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GodLikeTerror

GodLikeTerror

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GodLikeTerror
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  • I've had it happen plenty of times. Just play the game as normal. It's just a game. If you want to win you just play to win. You can't drag on grudges forever in a video game where there's going to be times where you see the same people on both sides.

  • @OGlilSPOOK20 said:

    For me I absolutely hate to play against...

    1. Trapper

    2. Spirit

    3. Ghostface

    1. Nurse, super boring to play against
    2. Pig, another killer that I fall asleep playing against
    3. Freddy, no skill players can win with him without an issue. He really does not take any skill at all to play
  • Haddonfield is honestly the worst map in the game. The layout is ridiculous with the long fences. Buildings you can't do anything about, and the fact that you can chain loop tiles around with some set ups is honestly insane. Corn maps are up there with the fact you can't barely see anything half the time because of corn blindness, and high structure sets up as a ranged killer makes it pretty much impossible to hit through most of the tiles on them.

  • @OldHunterLight said:

    Was it a dwight with bahroo's clothes?

    I just uploaded a video on that same hacker.

    He had like a default outfit on, but you can't even tell these days because all the hackers play dwight lol.

  • @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/220629/hacker-after-hacker-its-getting-old-about-now

    Their anticheat sucks, maybe send a ticket and video evidence asking for compensation

    I just don't understand why hackers have been running rampant. 95% of the time it's a dwight too, and I have no idea why it's always a dwight doing it either. It really is sucking the fun out the game when you can play like 6 rounds and in one or 2 of those rounds there's a hacker.

  • @ill_Boston_lli said:

    This is Honestly a serious question. Why do killers blame you for them CHASING YOU for ages while your team does gens?? Are you supposed to stop at some point in the chase and say HERE YOU GO KILLER here's a down I've been running long enough!!!! I get it is frustrating but how can you blame the survivor for know tiles and routing well for you wasting your time on them?? Seriously because i know full well if i chase a survivor for a long time i am going to lose the game.

    I don't know, I had a game the other day, and a bubba was overcommiting pretty hard, and when they lost, they said look full meta squad. Everyone was on pc, but all of us were solo. Everyone but a single person was running off meta perks. Nobody was using dead hard, and the one guy who was running meta was using sprint burst. So yea I have had killers whine about these things, even though they overcommit, and lose 3-4 gens by doing it.

  • @FGC_HELP said:

    I play both sides, I'm a good killer and I'm a good survivor.

    I'm bad at both to a degree however I enjoy most games I play.

    What's not fun is waiting 10 (sometimes 15) minutes for a survivor match to be found, when a killer match takes seconds after readying up.

    I can not say swf are respectable and toxic killers are fun but I can vouch for maybe switching sides on occasion

    You don't need to win everygame or feel like you have authority every match just maybe relax and enjoy the small things on occasion

    Most people take BM to heart that's why people don't like to play killer a lot, and it can be stressful. I've said this before, but going in with a mindset about not winning is generally the best idea. I tend to win a majority of my games more relaxed than I ever did when I stressed out about it. I play whatever killer I want, and I generally play clown, and he is perfectly viable even against some hardcore swf teams. Always go in with the mindset about not winning or losing, but trying to enjoy the best of the match, and ignoring the toxic manners if they choose to be that way, and it'll be a lot more fun for you in the end. People are going to be toxic, it happens on both sides, and if you are more relaxed. You are more than likely to process information about how you can be a better player in the end of the round, and fix the mistakes if you made any that round in the next round! :) If people followed what I said, then there most likely would be more killer players.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1877980#Comment_1877980

    He's still hindered by god pallets. All he has going for him is that he's decent in a 1 vs 1, but if that's all you have as a killer then you need to be spirit or nurse for it to matter.

    Go against a swf and they spread out across the map on gens and clown is useless against it. Plenty of people who are good with clown consider him low tier.

    I face full meta swf all the time as clown, and splitting up on gens hurts any killer. There is some pallets that are really hard to play around as clown, but most of the time it's break. The god window on one of the macmillian maps is extremely hard on him and disturbed ward main building is rough, but everything else is easy to play around most of the time. I keep most of the pallets that are dropped up, due to the fact it's rather simple to play around. If you don't believe me you can look at dbdstats. You'll find me on the downed while intoxicated top 50 I think or close.

