CyberianFaux
CyberianFaux
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@aazimuth said:
https://forum.deadbydaylight.com/en/discussion/comment/931330#Comment_931330
Plot twist: you're playing a video game that ISN'T competitive. Let people leave matches when they want.
Any casual multiplayer game will have a competitive side to it in video games. Even if somehow the game didn't, this would still be invalid because it is ruining the casual fun of others. This is such a non-argument that it is frustrating to hear constantly perpetuated by people who don't want to provide an argument of substance. If my idea is wrong to fix this loophole, then tell me why in a way that is accurate to the problem.
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@Witchaven said:
EDIT: I actually do mean EVERY game so far. I haven't had a single match without someone killing themselves on hook yet.
So to a logical person that says clearly that the system they have implemented today of banning people for leaving the match doesn't work, since they are just going to find other ways of getting out nearly just as fast. If you start taking action against people for every little thing they do then eventually no one's going to bother playing this game. The disconnecting players was a tad annoying, but lets be real, the update today has brought with it a ton of people just saying "screw it, I'll just get myself killed." So maybe people need to just accept the fact that they can't hold people hostage in a ######### video game lol
I forgot to say (don't want to edit it in though because it can stand on its own) that people queue up when they are ready to play the game and are telling the games matchmaking they are ready to play the match through for fun regardless of what comes next.
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@Witchaven said:
EDIT: I actually do mean EVERY game so far. I haven't had a single match without someone killing themselves on hook yet.
So to a logical person that says clearly that the system they have implemented today of banning people for leaving the match doesn't work, since they are just going to find other ways of getting out nearly just as fast. If you start taking action against people for every little thing they do then eventually no one's going to bother playing this game. The disconnecting players was a tad annoying, but lets be real, the update today has brought with it a ton of people just saying "screw it, I'll just get myself killed." So maybe people need to just accept the fact that they can't hold people hostage in a ######### video game lol
It isn't every little thing. It is literally the same problem. Hook killing yourself should've never been a thing because it allows you to leave while still getting BP (unintentional design conflict) and fixing this alone would fix the work around as the reporting system is meant for you to report misbehaving players anyway when they try to manipulate their way around the design of the game in an effort that ruins other's experience.
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I mean, I hope you can take criticism but I don't think that that build is as effective as some things I have seen people use and I use regularly. I now run Thana (like you because this is core to this build), dying light (stacks up with thana to be painful to deal with healing or otherwise), ruin (slow the game down just a little bit until you have dying light stacks), and pop goes the weasel to push the progress they do get down again.
Don't get me wrong, this is probably extremely annoying to deal with and makes things feel boring for the survivors but I have found that I never really black pip or depip with it. The add-ons I would recommend would be the same since it relies on thana being up all/most all of the game (legion pin and a duration add-on).
I really don't think that surge is that worth running on any killer without surveillance and then you need a killer to take advantage of it but some people I know really love it. Blood echo is also quite weird to run as the bleeding effect happening more often is really a gimmicky thing (imo because I don't really use blood due to unreliability in most maps) and exhaustion will only help if you are on top of survivors quick enough to take advantage of it and they have to actually have one equipped. Please don't misunderstand but I think the premise of your build is nice but too situational for the games I play.
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@blackx2 said:
Jesus.. dude.. just let people die.. they don't want to keep playing.
Why? That is the same as disconnecting and brings the exact same problems with it. People shouldn't queue for a match and AFK, disconnect, kill themselves, etc. because joining a queue is saying that you are ready to play the game. Doing so is something you accept the penalty of when you do one of those things.
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@RainbowPatooie said:
What rank are you/were you?
Rank 1
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Servers ruined priority since the priority was connection based anyway. This means that, when you both have equivalent connection to the server and hit the same button at the exact same time, they both escape and the hatch closes at the same time because the game wasn't coded to prevent this interaction.
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Even if the update is ready for Steam, we probably won't get it for another week making it no longer a Halloween event due to the time to get the update approved on PS4 and Xbox
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It sounds like you just need to use more synergized perks with her and make sure you don't focus one person too much. Infectious fright & monitor is a good combo because everyone is injured and you can just go to them, down them, onto the next one until you see no more bubbles, and then hook who you have for map pressure. Another good combo of perks (whole build) is Thana, Dying Light, Pop Goes the Weasel, and Corrupt intervention. You force the survivors into a small area due to corrupt which allows you to force them to get sick if they touch a gen at all, they eventually break, set you up thana, while you are also stacking up Dying Light. Then, you have control with pop because downs are so quick with her.
