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I think it's worth mentioning that an Unknown wearing the cheerleader outfit and tunneling someone with a pride flag does not mean they're being transphobic. When the whole Leatherface masks drama happened, a video talking about the issue was posted, and some content creators claimed that the Bubba was being racist because they tunneled a Claudette. In reality, a lot of killers tunnel regardless of the survivor. It's more likely that the killer just wanted to tunnel someone (a common occurrence in DBD) rather than they are being racist/transphobic. Of course, if someone has a transphobic name or says something transphobic in the post-game chat, then yeah, they should get banned. But calling for the ban hammer on whoever runs that outfit and tunnels someone is not the way to go, especially when the pride charms are so unnoticeable on the survivors that it's almost impossible to tell what they have equipped.
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Bruh. We all love the licenses but its not that easy to just make skins, they said it already. You sound really entitled, they cant just come up with a skin and add it just like that
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This map is huge, one side has the main building with horrible pallets, and the other area, with the statue, feels like it has three times the amount of pallets it should have.
It feels extremely unbalanced because gens spawn all in the statue area, but the map is so big that they're really far apart anyway, and survivors have over 15 pallets to run and waste. On the off chance you run out of pallets, you run to the main building because the killer can't chase there, or they'll be leaving every gen in the map unattended. It feels awful to play.
As a killer, you HAVE to break the pallets because there are a lot of long walls anyway that survivors can use to make an unsafe pallet safe. The two-pallet combo that was introduced for this map is completely horrible, and it's clear no one misses it.
This map is paradise for Hold W gamers. There are tons of pallets to waste, and you can drop five in a single chase and still have plenty in the same area. Not even Gideon feels this awful.
As an m1 killer you can not chase a survivor in the statue area if they're running Windows of Opportunity because they can chain pallets forever, and when you're forced to break them they can just run to the main building
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Pretty Survivor = Popular Survivor
More people willing to buy skins and mix and match
Uglier Survivor = Non-Popular Survivor
Less people willing to buy skins, let alone even play the character
Sable was literally made to be pretty and sell skins. The 'goth' theme is pretty popular, I literally haven't seen fewer than 3 Sable Wards per lobby yet. Haddie is, objectively, an uglier survivor, and despite BHVR's best efforts, people just don't want to play as her. Why wouldn't BHVR learn this lesson and keep making skins for characters that aren't being used? They have the stats anyway, they know who is popular and who isn't.
It sucks but it is what it is. You call it 'bias' but it's just a business model.
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It's too easy to get out of the Weakened state, especially in maps where there are open areas and short wall loops (like the new Greenville Square). It's too easy for survivors to loop or hold W while looking at the general direction of the killer. This, coupled with the cooldown of the power, sometimes requires a quick shot because you know they're just about to break out of Weakened. Maybe survivors shouldn't be able to stare down the killer and lose the state if the Killer is carrying a survivor or something. There are many scenarios that give survivors a free stare down, even breaking a pallet in a chase is enough so that when you get closer they're already out of the Weakened effect.
Direct hits are less rewarded than "close call" hits. In fact, direct hits are barely rewarded since most of the time the UVX goes right through the survivor and the AoE doesn't affect them. The hindered effect, sadly, isn't even enough to close the distance anyway, so there's literally not a single scenario where it's worth going for a direct hit. I think Direct Hits should be buffed so that more skilled plays are encouraged. I've literally had cases where I sniped survivors from very far away, but the UVX only hindered them. In my opinion, it would've been better if the UVX exploded on contact with a larger area of effect, so you're encouraged to go for more skilled shots.
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It's really about moving forward while breaking line of sight as much as possible, but you have to balance it, or you could lose a lot of distance depending on the map. Sometimes it's worth losing Weakened if that grants you an easy m1. Hitting shots isn't as hard as long as the survivor isn't too far away or too close, and the "bubble" UVX creates on impact goes through walls, so you can use it to your advantage on tight loops. There aren't many pieces of advice you can get because he's a very mechanical killer, it comes down to getting used to it.
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@GoodBoyKaru said:
As far as I know, yes! The voice actress for The Unknown is Zoey Alexandria and she voiced both male + female voice lines for The Unknown, so I can only assume that at least one of the skins will have them.
