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Hunter_Main_322

Hunter_Main_322

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  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/2620919#Comment_2620919

    We tested passive timer slowing/stopping and survivors abused it. We already have a perk, Camaraderie, that pauses the timer but absolutely zero survivors use it because there are better perks with more game utility. The reality of the situation is this, people who face camp as their main mode of playstyle will not stop unless something changes at a core level that makes face camping impossible. There is a limit to what punitive actions can be taken with the current core gameplay in place before you start having negative impacts on the vast majority of players who don't camp like that.

    It would be great to say there is a solution that would work well without having potential for abuse by the opposing side, being damaging to the majority of people who don't play like that, and able to keep the gameplay intact as is ( though it needs a revamp anyway). Unfortunately, there is just isn't.

    Because this perk needs to be converted into an aura that affects teammates who are on hooks

    It will be useless against normal assassins but will work very well against camping animals.

  • @Voodoo101 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2633496#Comment_2633496

    I have no problem with tunnelling, it can be a good strategy, if a team is strong and you need to take somebody out. It's not nice but then is neither not letting them leave. I also have no problem with camping, as long as it is proxy camping. That you are willing to make the chase if you get one hit on the rescuer and they run away, unless you can see another one coming in, but again you have to be willing to give chase. I hate it when killers take the easy option of standing next to the hook and just waiting for the unhook, just to swipe.

    I once played against a trickster who hooked in the basement. He then loaded up with knives and stood in basement, anybody came in he stood at the stop of the stairs and threw knives, turns out he had two addons, one was ricochet, the other reduced the amount of knives for a down. This was on 4 gens. Of course we did the usual thing of swapping hooks till the gens was done, two hooks and then sacrificed the last person. No big deal for us, but the killer got more BP, how does that make sense?

    The game is flawed by rewarding this play. There are plusses and minuses on both sides and when people lose, they blame everybody else, instead of looking at themselves and improving.

    Your right in that the game wont change, it can't. Bring out a new killer that stops the killer mains moan, the survivors moan. Bring in a new survivor like they did with Mikaela, and the killers moan. So they bring in a new OP killer that can stop loops, wait for the survivors.

    And yes, there are many players on both sides that takes the easy option. Killer who face-camp, survivors who hide just to get the exit, or run the killer to somebody on a gen to lose the killer.

    The game is on sale most places and free on Xbox Game Pass, so it is attracting very new players.

    The Kinship perk needs to be reworked so that it works as an aura affecting teammates

    The one who took this perk approaches the hook and it freezes

    This will be balanced because the perk will be useless against normal killers and will only work on camping animals

  • Then you need to freeze the timer if the killer is 10 meters from the hook

  • @JohnWeak said:

    This mechanic would apply only when there is more than 1 generator left.

    Once a survivor is hooked :

    • if the killer is in chase within 25 meters, the summoning progression rate is 100% (same as today)
    • if the killer is staying within a 25 meters range without being in chase, the summoning progression rate is slow downed to 33%
    • If the killer's distance from the hook is above 25 meters, the summoning progression rate is 175%

    This would encourage the killer to move away from the hook and it would force the survivors to go for the save faster as they wouldn't be allowed to optimize the hook progression time by doing gen as they do today.

    It would then prevent face camp as gen rush would be easy (33% summoning progression) and reward a high mobility killer : the survivor is saved but 2 survivors are not on gens, even 3 if the killer is in chase.

    Also, it would add a good dynamic to the trials.

    You need to freeze the timer if the killer is 10 meters from the hook

  • The No Mither perk is more like getting into the lobby very quickly.

  • Hopefully the developers will see this cool idea to make it an aura

  • @RoachesDelight said:

    Man said DS is useless LOLOL

    DS is really useless at the moment

  • @Taingaran said:

    https://forum.deadbydaylight.com/en/discussion/comment/2645265#Comment_2645265

    This is normal, there are unsuccessful matches. This fact must be accepted.

    If you lie on the ground during the whole match, it is more likely that the killer is keeping you in the camp. And this means that by doing nothing, you are bringing benefit to the team that makes (should do) generators.

    By the way, the survivors in the camp (on the ground or on a hook) also didn’t stop to hammer into their heads that they were doing important work - they were distracting the killer. They may not be happy, bored or otherwise, but they are a helpful team member. And the survivors are above all the team. And if they kill themselves on the hook or on purpose by the DS, then they are a piece of #########.

