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Marik13

Marik13

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Marik13
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  • Actually come to think of it, I'd imagine Oppression and Eruption being decent together, maybe?

  • @ThiccBudhha said:

    Impossibiru! How can a pallet change effect lockers? This defies all scientific reasoning. Do you... Think pallets were once stored in lockers and that gives them the same powers of the entity?

    Makes sense to me. Especially since this benefits the survivors. So if the entity is giving these pallets powers...and those powers are benefiting survivors more...then that must mean...NEA IS THE ENTITY CONFIRMED! WE DID IT BOYS, WE CRACKED THE CODE!!!

    the-entity-youre-weak-im-you-nea-entity-62712570.png


  • The funny thing is, with this guy's broad definition of camping then the play I made the other day made me a bad killer.


    To better explain, I was in Coldwind. Survivors were rushing gens like crazy, having them popping off left and right. Unfortunately for them they gave me a perfect 3-gen situation where I could stand in the center of all three gens and have perfect LOS of them all, plus the two outer gens had hooks next them and I had a hook in the center next to where I stood. Well I caught one of the survivors and stuck them on the center hook right next where I could keep an eye on everything. They'd try to rush hook, and I'd trade out hooks with the survivors, (since I was playing Bubba, I could just down them right as they unhooked).


    So according to the survivor's rule book, I should've pissed off and gave up the 3-gen that they ended up putting themselves in to begin with right? I should've just been like "Nah, here have the free unhook and pick the gen you want to win with. I'll be at the other side of the map, throwing a dance party in the killer shack." Is that right? So should I consider myself bad killer for capitalizing off of the survivors mistake of not paying attention on gen placement as they rushed through popping them all? Yeah no no, you're right. F*** me for wanting to win. I'll just give the match to the survivors next time.

  • @Triadequinaxor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2496112#Comment_2496112

    BHVR main concern is releasing new chapters and not revisiting their old ones. DBD needs a competition.

    Well, hopefully the new Evil Dead game coming out will be give them the right kick in the ass then? At least we can hope as much.

  • Cus then that'll cut short the grind and you can't have that now. No no no a points shop just makes top much sense, stop that!

  • @Killmaster said:

    "Then after 3 hooks, 5 gens finished, they don't think 'oh, the killer had a bad game, let's just leave'. They stand there rubbing it in your face"

    Regarding this qoute OP, consider this as someone who primarily plays survivor but does understand how annoying it is to play as killer. We do not remember your steam name/gamertag/psn we remember the killer. We remember every time Bubba has facecamped us, wraith has smacked us after coming out of his silent bell, huntress has oneshotted us with her red addon. So when we play against a killer that isn't super sweaty we gloat because we know just how oppressive it can be to face them, it's like finally teaching Freddy, blight or hillbilly a lesson after they ran tinkerer and won't let us finish any gens. So don't take it personally.

    That's such a really dumb mentality to have... That's like saying I got bullied by a Meg death squad once so now every game I'm going to hard tunnel, slug, and let every Meg I run across die a slow death as I hover over them and watch them bleed out. =/

  • @milwaukee354 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2496453#Comment_2496453

    Who said anything about reusable resources and killers one shot you regardless, have you've been playing lately

    Isn't that what you're insinuating though, that resources are a problem? You're asking shouldn't resources last longer, which I'm assuming means pallets since you flat out said as much. So if killers can't destroy pallets early, like either they're indestructible until X amount of time, then what's to stop survivors from just pre-dropping the strong loops at the beginning and sticking close to it? I was saying that fine, if you want that then to balance things out let it be so that killers only have to hit you once to down you. Evens things out.

  • @Purgatorian said:

    https://forum.deadbydaylight.com/en/discussion/comment/2496589#Comment_2496589

    I am noticing this Saturday pattern emerging. You are not the first and I think that may have been my good day too. I wonder if something happened since then.

    I'd be willing to bet rank reset broke everyone's MMR rating. Shame that we can't actually SEE WHAT OURS IS SO WE CAN VERIFY!

  • I'm thinking what ever broke with the rewards being sent out for the reset also broke the entire MMR too. Had that last night too where I had 5 games in a row of sweats who just demolished me. Didn't matter if I was in my best and most played killer, or my worst and least played killer, the sweat squads were out in force last night. Which is weird cus Saturday I was in a pretty good spot having matches that weren't too easy, but not disgustingly hard and one sided like last night.

