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Devil_hit11

Devil_hit11

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Devil_hit11
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  • they nerfed the best perk in the game.

  • simple solution. watch otz 7 hour video on killer tier list to figure out how every killer works. sounds more like survivor complaint that their matches are too difficult.

  • isn't whole reason why they changing freddy is because he sucks? sounds counter-productive to buff the killer only to put to lowest level.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866634#Comment_3866634

    Plague's Black Incense is obnoxious and should be changed, and Rat Poison was busted and already did get nerfed in November. You're right it didn't help that it was a green addon, but even if it was higher rarity it still would've been too much.

    In regards to Black Heart/Barb's Glasses being popular - unfortunately a lot of Demo's other addons are bad and it didn't help that the portal sealing time ones got nerfed too when Lifeguard Whistle was the issue. I hope he gets another addon pass at some point, there are too many weak addons for portals and not enough addons that affect Shred imo.

    so your complaining that demo has a lot of useless add-on's when his good add-on get nerfed. what is the point of adding new add-on that are good if old ones got nerfed that were good? Just add the good old add-on's back. no need to re-invent the wheel.

  • @Chilli_man2400 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866475#Comment_3866475

    singularity is much better got a lot of great qol updates. It maybe only 3% but it’s basekit and free

    Knights clunkiness is gone and can actually choose his guards instead of being stuck in a cycle

    Both were heavily improved

    base-kit is better, but add-on is worse. i care about final product of my strength.

  • @Dwight_Fairfield said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866514#Comment_3866514

    It doesn't feel like there is. That's my point. Freddy can attack you whether you're asleep or awake. That doesn't feel like Freddy to me.

    The original iteration, flawed as it was, felt more in line with Freddy because you had to be pulled into the dream world in order for him to be a threat. If they had buffed that, made it so he pulled you in faster, failing skill checks didn't wake you up only the alarm clock boxes did etc it would have been better than what he got.

    The whole concept of the dream world is cool and there's so many interesting things they could have done with it. All the tricks Freddy can pull on his victims when they're asleep. But we got a teleporting, snare Freddy who can attack you asleep or awake. Very vanilla and not very Freddy like in my opinion.

    well maybe it shouldn't injure you. just put you into dream world. At the same time, i think it is fine that it injures you. as i said, it's simplification to the mechanic.

    i think freddy problem isn't that he's m1 killer when your wake. it is that counter-play is too strong for waking up. this was same problem with old freddy. failing skill-check to counter the power is too good. using alarm clock is also too good. survivor should only be able to wake up using clap-hand method. 4. It is going to be singularity emp 2.0 problem. EMP too strong. now it''s failing skill-check+alarm clock too strong. 45 second for emp alarm clocks? I can already say that it needs changing without playing it. it should be like 90+ seconds.

  • @smurf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866364#Comment_3866364

    lol Pig dash is exactly countered by predropping or by just running away once Pig crouches at a pallet :/

    I main Pig and have to mind game the dash counter against good survivors.

    right, most of anti-loop powers like pig need anti-loop buffs otherwise the game becomes pallet break simulator. Maybe give pig 50% more haste for ambush dash? i don't know. pre-dropping pallet shouldn't be an instant win button. It's not an instant win button for nurse, spirit or Blight. Do the same for other killers please.

  • @Dwight_Fairfield said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866511#Comment_3866511

    Then why can he hit you straight after you use a wake up box? What is the point of waking up if he can still injure you? That's not Freddy. If they wanted to make it feel like Freddy there would be a clear distinction of asleep and awake.

    they simplified the pulling you into dream world into a hit +dream world pull. they could went with ghostface marking where you have to 'stalk" to pull survivor into dream world but their current method is more simple. my issue is his dream powers working on awake survivors. i don't think that makes much sense. if freddy is too weak because you don't fall asleep fast enough than why not buff his sleep timer to 45 seconds and remove the 30 second immunity when using the clock? they could also nerf the skill-checks so that you cannot wake up from them.

    they omega buffed the survivor ability to wake up then gave him small petty compensation change to counter-act the nerf which in my opinion is not cannon.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866501#Comment_3866501

    I'm guessing survivors will begin to play the same way they play against Plague or Legion at some point.

    no they'll just spam 45 second clocks with no downsides with 30 second pause sleep timer+60 second to wake up. It will be like old Singularity Emp situation. if everyone is awake, you can heal up.