    I wish you when you play as a survivor of constant such games from the ground and camping

    Helpful you are our person

  • @Lenox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2644482#Comment_2644482

    I see. So, switching it from me to the other 3? Your change would be better than the current setup.

    This perk would make sense after such a change and not useless garbage that is at the moment

    To make an aura out of it that acts on teammates is the best solution just super

    Also, a balance will appear in this, since it will be useless against normal killers who do not camp like animals

  • @AnObserver said:

    https://forum.deadbydaylight.com/en/discussion/comment/2645439#Comment_2645439

    While I agree that two Survivors escaping through hatch should seldom happen (if two are alive the only real method of getting both Survivors out would necessitate that the team has already done most of the generators on top of doing some kind of ritual, during which the Killer should have more than enough time to patrol the map to shut down the ritual components, which also gives Survivors some breathing room to try and complete the last gen or two), that doesn't mean that a Trial can't turn out to be "Act 1" wherein the Killers presence isn't fully felt. (Or where it's the final act, where the Killer kills off most everyone)

    When there are only 2 survivors left, the game turns into despondency

    It is necessary that the hatch appears, but the one with the key can go into it

    But if one of them is hung on a hook, then the hatch opens

  • @Chocolate_Cosmos said:

    I will agree with this if you bring back old mori (I am talking about the original mori - no hook need) so Killers can deal with key / offering bringers ezi like you want your game super ezi.

    Then let the survivors take 4 hits in a row, which is a total of 8 hits and I am in the matter of such a proposal

  • @rednightmare said:

    Before all the killer mains and noob killers lose their minds and start crying No One Escapes Death needs nerfed.

    What NOED should be is Once the Doors are powered you get the exposed status if you are on Death hook. NOED doesn't help killers become better if all they run is NOED. They get looped all game long and only get two maybe three hooks all game long. Then bam let's get this guy on the hook and facecamp. It happens everytime a killer runs NOED. AND I MEAN EVEEY SINGLE TIME. Then they might get two or three kills because teammates try to get the survivor. but can't.

    And before I hear killers cry about D Strike. Well the Devs nerfed D strike into the ground into basically being useless. NOED should get the same treatment.

    If you are on deathhook then you get exposed once the exit gates are powered. Not this not even getting downed all game long, pop the last gen, still don't know I'm exposed until I'm half way to the guy on hook just to get hit once and oh look I'm exposed, and I'm just now finding out. These kinds of perks enable killers to continue to play bad.

    It is necessary to remove the additional movement speed for the killer, since this perk is already strong

  • I am also for changes

    Make it so the survivor knows that the killer has NOED and it isn't that annoying blow

  • @Feyd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2634412#Comment_2634412

    ...wut? They reduced the size of swamp, corn, red forest maps in the last couple years. Where you been?

    Unfortunately, they reduced the size of the cards and the number of hooks remained the same, because of this there are many of them and they are located at a distance of 5 meters from each other.

    So breaking hooks is useless, as is the perk that allows it.

  • @Taingaran said:

    https://forum.deadbydaylight.com/en/discussion/comment/2644880#Comment_2644880

    Perhaps more accurate is that not all aspects of the game are supposed to be fun. For example, how can you have fun on a hook or fun to get hit on the head with a pallet or get blinded by a flashlight ?!

    And you cannot make a fun game for both sides, when the goal of one is to catch up, hang, kill, and the other does not allow to be caught and escape. Those. absolutely opposite goals and tools. Each side has its own some sad situations, they should be, and that's okay.

    P.S. And don't use the word toxic. Find another one. And so many people use it instead of finding a word that more accurately describes something.

    There are games where you are knocked down and you lie on the ground for the whole game and it's not cool boring and annoying

  • @Nathan13 said:

    run out the gate and not feed the killer anymore free kills.

