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Dead_by_Gadfly

Dead_by_Gadfly

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  • Check out Eternal Faith on mixer, she plays all the time and is always looking for people to play with.

    Add me, Demonic Gadfly. I run survivor sometimes

  • @BigBubs said:

    Of course you are not salty. Totally not salty.

    Good luck getting good with the nurse, the most boring killer in the game πŸ‘οΈ

    Or maybe people could just stop being ######### πŸ€·β€β™‚οΈ

  • What kind of tools do you have in mind?

  • @Pheonwings said:

    https://forum.deadbydaylight.com/en/discussion/comment/1341631#Comment_1341631

    How many games have gens been done in 17 seconds? How many games have you played where they all played a very rare shroud to get them all together AND then ALSO all of them have toolboxes with BNP? Are you serious? It isnt even that bad, if you think so then I think you need to play killer a hell of a lot more I play on both sides and honestly you don't lose the game at that point, because they just wasted ALL of their toolboxes every single one of them its gone boom. ??? Its clear you only play killer then if thats a complaint for you. It also shows a lot iabout you if you really feel the need to swear that much where they have to block it out. If its REALLY that broken then lets rework mori's too?

    The number of games it occurs in is irrelevant to tge points being made in this thread.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1341968#Comment_1341968

    All 4 Survivors sacrificing huge portions of their kit in order to complete that 20% of their objective 12 effective seconds faster than normal (or 3 literal second faster).

    Do remember that Survivors do their objective the fastest at the beginning with the reverse being the case for the Killer. So while the Killer completing 20% of his objective (which would be about 2-3 downs btw) in the first 20 seconds almost never happens, the Killer completing 20% of his objective in the FINAL 20 seconds happens all the time.

    So completing a generator in 17 seconds if balanced because it will be the fastest gen they will ever complete that game by far, and by doing so they have hurt their ability to Survive chases, heal, hide from the Killer ect due to losing out on opportunity cost when they did that, meaning that those other gens will take even longer to complete compared to if they had just played normally to begin with.

    Like, after a Killer gets their first hook, the repair speed of the Survivors is practically cut in half for as long as they can maintain momentum.

    The REAL issue with this only pops up when the Survivors are spread out. If the first Survivor found is decent in a chase then it's not too hard to stall for 20 seconds (which works out to 60 effective seconds of progress) and then 3 gens pop a few seconds after that first hook and the Killer goes on reddit to complain about it.

    But that's saying Survivors getting so much progress so quickly with no particular perks required is a problem. What happened here isn't even close to that and the issue I brought up above wouldn't even really be solved by toolbox nerfs or whatever and could potentially not even be a problem in the first place (due to the snowball thing I brought up), especially when you take into account Killer powers (most of them anyways).

    I appreciate a well thought out and articulate answer. I dont agree that its ok for either side to complete 20% of their objectives 17 seconds into a match. What happens the rest of the match is besides the point. The only way he could have possibly stopped this was if he had known exactly what gen they were on when the match started and walked directly to it. Thats a problem.

    As for splitting up, yes that is also a problem and when killers complain about gen speeds thats usually what theyre talking about with "gen rushers." I see that as an entirely seperate issue. This is closer to moring a survivor off their first hook, which very few people think of as being ok and balanced.

    Now i imagine this whole conversation is moot depending on what theyre planning on doing to the beginning of the match. Well have to see. The other issue that youre bringing up with survivors splitting up is why everyone talking about this issue wants secondary objectives.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1341998#Comment_1341998

    Nah, mate. You are simply wrong and only focus on one thing to prove your point. I think I ignore you from now on.

    If you focus on that one fking Gen that got done very fast and ignore everything else (even when you know that the first Gen is the easiest), there is really nothing you can use in your argumentation without being ridiculous.

    Still waiting for someone to explain how doing 20% of the objective in 17 seconds is balanced. That one point IS the point. Ill ask again, is it cool if the killer kills a survivor in 25 to 30 seconds? That balanced?

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1341986#Comment_1341986

    The facts I see in this video is that even with that insane amount of ressource to get the first Gen done as fast as possible, the Killer won with 3 Gens to go.

    But yeah, lets just ignore that. Of course, you are right, every Gen is the same. All Gens together only take 85 seconds, completely agree. You are 100% correct on that.

    Oh, btw., a 100 year old person, every 20 years of their live are the same, correct? Because, math. You know.

