LordGlint
LordGlint
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- LordGlint
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It already wastes charges based off perk lvl. If your basing perks off "fun", pretty much ANYTHING the other side brings is always gonna be "unfun" to you. Its unfun that the killer can see your aura, or that healing takes longer due to sloppy butcher, or that the killer can 1 shot you, ect ect. Your gonna be hard pressed finding a perk the killer uses that the SURVIVORS deem as fun to be on the receiving end of.
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@humanbeing1704 said:
I feel like getting a 4 man key escape is near impossible in solo
Just got that one yesterday...while playing solo, lol.
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Feel like theres afew obvious flaws with this idea. If you take away ruin for ranks 12 and up or WHATEVER ranks you think is unfair...those ppl will just be SCREWED when they hit rank 11 and have NEVER dealt with it before. Also... how would you negate it for those ranks anyway when you can have such a high difference in player rank in the same lobby? Just had a game where a rank 2 brought in 2 rank 16 friends.
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Especially nice when you consider you can just reuse the same currency NEXT rift if you managed to collect it all.
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@PistolTimb said:
I don't think it's good for people to pip despite not having to do anything to survive. It's too easy to rank up as survivor as it is.
At the same time it sucks to end up DEPIPING because of it. Last game I had like that, I had to quickly search around for dull totems to break for extra emblem points. Just BARELY managed to black pip with them.
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@Dermott said:
https://forum.deadbydaylight.com/en/discussion/comment/939944#Comment_939944
Oh yes, the discrepancy between animations and shadow is very common in games but I meant the actual abilities. For example, you don't lift your chainsaw overhead as Leatherface, but survivors sees that. Another great example is Genji from Overwatch, his Deflect is very visible for others as quick swipes followed by green effect but from first person perspective its presented as calm stance. That kind of stuff.
Oni's first person animation is also VERY different.
https://www.youtube.com/watch?v=9qFSM9cv5XYIts pretty easy to notice in this video. The first person view shows Oni holding his sword outwards while the 3rd person view shows him resting the sword on his shoulder.
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Heres the most appropriate Legion chase music I could find
https://www.youtube.com/watch?v=_5dwpN-Qs_Q&list=PLnINyWoL8YgpioUBA3iMzaMDFsP-rX8em -
With queue times being the way they are, its not too surprising to see some players get caught going afk for abit.
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@Talmeer said:
https://forum.deadbydaylight.com/en/discussion/comment/937531#Comment_937531
Uh thanks. Even with I don't know how many dbd hours I have on my shoulders - I thought always I would be stuck in the animation until you are back and can move again.
Besides that I had never a problem with flashlights^^.
While you ARE stuck in an animation, my point was that there are actions you can take BEFORE that to prevent flashlight blinds. As far as timing goes (if you choose to NOT look at a wall and someone with a flashlight is nearby), the flashlight must FINISH the blind AFTER the animation is over. Typically people will try to time this to give the killer as small a window as humanly possible to look away, but if they do it BEFORE the animation is over...The killer gets blinded but wont drop the survivor.
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@Deadeye said:
Not completely sure about this. God loops is one thing, sure. But The killcount at the moment is totally killer sided. It should be 50% and every killer is above to far above that mark. The loops are the only real thing survivors can use to stay in game. And some of them are even just good if the killer only chases straight ahead, like the disturbed ward. Most pallets are safe, but the windows can be cut for example. If a killer uses the shortcuts I'm almost always catched pretty fast.
If you would buff killers and nerf maps, I'm pretty sure every killer goes above 70% (just a guess). At the moment I have the feeling that I need to find god loopers that can hug walls or have perfect timing to make the maximum rounds on a loop, so that they can stretch a chase decently. Or someone going for the god loop of course. But beside that, normally I need to mess up myself for a long chase.
Not really sure how much faith you can really put into those stats. Ive seen way too many games where people will bring in their grey ranked SWF buddies to get slaughtered against a red ranked killer. If half your team is running to the corner of the map to selfcare everytime they get off the hook... Even a trapless Trapper could have decent stats.
