MigrantTheGreat
MigrantTheGreat
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- MigrantTheGreat
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Comments
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@Soleyman said:
Title. I want to hear opinions.
Personally I feel that no loop are pallet should feel or be safe. I feel that all loops should be mindgameable. I would slightly nerf jungle gyms though due to the simple fact that survivor's can peek around corners very easily.
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I just don't understand why people are calling Spirit 'brain dead' or 'no skill' when survivor doesn't even require any skill or a brain to play, yet Spirit still has to use skill and have a brain to play.
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@TheGorgon said:
I’ll go:
Pennywise
I just feel like going up to the team that made the recent Pennywise costume and telling them about what a badass job they did.
Pennywise could be behind you or chasing you, and when the chase starts, Pennywise could say “Hi, Dwight”. Pennywise would also have an amazing mori.
Pennywise could basically be anything the developers wanted. If I were the developers, I would add a fear system for him to go up tiers and then at the final tier, have his freaky long teeth face with the ginormous claws he has in the first IT remake.
Siren head or Candyman
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I don't see how someone can enjoy Nemisis, he's very boring to play as.
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@Lord_Tony said:
he feels like a 2016 killer now because the game has changed and evolved very much and trapper still plays like it's 2016.
this isn't the same game anymore, is he really viable?
Can only start with 1 trap and only carry 1 trap as basekit, lol. He's over reliant on needing the bag add-on when it should be basekit.
I wouldn't say he needs a rework, I think he needs a slight buff which is to carry more traps at the start of the trial.
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@Jarol said:
Really if I remember correctly, this is the only perk that takes away the tokens when killing an obsession compared to Save The Best For Last that if it leaves you the tokens that you have when killing the obsession. Should Furtive Chase receive the same? I know that with Monitor & Abuse it is to be a stealthy killer.
With a killer of 32 meters + Monitor & Abuse and Furtive Chase with 4 tokens it is to have 8 meters of terror radius, with 24 it would be 0 meters, completely Undetectable and Insidious.
Should Furtive Chase keep the tokens he has when killing the obsession? be it 2 or 3 tokens, but currently if one accidentally kills the obsession it restarts completely and having a normal radius terror. What do you think? if you have never tried this combination of Monitor & Abuse and Furtive Chase in Deathslinger for example.
Furtive Chase is a backwards perk. If it decreased your TR outside of chase than I would be okay with losing all tokens when obsession is killed
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@Jarol said:
I'm really tired of playing against this perk as a stealth killer, I really don't understand how it can counter the power of GF, Myers, Pig and Wraith maybe, this perk instead if I have Tinkerer or another ability that allows me to be Undetectable and Spine Chill doesn't detect me there.
I don't think the perk needs to be nerfed. It either needs a cooldown or not detect killers while they are undetectable
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@Huge_Bush said:
Since the forums are always awash with complaints, let’s discuss something we like!
My favorite killers to face are Nurse, Doctor, Demopuppy and Pyramid Head.
I know Nurse is considered over powered, but it is so much fun trying to be as unpredictable as possible and juke her teleports.
Doctor and Demopupoy aren’t anywhere near top tier but in the right hands they can be oppressive but still fun. I’ve had some Demos scare the poop out of me with their teleporting. I also love them when they nod their head.
Pyramid head is just overall cool. I love his music, in chase or out. I think his power is cool and he’s just unique to look at. He’s strong, but not overly so, and the built in mori is nice in that it makes you play a little more carefully when you’re on death hook.
Nurse, Spirit, Slinger, and Nemesis!
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@Farshad7913 said:
Here's the description of the perk: When a Survivor is hit with a basic attack, pallets within 16 meters of your location are held in place by The Entity for 15 seconds. These pallets cannot be pulled down.
Hex: Blood Favor has a cooldown of 60/50/40 seconds.
yesterday I did a 1v1 with one friend and i accidentally picked this perk, I hit him at the pallet in front of the jungle gym, he didn't know I had this perk so instead of leaving for the next loop he stayed and jumped the window. i also had bamboozle so i vaulted the window, as soon as i vaulted the window he came back to the pallet and by then the pallet was unblocked.
this perk is unbelievably trash, firstly it only has a 16 meters range so you have to first be lucky enough to have a pallet near enough for it to start working. secondly it stays active for only 15 seconds. 15 SECONDS!!! when you hit a survivor and they hold W it takes more then 20 seconds for you to catch up and if the for some reason decide to stay at the blocked pallet, by the time it takes you to finish the attack cooldown it has already passed 3 seconds sop now they only have to go around the loop 1 or 2 times before its unblocked.
and then for some reason this GOD TIER perk has a 60/50/40 second cooldown too so you don't abuse the power the entity gave you, great.
and for some mindboggling reason this poor excuse of a digital code is a HEX perk too so it can be taken away!