    Give a notification that the killer is NOED and will not have food

  • @AnObserver said:

    It is a nice secondary objective, scouring the map once you've met the hatch spawn condition, talking on comms with your team once you've found it, but it is bullshit that the keys opened the hatch instantly, were BP locked, with very little setup time aside from scouring the map, all while the Killer is usually working under the assumption that you're still doing the other objectives instead of an objective that they themselves have no control over (as they can only close the Hatch if it's open, they can't sabotage it in any manner to hinder Survivors/give them an alert if they stumble across it first)

    The key is now trash so no one takes it easy

    No seriously guys, in the last 2 months I have not seen at least one person with a key

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2639316#Comment_2639316

    It's as you said - Up the Ante is like that because it IS bad. You could buff it and it still wouldn't be that good unless it gave you like a 50% chance to escape or something crazy, lol.

    94 seconds is a long time to camp someone to death, even if that survivor doesn't get saved. It's not meant to prevent camping, it just disincentivizes it and gives the killer an extra punishment if they do it anyway. It's the same with DS, unless you use it in endgame and escape right after it doesn't prevent the killer from just going for you again after using it, it just adds a cost for doing so/makes them have to chase you a second time if they really want that hook.

    Therefore, this perk must be built into the hook mechanics so that if the killer stands near the hook, then the timer stops

  • @AnObserver said:

    https://forum.deadbydaylight.com/en/discussion/comment/2642621#Comment_2642621

    Which is a base-kit self-pickup after 2min. Sure.

    However a Perk that reduces that time by 83% should not be infinite use, especially with no downside, and especially with no buff, otherwise it basically would be a Perk that turns the Dying state into a recovery state where you can pick yourself up 83% faster and at maximum 12 times. In comparison to the base-kit feature that's super-broken.

    https://forum.deadbydaylight.com/en/discussion/comment/2642893#Comment_2642893

    Always viewed slugging as a pseudo Hook-state. Yes, absolutely useful for building pressure, but really isn't the "intended" method of getting all 4 Survivors "Hooked". If you want the Survivor to require assistance with barely any recourse, use a Hook. Otherwise slugging should just remove a Survivor from the game for a moderate duration if they didn't bring a Perk. At the moment, it removes them from the game until someone else picks them up with little effort from your part unless they bring a Perk like Unbreakable.

    Don't forget about the bleeding so you won't get up much during this time

    And yes, the game from the ground is very toxic BUFF UNBREAKABLE its smallness will solve

    This is the point so that the killer would hang the survivor immediately on the hook and not run after the others, leaving the survivor bored and not playing the game

  • @Kiikii said:

    https://forum.deadbydaylight.com/en/discussion/comment/2639755#Comment_2639755

    See it makes me really happy to not tunnel and camp out of respect until I get hit with enough toxic crap that pushes me in to Michael Myers Theme In heavy metal and techno and someone just scream for the sake of screaming. Lol oh I have lost some but I have won more than I lost literally throwing out my win and pip because it drove me nuts.

    Oddly enough I find really no big issue with Rin but she is wonderful to play.

    Yes, she is very strong and does not require skills

    About the game from the ground, you need to buff the Unbreakable perk so that there is no limitation of getting up from the ground

    I agree to CD of 30 seconds, which I consider to be an honest exchange, since the killer who knocked the player down can walk calmly and not hang on the hook, which is very toxic and annoying

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2642678#Comment_2642678

    problem with that is the last survivor will hide forever.

    Well, well let him have a chance to win

  • @SackoXA said:

    I know it's been changed for a bit, but I was just discussing with a friend about how much more fun it used to be when we could see the hatch and escape out of it. So much more laughter and fun, and how since the changed we've picked up and spent more time on other games, cutting our game play on DBD in half.

    I want to escape out of the hatch with friends again. Bring it back.

    #BringBackTheHatch

    You need to make it so that it opens when there are 2 survivors left and there will be a moral choice to save a friend from the hook and close the hatch for a while or go into the hatch and win

    Because at the moment, the killers have the advantage of knocking down one player, leaving him to bleed and without losing anything to look for the second one, since the hatch appears only when there is only one survivor

  • @Jaxton2000 said:

    I think I agree with this buff, would encourage killers to pick up survivors instead of just leaving them to go after someone else.

    Strongly agree as this ground playstyle is very toxic and annoying

    I play as a killer myself and do not understand such animals

  • @rednightmare said:

    Before all the killer mains and noob killers lose their minds and start crying No One Escapes Death needs nerfed.