  • @[Deleted User] said:

    meanwhile the survivors are telling us that clown is now top tier lmao

    If you know bottle placements really well, he is already a B+ tier killer. People just chuck and throw and mess up bottles. Any high tier clown will tell you that he is ridiculously efficient at ending chases super quickly. The buff is not much, but it's alright.

  • @oh_0k said:

    I really can't find a use for the antidote at all, it's not good for chases because it can potentially harm you and the tonic is just 100% more reliable, can't use it for map pressure because the speed it gives isn't really noticeable and any distance gained from it is negated by the fact you have to reload. using it aas you break a pallet actually takes longer since you have to throw it first.

    It really should be changed, maybe remove the inactive period so it just instantly goes into effect. How about combining the two so the purple gas slows survivors and makes the clown faster.

    So I'm at a very high level for clown, and know pretty much every current strategy and bottle placements on all maps, and I thought the antitode would be useless at first, but thinking and strategizing got me thinking that it might be extremely useful to predict throw ahead of a survivor if they are holding w and you'll get there at the time they are still running, and follow up with a pink bottle. It can be useful that way, but at strong loops I can see it being alright, but better off just using pinks.

  • @magicmaster2020 said:

    Honestly I love the character in general, but he does not belong in dbd. He is way too powerful for the entity to control or even make a deal with. The movie is loosely based on the book. Especially the endings, so before you guys go "all you have to do is bully him and he dies".

    Most survivors would love that you could bully him and he croaks over.

  • @SilentPill said:

    https://forum.deadbydaylight.com/en/discussion/comment/1877437#Comment_1877437

    I would just eat the DS. With pop being nerfed and ruin undying about to go I’m seriously debating on like NOED or maybe something like forced penance to tunnel better.

    Gen control is pretty much out the window on most killers. Sloppy butcher is halfway dead too because you will get full healing build survivors mixed in with full meta survivors and they heal back to full in under 8 seconds.

    Im having a hard time justifying playing any killer that’s not top tier or doesn’t have a 1 shot down. M1 killers are pretty terrible with no real slowdown options.

    I haven't been having any issues with just running corrupt for my only gen control against 4 man swf's with full meta. It's just about getting downs as quick as possible. Yea I mean you might lose some games sometimes, but those times it really is out of your control. I even run off meta with zero gen control, and still do fine. It's just you have to be as effective as possible for it to work out in the end. Any chase longer than 30 seconds is going to cost you most of the time. I usually play clown most of my games, and it seems to work out fine. Wins are more satisfying when you don't run meta in my opinion.

  • @CashelP14 said:

    No joke after this game I actually felt light headed.

    So was playing some solo survivor and got a Pig on Ormond. She started roaring at me so I thought "I'll just try to boop the snoot". She then started hitting a locker so I thought again I'll be nice and jump in. She grabbed me and put a trap on my head. I then got camped till nearly second stage while she was crouched.

    After I got saved I got tunnelled. As soon as I got half way through a box she downed me. After she tried carrying me to a corner I decided I'm just going to not let anyone heal me so I won't get killer by the trap and my teammates can escape. However I was soooooo wrong..

    My teammates with one gen left decided to waste 3 MINUTES trying to heal me when I obviously didn't want healed. They even 90% a gen and still kept trying to heal me even though the killer was crouched right next to me. After waiting out the full bleed out timer the killer downed one of them and did the same thing. Long story short she killed 2 of them and the 3rd escaped.

    They were a 3 man swf, all rank 5 and above and still didn't understand what was going on. My head is legitimately getting worse just typing this out lol

    It says a lot when I didn't know after I died if I wanted the killer to 4k or everyone to escape. Oh btw i forgot to say the Pig also had Tampered Timer (30 seconds decreased on timer) and Jigaws Annotated Plan (extra jigsaw box).

    I'm sorry if this is too long but I couldn't make it any shorter. It'll be a while before I consider touching solo survivor again.

    I don't understand why she only wanted to put a trap pretty much on one person. Actually quite dumb. If she wanted to get a rbt kill, you can get multiple with tampered timer and another solid one in a single round. Don't know what their problem was. I don't understand why a lot of killers do the things they do. I'm a killer main, but I swear when I play survivor it's like you run into the worse kind of killers.

