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RakimSockem

RakimSockem

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  • @Primalux135 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1525542#Comment_1525542

    You cant apply ressure on several ones without to slug

    Okay...... and who said you can't slug every now and then. My dispute was his illogical claim that you can only down 3 people in the time it takes to do 5 gens

  • Casual reminder that D-Strike is NOT 60 seconds of invulnerability. That's propaganda that keeps getting circulated around the forums. It is 60 seconds of not being hooked again

  • @Kees_T said:

    https://forum.deadbydaylight.com/en/discussion/comment/1528755#Comment_1528755

    Gen tapping stops the regression instantly in mere milliseconds, but the Killer needs to waste precious seconds to kick it, see the diff?

    The Billy nerf was to punish the Killer that missused the power too much, revving it all times. Now you should only revv when necessary, but now it still punishes you in this situation.

    This will affect good players, in situations where you could snowball by quickly downing survivors in sucession, now you can't. I doubt you can down 4 survivors without overheating your chainsaw. (revv overheat + sprints overheat to down the survivors).

    Good. That's how it should be. Being able to down 4 survivors in quick succession is OP (with the except of Bubba's power if all 4 survivors are in the same area, they deserve it). Besides that exception, no killer should have the power to get 4 instadowns one after the other

  • @Victor_hensley said:

    The purpose of it was to punish players that misuse it (m2 only billy, dashing forever), but now it's punishing players for just using his power. Where's the flashlight cooldowns? What about punishing gen-tapping for newer players? Why do pallets not break after being used too much? Why are killers punished for using what they are given, while survivors can abuse items and game mechanics with little to no cooldown?

    I'm not asking for killers to be dominant, but jeez, no wonder why after 4 years, this game is still unbalanced. You guys can't even make up your minds!

    Dashing around the map forever was never the problem. The problem was always that he could use it both to travel insane distances in a matter of seconds and THEN spam it in chase, even if he missed 3 or 4 times, he could just rev it up and try, try again.

    As far as the survivor things you complained about... what? lol flashlights literally last 8 seconds or less (depending on add ons), gen tapping because useless when Hex Ruin got changed, pallets can be broken by the killer, none of these things you mentioned count as abuse of any game mechanic

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1528425#Comment_1528425

    im not saying they stack or anything, im saying you have a 64.87% chance of at least 1 of them to succeed if you have 6 attempts at 16% each.

    lol that's still not how it works. You just get 6 attempts to pull off a 16% chance escape. Where is 64.87% coming from?

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1528143#Comment_1528143

    Assuming 16% per attempt... thats 64.87% chance of success. I get your point though that its still a decent chance of failing. The strength lies in no one having downtime off gens. After the first hook the game slows down SIGNIFICANTLY due to 1 person being on hook and one person having to get off a gen to go save them. You change from 1 person being chased and 3 on gens to 1 person getting chased and 1 on gens. If you can simply self unhook as soon as the killer walks away... that means you can maintain the high genspeed that would normally slow down after the first hook.

    @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1528209#Comment_1528209

    As someone said above it’s 64% to escape in 6 tries, and the 36% chance of failure doesn’t kill you it only takes you to second stage

    I'mma need both of yall to go back to school because that's not how probability works.

    Failing the first attempt does not stack with the 2nd attempt and each attempt after. It stays 16% for each attempt

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1527832#Comment_1527832

    It has been ages since i had probability calculation at study but I think you overestimate luck offerings and Slippery Meat quite a bit. It is also definitly no where near a Deliverance. Your normal chance of Kobe is 4% and if they all bring the best luck offering, a single self unhook attempt is still only 16%.

    This means, it would take 13 attemps to just have a 90% chance of kobe which is still not a guaranteed kobe. Having more or less a 50/50 when you do the 6 attemps to risk beeing on deathook if it fails is absolutly not worth it.

    In my opinion you wasted your time camping the survivor. Let them kobe, they gain nothing if they try.

    Like this person said, if all 4 survivors brought the BEST luck offering, the Kobe chance would be 16%. That's like a 1 in 6 chance rough. It's like rolling a dice and getting exactly the number you need. Nowhere near deliverance level.

