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Poochkips

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  • Lets be honest here. Freddy has/had? Marth Melee Grab/hit range. Still wondering how he can use the force and hit you from Narnia while green ping.

  • @Sonzaishinai said:

    Lucky break is about to get a buff that when combined with iron will allows survivors to just dissapear when they get hit. Which will be very problamatic.

    Thankfully killers have a perk that will mitigate some of the shenanigans from this perk that being spies from the shadow.

    Which brings us to the next logical conclusion. Yes, you heard it here first folks. Calm spirit will become meta!

    When they put it as only perk in the shrine last year's april fools we were all laughing. But who's laughing now?

    Even with spies from the shadows being a counter, most would rather complain about having to waste a slot for a perk that some consider "Sub Par" (Imo information is key, as a huntress main I run it just because it gives me an idea where I can throw hatchets) even though its a good "Counterplay option".. I mean, I've seen people run Adrenaline, Poised, Babysitter, and Distortion all in one package. Plenty of disappearing, but it's not really hard to get back on track of them. I'm curious how the new stuff will play out. I already have a bad time with Claudette's who play Blendett lol.

  • As i get insta mori'd by myers within 3 minutes of a match because he brought mirror

  • Freddy still has Marth Melee grab range....Man can hit you from Narnia

  • Every time I watch people play or play survivor, and get a killer who tunnels or camps even when you don't BM or do anything, makes me think about how DS will probably never get changed. It's kind of sad because I feel like some do it to be jerks because maybe they had a bad match and are ironically taking it out on the next one, or because they're not confident in their ability to win chases and feel they have to stay near you or else they wont have an edge (Which ironically gives survivors the idea that these types of killers are toxic)

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1819537#Comment_1819537

    If something is too strong to the point where you need to throw away 1/4 of your build as killer as a "counter" then something should be done about it if its against survivor its more acceptable because they have 16 perks between them

    Its not the counter perk people think is dumb its the throwing away 1/4 of your perks as killer which are more impactful than survivor perks and you only get 4 of them

    Remove the perk then, because the perk is doing what it's intended to do. You have too heavy of a prerequisite on the item as it is. Gens need to be done AND people need to be dead, or you need to be the last survivor left and the killer has to have found the hatch first. I think the most they can do as it is, is to allow 1 person through the hatch at a time. That only makes it so the last 2 can really get through. Even then though, with how they buffed Franklins, it's good because you can see where the item is on the ground, so you know if they are going back for it. It gives you information as well. It's not nearly as bad as people would think it is. And yes, you are going to have more perks from survivor side. It's 1v4. Unless they magically allow killers to have 6 perks, it will be hard to find a way to nerf keys.


    Survivors have perks that are intended to counter killers abilities too. Thats the reason its a perk. It's used to give you an advantage in some way....

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1819519#Comment_1819519

    lol just throw away one of your four perks to counter my one item while I also run 4 meta perks,

    sounds balanced to me

    Thats the point of the perk. Might as well just remove it cause whats the sense of a counter perk if everyone thinks its dumb...

  • @bjorksnas said:

    So in the 1v4 asymmetrical game not only does the 1s special offering that is only found every now and then in late game bloodwebs and not at all ingame through chests and luck, but also it is effectively somewhere between useless to a waste of time, With keys on the other hand even if they are nerfed to close the hatch behind the one person escaping, they are still

    An early escape

    A free 2 man escape at 3 gens done because the hatch opens for the last survivor

    Able to be found in chests and have perks that increase the likely hood of finding them in chests

    Able to have a team of 4 bring them in with no actual way to challenge them now other than throw your build into the trash for franklins and hope one or more isn't immersed the entire game, and if 3 or more gens get done by 4 people (childsplay) late game is just going to become a bunch of immersed survivors looking for their easy escape

    Literally the only nerf you could do with keys that could be on par with moris would be this

    Keys now only open the hatch if you are the last survivor

    But knowing the devs this is highly unlikely so for a while we get to deal with keys running rampant, which is why the community was asking for both at the same time not one or the other

    This logic is.....contradictive thinking. Mori's do literally the exact same thing. End the game prematurely for the survivor you mori. not only that, it puts them on the back foot extremely easily with how easy it was to get it off. Keys have a prerequisite that needs to be filled, and even then, it DOES have counter play....unlike mori. Keys DO have franklin, like you mentioned, and rarely do i see a build that relies so heavily on 4 perks in perfect synergy unless they're the usual meta perks. Regardless of even that, the initial point is your complaint is that survivors can end the match prematurely. Again, so could killers with old mori. It immediately put any survivors into a massive disadvantage, and sometimes it can be within the first minute or two if you have a competent killer player. I rarely run into a scenario where I get a key used on me. It definitely has happened, but rarely have I had it where 3 survivors go out a hatch with the key. I mainly see this issue when its a group of SWF players. So nerf SWF, not the keys. SWF has and still is a huge problem...