  • @Chilli_man2400 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866392#Comment_3866392

    We ignoring Billy’s rework? Knight? Singularity?
    all got reworked for the better

    knight has 30 second cooldown for using assassin, 25 for carnifex, 20 for jailer when he had like 5 second cooldown before. He also didn't have 2x faster guard disappearing rate or 10 meter restriction. he was better before without restrictions. Old singular had 5% soma photo haste. new one is only 3%.

    billy rework got straight buffs.

  • @KaTo1337 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866449#Comment_3866449

    Dont forget that hitting the survivors also put them into dream, not only by default or with the new Dream Snare for awake survivors.

    2 things will be missed:

    • Faking Teleports (but maybe it will come into live again)
    • Using Snares as Anti-Loop (when they move, you cant use them as trap at the edge of a loop)
    • → but maybe your manual interaction will make it far more interesting. We will see

    Also: We dont know all the new addons and tbh - every single addon will be an upgrade to the current ones.

    they're promoting to use snares to put survivors asleep to counter their bad changes of making everyone be awake for free. it's hilarious that they say that "using alarm clocks" is frustrating for survivor.

  • @Sngfun said:

    Let me explain

    Now that both powers grant you sleeping progress, the ability to forcefully pull survivors into the dream world is back, with a skill-curve

    Now that paint brush reveals auras of survivors outside 32 meters in the dream world(your terror radius) his info is back

    The only difference is the lullaby and the tr are swapped, and he has more lethality, but less stealth, survivors have more ways of getting out of the dream world, and more ways of getting punished in said dream world

    What do you guys think? @GeneralV

    i think he's going to be weaker because no one will be in dream world. It's like old singular EMP situation where counter to getting out of dream world is too easy. VS bad players, they won't use the counter so he will dominate.

    freddy needs buff vs good players but they gave him buffs vs bad players and nerfed him for skilled killer players. Not being able cancel his TP is bad. No one being in dream world is bad and than your promoting slugging to get use out of his new TP power onto healed survivors AND your forcing killer player to use iri add-on for dream world to do anything.

  • @Breadkiller said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866364#Comment_3866364

    They can also extend the chase with lithe or sprint burst, or dead hard if timed right. Good luck catching up.

    yes. killer need more good chase perks. like what they're expecting killer to use? PWYF to catch-up on m1 killers? 2025. make new good consistent chase perks.

  • pre-dropping is countered by having anti-loop power that allow killer to hit survivor when pallet is dropped. pre-running is countered by having haste.

    unfortunately there are no haste perks that easy to use for killer. all of them have major drawbacks with the best one being play with your food.

    Anti-loop power are hit & miss. some are good when pallet is dropped. others are not. Nurse & Spirit can play dropped pallets. blight can break them than use his power to catch-up. other killers get like… pig dash which is not exactly up to par to nurse blink, spirit walk or blight rush.

  • @Coffeecrashing said:

    Freddy's new teleport works on any survivor healing in the Dreamworld. But if a survivor is asleep and wants to heal an awake survivor, the awake survivor can quickly wake up the sleeping survivor, which completely bypasses the new teleport mechanic.

    Because the game is being changed so that any survivor can use any alarm clock, the game should also be changed so that alarm clocks (or being hooked) are the only way for survivors to wake up.

    that is why you slug survivor, so when they pick up slug, you press TP and with red paint brush, you will 100% see the survivor when they go pick survivor up. the person on floor MUST be asleep because they can't wake up if they're on floor.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866313#Comment_3866313

    It's healing survivors. The healer must be asleep to tp. The survivor being healed can either.

    it is going to be like old freddy. freddy will be slugging killer because if he hooks people, he get punished because when you hook someone, you wake them up. so you need slug people which will be asleep since they can't use alarm clock then tp to slug when the person picks them up.

    i don't think it will work on standing survivors. 90 second sleep timer on alarm clocks, 45 sec alarm clocks. failed skill-checks. nobody will ever stay asleep vs this freddy.

