NuclearBurrito
NuclearBurrito
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@Talmeer said:
https://forum.deadbydaylight.com/en/discussion/comment/682856#Comment_682856
Well if it was so, can you explain why some people have do counterplay and while we already question things... Why the Legion was not number 1 in the kill rate statistic?
It is ok, if you were not able to do it. Not everyone was good enough for it, like not everyone is able to loop, or some people always missing a skill check by a gen, but that doesn't mean, that those things are not possible.
And if you like to have videos that proves it... They are on YouTube. Those videos would have been also impossible to made, if there would have been no counterplay.
Don't blame the game because you were not able to do it and also don't be ashamed by it. Not everyone can be good in everything.
Thats just how it is. We all have our weaknesses.
The issue isn't that Legion was too strong (well franks was but I'll get to that in a sec), but that skill doesn't matter that much when playing against him.
Not just that his skill doesn't really matter, but yours doesn't either. You will be downed after a mostly fixed duration of time no matter your skill level. You may be able to delay it for a few seconds but not long enough to really matter in the long run.
The reason why he was bad is because that fixed time is long enough that the other Survivors will have time to gen rush before he has time to do better than maybe a 2k.
That's where Franks comes in. With this addon he downs you significantly faster, still in terms of a fixed time however, so with that he passes a threshhold that lets him start 4king, again still with very little skill involved on both sides.
So ideally the fix would be to increase the difficulty of using his power and also increasing the reward for successfully using it by far more so that he can be a good Killer.
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@Pennosuke said:
https://forum.deadbydaylight.com/en/discussion/comment/682278#Comment_682278
Meanswhile what I think that all Nurse add-ons are change into something like...
"Survivors hit by Blink Attack suffer from the Haemorrhage Status Effect for 30 seconds."
"Survivors hit by Blink Attack suffer from the Blindness Status Effect for 30 seconds."
"Survivors hit by Blink Attack suffer from the Exhuastion Status Effect for 15 seconds."
"Survivors hit by Blink Attack suffer from the Mangled Status Effect for 60 seconds."
"Survivors hit by Blink Attack suffer from the Hindred Status Effect for 30 seconds."
"Survivors hit by Blink Attack suffer from the Broken Status Effect for 60 seconds."
//How to make Nurse become mid-tier Killer 101 ππ
Wait HINDERED!?
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@EldritchElise87 said:
https://forum.deadbydaylight.com/en/discussion/comment/683072#Comment_683072
My point was that arguments like these, putting the blame on either killers or survivors and neither wanting to give in, and all the back and forth about who "deserves" the hatch that we say on the forums ad nausem, nobody wants to go back to that. EGC fixes this nonsense.
Exactly. We all know I deserve the hatch regardless of my role anyways so there is no point arguing about it.
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@Dreamnomad said:
https://forum.deadbydaylight.com/en/discussion/comment/682656#Comment_682656
I'm going to wave the BS flag. If the killer allowed a hatch standoff situation to happen in the first place then they lost. If the killer slugs the second to last survivor instead of hooking them, they have a 4 minute bleedout timer to find the last survivor. 4 minutes! If the killer can't locate a survivor in 4 minutes then that survivor deserves the hatch. If the killer fails to slug the second to last survivor then the killer deserves to lose the last kill. The killer also has the opportunity to find and down the survivor away from the hatch too. The killer always had opportunity and control over the hatch system. Too many just failed to realize their own failure and blamed it on the system.
Irrelevant. The standoff existed and it needed to be fix.
The EGC mechanic fixed it and made slugging less common because no one likes to be slugged for the full 4 minutes.
Neither side has any particular obligation or motivation to end the standoff. That's what makes it a standoff. Both sides want the other to end the stalemate but doing it themselves results on a loss, again neither side wants this, so nothing happens.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/682358#Comment_682358
It's a double edged sword. By chasing the same guy off the hook, there's three others who are fully healed with literally nothing else to do but generators. You might get that guy, but the other generators are absolutely going to go off in under five minutes if you're only chasing one guy all game. At the very least if someone's injured early in the match, they'd want to heal, giving you a little more time.
