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GlamourousLeviathan

GlamourousLeviathan

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GlamourousLeviathan
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  • Skull Merchant since she has been essentially kill switched.

  • @paranoidmad80 said:

    a collab with survivors maybe…. ok. But pls no killer, because no Horror

    If you said that some years ago, I would have agreed with you, but I think that DbD is too far into the Fortnitification process. Kaneki, Wesker, Trickster, and Skull Merchant aren't exactly scary and yet they still made into the game. I guess that any intimidating villain (or antihero in Kaneki's case) can make into the game.

  • @AbsolutGrndZer0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/447532/the-ghoul-was-ruined-for-me

    Talk to the Skull Merchant mains, they know how you feel. Thing is, being a Licensed killer, he's unlikely to get DESTROYED like she was. So there is that, for what little its' worth.

    Chucky and Freddy can prove you otherwise. At least Freddy received a third rework recently, so he is not in the soft kill switch hell anymore.

  • I think the reworked Skull Merchant was the prime example of that. She was a very mediocre killer and there was good no reason as to why she was the killer with the highest kill rate. People say that it was because she was easy to play, but so is Hag and she doesn't have such high kill rates while being better than SM in every way.

    What shocks me is how many survivors still DC against SM even though she has been soft kill switched recently. Also, a lot of survivors still haven't catch on with her rework and still think they are facing the OG character. This is very clear when they always disarm the drones before sitting on a gen.

    I think that survivors unwillingness to learn/play against certain characters 100% plays a factor in tempering with kill rates. To which extent I don't know, but it definitely plays a part.

    Unfortunately, I don't think BHVR can do anything to soothe this problem. My only suggestions is to first create a menu on DbD's title screen with a guide to play/counter every single killer, and second to make a banner on the screen whenever they rework a killer, so people that don't read the patch notes aren't caught by surprise. I know that gamers don't read, but it should help a bit.

  • @TwinsMain2004 said:

    fine if only 1 survivor has it

    busted af when used by multiple

    That's true for basically every strong survivor perk. OTR and Adrenaline are manageable if you only have to deal with one of them, but if there are multiple it becomes too much, hence why comp bans survivors picking the same perk.

  • The problem with DS is that it is essentially a psyop. Bad survivors think that just because they haven't stunned the killer, it means they haven't got any usage out of the perk. This could not be further from the truth. Because DS impact on the game if used is so massive and there is no tell if the survivor has it or not (besides being the obsession which is highly inconsistent considering generally more than one survivor uses it), it influences every decision the killer makes. In that sense, DS is so powerful that you don't really need to use it to get value out of it, so much so that every survivor in every game against a killer who is aware of it uses DS without it being equipped because as killer, you simply have to respect it's existence.

    In my opinion, they should alert the killer if the survivor has it or not. It can be a subtle hint, like the survivor holding a glass shard if they are downed with DS active. That way, you would actually have to use the perk to get value from it.

  • I agree, he is definitely overrated just like Chucky was. He is very good at getting injures and travelling around the map but not much else. His performance entirely depends on how dense with pallets the map is, since if he gets a map with a lot of loops like Ormond Resort, he won't do much since he can't really anti loop. That's why WOO is such a hard counter to him, since as long as you always know the closest loop to you, he will pretty much never cut you off and down you, which is the only way he can use his power to down you.

  • Plague is one of the few killers that can still use Thana, since unless you have all 4 survivors injured at all times the perk does basically nothing.

    Is it worth it tho? Meh.

  • It would be fun having a legendary skin for either Houndmaster of Twins as Chica, with Snug/Victor being replaced by the cupcake. Either that, you they could give the OG animatronics skins for the Legion members, just like what they did for the Silent Hill rabbit.

  • On the killer side, if you are only looking for perks, I would get only Artist, since all her perks are decent, and Knight for Nowhere to Hide. I would also recommend Pinhead because his perks are also decent, but since they will become public it may not be worth it. Other than that, there hasn't been any other recent killer with good perks. Sadako used to be a good choice when Call of Brine was good, but that perk was essentially deleted from the game. It has been a really long time since we got good killer perks.

  • @Haddix said:

    glad people are seeing through this.

    cannot be fooled by the "150%" looks like a big number, but it's +50% of barely anything.

    To be honest, it is how BHVR phrases it. If Ruin was phrased like "25% of a survivor's progression as regression" instead of "100% regression" very few people would actually bother using it.