  • @FengisKawaii said:

    https://forum.deadbydaylight.com/en/discussion/comment/2496534#Comment_2496534

    Don´t worry none of us will witness the introduction of these changes. Yes, it´s that far in the future.

    I'd believe that actually, especially after seeing how many years it took for an an MMR system to be put in the game lol. But then again this does involve moris and it seems like they've been really quick to jump on to those, so I dunno? If it happens relatively soon then we'll know for sure if this really is another mori nerf.

  • Yeah moris are just kinda bad right now. Depending on the killer and how long their mori animation is, sometimes it's actually quicker and more beneficial to just hook the survivor instead of executing them.


    The rework *could* be interesting if they made it more dynamic, but I don't know. Supposedly keys are also going to be worked on in a similar fashion. I just hope there will be an actual way to counter keys, since apparently according to one of the devs, the survivors will be able to counter moris with the rework!

    Screenshot_20210914-114027_Chrome.jpg


  • I actually have an awful feeling about these boon totems. Granted we know next to nothing about them still, but just the little we do know doesn't look good for two reasons, if you like playing killer.


    The first off is that killers are already on a very strict time limit as it is. Giving us yet ANOTHER objective without doing something to the others to balance things out is just gonna make things miserable. Second, I've seen survivors already being snarky, saying "just do bones" forgetting that that excuse doesn't work well when flipped the other way because, unlike survivors, killers don't have any way to track totems! Survivors have like 5 perks and 1 item that they can use and depending on the add-ons you use for said item, you can reveal everything on the map to your entire team. Finally, and this is kind of a bigger one for me. From the sounds of it, survivors can go and place their boons on whatever totem they want right? So they have a choice on where it goes, rather than rely on the ( real sh***y) RNG that spawns our totems next to gens or out in the open, waving to everyone.


    So far these three are my major concerns that I hope get addressed at some point. Like I said killers already have their plates full as it is. Adding more to it is and making plating killer become an even more miserable experience is only gonna dissuade us from queuing up as killer. So I hope everyone enjoys having longer queues.

  • @Purgatorian said:

    https://forum.deadbydaylight.com/en/discussion/comment/2496334#Comment_2496334

    What if bhvr gave incentives to go after someone else such as extra bp if the next hit is not the unhooked survivor or something along those lines. I am more of a bp chaser than a killer so it would entice others like me to do so.

    I understand that there are some killers out there that won't bother about this and continue to tunnel but bhvr cannot fully fix this as they tried before but survivors abused it, I can't remember what they tried though because it was a while ago lol.

    They paused hook progression for survivors while the killer was near the hook which resulted in survivors looping to and around hooks. That's the only thing I know that survivors ended up abusing.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/280082/resources

    No, this game is already heavily survivor sided, why make it worse? This is a problem of your team not playing like a team and just wasting pallets.

    This right here.


    If you want reusable resources, ok that's fine. But then killers should just be able to down after 1 hit to balance it out.

  • @latinfla4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2496250#Comment_2496250

    That is one thing the Friday the 13th game had correct...if you were not prepared for Jason you were dead...you learned to fear the killer.

    You had to gather resources and work as a team to keep each other alive because 1 vs 1 you would not survive most of the time.

    Yoooo for real! That game was decently balanced imo. Can't really say there was any issues either that were similar to what DBD has with rushing out gens. As far as I remember you couldn't really rush your objectives as the survivors there. I also liked how while you scavenged to find the things you needed to escape you'd find other little things to help you survive, like things to stab Jason with once he grabbed you (essentially a DS) and so long as you kept finding the items you can keep doing it. Good times.


    Also you ain't wrong about fearing Jason in that one. Compared to DBD the dynamic is ridiculously skewed in the opposite direction where the killer ends up fearing the survivors =/

  • Oh the irony of this...


    I'm thinking perhaps maybe the joke kinda went over yours if you're thinking I was even 0.0001% serious about this 😂

  • @Purgatorian said:

    https://forum.deadbydaylight.com/en/discussion/comment/2496099#Comment_2496099

    I had this on one day, not sure it if was Saturday or not but it's a possibility, where all my killer matches were perfectly balanced. I could get between 1k-4k each match, they were tough but manageable. This is what kept me playing.

