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Haddix

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Haddix
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  • Literally, all they needed to do was make it so charge time wasn't stackable OR there was only one charge time addon, which was not a problem on its own. Billy's base charge time + his low speed when taking that charge time in consideration is atrociously bad for chases and always has been. Just one charge time addon was fine. Stacked charge time addons to create Instasaw was the only issue I had with old Billy. Crackbilly was fine imo. Cooldown Billy was strong too, but that's gone as well.

  • @Superyoshiegg said:

    His entire base design resembles a survivor much more then a killer, which is one of the big issues many people (including myself) had with his design when he was first revealed.

    Take away his bat, and he just looks like a typical prestiged survivor skin. Not intimidating in the slightest.

    yeah, but some people also like that about him. I love that he just looks like this generic, somewhat strange-looking k-pop star. His face looks a little off, like his eyes, his movement, like his knife-throwing animation, looks very unnatural, and his facial expressions are uncanny looking when mixed with his slightly abnormal human face. All these things really give him that "killer" look, and I really really dig it.

  • wraith is one of the best pubstompers in the game. that's really it.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2335356#Comment_2335356

    Not really. It’s easy to see why BHVR chose RCPD. Resident Evil is one of the most popular franchises of all time. It’s natural that BHVR would presume many DBD players would already be familiar with the layout of RCPD.

    I don't think this is fair either way. The map itself is insanely massive and has some extremely strong loops (not to mention, can have several god pallets as well), so even if you KNOW the layout, it still plays awfully.

  • edit: nevermind i misread

  • i dont know, ask what the kill rates are with the addon :)

  • @TheBus4K said:

    https://forum.deadbydaylight.com/en/discussion/comment/2330737#Comment_2330737

    So do you find it fun to go against Victor who is based on camping and slugging?

    are you about to argue with someone's opinion on what's fun to go against...?

    i also find twins very fun to play against.

  • Hmm, interesting idea. Wouldn't be opposed to testing it out.

    In my opinion, Spirits who use phase in short bursts (on top of standing still) are easily the most obnoxious Spirits out there. I kinda wish she was forced to commit to a full phase, or at least most of the phase, as Spirits who overphase and don't stand still mindgame are, in my opinion, kinda fun to play against, but she'd get some buffs in her Phase or recovery to compensate, along with some other changes to make her feel fairer.

  • because that perk is borderline OP on nurse. i'd argue it needs a nerf!

  • @BingBongMan said:

    Trickster still needs to hit survivors 6 times to injure or down. Huntress needs only 1 hatchet to do all of that in less than half the time. Huntress also doesn't have to worry about her damage decaying away, nor worry about an annoying as hell recoil.

    There is still basically no reason to pick trickster over huntress.

    because he's super fun to play. i find him 10x more fun than huntress. not everything comes down to "well, x is stronger!!!!!!!!"

    ok? why are you playing demo when you could just play nurse? why are you playing phead when you could just play nurse? why are you playing clown when you could just play nurse?

    because they're all fun. stop obsessing so much over "x killer is better." if trickster's not fun for you, then he's just not fun for you. he's fun for me and he's fun for others, more than huntress is. that's the reason why. that's literally WHY we're playing video games in the first place.

  • I'm concerned, because the last time they made a change to Twins, it was completely counter-intuitive. Their "anti-slug" nerf was actually a pro-slugging nerf in situations where other survivors aren't nearby to kick, as you waste even MORE time on downs, meaning that slugging is more beneficial as you need to be time-efficient. In situations where other survivors are nearby, it just gives more counterplay where it wasn't needed. The rank 20 megs that couldn't get to you in 3 seconds while you were frozen didn't need more help, and Twins, an already unpopular killer, didn't need to feel more slow and sluggish.

    Even then, even if they want to nerf an aspect of Twins' playstyle, they should NOT just be NERFING them. They need buffs in other areas to compensate and make other playstyles more efficient.

    So, I'm not too excited about potentially drastic changes coming to them. I have nothing against the dev that changed them beforehand, but I don't have a ton of faith in their decision-making when it comes to changing a killer that they clearly don't have a good understanding of. We'll see though, I'm very curious about this one. I hope they don't ruin this killer.

