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Evan_

Evan_

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Evan_
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  • @PigWithTvs said:

    nope not bugged they just buffed him for no reason

    his yellow bottles got a giga buff despite everyone saying no

    expect a revert when a patch comes hopefully…

    Well, we hope we'll get a revert instead of just them trying to fix this flawed concept. That'll end up as a more balanced, but still very boring Clown. Or they just give him the full Skull Merchant treatment.

  • @ChaosWam said:

    I'm just gonna say it, we kinda have to blame ourselves.

    At least, all of us who demanded they keep haste stacking as a thing. Sure, BHVR should have known haste clown would be a problem, but the haste stacking is REALLY making it worse.

    My complaints about Made For This before the nerf were about this exact situation too, either side, haste stacking ruins the loop-based meta this game has evolved around.

    And yet, the problems didn't appear before they buffed yellows and made them super easy to use as part of a rework nobody really asked for.

    Almost as if haste-stacking wasn't the issue. What else could it have been?

    And are you really sure that the problem would go away if the new perma-haste Clowns would be somewhat slower, but they used the usual meta perks instead?

  • Not a half bad idea..

    If we accept the notion that killers should use their entire kit equally. But why? Will they also rework Dredge if they find that people teleport to lockers more than to the Remnant? What will happen to Dracula if they find that players aren't spending ~33% time in each form?

    As a Clown main who doesn't enjoy playing Blight Mk 2 at all, I still only wish for a full revert. Why break things that aren't broken?

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976656#Comment_3976656

    Yeah, but unless you see them doing it, there is no way for you to know if they are doing it or not. And it is better that the Devs dont ban on assumptions.

    I was under the assumption that you need to attach video evidence to your reports. Obviously I wouldn't promote punishing every single player who picked Streetwise.

  • @Aven_Fallen said:

    Because it is not really possibly to prove that those people are actually abusing any Bugs. You can assume it, but you cannot prove it. And honestly, this is the right approach, IMO it is always better to let some cheaters play instead of banning someone who is innocent (mind you, a few months ago there was drama about people being banned while being innocent, so it is always better to avoid that). The only time they actually banned for something like that was Infinite Mending Legion, but this was before the Killswitch and they only banned because they warned about it in an ingame message - if someone was still abusing those Add Ons which were bugged, it was totally on them because they should have known.

    Speaking of Killswitch - No idea why they dont killswitch the Perks. In general, they are way too lenient with the Killswitch, they introduced the feature and barely used it. But if I had to guess, I would guess they are not killswitching anything because they already get a lot of negative feedback about the TWD Chapter (justified negative feedback IMO) and if they killswitch a bunch of things it might look even worse, even to people who dont know how many things are bugged.

    Makes me wonder what percentage of Streetwise users are just genuinely so indecisive that they just switch items 10 times at the first box they open. If you use some aura perks, you'll see that these guys are everywhere!

    And that's just what I catch with killer perks - I don't want to imagine what a Kindred user sees.

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965508#Comment_3965508

    Let me know if you need any more help with reassurance. There is a wiki that even shows what the perk does and its conditions to even activate.

    Ill leave a link here:
    https://deadbydaylight.fandom.com/wiki/Reassurance


    There is however, currently no basekit reassurance in this game. Survivors hook states arent halted for 30 seconds or… halted any seconds for that matter in the game currently base kit.

    If you need help with why base kit bt is called base kit bt, we can discuss that as well. Or what base kit refers to as it seems there is some confusion.

    Hope this clears it up a bit!

    Thank you for the clarification! Indeed, halting the timer for 10 seconds is vastly different from extending it by an equal amount. The the gap between the gameplay impact of these two things are so extensive that they can't even be compared.

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965402#Comment_3965402

    I like how pain res is being critical of not mattering and having its time super analyzed here.
    But its used in gameplay a lot. Most popular regression perk on killer side picked actually. The number one picked killer perk.

    But then in the same sentence you dont be critical of the time that reassurance or a hook state will last.
    And its a perk that is almost never taken. Probably one of the least picked perks in the game. Not even the top 50 survivor picked perks.


