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Iron_Cutlass

Iron_Cutlass

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  • @ObsidianButterfly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791444#Comment_3791444

    Your entire argument becomes moot when you take into account basically nobody runs Ruin or Surveillance NOW. Ruin being a hex perk is reason enough not to run it (because hexes suck) and I've never once seen a killer use Surveillance (there are better info perks than it already). So saying "CoB will overshadow perks nobody uses anyway" is kind of weird.

    I run Hex: Ruin and Surveillance. Ive seen it a decent bit, it definitely isnt meta, but saying "basically nobody runs it" is just wrong. Ever since SH: Pain Res and Pop Goes got nerfed/changed, Ive seen a lot more diverse regression builds; there still is a clear meta that a lot of people run but Ive seen more perks I havent seen in awhile get used more.

    I find it really good on high mobility Killers like Blight or Billy because they can use the information insanely well; and Killers that can pressure multiple areas or slow map traversal for Survivors like Knight and Skull Merchant also make good use from it.

    And even if a perk "does not get used at all", I think it still is part of the perk economy and should still be considered. Ideally if a perk overshadows other perks, the other perks should be buffed to be more in line with that perk… the issue with information perks like Call of Brine and Surveillance is that their specific niche is way harder to work with, you could buff Call of Brine, but how would you buff Surveillance?

    And all of this is also just ignoring that you dont need Hex: Ruin here… I just used it as an example but Surge works well too.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791259#Comment_3791259

    the gen kick perks are way too slow for most of killer to use. they're only viable on every killer if you 3 gen but 3 gen strategy is nerfed, rightfully so because it is incredibly boring to face and play as killer.

    from a reward stand-point, they'd need to be like 400% regression speed for over-time regression to have an impact if they are put into setting of aggressive hooking. fundamentally though, these perk are defensive perks by nature but too much defence leads to 50+ minute games… and game draws if no kick limits.

    COB wouldn't overshadow surveillance. surveillance works with every source of regression, so surge, pain res, oppression, hex:ruin, all those perk synergy with it make surveillance always better option for info. When COB's surpasses surveillance or any regression perk, it is always related to its own base regression.

    When COB surpasses Surveillance or any regression perk, it is always related to its own base regression.

    That's kind of my point.

    Call of Brine is currently seen as more of an information perk than a regression perk, and it's not that bad either on Generator kicking builds; the issue is if the regression gets buffed, people will use it for the regression, but the information still overshadows Surveillance.

    Killers only have 4 perk slots. Why run Hex: Ruin and Surveillance when you can run Call of Brine (at 200% regression) and get more regression, better information, and free up a perk slot? This is the fundamental issue with Call of Brine. If you buff it, it provides too much value for a single perk slot; in fact, Ive been saying for prior to Patch 6.1.0, since Call of Brine even released.

  • The main issue with Call of Brine was the fact that it overshadowed the perks it has to compete with.

    Surveillance is a good information perk (really underrated but can be strong in the right build), but when Call of Brine was meta, there was no need to run it since Call of Brine provides regression AND information at the same time.

    It also synergized with other meta perks at the time, Call of Brine and Overcharge were popular for their regression, but also their "utility" effects worked extremely well at moderating the Generators.

    Currently, there is a reason to weigh how you use it. Do you stack it with other perks to get more regression? Do you use it by itself for the information and slight regression instead of Surveillance? How does it synergize compared to other perks? In that regard, I think it is in a good spot since I have to think about rather to use it over the alternatives.

    However, if you were to buff Call of Brine but make it to where it did not stack with others perks, it would go right back to overshadowing Surveillance.

  • If you want Killers that will teach you the basics (well rounded powers, nothing over the top, provides only what youll need), Demogorgon and Wraith are good examples.

    • Wraith is the most basic Killer in the game. They have, in my opinion, the best addons in the game which can cater to a wide and diverse set of builds and playstyles while not compromising upon the basic M1 Killer play style. Their power itself is really easy to pick up and learn so you can learn more about the micro and macro game.
    • Demogorgon has a bit more going on but they are good at training you the do's and dont's of using a more diverse power. They have the basics you need (chase power and mobility power) but have pro's and con's to both that make you learn how to weigh your options.

    It is important to pay attention to your surroundings since various map details can provide hints as to where Survivors have been.

