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MrRetsej

MrRetsej

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MrRetsej
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  • Pah! I'm going to run Clean Break, Moment of Glory, Appraisal and a non-exhaustion perk to spite the OP.

    Fun Fact; Not. Every. Perk. Needs. To. Be. Meta.

    I'll gladly take the occasional Red Herring or pebble over another MFT, DH, DS.

  • Alright, to understand the point behind Visionary, you have to understand a bit of DbD history, namely how it relates to Deja Vu.

    Although Deja Vu had been in the game pretty much since release, it didn't always have the effect it currently does. In fact, at release, it only showed you 2 generators for 8 seconds, starting from the load-in camera pan (so really leaving you with maybe 1-3 seconds for you to actively see where they were). It wasn't until patch 2.1.0 that Deja Vu got updated to show you the 3 gens that were closest together, and then only for the first 60 seconds of the match, and again whenever a gen got completed. If you were distracted by being in chase when a gen popped, good luck being able to use Deja Vu to know where any gens were, let alone the 3-gen. Consequently, few people ever used the perk.

    Along comes the Descend Beyond chapter (I think this was 4.2.0) and the introduction of Felix and his perk Visionary. Unlike Deja Vu, which only gave you information at the start of the match and periodically throughout it, you now had constant info on gen placement that also didn't cost you an item slot the way a Map would. The trade off was it was only for gens within 32 meters, and you had to suffer the 16 second cooldown, likely to prevent you from tunneling the gens.

    This was pretty much the state of things until the Midchapter patch 6.1.0 which came in to drastically shake up the meta. If you recall, this was the patch that had the first massive nerf to Dead Hard, Corrupt Intervention, Iron Will and many others. It also introduced the repair speed buff to Deja Vu, however the buff was only 5% and it still only showed you the 3gen for 60 seconds at the start of the match or when a gen popped.

    It wasn't until patch 7.0.0 that Deja Vu was giga-buffed to always show you the 3 closest generators and even had the repair speed buff increased to 6% cementing it as the go-to free gen-jockey perk and leaving Visionary as a well-intentioned relic.

    Ultimately, Visionary was a good perk meant to address a real problem for its time. Unfortunately, it has become over-shadowed by Deja Vu, has fallen by the way side, and is in dire need of a rework.

  • Are there other licenses I'd like to see before Jennifer's Body? Sure. Who doesn't want Jason or Candyman first?

    Do I want to see a Jennifer's Body chapter in spite of this? Oh HELL yes!

    I could easily see Jennifer's DbD killer name being something like "The Succubus."

  • Survivors have abused the first hook-escape attempt for too long, leaving their team mates in the lurch because they couldn't be bothered to play out the match or move on to a different game.

    I'm glad for the change, and ultimately survivors have no one to blame but themselves for it.

    in 9.0.0 Comment by MrRetsej
  • Oh, by the by, my favorite meme build remains;

    Blast Mine
    Mirrored Illusion
    Red Herring
    Bardic Inspiration.

    IYKYK

    It rarely comes together, but when it does? Chef's kiss.

  • I mostly play solo-queue, so not being able to rely on my team mates sort of goes hand in hand. Consequently, if I'm not running a silly meme build, my two main builds are;

    Sprint Burst
    Blood Rush
    Lightweight
    Resurgence
    Item: Medkit with Surgical Suture and either Bandages or Needle & Thread.

    Too often I end up dealing with fellow survivors that farm me in the killers face after I've been hooked, or survivors that unhook me and insist they heal me under hook and when I try to move away from the hook to find a safer place to heal, just leave me hanging. To that end, I use this build to Zip away from the hook at Mach 1 with Sprint Burst, unhook haste, and Blood Rush to extend the speed, Lightweight to make sure my scratch marks are gone by the time the killer comes back, and Resurgence and the Surgical Suture-medkit to get back to full health incredibly fast. If I can get a great skill check, the heal speed is ridiculous.

    The alternative build I run is;

    Strength in Shadows
    Botany Knowledge
    Vigil
    Dramaturgy
    Item: Usually just a brown toolbox

    The idea with this one is to be able to benefit from Dramaturgy as often as possible by being able to self heal as fast as possible without a medkit if I do get injured, or through Vigil if I can avoid the hit altogether. The brown toolbox is just because they're effectively disposable. I expect to lose the item I bring in because of Dramaturgy anyway, so at least I can get some quick gen progress at the start by burning through the brown box.