Yep, just confirmed it. The Ultra Rare cosmetic has the same voice lines but with a feminine voice as the most distinguishable one
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I don't think it's fair technically since there's no counter for it, but it's so rare and by the point where survivors can use it the game is pretty much over already, so I don't think it's a big issue. Still, it would be fine to get a QoL update where the killer's action overrides the survivors', like kicking a gen should take priority over repairing, or injuring a survivor should take priority over destroying a pallet (there are a lot of cases where things like chainsaws or Blight's rush hits destroy a pallet instead of hitting a survivor that's right on top of it).
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@Nebula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672670#Comment_3672670
Stats should not be the focal point of balance changes. If this was the case Nurse would be getting buff after buff every patch. This Huntress change could have and should have simply been adding more lockers to maps that are sparse with them as this would buff not only her but Trickster and Dredge as well.
Adding more lockers to maps isn't as simple as you say it is. First off, it'd clutter up the maps even more than they already are. Second, lockers interact with every killer, whether it's the Huntress or not. This means survivors would have a lot more places to hide or dodge killer powers like chainsaws or Myers' Instakill. It would also indirectly buff other locker perks, such as Head On or Ultimate Weapon. So, making a change like this isn't just a matter of "let's just add more lockers!" There are a lot of other implications to consider.
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Your anecdotal evidence trumps BHVR's stats, you should contact them right now so they can cancel everything before it goes to live!
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Feng Min with 80% death rate considering every new player uses her
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@BubMickey07 said:
I love using this perk as killer its literally amazing but I honestly I feel it needs a nerf
I feel when you hook someone with pain res on a sh that hook disable the ability to use pain res on that specific hook you still have three other hooks to use but when you hook someone on the sh it disables pain res on that hook untill there's no more tokens left
It gets pretty annoying having a Gen 99 then the killer uses 3 tokens and takes 75 immediately cause he letting survivor take turns going on that hook
If you actually used the perk, you'd know that this would make it so Pain Res is only usable 1-2 times per match. In most cases, Scourge Hooks spawn too far away from where the match is being played, so there are hooks that you literally won't even reach the whole match.
Pain Res is a strong perk because it makes the killer NOT tunnel if they want to get value from it, and it's in a pretty good state right now, there's no need to change it
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People don't get banned for it, but if EAC one day decides that it's a bannable offense, you'll get banned. I don't think it'll ever happen though, since they're just PNGs and EAC wouldn't be dumb enough to ban a good portion of the player base for it. It's no different from deleting the mp4 file in the game files so that the intro video is skipped automatically, basically a minor thing that goes unnoticed
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Yeah, I agree, there's a lot of information to learn about the game, and unless you have a friend or a video to explain it to you, it can be impossible to figure out by yourself.
Sadly, BHVR outsourced their tutorials to the community a long time ago. I'm not sure how long you've been playing this game, but a custom tutorial for each killer is just not something BHVR would ever do, so don't even expect it to be a thing.
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NOED doesn't "reward" the killer for playing bad, the end game is just another phase of the match, and a lot of perks are aimed towards it. Also, against good survivors, NOED only turns a 0k into a 1k.
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@BlightedDolphin said:
I honestly like it for both sides but it could use some changes.
- Reduce the amount of pallets but make them safer
- Remove the window near the portal
- Make the hallways wider or less cluttered so killer powers don't cause fat shaming spots
- Open some of the doors so that there are less dead ends
- A hook should spawn on BOTH staircases at all times. If only 1 spawns and it is used you can't hook anyone upstairs.
- Add something actually useable upstairs for survivors
Tbh I think bigger changes need to happen. I think they should either remove or rework the upstairs floor completely (as of right now, there's literally no reason as Killer to go there unless you're already chasing an injured Survivor and can guarantee a quick down).
The portal area also needs some work, the gen there is too safe, and the window is really strong, specially considering it's in one end of the map.
Also, I think some of the square rooms could be straight up removed to leave more open areas, fill them with smaller tiles and pallets instead, kinda like The Game does it.
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@Norcheron said:
Unknown already was very oppressive on PTB, he really did not need those buffs. BHVR in general has been very overindulgent when it comes to killer buffs lately.