I mean hey if you had this perk you already started with 3 perk so it doesn't matter.
Its a pointless hex perk with a cooldown
A HEX WITH A ######### COOLDOWN
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@spirit72 said:
https://forum.deadbydaylight.com/en/discussion/comment/2353896#Comment_2353896
No, they do. They just don't bother with them most of the time, hence the never ending NOED controversy.
Totems are OPTIONAL objectives. I understand where your coming from though which is why I was upset about the ruin and undying nerfing because it was literally either play through it, or find the totems.
But, than again! Ruin and undying were optional and survivors needs something prior to gens. What I mean by prior to gens is that they have to do this in order to do a gen.
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Sadly gen speeds/time isn't the problem. The problem comes from the fact that survivors don't have enough objectives prior to gens.
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Camping and tunneling is playstyle the player chooses. You really can't nerf a killer based on a players play style
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@Botiz said:
Regarding watching content creators for DBD, I just wanted to ask some questions to gain knowledge on a few things
- What kind of content do you look for? Educational, entertainment, compilations, latest news or something else?
- Who are your favourite content creators and why? They can be big or small.
- How long do you watch a video for OR what's your preferred video length?
- If you watch streams, how long do you watch a stream for?
- For videos, do you prefer watching survivor content, killer content or both?
- If you watch streams, do you prefer watching survivor content, killer content or both?
- Out of the content creators you watch, who's video thumbnails do you like the most?
I might make another post in the future if I have any more questions, but these are a good start
I mostly watch like content because survivor content is boring to watch and the same thing over and over again.
The 3 things I look for in most content creators is
1. Tips and Tricks
2. Thoughts and opinions
3. Being chill and no intent to be toxic
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@meowzilla69 said:
Title. I’m going to do a series where how would you change a perk, addons, & killers. So that being said how would you change it to make it balanced for both sides.
They need to fix the perk first because it seems to nullify any sound survivors make such as regular breathing
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I only have 2 issues with the perk.
1. Bear Traps. It shouldn't avoid bear traps.
2. Dead Hard for distance. Not necessarily because it has no counterplay, but because survivors take no risk for using it for distance.
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I think Mikey needs an update. How i would update him:
Get Rid of T1 since it has no place in the game anymore
He starts in T2 but in order to get to T3 for the FIRST TIME he needs more stalk after that regular amount of stalk to get to T3.
In T2 he is 110% and has 24m TR. T3 115% and has 32m TR
He needs an add-on rework badly, but because of the Evil Incarnate achievement he has to keep one of the Tombstone add-ons and I would keep Judith's Tombstone
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2343040#Comment_2343040
When are we nerfing BBQ? Every killer runs it, so it must be nerfed.
BBQ has multiple counters. DH has 1 to 0 counters
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/2346124#Comment_2346124
There is a simple way, increase window for Survivors to mind game back
Activation from 1.5 to 3sec (this moment is the most important, 1.5sec to decide where to run, when to stop and walk, when to change direction is too little)
Decrease phasing time from 5 to 2.5sec, Increase phasing speed from 176 to 352. This is to keep her phasing travel distance & time, currently move for 35m (7.04 speed x 5sec) in 6.5sec (activation 1.5sec + phasing time 5sec), changed to move for 35m (14.05 x 2.5sec) in 5.5sec (activation 3sec + phasing time 2.5sec)
It's not that idc about numbers, it's the fact that what your talking me is that the problem that survivors have with spirit is still there.
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/2346124#Comment_2346124
No what would butcher her kit is knowing where she is going while phasing. This wouldn't butcher her kit because you wouldn't know where she is phasing to.
But your giving a indicator which defeats the purpose of her kit
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/2345450#Comment_2345450
Except an indication she's phasing. After that any changes would need lots of testing.
