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RakimSockem

RakimSockem

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  • @Beelzeboop said:

    https://forum.deadbydaylight.com/en/discussion/comment/1925354#Comment_1925354

    I don't care about the 4k. I can get those one out of three matches.

    It's just annoying that the powers of several killers are countered by a single perk that takes minimal effort to use.

    If it revealed the killers aura, I would be fine with that. But not just "Someones looking at you!"

    The reason I like stealth killers is because I can try to force them to look around and pay attention.

    So then I guess you also have an issue with Calm Spirit being a perk that counters a killers power (Doctor, and the screaming part of Freddy Snares)

  • @onemind said:

    https://forum.deadbydaylight.com/en/discussion/comment/1928800#Comment_1928800

    I can See nurses and bbq but now many times do you see the other perks like bitter murmer that aren't on a huntress

    And also you are makeing accusations when you dont even know what his power dose anymore his bottels are shared so if you throw a speed you have 3 slows and to get a decent distance you would need to use 3 or 4 of them then have to reload essential countering any distance he just got

    See if they just fix that, I think he'll be fine. They shouldn't have a shared inventory because that's just dumb.

  • @onemind said:

    https://forum.deadbydaylight.com/en/discussion/comment/1928764#Comment_1928764

    I guess hiding isint a thing and never did I say anything about skill ut I would say his skill ceiling is below average maybe average now but it dosent matter if his second part of his power gives you a .8m difference if you use all 4 bottles properly and possibly a 5m difference with addons

    Stealth play has always been a running joke in this game (unless you're Claudette) especially with the number of tracking perks killers have at their disposal (Whispers being my main one, but there's BBQ, Bitter Murmur, Rancor, Nurses Calling, etc) It's part of the reason you'll see newer player Urban Evading around the entire map and then once they get good at the game, that perk gets tossed in the trash.

    As far as his power update, I genuinely don't know how it works. Does he slow down when he switches bottle types? Do they share an inventory meaning if he uses his speed boost bottles to get across the map faster, does he have to reload and switch to the regular gas bottles or do they have a separate inventory.? Asking because I genuinely don't know

  • @QwQw said:

    https://forum.deadbydaylight.com/en/discussion/comment/1928595#Comment_1928595

    Clown may be good at stopping looping, but that's all he's good at. Which is why he sucks.

    Also, what do you mean by "Killers just want easier games because apparently it's not easy enough for them already." You're saying we just easy games because we want to buff weak killers? Please, that's like trying to buff weak survivor perks and then saying "Survivors just want easy games." See how stupid that sounds? Also, are you seriously implying that killer is easy? Nice joke, it was so funny I forgot to laugh.

    Looping is the only defense survivors have so what I'm saying is I disagree with the idea that he's a weak killer to begin with.

    And is killer easy? Not really which is why so many killers out there are so bad and need more buffs to compensate for their lack of skill.

  • @Liqhtninq said:

    I don't even see how he sucks? The slowdown he has with his normal bottles is strong?

    He doesn't suck. Killers just want easier games because apparently it's not easy enough for them already.

    I main survivor and still get easy 4ks all the way up through purple ranks using killers that aren't god tier (Huntress, Myers, and Wraith mainly). People just complain about things to make up for their lack of mechanical skill. Clown has always been one of the strongest anti-loopers in the game.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1923815#Comment_1923815

    Combined with body blocking, that could mean every successfully ended chase ends with a survivor wiggling free.

    It’s one the reason toolboxes have limited charges. To limit how often that denial occurs.

    Anyway, my point still stands about how misunderstood Saboteur is. It’s not meant to be used on its own. It’s meant to be used with a toolbox, with the perk acting as back up when a toolbox runs out of charges.

    I disagree. To me, that's like saying Self Care is meant to be used with a Medkit.

    It may be more efficient with the medkit, but it's there so you don't have to bring a medkit at all.

    Likewise, Saboteur isn't necessarily meant to be used WITH a toolbox but in place of one

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/224586/saboteur-could-use-a-slight-buff

    No.

    I’ve bought this up a few times in the past.

    Saboteur is not meant to be used on its own. You’re meant to use it with a toolbox. Saboteurs ability to sabotage hooks without a toolbox is just meant to be an insurance policy for if a toolbox runs out of charges mid sabo. The reason it has such a long cool down is to prevent unlimited sabo from being abused all match long.

    a 30-45 second cooldown isn't abusable. At most, that's 1 hook per chase.

