Notionless
Notionless
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- Notionless
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Woo is to me almost necessary. The amount of decisions it reveals as bad is amazing to me.
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Soon
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i think dh is worse, because trapper just gets cucked hard by it
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give us the old billy and old freddy back pleeeeaaase
also a gloomy coldwind would be sick af
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FOV slider
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@Piruluk said:
https://forum.deadbydaylight.com/en/discussion/comment/2931019#Comment_2931019
Team is 4 (on comms) vs 1
Solo is 1 vs 1 vs 1 vs 1 vs 1
You never actively play against your mates, you always, even in soloQ try to play as a team. You go for exchanges when the killer is camping. You try to take hits when the killer tunnels. What makes comms so much stronger is that all of that can be quickly coordinated and efficiency on gens isnt sacrificed, but if you dont do any team fundamentals as soloQ surv, then thats probably the primary reason for your diminishing success.
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@Piruluk said:
https://forum.deadbydaylight.com/en/discussion/comment/2930993#Comment_2930993
Only in SWF you can play as team.
But sure, since solo nerfed to ground, I only will play in SWF
Define play as a team.
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@OpenX said:
https://forum.deadbydaylight.com/en/discussion/comment/2930498#Comment_2930498
Wrong.
https://us.v-cdn.net/6030815/uploads/VR67G5L9RKHE/screenshot-2022-04-30-163624.png
Not working with your team is a key feature.
https://us.v-cdn.net/6030815/uploads/4EJW6DEI60L4/screenshot-2022-04-30-163719.png
https://us.v-cdn.net/6030815/uploads/ANXVWZYSSLZY/screenshot-2022-04-30-163736.png
Why do you think we have perks like this? And from a very recent chapter too?
DBD is not a team game, not in solo Q. It can be, but typically devolves into a free-for-all once people start dying
There are lots of team games on the market and DBD is hardly one of them unless you are playing in a SWF
Except it really is.
You can run selfcare left behind every game and hide for the most part resulting in a hatch escape 60% of the time probably. What it will do 100% of the time is f### over your team, since you never bothered to do a significant amount of gens.
Self preservation is one of the worst perks in the game, fast track is also in the bottom half. Why? They are tailored a playstyle that just doesnt work. The way you beat a killer thats even mildly camping is to go for exchanges, somebody who gets tunneled often needs a prot hit, if theyre deathhook and you havent gotten hooked once, you even want to go down for them.
Aside from ds, no non chase perk that is actively selfish has ever been meta. Meanwhile: BT, prove thyself, well make it, boon coh, wglf, for the people, etc are not just viable but strong survivor perks at the HIGHEST LEVEL OF PLAY. And even in soloQ those perks are still very, veeery powerful
While the games description is very odd, the way mmr is calculated solidifies that the devs dont consider hatchhunting a valid playstyle. Only eg escapes count towards your mmr. Hatch escapes are more like a draw.
Playing selfish is possible. Just like its possible to attempt to escape on hook. Can lead to an escape, sure, But nothing to consider viable at all.
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@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/2930350#Comment_2930350
I have played a few matches as them and honestly I wouldn’t call the experience unpleasant per say, It’s just really clunky
it’s the same issue I have with Hillbilly, I see the appeal, but I can’t get behind clunky design
he feels clunky at first, but when you start getting a feel for the saw, its addicting as hell.
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@Travis_Bateman said:
https://forum.deadbydaylight.com/en/discussion/comment/2927551#Comment_2927551
I'm sorry but there's no opressive slowdown in the game,all of them are counterable and requires skill and effort to use.
Sure, DMS, pop and painres require downs, ruin can be cleansed, but relative to other perks theyre overtuned. There are very few builds that can get similar results as 4 slowdowns.
Id level the playing field with buffs to other perks like they did with blood favour, but nerfing the peak would also be a solution.
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/2927658#Comment_2927658
I honestly do. They are still weak killer so I wouldn't be againts it.
i think they need way less inspection than a lot of other killers:
- Trapper
- shape
- Pig
- Nightmare
- onryo
- Twins (addons + incentive to not just slug/camp maybe)
- Billy (addons)
- PH (addons)
- nurse (addons)
- blight (addons)
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2927538#Comment_2927538
- You divided the 14 seconds by 4 for some reason but in terms of total gen lost progression it’s still 14 seconds total time lost. If I knock a person out for 14 seconds that is that much less time spent on gens, not that amount divided by four.
