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OmegaXII

OmegaXII

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OmegaXII
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  • @solidgamer44 said:

    What? I frankly don't understand why you're surprised that it didn't get changed.

    Fixated + Sprint Burst still knocks it way out of the park, even with this perk and lightweight combined it's insanely hard to lose survivors mid chase cause u lost the scratch marks.

    If they nerfed it or changed it to make it less "viable" it would frankly be another useless perk and we already have that on both sides lol.

    Ngl the only decent part about the perk and even that is the faster exhaustion recovery and that is hard to notice.

    You don't use it to escape the chase, you use it to avoid the chase completely, or just quickly spread out when the match begins.

    There's one match where I didn't met one survivor in entire match, and after the match I checked the perks like, oh that's why.

    Once again not saying it needs any nerf so far, since it takes 3 perks to work, but I'll have to change my perks/tactics to go against that.

  • Good, now finally I won't accidentally tunnel survivors because I forgot their hook states. Never been a fan of tunnelling anyway.

  • @BigStan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001289#Comment_4001289

    Oh, hey. Look. It's the same thing said by another person. I'm just trying to tell people to be kind and yet it is like pulling teeth. You are welcome to watch me play. I only brought up my catch and release playstyle to demonstrate having sympathy for another player.

    Even if I was some sort of bottom feeding smurf sucker, what is the result of it? Four people have a nicer experience.

    I wouldn't mind if you let survivors go occasionally, hell, even I sometimes do it too, if my opponent's clearly newbies.

    But doing it EVERY SINGLE GAME??

    Honestly if you think winning means being mean to the other side, you shouldn't play any PVP games at all. Hell, you can't even play chess because you afraid of winning.

    Besides, you're actually NOT being fair to survivors you play. YOU ARE SMURFING. You clearly has much higher skill, but you decide to bully the new players instead of people on par with you. THIS IS NOT FAIR.

  • So... In other words you're just smurfing? Purposefully lower your MMR so you're having easy games with baby survivors?

    Honestly I think you should just play custom games with bots, if you hate killing so much.

  • It was my favourite perk, and I'm really sad it's gone.

    Yes it's a mediocre perk before, and I'm probably winning more games now by switching it to other perks, but it doesn't change the fact I very much loved it.

    image.png

    PLEASE BRING IT BACK

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998229#Comment_3998229

    Those things aren’t comparable. You’re comparing killer strategies that can greatly help win a game, to survivors doing something that rarely affects if the survivors win a game.

    Your comparisons should be survivor strategies that can help win games, but are frustrating for killers. Things like survivors excessively hiding, or survivors preventing the killer from hooking a survivor.

    "Rarely"

    Yes definitely it's "RARE"

  • "KILLER'S GOAL IS 12 HOOKS IN THE GAME."

    Nope. The game clearly advertise it you KILL survivors. Hence the name "Killer".

    Not to mention MMR also only takes "kills" into account.

  • @DragonMasterDarren said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3997791#Comment_3997791

    This is the mentality I mean, competition implies there’s stakes, real and tangible rewards for winning as well as losses for losing, what exactly do you gain from winning or lose from losing a match of DBD? A couple of pips? Some blood points? Invisible points on a MMR system that might as well not exist? You get nothing, you lose nothing, the only “reward” is personal fulfilment, and you can get that without making the match unfun for everybody else


    I’m not saying don’t play to win, I’m saying don’t play like a ######### when playing like a ######### doesn’t even get you anything

    You can say the same for both sides. I always see survivors tbag in ext gates, especially when killer did poorly in the match.

    Honestly while I don't like tunnel/camp/slug, I don't blame anyone doing it.

  • I'd say he's definitely much stronger than before, but I would love to see his add-ons come back..

  • Hear ya! Here's my stats!

    I don't really have a 'main' though, as I play whoever I like at the moment.

    Though I do like Wesker more just because he's fun and edgy LOL.

    image.png image.png image.png

    PS: No Tunnel/Camp/Slug, and not using any gen defense perk :)

  • Anti-slug should not have tenacity basekit though. It makes killers much harder to patrol and prevent saves, because they can just climb under pallets.