  • @Cetren said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3934168#Comment_3934168

    Yes, a killer needs to be viable to be fun for many of the people playing the game. I think a big chunk of this has to do with DBD's lean towards a competitive nature as well as people being really sore winners in this game. Saying its fun "if you get past the competitive aspect" is ignoring the whole reason why many people do not like playing non viable killers.

    Also Doctor is not one who I would cite as having a fun power. I'm not sure I've ever heard anyone load in excited to face a doctor, and I always dreaded matching up with him because he is especially oppressive against newer players, which makes it really hard to encourage your friends when they're new to the game, while at the same time being somewhat toothless against a competent team. You cite Myers as being fun but I don't think he's representative. There are tons of other unique killers they've added that people hate going against. Pinhead, twins, hag, trapper, skull merchant, knight. Playstyles that cut against the grain of an engaging chase based match just aren't as well received. They're frustrating, and some have been perceived as downright cheap or unfair from people playing against them (such as SM and Knight).

    I don't mind if they keep adding killers with a relatively similar formula because it works. Most of these killers are fun to play as and against. And the pick rates and complaints that people do (or do not) make against the killers is sufficient reason to believe that continuing on that path is the right choice imo.

    I think the problem is the fact that this is an 1v4 game and the killer's choice will always centralize the game around it. Think about Overwatch for example, you may hate playing against Zarya, but she will not be your only opponent so although your fun is diminished by playing against her, she will not be your only priority. On DbD it is not the case, if the killer picks Deathslinger and you hate facing the character, you're going to have to deal with him alone for the next 12 minutes or so. You kinda sign up to this Russian roulette whenever you decide to play survivor.

    Imo, survivor experience gets richer whenever you have to face completely different killers from one game to another. In one game you may have to deal with Sadako's tapes, in the other you have to follow Hag and disarm her traps, in the third you may have to deploy turrets to hinder Xenomorph, and on the fourth you may have dodge Wesker's dashes. Of course, some people might just want to dodge hatchets every single game, but I particularly don't find that an engaging experience...

  • I like the idea of a killer that controls plants, but why does she have to be hot? Killers are supposed to be scary, not give you a boner (looking at you Trickster).

  • I would say he is definitely on the stronger side of the killer roster, but I would just give him a small buff so he feels more consistent. Direct UVX hits should trigger the explosion, and it makes no sense that it doesn't.

  • Yes and no.

    What justified CoB and Overcharge nerf at the time was a group of thing, namely gens having no kick limit and Skull Merchant. These two perks used to give a good regression (still less regression than a progression of a solo survivor), but only if you could control multiple generators at once, something that pretty much only Skull Merchant could do. It also synergized well with her kit since, unlike other regression perks, it did not require you to down or hook survivors, something she was bad at.

    Now that we have no more Skull Merchant and the gens have a kick limit, these perks should indeed get buffed and they wouldn't be able to do half of what they did back then.

    However, if we are buffing gen regression perks (which in general need overall buffs) I would much rather if they reverted the nerfs on the ones that rewarded killers for completing their objectives, like Pain Resonance, Eruption, and Pop Goes the Weasel, as they don't give their benefits for free.

  • @Rokku_Rorru said:

    I love both, not everyones gonna enjoy licenses they don't care for, which is completley understandable. Same goes for original killers, some miss the mark (twins).

    In my experience, the licenses that I was most expecting for (Chucky and Springtrap) ended up not meeting my expectations. Chucky has a playstyle that I really dislike, being a dash killer with no macro skills, which was a real bummer since he was one of my dream licenses. Springtrap felt underwhelming on the other hand, it isn't like I hate his kit, it is just that I don't see myself playing him instead of Xenomorph. The only licensed killer that made me really pleased was Sadako, as I really wished her to be added and she did not disappoint me.

    I end up liking original killers more because I generally don't expect nothing from them, and most of the time they end up surpassing my expectations in the fun department. This has happened since Hag, and gave me gems like Singularity, Unknown, Dredge, Knight, Doctor, Plague, Twins, Skull Merchant (the original one), Spirit, Clown, Houndmaster, and Artist.

  • I 100% agree that it feels really similar to Xenomorph. It is not the most engaging killer to play as but if you are playing against it is really fun with the camera mechanics and such.

    I don't get why you would want to play it outside of "I really like FNAF", specially since the perks aren't good as well.

    I think they aimed for Vecna, that has cool mechanics for both survivor and killer gameplay and just forgot to give the killer side something fun.

