Johnny_XMan
Johnny_XMan
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- Johnny_XMan
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Situational.
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Why would it need a "ruin" treatment?
This perk literally rewards you for hooking someone. Ruin does not.
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@icareaboutstories said:
https://forum.deadbydaylight.com/en/discussion/comment/1461768#Comment_1461768
If it's not an anti tunnel perk, what is it meant for then? I think that a question we should ask ourselves, what is the point of ds? Since as it currently stands, if a survivor gets unhooked and is picked up for any reason with in 60 seconds, they stun the killer and get a chance to lengthen a chase. Since it seems unlikely the perk has no reason to exist or there is no logic or reasoning behind it's design. Since there has to be some reason it exist.
I didn't say it wasn't an anti-tunnel perk, I said it isn't strictly an anti-tunnel perk. Because as a dev stated before, that is something part of this community came up with and for some reason desperately want it to be.
The perk derives it's concept from Laurie's lore where she stabs Michael Myers as seen in:
The reason I point that out is because people think that this perk was created for tunneling purposes. It was essentially nerfed from it's original form and given a 1 hook condition in an attempt at preventing (or at least slowing down) tunneling which for the most part has worked. However, that doesn't mean it's a perk only meant for tunneling abusers, it is also a perk that in the right situations you can escape the killer's grasp, or if it's in the killer's favor can deny it from you using it. That concept has not changed.
It is far more balanced than it was, even though it's funny that many on here would rather have this back:
So essentially when you say "Any reason" it is suggesting that it means the killer didn't do anything "wrong". Well, many things work like that in the game. You have someone throwing down pallet after pallet, killer goes for someone else and their Spirit Fury is up. If that survivor for "any reason" decides to throw down the pallet to stun the killer they'll go down. I am not comparing DS to SF , I am simply emphasizing the fact that many things work like that.
Survivors in this game don't have guns or weapons, so this is as close as we will get to an offensive move and protecting themselves from a player who clearly has their eyes set on them.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1461623#Comment_1461623
Not really.
Most just want the locker "Tech" gone sense it has no counter play.
They want it to not work if you get grabbed out of unhooking another survivor. Which if they healed and your not a 1 shot killer has no counter play.
They'd want it to not work if the survivors are working on generators for the obvious reasons at this point.
So on and so forth.
However notice how none of these have anything to do with the anti tunnel part of the perk.
Here is the thing though.
Why should those ways of using DS not exist? Especially when it was very clear that DS is not strictly an anti-tunneling perk. That it is something part of the community came up with, not the devs.
That's like saying "killers use tunneling as a 'tactic'" when in fact they are only doing it because they want an easy down. You are not restricted in the ways that you can tunnel someone. So you can't remove the uses DS has because you want to believe DS is suppose to be only an anti-tunnel perk and because undeserving killers get stunned, because all you'll be doing is buffing tunneling itself. Right now you don't get penalties for tunneling period.
You want those 'techs' gone because you think an undeserving killer will get DS stunned when the majority that I have played against know fully well I've just been unhooked moments ago and will wait out the few seconds I have left inside a locker and grab me or down me at the locker.
At this point the locker tech is fair game when you can just slug to deny someone their DS. It's a matter of who gets there first. The killer downing the person or the survivor finding a locker to hop in and hope they are grabbed at the right time.
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As others have pointed out perks are not designed for certain ranks.
I see green ranks camping but I see them making mistakes because they don’t know the game to their full potential, and I also see red ranks who DO know the game camping and tunneling without making the mistakes green ranks make.
This narrative that “high ranks must play fair because they don’t need to play scummy” is really starting to get old. I have literally seen killers go after freshly unhooked survivors like they were at a damn buffet, because they realize “no obsession means no DS”.
Sometimes the new people actually have more skill and play the most fair IMO.
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@Inji said:
Autodidact is a very good perk against perks like Sloppy Butcher or Thanataphobia. That is when the perk shines, since you get more time for more skillchecks to appear. Making that chance higher for Autodidact by default is gonna make autodidact extremely strong
If you are looking for more skillchecks you can try spine chill. That will increase your chances of getting skillchecks when the killer is looking in your general direction. Pairing it with Empathy or Bond will help find injured people for more chances on skillchecks.