  • The best you can currently get are cosmetic options. Hag has a "Creature From the Black Lagoon" inspired Halloween-event skin from a few years ago, Dredge has the crab monster skin, and Billy has the Toad-man skin.

  • Genuine question here, how do you check what server you've been set on for a given match?

  • It's not.

    Tonight I tried playing as Scratched Mirror Myers to help me get the grab challenge this week.

    I tried playing two games. In both cases, just as I was winning (2 killed in the first match, 1 killed and another 3 each on 2 hooks) my game literally crashed. Like, DBD completely crashes and the Unity Crash handler pops up asking if I want to send the crash report.

    In 2500+ hours of game time, this is only the third time this sort of hard crash of DBD has ever occurred. You can't even report the survivors involved, because the game literally ate itself. What the actual hell, BHVR?

  • @Hex_Ignored said:

    It's very annoying but here's how you can "fix" it:

    Go into the survivor/killer selection screen and cycle through your characters. The ones that show a red exclamation mark on the store icon are the ones which you need to view in the store. Do not just view the full outfits section but also check all individual piece sections. You can do this while you sit in queue and wait for a game.

    Sadly, this is not a sure fire solution. I've gone through every killer, every survivor (yes, I own them all) and hunted through all outfits, heads, torsos, legs, weapons, etc. looking for the errant "new" item. Verified I've got no more left.

    Yet that obnoxious red exclamation point persists on the front page. At this point, I'm pretty sure this is bugged.

    Edit: And yes, I've even cleared the bundles.

  • How do you counter the Ghoul?

    Step 1. Get hooked by Ghoul
    Step 2. Go Next on Hook
    Step 2b. if rescued from hook, get hooked again
    Step 3. Final Go Next on Hook
    Step 4. Pull a Skull Merchant on him by over-inflating his kill rate, and watch the giga-nerf hit him the way it did Adriana.

    Seriously though, as others have said you need to break LoS as soon as possible, more so than you would with a Nurse, even.
    A LOT of Ghouls I've encountered are using aura read perks, so as sad as it is, Distortion is almost more valuable than MFT right now. If you don't want to run Distortion you have to become very familiar with the aura-read timings for BBQ & Chili and Friends Till the End, plus the bonus 2 seconds Lethal Pursuer may be providing, and run to a locker (without fast-entering, mind you) to prevent him from getting a bead on your position.

    It also pays to understand scratchmark logic, as well as duration so you can better judge when it is and isn't safe to run and leave him a trail to follow. So far the maps he fairs worst on are The Game and Lery's, primarily because you can easily break his LoS and mess with his ability to zip around the map.

    Edit: And for the love of the Entity, DO NOT HEAL UNDER HOOK when facing a Ghoul. Even if he's in chase, he can get back to the hook long before you can finish healing unless you have some giga-speed, 5 stack Autodidact build.

  • @Callahan9116 said:

    This is ridiculous. Do not nerf him chucky, SM, Freddy, pig... everytime a killer is released Survivors whine and get them nuked to f tier if you have to usa a strategy besides hold W

    I'm a killer main, hell I was a Skull Merchant main, and even I think he needs nerfing. There is zero skill involved in his first hit. The stun-on-grab neuters a survivor's ability to counterplay and removes agency of both players. He absolutely requires changes.

    You may not like to hear this, but this isn't a "survivors whining" issue. This is a game health issue that needs to be addressed post haste.

  • @Shaped said:

    I was surprised by barely any penalty for running with cans tbh. I expected having to walk to preserve blood but it's pointless.

    Its actually a greater penalty to walk with the cans than run with them.

    Sure, you lose some blood running with them, but the time you save MORE than makes up for it. A solo survivor can fill a blood gen from empty to full in three trips at a sprint using 2.3 cans. Two survivors can do it in two trips, three can fill it in one trip. Worse, the pumps have enough blood to complete a generator with a bit left to spare.

    This event is pretty unfun to play as killer unless you're running a high mobility killer with lots of map pressure (Nurse, Blight, Kaneki) or someone that can split focus to keep everyone occupied (Knight). When you can lose three gens in less than two minutes, while splitting pressure on two survivors, something is wrong.

  • I think making massive, sweeping changes to his kit would cause more problems or lead to breaking what is fun about him when playing as him.