  • My baby the pig. I hate that her traps are very limited. I mean At least make it so she has 1 or 2 that she puts on people, and that she has to go to where they were removed to grab them again. I dunno. That or give her something other than the reverse bear traps. I love my baby, but shes overshadowed by other killers hard :c

  • @rafajsp said:

    I really don't get yet the nerf on keys.

    What's going to happen ? Do 5 gens, gate and then scape and use key ? (Joke)

    Really what is your opinion because i never care about keys and i completely don't understand the rages.

    Only thing I can think of is one person goes through the hatch. Although it wouldn't matter if say there were 2 survivors left, one uses the key, then you still have the same scenario and the killers who hate it will still feel cheated. It already has a much harder "Match ending" requirement than Mori ever did. I think Moris should at least give bonus BP when you do it. I mean, all it does now is cut down on travel time to hooks.

  • @Clockso said:

    too strong, imagine charlotte running bbq, thana, sloppy, corrupt and victor runs undying and ruin.

    Maybe we can limit what he can use? Well...nvm i guess it wouldnt matter who runs what... Darn....

  • Alt F4, Turn off console. Wouldn't matter

  • @Xzan said:

    Key nerf next pls. :)

    Unlike Mori, they already had a big condition. Like most issues, it's really only a problem when its SWF. So maybe nerf them in SWF. The only time i ever got screwed by a key was when I shut the hatch and as soon as I shut the hatch the survivor literally reopened it and left. I laughed at it too because it never happened. Aside from that, Keys already have a counter. Franklins, Mori, they need to have people DIE to use it and have to have gens done on top of that. Keys are not nearly as much a problem as mori. I do however, believe that if they're going to nerf them, speed up the animation or award extra blood points for getting a mori. It's now literally only a flashy way to finish someone.

  • I don't like his Melee Marth attack range. Freddy players with a 30 ping still hit me from narnia when im on survivor.

  • Problematically, Victor enables fiercer camping. And Devs have already said that "Its a legitimate strategy" Sooo take that as you will. I think the twins just excel at it

  • @Tubby_Squirrel said:

    Hardest part of playing survivor isn't escaping the trial. Its escaping the que XD

    I can agree to that. I'm not BAD on survivor, but im not great. These ques...are horrid....(Also i can't throw things....not nearly as satisfying throwing a pallet compared to a hatchet xD )

  • Wouldn't say MAIN MAIN, but she's my current next in line after huntress. She's still fun even with the limitations. It still feels good to hit people after blink

  • Kinda hard. Today was my first day back. Had several bad games where the killers just camp and tunnel as survivor, and the survivors just BM as killer. Yeah im goin back on break. Hate this game

  • Freddy's force hand would like a word. That man can hit me from Narnia with his magical reach at 60 Ping.

  • Console killers are some of the saddest, campiest killers i've seen. like 60% of the games i've played survivor side for PC, half the people have NoED and can hardly secure a kill without camping/tunneling hard. And then some of them have the audacity to PS4 message you if you lose and try to taunt you. (Had one freddy with the force reach - green bar ping of 63- who hit me from 6 miles away, at the end of the game for whatever reason decided to message me and said " Get outskilled" when he tunneled me off hook both times and I was his only kill. Everyone else got out. He focused me for 5 freaking gens. Teammates even tried to get his attention.) I just blocked him and moved on, but jesus. Also, huntress for PS4 Xbox is DUMB hard to aim for me. PC baby on that one.

  • @Masochistic_Killer said:

    Hatches need to be removed from the game with keys, earn your wins. Moris are fine and already come with a steep BP penalty for use. Deer Hunter and Whispers should be killer base kit.

    https://memegenerator.net/img/instances/63086447/kthxbye.jpg

    PLEASE tell me this is bait....because if you're going by THAT flawed logic, mori's need to go. Earn your wins. No reason you should get easy insta removal from the game for something as easy as redowning the same survivor twice. That's dumb logic. That's hardly earning a kill... And the BP penalty is not nearly as bad as you say it is. I've mori'd 3/4 survivors on huntress and sit around 23K+. Nah it's not that heavy. Deer hunter should NOT be killer base kit. Just remove survivors ability to crawl if that's the case. Whisper...eh. Make it momentum based.