  • @Crowman said:

    Release Freddy could see the auras of sleeping survivors who were outside of his TR. This addon change is more bringing back that old ability.

    at least they got that part right. yes OoO will work with freddy.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866308#Comment_3866308

    That wouldn't explain why awake survivors would see a gen bleed...

    i agree. it is not cannon either. the blood splat should be invisible if your not in dream world but they do not want freddy strong.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866302#Comment_3866302

    Freddy could teleport to gens regardless if survivors were asleep or not. Did you complain about that not being Lore accurate?

    freddy is always in dream world so he is always teleporting to gens. it is suppose symbolize his ability to control dream world and travel quickly through it. it is hardly fast teleport consider 5 second channel time. they nerfed the tp. you can't cancel his tp.

  • @Crowman said:

    Pallets and Snares main effect on awake survivors is to make them fall asleep faster. Plus one of the biggest downsides to Pallets was that awake survivors didn't see them so it make it easy to figure out which were fake.

    does not matter. it is not lore accurate.

  • @sizzlingmario4 said:

    https://us.v-cdn.net/6030815/uploads/XWNHQJUY96MG/img-4554.jpeg

    What is the difference between these? It does say sleeping survivors in the new one but it already only worked on sleeping survivors before.

    I don't understand what this change means.

    it means blood warden triggers immediately instead of when you go to exit gate, it gets blocked. it is a nerf.

    the only buff in his rework is red paint brush. 32 meter wall hack is biggest buff for him. they might even nerf red paint brush because casual player will say Perma wall-hack is unfair. this add-on+teleporting onto injured survivor. it is like global nurse calling. global hit & run but no stealth since old freddy had low tr. this has lullaby.

  • @Grabn12 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866242#Comment_3866242

    They will only make improvements to his current power and add some teleportation mechanics.

    sounds weak.

  • @Grabn12 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866227#Comment_3866227

    Basically they will be bigger changes than Myers's but it will not be a rework

    what. the best changes if they're not reworking him is simply revert nerfs. old freddy was only good because -action speed add-on's. the snares did play a part in making his 1vs1 better. there is no other changes he could ever receive in his current form better than that.

    i thought they were reworking. i did not read find print. update is probably not that significant changes.

  • @Grabn12 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866218#Comment_3866218

    They are not adjustments and it is not a rework, it is an update

    so they're just reverting freddy snare placing speed from 4.0 m/s to 4.6 m/s and swinging chain & jump rope now grant -3% repair and healing speed per survivor in the dream world alongside jump rope granting a 9% healing speed and repair when you are in dream world?

    a revert after 3 years. very good tweaks.

  • it says rework. it is overhaul so something major changing. i am not sure what but we will find out soon enough. my hope is that fun factor is most prioritized.

  • this type attitude is what causing lots of d/c. i play through the game until the end. if the result is lose at 1 gen than it is lose 1 gen. sometimes you even win without believe you should win. survivor has more comeback factor than people will lead to believe.

  • buff. they'll make it that endurence perks are no longer ignored if the player is deep wounded.

    it would be funny if they nerfed it and gave it a downside like you gain -3% hindered if you are deep wounded.

  • wraith overpowered /s, should seen wraith in 2vs8 mode with 1 second uncloaks. wraith needs buffs, not nerf. shorter uncloaking time and longer speed boost after uncloaking.

    i use shadow dance+soot add-on's because it is fastest uncloak available for wraith.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865860#Comment_3865860

    All makes sense. Nothing I disagree with there at all. I'm only poking you both because I'm not against the change, but all I'm saying is my point would be the counter argument that would stop these changes being made 😅

    While I don't have a quote to reference, given the specific list of changes Demo got, I think it's pretty likely BHVR targeted builds that allowed heavy Portal Protection of Hexes like Devour Hope, so getting them to change their mind and reverse those changes is going to require us to think about that specific issue.

