Johnny_XMan
Johnny_XMan
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- Johnny_XMan
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Don't worry, depending on what kind of cooldown we are talking, we'll be back here after the same players who complained about getting M1'd where they would have, complain again about PH using his power too much.
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@ClickyClicky said:
I cant believe people are comparing Huntress and PH.
One can freely aim, has a lot of range, and at full charge those hatches move extremely fast. She can then also quickly combo into an M1
The other has very limited range, turns really badly, his attacks are telegraphed by the damn floor lighting up, and he cant do anything for a little while after.
Theres a reason Huntress has limitations whereas PH was given a little something to help him out.
For context, read back a few comments ago.
I compared them in a very specific scenario, which was when a survivor is at a pallet and Huntress or PH are right behind. There is literally nothing you can do, except for maybe fake it or use an exhaustion perk.
Basically this:
I wasn't saying they were completely similar, but considering most of the PH complaints have been "Well I can't throw the pallet because I get hit either way".... So it's basically describing Huntress while she winds up her hatchet and can hit you through window or pallet?
That is the point I was trying to make.
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@SweatyTBagger said:
https://forum.deadbydaylight.com/en/discussion/comment/1643025#Comment_1643025
Pyramid Head most definitely moves at 4.4 in his Rites bud. Theres educational DBD videos on youtube thatll explain to you his base stats. I can link if need be. Comparing the versatility in chase of 3.08 into 4.4 to 4.4 into 4.6 is just not doable lmao. Pyramid head can hit you without even seeing you either. Giving no time to react, unless youre part android. Not saying oh he just hits you through walls with ease but to compare Huntress who needs line of sight and minimal obstructions in between, and you need to aim it right.. Just brings me back to where I said its a trash comparison.
LOL I wasn't talking about walking speed, I was talking about charging speed.
No time to react? Dude his power has a wave-like effect meaning it isn't instant. The comparison I made was getting greedy at the pallet, which means that the survivor has already looped enough that Bloodlust procs. Survivors want to be able to throw the pallet down knowing they can get hit through it.
Pyramid Head can hit you without even seeing you? Are we playing the same game? Unless he has some kind of aura perk he has to guess/predict where a survivor's position is.
You are seriously losing me at Huntress needing a line of sight. You clearly haven't played against good Huntresses or ones that throw bus-size hitboxes at you, which is more common than you think.
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I agree.
When my friends aren't online and I play solo, I do about 2 - 3 matches before I switch over to killer. Where I don't have to rely on other people.
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@SweatyTBagger said:
https://forum.deadbydaylight.com/en/discussion/comment/1642637#Comment_1642637
This just isnt a good comparison at all though. You cant compare faking M2's with the two because of movement speed alone. PH fakes at 4.4 while Huntress is super slowed down with the winding up/cancelling animations. When shes chasing you around a loop shes running at the same speed that Pyramid Head is doing his trail of torment. Juking a window is similar between the two but thats because its the counterplay to knowing youre not gonna make the vault safely, which is universal. Pyramid head also doesnt care about obstructions like Huntress has to. The comparison just wasnt it. Huntress can do a lot of damage in a short time but PH is a chase ender and top 3 at doing that.
Its oddly apparent that you dont play much survivor to associate their counterplay together, and thats fine. But its good to point out bias on these forums or else bad opinions run rampant
Huh? Pyramid Head fakes at 3.68. Huntress at 3.08... Which is only fair considering her hitbox isn't very forgiving AND she can also fake the direction in which she will throw.
Huntress can wind up right before you vault a pallet or a window. I don't understand how this is any different than what PH can do. The reason (as I've already stated) players get hit is because they want to loop around the pallet get greedy and use it as obstacle when it is already too late to do so.
My 4k hours on mainly survivor would like to say otherwise to that last statement. Don't presume to know my skill level when you yourself don't even know your own information regarding when Killers are slowed down from their normal speed.
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@BigBrainMegMain said:
This game is in desperate need for attention.
Latency, bugs, glitches, servers just....Christ, come on BHVR.
For me the biggest one is Latency... just really kills the fun for me, and it's probably the one they can't really do much about.