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@harry14141414 said:
PLAGUE def does not need a buff
Agreed. As a Plague main, I can tell you that buffing her would simply make it so it is impossible to win against me and other people who have familiarized ourselves with her currently and have developed strategies around people not cleansing. If you make people cleanse, you get rid of these strategies that are her greatest strength.
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Forgot to say, Pharmacy is better especially with the speed buffs it is receiving if you also run botany knowledge and/or ace in the hole. You shouldn't have to heal yourself more than once or twice anyway even with perks like the ones mentioned in this topic.
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Just run "Inner Strength" instead if you own Nancy. Totems are extremely easy to find and you should be cleansing them anyway to prevent NOED giving the killer a runaway game for not doing so. "Inner Strength" is the only viable heal yourself perk and the only one that can justify a perk slot at high ranks imo. Terrible teammates can skew this a bit but still you shouldn't rely on healing yourself as it hurts your teams emblems, points, time to escape, and potentially perks if they have "We'll Make It", "Botany Knowledge", "Autodidact" (thought this should never be used either), etc.
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Thank you to everyone replying, leaving suggestions, and trying to help me understand what has been going on/what to do going forward. I didn't think about this being an aftereffect of the bloodhunt, swf specifically, or prove thyself becoming more popular. It very well could be a combination of the 3 with toolboxes, communication to avoid me and the tools my power provides, and other perks to speed up gens like prove thyself and resilience. I do think that, if that's the case, this shows a big problem when perks paired with certain items changes the game that much.
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Again though, that is preventable because the killer would still get hooking points and survivors could unhook you before death.
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It isn't meant to solve every case of this but most people aren't so dedicated to quitting they will constantly unplug their ethernet connection. The whole point is to disincentivize pushing that button unless something has come up that would warrant you abandoning your team. If the penalty isn't high enough, people won't care and push that very button when raging, for teammates to get hatch, etc. Basically, going around the systems in the game should take more effort than pushing a button but that button should still be there for legitimate needs of people who have emergencies and such.
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I do wonder if they could somehow change how tedious it is to test the servers though by shortening how long they test for before then testing them again after a day or two break.
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Also, thank you to everyone for letting me know your thoughts on this as it has helped me to change my perspective some. While I absolutely feel angered by their current state, you all helped me realize that kind of viewpoint is shortsighted as the whole point is to make them good enough to have at least the kind of experience we had before if not a better one for both sides.
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@cetruzzo said:
They seems quite good in EU, where are you from?
I am Eastern US
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My thoughts have actually since changed since my latest posts. She is still the best killer in the game but every blink has to be made with precision or you cost yourself dearly.
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Imo, the easiest fix to this problem is to add a second objective of something like finding gas canisters scattered around the map and carrying them to a gen before you can repair them while moving slightly slower than normal (10% slower while holding gas). Once gas is in, you repair the gen the same as normal. If a gen is kicked and reaches 0% repaired, the generator starts to leak gas (short timer to tap the gen to stop) which, upon reaching 0 gas after a set time requires another canister to be found (they respawn after X seconds from being put in a generator and the generator reaching 0 gas).
This makes there be a risk to just putting gas in a generator and making a little progress before leaving it of slowing the game down, while rescuing someone for instance.
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We say that but she would still be better than billy and slightly worse than spirit now. Again, in the current form they suggested without the changes I proposed, you may be right but I think the small tweaks I mentioned would automatically fix that. She would of course require add-ons to be that strong but so does every killer at high ranks.
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@TragicSolitude said:
If the killer gets to the exit gate before the survivor has finished opening it, the killer usually wins.
Why should it be different if the killer gets to the hatch before the hatch has opened?
There are ways to bait gates as survivor. You can memorize how far the bar goes before a light comes on easily. All you have to do is spot the killer checking your door, wait until the killer leaves again after checking on it, pull the lever either until it reaches that point before the first light comes on or until you think the killer will be back (repeating if you get off early until it is at that point), hide, wait until the killer leaves again before pulling the lever again and you can escape for free.
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@Talon_Baptiste said:
I’m well aware every killer main will disagree with me on this, so I just want you all to know as well that you won’t ever change my mind about it.
Basically, you shouldn’t need a special perk, or even one of your teammates, to fully recover from the dying state. Being slugged because the killer is trying that ridiculously hard for the 4K is beyond annoying and repetitive at this point.