    As a hypothetical brute force method for example, you may be able to give bring the duration add-ons back, but add portal restrictions.

    Restrictions: It is impossible to place a Portal within a specific radius of the following Props:

    • within 2.5 metres of a Pallet
    • within 4 metres of an Exit Gate or a Hook
    • within 8 metres of another Portal

    This is not a good solution but maybe totems should be added to the 4m list, so that they are awkward to place and survivors can potentially sneak around the AoE 4m range in some instances, making the build more RNG and thus less reliable. As I say a bad suggestion, but you get my point I'm sure.

    ok whatever, they nerf play-style on devour hope. the problem is that they didn't buff his generator portal play-style that he's suppose to have.

    he needs like

    → base-kit upside down reisin+thorny cleansing time/ adjust the numbers of these add-on's to be less mandatory to gain info out of portals.

    → New life guard+ mew guts base-kit for 9 portals. /rework these add-on to apply mangled & blindness for 120 second upon hitting a survivor after exiting a portal, these could be some kind of slug-demo play-style.

    → Deer lung + Rotten tripe → Should be base-kit // add-on should be reworked to grant 5% haste for 8 second and 8% haste for 8 seconds upon exiting a portal. this would help him fly out of portals, make shred more potent.

    -Added new functionality: Demo can hold m2 during the teleport to destroy the portal, this works similarly to Singularity where you can auto-lock on with cameras. this allow you to destroy portals.

    → Rotten pumpkin reworked → grants +1 extra portal.

    → rat liver bonus reduced to 10%, added 40% faster opening speed base-kit.

    these were the type of changes he needed to make this mechanic more relevant. the base-kit numbers he has are too poor and he cannot run 8 add-on's in 1 match to make these portals work correctly. add-on are suppose to customize strength of portals, not entirely define the power's usability.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865946#Comment_3865946

    It wasn’t even only one wrong addon description.

    • Upside Down Resin:
    • After: Increases the Sealing time or Portals by 20% (was 28%)
    • Before: Increases the Sealing time of Portals by +40 %.

    I don’t get how they have different values in their patch notes to what they have in game.

    because they got nerfed twice. the first nerf was from 40% →28% and 2nd was 28%→20%. the first nerf was when demogorgon got his add-on rework. they made rat liver base-kit, introduced barb glass+black heart than 1 week after, nerfed black heart & barb glasses only to few years later do some QOL in 2024 in clown/huntress/pig patch to revert some of the nerfs, put it base-kit and than nerf those add-on's again.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865796#Comment_3865796

    Hmm... fair play, pretty much all of that makes sense to me.

    It's not like Demo at base it overly oppressive, and you can only get 1 of these add-on effects, not all of them... you seem to have to commit one direction, or take a halfway house of two of them... and none of these add-on combos stick out to me as being grossly unfair with the combos I can see.

    Outside of the Devour Hope build ofc, all of this seems fine to me.

    As I've though about numbers, having Resin at 25% (16s) or 30% (17.11s) and Webbing and 15% (14.11s) respectively and 40% (20s) or 45% (21.81s) for both results in what looks to be reasonable numbers to me. Decently strong without being unga bunga silly.

    Demogorgons ~3s place and use time on a portal to block an attempted closure seems reasonable. Having a 18s window to detect an attempted close sounds plenty to me

    it's super unrealistical for demo to tap his m2 every 8 seconds to see killer instinct on his portals. i say 8 seconds because the cleansing time is 12 second which is shorter then a totem cleanse. once you hear killer heartbeat. you need place a portal, look into direction and teleport which takes average of 4 seconds. this has an inherit problem as you will place random portals to teleport which you cannot destroy.

    next, even when you successfully teleport, there is travel time between the teleport and survivors are able to run away from the portal so your not guaranteed to get anything from the teleport. there are add-on to increase teleport speed such as deer lung but it reduces max portal count by -2 so your left with 4 portals. you can't put enough portals on gens to get information on them and teleport to them with 4. The add-on is rubbish.

    there are 8 gens on the map and 6 total portals. you need around 2-3 portals spare to aggressively teleport and 8 portals, 1 on each gen. you do not have enough portals to cover the map and aggressively teleport to gens.

    that is why players use his portals only for devour hope defending because moving around the map and pressuring gens with this ability is not feasible. it does not work.