Very oppresive? It took 4 hits with his power to down a healthy survivor lmao
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669672#Comment_3669672
Well you're literally explaining how beginners are experiencing skill issues so they should buff an A tier killer - you do realize this, right? It's like saying beginner survivors are struggling, let's buff them because some maps are killer-sided. You're not addressing the main issue of map-dependency with these changes which is what you're arguing it does.
If beginners are struggling, they better learn just like everyone else has to instead of getting things handed to them on a silver platter. If you can't put in the effort, play an easier killer.
The struggle of beginner players is definitely one of the issues, yes, but Huntress is still heavily map reliant. This buff makes it so 1) Newer players have more learning room (while at the same time, veteran Huntresses won't notice too much of a difference) and 2) Huntress is now less map reliant because you can use your hatchet at more tight loops or on maps where there are a lot of obstructions.
Of course this will make her more reliable across the board, but it's a nice change considering that otherwise, a lot of the maps turn you into a slower m1 killer
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I'm not a dev, but if I had to guess, I would say that Huntress is being buffed because she's a free Killer that new players are struggling to win with. There are undoubtedly really skilled Huntresses out there, but I believe the majority are newer players who struggle to hit more than one hatchet per reload or are just average players. I think the really god Huntresses, the top-tier ones, won't even notice the buff that much. The 10 hatchet capacity is too much though.
I used to main Huntress but had to drop her because there are more maps where she is useless than maps where she isn't. I believe the increased movement speed while holding a hatchet is reasonable because of these map issues, it will definitely reduce her reliance on specific realms.
I don't really see why this buff is so outrageous, her numbers are being increased to keep up with the current state of maps, as she is one of the most map-dependent killers. Other killers should receive a similar treatment so that you don't immediately feel powerless as soon as you load into a match and see a map that literally counters you.
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that's what a trap is... it's supposed to be hidden, otherwise it wouldn't be a trap
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@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669095#Comment_3669095
Can you show me a recent 50-100 solo queue escape streak video?
The 200 wins was done by the best team in the world, and they had very soft ruleset with 3 people out. Killer winstreak are usually 4K and some even prefere 4K before last gen pops. And 200 wins is for killer not much. Even Pig and Myers streaks close to that number.
Is winstreak telling the full story of ballance? No, that would go to far, but it is an indicator that killer can get wins more consistent.
"Killer can get wins more consistent"
Because the killer is a single person, while the survivors are four, it's more likely for the survivors to have 1-2 bad players that the killer can take advantage of to win. This is also the reason why there aren't as many survivor win streaks, as it's harder to get four people to consistently play 100 matches.
Also, considering that winstreaks happen in the normal queue, there are always survivors going AFK, throwing, not playing at their best ability, etc. I've had survivors DC as soon as they see a Killer they don't like, or if I down someone quickly because I'm running Lethal Pursuer. The casual queue its just not reliable.
I could see the argument if someone pulled a winstreak against only comp Survivors, though, but I haven't seen something like that yet.
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@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668664#Comment_3668664
Where is the comp survivor or the comp team who does that?
Hens made a video about it, he and his friends did 200 escapes in a row. Then there are a lot of people who even post solo Q winstreaks of 50-100 escapes
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A comp player dominating the regular queue scene? to be expected honestly, its pretty common in asymms
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@felipesegatto1 said:
It’s been two years since survivors lost most perks, got 90 seconds gens, lost medkits, bnps, DH, CoH, lost prove thyself, gen tapping, and infinite other nerfs. Although the HUD and basekit BT were great, we never got anything good in these last two years, except MFT, which was nerfed soon. Will survivors ever have something good to expect from the game? Or are we just punchbags for killers to have fun while we enter in matches that are hopeless 80% of the time?
I like how you say that survivor "lost" gen tapping, when you can still quickly stop a gen from regressing, AND the killer can't kick a gen infinitely now. Or that survivor "lost" CoH when it was the most broken perk in the game, and the perk coming with Sable lets you heal infinitely in the basement. Or that gens take 90 seconds, but games are faster than ever. "We never got anything good in these last two years" if you were to play a 2 year old version of the game, you would beg to come back to the current one.
Are you purposefully ignoring the balance changes just to try to make a point?
