Demogordon_Ramsay
Demogordon_Ramsay
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1255330#Comment_1255330
PT's repair bonus is now higher, therefore it does more.
The repair bonus is not as effective in repairing gens as it used to be, therefore it does less.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1255142#Comment_1255142
The perk doesn't do less, it does more. That is a fact.
No, it does less. PT's repair speed is now slower, therefore it does less.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1255094#Comment_1255094
It appears that your mindset is flawed. Idk how to change your mind atm so I'll just leave you be.
How is it flawed? The Perk now does less than it did before despite its increased numbers. New Camaraderie now offers less overall time to save a struggling Survivor than old Camaraderie, therefore it's less useful, therefore it was nerfed. Similarly, Prove Thyself now takes longer to do gens, therefore it's less useful, therefore it was nerfed. It's simple, really.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1255086#Comment_1255086
If struggle phase lasted only 30 seconds with the new patch but Camaraderie was buffed to pause for 60 seconds would that mean overall Camaraderie got nerfed? Just curious...
With the current 60 second timer + Cama's 34 seconds, the struggle phase takes 94 seconds. With this change, it would last 90 seconds. Therefore, the combined length of time the Survivor has to be saved when using Camaraderie is shorter. So yes, overall it would be nerfed.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1255075#Comment_1255075
It takes longer to do a gen now yes, but PT boosts that speed more than it used to.
But it still takes longer to do a gen, therefore it's less useful, therefore it was nerfed.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1255059#Comment_1255059
It undos the penalty by .075 more than it used to. It gives .075 more speed than it used to. Why are you saying it is less effective now?
Because the important thing isn't how much it undoes the penalty. The important thing is how long it takes to do a gen, as that's what matters in a match. And new Prove Thyself takes more time to do a gen than old Prove Thyself. It is now LESS effective at doing the objective more quickly. Therefore, it was nerfed.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1255023#Comment_1255023
Dude stop obsessing over your post just do the math.
1.98 - 1.8 = .18 charge bonus
1.955 - 1.7 = .255 charge bonus
PT gives .075 more charges than it used to. It doesn't matter that co-op is less viable overall because PT by itself was strictly improved.
Except it wasn't, because its purpose of undoing the co-op repair speed penalty is now less effective, and its viability as a Perk for finishing generators quickly has been slightly reduced. In terms of actually helping Survivors do gens faster, it has been nerfed. The number changes didn't save it from being less useful as a whole.
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I would agree with you if I actually got these deadzones people are complaining about. Most maps I see have more pallets packed more closely together than they ever did before, and they're ALL safe. Imagine Hawkins, but with safe pallets. That's how a lot of my matches have been, both as Survivor and Killer.
So whatever, I guess.
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So, you want Killers to be punished for downing a Survivor.
And you wonder why they play like dickwads.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1255004#Comment_1255004
How am I wrong? Pre-patch base speed is 1.8 and Post is 1.7. Doing the math PT increases from base more in Post :/
You obviously didn't read my post. Even with the number increase, post-patch Prove Thyself still does less of a job at undoing the co-op repair speed penalty than pre-patch. You can literally see this evidence by just going in the game and seeing that when you repair a gen with someone else using Prove Thyself, the progress bar is red. It wasn't before.
It doesn't matter that the bonus is larger; the efficiency penalty is still less countered than it was before. If it was actually buffed, then the amount of time taken to co-op a gen with Prove Thyself would remain the same despite the increased co-op speed penalties. But it's NOT. It's SLOWER than it was before. It TAKES LONGER to co-op a gen with PT equipped than it did before.
Despite the stat increase, PT has less of an effect than it did before. That's how it was nerfed. Old PT was faster than new PT. Simple as.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1254960#Comment_1254960
PT's bonus was buffed. Pre-patch is .18 more charges. Post is .255 more charges.
That post literally has the math explaining why you're wrong but sure.
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Why is the only objectively correct choice not an option? Where's my samurai boy?