  • @MasterofSFL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1873510#Comment_1873510

    You can't respond because you know you got outplayed. If anything, this complaint just makes you look incompetent.

    Makes no sense how you get outplayed by a perk that you can't do much about if people use it properly. It is a valid complaint, because it can't be countered if people use it for distance to a pallet.

  • @SilentHillOnDvD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1873425#Comment_1873425

    But if I use ruin undying against that I'm getting carried lol

    I usually just use corrupt for gen control, and when going against full builds like that it is extremely stressful. Ruin and undying isn't even a crutch either in my opinion, and you need proper pressure to even use it properly, so like I never understood why people say it's a crutch when it really isn't and can be easily destroyed if someone has one brain cell to figure out totem spots which isn't complicated. That's why it didn't need a nerf, because we still got op survivor perks which can win the game easily for decent teams.

  • @SilentHillOnDvD said:

    What's the point mindgaming when someone has this perk? I'll bait a survivor making them think I'm going one way but go the other way and they use dead hard to save them. How is that fair? I made a play but got played by a perk. Got outplayed at killer shack? Press this button to save you! Survivors always get carried by this perk

    Yea so many people use it for distance. It really can extend a chase immensely when you can literally dead hard to a pallet, and move on to the next one. It gets really frustrating I agree with you. Mainly when there is 4 ds, 4 DH, 4 unbreakables, and 4 adrenalines or soul guard. It becomes extremely aggravating.

  • @hydra_ said:

    Late second switching is a dick move, survivors (especially SWF in red ranks) switch items last seconds before match starts to get the upper hand (bringing keys or map) or just straight up bully the killer (4-man flashlight).

    What I want is for killer to have a window of seconds to change their perks/addons to at least counter survivors (perks like franklin's/agitation/infectious fright = counter flashlight plays, hex: retribution/ or just not bringing totems = counter maps etc.)

    Maybe DBD should lock survivors item and perks at the 15 second countdown, which gives the killer 10 seconds to change the perks they want or just dodge the lobby or whatever.

    #StopBullyingKillers

    I just go on a tunnel spree if they last second switch. They get what they deserve if they do that.

  • @unluckycombo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1873106#Comment_1873106

    ^^^This. Spirit Add-Ons when she comes out of her phase into a lunge can be insane.

    To add to that, I've seen many killers that will run exhaustion add-ons, completely negating any exhaustion perk (Looking at you Huntress and Clown- sorry I like to used Balanced Landing in 2021.) There's also the fact that DH isn't infinite- once per chase, easy to screw up as a Survivor, will leave you exhausted on the ground more time then not, easy to bait out...

    And, there's also tons of insta-down killers and perks that completely negate the ability to use DH, since you have to be injured to activate it. (Billy Saw, Bubba Saw, Oni Insta-down, T3 Myers, Marked Ghostface, Iri Head Huntress, Haunted Grounds, Make Your Choice...)

    DH is a pretty balanced perk. The only thing that should be changed on it is the lag, since it doesn't really feel smooth to use compared to other exhaustion perks.

    Clowns exhaustion addon is completely gone when the next update hits which sucks, because that was a really good addon on him, and it helped immensely. Sadly huntress is going to be the next one to go, and that will be it for the exhaustion addons.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1870549#Comment_1870549

    This is concerning because it means EAC is not being updated fast enough. No way was a new cheat developed for the game the same day PTB came out, unless the EAC was literally still the same.

    They need to start doing what BHVR is paying them to do.

    Yea couldn't even have a normal round. He was just instant healing everyone, and he just did all the gens and stuff. Fly hacking and flashlight blinds for like ages, it kind of sucked, but it is what it is. I should've recorded it.

  • @UkilledLegion said:

    Can u make u rules???Some idiots connect to ptb that to troll,genrush,try to choose gideon trolls choose cornfields,make that on ptb we can see maps which ur rework or fix

    I went against a hacker earlier on the ptb was very weird he could abuse everything, and was auto complete gens and just about everything. He even beat up the horse. :(

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1860147#Comment_1860147

    I think being slowed during reload is fine. They need to cut the reload time and make the slow less though.

    They are cutting reload time down by 2 seconds. No idea what's going to happen with reload addons though, but they do need to buff movement speed while reloading. I can see new bottle being somewhat useful if they indeed do that.