  • @TAG said:

    How about this: 30 second cooldown if you stop mid-sabotage for any reason; full 60 second cooldown if you successfully sabotage?

    That's slightly better. Especially because like someone else mentioned, half the times I waste Saboteur trying to heal someone I just unhooked and then try to cancel it

  • @Zozzy said:

    No thanks. we don't need to buff troll perks that are mostly used by swf.

    The killer has a hard enough time already without every hook being sabotaged in their face.

    How often do you see 4 people all running Saboteur?

    And on top of that, on most levels, there are about 5-7 hooks within walking distance when you pick someone up so even if the remaining 3 people were to each get a hook (while not doing gens or whatever else), there'd still be hooks close enough to walk to. A 60 second cooldown is just too long

  • @REL1_C said:

    (Toolbox)

    • Brand new part NERF: 25% max gen progression < 10% max (No difficult skill check).

    (Flashlight)

    • Odd bulb NERF: Slightly increase flashlight consumption rate < Moderately increase.

    (Key)

    • Blood amber NERF: Reveals the killers aura within 32 meters < 24 meters. (Does Not stack with open handed)

    (Map)

    • Black silk cord: Unlocks the map ability to track the hatch < Removed
    • NEW Black silk cord : See survivors within 28 meters of the map. (Does Not stack with open handed)

    (Med kit)

    Styptic Agent: Endurance status effect 8 seconds < 5 seconds .

    Anti-Haemorrhagic syringe NERF: Remove perk efficiency to decrease the timer.

    I'll do killer next, it'll take me longer to do because there is way more OP and unfair addons.

    Survivor add ons have already been nerfed to the point where all of them are bad.

  • I only enjoy playing against him if he uses his power often. Being able to dodge the harpoon is just as satisfying as dodging Huntress hatchets and it makes chases fun.

    However, most just chase you until they can either m1 you OR pull off a shot that can't be missed. On top of that he's a normal speed killer, but for some reason has a terror radius that feels smaller than a tier 2 Myers which is crap because he has a distance weapon. It's like going against a Huntress with a Tier 1 Myers terror radius and it's high key BS. They need to boost his terror radius

    Never played with him because I hate him and refuse to do so.

  • @BaldursGate2 said:

    Just talking about SOLO survivor.

    The last meta perk was released in 2017! with dead hard on David. All other past that one, are niche perks that are not frequently used. The 9 metaperks (DS, Adrenalin, Unbreakable, BT, Dead Hard, Sprint Burst, Self Care, Spine Chill, Iron Will) are much better used in SWF, because who needs kindred / bond if you have voicecom? Nobody!

    On the other hand, aura reading perks like kindred, bond together, aftercare would just be much better on solo survivors, but most people refuse to change that, even when it ultimately would be better for them and helps a lot to survive.

    From the 9 metaperks, only 1! is not for protecting your own butt. I thought that was a team game? Not "every man for himself"!

    The solution would either be, nerfing the meta perks to the ground or better buffing the "niche" perks to a good level, where people really begin to question: Are those meta perks really that essential? Nah, i go for kindred / bond / empathy and so on.

    Just to explain how "mediocre" some meta perks really are: You remember much more the times they actually helped you, but you forget about the games where you haven't to use it at all and other perks would have been much better for you and your teammates.

    DS = No tunneling / camping? - Wasted perkslot

    Adrenalin = Didn't made it to the endgame? - Wasted perkslot

    Unbreakable = No slugging? - Wasted perkslot if not combined with DS and then only if you got tunneled / the quicker recovery speed could help sometimes

    Self Care = Damn use bond or aftercare to find someone else or plunders + pharmacy (or only plunders if you want to try your luck) to collect a medkit, it heals you quicker.

    BT = No camping? - Wasted perkslot, because kindred is better

    The other 4 are much better than these ones.

    Just go out, take off the meta perks and play a couple dozen games without them and look if you really do worse without them.

    And i know somebody will join the discussion with: Nice try killer main, now that we don't use the meta perks anymore, you can free tunnel and camp!

