LeFennecFox
LeFennecFox
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624526#Comment_3624526
If i am understanding this add-on correctly, you get infinity rushes but you get 20 second cooldown for using his power. Alchemist ring+Iri tag is going to be really strong. you can get 60% rush duration after 3 bounces(add-on says it caps rush bonuses to 3). It is going to be like Oni demon fury/Drift king billy on steroids. you can just bounce around all 7 gens, patrolling entire map until you get a hit.
It's only if you land a hit in your power that it's on cooldown
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/402040/blights-new-iri-tag
I mean you could run double speed, get that hit faster and get your rushes back twice as fast.
Is the add-on going to be annoying since no matter how bad he plays he's going to get that hit on you? Sure. But you may as well play legion at that point. Literally.
Way stronger than legion who has some counterplay. I wouldn't want to play against a legion with blight movement speed and that never ran out of power until they hit you.
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Pig's traps are very scary with addons and perks that can cancel searches. Now that there are a guaranteed shared pool of searches it's way more consistent to pop heads or buy tons of time from survivors traversing to solve slowly with occasional perks that force her to restart.
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@SkeletalElite said:
https://us.v-cdn.net/6030815/uploads/90T59WC8YZFA/image.png
Screenshot of the change for reference, but 16 meters is the exact distance of the anti camp mechanic triggering so the way people are going to use this perk is to play bubba, trickster, or huntress, then walk away from the hook using this perk as an indicator for when they are standing at perfect camping distance and then just camping using their powers AND getting 12 seconds of gen blocking for free
More problems with those killers than the perk in general they could change it so it's a little longer, but it only activates once you start chase with another survivor.
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Why are people upset about this? They could now buff the gen kicking perks while keeping them from being abused to afk in 3 gen.
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The game needs a rework of its mechanics because there is 0 way to release a proper anti camp system that wouldn't punish the killer unfairly in situations
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You would need to use surge 8 entire downs on the same 3 gens for it to get disabled. This change directly limits you from stacking too much regression which is a good change.
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@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623635#Comment_3623635
Yeah I don't understand this. The problem is because 3 gens spawn too close by default and Killer can patrol between them too easily and push people off. It's not because they keep kicking gens? 5% percent and this gen-tapping thing makes it even easier now.
95% of situations survivors can pressure all 3 gens without killer being able to stop your pressure. Solo queue is awful though and doing this requires decent coordination of telling when the killer is committing or when they're going to check another gen.
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STBFL needed adjustments for the basekit changes, but now there is little nuance on the perk and it will be straight up bad without ways to prevent stack loss
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@TSQuint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623387#Comment_3623387
Proximity camping should be next. It should be the 16m radius of Kindred. Laziness should never be rewarded or regarded as a "valid strategy".
You can't just remove proxy camping because there are scenarios where you have to hook near your gens and you just wouldn't be able to protect a gen because a survivor is hooked close to it even if you're a good distance
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@VomitMommy said:
Overcharge, CoB, Eruption are going to be so trash perks...
They were already made near useless because of the gen kick meta
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@Quizzy said:
Shadowborn. A new reworked killer perk giving more haste opportunities for killers. But the moment a survivor gets a new haste perk, nerf it to oblivion. Can't have these pesky survivors running too fast in these trials. Matter fact. We need a perk that breaks these survivors legs altogether so they can't run at all. Yup. Make it happen!
Extremely niche haste when blinding killers at pallets is already a bad choice most of the time over just holding w
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@[Deleted User] said:
It's 100% a matchmaking problem. My solo queue matches go one of two ways:
A: my teammates are about my skill level, but we face a relative baby killer who gets a couple hooks and we 4 out.
B: I have one decent teammate and two players who compete to be the worst players alive, and the killer is something like a quad slowdown Blight with thousands of hours. Game is lost as soon as the match is made.
There are probably close to 100k players peak, yet it is so exceedingly rare that I feel like I had a solo queue match that was well made. Something is always off. The teammates are great and the killer is awful, or the teammates are awful and the killer is good. I don't know what it is about how they built the algorithm, but it is almost impossible for it to put together a well played match that results in a 2k.