    However, that said, I 100% agree with points 1 and 2. The auto-aim for kagune attacks are FAR too forgiving, as is the range at which you can make the kagune attacks. For point 1, I would suggest reducing the range at which the Ghoul can attack with the kagune, while keeping the range they can use the power for mobility.

    For point 2, I am 100% on board. The stun the survivor receives after a kagune attack is unacceptable and leads to wasted exhaustion perks, guaranteed follow up hits, and a complete feeling of powerlessness on the survivor's part. If nothing else gets altered, this point, this one right here needs to be removed from the game immediately.

    This is original MFT, original DS, or even pre-nerf, FTP+BU levels of unblanced, unfair, and unfun.

  • Good. Flashbangs were broken and survivors were exploiting two bugs to make them work; flashbangs were giving no audio cue to the killer, and survivors could walk inside a killer's model during pickup/grab to place the bang ahead of them when they shouldn't have been able to.

    Now that those bugs have finally been patched, flashbang users are learning they were never cracked with them. They were exploiting two bugs. At this point, if you're failing your flashbang saves, its 100% a skill issue.

  • Add to this that blood gens require less time to work on, killers cannot use any regression perks against the blood gens, and survivors have already figured out that running for 2.5 trips with the cans is more time efficient than walking them to the blood gens, the killer experience is absolutely miserable.

    I just had a 6 minute match. 6 minutes for all 5 gens to complete. What the absolute hell?

  • I'm of the opinion the two needed changes for The Ghoul are to

    A) remove the stun a survivor receives when getting hit by the tentacles, and

    B) reduce the range the tentacles can attack a survivor

    That's it. That's all he really needs to make him feel fair. Keep the range his tentacles can reach for mobility, keep the speed he can move, keep the power cancel. Just cut the tentacle attack range by half and remove the survivor stun mechanic.

  • The main issue I have the Ghoul's current kit that makes him feel unreasonable to go against is the stun he inflicts on the survivor when he gets a hit. The other problem I see is the range for him to get a leaping bite attack is WAY too long. Fix those two things and I suspect he'd feel far more fair to go up against.

    As it currently stands, he can do the bite attack at insane range with a single click, is pulled right on top of you, AND you are held in place while he does so so he can continue the chase with little downtime, all while you end up wasting your Sprint Burst/Lithe/Overcome/etc.

    I don't even think you need to change the speed of his leaps, or the range at which he can use the tentacles for mobility. You just need to cut the range he can attack with the tentacles by half to make it feel fair.

    Edit: And for the naysayers, this is coming from someone that primarily plays killer (2k+ hours) and has been playing the Ghoul frequently since he dropped. I don't want his mobility destroyed, because that's what makes him feel fun, but the hits shouldn't be this easy.

  • The perk is fine as it is given the gen kick limit.

    As others have stated, if you have trouble because of this perk, the onus is on you to adapt and stop gremlining beside gens. And if you absolutely feel you must gremlin by a gen while dealing with Nowhere To Hide, get in a nearby locker. It gives aura reads, not killer instinct for Pete's sake.

    Long story short; if you feel Nowhere To Hide is OP, it is 100% a skill issue on your part.

  • 2025 and this is STILL an active bug. Just run this on PC via Steam, using the BFF add on to let me track feral frenzy hits.

    I ended the match with 28 FF hits on the counter. Saw the golden pop up of 20/20 hits appear during the match. Once the post-game screen came up, no credit awarded, challenge still unlocked.

    What the hell guys?

  • Bloody hell. Came back here to report a match I just played. I was opening a chest in 2v8, and a bot Jeff ran up to me. The bot and I were fully healed, the killers were literally on the other side of Ormond (a Scout was giving away their auras), a gen was less than 8m away and in line of site of both of us.

    What does the bot do? It runs up behind me and cycles between t-bagging and crouch walking into me for the entire time it took me to open the chest. What the actual hell?

  • Another problem I've observed concerning the bots is they will beeline for the herbs and burn through them before any human survivor player can locate, let alone use them. Worse, I've seen the bots rush to the yellow herbs even when they only have a single cage state.

  • Most of my favorite perks aren't going to win matches, and sure as HELL aren't meta, but I love them regardless.