    • Alerted crows and scratch marks are the most common way to find Survivors.
    • Certain maps, like Nostromo Wreckage, have map interactables that hint to where Survivors have been (e.g. the vents being reset to freeze the Killer, there is a visual cue for when they are active).

    For perks, do not really entirely on slowdown since slowdown will win you a majority of your games and you dont want to boost your MMR too much, you want a slow but steady climb in MMR so you have a more linear but slow progression in difficulty.

    • A lot of the starter perks for Killer are decent but not really strong enough to "carry" you (other than Hex: No One Escapes Death). Please, do not sleep on Spies From The Shadows, it is an amazing perk.

    And finally, the best way to learn how to play Killer is to just play the role. You will win games, you will lose games, just focus on self improvement over anything else and dont let a few bad games get to you!

  • @ReverseVelocity said:

    How is "new wiggle" any different to "old wiggle" apart from not having to destroy your A and D keys?

    I think they are referring to when Wiggling first got changed to Skill Checks and hitting Great Skill Checks would shave a full second off of Wiggling.

  • @Crowman said:

    His power against a new survivor is 3 hits. A recently unhooked survivor is 1 out 2 hits depending if they wait out endurance.

    You need two hits with Marvin's Blood to get Tier 2, which is a massive step up from before.

    If it took longer to get Tier 2, Id understand, but you can leave your first chase with an actual power if you play well enough.

  • This has been an issue since they release and it has still not been addressed.

    This why I dont like Nemesis, he has counterplay and can be fun to face but the bugs remove his counterplay by making him silent or not playing animations it should. :(

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3788105#Comment_3788105

    Wouldn't it work if the blocklist had a limit? 25 players for example. Once you block your 26th player, the first person on your blocklist is unblocked.

    Or just have it so you can manually remove 1 person from the list in order to add another.

    It would make more sense to do so since some people do get blacklisted/blocked for legitimate reasons (racism, homophobia, etc.), having it automatically remove them could lead to issues, especially if you get matchmaked with them constantly.

  • @danielmaster87 said:

    "But then people will be Exhausted all match!" Only if your team is giving the killer hooks all match long. Same argument for Pop. If the killer beat you with it, they probably would have beat you without it.

    Also Vigil exists.

    Vigil is extremely underrated considering the large amount of debuffs it covers and the fact you can get your Exhaustion back WAY faster; pairs well with most meta perks like Lithe and Sprint Burst, pairs well with altruistic perks like For The People, and the effect stacks with other instances.

    I really wish more people would use it. :(

  • @Shroompy said:

    Pretty sure they said they have no intentions of bringing them back.

    Same goes for the Hawkins achievement

    :(

  • First, yes. it's a win-con. saying "hey, hatch doesn't count as a win actually ☝️" doesn't change the fact it literally does count as an escape.

    According to the game, an escape does not necessarily translate into a win. Escaping through Hatch is a net 0 gain/lose of MMR, meaning it neither counts for or against you, it is neither a win nor a loss.

    Hatch spawns a few minutes after 3rd survivor dies

    "We want something to prevent unnecessary stalling of games since it wastes everyone's time," followed by, "Also lets make a mechanic that stalls out the game since I want an extra Kill."

    I dont see how this incentivizes players to stop hiding for Hatch, in fact, I think this just makes it worse. Players would just be incentivized to go ahead and find a hiding spot since they will need one to wait for Hatch to spawn anyways.

  • There are hundreds of perks in the game. Do you expect players to effectively have to learn twice as many effects than before?

  • Im pretty neutral about the whole thing.

    FNAF is an interesting IP to me, Ive personally never played the games but I always found the art direction really unique and eye-catching.

    The FNAF community is also full of a lot of talented and cool people and it would be nice to see them in the DBD community; I know a lot of people like to discount the community for it's issues but frankly every community has issues and the DBD community is no exception either.

    Meanwhile, on the other hand, I also have mixed feelings about Scott. I dont think he is an evil or awful person like some people believe, but I also dont agree with their past actions either. I do believe in redemption and forgiving others, but Scott has not really done or talked much since everything happened, so I mostly feel neutral about it.

  • I dont think there is an issue with Killers playing with VPNs considering how they help protect you online. I think the issue is how the game handles Killers on VPNs, since the servers just seemingly accept all information from the client.

  • Reporting DOES actually do something.