The amount of Pressure you get from a hook is exponentially larger than the amount of Pressure you get from injuring a healthy Survivor.
If your options are between chasing an injured survivor and a healthy survivor you should almost always go for the injured one.
Obviously there are exceptions but in the general case downing>injuring.
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Because his power doesn't help mitigate any of the problems Killers run into.
There are 3 things that Killers can use in order to mitigate Survivor defenses:
- Stealth - You close the distance before they know to run. You can now hit them before they have a chance to reach safety.
- Speed - You get to them before they can react or move fast enough to brute force their defenses.
- CC - You slow down or stop them when they try to run, preventing them from making full use of their defenses even if they can reach them.
To make a list of all Killers and which of these they use:
- Nurse - Speed
- Spirit - Speed + Stealth
- Billy - Speed
- Hag - Speed
- Huntress - Speed*
- Freddy - Speed + CC
- Ghostface - Stealth
- Myers - Stealth
- Plague - Speed*
- Demogorgon - Speed + Stealth
- Clown - CC
- Pig - Stealth
- Legion - Speed
- Doctor - CC
- Trapper - CC
- Wraith - Stealth
*The Killer isn't fast but their projectiles are and thus fulfill the Speed category's method of anti-loop.
Not all of these Killers are very good. But they all have something going for them in regards to anti-loop.
Thing is though, Leatherface does not.
His chainsaw is an average of 115% MS so he isn't faster with his power. He has no method of hiding and thus has no stealth. He obviously doesn't do anything to slow Survivors down. He is thus the only Killer that has literally nothing against Survivors in a chase, he only has extra reward if the Survivor massively screws up anyway. He doesn't even have any tracking tools.
This is why @GrootDude brings up the Beast Marks addon that increases the speed of the chainsaw.
With that addon it's a 125% M/S which DOES qualify as anti-loop. But the point there is that while other Killers sometimes need addons to be good, leatherface is the only Killer who needs an addon to do anything at all.
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@Micheal_Myers said:
https://forum.deadbydaylight.com/en/discussion/comment/681377#Comment_681377
Just depends... Survivors do indeed run slower than the base killer. So it could be looked as too OP. So maybe in beast form give him a bloodlust type of effect where he walks faster in the beginning but in the end it reverts back to base speed?
Base speed IS 4.8 for beast form.
Also that doesn't even make a whole lot of sense. It would just needlessly promote switching back and forth between forms and requires a lot of otherwise unnecessary nerfs in order to make it work without loopholes.
Again wanting nerfs to counterbalance the speed is fine but in this specific instance I'm going to insist that whatever it is be a drawback rather than a limitation.
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@MegMain98 said:
https://forum.deadbydaylight.com/en/discussion/comment/681951#Comment_681951
Ghostface? Not really. His reveal mechanic is buggy as hell. You can stare DIRECTLY at him like five feet away and he wonβt get reveal. Sometimes he even gets revealed after crouching behind a wall.
His gameplay mechanic is cheesy and not exactly stealth orientated. Itβs more-so just to cheese the stalk mechanic to get an instadown. Not the way I think he was intended to be played. Ghostface is a hot mess.
Freddy and Demogorgon however are great.
Improvement is a relative term.
And it's the balance that improved. Not their quality control. That doesn't seem to have.
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Also the current game isn't a guaranteed 4k.
That's why he's needing to slug in order to do it.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/681936#Comment_681936
4k does not equal proper balance lol
And? I didn't say the department was any good. They DID make the new Legion after all.
At least Freddy, Ghostface and the Demogorgon shows a clear (although insufficient) improvement.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/681919#Comment_681919
The department of common sense and not being a tryhard.
That department was replaced with the department of proper balance last year.
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Head on gives you 12 meters of distance.
Other Exhaustion perks besides DH give you 4.2 meters of distance.
Nuff said.
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@Peanits said:
It would be neat, but I'm not sure it would really make sense. Ideally lockers should be a hiding place, but if that hiding place means you have no idea if the killer is close by, you would probably be better off just crouching behind a tree or something. You would basically be sitting there wondering, "Are they still here?" with a chance to get out of the locker right as the killer rounds the corner, or a chance of sitting in a locker for way too long when the killer is nowhere near you.