  • @EldritchElise87 said:

    The problem is that he's 110%

    Even a bad killer at 115% can still function, but if Trickster is on a map or tile that he cannot use his power (Which, unlike say huntress or Hag or Slinger) he's functionally much worse.

    115 chases are also garbage, wdym

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/2310823#Comment_2310823

    Been using the slam one that allows me to see people highlighted. Its AMAZING.

    very very good addon!

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2307538#Comment_2307538

    Yes, you move in pretty much a 100% straight line. But you can be turning/tracking with your camera the whole time, preparing for exactly where you going next upon bouncing. I.e. no delay looking where to rush next during the bounce. Just immediately launch into the next rush.

    But also, fair enough, I’m not a Blight player here. This is just based off anecdotes from Blights that never take Adrenaline Vial off, and praise the crap out of it.

    The camera movement doesn't matter. It's useful for getting really really large turns in your lunges, but the fact that your rush turning is basically eliminated makes this "upside" garbage, as turning during the rush is far more important for getting into positioning to lunge than camera control is. You have more than enough camera control and tracking in the basekit, so that extra camera movement is not needed at all. The best tracking addon for Blight is Compound, which is for survivors behind obstructions. Any survivor that's out in the open, you can track just fine WITH crazy good turning that you have and the benefit of other incredibly good addons.

    The great thing about Blight's controls is that his turning follows right behind his camera, so when you turn your camera, you'll begin turning a second afterward. It's not at all like Billy, for example, who has his camera and turning locked together. Thus, expert Blights hip-bump instead of head-on bump, which essentially gives them more camera control while they drift their hip into the object that they want to collide in, which allows them to quickly adjust their camera position while Rushing to immediately break into their NEXT Rush without having to make any/little adjustments during the slam, saving them loads of time and getting them hits that they may have not gotten otherwise if they collided into an object head-on. This is entirely impossible with Adrenaline Vial, as a huge part of this technique is the fact that you can turn in your rush. Speaking from experience!

    All the things that you can do with the improved look angle is all possible without it AND more. The hip-bump technique you're describing is definitely not exclusive to Adren Vial, though it may just require slightly more precise timing without it, which is no problem at all.

    Who's praising Adren Vial? I would like to hear their arguments lol

  • @glitchboi said:

    Rotten Fields is absolutely his worst map.

    Lery's, Hawkins, and Haddonfield are bad but he can handle them a bit.

    The Game is unironically one of his best maps, and one of his most fun maps.

    The Game is SO much ######### fun with Blight. Easily my favorite Blight map tbh

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2307501#Comment_2307501

    My understanding is that it’s the “expert” version of Compound 7. The Blight should already have planned where he’s rushing/bouncing off of, and while rushing Blight freely looks around to plan where to rush next, or see where the survivor already is. By the time Blight hits a “bounce”, the intention is there to be no delay in launching into the next rush because you are already facing the required direction.

    I’m not able to pull this off myself because I don’t play him regularly enough, and I find rushing sideways extremely nauseating.

    Thing is, being an expert Blight, part of the many skills you have to learn is adjusting your positioning mid-rush while planning where to bump and reacting to survivor movement in a small amount of time. An "expert" Blight will never always know where they want to bump because that's not what an expert Blight is all about. Making the perfect, slight adjustments on the fly within extremely small time windows based on a limited amount of information that's constantly changing (survivor movement and the environment around you as you move) is something that Adrenaline Vial completely takes away.

    They have officially stated that the purpose of the addon is to literally just make him a full on pinball machine, where you cannot turn.

  • I actually think he's really fun and not as bad as people are saying. Popular opinion rules all, though.

  • a really good hag (super rare, but they exist) is 10x worse than a good spirit imo. not op, just really boring.

    a good pyramid head because he's just a zoning machine which is extremely unfun, and a very good huntress is also irritating to me personally. I just hate facing ranged killers though.

  • whaaaat? you mean holding W across the entire map to counterplay a killer is unfun???? NO!

    yeah i hate nemesis. it just feels like a hatchet that's 5x stronger in short range, which is how close you're going to be to a killer most of the time.

    he's not OP whatsoever, just super unfun. his counterplay of holding W is suuuuuuper effective but extremely boring for both Nemesis and survivor.