    You arent getting "100 seconds" on a hook much less the extra 30 that is even provided from reassurance users in 99.9999% of cases. Youll be lucky to even have people reach half their hook timer in normal play WITHOUT reassurance.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965192#Comment_3965192

    Thats not basekit reassurance. And there is no such thing on survivor currently in the game.

    I'm sorry for calling a global survivor buff "Basekit <perk that gives the a stronger version of the same effect>". I didn't know that it irks you that much. I only call it that way for simplicity.

    But it's in the game.

    By the way, just out of curiosity… How do you call Basekit-BT? That also happens to be a global survivor buff that gives a lesser version of an existing perk to everyone.

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964875#Comment_3964875

    -The only actual good thing that survivors got lately and its only for solo queue
    -You can wait 10 seconds if you wanna tunnel someone
    -That was one of the most bull crap mechanics in the game. Why are you camping in the first place?
    -Why do you want to facecamp? Can't play the game normally?
    -10 seconds added that makes no difference, unless you wanna, you know, CAMP

    A gen takes 90 seconds. Under 10 seconds three survivors repair a third of a gen. Since you said 10 seconds make no difference twice, that's 20 seconds (two thirds of a gen) / every hook-state.

    You claim these changes didn't make survivor's life any easier. Yet, I do hear people occasionally mentioning that camping and tunneling still happens. The two statements can't be both true.

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965103#Comment_3965103

    So reassurance is a perk that you use on someone else, at any time you decide, by getting within 6m of the hook, to give them 30 extra seconds on their hook stage.

    Survivors dont have this as base-kit.

    @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965103#Comment_3965103

    One state on the hook has 70 seconds, 70x2 thats 140 seconds for someone to die on the hook and reassurance can give in each state 30 sseconds which is 200 seconds (in reality it will be littlebit less but thats still so much time).

    Yes. Basekit Reassurance stacks with actual Reassurance, the same way Basekit-BT stacks with actual BT.

    Survivors have this effect since 8.2.0, when the hook timer was increased by 10 seconds each. It's indeed not entirely analogue, as the Basekit version doesn't need to be activated by someone else - we just have it by default. Usually that's what we call "basekit".

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965000#Comment_3965000

    "Basekit Reassurance". Hope me saying it out loud helped you in some manner.

    The time of a hook-state was changed to 70 seconds from 60 in Patch 8.2.0

    What?

    Edit: Oh they are trying to say these two things are equal.
    Yea thats not how reassurance works.

    Did I miss a change when they reworked Reassurance to do something else than extending the time it takes to advance a hook state?
    Or do you also have another name for Basekit-BT? After all it's only 10 seconds - the actual perk gave 12 back in the day.

  • @Hex_Ignored said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964875#Comment_3964875

    I am genuinely curious about "basekit reassurance". Could you show me the patch notes in which that change was added?

    The time of a hook-state was changed to 70 seconds from 60 in Patch 8.2.0

    @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964875#Comment_3964875

    So, is your only method of playing this game camping? Because the most of these are all light recommendations to please, consider not camping.

    BT patch also brought the gen kick meta, so I can't honestly think you believe that counting to ten made it so much harder for killers than being able to regress gens for up to an hour.

    AFC is so trivial to play around it's basically non existent.

    Basekit Reassurance

    Do us all a favor and either proofread a bit or just say this one out loud for me.

    "Basekit Reassurance". Hope me saying it out loud helped you in some manner.

    Although I went a bit off-topic here. I personally don't think killer "suddenly" got harder as this thread implies. Ever since I follow feedback of this game, there were people claiming that <their preferred side> is becoming so hard to play, while <the other side> have never been so easy. Now I acknowledge it as a constant.

  • @Rudjohns said:

    The current state of the game is the most killer sided it has ever been

    And I would love to see examples of why I'm wrong. Tell me a different patch that was more killer sided than today

    • Survivor Ui rework giving a lot of info
    • Basekit BT
    • Hook grab removal
    • Anti-facecamp
    • Basekit Reassurance

    These are changes from the past years that affect all killers. Are you actually convinced that all these changes made the killer role easier?

  • We killer mains like it because we're used to see gen auras all the time. :P

  • Couldn't you just like… not look?

    It's not like you have to actively play while it happens.

  • Imagine playing a shooter, and asking the devs to make shooting at the head bannable.