    The fact that these kids were stupid and got got doesnt change thd fact that they got a gen done in 17 seconds. A competant team would have won that game every single time with ohtz having little to no chance of stopping them. Dont pretend like we all didnt watch thd same video and saw how dumb those kids were.

    And nice job shifting goal posts, none of that addresses the problem. 20% of their objectives done in 17 seconds. You have to be 15 shades of crazy to defend that as being balanced.

  • Say whatever helps you ignore how broken this ######### is. Idc. Doesnt change facts πŸ€·β€β™‚οΈ

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1341968#Comment_1341968

    Not every Gen has the same percentage of Objective. The first Gens are the easiest, you cannot say that every Gen is 20%. That is way too easy and completely ignores that the game will progress. If the Killer is afk, then you can say that every Gen is 20% of the Objective. But not when the Killer is actively trying to hinder the Survivors to do Gens.

    Now you guys are even trying to skirt aroumd math to make this better πŸ˜‚πŸ˜‚πŸ˜‚

    This is stupid simple 5 gens = 100%. 1 fifth of 100% is 20%. We could include opening an exit gate, that wpuld reduce the percentage a smidge, but this isnt complicated. Yes that first gen is easier. That doesnt magically change math

  • Explain to me whats balanced about being able to complete 20% of your objective in 17 seconds.

    And Ill again point out, this is pretty close to a killer killing a survivor in 25 to 30 seconds, so thats bslanced to right? No issue there? I dont even know if its possible for a killer to do that. Theyd have to spawn directly next to 2 potatos. Hook one, he gets pulled off then use a mori. Bet that it would still take longer than 30.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1341804#Comment_1341804

    17 seconds is only 3 seconds faster than normal efficiency. All of their stacked speedups and ideal conditions and all they get out of it is 3 measly seconds.

    They could have instead ran more second chance perks and ran flashlights and medkits for extra safety in a chase. But instead they decided to group up and use toolboxes and gen repair perks. All of that and it's only saving, 3 seconds. That's an effective 12 second time save over 4 Survivors by the way.

    You know what is more effective than that? Resilience on a single Survivor. Specifically the perk saves 33 seconds over 5 gens. That's massive compared to just 12 seconds on a single gen.

    Plus remember, no mechanic is inherently overpowered, it's all relative. For example, while mori's are OP, Devour Hope which eventually uses the same mechanic is not.

    Well i agree they went about this stupidly, i think everyones agreed on that.

    I didnt say it was op, i said ######### is broken.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1341751#Comment_1341751

    You realize had they split up they would have completed 4 different gens by over 20% in that same time frame? You have stated you won’t be convinced otherwise so no point explaining it more, good luck in life quitting and whining when something starts off bad because it’s unfair.

    Who quit and is whining? Youre talking to the wrong one dude πŸ˜‚ and yeah im fully aware this could have been much worse if they had split up, that doesnt refute tge fact that being able to do 1 gen in 17 secs is broken af. Pointing out a flaw in tge game isnt whining. Only immature people think that way. Stop it.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1341703#Comment_1341703

    Again, it was ONE GEN. They all teamed up on it and blew BNPs... and it obviously isn’t that broken because they still got stomped.

    Honestly I would rather have survivors play toolbox and BNP agajnst me instead of jacked up medkits or even instaheals. Heck I would rather have survivors use their toolbox to fix gens rather than strategically sabo hooks.

    The only benefit of blowing your load on 1-2 gens early is the psychological effect it has on some killers, making them feel defeated before the game has even begun. I feel like you’re the type of person that strategy works on.

    Again. I dont care that it was one gen. They completed 20% of their objectives in 17 secs. Thats stupid broken. Is it cool if a killer kills a survivor in 25 seconds? Cause these 2 things are extremely similar. You guys can keep repeating yourself if you want to, theres no intelligent argument to it being ok that they did a gen in 17 secs.

  • @Larz02Barz said:

    https://forum.deadbydaylight.com/en/discussion/comment/1339563#Comment_1339563

    Bro I barely play killer and it goes by fast like that at rank 14 and I'll still get two or 33 kills so quit complaining it matters about pressure and how well you play even if they split amd you apply pressure and about hatch thats your fault bc you have the choice to slug both of them before you hook one or hook the one with the key amd look for hatch before he dies its based on how you play quit crying about a game

    Bro, i play killer to at rank 1 and have above a 3k average. Your rank 14 prowess doesnt impress me and im well aware of what pressure is and how to apply it. When something is broken its broken. In no world should a gen finish in 17 seconds. Theres no argument youre going to make thats going to make that ok. Stop trying.