I understand there is a chance the perk could be too strong if they increased the number of skills checks, but if the person above is correct, no skill checks at all seems too weak, for something that takes a whole perk slot.
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I’ve never used this perk but I have a legitimate question about the skill checks.
Do you know if the skill check triggers are normal speed or are they a little faster than if you were healing normal? Cuz I do agree if that’s the case it needs a buff for sure.
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I don’t, I don’t really care that much.
If they escape cuz of a key my reaction is always “eh, you have died without it”. And I move on to the next match.
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I mean A LOT is boiled down to the skill of the player him/her-self.
Many killers want to claim “I lost because of SWF” but never wonder if they themselves are just bad at the game where those survivors are probably just decent.
SWF doesn’t give you the necessary skills to win a match. Sharing information doesn’t mean much when you do not know what you’re going to do with it.
Just to be clear I’m not saying I don’t see the difference in information sharing but I am pointing out that there is a lot more involved when winning than just “being on comms”. Half the time people are talking about their own personal life while playing not sweating like many seem to think.
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@Voyager said:
https://forum.deadbydaylight.com/en/discussion/comment/1456015#Comment_1456015
No, they are not. A good killer playing anything besides nurse / spirit (maybe Freddy) will almost never win against a good SWF team. You'll get an odd game here and there where the SWF team makes a blunder, but that's it really. Killers are at the mercy of the team they face making mistakes. They cannot themselves consistently force mistakes (unless again they're playing nurse / spirit or Freddy).
Ok, well I’m not sure which game you’re playing but that hasn’t been my experience at all.
I am constantly faced with red rank SWF teams that yes are strong, but that don’t always adapt to how I play. I main Plague and Michael. Two killers which are really way more forgiving than the ones you mentioned. My experience playing as them, is that SWF teams expect things out of me, that in the end when I don’t give in ends up costing them the game.
On the other end of the spectrum, I have also played with 3-4man groups with people who not only are able to be chased longer than 5 seconds but also make logical choices when it comes to different actions. Meaning that even without comms (in the right scenarios) we could dominate. Even with that there are red rank killers who know how to play killer well and watch for how the group is playing... and have 4k’d us.
It’s very simple science. Just because you are facing a SWF does not mean they automatically inherit some kind of skill. If you rely on survivors to make mistakes to win, then that tells me that you do that even if the team isn’t a SWF. Which is why you are probably losing. You are letting a team dictate your choices.
It reminds me of the killers that get so triggered when I loop them and then end up throwing the game because they chose not to brake chase.
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@Demonology said:
https://forum.deadbydaylight.com/en/discussion/comment/1456049#Comment_1456049
I think that if a team is using a third party voice channel to constantly give updates on a killer’s movement that’s pretty OP. There was a reason that voice chat was never an option from the start.
There was. But many things have changed. Like the array of tracking perks you have at your disposal. The addition of the oblivious effect. Map reworks. Etc.
they always meant for the game to have SWF.
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@Demonology said:
https://forum.deadbydaylight.com/en/discussion/comment/1456015#Comment_1456015
I wouldn’t say they’re doing fine objectively speaking, there is still a huge advantage of having that voice channel and that was never intended to be in the game to begin with.
Ok, but is it enough to warrant a buff? Because objectively speaking certain killers are border lining being OP. Freddy and Spirit come to mind.
Im not denying there isn’t a slight advantage but I really don’t see it as a huge problem IMO. I play against red ranks and the only thing that bothers me personally is hex totems, since they can give each other that info. But for me that’s a separate issue because totem spawns locations have been an issue for a while.
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But killer’s are doing fine against SWF now?
I don’t get why there needs to be a “solution”.
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@Science_Guy said:
Using DH to get to a pallet/vault isn't the problem, it's literally the main purpose of the perk.
This isn't hard to understand, I don't know why this is at least the second thread in about a week where someone can't grasp this.
Yep. EXACTLY THIS.
I will never understand why people complain about this perk which gives you LESS distance than any other exhaustion perk. My guess is they find it annoying because it makes them look dumb when they can’t play around it.