  • @Victor_hensley said:

    https://forum.deadbydaylight.com/en/discussion/comment/1860076#Comment_1860076

    I mean...they are off the gens at that point...are they? They are not progressing at that point. That is the meaning of gen pressure. Another good thing to keep in mind is to plan your approach. Yes, they will start running and you will most likely need to reload, but if you approach them to where they are slightly cornered, they will have to run around you (at a distance), where they are more focusing on not being cornered, and unable to get much distance on you. For killers, it is generally better to run them to a corner, then into the "open" (as in it is better to run them into "less map/areas" than into "more map/areas").

    But hey, we haven't tried him yet, so lets wait and see. I'm just putting my 2 cent into this.

    If they want us to use his bottles for map and gen pressure. I said this in another comment they need to let him move at 115% ms or whatever speed he gets through his yellow clouds when he reloads also. That will push him up significantly, and I could see it being used for map pressure, but he is extremely slow already when he reloads, so it's not going to make much of a difference at all.

  • @Bard said:

    New Clown is great.

    1. He loses ABSOLUTELY NOTHING with this rework. His purple gas functions EXACTLY THE SAME.
    2. Even if you were to ignore the golden gas and never use it, this new version of Clown would be a vast improvement because his reload is 2 seconds shorter.
    3. He has map mobility now. It's pretty common for you to end a chase with 1-2 bottles left; not enough to do another chase with. In that case, just throw a path of speed gas in your intended direction, reload, and then run along the path, hasted and with full bottles.

    This isn't even getting into the potential of speed gas at loops. Yeah it can backfire, but that only happens if you ######### it up. Use it sparingly, such that they can't loop back into the speed gas before you catch up.

    Depending on the addon pass. I can see some of his stronger addons like flask and redhead's pinky finger possibly getting nerfed or toned down. I would not be surprised if redhead pinky finger gets changed completely. I never use redhead pinky finger though, so I wouldn't care at all, but I could see his stronger addons like flask and maybe garish getting nerfed or changed to something else, and I think that is going to hurt his normal gas, but we will have to wait and see how the addons work. I like that they are giving him a reload buff though, because that's what he desperately needed too, but honestly if they wanted to give him more map pressure. I would say let him reload at full normal speed, and there is an easy fix to give him better map pressure, because he's going to still move at the speed of a snail as he reloads it looks like.

  • @Victor_hensley said:

    https://forum.deadbydaylight.com/en/discussion/217945/this-clown-buff-isnt-the-way-to-fix-clown-at-all

    you can use the antidote out of chase for more gen pressure, even with the reload (which is shorter), plus you are not even considering the addon pass which will (most likely) make it much more powerful. I think you are just day 1 paranoid right now.

    Maybe I am slightly paranoid about it, but I just think they should adjust accordingly. I just don't think it's the right direction to go with him. it wouldn't make much sense to constantly throw bottles at the floor or wherever to get across the map quicker. Once you get there you already most likely have to reload. And by that time they are going to be running. I just don't see it working for gen pressure. Even if there is addons to go with it.

  • @AChaoticKiller said:

    the ptb isn't even out and i can very much see this antidote being very useful at regular loops.

    with this change even if they drop pallets early it will be much easier to catch up and hit survivors regardless of the pathing they choose since you can gain distance on them with the antidote in situations where you can't hit them with the tonic and at loops you can combine the two for free hits practically.

    I guess I can see where you are coming from, but the thing is, you already get hits at loops if they don't run and you have perfect bottle placement. I never see myself using more than 2 bottles per down. If you are already running flask and garish you will still catch up to them either way. I can see it being somewhat okay on some stronger loops, but other than a few loops I can see it being useless. Clown is extremely strong already on indoor maps because you can already throw bottles at the ceiling and it's pretty much a guaranteed hit every single time.

  • @Nutty_Professor said:

    Whilst I'm a survivor main, when I play killer I'm a Hillbilly main, but I play a lot of Leatherface as well. When I was playing Leatherface last night I received a lot of messages from survivors saying that "Leatherface is OP".

    I expect to hear that from a rank 10 or rank 15 survivor, but I was getting these messages were from red rank and rank 5 survivors. I even had one survivor who thought Leatherface was a stronger version of Hillbilly.