    What NOED should be is Once the Doors are powered you get the exposed status if you are on Death hook. NOED doesn't help killers become better if all they run is NOED. They get looped all game long and only get two maybe three hooks all game long. Then bam let's get this guy on the hook and facecamp. It happens everytime a killer runs NOED. AND I MEAN EVEEY SINGLE TIME. Then they might get two or three kills because teammates try to get the survivor. but can't.

    And before I hear killers cry about D Strike. Well the Devs nerfed D strike into the ground into basically being useless. NOED should get the same treatment.

    If you are on deathhook then you get exposed once the exit gates are powered. Not this not even getting downed all game long, pop the last gen, still don't know I'm exposed until I'm half way to the guy on hook just to get hit once and oh look I'm exposed, and I'm just now finding out. These kinds of perks enable killers to continue to play bad.

    In my opinion, any damage that imposes a vulnerability on a survivor should be notified immediately

  • @Icaurs said:

    I would agree to make it infinite use. However make it so that the perk can be used once, afterwards is a 60 second cooldown, that has to go before you can begin recovering next time you go down. While the perk is disabled, your bleed out timer is paused, and only starts once the perk reenables. the 60 timer only decreases while you are in the dying state. This will still provide killers the option of slugging, but prevent them for leaving survivors. on the ground for 2-3 minutes.

    I agree with a small condition it can play

  • @AnObserver said:

    https://forum.deadbydaylight.com/en/discussion/comment/2633987#Comment_2633987

    So... Why bleedout when I can use the Hook as an already pre-established method of cucking someone?

    Only reason atm I can think of permanent bleedout as a mechanic is to "get back" at multiple Survivors at once.

    Gotta love being able to down all 4 Survivors and just keep waiting, and nothing happens. They all die.

    therefore, the bleeding must be divided into 2 stages where at the end of the 1 survivor can get up on his own (no perk)

  • @That_One_Friend said:

    https://forum.deadbydaylight.com/en/discussion/comment/2639784#Comment_2639784

    I actually play 80/20, primarily survivor. I guess before grades, I would bounce between ranks 6-7.

    Apparently you are the very same Claudette at the edge of the map. NO THANKS

    As for the new mechanics, you can add a room with lamps where there is a switch that turns on the light and stuns the killer, of course, you need 2 people for such a maneuver (the light room can be charged for about a minute)

  • @Hex_Ignored said:

    Are you honestly comparing getting DDoS'd with getting camped/tunneled or am I just misunderstanding something?

    read carefully !!! inappropriate, abusive and toxic behavior

  • You can adjust the passive by looking at the statistics

    And where did you get the idea that they will have passives similar to their perks?

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/294978/ddos-abusive-behaviour-in-the-game

    1) Pyramid Head's (from my experience) play the most "dirty" because - his secondary power completely removes the ability to use DS or BT. So while they may not camp and tunnel you first hook, they might go for you straight after 2nd to get you out of the game for free.

    2) Isn't than an overkill?

    3) ^ That's like doubled up Kindred.

    4) So small versions of already

    5) existing perks added. But again, you already have 1), so the rest of these solutions seem like an overkill to me. Especially after you praised it.

    These are options, not all at once.

    And I know that there are similar perks BUT who takes them? These perks are in the trash can and they do more harm than good.

  • @Fuglylol said:

    Sure but only if they remove DS

    Ds is currently below average perk

  • @That_One_Friend said:

    What happened to stealth? Have trouble looping? Stealth around jungle gyms/objects before the killers sees you. NOED pops and you cant find the totem? Stealth until you A. open a gate or B. Find the totem. Really, if people started to learn to hide instead of engaging in chases, we wouldnt need 10 second chance perks and 25 pallets per map. Im not saying become one with the bush every time you hear a terror radius, but use it when it is necessary. I escape 75% of my surv matches without any meta perks, other than Prove Thyself and occasionally Quick and Quiet.

    It can be seen right away that you do not know how to play for survivors.

    Who are you silver?

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2627165#Comment_2627165

    You're pulling games out of completely different genres. Stop and accept the fact that you are wrong, and that adding passives for Survivors will kill diversity even more

    You don't want interesting connections and fresh mechanics?

    Or are you afraid that you will not master the unique survivors playing as the killer?

    I personally play as Rin and would like to play against unique survivors.