    Killer side:
    Hex: Two Can Play
    . It doesn't often help much, but when it does, it always gets a laugh out of me watching the survivor haphazardly bump into things. Even more rare, though even better, is when it frustrates them enough that they go out of their way to try and cleanse it… only for it to get reactivated again. ☺️Crap perk but I love it.

    Alien Instinct. What can I say. I love pulling jumpscares.

    THWACK! Is it good? Ehhh. Is it better since 8.3.0? Definitely. It's also surprisingly effective on Pig for interrupting headtrap boxes.

    Oppression. Since it's buff it's a solid secondary gen regression perk that folks seem to be sleeping on. Plus I'm lazy. Who has time to walk around kicking gens all day?

    Monitor & Abuse. I did say I love pulling jumpscares.

    Whispers. Easily the most underrated tracking perk in the game in my opinion. Once you learn how to probe and triangulate with it, it's shockingly effective and uncounterable.

    Spies From the Shadows. The second most underrated tracking perk in the game as far as I'm concerned. Constant value in this one.

    Survivor Side:

    Empathy. As others have said, this is a MASSIVELY powerful info perk even when you aren't running a heal-bot build. It's range covers almost the entire map, it has no activation requirements, and between it and the player HUD you can pretty much pinpoint the killers location throughout the match with a bit of deductive reasoning.

    Lightweight. The value this gives in chase, especially when paired with Iron Will, is just bonkers, especially on maps with enough twists and turns.

    Light-Footed. Yeah, yeah, pair it with Breakout, Flashbang, blah blah blah. F that noise. I just enjoy running around silently. I just wish it still worked while walking the way it did when it first released.

    Strength in Shadows. Yeah, it's risky AF but paired with Botany Knowledge it provides one of the fastest self heals in the game, AND gives you a ridiculous amount of aura read each time you finish using it.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816229#Comment_3816229

    God forbid Survivors get to play the game

    seriously, complaining about "devs won't take away Killer agency" in response to a a complaint that the current state of the game can allow a killer to deny a survivor all agency and force them to hold a hook for 140 seconds? reads as someone who thinks survivor players exist as servants to fill your Killer lobbies, absolute disrespect. could not disagree with your perspective more

    You had a bad game against a high-map traversal killer. Get over it and go next. The time it took you to draft this post, respond to comments, and ultimately ignore any contrary opinions indicates you don't actually want a discussion, you just want to vent and rage. Perhaps a break to other games might help.

  • Absolutely not. I play DbD to play DbD. I have no interest in battle royale games.

  • Just played as Xeno tonight with Acidic Blood and it still is not working at all. I intentionally threw the match to try and get it to trigger. Despite getting pallet stunned within the 20 second window after leaving a tunnel multiple times, it never triggered.

  • You're missing Tools of Torment. I would have voted for that.

    But honestly, I've enjoyed all the chapters since Forged in Fog.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798345#Comment_3798345

    Blight has a top 5 kill rate and nurse's is also above average according to nightlight.gg

    Nightlight's numbers are irrelevant to the conversation.

    The kill rates people quote from are those supplied from BHVR directly and do not coincide with those from nightlight.

    Furthermore, the BHVR kill rates are very inaccurate because they do not account for people killing themselves on first hook or intentionally running at the killer/going afk as is the case with petty survivor players who refuse to play against Skull Merchant.

  • My thoughts are as follows;

    Skull Merchant: She would be over-nerfed with these proposed changes, hard stop.

    For context, I main SM and am one of the odd players that loves going against her, so I have a fair amount of experience dealing with her from both sides.

    1) Reducing the hindered effect feels unreasonable with the Haste being removed outright. Given that the Hindered only applies to Survivors with a fully locked-on claw trap that are also scanned by a drone allows the Skull merchant to end a chase and secure the down on a Survivor that's already made too many mistakes when it comes to triggering the drones. Removing the Haste or the Hindered would be reasonable, but reducing one and removing the other is too much.

    2) Removing one of the drone scan lines is wholly uncalled for. The only way this becomes a reasonable change is if the speed of the scan line rotation were to be significantly increased in base kit to compensate.

    3) Drones always being in active state is a fair change if, and only if SM's Undetectable status effect upon deploying a drone is increased in base kit to compensate to allow for the ambush attack plays she currently employs.

    4) Drones active state visibility beyond 16m is only a concern if point 3 is implemented.