  • @MadLordJack said:

    Uh... What perks have had their synergy nerfed? I'm genuinely curious, I cannot remember a single killer perk nerf except Ruin, Hangmans and Gearhead, and they never had synergy with other perks to begin with.

    Your question will probably be ignored out of bias and the fact any nerf in anything killer related has half of us screaming. I've seen plenty of survivor nerfs for skills in general. Not sure what OP is referring too. There are a LOT of killer synergy perks that haven't been nerfed. I can name over 10.

  • @Pipefish said:

    A second chance perk that literally triggers every forty seconds. Who thought this was a good idea. My suggestion is to have it give you the broken status like no mither. What you all think ?

    Please go watch any decent player and you will find this perk is decent and not OP. The only time its ever a problem is if you're swing happy. Most people who use their head just walk on your rear until you use it. Its so easy to counter and its so predictable.

  • Coordinated survivors can still just body block while one person destroys it. I mean, they already do when people run Thrill with any other hex. Sooooo (Only time it wouldn't work would be bubba)

  • @Pryzm said:

    https://forum.deadbydaylight.com/en/discussion/comment/1551024#Comment_1551024

    Actually, TotH, Undying, and DH or HG or NOED are a great combo. Explosion goes off, you see the aura, and Thrill adds time to cleansing. So it takes longer to cleans, I can see you for 6 seconds and am notified when you are touching it. I'll get 2 HG out of it, or 3 DH, or 3 NOED, depending on some RNG.

    Forgot it does that....good point. Well shoot. I use huntress so i'm personally not sure i'll really run these new perks on her, but I also use Pig and Clown so I can see myself using 3 of these for them... ooh I can run Devour, MYC, Undying, ToTH. That seems like some good synergy (MYC for the first 4 unhooks basically lol)

  • @Clevite said:

    Haunted grounds ruin and undying should be a fun build

    Toss in devour hope. Thrill of the hunt has literally become obsolete lmfao

  • Because there are only 2 options in the game

  • @MalEducado said:

    For me is too easy to play as a survivor, the only thing I have to do is Camp palets while my partners rushing gens , or rushings gens while my partners camp palets... rank 3 in 35 hours ... It was too easy

    This is an extremely low quality bait. Face my Huntress. Please camp a pallet for me.

  • I don't understand why this game even has FPS issues when you look at other games way more graphically heavy and they can run a smooth 60 FPS. This game is PS3 graphics at best and runs like garbage on the PS4 (I play on both PC and PS4, but feel better about playing on PC because my frames stay at 60.)

  • Dont understand why they dont just run Slippery meat/DS/SoulGuard/ Unbreakable.

  • @Charslamedher said:

    The fact that i can't give or receive BT from cages, or no one gets DS out of them is trash. Most pyramids go straight for the cage after because there's absolutely no downside or punishment for being a tunneling pos.

    Most pyramid heads don't. They leave the debuff on you and wait till you're on last hook then fast mori. What type of pyramid heads you been running into?

  • Hmmm Nah

    You just need to think outside the box.


    Heres some of the ones I like combining.

    Ruin/ Surveillance

    PGTW/ Overcharge

    Thanataphobia/ Sloppy Butcher

    Any Hex & Thrill of the Hunt

    Devour Hope/Make your Choice

    Fired Up/Brutal Strength

    Nurses Calling/ Coulrophobia/ Sloppy Butcher

    Save the Best for Last/ Dying Light/ Furtive Chase/ Dark Devotion

    Discordance/ Corrupt Intervention/ Surveillance

    Iron Grasp/ Territorial Imperative/ Monstrous Shrine/ Agitation

    Agitation/ Unnerving Presence/ Distressing / Coulrophobia

    Iron Grasp/ Mad Grit / Agitation

    I'm sure there are plenty more. I'd just have to think of some lol.

  • @Pipefish said:

    No killer is complaining about DS anti tunneling. They are complaining about DS 60 second invincibility. You could slug but most of those survivors also happen to have unbreakable. Literally no counterplay...

    I think DS needs to be maybe 30 seconds at best. However, I feel a lot of killers won't give a damn about how low they reduce the timer on it unless it's the length of borrowed time. I think it would be hard to adjust this perk without making it broken, or useless. I mean, if they reduce it down to 30 seconds itself, i feel like in the time it would take a killer to chase and redown the survivor, you'd never see DS used because of how short the time would be on it. Unless the killer is literally breathing down your neck and your teammates save you off hook in front of him, I'd think DS would probably never work.