    I'm consistently in Red Ranks as survivor (and I know ranks mean very little but I do consider myself to be actually good at the game)

    My main build is: BT, We'll Make It, Inner Strength, and a 4th perk that rotates between Saboteur and For the People

    Only one of those perks is for me and the rest are to help the team.


    Now that being said, sometimes those meta perks people complain about so much ARE essential based on how a majority of killers play. If anyone believes that killers are going to not tunnel because no one has DS, they clearly haven't played DBD and don't know this community. Killers tunnel harder when there's no DS in the game.

    Sometimes you get tired of getting slugged and Unbreakable is a counter to that.

    Sprint burst.... is trash tbh and I've never liked it. Always preferred Lithe as my exhaustion perk but to each their own. My point is, I don't use most of the meta perks, but I understand why they become necessary.


    Likewise, I would love to stop seeing NOED, BBQ, Sloppy Butcher, Thanataphobia, Corrupt Intervention, etc but I also know that despite how annoying and repetitive these perks are, they have their purposes.

  • @madminer95 said:

    So survivors are being given a separated hook widget to let them know when to take hits to prevent someone on death hook going down or to prevent them wasting time running to unhook if someone's on death hook.

    But killers are being denied the same information with the excuse that it "would encourage tunneling" despite actual tunneling wouldn't be effected because a killer is going to tunnel they'll still do exactly what they do now and go back to the hook as soon as the survivor is unhooked and only chase them.

    in that same conversation they state they don't see tunneling as an issue, they see it as a valid tactic.

    this really begs the question why should a killer have to remember each survivors hook state but the survivors be given that information freely?

    Unless you have the memory of a Goldfish, you should remember who you hooked and how many times. Especially if everyone is using different characters.

    Even against clones, if you can't read their name, you can see their UI Hook position and idk.... my brain just knows which one has been hooked because I have good memory? It's genuinely not that hard.

  • @Blueberry said:

    I'd find it hard for anyone to say using a toolbox on a gen is fun. It literally changes nothing in regards to game play, the bar just moves faster.

    I guess to rephrase what I was trying to say, I think bringing a toolbox into a match at all with the intent to use it on a gen is a waste of a toolbox. Toolboxes should be used for sabo and nothing else.

    The only time I use a toolbox on a gen is if the killer is on the way and has PGTW and my gen is very close to being done.

  • Saboteur.

    I'm sorry, but I'm not sorry. It's just a great feeling when you can accurately predict which hook the killer is going to and drop it before they get there. And then they just drop your teammate and start tunneling you.

  • Why would you need to see the killer for 4 seconds. You already know where they are.

    At most you'll get a sense of what direction they're walking in after the hook and like Zeus said, that's just a worse kindred.

  • Agreed.

    Also remove basement hook challenges and Mori challenges because they just promote the ABSOLUTE most boring and campy playstyle ever where every killer is running Iron Grasp and Agitation and then proxy camping to make sure everyone dies on a basement hook

  • Depends on what you define as crutch perks but my main survivor build is "BT, We'll Make It, Saboteur, and Inner Strength"

    Now someone could argue that Inner Strength is a crutch because I don't like to play injured or could argue that BT is a crutch because free hits or whatever.

    But the way I see it, 3 out of 4 of my perks are purely altruistic and meant for saving people and the last encourages me to look for totems AND has the bonus of healing me without needing a teammate.

  • ahahahahahahahahahahaha

    no

  • We'll Make Ir, Borrowed Time, For the People, Botany Knowledge

    The ultimate healer

  • Pretty much what everyone else said. They are by far the most ANNOYING killers to go against.

    Oh look, the doctor found me because a phantom clone appeared and started at me.

    Oh look, the Legion who would have otherwise never found me, just found me because my partner.

    Now I have to hold m1 to mend/snap out of it. If I'm injured, I have to use my inner strength or play injured (which I'd rather not). Then I have to go back to the gen the killer probably killer 30 seconds ago and now it's regressed from 90% to like 30 and I hate it here pls kill me and get me out of this match

  • The reputation TTV players get is wild. Like.... my friend Cammy always has her TTV in her name when she's streaming and she's super wholesome, super friendly, non-toxic.

    Occasionally when I'm feeling attention grabby, I'll put the TTV in my name and while I am a person who sabos hooks for the LOLs, I wouldn't really consider myself a toxic player either. Like someone else said, sometimes the TTV is there just for exposure. I've met some pretty cool people by them coming to my channel or by me going to theirs because they had TTV.