    Of course I do not think Leatherface is OP, in my opinion Leatherface is the second weakest killer game. Whilst he has an insta down, he lacks in map pressure potential.

    I couldn't believe how many survivors actually believe that Leatherface is over powered, if you are someone that thinks Leatherface is overpowered, please explain your reasoning behind it.

    Bubba isn't op, but he isn't hard to play either. He is pretty easily countered by going through windows and gaining distance by just holding w. Hugging loops as tight as you can so if he decides to chainsaw there is a chance he might bump, and go into a tantrum. The problem with him, is that he is just really simple to play. Most survivors still do extremely poorly against him. Him and freddy are 2 killers I can easily play at rank 1 and still win 90% of the time without perks and addons.

  • @QwQw said:

    I think should stay the way it is, but have it decay the gate progress. That way it forces people to open the gate.

    I think that's the best possible option for an addon to the current perk. Since people like to 99 the gates a lot, which I still don't think should be able to happen and them staying at 99.

  • @[Deleted User] said:

    That's why the only slowdown I run right now is Corrupt.

    Same I sometimes put pop in, but at the same time pop doesn't even really feel worth it to even justify kicking the gen, because it barely sheds off time. Ruin and undying is unreliable in terms of you having to worry if someone has detectives or bad totems spots, or whatever else it might be. Often times there will be times where you lose both of your totems really quickly and have 2 perks the rest of the game. Which can cost you game easily. I feel like running aggressive perks is the way to go, instead of running ton of slowdown.

  • @Asqueado said:

    Trapper , Wraith and Clown without red addons = Genrushed every game, say thx to god if you get 1 or 2 hooks at end

    This isn't true at least with clown. Clown is a killer that people still can't figure out the map pressure he can get if you know how to use your power efficiently. I never run redhead pinky finger on clown, and without gen regression perks, off meta for the most part, and always end up usually 4k with him.

  • I play trapper sometimes at rank 1. Rank doesn't matter anyways, but it really depends on the group of people you go against like slash said. Fastening tools and bags with like corrupt is the only efficient way to play him. Sometimes I do run ruin/undying on him, but you better be prepared to drop like 3-4 traps in the start of the game, and place them as you go a long, because any longer than that and you'll lose 2 gens or maybe even 3 at the start. I find that sometimes just placing traps into the most obvious pallet spots tend to be much more efficient than actually placing them in a spot where they may not run if they are running a loop. IRI stone is very good for this, but yea without a bag trapper is pretty much going to be m1 killer for the most part. I forgot to mention don't run tar bottle it isn't worth it, because you will get mixed bags of maps where sometimes it can be brighter and actually hurt you.

  • @Pulsar said:

    Keys.

    I've had 23/44 games with a key in them

    I've also been running into nonstop keys at least 75% of my games.

  • This happens a lot whenever I play killer, and it'll be multiple of them. Usually it's when I destroy them. Multiple people will just opt out on hook. It happens almost every game, because my win rate is super high, but I won't even be running meta for it to happen either, which is unfortunate. I try to run off meta builds, but it just seems like if you are good people still will opt out. I don't understand it, but maybe it's the fun factor. I don't generally see it happen when like 2 gens are left though. If the same people finish all gens they usually sit at gate teabagging. That's when I hit them with the blood warden on one of their downed team mate.

  • @musstang62 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1835007#Comment_1835007

    This. You can use non-meta perks, have a 12 hook game, go out of your way to not tunnel/camp/slug, and you will still be given ######### post game. It is comical. I have been given ######### for farming with survivors the entire match, for #########'s sakes. So just play the way you want to

    Not wrong though. I can't tell you how many times I've been called tunneler and camper even though I always go for 12 hook games. I've been called all sorts of names, even though I always go for the rescuer, and I try to give everyone a fair enough points. Generally enough to pip, and still get called names at the end. It's great, instead of saying gg. My favorite ones are the twitch streamers who say gg and you look at their vod and see they were calling you all sorts of names, and raging, because they can't loop for more than 20 seconds.

  • @Ryan489x said:

    It shouldn't be tied to a title that's tied to the emblem system.

    survivors just need to escape with their 3 basic perks and they get it.

    they could have a really bad game do little if anything and still get it.