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They could make it so that you can see your teammate's loadout while loading onto a match, but then people would still complain that the solo queue survivors leave everything they're doing to come unhook you even though your Deliverance is activated, or that they still bring the killer to you even though your gen is highlighted with Better Together and you were almost done. At the end of the day, people who play in groups ARE better at communicating than the average solo queue survivor playing high at 2 am. Nothing can be done about this, no matter how many basekit perks you give.
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I played Xeno non-stop when she was released, and she was a solid A+ tier due to a combination of solid map control and a very powerful tail attack. However, she's been shadow nerfed since then, and I've had instances of the tail going through survivors even when they are standing still and right in front of me. I'm not sure what they did, but the tail attack hitbox is so small now it's more comparable to Deathslinger's harpoon rather than Nemesis' tentacle.
I'm sure most people noticed this, so that's probably the reason there are not as many Xenos around. I haven't played her ever since Chucky was released, and I haven't faced her in like 4 months. I think the current Xeno and Nemesis are pretty similar in tier, but Nemesis' tentacle is more satisfying to use simply because it's more reliable and straightforward.
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I think this can easily be fixed by making the haste effect of CoL apply after 1-2 seconds of shining the flashlight instead of instantly.
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Maps can make or break the game. Personally, I prefer the old style of maps, and if possible, I would play Autohaven and MacMillan 24/7, especially the latter, which I consider to be the perfect DBD maps.
Many of the later maps suffer from either 1) an awful filter (Glenvale, Borgo), 2) a crazy strong main building and/or structures (Badham), or 3) both of these issues (like the Awful Garden of Joy). Not only that, but some maps are sore on the eyes due to their filter and density of props/objects, such as Toba Landing, Borgo, or Eyrie of Crows.
If a competitive mode were ever added, I sincerely hope they only include Autohaven, MacMillan, Coldwind, and the Backwater Swamp in its map rotation. These are what I personally consider the most balanced and enjoyable maps to play on, so I wouldn't touch the rest of the available maps again if this were implemented.
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I've been playing for 6 years... When I get burned out, I usually try to endure it until I've got the skins I wanted from the Rift, and then I drop the game until the new Rift drops so I can come back fresh with a new Archives tome to complete and skins to unlock.
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Adrenaline should be nerfed, Ultimate Weapon should be nerfed.
Terminus? Pentimento? What are you on about lmao
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It's still possible to pick an area of the map with 3-4 gens and guard it, especially because there are maps that are built like an H, so the killer is encouraged to pick a side and not leave. The nerf made it so these kinds of games don't go on for an hour; if the survivors play smart, they can force the killer to run out of regression on a gen, so the killer has to apply enough pressure to win before this happens. This doesn't prevent 3-genning completely, but it makes games go considerably faster when, prior to the nerf, they would take forever.
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Sable = cute goth girl
Julian = NOT a cute goth girl
I would've done the same if I worked at BHVR
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I genuinely wonder how many people complaining about SM still find her bad to play against and are not just circlejerking themselves. "SM is the worst killer in the game and feels awful to play against" was repeated consistently for so long that I think a lot of people conditioned themselves to believe it, so in their next match against her, they just instantly give up. And then they wonder why the devs are so careful when looking at the stats. Of course, SM has those stats if most people don't even try playing against her.
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@xltechno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659935#Comment_3659935
If that's the case, Survivor's goal will still be to escape, and Killer's goal will be to complete 12 hooks before Survivor escapes. Survivors die when hooked and respawn in random locations, eliminating the concept of tunnels or camps. The chase will probably take less than 30 seconds and will not prevent the gen from completing. Horror leaves.
Doesnt sound too bad, honestly.
I think youre a bit late, though, horror left this game years ago. But besides that, this is supposed to be for an hypothetical competitive dbd scene, i highly doubt that people interested in playing it still care about the "horror" aspect.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660026#Comment_3660026
If it almost never works, then there isn't a reason to remove it. It's fun, it's silly and it keeps some people off gens.
The more creativity you take away from Survivors, the less they have to do except gens.
If the CJ tech is product of outdated control config that dont even let you pick up near a window, then yeah, I think it should be removed. I'd take a proper keybinds menu over a silly tech every single time.