    —————
    Hillbilly: A good step in the right direction. Might require further nerfing down the road, but I'm willing to wait and see on this one.
    —————

    Twins: No opinion.
    —————

    Unknown: The changes seem reasonable at a glance, though I am concerned about how significant the movement speed penalty to tapping the power would be in practice. To the best of my knowledge, Unknown players don't tap the power to mind game so much as they use it to position their Hallucinations where needed. If we had more control of where and when we deploy the Hallucinations, this would be a completely moot point.
    —————
    Perks: Most seem fine, especially the changes to Thwak!, Distortion, Quick Gambit and Lucky Star. However, I'm concerned about the changes to Dead Man's Switch and Zanshin Tactics. Others in this thread have already pointed out how over-nerfed the changes to DMS would be. In regards to Zanshin, the changes seem utterly pointless. If you're in chase with a survivor, you already know where the are when they drop a pallet so aura reading, even for 10 seconds, is of little help. Either you're going to spend time breaking the pallet (and being blinded for it), or you're just going to bypass the pallet altogether if it's unsafe enough. Although it's true most killers have little need to know the location of vault and pallet locations, there are a few killers that do benefit from that advance knowledge in chase (looking at you Clown).

  • I'm not giving you a percentage. I gave you what I've observed, but regardless it is still anecdotal evidence. Given how fixated you are on percentages tied to subjective experiences, I'm lead to strongly question your motivation for bringing this topic up in the first place. It feels as though you're trying to lead the question, hoping for a result to support a preconceived notion. I could be off on that, but the way you're posing the question and consistently hounding people for "percentages" is not dissimilar to the behavior I've seen others use for the same sort of results.

  • I feel it's a bad addition, and this is coming from a survivor perspective.

    Since its implementation, I've been left on the hook by my team mates while they prioritize gens, totems, hell even chests to the point I've reached second stage even though I wasn't being camped nor was the killer even close enough to be within terror radius range. I've experienced this change in survivor behavior, prioritizing gens over friends, in about a quarter of my games since 8.2.0 was released where it was an incredibly rare occurrence before hand.

    I haven't been able to get as many killer games in due to long queue times in my region, so I can't speak on it from that side of the aisle just yet.

  • In the games where I play survivor, very, VERY rarely does a killer hard tunnel. I.e., beeline to the unhook and ignore everyone else to down and rehook the first hooked survivor.

    However.

    What I do see in maybe one out of ten games are survivors complaining about being tunneled, when they never where. A few days ago I encountered a player that was crying about being "tunneled all game" during the post match chat when in truth they were the second person hooked, and then two other survivors got hooked before their next hook. This same player was also doing stuff like body blocking off hook to take a BT hit, complete with those stupid 360 spins in the killer's face.

    Since we're only going with anecdotal evidence and personal estimations, I'm firmly of the opinion that most people are crying about tunneling because A) they've put themselves in situations to get tunneled (body blocking off hook with BT, chasing after the killer, etc.) or B) they're just parroting their favorite streamers who, lets be honest here, generally only drum up the tunneling hate because it drives up engagement and by extension their income.

  • I've encountered this same issue fairly regularly (about one in every 9-12 matches) over the last five months. The pattern is exactly as Fluffyvox describes. In fact, their description is so on the nose, I'm wondering if cheaters are using some sort of specific hack that's been added to the hack-market.

    😕

  • I absolutely loathe playing against Billy. Nurse, Skull Merchant, Thana Plague, hell even impossible skill check Doctor is preferable to going against a Billy for me. At least with all of those I listed there is actual strategy involved in playing against them, as well as understanding how their kit and common load-outs affect their play style. With Billy it just comes down to how fast your reflexes are.

    Sorry, but if I wanted to play a fast-twitch dodge simulator, I'd go somewhere else. Take Billy out behind the killer shack and get rid of him, please.

  • It happened, it was a thing, it got old very fast and ultimately made queue times for the normal game unbearable. Let it be gone for good. I'm here to play DBD not "run around like a headless chicken, uninspired class chaos" simulator.

  • Any killer that requires tiering up/time spent building power to unlock their kit is going to suffer in 2v8 - there just isn't enough time. Namely Myers, Nemesis, Ghost Face, etc.

  • As others have said, Vecna has a built in counterplay that might let survivors teleport in lockers if they find the correct item through RNG. And sure, the Deception perk could make it seem like they've teleported as well if used well

    However.