    Ever since that day ended though I'm lucky to get 1k in my matches as most teams I face are extremely strong, even when playing multiple matches with a new killer I had not tried yet.

    Yeah I don't know if part of what broke with the game last night with the reset was the MMR ranking, but holy crap. Last night was just a damn nightmare.

  • @Purgatorian said:

    https://forum.deadbydaylight.com/en/discussion/comment/2496141#Comment_2496141

    This has been exactly what's been happening to me. It wouldn't be too bad if it is two absolutely horrendous matches followed by a nicely balanced one but it isn't. It's a complete annihilation match after match with maybe a breather every 1/10 to 1/20 matches.

    This is not the balance that was promised. I know it's a new system that needs working on but, let's be honest, how long have they been testing mmr for. It still ends up like this.

    Exactly. Out of the matches I played last night I had 1 good one, 1 sad one (I'll explain), and 5 complete annihilations in a row where survivors got the 4E and just demolished anything I threw at them.


    First match was fine, got a 2K with Legion. Honestly, I consider that a win for Legion lol. Next match after, I got rolled. Not as bad got 1K out of that one (again as Legion) but yeah they did extremely well and managed to counter the 3-gen I had. Then the sad match came in. I got the 3K and gave hatch on that one. Reason why I called it a sad match, which is not an attack against the survivors, it's more so describing the situation of the match as a whole. They had a DC right at the beginning, and then from there it just snowballed horribly for the survivors and I downed them all after only 1 gen. Matches like that I tend to always give hatch to the last person, cus yeah DCing teammates sucks.


    Then after that match I got 5 matches back to back to back to back, where no matter what killer I chose, whether it was my best and most played killer, or my worst and least played killer, I got destroyed to the point where it didn't even seem fair. All got the 4E and I got a headache for my troubles...

  • @Plu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2496132#Comment_2496132

    A secondary gamemode like that would be fun, it also makes me think of another idea, why not create a "Perk roulette" system in the loadout screen that rewards you with BP/XP or whatever for playing with thoses perks.

    It could even work with the other system i proposed to give even bigger boosts if the perks/build/killer are rarely used.

    Oh yeah that would be cool! Actually some MMOs have a cool enough system that may work (well in concept anyway) for this game. So in some MMOs you can queue up for dungeons and such right? Well sometimes a pop up comes up before you queue saying that if you play either a healer or a tank, rather than just DPS then you'll be granted some extra rewards. It's usually just more gold or little extra buff items for your character. But yeah why not do something like that too, maybe have it be part of the ritual challenges? "Use <perk> and receive more Iridescent Shards/Blood Points"?

  • @Zarathos said:

    https://forum.deadbydaylight.com/en/discussion/comment/2496112#Comment_2496112

    I had a lot of fun recently messing around with arsenal tap build. Blast mine, flashbang, iron will and dead hard/head on. Stop playing to win and try and vary your builds. If you lose that's fine no point fighting to get to the top of dbd's mmr ladder. All that awaits you is short matches and long queue times. Martial arts bobo the clown with dragons grip, brutal strength, pop and tinkerer.

    My thing is I DON'T want to be a top player. I'm not ######### Otz, I know I'm no where near being a top player and that's fine, I just want to play the game, chill, and have fun. The problem is, it's kinda hard to have fun when I'm getting matched against survivors who completely eclipse my skill level and just roll over me completely. Say what you want but no one enjoys getting completely destroyed in anything and that kinda makes things hard to enjoy when it happens frequently.

  • You know what would be fun actually? I see people wanting more gameplay variations like 2 killers vs 8 survivors or something like that. Why not have a game mode that gives everyone, killers and survivors, random perks, items, and add-ons? So kind of like an ARAM style game where everything is randomized except maybe the character you pick? Or hell randomize the characters too. Of course this would affect killer side more than survivors, but still the concept of an all random game mode could be fun.

  • The game is in dire need of a shake up imo. Unfortunately that takes a lot of time and effort being put in to make it happen and I'm gonna be honest, I don't think BHVR really gives a ######### either way. I mean if they do then they really don't show it all that much.