I am not really sure how servers work, but I wonder if there is a possibility that servers can be bad? Or is it simply a bad connection between the player and the server.
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@Zaitsev said:
https://forum.deadbydaylight.com/en/discussion/comment/1642728#Comment_1642728
DS, BT, DH/SB for survivors
With Undying, the killer meta has shifted. Why not the same boring survivor meta?
Because in order to touch those perks, they would have to also adjust built-in mechanics like Camping/Tunneling/Slugging.
Which aren't even perks, and are still very meta.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1642685#Comment_1642685
2.25 - 2.5 I'm guessing.
I'm really curious why they left that part out.
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@ClickyClicky said:
Lmao he’s dead. I was wrong, the devs really do cater to entitled survivors.
He is not dead, but I am willing to bet that players are now going to complain about how often he uses his power.
2.75 seconds was already not a long cooldown, so I am interested to see how low it is now. 😈
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@skarsguts said:
https://forum.deadbydaylight.com/en/discussion/comment/1642646#Comment_1642646
Did you not read the explanation that it's a lose-lose situation when he fakes his power? It has been a problem since his release.
Boo-hoo, Tunnelhead players actually have to use their brain now.
Actually we already do. I don't even fake the power because I usually like going for cool shots. The only reason I will is if someone is getting too greedy at a loop.
All I have to say is be careful what you wish for, because now all those times where I wished I could use my power right away again has come true. I am willing to bet this is the case for other good PH players.
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Because like everyone else (Killers and Survivors) if they don't like it, then it must be broken.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/1642599#Comment_1642599
Whenever I play him I look toward the opposite end of the map when caging and see their aura rise up from the floor until they're inside the cage. I don't like to play him much, though.
As for chase with him? Nah, there isn't much you can do. If you drop the pallet, you get hit; if you fake dropping, you get hit. If you vault, you get hit, if you fake vaulting you get hit, if you fake not vaulting and then vault, you get hit. It's all pretty monotonous. He's just another killer that forces survivors to play W simulator as he essentially disregards skill. The only saving grace, similar to that of Deathslinger, is that he's not hypermobile like a bunch of other killers, so you can just play M1 simulator to get out as soon as possible. If I'm playing survivor and it's one of those two killers, you know damn well I'm going to be as efficient as possible because I want out ASAP since it's boring as #########.
As for huntress...not really. Their are a ton of mindgames to be done. Of course, if it's a Scott Jund level huntress, it can feel helpless if it's not one of her terrible maps, but most maps it's pretty easy to avoid getting hit with hatchets, even with dedicated hits being so common.
If you are seeing that, that is a bug. They took his ability to see auras in a previous patch.
I feel bad that every fake vault, pallet drop hasn't worked for you because it has actually worked for me. In fact, they use their power, miss and have to wait a whole 2.75 seconds... in which the survivor could easily gain distance or even drop the pallet on their face and stun them if they are close enough.
For me boring is running around in the same circle and dropping the pallet once you think they have Bloodlust built up. There is nothing interesting about that.
So, going back to Huntress and since you say there are so many mind-games. What can you do about a Huntress who has caught up to you at a loop and there is a pallet between you and her while she has a hatchet charged up?
Your options are:
• Fake the pallet and keep running, and she will simply cancel her hatchet and M1 you.
• Drop the pallet and go down.
These are the same options you have against a PH who has already caught up to you and can M1 you. The only reason she holds her hatchet and he holds his knife down is in the off chance you drop that pallet.
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Yes they should.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/1642577#Comment_1642577
Not just the sound notification; he also sees the aura of the person going into the cage if he looks in the correct direction. It's far too easy to tunnel people out of the game lol but tbh I can live with that aspect of his kit; his actual power in chases is so boring.
From my understanding that isn’t possible unless the survivor has OoO. Which in that case it is working as intended.
I actually think he is a lot of fun, and maybe it is because I main him that it has given me an understanding of how to run him. Which is why I say people need to stop running him like he is an M1 killer. You have to be ready to zone yourself out, fake pallet drops or windows and not get greedy at loops. Because that last one is people’s main complaint. Which is weird cuz you and I know that if you get too greedy and drop a pallet while a Huntress is holding her hatchet you will get hit no matter what. It is the same concept with PH, and yet no one complains about Huntress being able to do that.