  • All the balance changes were fine. 60 seconds for Pop was BS to begin with. They did something good with this patch on both sides

  • People who claim that their boring playstyle is something they "HAVE" to do instead of something they CHOOSE to do.

  • @ad19970 said:

    Oh yes, custom match with only one person would be really great. Don't see any reason at all why that isn't possible.

    It's so hard to read whether this is sarcasm or not because if I worded something like this, it would definitely be sarcasm.

    But honestly, it should be completely possible. I should just be able to pick a map, it doesn't have to be on an online server, and I should be able to run around the jungle gyms and get a feel of the level. Practice find totem spawns, gen spawns, jungle gym combos, etc.

  • @xerav said:

    https://forum.deadbydaylight.com/en/discussion/comment/1639090#Comment_1639090

    Better survivor know that rbt only activates after a generator is done and then its a 2min 30 timer (plenty of time). So yes they repair a half finished gen to prevent it from being regressed with ruin.

    You could even ignore the entire mechanic by rushing a gen and leaving with a key (your rbt will not trigger on hatch escapes).

    You are absolutely delusional if you think it's possible to do 50% of a gen and then still have time to go search all 4 boxes (and that's not taking into consideration add ons which could add an extra box or reduce the time before head explosion or increase the time it takes to complete each box).

    Unless you are blessed by the RNG gods, if you try to 50% a gen with an active trap on your head and THEN go running to search boxes that are spread out to every far corner of the map, you're going to die.

  • Literally no one does gens with an active trap on their head unless it's the last gen and it's like 90 percent or above, then MAYBE. But I've never seen that happen.

    What I usually do anyway is, I check 2 boxes before the trap is active (if I'm not on hook when it activates). Then I hop on a gen. That way when it DOES activate, I only have 2 or 3 boxes left to check.

  • Last time I saw hackers was like 2 years ago I think. Speed hacking Wraiths on Xbox. Literally found and downed all 4 of us spread out across the map in about 20 seconds. I don't get the point of it.....

  • So you're telling me I should teabag more to power up and up my luck?? Got it XD

  • For The People!!

    You have no idea how many times this perk has come in clutch and saved teammates.

    Saved someone right at the gate who couldn't make it far enough before going down. Picked up a slug really quickly that the killer thought would be down longer. Saved people from being tunneled off hook in situations where the killer was camping and expected to knock the person back down. It's just a great perk

  • I guess the one upside if the hatch one is used, is that the killer probably won't sweat and slug someone for 4 minutes and play hide and seek to make sure the last survivor doesn't get the hatch?

    If they know where hatch is most likely going to be, hopefully they just hook the 3rd person and go there to close the hatch instead of drawing out the game and making it boring af

  • Just do all challenges on both sides like I've done for every tome. Then you won't care as much :)

  • Vroom vroom. Gotta go fast

  • Because we're not jerks???? Is this a serious question?

    There's no game or sport I can think of where I'm not more entertained by a fair, fun, and close match than by a complete blowout. Volleyball, dodgeball, every game I've ever played. The matches are more fun when there's back and forth. When the game is relatively even. When everyone is having some fun.

    One side not having any fun or any chance of winning or at least enjoying the game sucks the fun right out of the other side. Unless you're a dick

  • @waffles4all said:

    https://forum.deadbydaylight.com/en/discussion/comment/1618191#Comment_1618191

    spirit fury, enduring, brutal strength and bamboozle so l can end chases quick

    With those perks on a Michael, I would 100% rush gens too. Myers is a killer that needs build up time like Trapper and Hag. Corrupt, Ruin, or Pop are a must. Myers in tier 1 is incredibly slow and if you are only chasing one person trying to tier up, the other survivors if they are smart, should be pounding out gens.

    Those 4 perks you ran ain't it. That's be awesome once you hit tier 2 and maybe tier 3, but by the time you get there, the match will be over.

  • It honestly is easier and more relaxing for me. I only have to worry about my choices and I affect how my game goes. Also, there's nothing survivors can do to stop me from having fun.

    Meanwhile when I play as survivor, my fun can be ruined by getting tunneled, camped, slugged, or while i'm looping a killer for what should be 2 or 3 gens, my teammates are looting chests, saboing hooks, running after the killer waiting for a flashlight save and just overall making stupid ass choices. So even if I play an amazing game, I can still die with 4 gens left because my teammates did nothing.