    I feel this way as someone who plays both sides and knowing that getting a 4K with basic perks with some killers is not an easy task at all.

    I don't agree with the fact that it's hard to 4k with 3 basic perks on certain killers. I did all of the adepts at rank 1 like 80% of them were first try. Even killers that I literally never play either. Like huntress, plague, nurse etc... They were fairly simple. The long one that took me for some odd reason was billy counting at 13 attempts. Rest of them were mostly 1st and 2nd try. The key is to literally just be good at tracking, and send yourself to a good map. I did plague without using her power at all first try, and twins without using victor, and billy just being m1, same with trapper. If you are good at basic attacks and mind games, all adepts become simple, and it's rather easy if you fully understand what you are doing.

  • Flicks can be tricky to do, but it should stay. I did pick up on the fact after his release I was finding out those flicks they are very useful, because a lot of survivors underestimate you, because most blights don't know how to do the flicks, and a simple right or left turn usually gets them. It's all about skill cap, and that's why blight is one of the highest skilled ceiling killers in the game.

  • @Marigoria said:

    I actually enjoy going against deathslinger but i feel like i'm in a minority.

    Agreed, when he is on you, and he misses a shot by like a centimeter when you juke him. It really does get your heart racing he is the only killer to me that gets your heart racing like that.

  • I always do dull totems just in case noed comes in play. Because nobody else ever does them, so I just run detective's and inner strength, and just do totems when there is one by me. I've saved plenty of games that the killer had noed in, and he wasn't able to have it activated, because all of the totems were gone.

  • @ALostPuppy said:

    How do you play Clown wrong lmao you throw a bottle at a loop, double back, eat a pallet then repeat the process until you lose.

    You are completely wrong. As a clown player in the top 70 on dbdstats. If you time your bottles perfectly they won't have time to drop the pallet in the first place. I literally can't remember a time where I've lost a clown game. If you know what you are doing unlike most clowns who spam and miss their bottles like crazy, you won't have a problem getting immense pressure. Weirdly enough he is the only killer that I seem to have zero problem getting pressure with even against decked out squads.

  • Agreed most of your downs will come from catching survivors off guard and in a weak spot.

    @Pythonheir said:

    If you don't down them in 20 seconds or less - leave


  • Try to get 2 early hits as soon as the game starts as charlotte do not use corrupt on the twins it actually makes early game worse, and the early game is the biggest part for the twins. Use discordance very useful on them. Once you get those early hits bring out victor and down the 2 injured people. Once those 2 are slugged try to find someone else and throw victor on them. Hook one person if you can. Most likely the 2nd one slugged will be picked up. By that time if the person hasn't thrown victor off try to track down the 2 injured people and bring out victor because by that time they most likely won't have time to recover healing. And try to down those 2 and throw victor on the last person if you see them at all. Early hits with charlotte is a big deal with twins, and can win you the game early. I have yet to lose a game doing the idea of what I told you to do. This is at red ranks even against swf's with object I have yet to lose.

  • @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1803930#Comment_1803930

    I think you’re being a bit melodramatic to be honest, I don’t see that many killers actually running moris. I also don’t really care if queue times get bad for survivors, as I play both roles I’ll just switch to killer for instant games.

    You are correct on that one. Most killers don't bring mori's even against a swf. You don't need 1 hook mori's if you know what you are doing, and that's a fact. I know to some people it's hard to grasp, but it's the truth.

  • Item lock needs to come, unless keys are change significantly. Even if people do last second switch to a key. I just go full blast tryhard and end it right there and then for them, but it doesn't help when the last 2 or 3 people can get a free out of jail card, because they 3 gen'd themselves. It hasn't happened a lot to me, but it has happened in mostly 3 gen situations.

  • Well, I also have experienced this a ton. It seems like players really want to bully the new killer, but the jokes are on them, and I just 4k every game with the new killer. For some reason I'd always have people following me around with their flashlights, and teabagging and clicking, which in any way resulted in them dying. I go and play some deathslinger, and the survivors are way more intimidated and don't even bother trying to do any of those things. I think it's mainly because they want to feel superior over a killer that is still learning, and if I'm gonna be honest the twins is a great killer if you are a fast learner. So hopefully sooner than later they will finally cut it out, but they are already starting to figure it out when nobody actually wants to play killer, and their que times are a million years.

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