And maybe I'm wrong, but until they start providing receipts and showing us what is happening in our matches regarding MMR, I don't believe the devs.
Cheaters already revealed everything
- Starting mmr is 650 and softcap is 1400-1500
- It takes about 50 escapes/4k's to reach the softcap
- Once you're over the soft cap it's almost impossible to lose mmr
They lowered the soft cap meaning there is even more of a wide range of survivor players that any killer could go against. Super sweaty blight at 9999 mmr is getting matched with even worse players. It's also extremely hard to lose enough mmr to get under the soft cap once you're there.
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Does your controller have messed up triggers?
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hud changes aren't enough for solo to compete with swf
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They nerfed DS/OTR endgame because survivors should not get a free escape, but killers shouldn't get free kills either endgame.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623143#Comment_3623143
So BHVR pretty much said they are not creating any kind of ping system nor are they giving survivors basekit aura reading perks. They’re content with the HUD when it comes to providing survivors with a basekit communication feature and encourage survivors to use perks that help bridge the gap (like Kindred). Personally I think that is very fair.
The 3-gen and haemmorhage change responses aren’t buffs for survivors; they’re changes that break even. And the only reason they’re happening is because killer mains abused the features (mangled/hemmorhage, games that were timing out due to impossible 3-gen scenarios). They break even because before these strategies were inadvertently buffed by nerfing survivors (via healing and shrinking maps), they weren’t really issues. They became issues because survivors were nerfed.
They've always been issues the base game is incredibly problematic with bandaid solutions via perks etc. They can't go too far on these changes though because how the game is designed so there is still leeway to go around the mechanics that protect survivors. Survivor/killer problems aren't going to be solved without major changes to hooks/gens in general.
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Mentioning wraith and dredge when talking about sweat is an insane take
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Yea flashlight saves are basically free at this point little risk
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622793#Comment_3622793
So what do survivors get in exchange for this? They got nothing during the extremely oppressive gen kick meta which was partially why it was nerfed to begin with.
The thing they've deserved for a while actual communication via pings, preset messages, and basekit aura reading perks. Considering the roadmap survivors will be getting needed buffs like the mangled rework, anti 3 gen system, and more. Hard to tell if these changes will actually solve issues with the game, but killers not getting powerspiked too much from gen perks would be a good change.
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The perk is very strong especially ingame scenarios
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622286#Comment_3622286
You just described killers asking for literally every change that led to this meta.
And chase perks like MfT and dead hard's *second* nerf absolutely fall into the chase perk category. Let's not pretend that woo, buckle up, and ftp aren't also on the list of complaints. It's just that woo isn't on the road map, and bu/ftp are next on the chopping block.
This is almost exactly the meta killers asked for, even if it's not the one they *wanted*. The only thing that people want differently is to revert the nerfs to the gen kick meta perks and it would basically be the perfect, unlosable game for the average forum killer.
Edit: spelling
Yea I'm good with gen kicking coming back probably lowest of lows for the game. I just wish perks were less impactful to match outcome . Gen perks could receive nerfs/reworks and basekit killer gets some of that power with shorter corrupt & a mini pop or something similar.
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Thrill of the Hunt being changed was such a horrible decision. Before you had a basically guaranteed way to trade your pressure to protect a totem if you had decent mobility. It's sad hex perks are in such a sad state they're just used for bait to get pentimento which is an actual hex.
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@MikaelaWantsYourBoon said:
Killers wanted this meta. They wanted every side objective survivors have to be nerfed: CoH, medkits, chase perks etc.
Now survivors have no reason to leave gens.
"Killers" wanted this meta. Literally who? We asked for reasonable COH nerfs which did happen, but then they went back and hit it again with a nerf because boons are a badly mechanic in general. Medkits needed some kind of nerf it would have been fine to just nerf charges slightly, heal speed (mostly green medkit self heal speed), addons, or efficiency yet they hit it with a wide range of nerfs. Chase perks are fine, just not when they're uninteresting haste bonuses for getting hit or free hits for losing gens.
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@Ethromel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622166#Comment_3622166
Criticizing someone for their opinion is silly. Complain about what you care about and I'll do the same.