    As if assassins don't have a meta

  • @Kiikii said:

    https://forum.deadbydaylight.com/en/discussion/comment/2635360#Comment_2635360

    I actually don't need to camp but I will say with constantly getting 4 kills and only 1 pip is unacceptable, but doing gens, saving and healing a little and escaping gets me to pips? Ironic.

    But the fact is there are just straight campers but the ones whom do need it js because survivors are way to imbalanced.

    If you don't camp then respect you

    I also play as Rin and don't camp

    But when I play with friends just every skating rink tunneling and campsite

  • @Knotty1985 said:

    Damage is only one thing vaulting through a window, hearing the bang and landing... then being grabbed by the killer back through the window.. that is an achievement that literally made me DC because it was so frigging stupid

    Needs validation like pallets

  • @Whiffycow said:

    https://forum.deadbydaylight.com/en/discussion/comment/2638917#Comment_2638917

    If you're being camped then you're essentially still taking up the killers time and allowing your teammates to do gens. I agree it's not fun for the survivor, but it's also not a smart trade off for the killer. If the survivor doesn't attempt to escape, and the survivors don't attempt a rescue, that's 120 seconds of hook time where the killer is awol for the other players. A gen takes 80 seconds, with one person working it and no buffs, to pop... so a camped person has afforded his team potentially 3-4 gens. That being said, if one person goes for save and is downed, then when the killer goes to hook them the original can be rescued by another... so you can beat camping without any BT or other perks. A basement Bubba would be difficult to do that with, but not impossible.

    When you DC you not only take repair time away from your team and give the time advantage to the killer, but you also reduce the total points that everyone can get. I feel like too many survivors forget they're on a team and should be trying to get as many survivors out as possible, and only play for for themselves.

    How in the world has it become killer sided? I main surv but play both, and while I feel the balancing is alright, the recent changes have definitely been in favor of survivors. The recent changes saw boon totems, which i like but are really powerful for survivors, and nerfs to a bunch of killers... how is the game killer sided?

    And he goes to tunnel the one who was removed

    Just a brilliant tactic

    You will take off hooks and off hooks, but what about the genes?

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2636921#Comment_2636921

    How near exactly? The killer should reasonably be able to defend a hook, why would you expect them to have to not defend a hook from a rescuer? Or say someone is hooked in the shack basement, does this mean the timer isn’t running if the killer is in or near the shack? (Because the entire shack is all within about 10 meters of the hooks.) Also keep in mind that all radius of effects go through floors, so the impact can be slightly different on multifloor maps.

    If you make that radius of frozen time too large then you’re just hurting killer’s chances of stopping rescues with nothing to compensate the balance shift. Too small and it may as well not be a thing. So that numerical detail is really important.

    He must seek others, not protect

    You have the wrong thinking

    Games like this only disappoint

  • @hazzzard said:

    LoS isn't an option in some realms. Once again RNG has an impact on how the trial will end and how quickly.

    This killer needs to be reworked or forced to play on indoor maps where you can actually use LoS as counterplay. Yesterday I was grinding through Halloween tome and I've got to play against The Nurse on McMillan & Autohaven maps which heavily favor her power. Debris loops on Autohaven are useless. The whole middle was a dead zone against her. I wasted my cakes and BPS for nothing. I feel like high MMR is The Nurse show. So boring and unfun. Every single Nurse I versed had all the crutch perks!

    People should stop saying she has a high learning curve and even if she did that doesn't justify the bad design. Patient people will become decent with her in 2 weeks. With that blinking power, a decent Nurse can ruin the entire trial... I don't feel motivated to play. I'm fine with every killer except The Nurse. She needs to be changed, removed or nerfed so she can be in line with other killers.

    It must be done so that she could not hit instantly

  • @Nos37 said:

    Any of the following changes:

    • Chains can no longer interrupt totem cleansing
    • Totem cleansing progress does not reset when interrupted
    • Remove Chain and Cleanse Totem are two separate actions, and chains no longer spawn if the Survivor already has 3 chains attached to them, so that the Survivor can no longer be stopped from Cleansing when at max chains

    Let the chains interrupt generator repairs, healing, chest searching, heck-- even blessing, but hex totems are extremely difficult to deal with; especially as the number of reamining survivors falls.