  • @SleepyWillo said:

    Stacks should be changedfor WGLF. It should, instead, grant stack for every gen that gets completed, for a total of 5 gens. Each stack grants 20% bonus BP. That seems to put it on par with bbqstacks for ease of acquiring....

    I would much rather prefer having control over stack accumulation as I do now. With this idea, I'd be depending way too much on my teammates.

  • It's really not that bad. It's cheesy as hell, but it does not make Wraith overpowered.

  • @APoipleTurtle said:

    Trickster is a pretty horrid killer. Relatively weak, tends to struggle on several of the maps, and gets the worst bonus ability (Main Event) of any killer in the game. He's also kinda like Ghost Face in that he gets a handful of useful add-ons and a bunch that are mostly junk.

    All that said, he is pretty fun to mess around with. Probably not a killer that you want to "main" due to his issues (just pulling out knives sometimes causes stuttering on console), but he's entertaining enough for mixing things up in-between playing other killers you like.

    If you do pick him up though, I'd highly recommend throwing Iron Maiden into your builds. Trickster feels much more enjoyable with the sped-up reload thanks to that perk.

    his addon set is nothing like GF's. GF's addon set is god awful, trickster's is actually pretty damn good. he's got a handful of bads and that's it.

    the only problem is, a lot of the effects are really nice, they're just outclassed by the USB stick. but that doesn't make his addon set bad by any means.

  • "nooo! it would give a huge advantage!!!"

    yeah? i guarantee that anyone that says this would pick shadowborn as the very last perk they'd run for an advantage. shadowborn is garbage and just feels good.

    an FOV slider would not be a problem.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/2287304#Comment_2287304

    Is it just me or are flashbangs much more quiet than firecrackers?

    I barely hear them getting dropped.

    It's weird

    they definitely have a less noticeable sound queue, but i always hear them. i haven't not heard one since early in the PTB, and I've had about 10 thrown at me (in front of me and around corners) since the patch was released.

    it might just be headphones/sound quality thing, not sure.

  • @crowbarman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2286994#Comment_2286994

    PH's power is pretty easy to control and has a large hitbox. Nemesis has hardly any hitbox with his tentacle. Also PH can run nearly full speed with his blade down. Nemesis slows to a craw with his tentacle out which is why survivors simply fake the pallet drop during loops.

    Here you go. This is Nemesis - so OP. I am not sure what you are complaining about - outside of end of game camping scenarios, my survivor teams always escape with 3 or 4 every match. Buffs are coming.

    https://gamerdvr.com/gamer/crowbarman/video/138163431

    Nemesis slows to a crawl for 0.35 seconds...not really a big deal.

    PH slows to 92% while charging for 1 second, then 110% while dragging his sword with limited turning and no strafing, which means you cannot flick at all. He actually slows down far more than Nemesis does considering the 92% speed drop.

    also...I never called Nemesis OP, nor was I complaining. I'm fine with him being strong, as I like playing him. I main killer. He just doesn't need to be any better in the 1v1, that's all I'm going on about.

    "my survivor teams always escape with 3 or 4 every match." that's definitely not a problem with nemesis.

    these videos makes a lot of sense though. I'm very unsure about some of the decisions you're making. you're first showing off a buggy healing hitbox which is a problem for all killers, you then show a tapp running into a pallet, and you don't charge up your 0.35 second tentacle for some reason. all you had to do at that pallet was charge up (again, takes 0.35 seconds), check to see if he's dropping - which he did -, and just whip the tentacle. he cannot react to it and would've been downed (he was also close to stunning you, so you would've just eaten a stun as well if he was 0.1 seconds late on that pallet drop). then you fall for a dead hard, nice. then you whiff a tentacle, also very nice. it happens though, so I'm not gonna ######### on you. i just played a game and fell for a dead hard and later whiffed 3 tentacles in a row at a car loop. that's not on nemesis being bad though, that's on me. this is also on you.

    i feel you could be having confidence issues due to lack of aim control with a controller (and i have confidence issues with several killers myself, and that affects my view on their viability). I'm on PC, so I now understand why you're so adamant about how ######### you think he is and why his hitbox (which is great, as it's a skillshot) is such a problem for you. again, I'm not shitting on you, i get it. it's bold to share some gameplay clips. but either way, it is absolutely no surprise that you're getting 3-4man outs. i'd like to see a full match to see how you're playing, and maybe some tips will help you get a little better and you may change your mind.