  • @Pheonwings said:

    https://forum.deadbydaylight.com/en/discussion/comment/1339625#Comment_1339625

    Honestly as someone who plays both killers and survivors on PC and console, it isn't broken. It takes a while to get a BNP usually on bloodwebs, do you also complain about Mori's? The one hook now you're dead ones? They WASTED 3 BNPs on ONE generator at the start they no longer have it, toolboxes have been nerfed to hell and back. Do you want them to just take them out of the game completely? As a killer knowing all 3 wasted their toolbox AND BNP on one generator I'd be elated knowing I really don't have to worry about it anymore, they have nothing else for gen pressure further on it's done. He also has a general idea on where they all are now to chase them down, he got a 4k. It's insane how much killers complain on the forums it's all about needing to nerf survivors. They're already bringing in pyramid Head who pretty much destroys deliverance which in itself inflicts broken for a full on minute so you're screeching in pain for a full minute in the match he also pretty much destroys decisive strike because he can just focus on one curse and that's it, it also doesn't count as an unhook if people are trying to do an archive challenge so..? What else do you guys honestly need? They wasted 3 BNPs an ULTRA RARE add on that isn't on every single bloodweb I've had it a handful on times on one character that I prestiged 3 times. You'll argue that mori's are very fair but then come screaming because an SWF that got bodied wasted 3 BNPs on one generator. Ok cool.

    Yeah i play killer and survivor too. Idc what platforms you play on. Youre not going to convince me that 17 seconds is ok. Ever. And yes, i directly compared this to first hook tunnel mori in this very thread. Whats insane is that anyone would ever try and justify this dumb #########

  • @FrootLoops said:

    Made it to red ranks without being able to properly use dead hard or flashlights?

    When I first started playing survivor I saw flashlights as a must learn, since it seemed the only personal defense survivors had, but never bothered. I totally misunderstood dead hard and thought it was an instant sprint burst, i was so disappointed with it i stopped using it for months. Now I sit in red ranks and feel like a fraud for not having these skills.

    When i got to reds i didnt know how to properly loop. One of the challanges in the first tome forced me to get better at it, been getting better ever since

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1341333#Comment_1341333

    At only 3 secs, what if no pallet is nearby? How can you gain enough distance from spirit?

    But using that same logic we can argue ds shouldnt exist.

    "But what if the person with ds is working on a gen, what if theyre using unbreakable, what if x,y, and z that makes my role harder?"

    Yes, if someone is using enduring your ds is going to be a little less effective. Thats the point in having a counter. Just like ds existing makes tunneling less effective.

    I dont have a problem with ds as it is, i also dont see any issue with there being a small counter to it. I run ds myself and rarely run enduring so do with that what you will

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1341305#Comment_1341305

    Stuns don't stack. The DS -> Head On combo is just applying the Head On stun after the DS stun wears off.

    However, the combo itself isn't exactly easy to pull off either. You need to be near a locker when you DS and the killer needs to be close enough so you can immediately Head On. You also have to be quick entering the locker after you DS so your Head On is up after the DS stun is over otherwise the killer has time to grab you out of the locker.

    The other thing to note is a survivor gains less distance from a Head On stun than a DS stun so it's not like they really gain anything from the combo besides flexing on the killer.

    Honestly at this point if a survivor goes down right in front of a locker and the killer isnt checking that locker before picking them up, im not sure how much sympathy i have for that killer

  • @Sluzzy said:

    Asking for a perk that already has an excellent use of reducing pallet stuns AND buff it to also render several survivor perks useless is an unfair request.

    It doesnt necessarily have to make them useless. Just maybe less useful. Whats the ds stun time? 5 seconds? Maybe enduring reduces it down to 3 instead πŸ€·β€β™‚οΈ

  • @Bovinity said:

    Not sure why people would say, "No one will work with the director"

    The incident happened in 1988. He went on to make several more movies - including the Jeeper Creepers series - long after that.

    Not saying that people should work with him, just that clearly people would.

    The devs wont, theyve already said so. Id refuse to buy it myself. Theres a difference between peopke in hollywood being willing to work with a pedo and the rest of the world being willing to work with one.