The perk does exactly what it is intended to do. People complaining about a pallet, lithe...SB... BL will get you to an entire safe zone AND you don’t have to be wounded to use it. Let that sink in.
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It’s neither IMO.
At base killers have built-in mechanics that allow them to synergize perks/builds (slugging/camping) without being hindered by the game itself. Unlike survivors who can’t do that while using built-in mechanics like vaulting a window. Survivors also do not gain some kind of ‘passive’ status, like Bloodlust.
Even with all that much of the determining factor for whether the game is survivor or killer sided has to do with your skill and the RNG you are presented with through map and tile layouts.
So that’s why I still think it’s neither survivor or killer sided.
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You can juke a killer sometimes if you can get the timing right.
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What I don’t like about Spirit is that she is easier to predict survivors’ moves, than it is for a survivor to predict hers.
It’s not that the mechanic is busted but when you simply “stand there” in an effort to “confuse” the survivor that isn’t skill to me. That is simply using a brain-dead concept and calling it “prediction”. It’s time to start calling it what it is.
Guessing is not predicting.
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Lol Claudette is not F tier.
??????
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"The devs don't take the forums seriously enough to change the game."
This is simply untrue. Just because they don't particularly respond or change something YOU want changed, doesn't mean they don't care. Everyone who has been on these forums long enough know that some things have changed, partly due to feedback straight from the forums. I say partly because this isn't the only platform they gather feedback from.
The problem is in that people seem to think whining (the act of acting like a little child and flat out spouting insults more than actual feedback ) will get them somewhere.
My golden rule is "think before you start typing." It's really quite simple.
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@Zaitsev said:
https://forum.deadbydaylight.com/en/discussion/comment/1451864#Comment_1451864
Is that Sea of Thieves?
It's a game on PS4 called Nightmares from the deep: The Cursed Heart.
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I would love a realm on the water... something like this:
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Moris ruin the game because of the current state of Camping and Tunneling off Hooks.
If there was more of a condition aside from "one hook state" I think more people would enjoy them on the opposite side. At this point the majority of moris that are brought isn't because someone thinks the animation is cool. It's more because they know how broken they are and they don't care if they ruin someone's match experience. They want easy kills.
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/1444179#Comment_1444179
Well then it would be smarter to mention it in the post instead of making it look like you only made the rev heating change
I don’t think you realize how immature and entitled you sound right now.
Obviously they make changes as they go. A little patience would go a long way. Which come to think of it, why do you even bother posting about something you are “supposedly” not going to be touching anyway? just to get attention? It sounds counter-productive.
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@katoptris said:
https://forum.deadbydaylight.com/en/discussion/comment/1441863#Comment_1441863
Oni has to get people injured first before going into his rage form.
Which is not hard to do if you know how to M1.
It takes longer for Michael to get to T3 than for Oni to get his power.
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Can we put that image next to all the “NeRf DS” posts?
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@DustoTheOne said:
https://forum.deadbydaylight.com/en/discussion/comment/1441863#Comment_1441863
Freddy was the worst killer I had until I got mike!! I get that he can't just be a super killer but balanced? Hell no!! He's weak compared to every other killer I play with. I don't have ALL of the killers yet but thru trial and error you learn how to use each perk and Mikey's perks are dog $#!+!!!!! But when you have better perks and RED ADD ONS he's way OP . I got his powers down now and my mind hasn't changed that he's BY FAR the weakest killer in the game!
I have 4,000 hours with him and I can tell you he isn't weak. Is he challenging to play as? yes he is. Hence why his difficulty level is hard. Do you know how meta STBFL is? It's practically good on MANY killers.
So far what I get from you is that you like easy kills. So I would say stick with the "difficulty level: easy" ones.
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Michael is far from being the worst.
He is probably the most balanced killer in the game. If you want to play someone who doesn’t have to work for their power pick Oni or Freddy or even Spirit.
Sounds to me like you just don’t know how to use him or his power.
