build is Dead Hard, Iron Will, Spince Chill, and Resilience. I also don't see why my build has to do with playing against Pyramid Head being a complete guessing game for survivor.

    Lets be real thats a pretty strong chase build for survivor. Extremely powerful against the low tier killers.

    Hell iron will creates a guessing game for killer too.

  • Would it be OP if for Bloodwarden, when all the gens were completed if you hooked a survivor it immediately opened the exit gates but applied the bloodwarden effect?

    I feel like that’s the fairest solution but also the closest to how bloodwarden used to be. Because lets be real those gates are likely 99% anyway or they arent hard to 99%

    or what if that only happens if the gates have more than 50% progress?

    I really miss old bloodwarden it was so fun. :(

  • @lowiq said:

    https://forum.deadbydaylight.com/en/discussion/comment/1651800#Comment_1651800

    Can you imagine the mald fiesta if ruin gets nerfed?

    If Undying gets nerfed then all the other totem perks go back to being memes. At least Undying makes them somewhat viable.

  • Lol what?

    EGC is 2 minutes. However when a survivor is hooked or dying the timer slows down by 50%

    If the killer hooks someone halfway through when there is only 1 minute left, well with the guy on the hook that 1 minute becomes 2 minutes.

    I get there are a very small minority of situations where Bloodwarden may screw you but you forget the fact that since EGC its now worthless in 99% of situations as survivors wont open the gates until they are sure all 4 can safely make it out.

    It needs a buff not a nerf.

  • @SirBDog said:

    https://forum.deadbydaylight.com/en/discussion/comment/1650352#Comment_1650352

    I was thinking the same thing, why not make it so tier 1 the max that it can move is 1 time, then 2, then 3. This would also make it more viable in builds with another hex perk.

    Alternatively, you could cap the number of moves by, let's say 2 and make broken totems respawn, which is still contributing to the "undyingness" of the perk more than aura reading

    🤦‍♂️

    I don’t know how many times this needs to be said.

    Undying is fine. Undying does not need any changes.

    Ruin is the problem survivors have. No other totems have an always active effect 24/7, only Ruin does.

    When you cleanse Devour/Lullaby/Third seal the tokens reset which gives survivors downtime in which they can comeback.

    Haunted grounds and retribution don’t have any effect until the totem is cleansed.

    There’s no other totem like Ruin. Ruin will likely be the one that gets changed. Probably token based to some degree.

    I dont want to hear about Huntress Lullaby. Sure that 6% always applies but nobody outside of rank 20s are gonna be missing constant skillchecks with 0 tokens of lullaby.

    People need to stop picking on Undying.

  • @Elena said:

    In this day and age, having a powerful perk combination as a killer is illegal, so it must be nerfed.

    Its weird. Survivors ran Unbreakable/DS/Soul guard for months with no issues. It was fine, it was balanced they said.

    Now they get a combo of killer perks that allows them to use their OP combo more often and they don’t like it.

  • @C_Frank said:

    if the excuse is that the combo ds Ub is also strong it only worsens the game by adding more broken things. undying gives a lot of information and also the chance to break 4 ruins. It is necessary to limit the reading of aura to the hex totem maybe lower the time. Maybe limit the amount of regeneration of totems or if they break undying all revived totems are broken.

    That would kill the perk.

  • @CaulDrohn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1651479#Comment_1651479

    Ok, thats right. How about it would show you all dull totems with a white aura, so you would know where every totem is located. I just feel the current aura is too much and better fits to Thrill.

    I feel like Thrill is fine with notifications.

    Think about it Thrill is the totem defence perk. It slows down the cleansing speed and gives you a notification saying “come here quick and defend the totem”.

    The aura reading can be easier to miss than the noise notification if you’re not looking in that direction.

    Undyings totem aura reading isn’t that crazy. Its not that much different to Thrill. Unless you mean the passive aura reading you get when a survivor runs past a totem in a jungle gym, maybe if you really wanted to nerf the perk you could change it to a killer instinct effect instead. Or just reduce the 6 seconds down to 4.

    I think people are overreacting with Undying. Nobody has complained about Undying and any other totem yet. The problem is specifically with Ruin and its “always active” effect. Nerfing Undying wont change that unless you put limits on how often Undying can respawn a totem which isn’t really fair.

    I can see both sides of the argument. Undying/Ruin sounds like a nasty combo solo......but then its nasty because survivors dont do totems. I have games where I cleanse 4 and still die to NOED because nobody else can be bothered to do a totem. If I play 2 man swf we both take out a dull totem early on, so undying could only ever respawn a totem once.