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Personally I see no problem with him other than getting rid of the sound notification when people in cages get saved.
Players need to stop trying to loop him like he is an M1 killer.
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@Zozzy said:
If they make Dead hard work 100% of the time without any guess work from the survivor, then they may as well call it mettle of man.
This is just hilarious. You realize that you can bait a Dead Hard and still down the survivor.
You couldn’t even do that with Mettle. Bad comparison.
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It keeps happening to me as killer... it's like every single step I take has a mini rubberband pulling me back.
It's so annoying
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Only you know why.
We weren’t there.
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Somehow I feel like this is coming.
It’s definitely needed. I’m tired of questioning whether someone getting camped has DS or not.
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Many killers consider survivor perks crutches because they don’t understand how the game works.
I recently had someone tell me in post chat that exhaustion perks should be taken out of the game, to which I replied give me a weapon to fight back and I will gladly agree.
You only have to play survivor to understand that your role is to survive by whatever means necessary. The perks open up more possibilities in scenarios where you would otherwise be dead, but it is not always guaranteed that they will help.
It’s like, I’m sorry that my Unbreakable got me up once out of the 10 times you have slugged me. 🤣
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The release of a bad cosmetic. 😢
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The problem with this idea is that sometimes actually going back to the hook is the best thing you can do.
Because many times I have found myself going to each generator and finding no one. Which led me to believe they were playing hide and seek, and when you need the pressure ASAP you can’t afford to not be able to see where you hooked someone.
Also many perks are connected to hooks so they would have to do an overhaul on perks which I don’t see them doing, considering what it takes just to fix one.
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Survivors are also expected to play/follow certain rules. You just listed them yourself.
Killers complain about them in these forums every single day.
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Now imagine if survivors could see which killer they are facing. 😘
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In my experience people over-generalize how being a part of a SWF means you are guaranteed to do well and when especially against killers who have less counter than others.
SWF are still playing the game like normal, meaning you can still make the same mistakes as in solo, you can still lose sight of where gens are located and cause a 3-gen issue, etc.
Many people will do better because of Reliability. SoloQ survivors aren’t 100% reliable because as an example you can get someone who is an absolute hero and knows HOW the game works, or someone who isn’t a potato but doesn’t understand how the game works so they hesitate to get a save.
You don’t need comms in order to be organized, you just need to become aware. Unfortunately part of that is recognizing how your team starts playing, so if I see an Urban Evasioning Nea who leaves gens at the sound of a heartbeat, there is no way I am going to think she is actually reliable. I would be surprised.
The thing I think needs reworked is the lobby set up for soloQ. They need to add an optional “lobby only” voice chat. They need to allow us to hover over survivors and see their perks. This would slice half of the concern when it comes to wondering how players might play or perform during the match.
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@xI_Fabi_Ix said:
The "Killers are the power roles" argument doesn't fit at all and is basically worthless.
Who even came up with that?
By your logic, killers should always get a 4k, because they are the power role, right? That's wrong.
The game should be balanced, not a power role on either side.
Power Role = Unbalance.
Let’s be realistic here.
As a counter point, just because in your view that’s how the game should be balanced doesn’t mean keys are.
You don’t even have to really look that hard for hatch because it can spawn right at your feet, since that’s how the system works where the spawn location is already established by the time the match starts.
So even when the killer finds it first, there is little to no effort in using a key.
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I think the game is fine, a segment of the community is awful though.
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Because on the flip side, I am sure if she had played "fair" she wouldn't have gotten any kills.
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Myers is the most balanced killer in this game.
He actually feels like he earns his power through actual interaction with survivors.
Please let him be.
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Why are you complaining about Unbreakable when you can literally slug for as long as their dying state bar is up and whenever you feel like it?
The perk is literally situational, the only reason it has become meta is because slug rates have spiked.
You have games like RE where you CANNOT do that. The game resets that player to a different zone. They did it right because it stops people from abusing slugging.
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Why don’t you ask for killers to stop Camping, Tunneling and Slugging excessively.