Again! THERE IS NO WAY TO NERF SPIRIT WITHOUT DEFEATING THE PURPOSE OF HER KIT OR MAKING HER UNFUN! Giving a Indicator DEFEATS THE PURPOSE OF HER KIT
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@Northener1907 said:
She still has strong base-kit and broken add-ons. We still have not clue about her: Is she phasing, is she behind me or just baiting me etc.
New Iron Will can help little but this killer is still so strong.
There's no way to nerf Spirit without defeating the purpose of her kit or making her unfun to play as
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@ExcelSword said:
A lot of the pain of facing spirit comes from not being able to tell if she is using her power. Would just making her straight up invisible be a decent way to remove this problem?
The way I play spirit I tend to not care about hiding my phasing and just trying to predict where the survivors will be and cut them off, so this would mostly nerf just the "standing still" mind games that everyone hates.
I do think if this was a thing then Spirit would need something in return, but this would be a good start to give an indication that the spirit is using their power.
@CheeseAnton said:
That technically won't get rid of the stand still mind game, Spirit could just activate her power and stand still for a bit. Still, would be nice to know Spirit is actually phasing (there's no guessing on that) so I think it'd be a good band-aid fix.
Sadly the problem with nerfing anything about Spirit will either make her unfun to play as, or will defeat the purpose of her kit. She's designed to trick survivor's hence why she's a guessing game. The only way to nerf Spirit is to rework her ground up or in otherwords delete her and reintroduce her with a different kit.
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@TheClownIsKing said:
- Effects that improve a Killer's hearing, such as the perk "Stridor" or the add-on "Swing Chains," will only be heard from the Killer's perspective. Survivors will no longer hear themselves as louder when the Killer is running such effects.
- Effects that modify sound are now multiplicative rather than additive. This means that sounds that are reduced to 0%, such as injured noises by the perk "Iron Will," will no longer be increased by perks such as "Stridor" and will instead remain at 0.
Well... Spirit players will be pissed...
Hopefully this also addresses the bugs with the live versions of Bite The Bullet & Self Preservation.
Spirit main here! I'll run monsterous shrine before running Stridor
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@worriedfeng03 said:
With this rework/buff idea, I don't want to make DS into some incredibly overpowered and unfair perk like the pre-nerf version (where you had 60 seconds of pure immunity), but I do want to make it slightly more powerful.
First, here are the things that I wouldn't change:
- Keep the stun duration the same
- Keep the time period where it is active the same
- Keep the same list of things that would deactivate DS
Here are my changes:
- DS can now be used twice per match after being unhooked
- You leave no scratch marks for 5 seconds after using DS
- You leave no pools of blood for 5 seconds after using DS
The reasoning behind my changes are firstly the fact that you can be tunneled after being unhooked twice, and making it so that the perk can be used twice will better help it succeed at its purpose of being an anti tunneling perk. I also believe that removing the scratch marks and pools of blood for the duration of the killer stun will give the survivor a better chance at running away and the killer losing track of them, as with the current DS it is easy for the killer to eat the stun and go right back to the survivor.
What do you all think?
The no scratch marks and blood pools I can agree to. But getting 2 uses out of the perk is too much imo.
I understand where your coming from, but it should take a team effort to prevent tunneling
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@Wavy said:
https://forum.deadbydaylight.com/en/discussion/comment/2343026#Comment_2343026
If you just shake your head. you can bait it actually
Now try using this tactic against a survivor using it for distance
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@ObscurityDragon said:
No,
Turn up the volume and its the same
Or buy yourself that sweet 3k $ headset and boom youre just as fine
Spirit is still problematic on herself
Yes, because turning the volume up and expensive headphones is what doing the killing right?
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@FrndlyChnswSalzmn said:
Title. Am I allowed to play Spirit now?
Spirit can't be bullied, and Ring Around The Pallet is in effective against her. We Spirit mains are going to be hated until she can be bullied
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@MeneLaw said:
Maybe balance the spirit ? Im tierd of it like anyone else .
There's just no way to nerf or make Spirit fair without defeating the purpose of her kit or making her unfun to play as.
Survivors want information on everything killers do which is why they want a indicator for when she phases but that defeats the purpose of her kit.
Get rid of fake phasing! That also defeats the purpose of her kit.
Make her not hear during phasing! That will make her unfun to play as since she can't see survivors.
THERE'S NO WAY TO NERF SPIRIT WITHOUT GUTTING OR MAKING HER UNFUN TO PLAY AS!!!