    Solo survivors could do with more information on totems I feel. If not a counter than just a noise notification which lets them know one has been taken out. At the same time they do need to put more effort in, you can only hold their hands so much before they need to stop being lazy and just take out any dull totems they come across. Its only 14 seconds. If every survivor played like this then NOED would be effectively dead as a perk but they just refuse to do them.

    I wonder if it would be crazy to buff Undying. So that you lose 5/4/3 tokens rather than all of them when a totem is cleansed. In return for reducing the aura and changing Ruin. On some of the outdoor maps considering theres only 5 totems and usually easy to find reducing them all can feel a little harsh since you’re taking 2 perks just for totems of which are there only 5 and only take 14 seconds to take out. Maybe with Devour not so much with lullaby or third seal.

  • @valvarez4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1651479#Comment_1651479

    Yes, because open handed is a very powerful perk alone

    I said off the top of my head, I never said there wasn’t any others. No need to get defensive.

    Even Open handed could technically do something since if any of the other 3 survivors have an aura reading perk it would help them but otherwise yes. So we have what now 2 perks that are potentially useless by themselves?

    Theres a reason there isnt many. I dont think it’s something they want to do.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1651426#Comment_1651426

    Please do tell me all the other ways they should change it to make it balanced.

    "other improvements" you can't just have it all, changing a killers power and giving it all positive buffs is not a way to balance the game, and no, I didn't even come close to saying disregard what other people say, you're the one saying that a cooldown isn't an answer to what people want, not me.

    Also, what do you mean I play spirit? I barely even touch her, her and hag are probably my least played killer, I mostly play Huntress/Pig/Plague, and even if I did play spirit, what point would that even make? Oh yaaaa, I forgot people like to try and dismiss others based on how they play the game, sounds like a weak attempt to invalidate what someone is saying, good one champ, keep it up.

    Nobody said positive buffs only. Changing the M2-m1 transition, but improving either the turning, travel speed, hitbox, or even killer instinct effect. There is a number of things that could have been tinkered with. Not saying ALL of them but maybe just one.

    You used to play spirit then. It’s not to invalidate you its just saying that its nerfing something that isn’t necessarily the most powerful thing that could be nerfed.

  • @CaulDrohn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1650293#Comment_1650293

    I agree with your slight nerf. Since you do not see normal totems, seeing an aura out of the blue gets me confused every now and then. I would even say, remove the aura from Undying and give it to Thrill instead, bc Thrill is the hex dedicated to totem protection. This wouldn't hurt Undying too much, since the hex swap mechanic is the main reason to run it. And it would give thrill a nice buff.

    If you remove the aura reading then off the top of my head Undying becomes the only perk in the game that’s worthless by itself.

    Even Thrill has a secondary effect of more bloodpoints and wasting a little bit of time if survivors do destroy totems.

  • @BigTimeGamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1650073#Comment_1650073

    Let's break this down.

    1. The "insta shot" is the problem. DBD is not an FPS, being instantly shot forces survivors to keep dodging, causing them to lose distance and get M1'd. This is not good gameplay. Compared to Billy who the survivors can dodge while not making the killer weak, is good.
    2. "survivors just whine." Stop with this, its one of those almost buzz-word like things "killer mains" use, even though, believe it or not, most people play both sides. Being downed because I tried to dodge a shot that, between the ADS and firing speed is otherwise mathematically impossible to avoid, causing me to lose distance and go down anyway is not fun, I don't get how people are so thickskulled over this.
    3. "Killers are the power role." Please, point to me where this is the case. Even as far back as release, this game has ultimately been about the chase, it is what has always separated the good and bad players in skill. This idea that killers should always win is awful, that isn't a good game if one side is set to always be a victor, both sides should have to work equally. (at least comparatively in a 4v1.)
    4. Whataboutism.

    Lets look at the other side...

    If DS can’t force survivors to lose distance then you can cripple him by holding W. There are plenty of areas in the game where you can hold W and turn corners before he can line up a shot and plenty of window loops that allow this as well. How is it unfair for DS to cause survivors to lose distance when sometimes holding W can waste many killers time? Again the killers are expected to have skill in a chase, survivors not so much.

    His “instashot” is his only real way of dealing with Dead Hard. You just gotta instashot and hope they can’t react in time. As soon as you start aiming it’s press E to outplay. He doesn’t have exhaustion add ons like Huntress.