Oh right, it’s a legit ‘strat’. Well so is using perks that synergize well.
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I would love to see some of the original faces get some updates. I feel like you can really start to see the difference, especially when they do the rendered videos and put an old 3D model in it.
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Kicking a gen does have value but only when you know you are chasing the survivor away from it with no other survivor around.
This is another reason I love perks like whispers because it lets me know if they actually left.
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@oooK3NJ1ooo said:
https://forum.deadbydaylight.com/discussion/comment/1625091#Comment_1625091
Yes they are if the game would be more balanced :) this build is using the strengths of the killer against unbalanced SWF groups. It's a tactic that works well so I use it.
In high ranks who know what they are doing, this isn’t the best tactic.
Not when Soul Guard + DS + UB is in play.
Also, I face a lot of red rank SWF and I sometimes camp but I don’t do it straight off the bat. Like, that says more about your skill than anything since many SWF groups are bad anyway.
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@kate_best_girl said:
https://forum.deadbydaylight.com/discussion/comment/1608675#Comment_1608675
I was looking at every gen thats how i find people lol also I like what you're saying is "Gen times are fine you just can't ever hope to win or have a fun time unless you have slowdown perks." lol
No what I said was that you are using a brand new killer without slow down perks. Heck, even when I was barely learning Hillbilly it felt like gen times were fast, I wasn’t playing to win tho, because I was learning him. Now it’s a different story.
If they slowed down gens even more, then they would have to drastically nerf every gen slow down perk in the game. Because what would be the point then? Its just rewarding bad killers who needed the extra time to catch someone because they otherwise couldn’t. Not to mention become extremely boring for a survivor who has to hold M1 for extra time.
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I can’t believe this is your 6th post on the forums.
#choices
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I honestly think the problem is they are there through the whole repair cycle.
It would be cool if maybe mid-way through or when it's about to be finished it had that 'car starting' sound effect. Right now it seems to be on a loop.
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I'm not surprised.
It's the same excuse used when being asked about Legendary outfits. There is obviously a rigging process that would have to take place on every other outfit pieces related to that character which means more time being spent. So that they look normal and not have a shirt clipping through a skirt... etc.
Instead, they use words like "artists can get more creative" . Take the latest Kate Denson outfit for example. There is virtually nothing special about this cosmetic that would warrant it a linked outfit. The hair doesn't have a special physics , the skirt part of the dress doesn't flow/move in any special way or any different than those that aren't linked, the details are still as good as the rest of them... like at least if you are going to use words like that at least have the proof to back it up when the cosmetics come out.
Because so far for me Limitations/Creative Purposes = Unwilling to put in the extra work.
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1621393#Comment_1621393
So if I chase anyone, I'm tunneling, even if it isn't the unhooked survivor, because I am focusing on one player and not the other 3?
If you are intentionally ignoring every other survivor to the point that they will stand in front of you and you won’t even swing at them because you want the other survivor that bad, yes, you are tunneling.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/1620679#Comment_1620679
Yeah, but it would be something.
https://forum.deadbydaylight.com/en/discussion/comment/1620784#Comment_1620784
I'd say far more than slight. A group, coordinating on voicechat can basically run rings around a killer, especially with Object of Obsession - which I see nearly every game now. It's basically a wall hack for one player, and with voicechat it means wallhacks for the entire party.
I completely understand the urge to play with friends. But the game just...isn't set up for it. Too many things that work fine for solo players but sort of break things in a full group.
in a week I’ve gotten one match with someone with OoO and they weren’t even in SWF. Not saying it doesn’t happen, but just sharing my experience with such groups.
I do get SWF consistently though, but I have no issues with them because I feel like the game is at a point where you can beat these type of survivors. Most of them get super altruistic which isn’t optimal for them.
I just don’t think it’s as much of a big deal as many here make it sound. We would see many more red rank killers struggling for sure. Also, it’s not like we haven’t had updates which have sort of debuffed SWF groups. You have Oblivious status which is IMO a debuff directed at SWF teams. Also many other tracking perks with wallhack mechanics have been added.
No one realistically (even with OoO)sits there narrating every action the killer does. I don’t think they would be able to because many times killers will start to do one thing and quickly switch targets or decide to do something unpredictable.