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/2333875#Comment_2333875
Yes it is a nerf. But she will still have much going for her that she won't suddenly become an awful killer.
While I agree that she shouldn't be able to stand still the problem is there is no way to remove it without defeating the purpose of her kit. The purpose of Spirit's kit is to trick survivor's and leave them guessing. Standing still is one of the few tricks that BHVR intended on her having. IF you take away her abiliity to stand still you are defeating the purpose of her kit because she has to stand still to phase.
It's like wanting a Cheese Burger, but you don't want cheese on it
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/2331536#Comment_2331536
Like standing still takes effort. Spirit does take skill I know that you need to anticipate Iron Will, Grass moving, and footsteps, and other things this one aspect removed won't ruin her she'll still be one of the strongest.
Actually it will because it harms her kit
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/2331550#Comment_2331550
If I know they're cold I will continue.
Even hot coals can be appear to be cold.
Point that I'm trying to get at is weather you know if coals are hot or cold are you still gonna walk on them? Because I'm not. So why vault or walk back towards Spirit if you don't know if she's phasing?
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/2331522#Comment_2331522
The problem is when you have no idea whether she's there or not.
Imagine your walking down the sidewalk barefooted. You see a bunch a coals covering the path but you know if they are hot or cold. Are you gonna continue walking through the coals?
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@Verconissp said:
https://forum.deadbydaylight.com/en/discussion/comment/2330968#Comment_2330968
If you deafen her. she'll resort to predator.
If you make her phasing sounds have that groaning sound. you'll juke her easily.
If you make her have the no passive phasing. she'll be a weaker mindgaming killer,
You can't nerf one of her aspects Without damaging her completely...
Gotta speak a little louder. People don't see that nerfing anything about her, ruins her kit or makes her too damn brain dead to play against
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@Artemisha said:
I´m very tired of tryhard spirits on Solo Q. Last game even she proxy-camped and tunneled.
I won´t play more against Spirits. I´ll just chase her and suicide on hook, or dc if she slugs me. I´m rank 4 but I don´t mind go to rank 20. I´m so tired of this hell of solo Q where u can´t handle these abusive tryharders.
Spirit players want 4k with no ability, right? I´m just accelerating the process.
As a Spirit main I don't even try hard. Reason why it seems like that is because survivors run obvious pathing, which is B-Lining to nearest pallet or window. This is why I say survivors are the problem and not spirit
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@Trickstaaaaa said:
https://forum.deadbydaylight.com/en/discussion/comment/2330922#Comment_2330922
Simple my friend. You move out her sight and if spine no longer activates, you just keep running.
Problem is, If she identifies that your using spine chill she can use that perk against you.
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Nothing to see here guys, it's just sluzzy
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@Zokenay said:
https://forum.deadbydaylight.com/en/discussion/comment/2330186#Comment_2330186
Sorry but no, Standstill is plain BS, you get NO info as a survivor, its literally fully rng if you guess where she is, while she has all the info in the world.
There needs to be a way to tell if shes phasing or not, and this wouldnt cripple her at all, it would simply make her fair.
"She has all the info in the world" Sounds like a Uno Reverse Card to me.
It's not 100% about making her fair, it's about making her fair WITHOUT defeating the purpose of her kit
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@Venzhas said:
...While their game is totally bugged for 5 years now. Do they actually played it once ?
At least one of them is looking out for our health and trying to make sure we say hydrated
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Meanwhile I try to run a meme build just to get a crown
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@WishIcouldmain said:
You know it most hate it. The standstill mindgame. This is literally the dumbest thing ever. No killer should be able to score hits by doing nothing. While Spirit does require skill like paying attention to footsteps and grass. Standing still has no enjoyable interactions or skill behind it. And this is not a VOCAL MINORITY. Even Tru3ta1ent one of the most advocate defenders of Spirit said this should go. So, please devs just get rid of this. It's unhealthy, unenjoyable, and no good interactions come from it. Not everyone is lucky or can read minds like some think everyone can do. So devs please just let us know she's phasing. And this wouldn't make Spirit a weak killer she'd still be one of the best.
While I agree! Here's the problem that I believe 98% of the community doesn't see. "THERE'S NO WAY TO NERF SPIRIT WITHOUT DEFEATING THE PURPOSE OF HER KIT OR MAKING HER ANNOYING TO PLAY AS!"