    He has one shot. One single shot, after that it’s a fairly long reload which slows him down. If he misses it hurts him. He can’t just pull out another hatchet like Huntress can.

    I get he’s not the most fun to play against but a lot of the proposed changes would just neuter him.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1651316#Comment_1651316

    So you think they should have just changed his power completely? What kind of stellar ideas do you have that wouldn't take away from the theme of the chapter or be similar to something we already have?

    and issues pertaining to characters are subjective, someone could have easily thought that cooldown was a major issue to their enjoyment of PH, you don't get to tell them this isn't an issue worth addressing because there are other issues.

    and there are plenty of people who think this is the right direction, what exactly are you trying to prove here? That you think your opinion, and the opinion of a select few are more important than other opinions? cool.

    "but of course PH op"... yep, that's... definitely what I said, good job buddy.

    Nobody is saying change it completely we’re saying change it in other ways too.

    I see more voices here calling for other improvements rather than cooldown. People that play survivor dont really care as long as the m2-m1 phase lasts longer. So what are all our opinions meant to be disregarded because a few say otherwise? Works both ways.

    You play Spirit so I don’t even know where this is going. She’s way more lethal in a chase than PH ever was.

  • @deadbyhitbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1647176#Comment_1647176

    Yes, because tournament level matches are the large majority of games, right? Enlighten me on how PH being able to M2 and hit or just fake and cancel and M1 is a me problem. But I guess I shouldn't be surprised to see someone who is blatantly biased to one side just say "hurr you not good" instead of acknowledging that skill doesn't mean ######### all in a scenario I can't win no matter how good I am.

    The problem with Pyramid Head is that he by design, is a very strong killer and has a super powerful chase tool, but still suffers from bad map design against tournament squads. That's why the majority of killers struggle against them. It isn't him who is weak.

    Survivors - Do gens as fast as possible, bring all the second chance perks

    Killers - Play top tier only, proxy camp, tunnel, NOED

    Yeah I’d say the majority of games reflect the tournament.

  • As others have said it depends on the situation.

    If one is a good looper and has strong tiles around them then just commit to the weaker survivor.

    If both are in the open hit the good one and chase the bad one.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/130320/dead-hard-is-potentially-the-most-broken-exhaustion-perk

    The problem isn't DH - the problem is multiple survivors with DH against killers with poor anti-loop or chase to begin with. It turns an uphill struggle into an impossible fight.

    That said - DS, Spinechill and Object in SWF groups are way more oppressive.

    I disagree with DS. As someone that cycles through survivors a lot DS isn’t that big a deal for me.

    I agree with the rest though. If I play Spirit, Pyramidhead or Clown I don’t see Dead Hard as a major issue as they can get hits quite easily.

    For the killers with no anti-loop though survivors run from safe pallet to safe pallet and you’re relying on them to make a mistake and give you a window to attack. So when they DH for distance and make a pallet/window they otherwise wouldnt have made you just lost your chance at getting them down and the chase goes on. Its why I dont use those kind of killers anymore. But then they complain about seeing the same few top tier killers everygame.

  • Nerfing moris and keys together. Both sides are willing to take the hit to their item to get rid of the other.

    So long as the nerfs are equivalent. Which would be its own debate.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643135#Comment_1643135

    Yea because killers aren't going to complain about being able to get hit's against survivors, are they? lmao

    You know what they did complain about? Not being able to use POTD during chase because it slows you down too much when used, guess what they changed? :O

    It's almost as if they addressed a complaint from both sides and didn't lie.

    And yet there are many here saying the cooldown was the least of his issues?

    People wanted a better attack where they could use skill, not just “oh its a short cooldown now so I’ll spam it over and over again until I get the hit”

    Have you not seen that there are plenty of people saying they’re going in the wrong direction?

    but of course PH op.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1650237#Comment_1650237

    I mean the majority about him is lose/lose/tunnel. Hes just a poorly designed killer. His 50/50s arent even 50/50 since he isnt guessing only you are. Also the guesses arent no where near fair and all in his favor. He just sits and reacts.

    This is just like DS/Pop.

    Devs nerf a killer perk ignoring the fact that a survivor perk has the same issues.

    Devs nerf PH because “lose/lose” while ignoring all lose/lose situations on the survivor side.

    Everything they pretend to care about gets ignored if its survivor perks that cause it. I guess the backlash from exhaustion those years ago really has them afraid of the community.