  • The 30s endurance & bodyblocking needs to go too, not just the above changes.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3994984#Comment_3994984

    I thought people want to balance around good Players? You said you have chases on a regular basis where 3 Gens pop, meaning that you take at least 90 seconds to down someone.

    Again - how slow should Gens be so that you can go for 12 Hooks without playing S-Tier Killers? 3 minutes per Gen?

    So you're just to shame for no reason.

    I said VERY CLEARLY that post was about BAD MATCHES.

    You just made up a 90s number yourself, and now you're running around forcing it onto me by saying all my chases are 90s long.

    Besides, do you really think any non-S-tier Killer can comfortably go for 12 hooks in current state?

  • Well... This looks very similar to how pallets are spawned in 2v8...

  • @Aven_Fallen said:

    You have buffed Ruin, Grim Embrace is as good as ever and you got Basekit PGTW. How slow do Gens need to be for you and your 90 second chases?

    Furthermore tunneling was never really a strategy when it was objectively the best way to play.

    Long enough that I can comfortably go for 12 hooks without playing S-tier Killers.

  • @jesterkind said:

    I don't think it's fair to say all regression perks were killed. Eruption does look pretty useless now and Pain Res might be questionable, but Pop is now stackable with a basekit version of itself and they outright buffed Ruin and Oppression.

    Slowdown is still in a really good spot overall at the moment on live servers, I think we can handle two perks getting nerfed in exchange for basekit buffs in theory. It's a matter of whether the effectiveness of the new stuff is high enough.

    Though as an aside toolboxes really do need to be nerfed soon now. They're the one remaining problem with gen speeds and it's well past time it was fixed.

    Pain Res is now dead, merely 12% for all the time it takes carry survivor to Scourge Hook. Hell, what the actual hell.

    Oppression's Buff is pretty useless, because a good survivor team NEVER repairs 5 Gens simultaneously. The correct way to buff it is to make it explode when kicked, not an easy skillcheck that's only effective at low MMR.

    Ruin buff is pretty decent, but totem RNG really sucks, so it's very inconsistent unless you dedicate a full build to it.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993862#Comment_3993862

    Where does it say that, though? What's the repair boost %? Is it enough to offset a dead survivor?

    It doesn't necessary have to offset a dead survivor. It's the mere concept of punishing Killers for Survivor's own mistake makes it quite hard to bear with. It just doesn't feel good and justified.

  • I almost never really tunnel in my games, so I'll at least try the new patch with the new killer, obviously bought with Shards.

    But still, I'm definitely not looking forward to it at all. If the new rules removes all the fun to play killer, I'll just quit it. I play games for fun, not suffer.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993843#Comment_3993843

    if u play pig and get a headpop earlier in the game u lose the game

    Where does it say that?

    Hmm I think he's trying to say "Why am I getting punished when Survivor makes mistake and died because of it"

    Honestly this system shouldn't ever punish Sadako/Pig

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993418#Comment_3993418

    Hey, my favorite Forum User who likes to twist things around :)

    No, I am just saying that a chase of 90 seconds is just too long. As I have written in my other post, we have stats that at high MMR Chases are 70 seconds per Survivor. If one chase takes 90 seconds, you are already way longer than three chases on one Survivor would take you. And then… Do you really think you deserve to win when you take that long? When you take that long to down someone, you probably tunneled a lot and got carried into an MMR-Range you dont belong.

    So no, I dont want to shame for no reason, but I also dont sugarcoat that you are the best player in DBD when you "only" take 1 1/2 minute to down someone.

    Average has no meaning when we're talking about bad start right here.

    Besides, it's not necessary ONE chase for 90 seconds. For example you spend 20s chasing the first guy you've found, realize he's a very strong looper, so you have to switch target. That 20s is wasted for no benefits at all. And now you have to spend more time travel and find another. If second one is also a strong one, well you waste even more time.

    And since first chase is always the hardest as Survivors have FULL map resources to protect them, this is just not an uncommon thing to happen.

    Does Killer deserve to straight-up lose in this scenario?

  • @Aven_Fallen said:

    No. But honestly, if you lose 3 Gens before you get a Down, this means that you spent more than 90 seconds in that one Chase. This is quite long…

    So your point? Killer players are not allowed to make mistake and have bad start? Or are you just wanting to shame for no reason?