  • Deathslinger just needs a normal terror radius, and I'd be fine with him. It makes no sense to have someone who is just about as oppressive as a Huntress in chase (better in some cases), but they have the terror radius of Myers with a Dead Rabbit in tier 2

  • lol since when??? Since forever. I have multiple clips of crap like this happening. I mean you could hear the pallet drop, you could hear the killer swing make contact with wood, and I still died. Multiple clips.

  • Buff all character's jiggle physics. Add a little thiccness to Feng.

    Nerf Nea

  • Why does their need to be an advantage over a different killer?

    Just play them because they're different. Play because they're fun.

  • @EvilJoshy said:

    My argument with DS is when people deliberately get your attention because they have DS. Ive said this in numerous threads and I'll say it again.

    I chase+down+hook survivor A

    I leave.

    Chase survivor B

    Someone saves survivor A.

    Down+hook survivor B.

    Before I even get to leave, Survivor A rescues B right in my face.

    I assume Survivor B has BT+DS so I go after A.

    Survivor A jumps into a locker -.-

    I wasn't tunneling and I still got punished for it. There should be a rule where if the killer hooks someone else your DS shuts off. Or make it so locker grabs don't trigger it. For this reason I do not run DS on any of my survivors. I feel if I needed it to escape I shouldn't have escaped. If the killer face camps me, I know to stay on the hook so everyone else can finish gens.

    The issue with the whole "DS should deactivate when someone else is hooked argument" is that there's a lot of easy ways around that.

    Situation 1: I'm hook and I have DS. Partner farms me in front of a Bubba with a revved up chainsaw and both of us go down. Killer hooks other person first and that deactivates MY DS through no fault of my own.

    Situation 2: I get farmed in front of the killer by an injured survivor and I get slugged. The killer catches up to the other person pretty quickly, knocks them down and hooks them. My DS would be deactivated and I've only really been off the hook for maybe 20 seconds. Again through no fault of my own, I don't get to use my perk even though I was still tunneled.

    Situation 3: Killer downs someone while a 3rd partner pulls me off a hook. The killer decides to tunnel me, slug me, go hook the other person they slugged to deactivate my DS and then comes back to me.

    That condition just doesn't work because there's so many way to cheese around it

  • The rarity of more than 1 person running the perk is extreme, but the usual counter is just to go after them if they're on an objective. If you see them wandering, you can ignore them and just keep track of what area they're in

  • Tryna figure out if OP left out the healing perks because they don't need changes or because people forget altruism exist XD

    I don't see We'll Make It, For the People, Botany Knowledge, Inner Strength....

    Then again, I don't feel like I saw Object of Obsession either and that's one that a lot of people complain about

  • @DetailedDetriment said:

    I would genuinely like to know considering many of the factors point towards the game being survivor sided.

    1. Perks:

    Many good survivor perks can be obtained for free. Adrenaline, Iron Will, and Bond are all free teachables.

    Killers on the other hand have the good perks locked behind dlc. Barbecue & Chili, Surveillance, and in the case of PC, Ruin and Monitor.

    Survivor is already easy enough that you don't need perks, but then you give them the absolute best perks for free. Killers such as Wraith and Legion will get dominated without perks, but the best perks to run on them are locked behind dlc.

    2. Items and offerings:

    Survivor: Keys; Styptics (which got buffed); Syringes (which are worse, but still incredibly powerful); BNP; Commodious toolbox; Emergency Med-Kit.

    Killer: Ebony and Ivory Mori; Iridescent Brick; Iri Head. That's all.

    3. Maps and tile spawns:

    Ormond. Coldwind. Autohaven. These three realms tend to be extremely survivor sided. Ormond especially just has pallet after pallet after pallet. The only deadzone that can even exist here is one of the corners with a gen near the small building with stairs.

    Now, the killer sided maps are Hawkins, Lery's, and The Game, but even these are only good for stealth killers, Trapper, and Hag. A killer like Nurse is going to have an extremely difficult time on these maps.

    Tile spawns would be Cow Tree into Jungle Gym into shack (Coldwind). Safe pallet into safe pallet into main building with two safe pallets into Looping Gym into Safe Pallet into shack (Ormond).