Actually, if the devs silently removed the CJ tech tomorrow, I'd bet my account that it will take a solid year before most people even noticed. And no one would miss it anyway, cause it doesnt even work against a killer that isnt on their first dbd game ever
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660026#Comment_3660026
You mischaracterized what I said. It's not about the CJ Tech itself, it's about creativity. Removing creative options is a bad thing as it makes gameplay more stale. I never said it was common. I didn't even defend the jank controls. I'm just saying that the reason BHVR hasn't removed them is likely because they don't want the remove certain interactions. They could have easily changed the controls for killer years ago but still haven't.
I have a view as to why veteran players stick around and you have your view. Your perspective is no less an opinion than mine is.
Again, I'm not arguing against QoL features. I simply said that BHVR needs to be careful as to what interactions they choose to remove from the game. You're arguing against a position that I don't even hold.
You're saying that BHVR should be careful before adding proper controls because it can lead to removing interactions. I would agree with you if we were talking about something like the Hug Tech for Blight, something that added depth or a layer of skill for a character. But we're talking about the CJ Tech here, probably the most useless one in the game.
Not having a proper configuration for the controls isn't giving the game some kind of fun personality or creating skillful play opportunities. It only makes it more frustrating, if anything, which is why it should be considered a QoL feature.
Imagine if colorblind mode wasn't a thing, so you'd run the killer to a green area of the map because if they are colorblind, they won't be able to see scratch marks at all. Would it be called the "taking advantage of the funny-eyed guy tech"? And if people were discussing adding a colorblind option, would you be against it because "it removes interaction"? Probably not.
QoL should always be a priority over niche "techs".
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659836#Comment_3659836
Yes, it is capitalising on jank controls, but that's not the point. BHVR has to be careful when removing creativity from the game, especially with the survivor role as doing interesting things is what keeps the gameplay engaging. Survivor doesn't get new mechanics every three months the way killer does, so there needs to be stuff to keep players entertained.
As annoying as it might be for killer players, stuff like that is part of why the game is still going, despite having had the same stale gameplay loop for the last seven years or so. Going for dumb, risky plays is part of what keeps veteran survivor players around.
I just don't see BHVR ever removing stuff like that. The game needs all the skill expression it can get.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659837#Comment_3659837
Watching a teammate attempt a CJ and fail miserably is one of the funniest things in the game.
The CJ tech isn't as common or as interesting as you say it is, and it's only "fun" when a survivor fails miserably and gets hit. In my last 200 hours as a killer, I've probably only seen it twice. Survivors don't go for them anymore because they only work against that Trapper player who got the game on sale yesterday.
"Stuff like that is part of why the game is still going" No, it literally isn't. This game is still going (despite the janky controls you defend) because there isn't anything else like it.
"Going for dumb, risky plays is part of what keeps veteran survivor players around." Again, you couldn't be more wrong. People who have put 5k hours or more into this game keep playing because they have already invested so much time and money, and won't quit because of the removal of the CJ tech.
I'm gonna be honest here, I don't usually see people arguing against adding QoL features. That's a wild position to take, lmao.
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@Feneroe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3658747#Comment_3658747
"Survivors are happy winning, so killers should be happy losing" is a pretty terrible take. Escape is a win for survivor. An equivalent to killer getting hooks but no kills would be if survivors were just happy completing generators even if they die, but they're not.
That's why I'm saying the game should focus on hook count rather than kill count. I main killer, and I consider 8 hooks a win because I know that I didn't tunnel and I earned a lot of points. Having 8 to 12 hooks should be considered a win for the killer, and that change would simultaneously make the game better for survivors too.
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@BlightedDolphin said:
What's the win condition for survivors though?
I think keeping tabs on whether you escape or not, as well as also using the way pips are calculated, could be enough for the survivor side
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I'm not sure how ViewDistance affects the game now, but I remember that around 4-5 years ago the value would range from 0 to 100 meters. If you set your ViewDistance to 20, once you were in-game, it would only render 20 meters in a circle around you, and the rest would be a complete void, EXCEPT for important items such as gens, totems, traps, survivors and killers. So many people used to cheat like that back then lmao.