    It is necessary to remove the interrupt when the maximum is reached

  • @Viktor1853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2636586#Comment_2636586

    No is not and how will you make so it cant be abuse by survivors

    Freeze time on the hook if the killer is near the hook

  • @hazzzard said:

    LoS isn't an option in some realms. Once again RNG has an impact on how the trial will end and how quickly.

    This killer needs to be reworked or forced to play on indoor maps where you can actually use LoS as counterplay. Yesterday I was grinding through Halloween tome and I've got to play against The Nurse on McMillan & Autohaven maps which heavily favor her power. Debris loops on Autohaven are useless. The whole middle was a dead zone against her. I wasted my cakes and BPS for nothing. I feel like high MMR is The Nurse show. So boring and unfun. Every single Nurse I versed had all the crutch perks!

    People should stop saying she has a high learning curve and even if she did that doesn't justify the bad design. Patient people will become decent with her in 2 weeks. With that blinking power, a decent Nurse can ruin the entire trial... I don't feel motivated to play. I'm fine with every killer except The Nurse. She needs to be changed, removed or nerfed so she can be in line with other killers.

    It is still considered imbalanced.

    But B.H.V.R just to release skins than to really do something

  • @SmarulKusia said:

    The last four killers that have been released, have all had a focus on anti-looping and range. The two killers before Twins also have anti-looping and range.

    But with each release, the powers are tweaked a little, to give some glitz and glam, but it's copy and paste.

    Playing against most of these killers is either frustrating, annoying, or feels disconnected from what DBD is meant to feel like considering that these killers can ignore or overlook what survivors have traditionally as their protection (aka pallets/windows/vaults).

    Survivors need some active and in-game counterplay, and no, Boons are not the answer on making the game feel more interactive.

    It is necessary to add a holy land where the aura of the survivors will be hidden and the killers on it will slow down

  • @Qyrki said:

    This is the 3rd game in a row someone in my game including me has died because they are being face camped by a killer and my team can't do anything about it. Maybe change it so if a killer is within a certain distance of the hook the time is slowed or something to prevent killers from being able to just sit there and camp 2 or 3 kills.

    It is necessary to make a hook mechanic so that the killer cannot use abilities within a radius of 20 meters

    Also, immediately embed an assassin's aura into the hook itself if it is within a radius of the same 20 meters (without any perks into the hook itself)

    And of course, the removal of blood points so that after the match such a toxic would not receive anything

  • You can even remove a useless key and give something useful in return - this is an item in your hand

    You can also add oil tanks that can be thrown onto the killer, thereby slowing him down - this is another save mechanic

  • Do the same window strike validation

    On the pallet there is so what's the problem to do the same with the window

  • @SmarulKusia said:

    The last four killers that have been released, have all had a focus on anti-looping and range. The two killers before Twins also have anti-looping and range.

    But with each release, the powers are tweaked a little, to give some glitz and glam, but it's copy and paste.

    Playing against most of these killers is either frustrating, annoying, or feels disconnected from what DBD is meant to feel like considering that these killers can ignore or overlook what survivors have traditionally as their protection (aka pallets/windows/vaults).

    Survivors need some active and in-game counterplay, and no, Boons are not the answer on making the game feel more interactive.

    Need protection from camping and tunneling

    The current perks do not provide this.

  • put it out in 1 second and it makes a noise like an airplane

  • @WyldStayls said:

    Or is it me. I have played with Bubba as the killer 4 times today and the whole team goes down in a moment. And this is with even seasoned players. He needs to be buffed, very very irritating and unfair. I can't even get decent bloodpoints.

    I agree he shouldn't kill with 1 hit

    he already beats 9 times let 1 swing of the chainsaw 1 blow

    All the same, in a straight line, in theory, he will be able to hit 2 times since the survivor will not have time to accelerate

  • @Voodoo101 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2631957#Comment_2631957

    Lag is my fault? and the fault of three other people on three other networks with three other service providers? Do you actually know what lag is and how the internet works?

    And camping and tunnelling is the survivors fault, not because of low skill killers who can't chase and end up taking the easy option, I guess.

    You make me laugh so much. The excuses poor unskilled killers will come to when they try to cover how they play.

    Murderers will continue to justify their toxic behavior

    Please BHVR do something already !!!!

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