  • @Endstille said:

    No worries! just another kill you will no longer see

    I was starting to main him but yeah I’m ditching him now so that’s definitely one less.

    They compare him to Demo but Demo feels clunky and unresponsive. I get they need to balance the game but what makes chases fun as survivor is how responsive they are, having delays where your character doesn’t respond to any input isn’t fun it just feels awkward.

    R.I.P PH

    The DBD silent hill chapter joins the ranks of silent hill HD collection and silent hill homecoming. Should I have expected any less from Behaviour Interactive?

  • Not bad considering rotten fields is a harder map to run Spirit on since its a lot of open space so she just needs to run in a straight line, and a killer who hunts by sound isn’t affected by corn blindness.

    I like how you don’t run at her. Thats the biggest mistake survivors make imo falling for the stand still. The only time you go towards her husk is when you left shack, broke LOS, then went back, which is fine because Spirits are only going to fake phase when they can see you. Too risky to do it once you’ve broke LOS because you might just keep running.

    People saying its a bad spirit but the game is definitely full of mediocre spirits. To be fair some of her phases weren’t too bad she was just swinging too early.

  • Demo is a good example of what happens when a killer has so much counterplay in some many ways vs a team with very little comparatively. He ends up being weak.

  • Lol this got me realizing that Clown has the same hair as Keith Flint from The Prodigy. I guess that would be his kind of music

  • I didn’t have an issue with old Doc ironically. New Doc however.....yeah the constant snapping out of it can be irritating.

  • Dead Hard - Removed the distance gained from using this perk

    Sprint burst - Survivors who go into the game with this equipped will be wearing a diaper since its “babys first crutch perk”

    NOED - If the killer has stayed in proximity of hooked survivors for more than 30 seconds ir hooked the same survivor 3 times in a row then NOED does not activate

    Legion - “We discovered that players did not enjoy the Legion therefore we have removed him from the game”

    Claudette - Now has a bright glow around her P3 cosmetics

  • Its overrated. Undying is programmed to go first in the majority of cases too. I’d say 80%

    Im not sure if they ever gave an explanation on how totems work but at this point I refuse to believe any explanation other than the totems in the game are just totems, no perks assigned. Then when one blows up it picks a perk to deactivate. This is the only explanation why on a 50/50 chance Undying is cleansed first in 80%+ of my games.

    This combo has me curious though on how effective it is on killers with little map pressure. We all know survivors tend to sit on gens longer to try and finish it before it regresses. So on low map pressure killers does it actually encourage genrush rather than the opposite?

  • Proxy camp, tunnel, NOED. The winning strat of many a boosted killed.

    I guess yeah its not so much the killer skill, its more a lack of skill knowledge on the survivors part. If the killer is trying to take one out asap you just gotta rush the gens while you have time, you also dont unhook unless you have BT to buy that survivor extra time in a chase (ive seen many survivors just farm)

    At the same time though can we acknowledge that looping a wraith all game takes little skill? If you’re running around safe pallets and safe structures the game is designed in a way that the killer literally can’t touch you. Its more a lack of skill/knowledge on the killers part for commiting to that chase. I see some survivors loop m1 killers around a few safe pallets and bs structures though and then think they’re amazing, seemingly not realizing how its physically impossible for the killer to get a hit.

  • You could say that about a lot of things in the game.

  • "going towards the phase phantom."

    Honestly this is the worst thing you can ever do. 9 times out of 10 it's going to get you hit.

  • The attack is slow, heavily telegraphed and has a very narrow hitbox. Watch anyone play against PH and you see that a single step to the side is often enough to avoid it. Compare that to Huntress who might as well be throwing a damn elephant the hitbox is so large.

    You could improve the turning, hitbox size, travel speed, or activation speed....any of those really, instead they went only for the cooldown.

  • @DragonMasterDarren said:

    as a Jake main I am kinda offended that he's at the bottom, I have looped killers for multiple gens quite often

    What cosmetics do you use?

    The cowboy, blonde hair, and sunglasses Jake can be deadly. Default jakes or shaved head jakes go down in under 10 seconds.

  • "Just wraith "

    There's your problem. Survivors don't respect Wraith. They have no fear of him. I noticed this when I first started playing the game, if you play a killer than can be looped the chance of tbagging increased by 1000%. Ironically they didn't tbag my clown because they know even if he has no map pressure he's still going to get them in the chase.

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