- You also forgot to include the time taken running back and forth every time a survivor goes to the area to heal. That adds about 5-10 seconds each way to and from the totem location per heal. If the survivors are healing 5-15 times per match each that adds up to a pretty good chunk of time lost compared to if they stuck to the gens instead.
- Snuffing isn’t a waste of time if you do it opportunistically. There are often times you chase a survivor and after a down or hit there’s a Boon right nearby you can snuff in a few seconds, a lot less time than it will take them to replace it. I agree you don’t want to go too much out of your way to find and snuff them, but there are plenty of times where snuffing is time efficient enough to do it in the normal course of business.
I divided by 4 in order to demonstrate that you "gained" the killer 6 seconds, if you slug someone its different, since you force somebody to come pick them up and thats more time gained. The 5-10 seconds are neglible, since thats about as much time as the average killer takes to injure you in a dead zone.
if the survivors heal that much without boon, it takes a LOT more time, since they are forced to do it together + strategic downside of not being split up. Thats why it's, quite surprisingly imo, way better to stay injured very often, unless you have a coh up
Unless one gets lucky and downes a surv next to a boon you will probably run by, hear, and then hook before you go after it. snuffing also takes ~10 sec killer time, which after hooking gives survs 20 secs gen time instead of only 10 assuming 1 chased one going for rescue one on hook. You also lose any immediate pressure you would gain from 1 chased. Any info gained trough tremors, bbq and painres also loses some relevance, although thats negligable.
I do snuff every now and again, but i primarily play billy so the value i get from sprinting to a surv is greater than the value i get from sprinitng to a surv. makes wraith, sadako, and other killers who benefit from hit and run feel bad though.
I dont think its busted or too strong, but it's veeeery powerful, and outright broken in a coordinated team.
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@TetsuAvenger said:
https://forum.deadbydaylight.com/en/discussion/comment/2927527#Comment_2927527
The new music is quite nice, albeit it's too loud for me most of the time and I can't hear anything else. I'm not familiar with Nemesis, but I'd argue Cenobite is a bit better than Legion as those 2 are my most played killers(Legion being my most played). And Cenobite has a bit more going for him I feel like.
Thats fair, I play very little of cenobite personally. I do play a good amount of nemi however, and i think he can be better with a bit of zombie RNG? but Legion is definetly out of the clown wraith doc etc range of weaker killers. What does legion need in your eyes to really get good?
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@RequiemLestat said:
Why do survivor map offerings always cancel out killer offerings? Lost five RPD badges at trying to get the map because I was running Nemesis.
DS needs a buff as I think it should be for the second hook stage, too. Because it doesn't really prevent tunneling. And that it goes away after you touch a gen or heal yourself or a survivor, or do totems is a bunch of bull.
COH should definitely be nerfed, maybe add an active for so long timer on it?
Why are hackers still a thing when you quite literally have to record the hack, send it to BHVR and report the player(s). So both the developers don't work and neither does EAC.
Why is the MMR getting worse? One survivor chased for 50 seconds before downing, three gen pops even with Corrupt. Sort it out, lads.
More gay people are angry with BHVR for suddenly announcing a long-known straight character is gay. Straight people, not bothered because Dead Hard sucks. So good job there, guys. Just make a brand new character...
Haddonfield, no matter what cosmetics, still broken for both killers and survivors. What's the point of PTBs?
Why the complaints on NoED, when quite literally it effects end game after all gens are done. What else is the killer supposed to do, play fair when he has three hooks and you're all healed camping a 99'd door, kiss my rotund rump!
Lethal Persuer is broken to all hell as the timer starts when the game loads and starts panning. Most of the time you're facing a wall.
I killer main, usually but dabble as a survivor. I don't toxic anyone as either, no Face camping, no tunneling, no gen rushing, no bullying the killer in to infinite loops for a 4 gen run. And yet all I face as both is all of the above. Why is this game still toxic AF and steps haven't been made to fix the real issues, not where pallets are on Haddonfield.
"Why do survivor map offerings always cancel out killer offerings? Lost five RPD badges at trying to get the map because I was running Nemesis."
I dont think thats the case.