”hurr durr learn how to counter it and run Unbreakable.” Wow. Okay, cool. I got up one time by myself, managed to stay away from the killer for a little bit, but then they inevitably found me again and downed me. To no surprise at all, they don’t pick me up and instead continue to desperately search for the last survivor (who is probably urban-blendetting around the map). Unbreakable is useless to me now. So, really, what was the point of even using it?
I know I sound whiny as hell and I genuinely do not care. The literal in-game manual for the killer says you should “Chase, injure, and catch survivors” and “Carry survivors to a sacrificial hook and hang them...”
It doesn’t say you have to kill every survivor or the Entity will be displeased or some crap like that. So, there’s absolutely no reason for slugging to be a viable option for the killer because at that point they’re just trying to fuel their own ego so they can say they got the 4K, while still earning points. Meanwhile, the survivor is left to bleed out for a few minutes, wasting their time completely because they know they’re not going to be saved.
tl;dr: Slugging is a weak, annoying, and unnecessary tactic that needs to be eliminated completely. The need for a specific perk equipped, or for another survivor to come to your aid, to recover from the dying state should be eliminated as well and if not, then rework Unbreakable so that it can be used as many times as needed
(don’t any of you dare comment on this telling me to run No Mither, alright?)
Two issues with this, I could make the argument that T-bagging isn't in the manual either since your argument in that direction is a fallacy and two, Slugging for the 4k isn't showing off because red rank killers sometimes depip no matter how well they do if they 3k. Don't like it? Vouche for killers to have a more fair ranking system. I would love to be able to only kill 2 people with everyone being hooked twice allowing two to escape but the sad truth is that killers have no choice but to play ridiculously tryhard-like. If the ranking system was based more on your performance compared to other people playing the same killer, then it would be better. This means it doesn't necessarily matter how well you do compared to a omega blink nurse but it would matter more how good you are with your killer.
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@alienschmalien said:
It's pretty much what survivor has become though. You can't expect to survive anymore. The killer meta is ridiculous strong now. Especially on the high mobility killers.
And then you have Hag who is the odd little freakball who somehow defied odds to be a 110 killer who is probably one of the best killers in the game that still has insane map pressure somehow.
You can't nerf survivor time after time after time after time and expect survivors to still have fun. While buffing killer perk after killer perk after killer perk. And the killer after kill with Freddy and Hag's case.
The game eventually becomes miserable for the side that is legitimately the bigger side of the player base.
And that in turn? Causes said part of the player base to dwindle and dwindle and dwindle.
Especially when said part of the player base has nothing going for them game play wise but holding R1 to interact with things when the game isn't about a chase.
Fam, what are you on? I literally play with no perks but no mither and escape 65% of my games. Is it beginner unfriendly in some ways? Sure but they can always improve how quickly beginners can learn and get better. The fact remains that survivors are the power role unless you pick Nurse or Spirit due to every single survivor perk being a second chance perk. Stacking these perks breaks the game. I think they could instead designate what kinds of perks can be in each slot to limit the builds if they really wanted to stop nerfing the perks themselves. For example, slot 1 can be an exhaustion perk, slot 2 can be and aura reading perk, slot 3 can be a stealth perk of their choosing, and slot 4 can allow them to choose an end game perk.
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@Marcus said:
https://forum.deadbydaylight.com/en/discussion/comment/699897#Comment_699897
Right now, Demogorgon is the only one with Undetectable status effect on his power. Demogorgon and Freddy are also the only ones with Oblivious status effect on their kit.
Devs have stated that Undetectable is coming to all forms of stealth for killer. They simply didn't have time to put it on all of them for this patch.
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@2Khours said:
https://forum.deadbydaylight.com/en/discussion/comment/695964#Comment_695964
don't use it now, you will crash when you'll get your sixth token
Not just at the sixth token. It can actually do it at 3 stacks and above but increases the likelihood with every hook. It is like Russian roulette by yourself... with no chance of surviving... with your only other option to be starving & freezing to death due to being trapped in a empty freezer.
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@2Khours said:
obviously you didn't tried it on legion, go with sloppy, thana, dying light and bbq, give me news, i wish i could finish my games tho, i crash whenever a survivor die on third hook
This is due to the new dying light being bugged. Once you reach your third stack, you become more and more likely to crash with every hook. Right now no one should run the perk until fixed.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/695867#Comment_695867
Why care about pre-rework? The point is that this version has anti-synergy with thanatiphobia.