    'It's just too efficient! Shooting the torso or the feet doesn't kill nearly as fast! They deliberately aim at the head to be toxic!"

  • I always love reading people comments when they envision how much fun would be if matchmaking worked based on <literally anything they can come up with> instead of kills and escapes.

    Of course those concepts are all laughable.

  • It's simple:

    Survivors getting hooked is an intended part of a common trial.

    Survivors being able to hide all match without getting chased is not.

    Therefore one of these deserves a perk for those who can't pull it off without one, the other one isn't.

  • Content is getting added, the most disgusting metas are getting smashed, they buffed Clown…

    I may not agree with every single change, but overall I think they did a pretty good job so far. I feel it's easy to like old iterations when we weren't as gud and didn't see the higher levels of play, but I'll resist biased nostalgia.

    Current version is best. I'm looking forward to where it evolves!

  • Are we on youtube? Such a clickbait title. :P

  • So… you want to buff the 8th most used survivor perk out of the 146 by a whopping 33%.

    I don't feel like commenting.

  • It's a skill issue. They aren't even gud when winning. :P

  • Well, he got basekit extra +100% survivors who can step in his traps. Massive buff I say!

  • I find it strange that dbd-players complain all the time that some strategy or killer or perk or mechanic being "boring", yet nobody complains that the bloodweb is boring.

    Nothing that ever happened to me in a trial was more boring than spending 2 mil bp. And I have to spend about ten minutes with pointless clicking for every hour I play.

  • Genrushing is when survivors do the gens faster than how fast I'm killing them. 🤡

  • I do it regardless of playing sweaty or casual. Even if I play chill and don't want to tunnel out someone early, it's good pressure to make them think I would.

  • At that point I'd like a full-auto bloodweb. The main thing that makes me evaluate if I want to play dbd at all is that I have to spend 10 minutes clicking nodes for every hour I actually spend in trials. I spent hundreds of hours in the bloodweb, and I swear it's even less enjoyable than being bled out.

    Let me spend two million bp with one click in one second!

  • So… who are the first '5 original killers' again?

    Kinda' hard to track with the starting roster being different on various platforms.

  • @Akumakaji said:

    My Problem with the game from the killers perspective right now is, how absolutely easy and without consequences it is for survivors to split up and tackle gens separately.

    When you startle a survivor and they run away early, its a tough choice: chase them for maybe a minute because of the head start and because it's the first chase, ie all resources are still up, or break chase and have them back on the gen the second you turn your back on them. All the while three other gens are getting worked at.

    Spreading pressure is easier said rhenium done and depends on survivors getting spooked when you hit them. Seasoned veterans will jump back on gens the second you give them the opportunity, and survivors who prioritise gens before friends are a nightmare for the killer, who put such immense pressure on those poor sods.

    I don't really have a solution, but having three gens popping even after a good first chase is freaky disheartening, because it puts the killer in such a bad spot. At this point, with only 2 gens left and 3 healthy survivors, tunneling is often the best solution: it offers the only way how the killer can pressure the survivors and maybe tunneling will lead to one or two other survivors taking protection hits, opening themselves up for retaliation.

    A possible solution could be to penalise the repair speed of be first 3 gens, ie so that the right play wouldn't be anymore to split up completely separately, but in two teams of 2. This would lessen the stress on the killer a lot and might actually lead to some more fun games that don't feel like speed running. After 3 gens pop, this debuff would go away and allow survivors unrestricted repair speed on the last gens.

    Compensation could come in the form of hard anti tunneling, ie if the killer downs a recently unhooked survivor while at 4 or 5 gens, they get both, a free UB and an auto DS, incentivising the killer to spread hooks in the early game. Other techniques could be a revival of the old BBQ BP bonus as a basekit mechanic, but only increasing the multiplier while all 4 survivors are alive.

    Alternatively... we could accept that gamers like to play efficiently. When we do that, matchmaking tries to find us opponents who also do the same.

  • @MalekithHatesSnow said:

    ...What is the problem of Ultimate Weapon it does nothing if you're tunneling camping or 3 genning and it encourages the best part of this game chasing I seriously don't understand what the problem of UW is

    I don't think UW is a top-tier source of information - screaming tells the survivor when it's active, so they can run or hide as soon as their location is revealed, making the killer waste a lot of time on top of the activation cost of locating and opening a locker. But it's pretty great for tunneling if you can identify your tunnel-target by the scream.