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993352#Comment_3993352

    I'm kinda confused about this scenario too and it keeps coming up. You can usually tell what gen they'll likely spawn near and stupidly hop right on, as most people still aren't spreading out. I usually have 2 or 3 unique hooks before a single gen is done and I generally play low-mobility killers, or teleporters whose power doesn't kick in until I've already walked across the map anyway.

    2-3 unique hooks before a single gen is done? Are you playing full slowdown build, or just having 10k hours in this game?

    I can confidently tell you my experience, I didn't bring any slowdown perks, and 90% of the time at least one gen's done when I got my first hook.

  • @rvzrvzrvz said:

    I don't get these posts, you have 1 hook with 2 gens left and you still think you deserve your free 4k ? if your first chase was extremely long maybe don't commit so hard, you're getting outplayed why should you win the game ?

    Did I mentioned I want free 4k? I just want the game not straight out 3-4 Escapes when I make mistake in VERY FIRST chase. Same as Survivors getting 4k if someone got tunnelled early.

    If losing 3 Gens for 1 hook means 90% of the time it'll be 4 Escapes, I might as well go AFK because what's the point of playing it anymore? Getting T-BAG in exit gate, ggez, and got called baby killer?

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/455161/so-erm-in-next-patch-if-killer-lose-3-gens-for-just-one-down-the-matchs-basically-over

    You can't kill anyone before 6 hooks, otherwise your opponent gets buff.

    What repair speed bonus offsets a dead survivor?

    If tunnelling is still the best answer, then what's the purpose of this patch?

  • It was my favorite perk... Now I dunno what to do when 4 items are in play, like 2 flashlights 2 medkits.

    It'll be absolutely nightmare when vs bully squads.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972254#Comment_3972254

    I'd just use Gift of Pain since that not only slows down gens and healing, but also encourages spreading pressure.

    I've give it a try with this perk many matches the last time you mentioned it, paired with that perk that changes hooks to scourged. And no, it doesn't work. I had better success with meme perks like agitation/oppression.

    Smart survivors will directly rush gens injured when they see this perk is in play, and only heal when it expires. With how vigil becomes extremely popular, it's gone away way too quick to be any useful.

    And after they healed up, they'll just take aggro and occupy the killer again. So your perk does absolutely nothing.

  • @TimberGoingDown said:

    You guys really went through with butchering the Clown.

    Franklin too... It was my favorite perk, and it's now completely useless :(

  • Because MMR exists. If you've been running meta builds, and suddenly you decide to try meme builds, you'll lose HARD because your opponent is definitely using meta perks at your MMR.

  • I love Wesker and Dracula, because they look really badass LOL. And they're pretty fun to play.

  • @AmpersandUnderscore said:

    There's one more component to macro that's missing here, which is related to strategy, but not identical. Essentially: how are you occupying the survivors' time during the match? How are you keeping them busy?

    Effectively, pressure.

    And although there are, unfortunately, a lot of people who think this is "pressuring gens", it's not. It's pressuring the survivors. The gens aren't the killers objective. At best, gens are an expendable resource for the killer, like health states or even hook states for survivors.

    Which is the main reason the devs have spent 2 years buffing chase and nerfing maps. Reduced chase times, means more time you can spend pressuring survivors.

    Also unfortunately, most killers use this feature to save time in chase with one survivor, to simply waste that time standing around a hook to tunnel them out, or camping because they can't find anyone else (or can't be bothered to look for anyone else).

    You can't really pressure 4 people at once as single Killer. Unless you're completely dominating all the chase, there'll always be someone on gen.

    1 on hook

    1 go for rescue/healing

    1 occupies killer in chase

    1 repairing gen.

    This is why tunnelling is extremely effective, since it removes one person from the game, leaving no one repairing gen, meaning you have all the time in the world to kill the rest of survivors. This is the BIGGEST pressure Killer can apply.

  • @TicTac said:

    Isnt that plain wrong? Yes, the yellow bottles are harder to use, but you need both to be good in chase.

    A clown who doesnt use the yellow bottles will never be a good clown. So you should invest the time if you want to play a strong clown.

    For example: i suck at Billy. Or better said at curving. So i get better results if i never use it and only backrev the chainsaw and use it for mobility. But thats my fault. I couldnt complain when they removed the charge addons and made the killer harder to use. (Well, was a overnerf at that time, but current billy is stronger than instasaw billy).