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1254931#Comment_1254931
I usually run Inner Strength, Bond and a med-kit. Healing is not an issue for me at all. I usually get Mettle with minimal hindrance to my team and I rarely run around injured.
I'm not trying to counter STBFL I'm just trying to farm stacks for Mettle. It's an extra bonus when it hurts the Killer as well.
You run an entire build centered around taking one single hit after wasting a tiny bit of the Killer's time. Even with all that healing stuff, you STILL need to spend time healing. This is further agitated by the fact that everyone and their grandma runs Sweaty Butcher. This also isn't taking into account any scenario where the Killer could counter your bodyblocks by running Agitation, hooking in the basement, or applying the Exposed effect. It also ignores the possibilities of Survivors getting picked up too far away from you for you to do anything, or you getting tunneled.
Is the extra hit really worth it?
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Here's some stats fo yo ass.
Prove Thyself's bonus has always been multiplicative, not additive, and it applies to the post-penalty repair speed. This means that even before the nerf, it only increased your slowed repair speed by 10%, not your base repair speed. 10% of your base repair speed would be 0.1 charges a second, but 10% of your repair speed with a -10% penalty is 0.09 charges a second. Even though you didn't have a red progress bar, your speed when co-oping a gen with Prove Thyself was still only 0.99 charges per second, not 1 charge per second.
Because of this, reducing the co-op gen speed will reduce the bonus given from Prove Thyself. You repair at 0.85 c/s when working with someone else, and 15% of that is 0.1275 charges. In order to up your repair speed to the base level, it would need to increase it by 0.15 charges. Prove Thyself is missing out on 0.0225 charges needed to fully undo the co-op speed reduction. This means that both of you are repairing at a rate of 0.9775 c/s, down from the pre-patch speed of 0.99 c/s. Together, your combined speed has dropped from 1.98 c/s to 1.955 c/s—slow enough for the progress bar to turn red.
TL;DR—Prove Thyself was nerfed, actually.
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Deathslinger is a very easy Killer, so there really isn't much to learn, but even then, he's not that good. He can only 1v1 when it comes to chases, and contrary to what low-ranks who can't spread out and do gens think, just because a Killer is good in a chase doesn't make up for the fact that they're 110 speed with no bonus mobility. Even his strongest ability, his chase, is hindered by the fact that he has to reload after every shot.
He's worth learning if you want to have fun without regards to ranking up/winning. But if you're more on the competitive side, you should definitely put in the effort to learning Huntress if you want a ranged Killer.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1254879#Comment_1254879
Not if I'm taking hits during the carry. Even they can't stop me from getting my mettle stacks and taking their stacks
So you get one of three stacks, and I lose out on two stacks that I can get back easily. That's not even assuming you're injured at the time and taking a hit would hurt you and your team more than it would help you.
What a hard counter.
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@Mak0 said:
https://forum.deadbydaylight.com/en/discussion/comment/1253588#Comment_1253588
I can understand disliking the add on but reporting them for abusing a exploit? the devs never labeled it as a exploit so your just reporting killers for no reason.
The mere existence of that addon is an oversight as far as I care. Using an oversight to your advantage is exploit abuse.
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I mean... Demogorgon.
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Killer:
- BM begets BM. If you teabag, click your flashlight, point, et cetera, I'm going to single you out and make sure you have a boring game. You're obviously set out to ruin my fun, so it's only fair I return the favor.
- I don't deliberately tunnel people if they were farmed or otherwise forced into a bad situation post-unhook, but if you were recently unhooked and stupidly deposit yourself onto the point of my blade, I'm going to down you again. I'd be asking to lose otherwise.
- If you have No Mither, I let you pick yourself up at least once out of respect. Unless, of course, you have Dead Hard.
- If you meme, I meme back, but don't mistake that for farming.
Survivor:
- If you play Bill or Nancy, I automatically assume you will be a hindrance to the team.
- I never run Perks that give me a free second chance. I hate going against them as Killer, so I'd be a hypocrite to use them as Survivor. Plus, they're just not fun to use.