  • Singularity, Dredge, Unknown, Doctor, Hag, Sadako, Plague, Twins, and Knight.

  • @Jadelysta said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3931407#Comment_3931407

    Hound: The dogs vault speed is annoyingly quick leaving a very little window for counterplay. (Unless it recently was changed)

    Dracula: Wolf form hitbox is insanely generous.

    Vecna: He's fine now, but at release i hated him due to the mage hand thing. But his skeletons are currently kind of annoying i guess? mainly due to the hitboxes and how crouching doesn't ever seem to work for me.

    But... Huntress's hatchets, Dracula's fire, Nemesis's tentacle, and Pyramid's judgment of the damned all go through vaults basically instantly, hence why you should avoid getting stuck in an animation whenever these killers are readying their M2 attack.

  • I am really hate that they are going with this route with him. It has been a long time since we got a macro focused killer and these generally are my favorite to play.

    That being said, this will probably cause him to be hated and get nerfed over and over, since these types of killers tend to be noob stompers as survivors don't bother learning how to counter them. This story has repeated itself with Skull Merchant, Pig, Pinhead, Sadako, Freddy, and Knight, and I don't see it being different with Springtrap.

  • Why does abandoning a trial because the survivors took the game hostage be considered a draw, but leaving after all your team has been downed be considered a draw? That makes no sense.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/442070/babe-wake-up-new-game-breaking-twins-bug-just-dropped

    Hello. If you would like to report a bug please do so in the Bug Reporting section of the forums using the template provided.

    I am not trying to report a bug, I am just commenting on how funny it is that after all these years Twins are still presenting game-breaking bugs.

  • @Garboface said:

    Victor won't attach. D-strike video.

    https://youtu.be/3wYknTyU6Y0?si=QBbHx9FkP4AyoRdi

    How did this happen? Twins did not even go through any changes this patch and they were fine before Kaneki, lmao.

  • @LiveBritishReaction said:

    This is the second game-ruining Twins bug this patch lmao

    These poor kids can't catch a break

    What is the other?

  • @Mikempk67 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903916#Comment_3903916

    If Ghoul is in Enraged Mode and a survivor drops a pallet or vaults a window, injured or not, The Ghoul can use the kagune tendrils to hit the survivor on the other side, which pulls you towards them, gives them hindered to slow them down, and makes you vault the obstacle faster than just pulling yourself towards the obstacle normally or vaulting normally.

    It usually guarantees the m1 hit if there isn't another tile really close by. You have to be in Enraged mode, and the kagune tendrils have to hit the survivor on the other side of the pallet or window/vault to get the increased vaulting speed from the kagune tendrils.

    Basically like Wesker's virulent bound vaulting, but you have to aim at the survivor on the other side of vaults/windows, and dropped pallets with the kagune tendril's cross hair, and then pull yourself towards them by hitting them, instead of just virulent bound rushing at the dropped pallet, or window like Wesker does.

    This killer is an easy A tier for sure, and I'm starting to think this killer might be closer to S tier than I originally thought they were.

    The more I play as Ghoul and against them, the more I'm sure they're definitely getting nerfed, but how bad? Only time will tell.

    This works depending on the tile. If the tile is short, the survivor can just get around to the other side of the loop and reset. On other cases, there will be a window close by which should also allow them to reset the loop. Also, as you said, if there is another loop close by, they can just chain them together, which also makes his power useless in chase. This leaves only a few selection of loops that he can actually use his power in. In that sense, it is similar to Pig, where her dash attack can be used in 2 or 3 specific tiles in specific maps, but it isn't consistent which makes her a M1 killer 90% of the time.

    I do feel like he will get nerfed, only because, as I said, he is a noob stomper, and BHVR tends to nerf noob stompers way harder than killers that are actually strong.

  • In my opnion, he seems like a hard noob stomper, kinda like Skull Merchant pre nerf. I have been getting the most wild ranges of results with him, which made me come to that conclusion. If you get mid-level survivors or lower, you absolutely stomp them like no other killer, on the other hand, if you get good survivors you are getting stomped like a Myers on The Game map, there is no in-between.

    His counterplay is based around you not getting found out-positioned, since you can't really hold shift W against him. If the survivors are not letting themselves get found around deadzones, and are constantly going from loop to loop forcing him to play as a M1 killer, then there is not much he can do, unless it is a really long loop, in which case he can cancel his power mid-leap.