"DS needs a buff as I think it should be for the second hook stage, too. Because it doesn't really prevent tunneling. And that it goes away after you touch a gen or heal yourself or a survivor, or do totems is a bunch of bull."
DS is ridicoulus. the amount of time it can waste is already massive, and pre nerf was even worse since survivors could be rescued, go for a save, then hop in a locker with the killer on their arse and be completely fine. Also it works once per game, so if you get unhooked and dont use it, you have it for your second unhook.
"COH should definitely be nerfed, maybe add an active for so long timer on it?"
Thats a nice idea. Personally i would love a one time use deal, similar to hexes.
"Why are hackers still a thing when you quite literally have to record the hack, send it to BHVR and report the player(s). So both the developers don't work and neither does EAC."
The work force required is unrealistic, and if you just ban any survivor with a way/time function, you risk getting laggy/high ping players, or people who just ran into a perk bug banned. And so the arms race continues.
"Why is the MMR getting worse? One survivor chased for 50 seconds before downing, three gen pops even with Corrupt. Sort it out, lads."
Games i played within the recent mmr tests I've found my games to be a lot better in that regard, I think you were a bit unlucky.
"More gay people are angry with BHVR for suddenly announcing a long-known straight character is gay. Straight people, not bothered because Dead Hard sucks. So good job there, guys. Just make a brand new character..."
I dont care.
"Haddonfield, no matter what cosmetics, still broken for both killers and survivors. What's the point of PTBs?"
I really enjoy the new haddonfield, its so much more open and smaller too. the only ONLY thing I'd change would be the blue house RNG which is a bit odd currently.
"Why the complaints on NoED, when quite literally it effects end game after all gens are done. What else is the killer supposed to do, play fair when he has three hooks and you're all healed camping a 99'd door, kiss my rotund rump!"
I dont like the perk because its unfun for surv. I do see your point though, some complaints here have been ridicoulus.
"Lethal Persuer is broken to all hell as the timer starts when the game loads and starts panning. Most of the time you're facing a wall."
On PC it works just fine...
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@Canas said:
I was quite disappointed when I read the latest patchnotes just to realize that Sadako had been neglected entirely. Currently she's the weakest licensed killer in the game, being an inferior copy of Wraith and Freddy in terms of gameplay.
Here are the issues which need to be addressed:
1) Get rid of global sound cues, survivors shouldn't be notified of her stealth usage at all. This was the first thing you actually got rid of when you buffed Ghostface, now do it for Sadako.
2) Remove the lullaby or at least drastically reduce her visibility while she's demanifested, too many survivors rush off before you can even get in your first hit. This completely invalidates her intended playstyle as a hit and run killer.
3) Consider this one an alternative to number 2. If you don't want to improve her stealth, give her a speedboost after decloaking to catch up to survivors. She doesn't have a speedboost while cloaked so this is the least you can do to make up for this.
4) Drastically increase the amount of condemnation survivors gain from various actions, turn the ability into a base-kit Rancor which enables her to instadown fully condemned targets. Right now her passive is an absolute joke.
5) Reduce the cooldown timer on her televisions, 100 seconds are far too much. Make it a minute instead.
I'd be happy to hear from others on how to properly fix this weak killer.
i was pretty hyped abt sadako and decided to buy. honestly never felt as powerless. Teleporting feels pretty nice though.
unless i ran iri tape, it was a very meh experience.
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@[Deleted User] said:
I don't think it's necessarily a strength issue people are having. It's more of a "holy **** I'm mending for the 5th time in less than 5 minutes and I want to move on" type thing.
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2926656#Comment_2926656
Yes, this is what made Legion dumb to go against since the Beginning. And this did not change after they nerfed them and this did not change after their recent Buff.
My issue with this Mending-Simulator is that it really prolongs games to make them tiresome if the Legion is also running 3+ Slowdown-Perks.
I completely disagree with that sentiment. In fact, I think its what makes legion a bit more interesting than others as a surv, you dont just hold M1 at a gen, you need to mend then consider undetectable, then go back to the gen, NOW track if he got the 4th hit, depending on your situation you might not want to insantly mend, ...
I like it.