- I must have Iron Will no matter what.
- If you loop the Killer next to me while I'm hooked, you're an idiot and I wish we were on separate teams.
- If you run Sweaty Butcher as Killer, I don't like you. I'm not gonna teabag or anything, but just... I don't like you.
- If you use Scalped Topknot on Oni, I will report you for abusing an exploit because the simple fact that such a ridiculously overpowered addon exists is an error in game design as far as I'm concerned. (If you consider yourself an "Oni main" and you run this addon regularly, I don't consider you worthy of such a title.)
- Similar to when I play Killer, BM begets BM. However, outside of that, I will never taunt as Survivor, with one exception: If you bring an Ebony and you fail to kill me, I will teabag furiously at the exit gates until I'm forced out, because you deserve it.
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Gonna have to go with Trapper since, you know, no one steps in traps.
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Freddy’s power has too much going for him and too little going against him, to the point where it’s almost impossible to misuse Freddy’s power (fun fact, Freddy is the only Killer in the entire game who doesn’t have a movement speed penalty when using his power). His power has three passive effects with the sleep timer (Oblivious, lullaby instead of TR, and the Dream World vfx making it harder to see), his dream snares are almost impossible to counter because Freddy suffers no punishment for using them and they’re more spammable than old Feral Frenzy, AND he has a teleport for when he can’t apply pressure properly.
Freddy’s power does everything for him and it is my staunch belief that Freddy is the easiest, most basic Killer in the entire game. The difference between the average Freddy and the best Freddy is smaller than any other Killer. The fact that he can be so powerful for so little effort makes him extremely boring both to play as and against, and I absolutely think he should be nerfed—not to make him weaker, but to make him skill-based. Because right now, Freddy is anything but skill-based.
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I prefer going against good loopers than good hiders because at least against good loopers, something is, you know, actually happening.
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Crazy little thing called Dead Hard for distance.
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@Blindninja said:
https://forum.deadbydaylight.com/en/discussion/147879/man-the-pallet-rng-is-wild-with-this-patch
Poor baby you can't be sure of yourself and actually have to worry a little bit
The hell does that even mean?
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@Shocktober said:
https://forum.deadbydaylight.com/en/discussion/comment/1244239#Comment_1244239
Ehhh, there's still tons of deadzones even the worst killers in the games could get downs at. On the best maps you need to route optimally to go tile to tile. Many maps where you would get multiple tiles in a row have been replaced with empty fields or just windows.
It is a huge killer buff overall.
That's... literally what I just said. And it's because of buggy tile generation that this is a thing.
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@Shocktober said:
https://forum.deadbydaylight.com/en/discussion/147879/man-the-pallet-rng-is-wild-with-this-patch
It depends on the map. Some maps I have seen, like Pale Rose, maybe have 4-5 safe pallets and everything is garbage. Springwood is still pallet town, with a pallet every 2 feet. I have found 2 god windows so far.
I feel like this patch is only a Survivor nerf because of the bugged pallet generation.
That's how you know when you have a good patch. When the entire point of the patch is to bring balance to maps with strong loops and tiles, and the primary Killer buff is a result of buggy, faulty RNG and has nothing to do with actual intentional tweaks... You know you have a good patch.
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/1244225#Comment_1244225
If zero totems are cleansed then it’s the same as current noed??
Dingus, that's during the endgame when all the gens are powered.
I didn't realize that had to be spelled out for you.
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/1244221#Comment_1244221
Actually reading back on what you’ve posted - god no, I’d rather keep the current NOED than to enter the game with the possibility of killers being able to one-shot me from the start??
Where in the name of Jeff did I say that?
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/1244216#Comment_1244216
So basically a weaker version of Devour Hope?
I was thinking a stronger version of Thrill of the Hunt, but whatever works for you.
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My biggest issue with NOED as a solo Survivor is games where I will cleanse 3 or even 4 totems and be the most heavily punished by NOED because the circus that is my team couldn't find one. Matches like that tend to feel very frustrating and unfair because I was the only person who bothered to put any effort into countering the Perk and yet I still get slammed up the butt by the local sweaty Freddy main.