"Giver her some kind of TaleTell!" That defeatrs the purpose of her kit
"Get rid of the stand still!" How do you get rid of it without defeating the purpose of her kit?
Imagine if Nurse's Bookmark add-on without the extra blink (she can't blink through objects without direct LoS) was base kit for her. NOBODY WOULD PLAY HER BECAUSE HER KIT WOULD DEFEAT THE PURPOSE OF ITSELF!!
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Haddonfield- is just survivor haven
Blood Lodge- has too many pallets close together
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Games Broken? Welcome to DBD where the game breaking is the norm and it's out of our control
Killer's making the game boring for you? Since when are killer's responsible for survivor's fun?
Everything you just said is still not a valid reason to DC
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Fixed! That's the main thing I want
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What a selfish excuse to DC
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@ITSCJ46 said:
https://forum.deadbydaylight.com/en/discussion/comment/2316885#Comment_2316885
do you know on certain maps it could egit take you like 15-20 minutes to find 2-3 totems, nvm 5, I don't fancy playing 30-40 minute games
If you don't wanna cleanse all totems then here's what you can do.
Step 1: Open an exit gate
Step 2: Escape
If these steps are too much or you don't want do that here's what you can do.
Step 1: unequip a perk
Step 2: Equip Detective Hunche's or Small Game
If any of these steps are unclear or you don't wanna do them, your part of the problem.
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My idea of iri heads was
You keep all 5 hatchets
Hatchets trigger "DYING" on "FULL CHARGED WIND UP" (shimmer sound)
TREMENDOSLY increase WIND UP TIME
DOES NOT STACK WITH WIND UP ADDONS
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@Red_Beard said:
The three survivor play styles are looping, predrop and shift w, and stealth. There are complaints about all of these. The best thing you can do is learn all three and use the best one depending on the killer you get. If you struggle with one more than the others, bring perks to help.
There are killers to counter all of these. If you are a killer player and struggle against a particular style, bring perks to help or play a killer that does better against that style.
Here's the problem with your logic.
Some killers aren't equipped to deal with certain playstyles and you can't fully rely on perks to do it all.
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@van9684 said:
https://forum.deadbydaylight.com/en/discussion/comment/2311592#Comment_2311592
Survivors do gens, it’s gen rushing lol. Survivors run, it’s toxic or hiding w. Survivors used to loop, bhvr removes half the pallets and boards up windows. Ds is too op, nerfed! It’s pathetic.
Gen rushing is the product of
1. Survivors not having enough objectives prior to gens
2. Killers not having the map mobility to get around to gens far enough
BHVR gets rid of some pallets/loops/windows comes from a lot of killers not having the ability to anti loop well.
DS was nerfed. Don't make me laugh, old DS was abusable and carried no risk factor to it. Now you have to make risk decisions with the perk which obviously survivors aren't capable of because the are use to not using their brain.
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@Lost_in_the_Fog said:
I've really seen it all now! Killers who are complaining about when survivors "hold W"? Seriously???
And the fact that it's being called a "meta"? BAHAHA HAHAHAHAHAHA ROTFLMAO
Last time I checked movement was a pretty universal game mechanic. So. . . I guess that makes it meta?
Killer mains these days are something else. And all this time I thought survivors were the ones with all the petty complaints.
P.S. I play both sides and I just have fun. Maybe try not taking the game so seriously people?
I will admit I was one to say something that I don't like how survivor counterplay against 90% of the killer roaster.
I'm not saying survivor's shouldn't be able to run, it's the fact that Shift + W is very powerful but requires 0 to no skill or brain usage vs the skill and brain usage killers use.
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@WexlerWendigo said:
I’m so bored of using this nonsense excuse every time someone is trying to justify playing survivor being easy, or that holding w is toxic. The truth is killers hold w just as much, if not more than survivors.
Most killers simply run after survivors, almost never doing any mind game, other than maybe at shack. If survivors are getting enough distance on you to hold w, they’re either playing bad getting off gens constantly, or you’ve misplayed a chase. In my experience, survivors perform much more mind games in chase compared to killers, so to say most survivors, even at red ranks are w key holders is a complete fabrication of reality. I don’t think we should be calling survivor easy when Spirit, Freddy, Wraith and Bubba are in the game!
Not sure how holding Shift + W is toxic, but it's nowhere near skillful.