    Yes, you need both bottles to be a good Clown. I said that in my post.

    But I'm just totally sick of them going for "it's used more, so it's clearly too good, so we nerf it" route, again, again and AGAIN...

  • Instead of nerfing killers, how about we buff the rest of the D tier killers?

    We only have a handful of S tier killers, but there are over 10 or even 20 killers that desperately needs help. They need the attention much more than everything else.

    It's the same for perks. It's better to buff the 50 useless/niche perks to usable, rather than keep nerfing the better one.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955366#Comment_3955366

    no they are not, as if the survivor uses the "abandon" feature it is counted as a kill on our data.

    Okay thanks for clarification :)

  • @Coffeecrashing said:

    I'm not sure what is happening, but I think survivor abandons are currently not being tracked by the official stat tracker for survivors.

    Because I definitely recorded myself looking at the official stat tracker, then pressing the abandon button as a survivor in a normal game, and it has been 2 days since then, and the abandoned game never showed up on the official stat tracker.

    I need to run more experiments.

    Also, I checked the killer side, and if a survivor abandons, and the killer kills the bot, then it counts as a kill for the killer. So the kill rates might be fine, even though I'm absolutely sure the escape rate isn't fine.

    Wait.. that means Abandon now is basically treated as DC, but without penalty. So the result of said matches are all invalidated?

    Oh man what a bad way to implement the system LOL.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954376#Comment_3954376

    And why exactly do Killers have to slug for the 4K? Yes, Hatch, blabla. But if you get a 3K and the last Survivor gets a pity escape via Hatch… Do you REALLY think you did not win? Do you REALLY think the Survivor won?

    I had games where we did not do a single Gen and the Killer was still slugging me for the 4K. NOBODY would say that the Killer would not have won if they would have just hooked me and the last Survivor would have gotten lucky (because this is the only way outside of Hatch Offerings where the Survivor can escape via Hatch) for their pity escape.

    And why exactly do Survivors have to rescue in EGC for 4 Escapes? Yes, Gen's done, gate's open, blabla. Buf if you get a 3 escapes and last survivor dies by camping…. Do Survivors think they did not win? Do you REALLY think the Killer won?

    I had games where I got zero hook as Killer, and Survivors refuse to leave the game and still keep taunting me, purposefully looping around the gate just to exert their dominance. Yes you have won, then WHY are you not leaving?? I had to BEG them to leave by opening the gate myself to push them out, just to get T-bag GG EZ by a 4-man Survivor. Like WHY do they have to do this?

    PS: I always give survivors hatch if I have the chance, but I LEGIT saw the whole team saying GG EZ after I give the last one hatch. How do you feel if you play Killer? Just accept? Patience has its limits.

  • @Hexbadboy23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954396#Comment_3954396

    1. It has nothing to do with the map
    2. It has nothing to do with not liking which killer it is
    3. It’s because they slugged 2 people and went for the last survivor just to get a 4k which is unfair and dumb

    Unfair?? Really?

    From the 1st screenshot, you and the 4th guy was slugged nearly at the same time, as you can see the slug timer. So I bet you're probably both injured healing each other, and killer just found you, and down you both in 10 seconds. AND you're already giving up by not recovering, which is stupid.

    And from the 2nd screenshot, the killer got the 2nd guy just 30s after your first screenshot, so it doesn't take that much time either. Probably found him right after he downed the 4th guy.

    The entire process doesn't even take more than 1 minute, and you're already complaining?? God.

  • Springtrap's hatchet has no cooldown? Are we playing different game somehow?

  • @Aven_Fallen said:

    Immersion. Springtrap is a big and heavy animatronic, obviously he will not be quiet. And in fact, if you played or looked at some of the FNAF-games, the animatronics are pretty loud.

    And given that the creator of FNAF was very involved in the DBD-adaptation, it is not unlikely that this is how Springtrap is supposed to sound.

    (And I dont really understand why these discussions comes up so often. We had discussions why Demogorgon or Nemesis are loud as well… I mean, look at them)

    Are we really talking about immersion of all things, when Springtrap's scream doesn't match FNAF-games at all? Not to mention he's using a fireaxe that's completely fan-made.