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@TheLegendDyl4n1 said:
https://forum.deadbydaylight.com/en/discussion/comment/938234#Comment_938234
ok well about the video, for the last time private message me if you want to debate that, second that was an instance that couldn't be controlled which happens maybe 1/20 games.
third, that may of been how you dealt with ruin but most dont so easily hit great skill checks and it takes a long time to learn, i proposed a way to make ruin less annoying to go against not to nerf it completely due to its progression loss, did you read my post?
The only people that can private message you here are mods. No one else has that ability.
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/937679#Comment_937679
You can get away with using no perks at red ranks, the argument is moot. You can get value out of any perk in the game, but if you are strictly trying to control generator progress, pop is just the better perk.
I give, you win
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/937664#Comment_937664
For the most part yes, there is a reason killers don't kick generators at red ranks unless they have pop goes the weasel. It is a total waste of your time. It takes ~2 seconds for you to start regressing it and 0 seconds for a survivor to start repairing it again. The only time to kick a gen without pop is if you think there are literally no survivors nearby at all, which is almost never the case if a gen is being worked on.
With surge, it takes 0 seconds to kick that gen. AND you get information that it was being worked on with a loud BANG, often times presenting you with your next chase. Also, lets drop the whole red ranks thing since pretty much EVERYONE hits red ranks every month. It just becomes a sort of elitest comment that people throw around to pretend like everyone else doesnt know how tough the "super" games THEY play is. I tell you from experience on actually USING the perk at red ranks...it has great value. Theres not always gonna be ninja survivors ready to stop regression on every gen you regress with surge. Survivors DO infact leave partially repaired gens when they have to do things like run from the killer or unhook their teammates
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/937652#Comment_937652
Like I said, if the gen is going to regress to 0 because of surge, you could have gotten away with not having any perk at all, because it means no survivor was nearby to work on it anyways.
I dont understand this logic... Your saying I might as well leave a generator completely alone that has progress than use surge to begin the regression?
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/937639#Comment_937639
How is it saving you time? It doesn't regress the generator nearly to the same degree, and has a huge cooldown.
If survivors are going to immediately go back to working on the generator, which they will be in most cases if they good, it is inferior.
If the gen is going to sit there and regress back to 0 anyways, you could get away with not having a perk at all.
It saves you the time needed to go physically kick the gen. Many gens are out of the way and take a significant amount of time to travel to...like the gen in the portal room of Hawkins or the one in house of Mother's dwelling. Saving yourself the 10-15 seconds of travel time is pretty big. This isnt taking into account the 8% regression AT ALL, which like I said...is just a bonus. Your focusing too much of the 25% regression of Pop, which hinders the SURVIVORS time. Surge might not hinder the survivors time AS MUCH, but it HELPS your time. In the tug-o-war game of time manage, both are important and valid. Its also nice that Surge is pretty much passive, so you dont have to break a chase to make use of it. Lets me play pretty aggressively when the opportunity arises.
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/937608#Comment_937608
Well Freddy is a crutch character now, so that is understandable that you can get away with using suboptimal perks on him.
Clearly a perk that saves the killer time is "suboptimal" when killer gameplay is ALL about time management. Personally, if Surge worked on ALL attacks instead of just basic attacks...Id be using it alot more often on killers like Bubba or Huntress.
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/937592#Comment_937592
Surge + Pop is overkill. You only need to doctor 3 gens if you are playing to that strategy, and pop is plenty. It has no cooldown, and can be used multiple times in succession on particularly contested generators.
Surge is a lazy perk compared to pop, but not nearly as good.
Keeping gens regressed doesnt mean I'm following a 3 gen strat. Just means that survivors are constantly being chased off their gens and coming back to finding them without progress. Freddy is a highly mobile character, so it would be kinda silly to not take chases where I see them and keeping EVERY gen regressed, as opposed to acting like Golum towards only 3 of them.
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@ASpazNamedSteve said:
People underestimate Surge, man. It's my favourite perk rn.
When it came out, it took Ruin's spot on my Freddy. Havent gone back on that one, lol.
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/937569#Comment_937569
The only reason to run surge is if you don't have pop goes the weasel unlocked.