  • Tune in for tomorrow's debate, where we argue whether or not Deerstalker needs a nerf and just how oppressive it is for survivors.

  • So on killer side I had a similar experience last night where I had 5 games in a row of sweaty sweaty survivors (by sweaty I mean, before I can end my first chase I got 3 gens popping off with, coordinated SWFs with rocking DS and meta perks, keys, all going for the 4E, etc.). It didn't matter what killer I played, whether my strongest or my weakest that I never play, I kept going against survivors that just completely rolled me.


    Now this past Saturday it didn't feel like this at all. Not saying I won all my matches Saturday, but every game felt somewhat winnable at least and I didn't get completely stomped like this. I don't know what happened between then and now, and I was wondering if something actually was wrong or if it was just me. But either way last night was not fun AT ALL.

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2494837#Comment_2494837

    That and franklins. Pretend to pick up someone, turn around and smack it out of their hand. They're like Golum when he lost the ring. "LOST!!!! My precious is lost!!!!!!"

    Rofl I always try to find a way to equip Franklin's if I can find room for it 😂

  • @Huge_Bush said:

    Been like this for a while. I just run Lightborn if I even see 1 flashlight. It sucks having all my work undone because someone used an item.

    Lightborn feels so underrated and I love surprising survivors with it. 9/10 times they never expect it lol.

  • Yes. It's annoying as hell prepping yourself to deal with things like flashlights or meditation and then suddenly someone LMS to a key. Usually whenever that happens, I just hardcore tunnel that one. Don't care, I've thrown games just to kill that one survivor as a matter of principle.

  • Yeah I think as long as both sides are trying then it's cool. Although thinking about my most recent 3-gen situation, I'm sure the survivors would've reported me for holding the game hostage.

    We were on a Coldwinds map and they gen rushed to the point where they 3-genned in such a way that it was perfect for me to defend all three just by standing in the center of them all, AND there was a hook right behind the two outer gens and one behind me in the center. They tried to bait me and every time I'd always catch one of their other guys running towards a gen, not even sneaking just running by. So went back, downed and hooked them then proceeded to guard the gens and the hook.


    Long story short I got the 4k and a lot of salt with a dash of death threats and a pinch of slurs thrown my way. Fun times.


    * I guess I should've added that I was playing Bubba at the time, and no I wasn't basement camping, I was actually playing the game normally.

  • @tester said:

    https://forum.deadbydaylight.com/en/discussion/comment/2494221#Comment_2494221

    "The higher you are with your emblem, the more BP you get. So there's your actual reward," - As I said, if that's what you feel is rewarding to you, I'm happy for you. Unfortunately, that doesn't represent skill, so I don't care about it.

    "old rankings also literally meant nothing" - if that meant nothing to you, you are entitled to your opinion. I have a different one.

    See, everything you said is based on your opinion. Do you feel for some reason that other people should have same opinion? I'm asking because you don't have any facts. You are just describing what you are experiencing and how you feel. But you surely understand that everyone is different, right?

    ROFL! Bro, it's not my opinion, it's quite literally a fact. The old matchmaking system with the old ranks really meant nothing and was NOT an indicator of skill, ######### are you talking about? 🤣

  • That's why you play Bubba. Body blocking isn't a thing Bubbas need to worry about *cackles in chainsaw*

  • @tester said:

    https://forum.deadbydaylight.com/en/discussion/comment/2494143#Comment_2494143

    " Before MMR you say that you felt rewarded only because you got to see your rank" - you got that right. Why do you feel that other people should feel rewarded in the same way as you are?

    Ok...but I mean, if that was your reward you still get that with your emblem changing and climbing up as you continue to play. So you get the same thing, only difference is BHVR has out right said that the emblem means nothing, which again the old rankings also literally meant nothing. If they did then I wouldn't have been facing red rank SWF teams when I was still new to the game and just entered green ranks.


    At least now the emblems actually will be an indicator for an actual reward when the reset hits. The higher you are with your emblem, the more BP you get. So there's your actual reward, which you can use, unlike just like before where all you can do is flaunt your emblem thinking that it means you got a big pp.