Agreed. It's a potential perk/power/addon effect but certainly shouldn't be a base mechanic.
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How strong is the Hindered effect? How slow does he move while sharpening? Does the scratchmarks effect stack? How long does the Hindered effect last?
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@Micheal_Myers said:
I'd say nerf movement speed in beast form to 4.6 if there's no timer for him changing back.
Also how would The Human form injure Survivors?
If you do that and answer that then it'll be a good killer.
Ok so as for Human forms attacks, probably a Machete. Didn't really give it much thought but obviously just fists aren't going to cut it.
As for Beast form MS, I'm not ok with lowering it. Designing a class with a higher than average base MS was initial central idea behind the Killer in the first place, removing it means removing a core piece of the concept.
That being said it wouldn't be too hard to add more downsides to the form to counterbalance this speed. There is already the Purification mechanic but obviously you could just go into beast mode and completely ignore the Taint mechanics entirely.
Some options for nerfs are:
- Slower attack cooldowns
- No vaulting
- Slower vaulting
- Slower break speeds (Don't like this one for thematic reasons)
- Hardcounter for Survivors (ex: Ghostface's reveal mechanics)
Of these I personally find No vaulting as a Wolf to be the best one, because it has an obvious workaround as the Killer (transforming back) but still comes at a cost supported by the other mechanics (transforming slowdown, moreso when turning into a beast).
A draft of this Killer actually had that downside, but was scrapped because I figured that while a 5% MS is a big deal, unless he also uses the 110% form in chases he's basically a 120% with no power whatsoever which isn't problematic. And chasing in 110% successfully is hard enough to justify the reward for doing so, even if it is easier here compared to with other 110's in one way or another.
Thus if Wolf form is nerfed then Base form needs to be buffed in order to compensate.
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Basically the hitbox of your attack collided with the thing you hit, period, and then the camera jerked in response to that.
But the game deciding you hit something happens first. The camera jerk is just a visual representation of something the game already calculated independently of that.
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@WolfDavidking said:
I love the thought process that went into this character concept i would be very happy to play against or to be the killer lol. It would also be cool to see the idea you had of the characters visual/design. You would happen to have some sketches of the killer do you? If not that's fine anyway LOVE this concept!!
Unfortunately I don't. I've always been far more into the math behind these concepts rather than the presentation, that's why they never have a BIO, I simply am not interested in lore (though I understand that when done well it can add a lot).
But it's a Werewolf so it's not hard to picture. I guess it might be neat to get some idea on what the Human form would look like considering that just a normal Man would be kinda lame next to the existing Killers.
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It's not a wasted perk slot.
Even in the worst case scenario it buy's you time
Just because the exact amount is inconsistent doesn't mean that the effect is Bad. I'd estimate that usually the perk will buy you about 2-3 generators worth of time. More if they are looking for the totem.
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There is also Dem-oh-gore-gee-on
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@Ethereal said:
Nice concept! I think a werewolf would fit very nicely in the game and great job on the mechanics and the perks, they seem like they would be very useful, great job!
Thanks! Glad everyone seems to like it.
This and the Acolyte were my 2 original Killer idea's that I had to put the most thought into, so I'm glad I didn't screw it up (at least not blatantly)
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Anyways:
- Buckle up (minus the Killer aura reading part)
- Fixated (specifically the scratch marks part)
- Lightweight
- Stake out
- Agitation
- Beast of Pray
- Deer stalker
- Shadow born
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/680649#Comment_680649
Gimmicky perk at best. I have never seen it being used like at all. It's a wasted perk slot.
Gimmicky perks shouldn't be base kit candidates. Otherwise you turn every game into a gimmick causing the mechanic to lose even that.
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Huntress.
I honestly didn't realize the menu had a scrollbar and just assumed everyone else wasn't unlocked.
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I really want people to use "Shread" instead of "his lunge"
After all, he does actually have a lunge.
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@Rydog said:
If that gen is thirty minutes away, the Wolf will be there in ten.
28.75 minutes actually but ok.
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In any case if you are instead saying that it should ramp faster (and thus require a limit due to reaching problematic levels too fast) then sure I can do something for that.