  • "Holding a button on a gen, looping a killer" - These two right here are what a lot of killer mains sling as insult to the survivor side. I find this a tough topic on getting bored of it because if they make the mechanic to complex in a game where the killer is going to be monitoring gens, it could make it very difficult to get anything done in general. (I personally would love to see like a button sequence they have to press in a timed manner like multiple inputs or fail a skillcheck) They already had issues with the games difficulty (I felt it would be harder on PS4, Xbox, & Switch) in the guise of Hex Ruin before it's nerf/rework. As newer players would run into it a lot due to the absolute abysmal matchmaking. Giving them issues actually getting skillchecks done while still learning. That was the closest I can say they really got in terms of any kind of skill or focus necessary. It could potentially scare newer players away for the reason of being to difficult to learn.

    " Killer felt really stressful in a majority of games." This is controversial as it varies person to person on their experience. A lot of killer mains will in fact say this, while a lot of survivor mains will say the opposite (Example: playing killer is not stressful because you are the presence on the map)

    My take (*Huntress, Pig, Clown main) the game is only stressful if you care really badly about getting 4 kills. 2-3 Kills in my opinion is still a win. It's honestly about strategy and perk synergy to me. You sadly have to accept that a lot of the time in this game, 2 - 3 gens will be done within the first 3 minutes or so (You have to bring perks these days like Corrupt Intervention, etc in order to actually prevent this sometimes as it gives, at least me anyway, enough time to usually find a person or two and sometimes you can get a lot of mileage out of it.) - but again it varies from person to person.


    Also....No tutorial? Yes there actually is. Albeit they do not force you to actually play it, moreso seek it out if you wish to understand the game a bit better. Even then, what you can takeaway from that is not exactly the most helpful as I feel it doesn't really teach you the essentials. This game doesn't really hold your hand. It kinda let's you figure it out on your own through trial and error.

  • @Canas said:

    So apparently I managed to tunnel THREE survivors at the same time just for them to trigger Decisive Strike right at the opened exit gate when I tried to pick them up. Very balanced, really.

    Are the devs trying to tell killers to only play with ebony moris now to prevent this kind of abuse? When will this problem finally be addressed?

    Survivors can always just jump in a locker and have you grab them. Same results honestly. That's like saying "Are Killers telling all survivors to play with only Keys?"

  • Fix my pig. Do something about the traps, maybe she can go to the bin at which they were removed and grab them similar to trapper, but make it take slightly longer to detonate. Etc.

  • crutch perk thats easily countered 30%ish of the time (my number from usage) not only that, I play huntress mostly and it doesn't work with hatchets, so nah

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1497592#Comment_1497592

    Lol he can't turn as sharp because if he does the large saw hitbox will hot the obstacle..you can also try dodging the saw during the wind up,it'll get you some free distance..or you can just cycle between windows..then his saw is useless altogether

    I Watched people chainsaw through preschool just fine. Dunno about not being able to clear them corners

  • Run distortion with it and its actually really strong as neither you or the person you refused leave scratch marks for 10 seconds basically

  • @bjorksnas said:

    Here are some reasons I feel that killers should see if survivors are swf

    1. The ability to bring the appropriate power level, 4 solo survivors most people are happy with a mid tier killer with brown or yellow addons but then every now and then they just get absolutely destroyed by a swf because they had no indication of knowing. With this change it would allow killers to be better prepared with addons to bring what they feel is an appropriate power level or stay the same and take on the challenge.
    2. The ability to not bring dead perks, perks like knockout that have niche usage but get absolutely bodied by swf can now be substituted so the killer doesn't feel bad that they have to play the match with 3 perks. With this change it would tell killers you might want to substitute niche perks for a different one that isn't countered by swf
    3. It would give killers trying new killers a fair chance, the first experience with a killer for people is usually the most important this will tell them if they have a fair stomping ground for their first time out with a new killer. With this change people might try new killers out more often and broaden their horizons.
    4. It lets you anticipate a map offering, most 4 man swf groups bring map offerings like ormond, coldwind, and haddonfield to greatly increase their chances of winning or provide powerful synergy with all survivors on the team knowing they are a swf will help killers anticipate a map offering and maybe try to counter it with their own.
    5. It lets you know if you should dodge a lobby, people who aren't confident in their abilities as killer might be turned off from the game if they get curb stomped too hard by a swf in the middle of their gameplay being able to see if its a swf will let the less confident killers find another lobby where they might feel they stand a better chance.