  • @D3spair said:

    Just had trial against a Team of Davids and Leons. Mid Chases there will always be a click noise and a second later a Flashbang. I still cant react to it on time... I don't know if I suck or it's just that strong. I got hit by Flashbangs in 6 Chases and the other two Flashbangs was a miss (6+ Flashbangs in the trial). It was annoying af. Leon and David swarming a downed Claudette so they can get the Flashbang save. Can you guys at least give me delay or a more obvious que? Currently it's basically Skill Checks to look up mid chases for Killers.

    On a side note tried to kick a 99% done Generator with Pop only to get Blast Mine in the face and the Blendette finishing it, while chasing the Blendette, David decided to bodyblock for the Blendette only for me to lose the chase because of a Flashbang.

    no. they are glorified firecrackers. they're completely fine, mostly a meme perk but very fun to use.

  • @crowbarman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2286769#Comment_2286769

    Is not oppressive at all. All you have to do to extend a chase for 90 seconds is do a couple vaults and not try to pallet stun, like PH except with him you can hit through walls.

    it's nothing like ph mang. PH has a 1 second charge up time with a massive delay for his attack. takes about 1.5 seconds to fully send out, maybe more? nemesis hits you in under half a second whenever he wants.

    go against it man. I've been both playing and playing against him. his counterplay is just holding W. you cannot loop him if he has any idea of what he's doing.

    like, you can't tell me you're playing PH and getting ranged shot after ranged shot through walls all the time. those are gimmick shots. PH literally just zones and waits for you to animation lock yourself.

  • please keep learning to play him and actually play against him too. he is so ######### oppressive in a chase, it's not even funny. you need to give it time.

  • @whycantIwin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2275312#Comment_2275312

    0 map pressure, 0 multi target, 0 range on his power, tiny hitbox, ultra long cooldown, extremely easy to dodge, 3 hit power, taller killer in the game super easy to spot from far away, he is F tier, played him a few times on ptb to notice this and my first match confirmed his uselessness and how weakly trash he is.

    ah yes, played one match, got dunked on, so it's time to complain and overexaggerate on the forums

  • @oliviaa said:

    wraith should be nerfed regardless... his movement speed out of uncloaking is absolutely ridiculous and every single one off his add-ons are good. they need to make more flop add-ons for him like blight’s adrenaline vial, reduce the time needed to burn his cloak, and reduce the speed he gets after uncloaking... wraith used to be C tier and should STAY THERE period

    we do not need anymore overpowered killers

    C tier isn't a good place for killers to be.

    That implies a killer is underpowered. You can't wish for things to specifically be underpowered for the sake of your fun, disregarding others'.

    Thinking something is OP, that's fine. That's your opinion. Thinking that ANYTHING should be designed to be underpowered, and addons like Adren Vial should be more common (beyond useless; extremely unfun to use and far worse than basekit) isn't a good thing at all. We all have bias, but that's some extreme bias right there.

    I do genuinely think this addon can be pretty dumb and brainless like old compound, and that the iri clapper is just cheesy and should be replaced with another new effect, but I'm not gonna sit here and go "Yeah, Iri Clapper should be replaced with an addon that makes his uncloak speed faster, but decreases his cloaked movement speed to 1m/s like Adrenaline Vial for Wraith :-)" ????

  • @The_BiggCheeze said:

    He's HEAVILY perk reliant. Without anything to really apply pressure he's pretty useless. He's a mix of both Plague and Pyramid Head and is a worse version of both of them. The only thing he has going for him is the zombies, and those will literally get stuck on nothing in the middle of a field, so you can't rely on them at all

    i know he has an "infection" mechanic, but it really plays nothing like plague's. i'd say he's just the brother of PH, but I don't think he's directly worse imo.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2274444#Comment_2274444

    It’s BECAUSE of my extensive experience I can assess that this add on needs changes. Again I’m talking about gutting his entire kit. I’m talking about one add on.

    ONE!

    Did you catch that?

    ONE!