    If you weren't playing Vecna, and they didn't have Deception, then the likelihood that they're cheating is not implausible. Today I encountered someone I'm 99% certain was cheating. I was playing a backpack Bubba build and carrying someone to basement. I could see a Hadie creeping upstairs in the shack with Awakened Awareness and watched her walk up to and enter the locker as I hooked. I beelined it upstairs to the locker I saw her get inside, opened it, and found it empty. Checked the other one, also empty. There were no scratch marks to imply she ran, and no loud noise notifications. During post-game she was running the Basic B Meta build of Windows, OTR, Unbreakable, Adrenaline. Also likely an Epic player since she had the globe symbol while I play on Steam.

    I really wish I had been running OBS so I could have had some video proof of the crap like this that I see FAR too often.

  • If they are going to put it in, I suspect they're waiting a week or two to keep the surprise from getting spoiled for those still wanting to see the movie.

    That said, I agree. It would be a really nice Xeno skin. Also, I really want an Andy skin for Ripley to go along with Rain!

  • If I can get a 2v8 game in, and that's a BIG if with the queue times, I prefer having Huntress as my teammate. Mainly because I'm crap at playing Huntress, but pretty good playing support and setting up webs with Trapper.

  • 1v4, all the way. The new mode was amusing for the first few days, but now that I have the tome finished out, I won't touch it anymore. Ultimately, the class system of 2v8 is far too restrictive; I prefer the freedom to customize my perks and add-ons/items depending on my role to play as meme-y, casual, or sweaty as I prefer.

    And sure, being able to play killer with a partner is fun — if you can get a match. I'm sorry, but if I'm expected to wait 20-30 minutes to play a match, I might as well just go and play Evil Dead: The Game or Puppet Master: The Game at that point. At the end of the day, I'll be happy to see 2v8 get shelved so the player base can go back to 1v4 and the queue times in the main game can stabilize again.

  • Commenting on this to drive it back up to the top of the list. This is a solid break down on why the Knight changes that went live are problematic, whereas the Knight as he existed on the PTB was an absolute win.

    BHVR, please for the love of the game bring back the PTB Knight!

  • This has happened to me on every killer game I played yesterday; 5 Knight games, 2 Singularity games, 2 Wraith games.

    Until this gets fixed killer is unplayable.

  • For those that are completely ignorant on how to counter Weave Attunement, I'll spell it out for you since some of you need hand holding.

    1) At the start of the trial, test for WA. Set your item down. Get the WA proc? Cool. Now you know the killer has WA. Pick up item and run.
    2) Decide if using the item is actually worth it or not. If it is, use item but avoid using it's last few charges.
    3) Set item down on edge or corner of map.

    There you go. Now you can counter WA. Stop crying and learn to play around it.

  • Your experience is very different from mine in about five games of live play with the new changes. All told, the new Knight has been an unfun mess to play. They should have kept the PTB "bug" that allowed hot-swapping guards. With that, the lengthy cool down on the guards made sense. As it stands with live, the cool down for the power is far too long to be viable.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734400#Comment_3734400

    Your scapegoat of flashlights really doesn't matter when half the maps are just walls and all you have to do is turn your camera into them 😀

    FR tho, I've seen it 5 out of the 9 games I've played today. I also take it you didn't read my post considering I said I'd rather go against 4 slowdown. Try reading the whole thing next time!

    Tell us you don't play killer without saying you don't play killer.

  • I just played two Ghostface games where the rubber-banding was actually worse tonight than it has been in the last two days.

  • @Royval said:

    There’s a guy on YouTube who streams whilst hacking. He has a bot that (got banned today) that just sends survivors to Midwich and just kills everyone instantly in 1 minute. Guy name is VoidTodos.

    I encountered this guy tonight. Exact same MO. Ended up recording and reporting his bot. Dude's a real piece of work. Hopefully he loses his channel.

  • Nancy Thompson, 100%. I don't care what the Laurie simps say, Nancy is THE Final Girl.

  • Still bad as of 05/03. Playing on PC. I played four matches as killer, all four matches I had rubberbanding so bad the survivors were taking pity on me. And this is despite having excellent speed test results before, between and after my play time.

    I was really excited to just have some fun games with meme builds since the change to pips was implemented, but so far the experience as killer has been miserable.

    😥

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