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Literally the solution is to start putting more focus on hooks rather than kills. Survivors are happy escaping even if everyone had only one hook left, and killers should be happy if they hooked everyone twice. So the game should reward you for doing so
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The Unknown only looks sacry in the teasers and maybe in the lobby. When you're actually in-game he looks like a stickman
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Should be basekit tbh, Freddy should start getting some love, I haven't seen him in over a year
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@menacing_goose said:
With the current meta and state of the game I’m genuinely confused as to why killers are currently getting buffs as if they need them (especially blight already one of the strongest and most played killers -_-) with the current state of the game survivor is just unbearable to play especially solo queue but that doesn’t matter since updates are made without taking into consideration that solo queue players exist anyway, the current meta is annoying it’s just pop pain res from embrace dead mans literally every match don’t even have to wonder what a killers build is since they’ll all consist of at least 2 of the 4 perks I just mentioned now if not all 4. Things implemented into the game to help survivors have been horrible (anti camp and 3 gen system 😃) almost every game someone gets tunneled out by a killer running the strongest regression perks and nothing but regression at 5 gens and why is pig receiving buff/nerf I could see why a buff would be needed but a nerf on one of the already weakest killer seems unnecessary
If they're buffing Blight, Huntress, etc., it's most likely because the people you see on YouTube pulling nasty flicks, shots, winning 80 games in a row, etc., are in the vast minority. The reality is that most Blight and Huntress players perform averagely, and even worse in lower MMR games. A god Huntress won't even notice the 5 to 7 hatchet carrying capacity increase, but your average Joe who plays every few days will have more breathing room to practice.
We 100% know that they don't make changes based solely on stats; otherwise, SM would be getting nerfed to the ground, and Nurse would be getting at least 2 buffs per update. And the truth is, the balancing team has been doing solid work lately, so if they're buffing what, on paper, are strong killers (like Huntress), it's because the average player base isn't utilizing them in an OP way.
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I don't think every old survivor should receive voice lines. Some of the survivors have been there since the beginning, so giving them a believable and likable voice would be difficult, and it would be easy to mess up and make them annoying. I think they should focus on giving voice lines to new survivors only and to license survivors that don't have them already.
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@Huge_Bush said:
I’m not good with all the different subcultures but I thought Mikaela fell under “goth”. If not, what would she be under? Hippy? Is Witchy also considered a subculture?
They both fall under the 'goth' culture, but Mikaela falls under the 'boho witch' subculture, while Sable is within the 'witchy goth' subculture. The main difference is that the boho witch leans towards earthy tones and natural imagery, while the witchy goth embraces a darker palette, occultism and such.
I think Sable will be much more popular than Mikaela. Her model has far more detail, and her darker tones and 'vibe' tend to appeal more to people. I wouldn't be surprised if Sable ensures at least one survivor per lobby after she's officially released lol
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603516#Comment_3603516
Yeah , this. I am sure team will add some fan-service characters with flashbacks but that's all. Main focus should be new characters.
And maybe they can come to DbD later, who knows.
Supermassive Games use real actors for the faces of their characters, like Rami Malek in Until Dawn. I'm not sure if BHVR would add the same character with the same actor's face straight to the game, but who knows
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People are complaining, it's just that if BHVR decides that they aren't changing him, no enough complaining will work. See: Pig, Twins, Deathslinger or any other killer that has became a meme at this point
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- Default banner and pic for every single character
- Hooked On You style
- P25, P50, P75 and P100.
- Adepts
- Prestige pre-BW changes
- Old Legacy
- Difficult achievements unlock some banners (for example, hitting long shots w/ Huntress, chained blinks w/ Nurse, etc.)
- Movie screengrabs for licensed characters.
- Meme banners (Maurice, Boop, etc.)
- Finishing a tome
- 100%'ing a tome
And many more I can't think of right now. Also, it'd be really cool if some were animated, honestly, like map realm banners with moving clouds for starters.
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Lethal Pursuer, Nowhere To Hide, PGTW and Deadlock.
Addons: RAT POISON. Absolutely his best addon and it gives you crazy value, you can see the survivors' aura while Slice & Dashing so you can plan if you need to flick, bait, mindgame, etc. Try it (and go for flicks, otherwise he's not as good).