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@Snowbawlzzz said:
https://forum.deadbydaylight.com/en/discussion/comment/1440731#Comment_1440731
The general usage of the word "bully" in this game refers to the ease with which survivors can abuse perks & items (DS, Flashlights, Saboteur) or just camp god loops. It's easy to bully any Huntress depending on the map. If there aren't enough opportunities to get hatchet shots in, or she runs out, she's slow enough that many normal loops become painfully long for her. Bully tactics work well against most killers, except for those like Freddy, Spirit and Oni, because being on the other side of a pallet doesn't mean you're safe.
But even if that is the purpose of the usage of the word, doesn’t warrant calling someone a “bully” for simply (hate to say it) being better than their opponent.
As with my example. I am not a Huntress main, I was just playing her because of her challenges. Had those same people played against me as Michael (who I main) they would have had a more difficult time with me. I don’t wanna toot my own horn but I usually get at least a 3k as Mikey.
I just think you can’t equate their lack of experience as “getting bullied” because that victimizes that player as if they did nothing wrong, which they did. That’s why I hate using that word, because the real bullies are out there in the real world.
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I think that add on is balanced as it is right now. It’s not like them going into a locker makes them invincible, it’s just countering the add on. You can still sacrifice them via a normal hook.
I am a Michael main and rarely use that add on because matches are usually too short.
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I really think we need to start steering away from using words like “bully”.
I am really horrible playing Huntress and usually players can Juke me, because I don’t have a lot of experience with her. Doesn’t mean I’m getting “bullied”.
Fun is suppose to be subjective, not everyone who finds a killer fun means that they think those killers are easy to go against. Some of my more fun matches have been against high tier killers.
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@kate_best_girl said:
https://forum.deadbydaylight.com/en/discussion/comment/1438020#Comment_1438020
No shes perfectly balanced people don't like her because the most common method of play, looping has no effect on a good Spirit.
I'm not denying that there are legit people who just don't like facing her, but that doesn't mean she isn't "easy" to play as.
You can stand still and practically watch the survivor move to a bad spot, I wouldn't necessarily call that a skill. Regardless of the very minuscule cues that she has, doesn't take away that factor.
You can hear survivors while they are wounded to a point where you start questioning if not being able to see really means anything at all.
Those two combined with Omega Spirit should really not be a thing.
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DBD Forever: "Killers still Camping/Tunneling and complaining about DS"
- Both were taken out of the game years ago, but people still keep the complaint alive. -
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Franklin's still a waste of a perk slot IMO.
If you have a key, you can easily 'hide' it somewhere on the map. You won't need it until hatch spawns anyway.
Of course you could do the same with any other item... the only case where I could see if being a problem is if the killer is camping/tunneling but in that scenario you wouldn't have had a chance to use the item anyway.
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Not everything in this game is cut that clear I am afraid.
I also don't think any of the things you have listed are toxic. The killer who camped for the sake of camping can and is allowed to do that. Call them out if you want, I know I do. Still doesn't make them toxic in a game where you are virtually allowed to do it. This is why I would rather turn it into feedback because I do think it's too much of a luxury in some cases.
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Can I just say this is one of the most funny/positive threads I’ve seen.
Kudos to OP. I know we’re literally just talking about how much we’re spending our time playing this game, but some of you are out of control with your DBD habits. 😂
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@The_Bootie_Gorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/1430570#Comment_1430570
I've tried playing while working from home 🤫, but i have two keyboards and two mice on my 1 desk and it's so distracting trying to play while you are answering questions on a conference call 😂😂😂, at least for me it is.
Mhmm, you’re that random survivor that spawns afk aren’t you? 🥺😬
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I would say many comments have already covered information on countering him during a chase. One of the big ones that helps me is something I call “fake it and move on” tech... where you go around a corner make him think you are going a certain way so he thinks you want to loop that tile but the moment you lose LoS with him you actually leave it completely.
I find myself kiting him a lot because of how much zoning he does. The only problem is you have to be very aware of your surroundings for both your own safety as well as making sure you don’t Sandbag a teammate in the process.
Also, Just some general tips off the top of my head.
- Never stay working on a gen when you can clearly hear his terror radius on the other side of the wall. Remember killers can see gen auras at all times.
- Try your best to gauge how far his reach is because some of his add ons allow his power to reach further than normal.