Take it with a grain of salt, i primarily play killer so im always looking for tension instead of chill. I agree with one thing though, slowdown perks shouldnt be as oppressive as they are right now.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2927435#Comment_2927435
But it’s not “full self team healing” because it’s limited by range and snuffable and setup time. Those downsides can’t be entirely dismissed.
yeah, sure, but any survivor who memorizes totem spawns and sets up at a reasonable time wastes maybe 10 seconds to run to and from the totem, and then another 14 sec to bless. divide by 4 to adjust for teamsize and you just wasted a total of 6 sec in order to give everybody 4 stack desperate measures + selfcare in a very comfortable radius. thats just insane, and makes other very servicable, fun healing perks pale in comparison.
but hey its not permanent well make it anymore so tbh thats a significant improvement.
EDIT: i forgot to consider the snuffing, i've found that a killer wastes too much time, and its better to just forget about hit and run and play a killer that can just commit.
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@TetsuAvenger said:
The buff really doesn't do much at all against half competent teams, even with +2 second duration + 0.3m/s addons chaining 2 hits even can be a struggle on most maps. They gave him an actual "power" in chase, but if you play for trying to chain hits you're just wasting your time and not getting anything out of it. In most games he's still the same old underpowered legion. I think he genuinely feels worse to play now, because they've given you a way for your "power" to be "useful" and down people but realistically you just won't get the 5th hit in most of your games, and he still has the same weaknesses he always did. The best buff that came out of it was -1 second on coming out of his power and that still doesn't do that much for him anyway since we already had that with add ons in the past and he was still quite awful.
I'd love to hear everyone else's thoughts so far on the update, maybe have a healthy discussion in a dead by daylight forum?
Even if it isnt common, you now have a reason to not just get the hit "over with" while hes in frenzy, since you risk going from 4 healthy to 3 deep wound + 1 downed, which is almost hillbilly level snowball.
The 3s cooldown instead of 4s makes 2 of his old and arguably then best addons basekit, and the extra speed boost makes him more reliable. He also has a TON of combos at his disposal when it comes to addons now, which i adore btw.
sure hes not at a spirit level, but hes now as good as nemi or cenobite imo.
All these changes make him feel a lot more fluid, which i, as a billy main approve of.
and the new music is fire.
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Nurse is broken, in particular her addons, but tbh i want all killers on or around her level more than nurse and blight just getting squashed. theyre the only killers where competence will give you a huge reward and a relaxing game. I play billy a lot and i believe to be very competent, but even so, its a pain to play against great survs wether in SWF or not. With Nurse i just think nice play and move on to down them a few sec later. it's never as frustrating, and its also not impossible to win against at all, its the most 50/50 killer in the game at a high level, no wonder we see her all the time.
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@Chusan said:
killer = 1
survivor = 4
4 players happy but 1 unhappy
1 player quit game
That's what happening now
aaaand surv killer ratio is 200:1
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i personally give hatch bc usually ive hit all 8k, and they might want that 5k bp, even if toxic i dont really care, its just a waste.
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@MaTtRoSiTy said:
https://forum.deadbydaylight.com/en/discussion/320134/coldwind-farm
Mate, the old Coldwind realm was by far my favourite even though as killer they were still survivor sided.
I miss the gloomy golden skies of the old maps and I hate what they did to this realm. Why they made it daytime is just beyond me, it totally kills the ambience of the maps and they lost all the charm they had imo.
Thing is, I don't mind what they did with the Autohaven and Macmillian realms as they mostly gave them a graphical upgrade but stayed true to the feel and aesthetic of the maps. But for Coldwind I feel they completely destroyed it and I wish there was an option to play an older version of the game (Oni was the last DLC where I felt the game was in a good place).
i agree, and making coldwind along with a few others more dark, grim and gloomy would be a wonderful change. I do like the new props and textures though, in particular the new thompsons house.
while theyre at it they could also fix cowshed and make corn a bit less agonizing.
The new haddonfield looks great though!
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@OniWantsYourMacaroni said:
I think it's gonna be hard to change Dead Hard without making it useless.
Having better anti exhaustion perks to counter them would be an idea.
E.g remove the cooldown and the injured condition on Blood Echo and we would have a great anti exhaustion perk that rewards and encourages the killer to go for hooks
i personally dont think dh is hard to change. its problem is that it does 2 insnae things at once: i frames and distance, keep one and remove the other and it will still be very strong, but less frustrating.
and i like the buff you propose for blood echo, currently only legion and plague can really use it decently.
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@Marc_123 said:
No thanks. It is a really cool map.