    Overall, I would place him as a high D tier killer, or a low C.

  • I would say Unknown, he is pretty strong, has a high skill ceiling, and it is tons of fun. When he was released, I thought I wouldn't like him as much, but I ended up becoming almost a main.

    I would also recommend Singularity, but his EMP mechanic can make him a bit frustrating sometimes.

  • @CautionaryMary said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3896988#Comment_3896988

    They added more of a terror radius to higher mobility characters as, you know, they have high mobility to move from one section of the map to the other.

    Blight and Hillbilly are considered S tier killers, so yes - expanding their terror radius to compensate for the high map mobility they have is why Behavior made those changes.

    I know some people talk about Coulrophobia on them, like some Wesker players do - but at the same time that's more variety than the typical gen regression/1-2 aura reading that I see on Hillbilly and Blight - both of these killers can use BBQ and Lethal Pursuer to go to people that they aura read quite efficiently (this isn't a complaint) I'm just pointing out their ability to traverse a large distance and go to another survivor quite easily.

    Blight can ping pong around and traverse in many ways that other killers do not have the capacity to do, I mean - look at any skilled Blight player, they can ping pong around with their rushes. Hillbilly has an instadown chainsaw and can easily zone a survivor down - it's a no brainer why Behavior changed these aspects (mind you, I have not seen anyone advocate for these changes - correct me if I'm wrong).

    @GlamourousLeviathan , the perks that you mentioned have requirements where you get rewarded for hooking people. The objective of the game, yes - it is to kill survivors, you get rewarded for it either by downs (Surge) or hooks (BBQ and Chili, Pop, and Pain Res).

    Interestingly enough, people will tunnel someone after a Pain Resonance - so, a survivor using a DS or Off The Record - you can extend this to let's say an Unbreakable.

    I have gotten value recently where a killer Wesker, came after me when someone was resetting me with DS active. He chose to come back to the hook and try to down me after I was being reset - he chose to continue going after me, downed me, and slugged me (as a way to counter my DS, I believe I was obsession that game) - I went down on a pallet, he downed another survivor, and tried to come back to me where I did my Unbreakable, pallet stunned him, he tried to continue chasing me, and then gave up on me if I remember. The reason why DS, OTR, Borrowed Time, and all of these perks exist are for what I described earlier.

    Just because you hook someone, come back to the hook, attempt to down them again (they're vulnerable) and you want to tunnel me out for an easier 1v3 does not mean that I should not punish the behavior. They exist simply because without second chance perks and the built in borrowed time basekit, killers would easily have more 1v3s in the game, which drastically affects the game if a person gets tunneled out at 5/4/3 gens.

    The problem with these perks, as I said, is that you don't need to do anything to get usage out of a perk that gives you essentially a free health state. It is not that they are conceptually bad, it is that DS and OTR give a massive benefit for a survivor that is playing poorly. If the killer goes after you right after you get unhooked, you still have a generous amount of armor with basekit BT, which should give you more than enough time to get to a loop. And even if that isn't enough, your teammates should be able to help you by bodyblocking, or mudding your tracks. If they don't do it, then it is not fair to punish the killer for the survivor's incompetence just because you have a perk that gives you god mode for 80 seconds.

    That would not be as much of a problem if DS and OTR couldn't be used offensively and actually required some skill to use. Blood Rush for example is actually an anti-tunnel perk that is well designed. Being able to Lithe twice in a row is excellent and any decent survivors can use it to waste the killer's time so much that it isn't worth going for them, but the catch is that you can't throw yourself in front of the killer to defend a teammate or to waste their time on purpose because the perk is exclusively a escape tool.

    Survivors have anti-tunnel perks that are fair. BT, Blood Rush, and Babysitter are good examples, but they aren't used because they aren't as flexible as OTR and DS, and they don't play the game for you.

  • @Sinndica said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897100#Comment_3897100

    I'm not the one who determines and classifies what is horror and what's not. But regardless if we find something scary or not, if you look up any information on Tokyo Ghoul, RE5, Darth Vader, etc. Google and Articles will tell you whether or not if the horror genre is involved at all in the game, movie, character, etc. Tokyo Ghoul is horror, there are horror themes in both D&D and RE5. If I had to choose any of them being considered a stretch, it would honestly be D&D but still it qualifies but barely, according to the world, not me, lol.