    On the other hand, 30 seconds Blindness on top of a not half-bad info perk feels disgusting to me, even though I only play killer. It's like budget Third Seal with ranged activation, and no way to disable. Sure it's not permanent, but it'll be there when it matters.

  • @Halloulle said:

    The whole twist to put so much emphasis on the "face" is what irks me the most about the whole mechanic. Lemme quote you the dev update where they said what the PURPOSE of the mechanic was supposed to be:

    "You probably don’t want to find yourself on the hook in the first place, but it can quickly become frustrating if the Killer decides to wait nearby, preventing all but the most coordinated of teams from rescuing you. Camping has long been a contentious topic: While there are times where camping is the smart thing for the Killer to do (if there are Survivors nearby, for example), there’s not much the Survivor being camped can do. To help in the most extreme cases, we are introducing a new feature which may give you a second chance. [...] This new mechanic is intended to address the most egregious camping scenarios, discouraging Killers from standing too close to a hooked Survivor for an extended period and creating opportunities for the other Survivors to make the save."

    And the mechanic isn't doing what it's supposed to do. Simple as that. Doesn't matter if the "face" is in there or not. It's failing to achieve what it's supposed to achieve.

    All this quote shows that's "too close" and "most egregious" means something different to you than to the devs.

    Can't say I'm surprised that a survivor feels the killer is too close unless he forgets about the hook and goes to do something else.

  • Pinhead deserves his own tier in the very bottom. Cenobites are very altruistic beings who only want the best for those who contact them. They are somewhat misunderstood, as initially people don't realize that eternal torture is the best thing ever.

  • Perks don't affect matchmaking - it's entirely possible to lose with popular ones on either side.

  • Stone me, but I like playing against Exhaustion perks and Skull Merchant too.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621660#Comment_3621660

    But it is not three healthstates. If a unhooked Survivor is chased again, it is most likely 2 Health States at best, because they are injured and MAYBE have Endurance as well. So it is at least the same like chasing a healthy Survivor, in reality, it is better to chase the just unhooked Survivor. Including minor things like better tracking and not having to care about things like Deliverance.

    And once this Survivor is dead, the game is basically over, when it happens early enough (which mostly means - anything with 2 or more Gens left). Because the normal gameplay Loop of 1 Survivor hooked, 1 in a chase, 1 going for the Unhook and 1 doing Gens cannot work anymore. And then we are also at the point where the Killer does not really have to care about anything, they can just chase as they like, they can go for Hooks and maximize points, because the Survivors will have little to no Gen-Progress.

    Giving an incentive to not tunnel will not help as well. It would need to be OP to be better than turning the game into a early 3v1. The Devs need to create meaningful systems against things which are unfun. And this goes for both sides. However, I know that it is not easy, because they need to keep in mind the normal gameplay, it should not be the case that those unfun things completely get removed or that the respective side does not have to care about them. But their current track record of changes is really bad.

    Well, a two-health state chase sounds healthy to me. The main benefit of proxy-camping is to cut that in half, so the killer can chase someone before she gets healed. This benefit is largely eliminated by anti-tunnel perks like OTR.

    Otherwise... it may be hard to accept for the average player, but the game is balanced with lethality in mind. In the competitive scene everyone hard-tunnels, yet the survivors have a great escape rate. But even in the public queue I met many groups who could handle this strategy when I was having a hard-tunneling phase. Sure, you can say that this particular killer approach is too easy to pull off, but some say that holding m1 on a gen isn't particularly hard either.

    Otherwise there are many popular games where the round doesn't end at the same time for the entire group. Examples include tactical shooters and milsims like Counter-Strike, battle royales like Fortnite, co-op horror titles like Lethal Company, or even board games like Monopoly or Ludo. It's not an unique and/or failed design concept, and definitely not one that's unfitting for a horror / survival title.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621306#Comment_3621306

    Oh, I will take the bait.

    The thing is, every form of Endurance is used to counter tunneling. The thing is, it is really bad at it. What does 80 seconds of OTR do? Nothing. Because it is gone once you get hit by the Killer. Same with Basekit Endurance. Same with BT. DH is also gone at this point.