Nah, surge is a good time saver. Alot of gens are kinda out of the way, such as the gen in the portal room of Hawkins or the gen in the house on Mother's dwelling. Starting the regressing process on gens without having to stop to take the time to kick each one is VERY helpful. The extra 8% regression is just a bonus. Surge by itself can also be a nice tracking tool to draw your attention to a nearby gen that you might not have even realized was being worked on. I run surge AND Pop in combination on my Freddy to start regressing gens nearby where I down someone, find a new target far away with BBQ and Pop THAT gen when I get there that WASNT affected by surge.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/937556#Comment_937556
what killer do you recommend that build on? the surge surveillance because that sounds kinda cool.
Stealth killers make good work out of it, but really...any killer that downs mainly with M1 can use it pretty well. If your constantly getting downs with chainsaws or hatchets or something...your not gonna proc surge much so it'll be wasted.
https://www.youtube.com/watch?v=fRdn8bozcUU&t=915s https://www.youtube.com/watch?v=_i4uLTAxPm8 -
@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/936756#Comment_936756
I think the main issue for why it doesn't make sense is because we are looking at stats for kill rates. For example, you may see a 4k but in reality he had only 2 hooks before all gens were done and the gates were powered. He got a 4k because of things like NOED or as you mentioned all the SWF swarmed him trolling around at end game. That's why kill rates for determining how balanced killers are is very flawed. The 4k makes the killer look like he was strong or played well when he really didn't. It gives a false balance reading.
We'd fix this issue "mostly" by looking at pip rates instead. As this would allow us to separate games like the example I mentioned and see that he really didn't "win". I say mostly because we still have quite a few killers that get artificially punished with the current pip system with things such as one shots, but that can be easily fixed and ruins the "stats" much less than the more numerous flaws in going by kill rates.
"And to be honest I'm very surprised that the difference between randoms and 4-man SWF is just 7%"
Me as well, which is where my post of "contradictions" comes from as if it really was just 7% then their logic for changes between solo and swf doesn't make sense. I think the reality of it is that there are indeed A LOT of factors influencing the kill rates to such a significant degree to where they're near worthless. The devs kind of mentioned this as you said, but I think they down played how significant those factors are with the wording they chose.
If they balanced around pips, theyd have to change the emblem system for each killer as well. I have afew screenshots I like to pull out that show juicy black pips on games where I absolutely dominated survivor teams within afew minutes, resulting in a 4k with MAYBE 1 gen done.
The chaser emblem in particular really needs an update.
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@Talmeer said:
While you are picking up a survivor, there is a short time window, where you can't avoid being flashlighted. I guess that is because of the "transition" between the animation and the normal gameplay. Don't know better how to describe it.
But besides that and the famous pallet-flashlights, you are right^^.
It is a very small time window and the most survivor's miss it, but like by anything other in dbd - some have exactly there level their flashlight skills to the max. :|.
While picking up a survivor, you should be facing a wall or making sure theres no survivors around if you CANT face a wall (infectous fright works well to do this FOR you). Even though you're locked in an animation during that time, doesnt mean your completely helpless on preventing a flashlight blind.
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Been playing Bubba alot these last few months. This is a new perk combo that came out with Oni, id recommend checking it out. Makes him pretty fun to play as and removes alot of the mindless pallet looping he has to endure on maps like Blood lodge.
https://www.youtube.com/watch?v=XJfYRRREooc&t=199s -
Feel like at least for me... The people who accuse me of tunneling are often times just the ones who arnt as good at hiding or looping as their teammates. If your the only one I see around, Imma chase you... and just because I hooked you twice in a row, doesnt mean I didnt bother looking for and chasing someone else. They mightve either been too stealthy and I didnt find them at all, or was in too strong of an area and I had to abandon that chase.
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/931913#Comment_931913
People said rework Freddy would be mid to low tier as well when they first showed off the changes. He turned out to be top tier in the right hands.
Moral of the story: Wait until you see how it is in practice, even if it sounds bad on paper.
Pretty much this. I didnt have much faith in new Freddy when they first showed him...
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@Brucecastro81 said:
https://forum.deadbydaylight.com/en/discussion/comment/933010#Comment_933010
Excited too, I also tought that should be base without the bad side
Might be why they said the range addons will have a reduced effect. Maybe theyre removing the downside...