    First off, you need to realize that processing reports are partly automated and partly manually reviewed; as a result, once false reports get filtered, a person has to take the time to manually review, and with the amount of reports being filed, the process takes awhile.

    For certain ban types, it would be easy to find the reason why they are getting banned and find a work around. Ban waves are naturally harder for them to react to, since it happens all at once instead of instantly banning them for a given reason, making it harder to determine the ban reason.

    Keep in mind a lot of the information I am providing is from other game development studios and is seen as industry standards, it's nothing new and it has been working for decades, BHVR most likely follows the same or a similar model for their game(s).

    EDIT: I probably should have read more than the title since the "report reason" provided is not a bannable offense. So yea, reporting will do nothing if you file a report for something that is not reportable.

  • @For_The_People said:

    https://forums.bhvr.com/dead-by-daylight/discussion/423717/demo-mains-guide-to-demogorgon

    I only play survivor but just want to drop an acknowledgment for how well written and comprehensive this is! Great work :)

    I plan on adding more to it as time goes on since there is still a lot I have not covered yet!

    I might even include pictures and video demonstrations to help break up the giant wall of text that already is there.

  • I dont see how Lethal Pursuer would need a nerf, especially when we are getting Eyes of Belmont soon and it's basically the Survivor equivalent of Lethal Pursuer.

  • In example, if you lose a single chase and nobody comes to rescue you, do you expect it the fault to lie more on yourself or more on your team. While you could have lasted longer in chase, your team could have also rescued you, the sole weight and responsibility does not weigh in on you but it weighs on the team as a whole.

    I generally find it not worth it to weigh how much of it actually lies on your or your teammates since it leads to unnecessary frustration; as a result, especially in SoloQ, there is no reason to really care, sometimes you just lose, and it's better to move on.

    Though if you are seeking improvement: Just play Survivor.

    You cannot improve at a role if you do not play it. The only way to improve at Survivors is by learning through application and experience; take what you know, and try to apply it ingame, practice, etc.

  • Heart in a cage.

    Even though it is technically a hard captured in Plague's incense burner, I like to imagine it as a cage.

  • @AggressiveFTW said:

    The fact they revealed this so early tells me this chapter is going to be awesome!

    Revealing an IP early can sometimes be a mixed bag.

    If the game is in a rough state, they sometimes reveal things early to draw more hype towards the game, like what happened with Sadako Rising, it can definitely work but kills a lot of the hype once the chapter itself releases.

    I think the only reason why this was revealed an entire year early might be due to contractual obligations forcing them. The game is doing well because of 2v8, and FNAF is a massive IP, so we are not having a repeat of Sadako here.

  • @Hunkulese said:

    It kinda sounds like you went to someone's stream and said some awful things.

    Behaviour will never punish you for something you didn't do because they need proof that you did something wrong. It takes more than just someone clicking the report button to get banned.

    I never did say awful things to a streamer. Instead of jumping to conclusions you could have just asked why this post was made.

    I was browsing YouTube and found a video on a streamer that false reports people with the intent of getting them banned; as a result, I got curious and made this post to ask around.

  • Winning is not everything, some players want to have fun, and having players give up can easily ruin that fun and sour a good match. One of the many reasons could be because of bloodpoints or because of how it affects the flow of the match.

    I dont tunnel or camp or play in ways that the general community finds "distasteful" (I play both sides, so I play in a way that I think is fun for everyone), I normally try and pull off gimmicks and niche builds or set small goals for myself to accomplish, and having someone give up kind of kills that fun for me.

    Obviously not everyone is the same, so keep in mind that I am only speaking for myself here.

  • Honestly one of the most annoying bugs in the game, not even because it gives away hiding but because hearing the constant coughing for a long duration gives me a headache. I hope they fix this soon.

  • Demogorgon seems more plausible to escape.

    Xenomorph has evolved over time to be an absolute killing machine, they are quiet, agile, and aggressive, while also having insane tracking abilities and skills. Demogorgon is not too far off but is more limited in their tracking abilities.

    In terms of locations, Hawkins also probably has more escape routes meanwhile Nostromo only has the Escape Pod Bay which is far more limited; it is generally easier for Xenomorph to just guard the exists and starve me out than Demogorgon could.

    Finally, if you get caught by either, Demogorgon is just a much faster death, and I rather not be turned into a human toaster for several days just for another species' baby or something.