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Tunnel by definition means what it means “You focus on one player ignoring the other 3”. Just because the game allows you to do it, doesn’t take away the meaning of it.
I don’t know about tunneling a gen, since you can’t technically chase it.
You have free will as to how YOU want to play. Just don’t be one of those DS crybabies that want tools like DS, nerfed but want to have this free will of tunneling whenever the opportunity arises. I say opportunity because I realize some people don’t tunnel, but the fact that the game allows you to do it means DS is fair game.
Because just as sometimes it is necessary to tunnel, it is sometimes necessary to prioritize a heal over a gen. Any smart survivor knows this.
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I believe the devs don’t agree with the people who think SWF is that big of an issue.
Let’s be real, some people on these very forums think that a SWF is a guaranteed win, which is beyond true. A slight advantage? Sure. OP? Hardly.
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@BillyMain77 said:
As someone who runs ds 100% of the time.
It is broken and it should deactivate once you past the exit gates. Its legit uncountable and the only issue with ds.
Saves me so many games.
Can even abuse it and go down for someone else who is injured cause im for sure getting out lol
I mean to be fair, that is how the perk was designed. It activates off hook, so if the killer is smart and want to secure that 1k (because technically that is what they got) they will force a trade.
At that point it’s a matter of strategy for the killer and RNG because if the gates are too far, you are not getting out. They will slug you for a full 60 seconds, with a possible snowball of your teammates aren’t careful.
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It depends on the skill of the player.
If you are trying to take out the first survivor you hook who happens to be their best runner, simply because they have less hooks to account for, you are throwing the game... and a 1k is most likely in your future.
Tunneling for the most part isn’t the most effective strat, just because someone is injured.
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@Aven_Fallen said:
DBD Tournaments should not be taken serious at all. DBD is no tournament game.
I’ll just copy and paste your comment cuz it’s in everyone’s minds rn.
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Chucky is long overdue. Chucky /Tiffany as killers. Teen Andy as survivor.
I would also love to see Xenomorph with Ripley as a survivor.
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@BigTimeGamer said:
Counterplay is being able to take given information and attempting to play around them. Spirit is a coin toss, Trapper you can disarm and play around how he traps. One has counterplay, One is a gamble
I think this is a bad comparison tbh.
People complain about Spirit during a chase. If you are being chased by a Trapper you are going to have to just open your eyes unless you walk through grass in which case you have 0 counter against that and you are either going to guess right or wrong.
My personal main problem with Spirit is the ability to hear injured survivors. You can almost detect them point blank if you are right up their behind. Getting rid of coalition was a good step in the right direction, I still think they could adjust the grunt sounds to throw her off a bit.
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- Greedy people at loops who want to run PH like an M1 killer’s will never understand how you are suppose to play against him.
- Problem with cages is that when a teammates saves the caged survivor, PH gets a notification where that took place. This blatantly defeats the purpose of what they try to prevent by him not being able to see them.
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When a survivors drops unsafe pallets left and right, allowing for Bloodlust 3 to kick in, it is not an issue let alone a “core” issue.
If anything, if you’re a smart killer you will use that one chase you describe to get rid of pallets. You can always patrol gens at any given time and those pallets that were used will no longer be there. It’s all about strategy.
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First, sorry for all the immature comments you received in the beginning... it’s not what I think BHVR strives for, but know that there are others willing to help with your questions.
From my experience, something I have learned to do against Spirit is the moment you hear her phase and while you’re running, make small stops and walk and force her to rely on the direction of your scratch marks. This can be effective, but if she has the right add ons (Father’s Glasses for example) it might not always work. Alternatively for perks I would say bring Iron Will or Lightweight, Fixated.. I would put Iron Will at the top of the list because it gets rid of your grunts while injured by 100%. Which is a big deal.
Always remember that because she can’t see your character, she will have to guess your next move, especially if you’re in a specific spot. So for example if your sound is coming from a pallet she will more than likely immediately swing, thinking you will drop it down, that’s when I run to the pallet stop for a sec and walk away. To mind game her.
I hope this helps. 🤞