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@MegaWaffle said:
https://forum.deadbydaylight.com/en/discussion/comment/931965#Comment_931965
Head On would like a word with you ^.~
Fortunately Head-on isnt THAT common
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@Brucecastro81 said:
https://forum.deadbydaylight.com/en/discussion/comment/932944#Comment_932944
Thank god, its not that incredible but its more an QoL change
Most people were asking for "moldy electrode at base", and this sounds like THAT. Will definitely be nice to have as well as everything else. Shocking ppl mid chase wont feel as tiring with constant stance changes while looping or constant speed changes while swapping said stances. We'll see if it makes that much of a difference, but im excited.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/932320#Comment_932320
You'll end up getting more tier ups than the 60 second cd.
Regardless though, he's still weak either way, so whether or not it's better is pretty irrelevant.
I want to see changes that help him in chase or improve his ability to counter loops. Improving the tier up rate (if it is) isn't going to make him more viable. The madness just doesn't mean enough.
If your spending time passively tiering ppl up for long periods of time versus spending time doing nothing but staring at a timer for 60 seconds...you'd be right. In real interactions though, being able to make a person hit T2 or T3 that you WERENT shocking with shock therapy is gonna be alot faster with the new static blast, allowing you to use it to find people outside of the initial T1 alot easier. Outside of just tracking, it'll also help in cases where you see multiple people but can only chase one. Hit the button and cause everyone that WAS at T2 to hit T3 and be forced to snap out of it while you chase someone down.
The change to his stances, the fact that he'll be moving faster while using shock therapy and the slight buff to his base shock therapy range should all (hopefully) give him a nice buff to being able to counter loops alot easier with his shock therapy, aka help in the chase.
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@Brucecastro81 said:
https://forum.deadbydaylight.com/en/discussion/comment/931985#Comment_931985
They are increasing? Didn't hear that in the livestream
Took me a second to refind the line. 1:15:20 They are talking about zapping people. They mention its a little bigger but the addons dont increase it as much, nor widen it. Since I didnt really ever care to have a huge shock therapy, just workably large with a 25% increase from moldy electrode...this was nice to hear.
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While you can make arguments that the devs need to put more resources into bug fixes, suggesting that they cut down on what brings in money (the thing they use to hire the programmers doing the bugfixes) isnt the answer. The more money the devs can make from chapters, the more people they can pay to throw at these problems. Chapters that are ONLY maps would be free DLC and wouldnt be helpful in the least towards fixing anything.
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/932014#Comment_932014
Medkits don't take 30+ seconds and work for 4-5 heals over 10 minutes.
Using a medkit next to the only killer that uses Coulrophobia...with a TON of charges...
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@anarchy753 said:
I can't run kindred or empathy any more.
It physically pains me to see self-carers in action.
Maybe they brought a medkit? I typically see more ppl using medkits than selfcare anymore, but it can look the same if you're just going off an aura.
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@TheNormalizer said:
WHY DID EVERYONE NECRO THIS THREAD FROM FEBRUARY
Didnt even notice that, just saw half the ppl talking it in were banned and figured the thread must be super touchy, lol.
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Nice to hear these challenges wont be a nightmare. Currently cant play for at least a week due to afew fingers getting jacked up, but this sounds promising that i'll be able to finish the rift in time when I finish healing up.
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Just gotta make sure you get a save in before that first hook. Ive seen it come in clutch during endgame when ppl are able to pop it with a pocket DS. At that point...you're home free.
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@Runcore said:
I love upcoming changes, I love synergies between perks and character abilities. I see doctor with lullaby, distressing, unnerving presence and whispers <3 Finaly I can make character with perfectly fitting perks <3 Great
A stealthier Doc might be nice too. From the leaks, one of his addons affects his TR based off if his static blast is on cooldown or not. Maybe use M&A with this to have a tiny TR during CD, and a 32 meter TR to match whispers when your rdy to light up the area. Just an idea since monitor never really worked well on him BEFORE this. Could be neat to try out.
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@Acromio said:
https://forum.deadbydaylight.com/en/discussion/comment/931914#Comment_931914
They put his static field on a 60 second cooldown, removed the interaction block from shock therapy (at least this is what came across in the dev stream) and removed exhaustion from his addons. How is this not a blanket nerf?