  • I had a game of 2v8 where I was playing Nurse (need I say more)…

    The final Survivor dropped their item, and my teammate wanted to give them hatch, but I two tapped them with my blinks and hooked them.

    I am using the 2v8 Gamemode to try and get "In The Void She Walks" which requires me to get 500 Blink Attacks on Survivors, and more Survivors = more Blink Attacks; SoloQing as Killer has given me a lot of awful teammates which has worked towards my benefit since Ive made more progress than I ever have going for the achievement.

    In the post game chat, the Survivors left a single ":(" and left the lobby.

  • Distortion was hardly a counter to Weave and Franklin's considering the fact Weave just eats through Distortion tokens.

    The only actually counterplay to the combo is just moving the items to an out of the way location, which can be done with any set of perks; or running Boon: Shadow Step, which nobody does even though it's pretty decent.

    In that regard, the only change Weave needs is for the items to be displayed to Survivors since many SoloQ players dont understand the concept of countering Weave and just leave items everywhere or in awful locations.

  • Not a Killer main or Survivor main, but Freddy really needs something, they are just really boring to play as/against and just need more going for them.

  • Honestly I dont see Nurse as often. I mostly come across Trappers and Huntresses more than anything else.

  • @WashYourHands said:

    Xeno's Tail Strike, Demo's Shred, Deathslinger's ADS, Pyramid Head's Judgement, and Nemesis' Tentacle all require by default 1s or less to charge up before releasing their attack. The average human takes 0.25 seconds to react, meaning survivors must immediately sharply turn in an attempt to dodge the attack. Because they are so short, they are easily fake-able and put survivors at a 50/50 situation. In Demo's case, it's nearly impossible because his Shred has the hitbox of a bus; at least Xeno, Deathslinger, Pyramid Head, and Nemesis' are small enough they require more precision in the killer's aim. The redeeming factor is the distance between the survivor and the killer. Because all these special attacks are not instantly released, the further the survivor is, the longer it takes for the killer's power to travel to them. This is again at a loss of the survivors because most tiles you'll find on the map will be considered unsafe against their ranged attacks.

    Do you share the same distaste for very fast special killer attack charging?

    I propose having special attack charging time be increased and the killer's movement speed while charging be increased.

    The argument of "do you want this killer to be worse than they already are" doesn't matter. DbD must be balanced to the highest percentile of players. Special attacks are indirectly tied to the outcome of the match; a killer's "nerfed" power is less impactful to the match than their game sense, which is obtained by experience.

    In Demo's case, it's nearly impossible because his Shred has the hitbox of a bus

    As someone who not only enjoys playing Demo, but also plays against them a decent bit… crouch.

    Imagine Demo's hitbox in the shape of a diamond or plus sign, if you are at the edges while standing, it will hit you, but if you lower your hitbox, it will not hit you since Shred's hitbox will travel over you. In fact the hitbox shape even lets you crouch underneath it even from a direct hit as long as you are at a lower elevation and not directly next to the Demogorgon when Shred is used.

    Not only that but Demogorgon's Shred has a lot of objects with awful collision you can easily abuse; rounded objects, hooks, pallets/breakable walls, and vines/bushes have the worst collision and can be used to avoid Shred. Eyrie of Crows is probably the worst offender of this, since it literally has all of the things mentioned prior.

    And on top of all of this, Demo's Shred has not only a visual cue but an audio cue to indicate to the Survivor when Shred can be used; Shred is not an instant hit either, it has travel time which also contributes. Shred, when you consider the charge time, even takes just as long as a pallet break and M1 when you consider the cooldown/recovery.

    The Demo can use Shred without fully charging it but you get less distance which can make the difference between getting hits and not, or you can intentionally shorten the range of Shred to get them at the edge of the hitbox and get free movement slightly faster. However this aspect is fine since it requires a large amount of skill, timing, placement, and requires the Survivors to mess up really bad to pull off; quite literally Ive seen no one complain about this part of his power.

    Demo's Shred has a lot of counterplay, and leaves a lot of room for mindgaming both sides, and I can understand if you dont enjoy facing against Demogorgon since they are not for everyone… but outright lying or spreading misinformation about the collision area does not strengthen any of your points.

  • Slow load times and periodically I cannot access the DBD forums at all since the webpage wont load.

  • @NekoGamerX said:

    https://forums.bhvr.com/dead-by-daylight/discussion/422085/2v8-exposed-how-badly-designed-the-game-actually-is

    for some odd reason some are not enjoy it and I just got 8 man out and I'm playing solo.