    So all of it resolves around Endurance and it needs only 1 Hit of the Killer to remove all Anti-Tunnel features. So a Killer who wants to tunnel, has a mild inconvenience, even if multiple Anti-Tunnel measurements are used (which resolve around Endurance).

    You can be sarcastic and say "ten hits lel", but it is just a fact that Anti-Tunnel in this game is non-existent. If it would be somewhat impactful, you might see less tunneling, but currently, it is the easiest to just tunnel one Survivor out and after that it is basically farming points for you as Killer, because the Survivors will most likely not win with an early 3v1.

    Okay, so normally a survivor has to take two hits to get on a hook. An extra-health state makes it three - essentially granting an extra chase where one's skill can shine, prolonging it long enough for gens to get completed. OTR gives two of those. I feel if two extra chases is "nothing" for someone, no amount of extra health-state would help that person. Killers can hit though all of them! They have all the time in the world.

    The way I see it is that the purpose of anti-tunneling is making chasing one survivor more costly - not to ensure that survivors can only die at the very same time (provided they don't all escape).

  • @Aven_Fallen said:

    The systems are bad because they want them to be lenient. Because god forbid if Killers would not get massive value by standing next to the Hook.

    I dont really see Basekit-Endurance as a real Anti-Tunneling Tool, it is more a fix for the big flaw that you had to rely on another Survivor having a specific Perk when unhooking you. But against Tunneling, Endurance does nothing, since all Endurance is removed by a single Hit.

    I dont have high hopes for the 3-Gen Solution either. It will be very lenient, because Killers should be able to defend a 3-Gen, so I dont expect it to do much. Especially not if the Devs dont rework the Gen Placements, which sometimes spawn really dumb 3-Gens. I had a 3-Gen two days ago in Dead Dawg. Near the Water Tower, the house across the road of the Water Tower and the road itself in front of Check. You could see all Gens clearly when standing in the middle. Stuff like this should not spawn.

    So an extra hit you can to take is nothing, because killers can just hit you again. I guess if you got ten stacked Endurance effects after unhook that would be still nothing, as killers could just hit you again ten time, is this what you mean?

    Is the only "Real Anti-Tunnel" you'd recognize as useful is being completely invulnerable until someone else gets hooked? Or is there a sweet-spot in extra hits that you feel would be acceptable, like five or three?

  • @Pulsar said:

    I've not seen anyone really happy with DBD right now.

    New players are having an extremely tough time.

    Casual players aren't having a good time.

    Experienced players are bored.

    I'm really happy with dbd.

    Are you sure you aren't just seeing the complaints while ignoring a few hundred-thousand who are happily playing without saying a word?

  • Could you quote the dev statement where they pledged to keep changing killers until every survivor will feel delighted to face every single one of them?

  • I assume survivors started to miss the stacked slowdown with maybe an info perk mixed in.

    Because that's what we're going to see if they start to nerf chase perks.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615393#Comment_3615393

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615414#Comment_3615414

    Blindness is a weak effect until Jeffs teached killers it isnt.

    https://us.v-cdn.net/6030815/uploads/V0QTH1VO8A1N/image.png

    How stupid it is for Ultimate weapon deny survivors' basekit abilities to see slugged and hooked teammates. Because the info and denying over 20 survivor's aura perks arent enough.

    That's true. I don't get this design philosophy of taking a strong perk, and adding something not half-bad on top of it.

    I was among the few killers who didn't complain about the speed during the MFT meta. I was complaining about it being a not half-bad Endurance perk on top of being a good speed perk.

    UW is the same thing. A fine, maybe more than fine tracking perk, but why does it have built-in Third Seal?

  • I'm personally more than fine with survivors using half of their perk-slots for things that isn't gen, chase or info stuff.

    Though I hate how Distortion also hides scratchmarks. It's cool that they counter my info perks, addons or powers, but why do they have to counter basekit tracking along with it?

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614838#Comment_3614838

    Try leaving the loop without giving her something in return. She either gets a hit or a pallet and you might still get a lock on stack.