All I said was that it's silly. There are huge problems for survivor specifically solo queue and this is about the 1/500 games where you don't wiggle off because of the hook animation.
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Yea very exciting gameplay get slugged 2x games in a row by the same doctor vpning from south america
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@Malkhrim said:
Hexes were never really good, but they started to disappear when killers actually started gaining multiple strong perks that wouldn't disappear in the first minute of every match until you got lucky once.
The map reworks didn't help either, though. Back in 2018, the devs aimed to make totems at least a little harder to see... but when they started reworking maps around 2020, totems were put in more and more visible spots. Once a dev had joked about "lighthouse totems" when referring to totems that were way too visible on hills, which were being changed. Well, they started coming back when Autohaven Wreckers got reworked.
And then there were the Boons. When CoH was Meta, survivors would look for totems all the time and learn totem locations more efficiently, making Hexes last even less. Additionally, Thrill of the Hunt got a huge nerf when Boons were added, so now builds that help you to protect your totems are even weaker. The final nail in the coffin was the Ruin nerf, because that was the only hex perk that was meta (but honestly, it was unhealthy as hell. Killers would never gain good regression perks and gen speed would never be slowed down simply because of how powerful Ruin could already be, but it was inconsistent and unreliable as hell).
The only Hex perks we still se once in a while are the ones that don't spawn at the start of game, like Plaything and Face the Darkness. This should make clear that the problem with hexes is how flawed the original hex totem mechanic is to begin with.
Hexes were actually really good especially nurse builds. Haunted devour undying ruin throw in penti sometimes. Basically no counterplay for survivors they know you have ruin and potential other nasty perks they still have to cleanse many perks with the chance to get haunted twice if it procs first. All under the time constraint of chases with instadowns + passive gen regression before you reach your goal of 3+ stacks if the game lasted that long.
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Complaining about struggle out of all things is silly. It should be something that almost never happens without outside help/perks or you end up with the super exciting initial boil over rework.
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@elderwitcher96 said:
Beyond add-ons being changed up only hug tech tech should be removed and his collisions fixed so he can bump properly and not slide of off something like it's made of butter.
Making him 4.4 m/s would be such an unnecessary nerf.
Like that will ever happen there is a reason the magic hug tech nerf has never come along it probably changed how his power works so much that it wasn't worth pushing through yet
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@Krazzik said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622128#Comment_3622128
I guess we'll just agree to disagree. I think most players aren't good enough to deal with being Oblivious all game, myself included, and that it's just way better to deal with it. I'm glad you're skilled enough that it isn't a problem though, I get grabbed pretty often when I can't hear the killer coming.
Yea stealth is very strong against avg solo queue player why "weak" killers have such high winrates. If cleansing it at 5 gens is the difference between you dying super early then go for it.
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@Krazzik said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622121#Comment_3622121
I'd still say for most survivors they should cleanse it, then just keep an eye out for Penti and if it shows up they can head back and cleanse it again if they have time. Giving the killer constant easy hits and even the occasional gen-grab can be much worse, especially if it's a killer like Legion or Plague where giving them one easy-hit can be a down.
- Work on gens that have good sightlines
- Listen for killer audio queues
- Use icons which can generally tell you if the killer is an active threat
- SWF and completely ignore the effect
I would gladly trade a hook stage if it means the killer spent 2 perk slots to inconvenience me if I'm not paying attention. The quicker you do gens the less you need to worry about him getting value from obliviousness. It's a net benefit for the killer if you cleanse plaything.
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@Krazzik said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622112#Comment_3622112
To be fair it takes a really good survivor to deal with perma-oblivious. Most survivors can't deal with it and should cleanse it.
Giving the killer the occasional free hit is always preferable to map wide 30% repair debuff and possibly even the other effects. If it's a totem inside their gen setup or easily checked the game is probably going south extremely fast. You have to search around the map for up to 30+ seconds, spend 14 seconds cleansing, then give the killer a 30% debuff to all survs while you just spent all that time accomplishing very little.