The passive static field was only actually good at getting ppl into T1 madness at the start of the game, while THIS will be good for ALL of the game. Think of it as an infectious fright at the touch of a button. Put on whispers and there will never be a moment where you wont have someone scream if that light is on (unless theyre in a locker, in which case...open the nearest locker, lol). This change sounds GREAT. Glad I mained Doc when I was new and already have alot of perks and addons on him.
Hes also getting a slight range boost to his shock, which ive been wanting FOREVER. Currently I use his moldy electrode for an extra 25%, which is night and day. If they wanna give me that FOR FREE without using an addon slot of the charge speed debuff of the addon, i'll gladly take it. Really looking forward to playing this reworked version.
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@Runcore said:
I see that we have a seer here among us. There are not even full details about doctor changes, not even released on PTB, not even live and some salty survivors know that it will be "boring" play against. Now tell that he will be OP and go cry for nerf of unreleased reworked character. Can I borrow your mystic crystal ball for lotto?
Buy me a ticket
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@S_Panda said:
https://forum.deadbydaylight.com/en/discussion/comment/931084#Comment_931084
Nope since it isn't an interrupt action - if they're entering/exiting the locker you can interrupt that and get it though!
Fortunately I do that alot when playing Bubba. Ppl think they're clever to run in a locker to avoid my saw, only to get yanked when they try getting out.
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Does grabbing ppl out of lockers count? If so, just tunnel every survivor you can so they can "outplay" you by jumping in a locker.
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/931071#Comment_931071
She could crush my tiny bones easily, but she's caring and lovely. I think i would fell asleep in her strong arms easily. <3
"sleep"
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Im looking forward to this. They increased base shock range abit, which was exactly what I asked for. The other stuff is just huge bonuses that i didnt think theyd do, like getting rid of the stance shift. The static blast attack is pretty much infectous fright on cue. Doc's static field was only useful in the first minute of the game most of the time.
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@BBQnDemogorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/930511#Comment_930511
Isn't that a nerf though? Since you'll have to hope they're in your TR when you use it? In the past it was a tool to tell you that.
Now you'll want to be confident they are or you'll be hit with a 60 second cooldown.
Doctor needs to be better not weaker. We don't know everything yet but so far its not sounding like "omg doctor is so good/cool/more fun now."
For survivors yeah he won't be as annoying but as him it seems like he got hit hard. (So far)
putting whispers on him could guarantee results. Anytime it turns on, you hit the button and find the person immediately.
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You cant depip when you hit grey ranks, which is 20-17. this doesnt take rank reset into account.
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@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/926253#Comment_926253
Maybe not. I only started this game last month, so I have no idea when the Anniversary event was. It’s just the way you described how the match unfolded is almost identical to a match I had against a Michael within the last week.
Im always appreciative to nice killers like you. So even if you weren’t the same Michael, thank you for being nice to survivors. Not all of us are tbagging turds. If you ever see me in the middle of a match, stopping dead in my tracks and tbagging, that is not tbagging, I’m putting on a little twerk show for you.
The event Im referring to was back in June. You play on PC with that username?
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Bubba's spark plug gives a slight charge rate boost of 12%, while Freddys Swingchains gives a tremendous action speed slowdown of 8%... Makes sense, lol
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@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/926119#Comment_926119
I remember a match with a sexy Daddy Michael that went exactly as you describe it. It’s always nice to have a chill killer once in a while. Next time, make sure to wear your hospital gown <3
I dont have the hospital gown, plus this match was during the 3 year anniversary event, so that cosmetic wasnt even released yet. Any chance I was your killer?
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Plague works well with this perk since typically EVERYONE is always injured. Pretty much makes it so no one will ever have an exhaustion perk ready to use as long as you find someone reasonably soon after hooking your last guy.
https://www.youtube.com/watch?v=HwM5y4a5sOA -
I actually got this one first try. I ran Doc after seeing Otz's video. Figured id camp the 2nd survivor like HE did with treatment mode. In the end, didnt need to go that far since I had 2 ppl left alive...1 already on the hook and another slugged. Just walked over, opened a door and hooked the slug. I used Otz's tactic of just being an M1 killer with no power til the end, although I used double calm addons so I could at least benefit from a reduced TR.
Heres the vid im referring to.
https://www.youtube.com/watch?v=aWzBs9mCfHs