  • @HolyDarky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/436019/twins-feedback

    The build-in Antifacecamp-mechanic is for some killers is really annoying. Artist has this feature too which is fine but it becomes hella annoying when you cannot use your power because the survivor is dying on hook and you have to wait the animation out. On the other hand, Bubba and Billy have no built-in Antifacecamp-mechanic.

    I really wish every killer had a fair Antifacecamp-mechanic that turns off once the endgame starts and the survivor is dead on hook (and not after the animation). I also wish the developers would give every killer a fair build-in anti-slug mechanic like Unknown, Oni, and Dredge have.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865730#Comment_3865730

    After the QoL changes to the Twins, there was a bug and they had a 10 seconds cooldown for Victor. It felt really good but miserable for the survivors. The bad design of the Twins (besides their slugging aspect) is the fact that this strong killer is balanced around long cooldowns and the 30 seconds hostage options. If the developers lower the cooldown, they have to nerf Victor.

    If the developers lower the cooldown, they have to nerf Victor.

    At this point, i do not care. i'll take 1.5 second charge time pounce which is 100% increase to charge time from current 0.75 just to be able to use my power. having 0 power for 1/2 the match vs swf is pure m1 killer. it's pointless to have a 40+ second cooldown ability no matter how good the power is. your m1 killer for most of the match.

    On tangent, i have same problem with Oni. The fact Oni's power takes 50+ second to charge up and than you get punished for hitting survivors preventing from slugging is same issue. your an m1 killer for over 50% of the match. I refuse to play Twins and Oni. SWF have too much power over their ability.

  • @fixblitzskin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865480#Comment_3865480

    the new z block and cat block are good. I like running then always

    they don't help you 4k or do anything useful.

  • i think it should grant 1% haste per token.

  • i want them to lower recall time when a survivor hold victor hostage from 30 second to 12 seconds. that made killer far more playable for me.

  • getting m1 is not same as m2 special pounce. they have similar animation.

  • @[Deleted User] said:

    Not really. But that also doesn't mean I'm sitting here evenly distributing 8 hooks before eliminating someone. You need some level of target priority, but that doesn't mean you have to hard tunnel people.

    what if your priority does not matter? What if end result is always 1 hook on dwight, 1 hook on meg, 1 hook on feng, 1 hook on jake? priority barely matters now when an entire can bring shoulder of burden and always force killer into worst possible games. hooking now might as well just be evenly distributing every hook.

    vs soloq, the vast majority of games as killer, you are to kill-rush your opponent because your opponent is not efficient at gens or efficient at healing.

    VS swf, the time is not on your side and you need to be able to eliminate survivors early to win.

  • NERF PIG. the perfect joke.

  • @PetTheDoggo said:

    You think 6 bad addons is a lot? It is kinda a standard in DBD.

    I am too lazy to go through it in the game, so let's just use Otz chart as reference and count addons in mediocre/detrimental categories.

    Bubba - 7

    Pinhead - 10

    Skully - 11

    Chuky - 10

    PH - 9

    Basically there is not a killer with less than 5 bad addons and most have like 6-7.

    freddy has 19 bad add-on's. he's only missing red paint brush to get the perfect 20.

  • she mostly needs revert. ever since they removed haste from her claw traps. her kill-rate and win-rate went extremely negative. put it simply, her traps are unrewarding to use. they're easiest traps to spot and offer low reward even if the survivor gets trapped. i don't enjoy playing her ever said change. she does not need total overhaul unless they find overhaul that is more fun than previous iteration. Just tweaks(2nd option in the survey) is sufficient.

  • i run same build on gf. gf is like unplayable without pwyf vs good teams. it's kinda same for myer's and most m1/weak m2 killers.