    You have to wait for the average match statistics from Almo2001/The community team before you can determine that this addon is overperforming. It may be that this addon is actually performing just fine!

  • @BingBongMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2274293#Comment_2274293

    While we're talking about nerfing add ons, why don't we nerf clown's cigar box? Which is arguably a worse offender than all seeing blood.

    I don't think high MMR is going to have that much of a problem against cigar box

    same thing with all seeing.

  • 1v1 me and i'll prove you wrong very fast

    one of the strongest chases in the game, esp with bamboozle

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/257386/lifeguard-whistle-nerfed-why

    Please, c’mon. Lifeguard Whistle turns the match into easy mode. It’s very strong with smart portal placement. It needed the nerf.

    Yeah? Made Demo better than Nurse, Spirit, Blight, etc? Stronger than his Shred addons?

    I don't think so man. Lifeguard whistle was just fine. I never saw a single Demo run this because every Demo ran the ACTUAL good combo of Black Heart and Barb's.

    Even then...so what if it's strong? Neat, an addon is actually good for once (Still, not even his best lol). I'd much rather have a Demo run that than run Shred addons. Now there's even less variety for Demo. Awful, awful change.

    I should add...Even then though, even if this addon was actually overperforming and make him better than the top killers, it's still the exact same strength when it comes to gen tracking. It's not even a good nerf to the "easy mode" way to use it. It's just a random, unnecessary nerf that doesn't make sense.

  • @Sonzaishinai said:

    Since his buff demoplayer bassicly only used those addons.

    They probably just want some more viarity. Hence why some of his othet addons got buffed.

    The nerf is so small that it won't even be noticable.

    They nerfed it cause as the freddy nerf shows just saying something got nerfed makes people not want to play it. No matter if the nerf even is noticable

    thing is, the other buffs are awful.

    they didn't even buff rat tail back to what it used to be (why??), and they NERFED lifeguard whistle.

    oh, and more undetectable. wooooo.

    people don't want portal addons. i don't understand why they don't ######### get that.

  • @ALostPuppy said:

    The Deathslinger one confuses me, but still, thank you for filling out the "killer fun tier list" daily quota for today, who wants to do it tomorrow?

    deathslinger's up there for me too just because human error is always a thing.

    i rarely ever go against a godslinger, if ever. can always make a slinger miss a few shots. it's kinda like nurse. if they've mastered the killer, they're really boring. if they're anywhere below a master of the killer, they can be really fun to go against.

    the only slingers i despise are slingers who play like cowards and zone constantly without ever taking good shots (and i hate free zoning in general, from a killer and survivor standpoint), but they're usually shooting themselves in the foot and we can get gens done in more than enough time, and chases feel long enough for me to not care.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2268824#Comment_2268824

    I agree it needs some buffs, but I also understand why the devs were extremely cautious about a perk that blocks survivors from using pallets.

    I would understand their level of cautiousness years ago, but with the game being out for 4+ years at the time of its release, I would never understand how any competent developer that's been working on the game for any significant amount of time would think that piling a perk like that with as many conditions as they did would be a good idea. It just makes no sense.

    No developer that has a real grasp on this game's balance would ever create a permanently destructible Hex perk with a 40 second cooldown, basic attack restriction, an extremely limited range for the effect it has, the benefit of ONLY blocking upright pallets, and an extremely short timer for the effect to be active, making it a near-worthless perk in 99% of matches.

    The confusion that I have for how the hell Blood Flavor was ever deemed "a-ok" to release also applies to any incredibly wild change they've made over the past few years, ridiculously overpowered/underpowered perks they've created, and random, tone-deaf, and unnecessary nerfs (or buffs) they've made. To me personally, Blood Flavor is one of the living examples of how they, somehow, are learning about their game very, very, very, very slowly while everybody else is ahead.

  • @[Deleted User] said:

    I absolutely HATE this recent thread of BHVR of making killers less fun to play instead of actually balancing them while mainting the enjoyment factor. Nurse, Billy, PH, Twins and Freddy were all victims of that.

    flat number change nerfs are always unfun unless the killer/perk is beyond busted.

    nerfs just make people unhappy, even if they're deserved (and really, the only ones on that list deserving of a slight nerf was Nurse). compensation buffs make people a little happier.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2267301#Comment_2267301

    I’m talking about those times a killer stubbornly camps, or stubbornly returns to the hook.

    so, why not take a hit and then unhook afterward without using no mither?