- I would say if you can, try him out just to understand some of his add ons and his movement. Playing killer has definitely helped me understand better how to play against them.
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In the current game mechanics he would be difficult to create, so they would definitely have to introduce new mechanics, especially for his FoV. Perhaps he would have a bigger FoV? Idk.
Anyway, I would be Super excited if he came into the game. Perhaps allow both Chucky and Tiffany to be able to be played (kind of how You can swap between legions). Teen Andy or his mom as a survivor.
Others have suggested that perhaps Charles Lee Ray could make an appearance and his power is he possesses the doll. I’d be fine with that, and we can also keep Human Tiffany to have the same ability. 😄
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I just hit over 4,000 hours yesterday. 😳
Can’t. stop. Dying. 👀
I’d hate to see what I average each day. Although lately I’ve been skipping a day here and there to keep it fresh and because I do play other games as well.
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@OniWantsUrLocation said:
https://forum.deadbydaylight.com/en/discussion/comment/1428636#Comment_1428636
I would say this is more a fact than an opinion. And this is coming from an Oni lover.
From a red rank survivor perspective, I would say Hillbilly has more counter.
While I have only tried Oni a few times, with Hillbilly you actually have a limitation to your power in that bumping into objects is much more punishing, and you can definitely not curve with Hillbilly as much as you can with Oni. So yeah, it is an opinion nonetheless, but one that I know has been shared by many of players I have either faced or played with.
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Alien 1000%
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For me, Michael Myers.
I might be a bit bias because I main him, but I also feel like he has the ability to get to a very strong state without immediately getting his power (unlike other killers) mostly because his T3 feels earned. Survivors have the ability to also stall your power as much as they can.
He provides a fun experience (IMO) for both killers and survivors. It's why many people love going against him.
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@Justalittlepeeck said:
https://forum.deadbydaylight.com/en/discussion/comment/1428636#Comment_1428636
And despite that, Oni remains stronger than Billy no matter how good Billy plays,
Which doesn't make sense why Billy would need a rework and Oni stays the same. lol
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Hillbilly has always required more skill than playing Oni. That's just my opinion.
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Making every outfit P3 would require a lot of work.
A Blood Splatter effect upon taking a hit makes more sense.
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@Todgeweiht said:
Its evident a lot of killer mains are going to come crying to the forums and reddit because of this horrid nerf.
As Otz said, they should canalize that butthurt and put it into something productive, like giving feedback in the PTB feedback section.
So basically same <bad word> different day.
They're also usually the ones who call survivor mains "cry babies" because they have legit nothing substancial to add to the conversation.
If they put as much effort into providing productive feedback instead of trying to be "loud" I think people would take them more serious.
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@Sunri said:
Why killer mains are such crybabies just get gut and stop tunneling lol
Because apparently they just can't find the way that 99% of other killers have been countering it ,since forever.
So anytime they can fit the "nErF Ds" post they will. Point proven in this thread alone. Where literally the two (Hillbilly and DS) have nothing to do with each other.
They wanna tunnel slug and camp without anything hindering that. That includes DS being as a strat, even when the devs themselves have already said it's not strictly an anti-tunnel perk. I guess if they repeat it enough then they hope everyone will believe it?
I'm guessing OP is neither good at Billy or countering DS.
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I chose Chucky/Tiffany and Teen Andy as Survivor for my licensed DLC preference.
As for the struggle phase mechanic, I don't mind the current one.
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@Blueberry said:
I don't have an issue with what survivors do (rules). What I do have an issue with is what the devs allow the survivors to do.
One example is gen rush. I expect the survivors to do the gens as fast as they can, that's what they're supposed to do. The issue is with how fast they are able to complete the gens.
That last part is debatable considering there are also tools in which killers have that allow them to take a survivor out of a game faster than normal. Not to mention you have an array of perks that can debuff gen speed.
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I mean, it's no secret there is little counter-play to her.
Even with the smallest of cues (like footsteps and grass moving) it is often too late by the time she comes out of her phase.
Standing in one position to trick a survivor doesn't really take any skill, it takes a survivor simply guessing where you might be and you rely on their ability to guess.