    Ok, so here is a list of other works that wikipedia also considers horror or a thriller (a thriller is what it says Tokyo Ghoul is):

    Baldi's Basics

    Squid Game

    Kakegurui

    Death Note

    The Promised Neverland

    Teen Wolf

    Needless to say, to label any of those as horror is kinda of a stretch, although they are categorized the same way as Tokyo Ghoul. All you are doing is following what google is saying, without any critical thinking and asking yourself if the IP is scary enough to be considered horror.

  • @Sinndica said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897092#Comment_3897092

    Regardless if I get scared or not of Tokyo Ghoul, guess what genre it's a part of, H o r r o r. Now true even tho RE5 is more so action based guess what kind of additional aspects are in RE5, H o r r o r. See regardless horror is involved somewhere, Darth Vader has zero horror aspect whatsoever. Being only sometimes scary does not qualify as being able to be part of the Dead By Daylight world or the world of horror in general.

    That is super relative. You say that Tokyo Ghoul is "H O R R O R", but you don't say what makes it "H O R R O R". Is it the gore? As I said, a lot of other anime have gore and they are not considered to be of this genre. Is it the existencial dread of having another species that consumes flesh hiding in plain sight? Then I suppose the existencial dread of a Death Star being able to annihilate a planet in seconds should also make it "H O R R O R". Tokyo Ghoul doesn't try to have a creepy atmosphere even once, so it is very vague calling it "H O R R O R". RE5 is the same thing, you are just saying it is "H O R R O R" because it is, without giving any actual characteristic of the work that justifies it.

    I am not saying that Star Wars is a horror franchise, but my point is that BHVR has stretched what is eligible to become a DbD killer so much that whether the IP is horror or not doesn't even matter, and Tokyo Ghoul and D&D are prime examples of it.

  • @Sinndica said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3896907#Comment_3896907

    Bro Kaneki and Wesker are part of the horror genre. Darth Vader isn't even a horror character, let alone is Star Wars part of the horror genre. Can Darth Vader be scary, yes but being scary doesn't make you part of the horror genre.

    Dude, if you get scared by watching Tokyo Ghoul then anything scares you. The show doesn't even try to be scary, and the only horror element it has is gore, but a lot of other japanese anime have it and they aren't horror.

    For Wesker, RE5, which is the game which he takes the main antagonist's role, can't be considered a horror game, it is more of an action game. RE1 to RE4 have progressively went from horror to action, with the last one still being horror. The 5th installment is full action, so much so that you fight Wesker inside a volcano while punching rocks to deter him, in order to stop his evil plan to infect the world with an artificial virus lmao.

    Also, D&D isn't a horror franchise, but I will let Vecna slide since at least he looks creepy.

  • Because it is true, specially when we see perks that are meta on killer and perks that are meta on survivor.

    Perks that have been historically good on killer either have a condition to activate or have a high risk around it. Pop, DMS, Pain Res, and Eruption all required you to hook or down a survivor, while Ruin can be cleansed and be removed from the game.

    The best survivor perks on the other hand operate in a opposite manner. DS and OTR immediately come into mind. You get hooked, then you get downed, then you let the killer hit you, and then the killer gets punished for it. It feels incredibly cheap, like you're punishing the other for playing well and getting a benefit from misplaying and being incompetent. I don't mind strong survivor perks like Adrenaline and Deliverance, because although they are strong, the survivor has to work for them.

  • Because even with full meta on a strong killer has an incredibly hard time against a full SWF with stacked OTRs.

    Also Nurse can't use half of the perks in the game since they changed her blink attack to be a M2.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3896905#Comment_3896905

    Might be killer dependent but on Legion all you need is Surge.

    Stacking multiple slowdowns these days runs the risk of magnifying games where you start in a losing position; reducing your downtime can be just as valuable as reducing the value of survivor uptime, or sometimes you need something to breakthrough and punch through survivor defences

    Take Oni for example; if he's being denied 1st hit entirely by SWF running Finesse he could lose before ever using pain res pop grim etc. But if he had literally anything else like a random Enduring or Fearmonger maybe a health state could have been secured much sooner, allowing the ball to get rolling.

    YYour Build is powerful, don't get me wrong.

    I disagree on that. Generally Bamboozle is more than enough for killers that have a weak chase. On Legion for example, you already have tracking, so you don't need aura perks, and you can't use stealth perks because it hinders his power. So what I generally use on him is Pain Resonances, Dead Man's Switch, Surge, and another perks of my choice. I generally choose Franklin's, Grimm Embrace, or Bamboozle. Even other M1 killers operate in a similar manner, in a way that you get much more value out of regression, specially since gen speeds are crazy these days.