  • @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865310#Comment_3865310

    Rancid Abattoir was really week before

    Oh Rancid Abattoir is another level of bad. Weak main building, weak tiles, huge deadzones, very little connection between loops. The list just goes on lol. I hate getting that map nowadays.

    what no. it had god loops windows and infinities in the main building. because it was an old map, it had only 3 classic tiles, Long-wall with single pallet, T-L wall and Jungle gym. 2/3 are god pallets with exactly 0 counter-play for a huge % of the killer-cast.

    Since all the tiles were separate tiles. it wasn't unheard to just spawn 3 jungle gyms or combination long-wall and like 2 jungle gyms. no rules were preventing that.rancid also spawns cow loops which was free time waste window with the pallet but not only that, the way it spawns cow loop was that jungle gyms or T-L walls could face the cow loop window and directly link into each other with safe pallet to break bloodlust. Since than, cow loop has been slightly moved to not chain into things and window was nerfed. the pallet still remains a free kick distance pallet.

    there was a reason why that map had an insane escape rate. in fact, all farm maps were completely over-tuned == of badham preschool. now they;re a bit more average.

  • yeah they're done. they tried to remove slugging from the game and failed.

  • @DestroyerBG said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3863624#Comment_3863624

    Did you seriously use in part of this statement the card "new players cant do well with it" no mother of christ they cant nobody does well with any killer the first few times they play him. It takes a few matches to understand his power. Until you realise you can just go right behind the survivor and spam as many knives as you want. Every game with trickster I have seen has been spam fest and everyone dying. The only times we escaped are when I was playing with one friend who is somewhat good as survivor and still we all almost died. Even then it is rare to escape. Trickster annoying and uninteractive. I said before killers designed to just spam without thinking much are not fun. And if you really thinking controlling your mouse to aim is so difficult I would like to see how godo you are with huntress who needs one shot and has the same no crosshair as trickster but of course everyone can shoot with her well so sorry but your argument that trickster aiming is difficult just doesnt work. Hell I will even sometime soon buy the damn killer just to see how bloody easy it is to spam survivors so much that they die.

    just because you don't enjoying playing vs the character does not mean he does not take skill. Like i said, vast majority of players do badly when playing him. only really the top 1% that often main character have any success with him and even they claim that trickster isn't that good and needs some QOL minor improvements. Chances are, your not playing vs top 1% trickster players and that your losses are survivor skill issue.

  • @Uknownenjoyer said:

    i think it's a bug that game afot doesnt work with killer powers cuz it worked a couple patches ago then just stopped.

    i am still waiting for them to fix that bug. the typical BVHR. ask to buff the perk →bvhr shadow nerf the perk.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3864983#Comment_3864983

    1. Survivor A is hooked
    2. Survivor B uses the perk on Survivor A
    3. Survivor B is hooked
    4. Survivor C uses the perk on Survivor B

    The above scenario is basically saying "don't chase survivor A, but don't chase survivor B either". If survivors want to protect one survivor from being tunneled, that that is ok, but we shouldn't have a "let's simultaneously protect 2 or 3 survivors from being tunneled" situation.

    Daisy chaining this perk, is basically saying that unless the killer is literally using their first 4 hooks on 4 different survivors, then they are tunneling. That is way too overboard for a definition of tunneling.

    they technically are tunneling because they're not evenly spreading hooks. that is why the perk is strong because it makes worse situation for the killer the only situation. it is also why i said it's best anti-tunnel perk and anti-camp perk in the game and that is with downside that a killer can proxy camp second stage survivors and bring a 0 hook survivor to 2 hook survivor immediately. 140 second of extra time on hook or 2 additional second chances collectively is strong.

  • @fixblitzskin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/435934/lets-talk-about-game-afoot

    Thwack works with killer powers. I think it didn’t for a while. It’s an easy fix that would make gameafoot good on pallet eaters

    gameafoot used to work on killer powers and it keeps being bugged and not bugged to work. i like using the perk but i wish the perk was slightly consistent. a terrible perk that i enjoy using for non-serious games.

  • i think it would be worse because the aiming for his demogorgon like dash is better in first person. the hitbox of pounce is still wonky because you sometimes hit an object or fly through survivor on occasion but it works for the most part.

  • Increasing blood point gains for healing survivors on the floor by 300%.

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