    Yall overestimate what luck offerings actually do

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1527942#Comment_1527942

    Like I said then, Iri head huntress with NOED, ruin, Pop and STBFL is obviously a meme build because STBFL lol right?

    lol you seem to be confusing "meme" with "try hard"

  • @KissingxToast said:

    I play SWF just because it's more fun than solo and dying on first hook a lot. Tbh, I wish my friends and I were as coordinated as some of these posts seems to suggest all SWF are because we mostly just screw up and laugh about it. xD

    My point is not all SWF are looking to give you a bad experience or are sweaty. Keep that in mind :)

    Pretty much this right here. Half of my friends are trash at the game. If I encountered them as randoms, I would flame them in post game chat for being useless XD

    That said, as friends.... we are pretty chill and sometimes we make stupid plays and laugh about them. Or I'll just run and give someone For the People just so I can get tunneled because altruism is our main things. It's pretty much the reason we hate camping so much. We don't care about escaping, we care about getting as many teammates out as possible. If 3 of us die, but I make a play that allows the 4th person to escape, that's a gg for me.

  • @smappdooda said:

    And if you accuse them of it after, they all say "Nah solo" but their profiles are private. They get off on it.

    Except killers literally have accused me of being in a SWF while I was streaming in solo queue so it actually happens all the time. Just because you get dominated, doesn't mean it was a SWF

    1. The 4th perk wasn't specified by the OP nor how many people were running it which is why I asked for clarity
    2. Actually in this case, those "meta perks" are clearly a part of the meme. You unhook yourself if it works, then when the killer inevitably comes back to tunnel you, you either hit them with DS, or they leave you and you get up with Unbreakable. That's the meme. It doesn't work without those 2 perks. This strategy literally provides no tactical advantage and if anything, gets you killed faster.
    3. It also isn't even a guarantee that slippery meat will get you off the hook even with the luck offerings so it's literally just a meme build to see if you can pull it off.

    @SquirrelKnight @johnmwarner

  • @Leonardo1ita said:

    Here's the video :https://youtu.be/xXizB3gus0Q

    Watch how many times dead hard extended the chase MASSIVELY. Where true should have hit them but no counter because of a perk. Sprint burst gives you only some initial distance, not needed if you pay attention, and just 6 meters more of distance from the killer. Dead hard can save your life

    Okay but the killer also made a bunch of mistakes, misjudged the distance on his swings, made the wrong play and got mindgamed a couple of times.... I watch half the match and counted multiple mistakes on his part.

    Dead hard is not some broken perk (unless you're talking about how often my friends complain about using it and being exhausted but still getting hit and ending up on the floor which is why I laugh and tell them to stop using it to dodge)

  • There's literally already a thread about this.... because they're annoying af and a pain in the ass. Next topic

    (also they've already had their rework so the Devs rightfully have other priorities than buffing a killer that people only play to annoy survivors)

  • Ummm if we're excluding the obvious Nurse who has been OP and game breaking since forever.... definitely Spirit with Stridor and Hag with increased teleport distance allowing her to camp from halfway across the map.

  • @johnmwarner said:

    Just had a SWF that stacked the purple lips and one of the green ones so heading in I’m assuming slippery meat build... I down the first pretty quick and stand in front of her she proceeds to immediately try and does escape on the third try I smack her down and she DCs.

    Rest of the game went pretty korma but she stuck around to call me trash in endgame. I was right they had Slippery and DS/unbreakable.

    Sorry, I don’t face camp but this is clearly the time. I’m not obligated to give you a free unhook, and no I don’t have to respect the 4% it’s no longer 4%

    Did all 4 of them have Slippery, DS, and Unbreakable or just like one or two of them.

    Also good job at discouraging a meme build. Guess it's back to the meta for them. You showed them. Last time they'll ever try to meme..... -_-


    Why are people so anti-fun???

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1525514#Comment_1525514

    The state he is in now isn't really good either, it just isn't good for the person playing Legion. He was never good to begin with, he was just broken. The Devs rightly got rid of what made him broken, but never actually fixed what made him a low-tier Killer. Despite this, the majority of Legion's changes since March of 2019 have been net nerfs, with a few buffs (such as vaulting speed increase and the pin add-ons being fixed.)

    That being said, Legion is in a poor state. The restrictions on his power would lead you to believe that it is a Nurse-level power and is super good. It isn't. For simply using your power, you will eat a 4 second stun where you cannot see much of anything and slow down to Nurse speed. For hitting a Survivor with a basic attack, you will lose half of your power. For a miss while using your power, you will eat a 4 second stun.

    Many reworks have been proposed, and I am sure BHVR has seen and considered the merits of most of them. For whatever reason, they have decided Legion is okay where he is, despite him being absolutely miserable to play. However, there is not much I can do to change their minds, so I will have to be content until they fix the majority of his add-ons, which are either completely broken or useless.