    On the other hand, are you okay with its skin 'Glitchtrap' have much quieter footsteps because of immersion?

  • @DevLinky said:

    Due to how sound occlusion works in dead by daylight, this is just wrong. It's really not easy to pinpoint a location based on footsteps. Based on terror radius? Now that's more plausible, but doable with any non-stealth-chase killer.

    But I believe they might just see your big ears above the wall. Springtrap is REALLY huge.

    No I've played much more Survivors before actually buying and playing him, and I've definitely used that footsteps to mindgame him, and it works pretty well.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949156#Comment_3949156

    Nah, I blame the Killer if they decide to waste my time, because they think they did not win hard enough when they have 2 Survivors dead, one slugged and are still going for the fourth one at 5 Gens. Which is exactly what happened yesterday against a Vecna. Sure, our team played like #########, the Killer got a 12 Hook-game at 5 Gens. But is it really necessary to leave me on the ground for minutes? Even if the last Survivor would have gotten the Hatch (they did not, they got found eventually), nobody could deny that the Killer won.

    In general, Hatch Escapes are pity escapes and I personally dont care about them. I dont care if the last Survivor gets the Hatch or if I find it, it does not feel that I lost anything as Killer or that I won anything as Survivor.

    The only thing which I would blame the Devs for is that they dont allow to abandon in such a situation. But the Killer is actively wasting the time of the Survivor on the ground, just because they want to win more in a game they already clearly won.

    Yeah keep blaming Killers. That's what you always do anyway.

  • It tilts me a bit when I see comments saying face-camping in EGC guarantees 1 kill without any skill, where Survivors can easily make the rescue as long as everyone's still alive.

    As for slugging for 4k, I don't do it myself, but I can see why people do it, and I don't blame the killers. It's just the way hatch is designed.

    You guys really shouldn't blame killer players for making the optimal play. Blame devs.

  • @GeneralV said:

    Greetings, friends of the Fog! I hope this discussion finds you doing well.

    By now most of us have already seen that the Go Next Prevention mechanic was killswitched after the disaster that it caused when players got punished even if they did nothing wrong.

    But I think that raises the question as to why such mechanic was added in the first place. And the answer may be obvious at first: the "Go Next" epidemic and the sheer amount of games where players decide to suicide on hook.

    The answer is correct, sure, but I would like to propose a deeper discussion:

    What was the origin of the "Go Next" epidemic? Why did such thing ever existed in the first place, and how did it reach a level so severe that changes were made to fundamental aspects of the game?

    And if I were to share my own answer, I would say it was caused by a gradual deterioration of the survivor role. Because let's think for a second about the year I started playing DBD: 2018. Back then the game simply didn't have DC penalties, one could DC as much as they wanted to, with the only punishment being rank-related (the loss of a pip, if memory serves me right). And yet, people didn't disconnect like crazy every single game.

    It happened sometimes, of course, especially with OG Legion, but I wouldn't call it an epidemic of its own.

    However, back then there was more to the survivor role than there currently is. They still had proper resources, they didn't have to worry about waves and waves of gen-related killer perks, stealth was still a viable playstyle, killers weren't as oppressive, and the list goes on.

    But we all know that changed in more recent times. Survivors lost most of what they had available to them, and nothing was really given. They die more often, their objectives are harder to do (due to perks), and generally speaking they have a worse experience. It is a lack of everything, and it seems to me that was the primary reason for the massive increase of hook suicides.

    Let me know what you think, please share your thoughts, any feedback is welcome!

    Why do you think the "Go Next" epidemic existed?

    To be honest, the reason why Survivors didn't rage-quit much before was that the game was EXTREMELY Survivor-sided.

    I started playing when Spirit was first introduced, and here's what they had.

    • DS working on first down
    • DH for distance
    • Original OoO for permanent Killer Aura
    • Balanced landing has passive effect
    • Purple medkit gives 3+ heals
    • Insta-heal from dying to healthy
    • Gens go a lot faster
    • Much larger maps
    • Lack of reliable gen slowdowns (Best is Ruin, which is cleansed in 1st minute)
    • Etc…

    That was the time where Survivors can chill around maps doing totems, opening chests, and still can easily win against most killers. Why would they rage-quit when it's easy game?