Just learn it. It is not that difficult as it seems at the beginning. A lot of people liked it better with time - maybe because it is a bit more complicated than the other maps.
And no, we do not have enough maps for variety. We need more maps. The loss of Hawkins is already too much.
Maybe we will get tweaks over time. And it is easy or hard for every killer as are all other maps. Good killers can win there and bad killers can lose there.
I actually went out of my way to learn rpd in a private server, since although i play billy i like the map from a flavour perspective, and sent myself there 4 times. Twice with double engravings + no slowdown and twice with normal billy + endfury, ruin and corrupt.
My hatred for this map after that experiment was unparralled to any other, Lerys is atleast playable for billy, but on rpd i just get miserable
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zombies are the most overpowered, broken and useless thing in the game
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i think the easiest change would be seperate range and charge speed. having both of them in the same addon is really stupid, omegablink nurse is stupidly easy to play as imo
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i played nurse with campbells last breath and catatonic boys treasure on rpd with shadowborn, lethal, agi/stastruck and was able to easily 4k, which is odd because 1. I primarily play billy and havent played her in a while, 2.. the survivors werent playing terribly, 3. I was drunk.
Other killers need to worry about macro way more, spreading pressure, looking where a chase takes them, calculating the time it takes to get a down. nurse needs to play 1 or 2 strong addons and survivors need to outplay here extraordinarily in order to survive. Any killer weaker than the top 4 need a lot more macro (on some also micro) skill, and even in the top 4 you have blight who is quite a bit harder.
I think the notion that nurse is difficult comes primarily from people who are not used to her unique playstyle, and give up on her after 2-3 games. i am very inexperienced with, her, i dont even have all perks unlocked on t3, and yet i was able to play her drunk and 4k. sure she needs more skill than lets say artist to down, but to win? a cakewalk.
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Flickbilly/ curvebilly
A hillbilly running onw or bothe of the engravings, increasing his soeed and allowing him to curve around pallets.
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@Pizzasauce said:
When referring to DBD, what in the world are bones?
Totems, 5 spawn every match in different places
@Mandy said:
I say MnA - I'm way too lazy to say something fast like that, I jumble my words up :)
I thought the acronym was monitor?
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Recently i think they disabled sbmm, you were prob just unlucky a few times.
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I played agit stastruck corrupt bbq nurse with double range for a few matches, and the last two matches were:
1: 4 medkits with one styptic, map offering for ormond, 3 dh, all decisive, one lithe and one well make it, and then other meta perks sprinkled (cant remember exactly tbh)
Very close, barely manged to get a 3k by doing a little tunneling at the start and the last survivor was able to escape through the exit gates.
2: only bp offerings, people who tried to loop around visible pallets, david king adept and feng min adept, a yellow flashie and a brown tb.
You can guess how that one went.
Weird.
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I play flickbilly with lethal/shadowborn/nwo/bbq, but whenever i play other killers i go for corrupt/bbq, on some killers endfury and on others pop eruption, pop call of brine, or ruin undying.
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@lauraa said:
tbh grim embrace should reveal ALL survivors instead. this would make survivors truly feel grim.
i am aware this would be amazeballs on Nurse, but not even Starstruck has gotten her nerfed and shes gained an additional blink since then.
Imagine Mikey with this
I like that idea, but even a decent nurse would completely dominate if this perk would activate.
Maybe a mini lethal pursuer at the start pf the 40 sec would help.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2903325#Comment_2903325
LOL.
In all honesty, no one knows what their MMR is. If you are resorting to face-camping and tunneling-off-hook, you probably aren't in high MMR.
I get what you mean, but in all top level matches people tunnel and camp to some extent, because they need to milk every drop of pressure out of a hook.
In all levels of matches we get some sort of tunneling and camping every now and again, but in lower levels its usually pretty brainless, when its just face camping bubba. Or wraiths immeadietly running back to hook and brute forcing a down on the unhooked, sacrificing all or nearly all gens in the process.
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Hillbilly is hard, but he is certainly, CERTAINLY not the worst, his putential is too high. Just watch some cracked billy like sofareks prove it, that dude is nuts.
Survivors are consistently getting nerfed, while killers only get very specific nerfs here and there, and overall get more buffs.
They are changing the mmr system apparently though.