    Sure, a survivor may be really good a looping making it impossible for you to mind game them, but if they are that good you shouldn't even be chasing them in the first place. One of the most important skills as killer is knowing when to switch targets after all.

  • To be fair, after Kaneki and Wesker, I think that everyone has a place in fog nowadays. I guess you don't need to be a horror villain to be in the killer roster, just an action franchise's antagonist or someone with dubious morality.

  • I don't like like the license itself, and I do think he seems like a noob stomper but will struggle doing anything against solid teams. On the other side, he seems fun, not my style of killer, but one that I would appreciate playing it from time to time.

  • Yeah, in the past one gen regression or two would do the trick nicely, since individually they would give a nice regression, but since all the important ones have been nerfed, you kinda have to stack them to be able to play the games. I would suggest using my build: Pain Resonance, Dead Man's Switch, Plaything, and Pentimento, as it still provides a nice gen defence.

  • I think it would be great. Definitely more scary and intimidating than most killers we have been getting recently. Unfortunately, Fear and Hunger is a very small and niche game, so I don't think they are gonna be in BHVR's radar.

  • He can only use his power to down survivors when they are outpositioned in a dead zone, so maps that are very dense with pallets and windows, like The Game, Lery's, Ormond Resort, and Suffocation Pit are all gonna be a nightmare for him. On the other side, maps that the loops are far way from each other are gonna be his best. I can think of Nostromo and Ormond Mine as being really good on him.

  • It's 2025, Huntress Lullaby is better than Ruin in terms of regression, and that is saying something. I would only bother using 3 hex perks: Plaything, Pentimento, and Devour Hope.

  • The core of the game is old and outdated, but sequences to multiplayer online games haven't been doing well. Overwatch 2 and Smite 2 ended up not in a good state.

  • The last 3 killers we got have an ability that gives them 2 consecutive dashes. Dracula does it in his wolf form, Houndmaster's dog does this, and Kaneki now does it as well.

    Needless to say, it is getting old, specially for me since I hate playing Wesker.

  • The 180 you are referring to is the curve he can do when doing the hit from Demon Dash? Because if it is so then RIP Horned Beefcake.

  • I think this is up to the license holders. On that note, it seems that the owners of the Saw franchise have a pretty good relationship with BHVR. I was actually really surprised that the Pig didn't get any chase music with her tome.

    I really think that BHVr should rush the last custom tracks already. We still are missing one for Wraith, Huntress (only chase music), Myers (only lobby music), Bubba, Freddy, Pig, and Plague (only chase music).

  • I feel like killer anxiety is mainly caused by the fact that you are in a 1v4. So if you are getting bullied, it is you alone against 4 people. It never feels good to be ganged up while you are alone, and people who have experienced this at school can say as much.

    On that note, I have talked with people about 2v8 and they have said that they are much less anxious when playing killer in that mode. Even though there are 8 people ok the other side, the fact that the killer has a buddy to back them up helps them relax. Humans are a social species after all, so being with someone else makes us feel more secure.

  • Pinhead's power centers around the box. Without it, his chase power is really weak and barely does anything. Therefore, your focus should be in predicting the box spawn points and getting it activated it time after time to keep your momentum. Once the chain hunt starts, you should be able to finish chases much quicker and keep the pressure on, so ideally a good Pinhead game looks like: Down a survivor -> get the box -> down a survivor -> get the box →repeat.

    Beyond that, I wouldn't sweat too much about getting his achievements now. I don't know how it works on Playstation, but when Stranger Things chapter got removed, I lost my achievements on that chapter and I am not sure if BHVR has added them back to this day.

  • Technically, a specific brown blood web node is harder to appear than a specific Iri on high level bloodwebs. As killer, every bloodweb has to be have one or two iridescent nodes, so and you roll them between your 2 iridescent addons that every killer has and the Ebony Mori. For the brown nodes, you are having to divide between all your brown addon's and the other offerings that are basically bloodweb pollutants. This is the same for survivor though.

  • Say that you don't watch him without saying it. He is actually very sweet if you bother following his streams.

  • I hate the tail attack nerf. It is difficult to dodge because it is so easy to break Xeno out of his crawler mode, so it should feel as consistent as a M1, and not as easy to dodge as Hellfire of Pyramid's range attack.

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