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/448290/as-a-killer-who-doesnt-tunnel-camp-use-slowdown-perks-i-only-have-56-kill-rate

    https://us.v-cdn.net/6030815/uploads/DC9V9O65TTLH/screenshot-20250618-172414-firefox.jpg

    https://us.v-cdn.net/6030815/uploads/43W2RBVB6AR5/screenshot-20250618-172443-firefox.jpg

    I do the same man!

    I also almost always play hatch, and even if I win the hatch showdown, I also tend to give hatch/gate anyway. I also tended to let players go when someone on their team is sabotaging the games and trying to SoH... so given that, I'm quite happy with a 56% killrate.

    My Piggy is ofc also at a further Snoot disadvantage... 🐽

    You slacking on the bloodpoints though... cut coin troubles maybe? 🥺

    Which is finally fixed now! 🤘😁🤘

    Glad to see a fellow friend who plays the same ^^

  • @vol4r said:

    Well, my play time decreased from 50-60 hours weekly to 15-20. Note: I have 10k hours overall.

    I am more of a survivior player, because I play where queue times are good.

    Queues used to be good for survivior until 8pm (europe time) and then would be fast killer queue between 8pm to 1-3am.
    Now we only have survivior queues to find the games quickly. This indicates that people are giving up on survivior role.

    Killer games became easier and easier. On top of that, new killers become stronger and stronger, with a lot of powers in their kit.

    How is it fair to winning so many matches as a killer? Take me as an example. I am playing mostly survivior and yet I am able to maintain 70-81% killrate on all my killers, after 30/40 hours put into them! Even on the trapper I have 70.12% killrate! After playing him for 55 hours. That's ridiculous.

    https://us.v-cdn.net/6030815/uploads/6AYRE3G0Y3WG/image.png

    https://us.v-cdn.net/6030815/uploads/9BJI2H8II8P9/image.png

    https://us.v-cdn.net/6030815/uploads/MRZF0M1IKWNJ/image.png

    You do realise you have 10k hours in this game, right? Shouldn't it be normal to win much more than average with your experience?

    I have around 1.5k hours in this game, and even my top played killer has less hours than your 8th rank Nemesis, and I only have 56% Kill Rate in average. (I don't camp, tunnel, use slowdown)

    A top rank chess player can win against 99% of the people. Does that mean chess is imbalance?

    Just accept you're much better in playing killers than most people, even though you main Survivor, mate. You're just that good.

  • @thrawn3054 said:

    Nothing wrong with using slow down perks. Hell I'd argue it's needed if you're going to play without camping and tunneling.

    I just don't like slowdown perks in general, because it's just boring. Sure it'll always give me more kills, but I just don't feel satisfied with it lol.

    That's why I love info perks and agitation to help me get into chase faster

  • @Daniel_Silva04 said:

    It's quite common, 80% of the players in this game don't know how to do the basics. So it's no surprise to have a high kill rate.

    Well I thought 56% is lower than average haha.

  • @Crowman said:

    I think it's a bit unreasonable to expect any new killer being released at this point to have a fully unique power.

    While that's indeed true, but I expected to see at least some interesting part on him that'll make me buy the DLC. FNAF is a big license, and it shouldn't be this lackluster.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3933535#Comment_3933535

    almost as if the killer is the game master who sets the tone for the trial. not everyone is here sweating chasing an invisible number. some of us value fun

    I play xeno so people can have fun too

    But none of his kit are about being a game master. He's just a huntress with teleport, that's it. You play him just the same as every other killer, chase, down, hook, repeat.

  • @GeneralV said:

    Half of it is really cool, imo, I like the doors and the concept of the security office.

    But discount Huntress? So underwhelming, so disappointing.

    The exact same problem of not giving killers unique abilities, the very thing that has plagued Freddy since 2019. Hard to believe it was done again.

    Man I missed the original Freddy, it's such a unique design even for this day with 40+ killers. I don't understand why they don't want to bring him back.

  • @Caterpillar said:

    It's the worst anniversary chapter. We could had so many cool killer concepts but instead we got this.

    I always thought FNAF is more about scary/stealth/jumpscare (Didn't really know this franchise), but I never expected them to make it a teleport guy who throw axe, like it doesn't make any sense at all.

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