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@NullSp3c said:
https://forum.deadbydaylight.com/en/discussion/comment/680349#Comment_680349
I think the last one needs an increase in numbers and a cap. But overall, the perks seem very useful, fun to interact with and balanced.
I would like to point out that it's the duration that is what is scaling and not the speed.
Meaning that no matter how many times the Killer is stunned this perk will still only grant a 2.5% speed increase, which IS a big deal when once it gets going but is still small enough that the amount of tokens it needs in order to be problematic is large enough that a cap just seems unnecessary.
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Is the swing recovery boost always or only during bloodlust?
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Few things.
Slippery tip needs to be better defined, and while I know other perks do it using RNG should be avoided whenever possible.
Specifically I need to know:
* What specific moment they won't be able to fast vault
* What action will happen instead (Nothing, slow vault or medium vault)
* How long does the status last for?
Attention Seeker is just a worse WGLF. Shouting is negative utility and it is just straight up harder to get the stacks for it.
Unseen Footprints isn't bad but personally I'd only have one of the stats scale with tier instead of both. That way it's still good at lower tiers. Otherwise it's good and I like it.
Jump Scare just feels like a better Sprint Burst.
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Ok perks are done.
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Oh yeah I need to do perks. I'll do it in a bit, bear with me.
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But yeah a Werewolf would totally fit in this game.
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@NullSp3c said:
https://forum.deadbydaylight.com/en/discussion/comment/680286#Comment_680286
Maybe behaviour will someday make a wolf killer, it is wanted for a long time. Your idea doesn't leave the werewolf thematic so i guess it should be a pick.
Idk, I sometimes think if behaviour can take someone's idea for a killer and bring it to the game. It would be very nice tho.
If I make enough Killer ideas I'm sure one of them will come into existence by shear statistics.
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@NullSp3c said:
The killer seems good and exciting to play/play against. Brings new mechanics for killer and is interactive for survivors.
I just have a question:
When you are transformed back to human form do you receive the movement speed penalty? If so, it can be abused by survivor friends when you are mid-chase and then someone goes to a prayer statue and purifies himself, making you miss a hit make you not able to catch a survivor on a loop.
Yes he has the 1.5 second animation with the slowdown.
Attempting to abuse it is the entire point of the downside. The aura when purifying exists so that solos can coordinate it as well.
Do remember thought that this requires really good timing regardless of comms due to needing to start it 10 seconds in advance against a Killer that is catching up to the Survivor in at least 1 meter per second.
As the Killer if you are worried about this you can always desecrate these beforehand, obviously that has it's own downsides and on both sides requires you to find the statues, but that's the strategy behind it.
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Any feedback? Good? Bad?
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Green and Yellow medkits last longer than a single heal.
Especially the Green medkit due to it's lower consumption.
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@Pokerface303 said:
https://forum.deadbydaylight.com/en/discussion/comment/678879#Comment_678879
When you think of running a autodidact healing build you are thinking that it will be really good against a sloppy thano Legion but it won't be as useful against a Plague. I think this is how thinking of what perks you use should be, so I agree that surivors should be thinking about the killers when picking perks verses running bt, ds, adrenaline, dead hard, etc that are good against every killer. But spirit does this in the worst way possible, with spirit if you don't have iron will you will die. Its not a situation were the perk is helpful but its needed. This makes for moments were you load into a spirit match and you don't have iron will and you are now at a gigantic disadvantage. I think that perk and killer variety is a good thing but spirit isn't the example we should be following for this.
Any time you could avoid a hit with iron will you can avoid that same hit by avoiding the previous hit as well.
Obviously you will eventually take a hit, but you can stall it out long enough to still have a reasonably long chase and depending on if there is a pallet/window nearby you may be able to stall it out even while injured without iron will.
Simply having a pallet between you and the Spirit and a loop longer than like 1-2 metersish lets you mindgame her if she tries to phase no matter what perks either of you are running even if you are injured.
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@Gibberish said:
PGTW = Consistent 25% Gen regression each time you hook a Survivor.