  • what? just remove bubba's power after getting use out of it 3 times? are you for real?

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2264131#Comment_2264131

    I guess in my case I’m yet to have a survivor escape before I can get Charlotte there because I rarely ever keep them separated excessively far from each other.

    You're too focused on the fact that the survivor is going down. It's not about the survivor going down, but it's about your time being wasted where it wouldn't have been if you were able to slug them.

  • @TheStabbiNAngeL said:

    They should probably just increase his stalk speed out of tier one ,because it takes awhile to get good stalks on optimal survivors, Tier 2 still takes a while to get up you're stalk to Tier 3 ,but he definitely needs to be out of Tier 1 by the first gen pop. One generator equals three gens in the red ranks,but their are bully squads who hang out in the green ranks and yellow ranks

    getting out of tier 1 is really not his issue at all

  • When injured, there is nothing to lose. Your time as Twins is being wasted in this scenario, even if you're eventually going to get them down. It's a great strategy, actually.

  • Predator:

    Scratch Marks left by survivors remain in the environment for 4 seconds longer.

    For as long as you're moving on top of scratch marks, all survivors within a 16/20/24 Meter radius are revealed by Killer Instinct.

    Predator deactivates 5 seconds after entering a chase and reactivates 5 seconds after exiting a chase.


    Then, just because no other perk uses Killer Instinct, make it so Spirit cannot see Instinct in phase.


    Bloodhound:

    Blood pools are shown in Bright Red.

    If a survivor remains in the injured state for more than 45/40/35 seconds, they are afflicted with the Deep Wound and Hemmorhage Status Effect.

    Whenever all survivors are afflicted with the Hemorrhage Status Effect, gain a movement speed bonus of 7% for 60 seconds.



    I know Bloodhound in particular has quite a few effects, and Predator's new effect could potentially be pretty strong, but I'm just really tired of the current meta and would like to see some stronger perks. I doubt either of these would be run over Ruin, Undying, Pop, Corrupt, Tinkerer, etc, but they'd be better tracking/slowdown perks than they are now if someone chooses to not run meta.

  • @SergioAndyno said:

    For me, Nemesis has the potential to have mixed gameplay from other killers. For example, he could have these abilities: That his base speed be 4.4 m / s but that he can stampede and run very fast every so often to have map control, something like the oni; use its tentacle on the ground to attract survivors towards it, harpoon type but without being able to do it through pallets; Infect the survivors with the T virus and force them to be vaccinated so that they do not turn into a zombie, like The Pig. They really have to change their current ability, it is very basic for such an iconic character.

    How do you think they should change to nemesis guys?

    yeah, let's just throw away all of the work they've done over the past ~6+ months because you don't like it. i agree, dude. :)

  • it's pretty boring.

    you have to 3gen, and the way to do it is through proxy camping. get a down, take someone to hook in the central part of one of the two sides, and proxy, defending the 3 gens on that side. entertain the middle a bit. force them to one side with the camp, get more downs, defend that one side, etc. gen regression is obviously very good in these scenarios.

    it's dirty, but if they're smart, they're gonna force you to come to THEIR side with completed gens. you have to play like an ######### on either side to win, because if you 3gen as survivor/have a bad gen spread at the end as killer, winning is near impossible.

    i hate this map, and hate suffo pit as well. at the very least, this map isn't as bad as suffo pit. it's more in the killer's favor when played like an ######### unless you're playing a weaker killer. suffo pit's middle is just atrociously strong for survivor. less strong middle in resting place.

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2257543#Comment_2257543

    No, 100% increased odds is double the odds. The chances are being increased by the number it already is, which is like 8% every second or something like that. So it would be 16% every second

    would still be completely useless, and worse

    at the very least, you can run it on doc or blight with soul chemical. if it just doubled odds, there would be no reason to EVER run it.

  • her chases are so boring man, from both perspectives.

    I've watched scorpions to find some ways to spice up her chases, but he also rarely uses the ambush against anyone good. Short loops, baits it a lot, and uses it once or twice a match, if even that.

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