    Also, a killer that has a large range area denial ability will always be good at playing territorial. It doesn't matter that the survivors don't have to worry about lock on stacks while doing gens. As soon as you get near them, they have to leave and considering that you have an inbuilt stealth ability and can deny any loop they get to, it's no surprise that you'll get some easy hits. This forces them to heal and allow you to regress the gens for a bit. Until you eventually gain the haste effect of a claw trap. Then, you'll start snowballing and getting even faster hits and more lock on stacks.

    Skull Merchant doesn't require any more thought than: "Press M2 at a slight distance to the loop and adjust the rotation to either cut off the survivor or force them to stand still multiple times per loop." and playing against her always reduces your 'counterplay' to: "Pre drop pallet before anything happens and leave the loop."

    I do not see how any of this could be considered fun. I really don't, so if you would be so kind to explain, I'd be grateful. Then I'd at least have an idea why people actually play her. Or is it just because she is easy to play and guarantees results?

    You just described killers with anti-loop.

    One of the reasons I'm not playing survivor is that I feel it's mind-numbingly simple. You are holding m1 or W during 95% of the match. I don't have to understand what people enjoy in that - I'm just happy that they do, because that means I can chase them! Sure, Skull Merchant is not a Hux or Twins, but she still requires much more focus and thought than what the average survivor puts into the trial.

  • You may wanna' play some Lethal Company while you wait. The killers are npcs, so no reason to get mad at them. No hooks, no gens, but there is timer and day & night. You even get to fight back if you really want to.

    Sure it's not -that- similar to dbd, but since you loathe most things in it, that's a good thing right?

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614846#Comment_3614846

    I wonder why that opinion is popular. 🤷🏻‍♂️

    What about what I said lacks explanation or reasoning? Or better yet needs one?

    Well, the latest Killa Whale survey suggest that the average survivor doesn't like playing against more than 40% of the roster. I'm not particularly interested in the 'why', although I don't think it's reason enough for removing 40% of the killers. Neither 20%, 10%, or even 2% of them.

    What I really like in your previous post is that you don't try to rationalize your opinion on Skull Merchant with things like "she's a strong 3-genner, she's strong in chase, she's busted, etc". You just say "she's simply the worst, boring, boring and too easy to play".

    That's respectable. I personally don't like Felix Richter. Just like you with SM, neither I claim that Felix is op or that he's faster in loops than others, or anything like that. He's just boring. His scream is dull, and so is his face. He's also very easy to play (all survivors are. You just do gens and pre-run, and you are already better than a high percentage of the others). Though unlike you, I don't feel Felix should be removed.

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614838#Comment_3614838

    yes, I know the drones do nothing if stay still, crouch-walk, avoid the scan-lasers or leave the loop, but…. she remains the absolute worst killer ever made and implemented. Her “power” is brainless and boring, her “counterplay” is brainless and boring. She requires no thought to play, no mechanical skill, and her kit reaps more benefits from simply pressing m2 than any other killer.

    Better?

    Much more. It's lacking any explanation or reasoning, almost as if someone only parroted a popular opinion like everyone else does.

    Though her being easy to play is a valid point - but I don't see why every low-tier killer must be hard to play. Not everyone has to be Hillbilly.

    But to display the balanced nature of my views - I think her walk is absolutely abysmal, only comparable to Jessica Rabbit's - but she was meant to be a parody of sexy. Lucky for me I don't have to see it from first person. :P

  • I can't take any Skull Merchant criticism seriously that doesn't start with

    "yes, I know the drones do nothing if stay still, crouch-walk, avoid the scan-lasers or leave the loop, but..."

    The only explanation for a Skull Merchant being better in 3-gen than any territorial killer is if the survivors doesn't know this. Also there is no explanation for a Skull Merchant being better in chase than a Clown besides the comparison-Clown being bad.

  • Dunno. The map may be big but the loops are mostly weak, and it has some of the strongest tunnel-hooks of the entire game.

    I even consider it killer-sided (if someone is willing to play nasty).

  • I feel it's an excellent place for sharing my universal generic killer guide. It's all there is to know:

    flowchart.png


  • Cursed?

    My brother in the Entity, you are blessed if you get all the Bubbas! Bubba is cute, Bubba is love!

  • My trick is only playing killer. You never have to do a skillcheck, or stop at a spot. You don't get tunneled either.

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