You are forgetting that you can simply slug the obsession the whole match over and over again while hooking the others effectively removing them from the match.
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Stealth killers will use the killer specific status effect for removing auras, TR, red stain, etc. I believe they are doing this to make all stealth equivalent and consistent across all stealth killers from Pig's crouch to Michael T1 (slight buff to the TR decrease to fully make it zero now I am guessing)
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@Ghostingmyteammates said:
The effect will actually inform survivors that the killer is using its power or perk to hide himself.
As much as i like the undetectable effect for killers, having survivors knowing whenever im gonna use pig's,warith or ghostfaces power will make them less usefull.
I believe people have a misunderstanding of this. The point of this status effect isn't for stealth killers. This is for killers like Demogorgon where the survivor willingly removes the ability to hear the killer while dismantling his traps based on what they said yesterday. It is something the survivor voluntarily gives up to be able to complete something. An interesting concept for a status effect if you ask me so long as it is something the killer doesn't manually apply to them letting them know.
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@Onionthing said:
This "freak out" is because of what they did to Legion; they set a new standard for expectations after that. I'm willing to wait but mark my words, if she is given the Legion treatment it will have some major ramifications among the community. Nurse has been the Apex and the yardstick by which all other killers are measured, period. If this goes south Spirit WILL be next, THEN Billy, then its game over (for killers).
I understand that but we haven't seen the changes yet. It is nice to be skeptical and honestly the best way to be but overreacting now doesn't accomplish anything. The changes will come one way or another since she is also as unbalanced currently (at least only with add-ons) as the game used to be, making her a necessity to counter broken balance at the time.
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@Marcus said:
https://forum.deadbydaylight.com/en/discussion/comment/599486#Comment_599486
Ultra rare add-ons can be trash, you know ? ( Pig's UR best example )
Very melodramatic. Pig's ultra rares don't have to be strong when they are some of the most fun in the game. The rule's set makes it more likely to head pop when paired with the timer add-on than the increased number of boxes one, wastes more time with the same add-on, and her other one is fun on The game and on Larry's Memorial Institute like Myers is but without any severe drawbacks to her move speed or play-style. My viewpoint is that we should wait and see before complaining about changes. In my thousands of hours of play time, not once did I think the power nurse has is justified when paired with add-ons once the devs started to move towards fixing core issues with the maps and such.
Note: If they overdo it and destroy the only toxic SWF stomping killer, I will be the first to complain as well. Wait and we shall see but I think this thread is ultimately still a good thing since it will show how worried the community is about her possible changes (as melodramatic as it has turned out to be).
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Why overreact and be so melodramatic? If you need Omega blink nurse, 3 blink with increased range, etc. to dominate any team at all, you aren't good enough at Nurse. I am of the same mindset of Tru3Ta1ent that add-ons break her. She shouldn't be able to use more than 2 blinks, much less up to 5 (albeit really short ones). She should be a high skill cap high reward killer which she is without add-ons against good teams. With that said, they are mainly giving her ultra rare add-ons anyways making her even stronger in all likelihood with them since they have planned on giving every killer ultra rares from the get go.
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@EldritchElise87 said:
https://forum.deadbydaylight.com/en/discussion/comment/599294#Comment_599294
Glad it's not intentional because that would suck.
Definitely. I hope that, if this is a bug or exploit, it is fixed before it becomes widespread.
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Update: This is an intentional feature with some finicky mechanics that is just occasionally breaking so I am remaking a post in bugs. When a pallet is spawned on a survivor inside of 1 meter of the fake pallet (asleep or awake) collision stays gone on the pallet until there is 0 players within 1 meter of the pallet as a way to keep the collision from trapping them. This is actually a clever design but I believe it occasionally bugs out, or people have found a way to make them all bug out, to allow you to tell the difference between real and fake pallets.
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It is also worth noting that this is the only match I have seen where this is used so it is also possible it is a bug since I haven't had a chance to test it yet. I will test as survivor and post my findings here.
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Thank you for letting me know you all are aware of it @Rizzo90 . I didn't see someone already made a thread about it so I will probably close this one
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@Peanits said:
It's way more complicated than it seems. Not all groups are super coordinated and trying to win as fast as possible, most are just a couple friends hanging out and chatting while they play a game. How would you suggest doing so in a way that would unnecessarily punish the casual groups that are not trying as hard as possible to win? And how could that not be avoided by queuing solo at the same time as your friends?