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@I_am_Negan said:
https://forum.deadbydaylight.com/en/discussion/comment/2893926#Comment_2893926
Please stop saying they DH to god pallets every time. If killers know then just bait it out.
You're taking one match where DH outplayed you and you act like it's every match. Over exaggerating like always
Have you played at high mmr or watched high level games before? Dh, at a high level, is near exclusively used to gain distance after a failed mindgame or chaining together tiles the second a god window is blocked or a pallet is destroyed.
Unlike lithe or balanced, a survivor who doesnt panic can preserve it until they know they need it. On a good survivor its close to having a third health state.
And yes there are situations where deadhard doesnt save you, just like there are situations where pre nerf ds wouldnt save you. That doesnt mean that it isnt busted.
The raw existence of dh forces m1 killers to abstain from lunging at injured survs, which is already very strong, and thats when its not even in play.
Also, why the hell do you immeadietly assume that the other side needs to be "overexaggerating when they probably only got outplayed once"? Atleast give them the benefit of the doubt.
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Fix some of the chainsaw collisionbaround vegetation, you bump into thin air sometimes which feels incredibly bad. But please do not touch sky or spacebilly...
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Because while spirit can certainly hold up, blight and nurse are still arguably one step above
Personally i prefer blight nurse over spirit any day of the week, because i like the satisfaction involved when pulling off a really skilled blink or getting some nice bump logic, but im also a die hard hillbilly main so i cant speak for everyone.
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Maybe a vc would help, or making kindred basekit
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Shadowborn for killers bc it allows me to ho flickbilly without motion sickness
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You cant lunge at injured survivors.
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@NerfedFreddy said:
Yes, DH takes skill. Looping skill and skill of planning you route ahead. Noed doesn't take skill
bad player with dh is still a bad player
bad player with noed become a threat
it does take a little skill but anybody with 100+ hrs on surv knows how to use it. Also, it lessens the amount of looping you have to plan and do, you can just use it whenever you make any miscalculation of any kind.
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@RakimSockem said:
Depends on how you use it, just like I can use Lithe in a skillful way to make the killer think they have an easy m1 just for me to narrowly dodge the hit.
I still stand by my opinion that Dead Hard is mid and at best, an A tier perk in the right situations.
dead hard is the reason killers cant lunge at injured people, one of the reasons trapper is weak, can undo any mistake a survivor makes as long as they have somewhat of a brain, force the killer to allow a survivor to get distance or else risk practically getting stunned for 2 sec, adn makes trades a lot safer in front of the killer, dont know what youre smoking.
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WOW! Youre just going to finish gens as efficiently as possible? Thats sucks for the killer man! Why arent survivors being penalized for it?
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Honestly i bought sadako finding her ability quite interesting, but she feels incredibly bad to play, because she only has an inconsistent teleport, her other aspects are underwhelming to say the least.
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Overheat isnt unplayable, especially if you can get your downs and run a good info perk like tinkerer or discordance. what i dislike about overheat is that it doesnt nerf his strengh and makes him more punishing, lets say you use 2 saws to get around in a row, if you now miss 1-2 saws, you cant use your chainsaw. used to be worse if you were playing flickbilly before his speed addons got buffed, but its something that punishes you for not being on top of your game, which makes him unnecessarily punishing for new players.
A good Billy is still mid tier, similar to a good demo, but if we wanted to see him stronger, you need to just rework his addons. they're either stealth addons which just dont work for a killer witha loud chainsaw, or affect parts of his kit you dont want to happen anyway, like getting blinded or overheating your chainsaw.
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@Chadku said:
Eh.
The spawn system already puts the survivors grouped up or very close to another.
Spreading survivors apart is a bad choice if you can't down them quickly or have 4 regression/blocking perks.
Yeah but it makes no sense to jse either offering on either side.
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The ghostface music is a pretty hefty nerf, though legions music is a fkn banger, so it balances out ig.
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@Bubbalover said:
I dont like to play nurse and blight. But it feels like im forced to learn how to play them beacause other Killers are just to weak. Do something.
If you prac enough with billy or twins, youll change your mind i promise.
Now, for comp ita a whole different issue
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@YOURFRIEND said:
Looking forward to having 60+ of that 4% speed-when-the-game-is-over addon.
Honestly giving it the same as noed with the exposed thing wouldnt even be too bad, apart from making unhook scenarios impossible ofc.