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@Krazzik said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622109#Comment_3622109
Her 3-gen capabilities were weakened during her rework. Currently she isn't really much better at 3-genning than other killers, since her drones don't work on people doing gens.
Do you think avg dbd player actually keeps up with balance changes and such? I wouldn't be surprised if gen merchants are forcing the same old build and survivors who experienced it before the rework just refuse to play into even a weaker version giving up. 3 genning is just the correct move against solo queue players who aren't efficient enough or have enough communication to break it. her kit leans into it still even if weaker and she's a relatively easy killer to pick up.
She's probably performing a lot weaker at the upper ranges meanwhile down below the survivors don't have the experience, perks, or time to play out a skull merchant match and give up.
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@Seraphor said:
I see Hexes all the time.
Plaything and Pentimento are relatively meta.
Devour and NOED can be strong.
Hell I cleansed a Haunted Grounds a few days ago.
Plaything pent only works because avg survivor has 0 awareness and cleanse it punishing their own team while wasting time
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@Krazzik said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622100#Comment_3622100
To be fair that was old Skull Merchant. I highly doubt new Skull Merchant could force a pro-team into a 50+ minute match.
Only a pro team has the mental fortitude to play out a match effectively against a 3 gen skull merchant though. The counterplay is just unexciting and requires you to play the long game widdling down her gens while taking very little risk once she goes towards her gens.
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@Optx said:
I understand it's a hard thing to police but, why is it permissible at all?
Anyone could stream themselves purposefully bleeding survivors to death for weeks freely. Potentially even getting other players banned for harassment in the process, given players tendency to react to blatant toxicity. Is this really only absurd to me?
It's because the game will eventually end so it's not holding the game hostage not that it's a good mechanic you're forced to afk for a few minutes. This would have been mostly solved by the I'm guessing cancelled/postponed endgame mori mechanic they were probably scared of nurse/blights playing for that outcome. It's a pointless petty thing for killers to do, but why is it even possible in the first place?
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They need to add at the bare minimum preset messages because the biggest killer of solo queue teams is the vagueness of what icons can tell you and the inability for survivors to tell their intent. If someone is being camped it's hard to tell if meg is looping a killer and it's safe to get an unhook or is merely getting chase because she's sitting near the killer waiting for someone to double save.
She can't tell you that she needs someone else to save and you can't tell if someone else is already making their way there. It's the same for normal saves as well where multiple people have to get off their gens because you can't always know the intent of the other players. If something simple like that was added it would make solo queues play way smoother. No more 2 person saves where the last person is being chased and no gen progress is happening.
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I don't think the value of WoO scales well towards the lower end of the player base considering most of them see a yellow object and just run at it without much planning. They have the information, but not the game knowledge and experience to use that information to its fullest.
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@LordGlint said:
I've noticed this lately where addons that I just stocked up on and forgot about that cause blindness REALLY screws with people. All of a sudden, survivors are running into deadzones due to brown addons. Anyone else notice this? It use to be that blindness was almost purely for slugging builds since aura reading addons were never really meta for survivors, but WoO really makes blindness shine.
WoO should already be providing the value you need before blindness even comes into effect being able to spot strong setups from far away you normally would have to go out of your way to spot. I think it's a trade worth taking if the killer is running blindness perks/addons instead of the actually strong stuff.
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Depends a lot on the killer, map, addons, perks, and skill level of survs
Survivor
2 person escape with only a few hooks on them or 3 person with a decent spread. Doesn't matter if I escape as long as I felt like I was contributing to escaping. People that think otherwise and run solo escape perks are why solo queue is the worst way to play the game.
Killer
2k with extra stages or 3k+
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@BugReporterOnly said:
This is why it will be a bad idea. The racists, homophobic, misogynistic and sexist people will come out of the wood work. This can't be added.
Do you think those players don't do the same thing in other ways via steam? Not having voice chat doesn't magically erase their issues and it would open them up to an easy ban so their problems don't become everyone else's the next day. Punishing people that want to work with their team effectively in a game so heavily reliant on them doing so because of a few bad players isn't the way. It's providing players with the tools to report them quickly and without much effort.