    I dont enjoy it since I think the Survivor role is just more boring compared to the Killer role. The Killer role has a lot of interesting and fun interactions with one another, and the Survivor interactions is boring.

    I dont think anyone gets excited over being able to heal others 35% faster or making Great Skill Checks grant 3% more progress; they are not bad effects, just boring effects, and I rather just play base DBD at that point.

  • @YamamuraVideoRentals said:

    If tons of survivors are getting slugged, they need to crawl away from each other and other objectives to make it very hard for the killers to pressure all of them.

    I think you are forgetting that DBD is free to try on Steam at the moment.

    There are a lot of new players who dont know this and will just feed into this. This is made further worse with matchmaking being incredibly lop-sided because too many players are queuing for Killer, so Survivors are just shoved into matches without even considering their MMR, leading to absolute slaughters.

    Also why SHOULD 8-man slugging be considered "fine"?

    • Survivors cannot Flashlight Save from most grabs (Locker Grabs are bugged tho).
    • Perks for Survivors to save themself dont exist.
    • The Killer can literally instantly hook a Survivor at the press of a button.
    • The issue with players and matchmaking mentioned before.

    Slugging 1 or 2 Survivors is generally fine and understandable. But I really dont see the point in doing it to an entire team. Especially when Ive seen people intentionally use it to bleed out all 8 players to waste their time.

    My main concern is how this will impact new players. Imagine queuing into this gamemode with your friends and your entire team is down and you have no idea what is going on. I am concerned that it could negatively impact their experience and drive new players away.

  • Counterpoint but I think it is good that we now have a wider variety of maps that cater to either side.

    Whenever a Map Offering is not in play, it really does feel like there is a good chance of getting a map that is either good or bad for the side that I am playing, and I generally enjoy the variety a lot more.

    Although ideally more central/neutral maps would be better for game health, I do think having stuff that leans more towards either side creates more variety and overall makes me enjoy the game a lot more.

    Albeit, this is mostly anecdotal and opinionated, I dont expect people to agree, but I just find it more fun overall.

  • @Krazzik said:

    If it's survivor-sided, why are there hardly any survivors queueing?

    2v8 is so Survivor-sided that all the Survivors left because it was too easy. 😔 The only solution is for BHVR to make it so if you die as Survivor, you fade from existence in real life. 😔 😔 💔

  • @Amogusman said:

    Obviously, I'm not expecting any "real" dev confirmed reasons, this is more of speculation.

    Because a lot of perks are based on the canon for the characters, not just how they work ingame.

    Trapper is often depicted as being a tall, looming, but calculated figure who kills Survivors by planning ahead and with their brute strength. In a similar light, "Brutal Strength" comes from hit raw strength, and "Agitation" comes from brutality and desire to hook Survivors; in a sense, "Unnerving Presence" fits more into his character since their Terror Radius often means they are trapping or looming nearby.

    It is also important to consider how older DBD was.

    While their traps were brighter and took longer to set, maps were generally darker and addons could make your traps blend in very easily. Grass was also naturally higher, which made hiding traps much easier. A lot of Survivors also did not know how to loop, and good information perks did not really exist, so stealth was considered the main way to play the game. For those who did know how to loop, Trapper could shut down infinite loops whereas no other Killer could. Trapper was definitely not an insanely strong Killer, but they had a decent place in the game, especially compared to the old Wraith.

    Outside of all of this. Unnerving Presence fits because Trapper is the poster-child for DBD. They are used on all of the advertising and are slapped everywhere, they have a presence that no other Killer really has in that regard.

  • In a 2v1 situation like that, it entirely relies on basically both of the Killers sucking or playing really, really poorly. On most loops, the only thing necessary is to just have one of the Killer counter-loop to pinch the Survivor from both sides, it really has no counterplay other than praying that the Killer fumbles really bad.

  • I think my main complaint is the Charm UI is really bad… like really, really bad.

    The "CHARMS" text covers the Search Bar so you literally cannot see what you are searching. Sometimes you accidentally click the Search Bar instead of the Charm Icon because of where it is located and you end up accidentally make a search.