The easiest way to solve all of this is to balance around SWF and make it so solo queue players have options such as voice chat to perform nearly as well as SWF. That is the best suggestion I can give for the problem that is in the realm of possibility for your balance team. To do this, you need to also hire some experienced players to help give thoughts on how new content will affect the game. I hope that feedback is helpful @Peanits . Much love for you team for trying to balance even though I may disagree with how you all go about it.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/526897#Comment_526897
I'm not saying he isn't a good killer but he could be doing better. Like tell me in what ascpect is Myers superior to Ghostface now (unless they nerf him which would be unreasonably dumb).
It is literally in the patch notes that they plan on nerfing GF (because I guess they don't like killers being fun and balanced) to make it easier to break his power again.
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@BunnyTheHutt said:
https://forum.deadbydaylight.com/en/discussion/comment/535219#Comment_535219
No it's not. It only affects gen repairs.
And I agree, their testing team is about 5 people, but it feels like they get rushed into oblivion and the head director is oblivious too it all. He wants too rush out content but doesn't bother with fixing it until every big patch, which means more bugs that will be fixed the next patch. If BHVR just cut 2 chapters a year and let people actually test, bug stomp, and fix the game with weekly patches this game would be in a much healthier state.
Again, you are wrong. It doesn't say for gens. It says it induces an action speed penalty right on the perk which is any action such as gens, gates, healing, etc. I definitely agree they need to slow the hell down on these patches as this is the worst patch they have ever released. I have a feeling they are rushing because the top people want that mobile version and battle pass released ASAP for cash.
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@NuclearBurrito said:
Start? You must be new here
Not at all but eventually people have to draw a line. It was always known that they made huge mistakes with Freddy and people gave them the benefit of the doubt to not do it again. Now they are about to repeat that mistake which is a line they are crossing that will bring down the game's community possibly for good with several people. Soon, the only community they will have is those that just started playing the game.
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@AltimaSR9619 said:
https://forum.deadbydaylight.com/en/discussion/comment/532196#Comment_532196
I would kill to see footage of this game where your running over them with your pig. I guarantee it they stop trying halfway through the game or you get lucky with map RNG.
Or perhaps you haven't actually played against really good survivors to have a point of reference. I am talking about teams where (with no add-ons to speed it up as hag) they can pop 3 gens before you place 5 traps in a section of a small map as hag with ruin. Good survivors will only ever let you have hook pressure and never gen pressure on them since the time it takes to repair is too short and they never miss any ruin skill-checks from practice (I can even do that now because of so much experience against it with different numbers of pings).
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@Raptorrotas said:
https://forum.deadbydaylight.com/en/discussion/comment/533269#Comment_533269
Too bad that his TR-reduction is tied to the "Night Shroud"-effect. That means that crouching is useless too after getting spotted.
Don't forget this person complained his MoM wasn't stacking on GF's hits even though it no longer stacks on any hits at all since it was reworked.
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Thanatophobia is supposed to and wake up is only supposed to be for gates.
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I believe that may be the point. By doing things this way, they can make money off of GF and nerf him before survivors start to dislike him and review bomb them.
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@Sonicwb said:
maybe for you. Not in general. This change isn’t dangerous at all.
As someone who plays both sides and refuses to buy something that is a ripoff, it is a problem for everyone the way this is going except for some minor exceptions. To say otherwise is to be ignorant of just how badly these changes will hurt him considering he needs buffs.
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It would be nice if OP actually responded so you two know if you are wasting your breath or if they actually saw this.
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They never fixed that in PTB because it is intended to prevent hook and slug camping. With that said, that shouldn't matter so long as they think insidious is okay to have in the game with no penalty.
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Also, Jen is really overrated. My Pig (my main killer) runs over her and her SWF and Pig is weak af. You could at least mention best of the best survivors like I mentioned in my post. You apparently don't get the matches I get as killer because her SWF team is about average.
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@Haku said:
"since Billy still gets decimated by the best of the best" Holy moly - my eyes. I have never seen a good Billy to lose a match ever. Put that insta chainsaw on, SF, Bamboozle and just roll over everyone. I guess your Billy is just not good enough. I remember watching Jen a month ago with her friends playing and they usually win every single match and then there was this Billy who they knew. They literally got destroyed with 5 gens up.
I didn't say anything about my billy. I don't play the killer because I don't enjoy him. It is just a known fact he can be abused by SWF in a way Spirit and Nurse cannot.