    There are other probably better reasons but I feel that this change would help out a great many killers

    1) No because often more than not people bring the killers they want to or high tiers as it is. Some people runnkillers for fun, but if you care more about what's good more than fun, you're going to play whats good anyway. So I dont understand the point in this one. I play pig even when I see a 4 man swf, shes not great, but I have fun with her more than say Billy or spirit.


    2) Dead perks? The only time anyone's gonna run "dead perks" is if they're only playing for fun anyway or builds that have synergy. Example being oni with KO and DS etc.


    3) killers trying new killers a fair chance? What. Just what.


    4) I've personally never had a problem with SWF bringing offerings to those maps. Not saying it never happens, but definitely don't think its as bad a problem. The maps are very iffy as it. If youre going to anticipate map offerings for problem maps, the devs should just look into fixing the maps. Not only that, just like there are survivor sided maps, there are killer sided maps as well.


    5) just be real here and say that 1-4 should be void and that you should just be allowed to lobby dodge rooms because that's really what this is all about


    The devs should just make a toggle switch where you can choose to play against swf or not que against them. Some people care others really don't. Only time I hate SWF is when they're overly toxic. Then again its DBD. Both sides are toxic as hell.

  • @gatsby said:

    I just had a Rank 1 game where a SWF had a full team of For The People and Soul Guard. It's kind of nasty tbh. Especially since they were running flashlights. If you slug for even a second, they'll pick them up in your face and bodyblock with Soul Guard. But if you insta-pickup then you're probably gonna get hit with a flashlight.

    This is only an issue at like the top 0.1% of Red Ranks, but good lord is it toxic and hard to deal with.

    I figured it was more a counter to NoED imo. The only time I see people sluggin is endgame anyway. I do think the BT effect that it gives upon recovery is a little nuts, but SWF is the problem, the perk just amplifies it sadly.

  • If its only for last downs go for it. If it removes regular mori from play I'm game

  • Pc runs way smoother while the pathetic excuse for the ps4 version has a seizure running through cornfields. This game is not optimized for cross play and the advantages of pc would be just way to huge.

  • Myers had a throne? For being sexy? Heck no. If anything freddy takes the cake for sexy

  • @FlamingkittyUmad said:

    https://forum.deadbydaylight.com/en/discussion/comment/1306041#Comment_1306041

    That's what you took from that? I told you using 1 perk to counter 1 killer is a terrible idea and you thought that means "All perks should do nothing"?

    No, you didn't even bother reading my other comment, you literally skipped it over and thats your issue. And just like someone said, people are giving you solutions, and you just bring up situational stuff, so what exactly are you looking for here 100%? Because this is just going to be talking in circles...

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1306007#Comment_1306007

    And during that time, what are survivors doing? Staring at the killer while he does this? Or are they repairing other gens? It becomes less time efficient for a killer to do that unless it is some key gen required for a 3gen.

    From what I'm reading, he wants 100% counters to perks. His comment to me was basically if you brought calm spirit its a wasted perk slot (in regards to it being a counter to doctor). So basically, if I'm following the established logic, or at least how I perceive it at the moment, if you bring a ability that counters a killers perk 100% its the only way to be viable. If not its a waste if its not a guarantee, so if we go by that logic the killer would have a wasted perk slot because their perk would be useless....so the killer would have a wasted perk slot if it could be countered so easily. So its not fair to the killer then.


    Its like how killers complain about DS having no official counter and people say "just don't tunnel and its a wasted perk" or NoEd and "just do bones" etc. There are so many variables.

  • (Weird my comment vanished after I tried to edit it...)

    so...thats like saying you bring DS to stop tunneling, but if the killer never tunneled, you wasted a perk slot...sooooo....I mean you can say this about a lot of perks because perks are a contengancy plan. Also calm spirit counters freddy puddles, counters killers who use spies from the shadows etc...against doctor you don't even scream making one of his benefits to his ability worthless because it doesn't show him where you are.. unless you're looking for a way to shutdown a killer completely, thats just ludicrous...there's variable usage to it other than just does 1 thing....and yes LoSing any killer with a projectile is the more efficient way to counter them. Their drawback is the fact they have to aim. If and when deathslinger misses, they have to draw their line back and reload before they can do it again. Every single time.. Same with huntress, if she misses she's stuck being an M1 killer till she breaks chase to get more hatchets. The point of them is to reward for skilled play. Huntress can throw hatchets through tiny slots in fence, holes, etc...watch Ralph play huntress and she will look like the cheapest character in game. And even if deathslinger can shoot through tiny holes you act like that's some easy feat. Try it for yourself if you haven't and show me the results. Its really not as easy as it sounds.