    4. Glitches:

    You can me scummy for including glitches, but with how many sound bugs that exist in the game and several safe spots that can be reached, killer is at an unintentional disadvantage. No moaning, no breathing, no footsteps, and no dying noises are some of them. Iron Will, one of the best perks in the game, is bugged to not make you breath at all.

    Falling onto the exit gate switch on Midwich so the killer can't get you without being Deathslinger.

    There are just far too mamy issues with the game. They haven't even been fixed after months on end.

    I would like to say that I find it quite dumb that the devs can fix pointing and crouching (which should a permanent feature) in a week, but they can't fix the detrimental sound bugs after several months.

    Whether it be from perks, consumables, unfair maps, or glitches, this game is far from killer sided.

    -----------------------------------------------------------------

    I will probably make a follow up to this on the history of things being nerfed.

    So I actually think the game is relatively balanced, but the amount of bias in this is laughable.

    1. Perks

    Most of the DLC characters can be unlocked with shards or their perks can be found on the shrine. Killers have multiple solid builds they can run that are all useful and strong (depending on the killer). Gen slowdown builds, anti-healing builds, anti-stealth builds, a complete hex totem build. There's actually a legit variety in killer's builds and none of them are weak.

    Survivor builds are basically, the meta (DS/Unbreakable/Exhausting perk of choice/random 4th perk), a complete healing build, a complete stealth build. Anything outside of those 3 is pretty much memes like Sabo builds and vault faster because i have resilience and no mither kinda stuff

    2 . Items and Offerings

    This is where you really made the LEAST sense. Were you serious or trolling? Survivors on good items now are keys. Toolboxes got nerfed into the ground. BNP got nerfed so hard that they were made damn near useless. At best, they're used to rush a gen that's almost done but the killer has Pop and they're on the way. The "used to be" insta heal is now pretty weak and you rarely see anyone use it.

    Killers have the 4 things you mentioned + all the other ultra rares and even some rare add ons that are stronger than ultra rares. Prayer beads, Franks Mix Tape, pretty much all of Freddy's add ons, windstor

    3 . Maps and Tile Spawns

    Most maps are fine honestly. Some of them should be a little smaller, that's it. Also Nurse is one of the most powerful characters on indoor maps because she can bypass walls and she can teleport up and downstairs. Like on the game when you run up those stairs to jump down into the little silo thing, nurse can just blink right through the floor and you're screwed. No other killer has that kind of chase ability on a level that has multiple floors and hundreds of walls.

    4 . Glitches

    Glitches affects both sides.

  • @HollowsGrief said:

    https://forum.deadbydaylight.com/en/discussion/comment/1600986#Comment_1600986

    Do you have selective reading or something? The guy was playing the absolute strongest Killer in the game by a long shot and was a top tier player with her as well AND he had a 3 gen and still could barely get a 2k only when tunneling and camping. He's saying at high lvl play the game is way to survivor sided, because it is and that match in the tournament is proof of it. You realize that Nurse makes pallets completely useless right? Those survivors were playing without their primary defense and still did that well, that is the problem right there. The problem is that the killer is NOT the power role, no matter how good he is no matter what killer he plays the killer will always lose if the survivors play at the highest level.

    Nah I read the whole thing but that's irrelevant. Honestly does not matter.

    If good players are playing against good survivors, 2k / 2 escape should be the outcome. Top tier killer vs top tier survivors: 2k / 2 escape should be the outcome.

    Sounds to me like you're saying if an amazing player plays the nurse, they should crush the survivors every time and I wholeheartedly disagree with that.

  • As a Feng main who runs Borrowed Time, We'll Make It, and For the People i have no idea what you mean

  • So you're complaining because the killer didn't get a 4k.

    Which the killer shouldn't get because the game is balanced around 2k/2 escape........ which was the outcome of this game.

  • Hot take. Clown isn't low tier. There's just a lot of low tier players who can't/don't use the character correctly.

    Same thing for Wraith, new Bubba, Trapper, and a lot of killers people consider "low tier"

  • If I'm being honest, those days when I was still learning the game and ran Urban Evasion for like 6 months religiously. The amount of times I broke ankles just by doing a quick crouch walk away from my scratch mark trail to throw a killer off when they don't have line of sight

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