  • Ummm....yeah, so let me see if I got this straight. Before MMR you say that you felt rewarded only because you got to see your rank (which lul, literally meant nothing btw) move up or down? But now that we have an actual MMR that determines your skill, which also rewards us each reset with BP depending how high we go with our ranks, suddenly we don't have rewards? Ummm...ok. I'll remember that as I cash in my BP later on either my P1 Legion or on a survivor and give that side a try for once.

  • @GenJockeyNance said:

    If BVHR added a disable feature for groups, people would never get to play with their friends.

    I mean if they don't do -something- then killers will just not play and you'll run in to the same issues for everyone across the board.

  • @playhard said:

    so instead make it balance, it will make no player want play as killer on midnite. this game become dead by survivor

    https://forum.deadbydaylight.com/en/discussion/comment/2487149#Comment_2487149

    Dead by Daylight becomes a jogging simulator renamed to Jog by Daylight.

  • In games like this where survivors look at me and sell out their teammates I lure those guys in to a false sense of security and sure, I'll down the guy they sell out. But then I'll immediately turn on the sell out, down them, hook them, let them die and give hatch to the guy being sold out. At the end of the match all I say is "Never rat out the homies." So yeah screw that Steve.

  • @glitchboi said:

    Surge isn't a bad perk, it's a great perk on certain killers, including Legion. Legion cannot down survivors with their power, meaning they'll always down survivors by M1ing them.

    For instance: I play an aggressive Clown, so I run it on my Clown instead of using PGTW on him, simply because his ability to down survivors quickly, largely benefits from Surge. Clown is also an M1 killer so I'll guarantee a down by M1ing them, and get that sweet, sweet regression.

    And using the pinky finger on Clown with surge = sweet sweet maximum surge value, with a slight chance of post game salt.

  • Depends on your playstyle really. Each killer, for the most part brings something different to the table and makes you change how you play.


    But I was told when I first started out playing killer, is to pick up Bubba (Leatherface) cus he is a blood point farming machine.

  • @ArchGunRunner said:

    https://forum.deadbydaylight.com/en/discussion/comment/2484712#Comment_2484712

    Fair points. As someone else has said too the key is a 1 in 100 change to a game, making it just as pointless to argue. I'm just trying to stir some kind of discussion about what's going on there and that one change without the other isn't right.

    Fair enough and I don't mind having a discussion about these things either lol. I wasn't around when old moris were a thing, but after reading them and seeing how they worked- pfft oh yeah no those things were busted and deserved a good nerfing. Not sure if the nerf we got was the best way to handle that, but I get that something needed to be done. Just wish the same kind of expediency was used to change keys too.


    Either way I'm curious what the new system they're implementing for keys and moris is gonna look like. Part of me though is kinda dreading it too.

  • @ArchGunRunner said:

    https://forum.deadbydaylight.com/en/discussion/comment/2484645#Comment_2484645

    Like everything, time adds up in game. I'm getting at the idea that it doesn't finish our objective as killers any faster whilst as survivors the key does when it ends the game early. It's sort of like arguments i've had about BBQ and Chilli with friends. their take being 4 seconds per hook is a lot after 11 hooks. The same is true for Mori's. It may not seem like it saves time anymore, but it does when you consider the animations and walking you need to go through for that final hook instaed of the mori over a few seconds.

    tl;dr: (in response to your older post of not taking time off killing survs) It save more time off the objective (killing) than it may appear, even if it is only final hook these days.

    Ah ok I see. I would however still somewhat disagree. The travel time to a hook is still dependent on other variables. Perks like agitation, which makes you faster at carrying folk. There's also the location of where you down a survivor. Sometimes you can down a survivor literally right next to a hook and boom, done. I've done that plenty of times. Now with moris...the time varies depending on the killer. Some moris ate pretty quick, but others are pretty long and drawn out, which causes you to miss even more time than you would have if you just hooked them.


    Now times aside, my main point was on regards to the objectives themselves. (Survivors = Escape. Killers = Kill) Comparing current moris to keys, the keys alter and make it easier for survivors to escape by taking away 2 whole steps that are part of their objective, that being that it shaves off the number of gens you need to complete (which changes depending on the number of survivors) and it removes the time they would've spent to open the gates. Moris, I still need to hook a survivor twice before they die. All they do now is make me decide whether or I want to hook them for the 3rd time or watch an animation. It does not alter the fact that I still need 8 hooks total between all of them before I can start killing them one way or another. That was my main point and why I say the comparisons between the two items are dumb.