  • @sanki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1341202#Comment_1341202

    Really? Those survivors just got mad with gens......ME too

    Slugs seems doing well to the sole player, but not useful with swf or the survivor equipped with Unbreakable.

    With swf it just means there more efficient in getting the person up. "Hey my health is at tap" "ok im coming"

    The slug still wasnt working on a gen, and the other person still has to get them, theyre just waating less time than normal. Im not saying its a cureall, but it is effective in dealing with ds and generating map pressure. Its npt worth it if youre not slugging and immediately chasing someone else

  • @Dabihwow said:

    https://forum.deadbydaylight.com/en/discussion/comment/1341227#Comment_1341227

    Wait what, the director was a ... WHAT, is this true!?

    Unfortunately yes, its true.

  • @Rivyn said:

    Bud, the license owner and director is a convicted pedo. BHVR won't deal with him.

    IF the rights were sold, however? Heck yeah, I'd like Jeepers in the game. But until then, it's a pipe dream. Jason has more of a chance of being ingame than Jeepers does right now.

    Idk of i could do ot even if the rights were sold. Knowing what i know and watching that second movie...😬

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1341117#Comment_1341117

    Spirit Fury at least destroys a pallet by itself. Enduring will only let you start breaking the pallet faster. It's not bad but not necessarily worth a perk slot all it's own when you're not comboing it with something.

    Its friggin amazing on legion.

  • @sanki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1341076#Comment_1341076

    Actually, I tried many ways to slow down the repair rate, tunneling, slugging and keeping them injured with Sloppy Butcher. You may find that the survivors will keep doing gens whenever, even they were injured (especially high rank ), that is crazy.

    Oh im aware, i had survivors doing gens with an activated rbt on their head. No joke.

    Slugs cant do gens. If nobody goes and gets them its still 1 person not doing a gen. If someone does thats 2 people not doing gens. It just depends on the situation of course.

  • Im assuming op is unaware of all this. I envy him before he reads this thread. Id like to go back to not knowing too.

  • @Quol said:

    Im a red rank and one thing I like to do if i see 2 survivors and I know one of them has self care is hit the one with self care then chase/down/hook the other one and go back to pick off the survivor who is inevitably self caring behind a rock.

    I love doing that. People with self care are amazing

  • @Sonzaishinai said:

    You can say what you want about DS but it did teach me the power and pressure of slugging

    Tbh the only times DS ticks me off is if i get hit by it when the timer is almost done. Just shaving 15 sec of that timer would do wonders

    This 100%

  • @Leachy_Jr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1340412#Comment_1340412

    But tunneling someone down is the most efficient way of playing and DS outright prevents that. Especially against a good SWF if you equally hook everyone you will lose unless by some ungodly mistake. You have to tunnel, that's just fact. Getting someone dead early is better than any pressure the killer can put out. That's why i'm doing it.

    And youll lose. A lot. Im not saying everyone needs to be hooked equally. I am saying you need to pressure as many survivors as possible. Tunneling means youre only pressuring one and occasionally 2 when they go for tge unhook. Those survicors that arent pressured are doing gens. Slugging someone and chasing someone else means there are now 2 people not doing gens.

    Dont get me wrong. Priorities matter. If theres 2 gens left and you have the choice to chase a person you havent hooked yet or someone that you have hooked, go at the one thats been hooked. But if you chase 1 person and one person only you're only going to beat scrubs

  • @sanki said:

    https://us.v-cdn.net/6030815/uploads/CRSGT5ZCYRTX/image.png

    As you see, the enduring had 2 different recovery rates for the different kinds of stuns(ver 1.2.1), but now the devs just allow the killer using this perk to deal with pallet stun.

    THERE ARE TWO PERKS CAN STUN THE KILLER, THE PERK "HEAD ON" CAN STUN THE KILLER FOR 3 SECS, AND THE DS FOR 5 SECS.

    I think the current game is fast, if the killer players want to play well in high rank, they may need to concentrate on one survivor, then hook that survivor 3 times to sacrifice him as quick as possible. But that means you need to take the risk of getting stunned by DS, if you get stunned by DS unfortunately, you may need to pay 20 or more secs to slug your obsession again. That is too awful. And it is also annoying when you face with the swf equipped with "head on", but you just cant prevent it all the time.So I really miss the past version of the enduring. Maybe the recovery time of stuns caused by Perks can be reduced by 20 % if the enduring is equipped, that will not be too OP.