Ruin= Garbage
-Luck based due spawn location, meaning it can be destroyed near-immediatley if you get unlucky
-Luck based due to Skillcheck frequency being random, you can easily go an entire generator without geting more than one or two skillchecks
-Just overall garbage because it only works on new players who cant hit skillchecks correctly
It still works on Survivors who hit greats.
Normal greats are a 2% progress boost or 1.6 seconds. So every skill check is a 1.6 second stall. Sure it's not AS good against them, but it's better than letting them get 70 second gens.
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@Fab said:
You should also include the 15 second rule for chases. Within 15 seconds of chasing a survivor, you should have either hit them, or gotten rid of a pallet.
While I do agree with it I haven't heard of this rule and it isn't what this guide is about.
This is a gen pressure guide not a chase guide. Not really even sure how you would apply this rule outside of theory crafting, what do you do after 15 seconds? Just leave? If you don't already know where someone else is then that's just wasting your time moreso than continuing the chase would be.
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Swf aren't even better in chases.
They are just more efficient but this guide already assumes maximum plausible efficiency, so their advantages are already factored in.
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@snozer said:
Swf destroys this.... this "plan" sums up to just do stuff and stuff happens.
this can also only be accomplished with specific killers like nurse or specific killers that also require specific add-ons like huntress and iri head hatchet.
or plain old potato survivors
Swf has absolutely nothing to do with any of this.
Coms or no they can't make a save and work on a generator at the same time. Everyone being injured still leaves the threat of a 4 man slug.
Hooked and dead Survivors obviously aren't on gens and neither are Survivors being chased.
SWF doesn't effect any if these things. Not even the Killer power interactions.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/677370#Comment_677370
Super op, HE HAD INSTA DOWN CAPABILITY!!!!
Ermagerd super op.
#Plaguebadbtw
#Ghostfacetrash
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@BlueFang said:
https://forum.deadbydaylight.com/en/discussion/comment/678525#Comment_678525
Nah, not really. That's just what your mental projection of me is like. I pretty much let the unhooked go do whatever they want except when they are by a generator or just decide to rush by me
What I am simply saying is this type of interaction has the potential to be really boring and handwaving it as the cause of tunneling is being a bit silly
Still for me it won't matter too much because not only do I not tunnel.I practically never get hit by Decisive
Still there is one thing I just realized. I also play Trapper.
Trapping the locker intensifies
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@Almo said:
Camping is inefficient in that smart Survivors will go do gens. Of course if they're done, may as well secure that kill.
However, overly-altruistic Survivors who insist on 4esc games will play into it; if they do, let 'em have it.
^This
The reason to not camp is because time is not on your side.
But if the EGC has begun then the game is just counting down until you win unless they leave, which they can do immediately if you go after them and they get the save.
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It's a 14 second cooldown. Shorter than any other similar ability, but longer than it would take to destroy a portal although only slightly. If 2 or more Survivors coordinate, which is plausible for solo's to do in this particular case unlike with other similar situations, then it's not that difficult to break a deadlock.
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I want a werewolf
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Here's the math behind it:
https://forum.deadbydaylight.com/en/discussion/83714/basic-generator-pressure-guide#latest
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In any case, in theory the way to counter this is to intercept the Survivor going for the save. And I don't mean by camping, but to go cut them off before they get to the hook. From there down them and now you have 2 people on a hook and no one is doing gens. Take that time to find and start chasing another Survivor and by the time they are both unhooked you've gotten another hook.
Is this reliable? Not usually. Will it stop the initial set of gens from popping? Nope. But it's what you should be trying to go for.
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While you are getting at something, I would like to point out that in this situation only 2 gens would pop, since whoever was working on the 3rd had to stop to go for a save twice and thus wasn't working on gens.
Yes it's still not great but yeah
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@abasKWAT said:
https://forum.deadbydaylight.com/en/discussion/86458/why-cant-the-killer-see-the-wiggle-meter
Its a bad idea . If the killer saw the wiggle meter to the end they would drop them and slug them to death . Or wait for someone to pick them up and kill them again .
also the wiggle meter takes most pf the screen . That way its hard for the killer to see ππ
He can do that anyways. The amount of time is constant with or without the bar.