Experiences like these happen so often that I think NOED should not be bound to a Hex at all, but should go with a mildly different approach: A token system based on the amount of totems that haven't been cleansed yet, for a total of 5 tokens.
- 5 to 3 tokens (0 to 2 totems cleansed): Same effects as current NOED.
- 2 tokens (3 totems cleansed): The speed boost of NOED is cut in half.
- 1 token (4 totems cleansed): The Exposed status effect is removed from Survivors.
- 0 tokens (5 totems cleansed): The remaining speed boost is lost and the Perk has no effect.
This would keep it relatively close to how it works now—a Perk that punishes Survivors for not doing bones—but makes it a lot more interactive and fair for solo Survivors without too heavily nerfing its potential. It also counters a really dumb strat of finding totems but not doing them so that if NOED spawns, you can just run to every totem you've found and see if it's lit. It also helps reduce those annoying situations where the fifth totem is stealthier than a Blendette and no one can bloody find it.
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@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/1243376#Comment_1243376
No need to get defensive, but if you feel the need to rant it might not be me who needs to chill ;)
"No need to get defensive, anyway here's me being passive aggressive."
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They decided to focus on the lore of the least interesting member of the Legion and there are even more crappy recolors than normal.
At least the challenges aren't too stupid, yet.
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If you're going to run Ruin on Legion, I would suggest Monitor and Abuse with, oddly enough, Killer Instinct range addons—at least one. The bonus range from Monitor in a chase and from the addon makes it so that you can be far from your totem and still see if someone is going for it, or if they're on gens and you can Frenzy on over to get Ruin to activate.
It's like the one time either Ruin or Legion will ever be viable and I love it.
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"I got mindgamed at this loop but I pressed the E key so the fact that the Killer outplayed me doesn't matter because now I'm at the pallet for free."
—Every Survivor's mindset when they use Dead Hard
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I don't always tryhard but I do understand the need to. Winning is fun, after all.
I just wish there was a casual and competitive mode so people who WANT to tryhard don't constantly get paired with people who DON'T want to tryhard and vice versa.
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There is nothing of note in this patch if you ask me. So many maps felt the exact same but with a new coat of paint.
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@KiloOfSalt said:
Shadowborn makes it easier to be flashlight blinded just so you know
I'm aware. The Survivor still wasn't on my screen despite my wider FOV.
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I mean, if you're looking to be annoying, fun-hating prick with complete disregard to actually winning, I would suggest playing Plague.
Because nothing screams fun like having to choose between having No Mither with negative stealth or turning the Killer into a 115 Deathslinger.
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You say Claudette gets all the ugly cosmetics, what about my boy Jake? When's he going to get something that isn't the most abhorrent, repulsive, disgusting disappointment since Feral Frenzy?
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So, Killer is easy not because Killers are strong, but because Survivors are bad?
Tell me something I don't know.
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Question about Oni. Why wouldn't you run Monitor and Abuse instead of Distressing? You get the same TR increase in a chase, and it lasts for a small bit after a chase is over, so when you down someone you get the same proc range as Distressing. And then on top of that, your TR is smaller when out of a chase, which is great for Oni since his TR music is relatively quiet.
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@ZoneDymo said:
https://forum.deadbydaylight.com/en/discussion/comment/1231152#Comment_1231152
There is too much, I would have to react everything you reacted to again, so I just made this overall statement about your reply, that is all.
So, you’re too lazy to actually debate a point?
Again, really confident in your own beliefs, dude.
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@ZoneDymo said:
https://forum.deadbydaylight.com/en/discussion/comment/1231089#Comment_1231089
this honest just reveals you have not played enough killer yet im afraid
I feel like if you actually had any confidence in that statement you would have come up with an actual argument.
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Okay, I won't chase them. They will then proceed to do gens.
Okay, i'll wait for them to use SB or DH. Then they'll just use it like the braindead free distance Perks they are and get to a pallet for free.