    So tell me, respectively, how I'm very wrong. Because there's a counter for everything in this game. Some are easier than others. Its a matter of preparation and knowledge. No killer is so strong they have no counter. Nurse died a long time ago for that ship and its been sunk for a little bit lol

  • @FlamingkittyUmad said:

    https://forum.deadbydaylight.com/en/discussion/comment/1305849#Comment_1305849

    Calm spirit is not a counter, giving up an entire perk slot just to counter one specific killer is not good at all. Huntress's hatchet has a larger hitbox for colliding with objects, not to mention the fact she has to go to a locker to reload and she has a functioning terror radius. Death slinger's clothing is highly camoflaged, his terror radius is already smaller than normal on top of the barely audible music they decided to use for it, and deathslinger can shoot through tiny holes- even the holes in the wall of the killer shack can be shot through. and deathsliger doesn't need to aim, he can just quickscope and fire a shot instantly, while huntress has a minimum windup time and THEN a charge time on top of that to throw the hatchet straight and fast.

    Final point, not even breaking LoS on deathslinger is a viable counter because the seocnd your hand peaks out around a corner (of course, you can't control that, survivors are practically A-posing.

    So, respectfully, you are very wrong.

    No...thats like saying you bring DS to stop tunneling, but if the killer never tunneled, you wasted a perk slot...sooooo....I mean you can say this about a lot of perks because perks are a contengancy plan. Also calm spirit counters freddy puddles, counters killers who use spies from the shadows etc...against doctor you don't even scream making one of his benefits to his ability worthless because it doesn't show him where you are.. unless you're looking for a way to shutdown a killer completely, thats just ludicrous...there's variable usage to it other than just does 1 thing....and yes LoSing any killer with a projectile is the more efficient way to counter them. Their drawback is the fact they have to aim. If and when deathslinger misses, they have to draw their line back and reload before they can do it again. Every single time.. Same with huntress, if she misses she's stuck being an M1 killer till she breaks chase to get more hatchets. The point of them is to reward for skilled play. Huntress can throw hatchets through tiny slots in fence, holes, etc...watch Ralph play huntress and she will look like the cheapest character in game. And even if deathslinger can shoot through tiny holes you act like that's some easy feat. Try it for yourself if you haven't and show me the results. Its really not as easy as it sounds.


    So tell me, respectively, how I'm very wrong. Because there's a counter for everything in this game. Some are easier than others. Its a matter of preparation and knowledge. No killer is so strong they have no counter. Nurse died a long time ago for that ship and its been sunk for a little bit lol

  • @Reinami said:

    As both killer and survivor i find it absolute bullshit. Happens in a good chunk of my games. When someone does it, either because they don't like the killer or they don't like that they were first downed. It completely ruins the game, basically guarantees the killer will win, and also makes the killer lucky to black pip. It's bad for everyone in the game and there is no excuse to not treat it the same as a D/C

    I've only seen happen to myself a couple times when I'm killer when they think I'm tunneling, but I totally get why they do it. Its a part of the game sadly. In higher ranks I don't ever really see it. In low ranks its kinda frequent

  • Doctors counterplay is actually calm spirit. Deathslinger is no different than hatchet from huntress. If you get hit by his wellaimed shot, and get dragged in, well that's between you and God (and deathslinger). That's like saying if a huntress hits you with a hatchet you should have a chance for the blunt end to hit you instead and do nothing because why not. The killer had to aim which means if they miss they have a long delay in between and a wasted attack.. The only thing you can do is LoS that's the counter..


    The only ones I kinda see as a viable point are Oni and somewhat of pyramid head (although the mori is the least of the problem because its only usable under 2 conditions...which all mori should be like this tbh. 1 being last hook, 2 being the new status condition that has to be on them to do it.) Oni is way easier to get 1shots on just from use, and his tracking is extremely good. He's a better tracker than most killers and has as good of mobility as Billy, but honestly. If you know how to run a jungle gym on him, most Oni get screwed.. As for Pyramid head, the only thing that I find a little perplexing is his ability to ignore a lot of mechanics, but he's on PTB. PTB is made to test out and leave feedback...its also only day 1. If you see the problems, leave suggestions.

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