  • @ArchGunRunner said:

    https://forum.deadbydaylight.com/en/discussion/comment/2484611#Comment_2484611

    Think about it though. So on average we pick up a survivor for maybe 1.5 seconds (idk) and walk maybe 5-10 seconds to a hook, play the animation for hooking at like 2.5 (i think) seconds then resume chasing. Do it 4 times and the difference is still rather large, which is my issue not the key itself. It does save us time in what we do, just less now. Which is where things need to change.

    I....don't see what you're getting at here with the animation times. I might be missing something here. Not being cheeky or sarcastic, genuinely I think I'm missing the point you're trying to make with this.

  • @ArchGunRunner said:

    https://forum.deadbydaylight.com/en/discussion/comment/2484576#Comment_2484576

    You realise i'm on your side in this argument right? The original question is "what happened" to what i had originally thought i heard them say about them being changed at the same time. I get the Mori was nerfed and the key wasn't, which it needs hence this whole thread, and we'd like to know what's going on there.

    I'm just responding to what you said about still needing to complete 4 gens is all. My point being that they still end the game early and are not comparable to how moris are used today. That's all.

  • @ArchGunRunner said:

    https://forum.deadbydaylight.com/en/discussion/comment/2484537#Comment_2484537

    4 survivors out is 4 gens complete though right? I had 4 get out a few days ago before (maybe after) the final gen was done without the gates being opened.

    Ok, even using your example of needing to complete 4 gens, that's still finishing the game early for you. That's 1 less gen that needs to be done, on top of opening the gates. A mori I still need to get you to death hook, meaning after 2 downs I can either execute you or just toss you on a hook. It doesn't change anything for me as a killer, it doesn't alter my objective, or make it easier to achieve for me to complete the game quicker unlike what a key does.

  • @ArchGunRunner said:

    https://forum.deadbydaylight.com/en/discussion/comment/2484484#Comment_2484484

    To be fair, on Survivor side 4 gens need to be finished before the key comes into play too.

    Ummm...no? That's not how that works at all. 3 gens can get done, and you can have 2 survivors left only for them to escape out of hatch with a key... Actually that happened to me yesterday.

  • @ArchGunRunner said:

    https://forum.deadbydaylight.com/en/discussion/comment/2484454#Comment_2484454

    Neither of them is toxic and shouldn't be looked at like that. The key is there to be used and so is the Mori. Either way someone is gunna tell me to unistall if i use it, so it's a lose lose and i'm just going to have fun with them lol.

    The devs in the video made it sound like moris were still an issue, focusing their talking points around moris more so than keys. I just find it funny cus moris are no where near a problem, nor are they comparable to anything along the levels of keys right now. I can't end a game early with a mori. I still need to get survivors to death hook to use it. Only thing it really counters is DS

  • @EvilJoshy said:

    A new chapter comes out and something totally unrelated breaks? It's sad that this happens so often in this game that it's become the norm.

    Whaaaaatt? This never happens. Don'tbe silly *Eyes the patch notes where it says Freddy can be stunned by dream pallets*

  • I still think it's funny that in the anniversary video when they mentioned the mori and key changes, that they made it more of a point to insinuate that moris are still toxic XD. Yes current moris are toxic but nah, keys are just fine.

  • @Sypherpathic said:

    https://forum.deadbydaylight.com/en/discussion/comment/2484180#Comment_2484180

    Isn't 'Entity Displeased' based almost entirely on hooks? SO getting a 4K mori will result in 'Entity Displeased'?

    I think it's based more not meeting a certain threshold of points. Because before the MMR update I would get like 6-8 hooks and no kills and I'd still get entity displeased. But last night in this same situation, I got brutal killer. So I think the points may have been adjusted a bit.

  • I think you might be on to something. There were games where I had plenty of hooks spread out, no kills, but I still got at least brutal killer. I remember before where if I had games like that I'd have entitity displeased. Which come to think of it, I don't think that I got entity displeased at all last night cus I'd manage to get plenty of hooks in.

  • @wxnickxw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2483254#Comment_2483254

    Yah how'd they do that? Taunted the killer till he stopped camping?

    They'd run the killer close to the hook on purpose.

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