    Ds or no, the strategy youre defining is tunneling. The problem with this is it only works on bad survivors. If you tunnel just 1 person and dont force the issue tge rest of the survivors are going to get those gens done very quickly. You have to keep them all injured and moving and downing them when they make mistakes.

    And just so everyone is aware, THAT is tunneling. Sluggibg someone off hook is not

  • I think it really depends on the situation largly. If i walk up on a gen that has 3 people on it everyone is catching hands.

    If an injured survivor is managing to stay just oit of reach for a couple of tiles im breaking chase and going after someone else.

    I think good killers do whatever is best for the scenario and are good because they can recognize the situation

  • I got a 76 😭

  • It only ever works on a trapper once, its a mistake theyll never make again πŸ˜‚

  • Yeah if youre sly, you can stay on top of his trap, if hes not careful when he picks you up hell step in it and drop you 😊

  • @MigrantTheGreat said:

    Imo gens aren't the problem, it's the lack of objectives survivors have!

    100%

  • @DrDeepwound said:

    Depip squad has and continues to show you can go gens so fast in this game, killer has zero chance against it. And that is with people on different gens, purposefully not stacking on one gen.

    That

  • @Mew said:

    dbd is a party like game that can be somewhat competitive, there’s just too much rng for the game to be purely competitive

    Theres a lot of rng in poker too, that doesnt mean its not competitive.

    Actually playing poker is a really good comparison as because of rng youre playing the player, not the game. Rng can screw you but if youre good at reading your opponents you can win more than you lose. Thats true of both games.

    Poker can also be played casually with friends 😊

  • @TheCrookedMan said:

    I've seen talk around time about this being a casual game. It's not. It's so very not. For many many many reasons.

    First of all, it's PVP. Someone wins and someone loses and players compete for the who gets to be which. It's a PVP game that requires SKILL. If it was completely 100% RNG then it would be casual but it's not so it isn't.

    "It's the not the game it's the peop-"

    No.

    A game is as competitive as a player can make it. There's a level that someone can play at. Either you willingly decided not to be as good as you should be to win or you just weren't good enough to win. Calling someone a try hard (which in will always be just a dumb attempt to save face with yourself) because they decided to value a victory more than you is stupid and you have no one but yourself to blame for your loss and you deserve said loss.

    There's also a Meta, perks you use that can heighten your chances of victory against other people, in order to win. Especially for Survivors.

    To say this game is casual is completely asinine. This is a Matchmaking game, someone is going to bring their best build and if you just want to make a gimmicky fun build then that's on you and you will be rightfully awarded with an L.

    Ive said this before, theres nothing casual about a game where you spend hundreds of hours getting good with 1 character. Its stupid to think otherwise. Its a competitive game that can be played casually

  • Apparently i cant edit post but i also wanted to add: as far as OoO goes, i personally dont care. They can watch me 3 gen them right from the start of the match and there wont be much they can do about it. Since they added the ability to reset traps it doesnt matter as much if they know where the traps are. I reset them with trap setters faster than they disarm them and they WILL forget when theyre being chased. Either that or theyre trying to do gens in whats effectively a giant dead zone since they cant use any of the pallets and very few of the vaults. Let them watch me play chess while theyre playing checkers.

  • @Respectfulnancymain said:

    My opinion on him is he's good in some maps but can easily be gen rushed while setting up + hes gets completly countred by object

    I think hes better than a lot of people give him credit for and can really be used on any map. However, you HAVE to run a bag and Corrupt intervention. Those are a must. Trap setters are also super useful.

    There are two basic strats:

    get as many traps set up around your 3 gen as you can before 2 gens pop.

    Place traps down on loopsxwhile youre chasing, occasionally faking it so the person is never really sure when you are and when youre not.

    Totally depends on the map/rng which is more viable so it takes a lot of experience to get the hanfmg of which you should be doing.

    In door maps are slightly different. For those doorways are your best friend as theyre a little harder to spot in doorways and on hawkins any place you see rubble.

    He needs just a couple of things to make him A tier. 2 to 3 traps should be base. Buff his trap setting speed SLIGHTLY (like half a second) and have his traps spawn close to the center so they arent off in lala land. Thats it. You do those things hes a monster.