    Not only that but the UI is incredibly small and hard to see. I already have a hard time seeing things but now anything that has red and green on it just ends up looking like a brown blob that no matter how hard I look at it, I cannot tell what it is suppose to be. From an accessibility standpoint, the new Charm UI does not consider any form of colorblindness (or at least if feels this way). :(

    I really wish BHVR would revert the UI or at least modernize the old UI in the new style to make it less clunky.

  • I noticed Wraith is in the "Deserves Huge Nerf" tier, Wraith really dominates SoloQ, especially with strong Addons, but they really fall apart against SWF like most Stealth Killers.

    Was mostly just wanting to confirm if it was SoloQ focused or not, so I can just understand the perspective from this a bit better. I normally ask this kind of stuff when I see tierlists since I like to understand the mindset a bit more. :3

  • Im assuming this is from a SoloQ perspective?

  • One of my matches I died on my first hook because nobody came to rescue me. SoloQ is still SoloQ, extra players is not going to change that.

  • I dont think the issue is the Killer pool, I think the issue is the lack of variety from the Survivors; 4 classes across 8 different Survivors encourages stacking compared to Killer having 5 options between 2 Killers.

    I do hope that as they go on, they not only increase the Killer pool but increase the options for Survivor.

  • @Testoviron said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767143#Comment_3767143

    >the next group has nothing to do with it
    80% of survivors are like that. Taking it out on a random group of survs has a very high likelihood of them getting their just desserts.

    And, by your own logic, that 20% (that are not like that) would also suffer as a result.

    Maybe instead of "pay it forwards" games, maybe find some other outlet to express your frustration that does not involve playing the game with the intent of harming or hurting the experience for others.

  • The 2v8 Gamemode is a lot of fun. Ive already seen people complaining that it is "X-sided" or "Y-sided" but frankly I really could care less, it's just a lot of fun and that's all that matters.

    Also Trapper is surprisingly good, since they can effectively control the map while the other Killer applies pressure, and Id never thought Id see the day where Trapper can actually be good.

    And Ive been enjoying the Scout class a lot. I think people really undervalue how important the information is. If a teammate is looping close by, you can effectively provide constant information to them so they dont get mindgamed. Likewise you can give information to your team that you are being chased, which helps them make better decisions on healing or repairing.

    Ive seen a lot of people running the Escapist, and I understand why, but frankly the team comp ends up a bit boring when you see over half the lobby is running Escapist. None of this is to say "dont run it", but I think it is definitely overhyped.

  • On paper 10% Haste and Undetectable is strong but Machine Learning's proc condition is difficult to pull off.

    Also it is currently bugged and when another Survivor is dead and not spectating, the perk just wont consistently proc even if the Compromised Generator was the one completed… effectively making it a waste of a perk slot if someone gives up on hook early on.

  • @HaunterofShadows said:

    I mean, I wouldn't consider you overeacting. There are other people who have voiced similar complaints

    I mean, yea… 4.5K IS is really not a lot considering the amount of money you have to fork over to get all the DLC on multiple platforms (especially with Licensed content).

  • Yes, you will automatically get the rewards from the Premium track based on the amount of progress you have in the Rift.

    If you are Tier 13 and bought the Premium track, you will get all the rewards up to Tier 13. A lot of people play normally and if they get close to completing the Rift, they then buy the Premium track, it's a safe way of getting the most out of the Rift.

  • The (Chain)SAW Chapter

  • @Aven_Fallen said:

    From what I understood, not sacrificed, but leaving the Trial after dying. So if Survivors stay around until the end, nothing changes.

    Anyway, this is actually a useful Anti-Tunnel Mechanic. The best and probably only useful they ever implemented.

    I mean it leads to two situation:

    The Killer hard tunnels to force kills as quickly as possible to try and outpace this bug.

    The Killer does not hard tunnel and spreads out hooks until the final Generator remains since past that point killing a Survivor does not matter.

  • Outside of improved locker placement (which a lot of people covered), I would make it so hits following a teleport reduce his ability cooldown (effect does not apply or stack during Nightfall).

    His power is really punishing in a normal match of DBD, hitting your power puts you on a lengthy cooldown when not in Nightfall which ironically leads to situations where you dont build Nightfall as fast since all chase-related factors that build Nightfall are inherently slow because you are not in Nightfall.

    It is effectively leads to a situation, where the only time you actually have a power is in Nightfall, and you effectively have nothing when not in Nightfall, and you struggle to build up to Nightfall since you have nothing to work with.

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