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@LordGlint said:
I just find it odd how this is the case ONLY for Freddy. Sadako can still teleport to any available television, which are generally near generators, even after gens are done. Same thing for Xeno's tunnels. Freddy though completely gets robbed the further the game goes, and he doesn't even get to use his teleport at the start of the match.
They're probably scared to touch freddy considering how miserable he used to be. Last changes were 2021 where they did the laziest possible retooling of his slowdown addons and threw random nerfs at him hoping he'd go away.
Freddy is just a victim of "statistics". If you look at any of the released winrates for killers you'll notice an obvious trend of what the average player considers a bad killer soaring to the top. It's because he has stealth, mobility, m1 perks, and some passive slowdown. This is the type of killer who destroys the bottom half of the player base which is a lot of people.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622044#Comment_3622044
Honestly, I think they should be changed so that if a survivor burns an offering, it reduces the chance of that map appearing instead. That way, they can't control map spawns as much, but you can still have funny scratched mirror matches.
In a sunny future the people working on map design figure out how not to make the same mistake on every new map/rework
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@Krazzik said:
I do wish they'd either reduce the rarity to uncommon or make it so that if no map offerings are used you get your Ward back.
Currently they're far too rare and map offerings are far too common for sac wards to really be that important.
Or just completely rework/remove map related offerings because they give too much power to both sides
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@Sunbreaker7 said:
I don't see how people can defend this killer. He is able to catch you no matter how far you are. Going around corners doesn't help much of the time as he can just swing around a corner a long distance. He recovers so fast, especially with add-ons. Once he starts chasing you, there's very little you can do to create distance. And if you don't create that distance, well, he's just gonna catch you the old-fashioned way since he is not a slow killer by any means.
Running away from this killer unless in an interior map where blight has enough obstacles in the way to defend oneself from his pinball attacks, is not fun.
A killer that you can't defeat by prerunning the moment you hear their terror radius the horror. Once his addons get nuked it will be a whole new experience without as many boosted players.
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"Make everything op then nothing will be broken", is the worst balancing take I've seen across multiple games. Sure give survivors all their old tools and give killers 1 hook moris back, omega blink nurse, or instarev billy and you'll see why it's best that some things are left in the past.
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If they're going to tackle 3 gen stalling then they should add some mechanic when it's only two left to guarantee matches don't go on 10 more minutes because people are living inside a bush edge map. If there are only two survs left independently if they don't spend x amount of time progressing gens over a minute or two the killer can see killer instinct on them. This forces them to actually attempt to do something instead of baiting their team while not playing.
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@Undeadkiwi said:
Game is decently fun but something that is incredibly frustrating is how weak the survivors are. None of the gear or perks are good enough to give a chance of survival against a good killer. I've seen people's posts complaining about how a certain survivor perk makes it take ages to be able to get them on a hook and I think that gives insight on why the killers are so overpowered. People complaining over survivors being able to hold out a little longer (Not even really have a decent chance of winning it just takes longer to get the kill) shows how much favoritism the devs have given killers. I've had matches where the hillbilly decimated all the survivors with only one perk and others where killers just didn't use any perks. The killers have so much favoritism you can't even see their perks until the match is completely over like yall think if I were to tell the other survivors its perks, they would get a unfair advantage. Most killers don't even need a single perk aslong as the player is good. I try keep sprint burst available to get some distance when I need to (when im actually in killers sight/being chased) at most it gives me 5 seconds after it's ended before the killers on me. Flashlights never seem to hit no matter what attachments I have on or how long I shine it in their face for, they're always knocking me before anything happens to them. The only decent perk and item that gives a chance of winning the trial is lightweight and medkit as you're better off hiding in plain sight from the killer than trying to outrun/maneuver it (depending on map) but you're unlikely to fool the more veteran players.
Besides a few killers with strong addons on specific maps survivor is actually the power role it just doesn't work out with 3 random teammates with many different motivations for queuing for a match
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4.4 might be a fair nerf, but it will make him inaccessible even more to average players. His power is too buggy/inconsistent on maps.
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Hyperfocus is in theory just too strong if you're good at skillchecks they need to rework it