  • @BloodMoneyMerc said:

    I'm curious as to how used the Shrine actually is. I find it quite useless being that I own every killer/survivor, so I could just level them up to get the teachables rather than waste Iridescent Shards on them in the Shrine. In my opinion, it's better to just save up the shards & use them for a full character rather than just their perks (if they even pop up in the Shrine that is). In general, I only see the shrine being useful to those who don't want to buy a particular license DLC. And trading in Iridescent Shards for a small amount of bloodpoints in the shrine is absolutely ridiculous. You should get a full million in exchange, cause it takes time to build up a good amount of shards while bloodpoints is so much easier to build up.

    I use it to get bps. It takes me longer to farm 650k bps than to earn 10 dollars for a new chapter. So from an efficiency sakes that makes the most sense for me

  • @Leachy_Jr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1340018#Comment_1340018

    That isn't a counter and it isn't efficient. Wish it was because it's much more fun not having to tunnel a guy down.

    If they hop in a locker and you dont see another person immediately to chase, eat the ds to remove it from the board. If you leave them in the locker theyre going to go work on a gen anyway, might as well eat the stun. Youll also find theyre much quieter the rest of the match.

    Yes thats not a "counter" but I think what everyone is getting at is its really not hard to play around. Ive only eaten 1 ds when i didnt want to in the last few weeks, i just lost track of who had been hooked. Still 4k'd though.

    Though to reiterate, enduring should reduce the stun.

  • @Leachy_Jr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1339875#Comment_1339875

    While it technically is a "counter", its a counter that is hurting you in other aspects (such as wasting time).

    What I want is a hard counter, something that just completely deletes the perk so I never have to worry about it again. Of course the downside of this is that i'm trading a perk slot for it, but ill happily trade a slot to never worry about DS any day. Btw a 5 second stun can turn my game from a 3k to a 1k, just saying, another life (basically) can cost you a lot especially in the long run.

    The thing is I don't want to face DS as the most efficient way of winning against a good squad is tunneling someone down, any other way and i'm relying on their mistakes. That's how I win, and DS is pulling a massive middle finger at me because I want to play efficiently? and actually have a chance against the SWF i'm facing? That's stupid.

    If youre this worried about it youre doing something wrong in your game. You know that if you slug the ds user you SHOULD be chasing someone else right? Standing over them for 60s is an enormous waste of time, but if you slug them and chase someone else thats 2 people not doing gens. If someone goes to get tge slug thats 3 people not doing gens. This is good advice all around whether they have ds or not. If i down someone and see someone else, im chasing that 2nd person most of the time.

    Enduring should reduce the stun, unnerving should reduce the skill check zone. Outside of that its really not a problem, bot something id waste an entire perk slot to counter when there are things in game I can do to counter it.

  • Ill keep posting this as many times as I need to. I really think the swf issue is vastly oberstated.

    20200527_190510.jpg 20200527_190448.jpg

    One team did gens efficiently and had the gens done before i could pop t3 a second time, they stayed split up and always had people on gens. The other team stayed grouped up and tried working together on gens. Both were 4 mans. Both games were back to back, i didnt play them any differently.

    The bully squads are pretty easy because theyre predictable, you just kind of get used to it and react faster as they pull things youve seen hundreds of times. Its that first group, which admittedly are pretty rare, that highlight the problem. You simpky cant be in 4 places at once and you dont know thats what youre dealing with till its to late. The most effective strategy ive found in dealing with them is the basement. These groups are almost always overly altruistic. If theyre not, youre boned.

  • @EvilJoshy said:

    I'm no expert but as an okay nurse one thing that messes with me is the shack. If you loop around the outside I constantly have to guess.

    Did they go around and keep running?

    Are they sitting at the corner waiting to double back?

    Did they go inside the shack?

    Nurse has so many bugs right now not many people are playing her. Breaking los and looping tall objects is the way to go. Also corn. It's the nurses kryptonite.

    Im not going to pretend to be a good nurse, but apparently youre supposed to blink to the outside corner theyre on with your first blink then use second blink to catch up. Apparently thats the strat.

  • I dont take issue with it either shen it hapoens to me. If i see a teammate being camped or tunneled ill try and get the killers attention but if that doesnt work im immediately on a gen

  • All i know is ive been accused of tunneling and camping before when i wasnt. Im not saying i never camp or tunnel, but when i do i say so flat out cause i dont care. If I did i had a reason that wasnt personal. Today for instance, Feng found a key in a chest, feng chose to pick up key, i put feng in basement. Key stayed in basement after the entity took feng. Sorry not sorry.

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