Okay, and then the rest of the team will be doing gens while I'm puppy-guarding this one, and then that fourth Survivor will probably leave as well.
Okay, I slug them, and then they use Unbreakable.
Okay, then they have UnbreakaDecisive when they get unhooked.
Head On actually is easily countered, I'll give you that.
Okay, I tunnel them, and they have UnbreakaDecisAdrenalineHard while their friends have Borrowed and they'll have far too many defenses to be tunneled.
These are almost all lose-lose situations.
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I feel like they just looked at the first page of questions and only went with that. I mean, I asked a question about the issue with TR audio for Killers like Oni, Doc, and cowboy Legion, and for a question that didn't have the fortune of being on the first page, it got a fair few upvotes; clearly people wanted to know the answer.
They ignored it entirely.
Not to mention the last time I asked a question that got TONS of upvotes and when they finally got around to answering it, it was re-worded to such a degree that it was barely the same question anymore—they were essentially LYING about what I even asked them.
So, yeah, I don't trust these QnA sessions and take them with a grain of salt.
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@PassarinoT said:
https://forum.deadbydaylight.com/en/discussion/comment/1228909#Comment_1228909
The flames are a good idea but their execution is tacky as hell at BHVR.
Agree to disagree. I think they look great.
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@MegMain98 said:
https://forum.deadbydaylight.com/en/discussion/comment/1228952#Comment_1228952
I don’t see how he is bad at Oni.
He's not bad at Oni. He's just not good, certainly not the Oni god everyone proclaims him to be. He's... okay. His "give me your candy" method of acquiring blood fury is time-inefficient and prevents better economization of blood orbs, and as much as Oni favors slugging, the notion that you will struggle as Oni if you don't always slug every Survivor you down all the time is malarkey. I'd wager that his belief that you MUST slug as Oni if you want to have the slightest chance at winning stems from his inability to get a lot of blood orbs ready and waiting—you only need to be a hardcore snowballer if you have low Blood Fury uptime; if you know how to keep blood orbs dropping so the power is easy to reacquire when you lose it, your time between Furies becomes a lot shorter and you don't have to worry nearly as much about doing a lot before a given Fury is gone.
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@BigBrainMegMain said:
I hear everyone say "He's scary."
And...I'm here like....
I've rarely died to Onis.
Most people don't know how to do well with him. He's one of the few Killers in the game whose skill curve is actually fairly high. He's no Huntress or Nurse, more Demogorgon—not impossible, but you do have to big brain him a bit.
Trust me, good Onis are some of the most terrifying things in the history of terrifying things. They somehow manage to turn DBD into a horror game.
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@NursesBootie said:
https://forum.deadbydaylight.com/en/discussion/comment/1228819#Comment_1228819
https://forum.deadbydaylight.com/en/discussion/comment/1228866#Comment_1228866
I play oni regularily and i watch ScottJund, one of the best oni mains out there. Ever watched scott get genrushed while he eats a bunch of safe pallets on ormond without getting his power ever? Yeah that's why i got that opinion about oni. I'm not throwing arond random facts, just saying my opinion formed over many played and watched matches.
And I'm saying my opinion based on being an actual hardcore Oni main since his release: Oni is incredible. When nonsense like that happens, either the Oni sucks or the Survivors just know how to be utterly OP—in which case, that isn't an Oni problem; that's a DBD problem. No Killer can overcome that, and you shouldn't judge one Killer just because Survivors are broken.
Also, just gonna put it out there, Scott is not a good Oni.
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Killer into Survivor—Literally just the entire Legion. They already look like Survivors as is, their lore describes the extent of their killing abilities as Frank being a dumbass with a knife one time, and in the Entity's realm, they're about as good at killing as a Survivor would be anyways, so... yeah.
Survivor into Killer—Jeff Johansen. We lose out on the Legion so we replace them with their Survivor counterpart, a giant burly man who makes himself look like a demon just to make Norwegians think he's cool and has actually been in fights. I think it's a fair trade.