    Trust me, I'm fully aware of what state he is in on most people's tier list.

    My whole point is Legion is annoying af and they can go to hell and I don't want to go against a killer who is both annoying AND strong. Freddy already fills that criteria and I hate him. Legion needs to stay exactly as is for my sanity

  • LMAO you right. No lie detected

  • @NursesBootie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1525542#Comment_1525542

    If survivors play smart the patrol area will become not that much lower. You didn't answer to my math Argument btw.

    If you're referring to post where you said something like

    1-2 gens - 1 down

    5 gens - 3 downs

    I actually did respond to that in an earlier comment.

    But also I'd have to add that if you can only get 3 downs by the time 5 gens are done, you're trash at the game or you're playing against people who are WAY above your skill level.

  • It is considered anti-tunnel regardless of what people want to call it *shrug*

  • I think the main issue is the mindset of many people in the playerbase tbh. Althought the Devs want a 2k/2 escape balance (and I think that's what everyone should want), a lot of killers will look at a 2k as a loss or as them playing bad which isn't the case.

    The reality is, killing 3 or 4 people should be a bonus, not the norm. Just like having 3 or 4 people escaping should be a bonus, not the norm.

  • @NursesBootie said:

    1 down equals 1-2 generators.

    So 5 gens equals ~3 downs?

    It's survivor sided on the highest level of play, because the math favors survivors. Every time i play trapper i have the fear to run into a bully SWF and stand no chance.

    No, not exactly. As gens get completed, the killer has less area they need to control, less gens to patrol, and survivors who are close to death hook at that point will play a little more cautiously. Also if all 4 people are still alive by the time you get to the last gen, they have to group up which allows the killer to apply more pressure to multiple people.

    It's not a direct correlation like you imply

  • @CheyeneKL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1525442#Comment_1525442

    This is a good answer.

    I always recommend DS to my baby rank friends. They're not good enough at the game to avoid getting tunneled off hook. And at their ranks, tunneling is a real problem because killers don't know any better (and it's not even a suboptimal strategy at that level- they usually at least 3k no matter how much time they waste tunneling in true baby ranks LOL). Sometimes they have multiple games in a row where they get tunneled over and over again and that's very frustrating. The best solution is obviously "get better at the game" but there are unwinnable situations sometimes when you aren't playing 4 man SWF and you get accidentally sandbagged or farmed by your fellow low ranks, and not everyone is able to dedicate enough time to learn the game within a very short time period. Against a top rated 5 star baby rank tunneler, DS only delays the inevitable at that point, but it buys the survivor more time to maybe possibly escape AND gives baby rank a better feeling about the game knowing that he can't be COMPLETELY screwed over by his teammates. It's an anti tunnel perk then.

    At higher levels, I guess you could say it is anti momentum. But, without a doubt, there is STILL tunneling at higher ranks. Even Otz tunnels once in a while.

    DS will always be anti-tunnel insurance, regardless of the fact that some players will use it aggressively or in ways that killers don't like. I get that it's one of the more problematic perks, but it is very fair at low ranks, and still has counter play at high ranks (and it is allowed to have counter play to its counter play- most times people jump in lockers is because they are still getting tunneled. Besides, there aren't lockers everywhere on the map so it's not a consistent counter play to DS slugging by any means.)

    Let's be real, higher rank killers tunnel more than babies. Babies just go after whoever they see because they're still trying to figure the game out. Higher ranks KNOW what they're doing and their tunneling is intentional

  • @Zeus said:

    I'm not gonna say whether legion is a strong or a weak killer. I'm just saying that legion's power doesn't require much skill. The only difference between a good and a bad legion is their M1 skills...which every other killer share (except maybe nurse).

    Already got a rework and it was one of the best things to happen to the game

  • @Archive512 said:

    https://forum.deadbydaylight.com/en/discussion/180422/complaining-about-bt-makes-no-sense

    i gotta say i disagree with this, let me give you an example of my own (which has happened to me as a former surv now killer main. also, this is taking point number 3 into effect, but instead of being at any time during the game instead its endgame, when BT turns from an anti facecamp perk to a 'kick in the gahoolies' perk):

    your a killer, against either seal team 6 style SWF because of the matchmaking right now, or you got a bad map, or your trying to get more points on a killer to get better perks, or any combination of those 3. main thing here is that the match has been awful. no kills, 5 gens done, gates are about to open. you know that the match is gonna give no points, you manage to get someone down and hook them. if you leave the hook, they will be rescued and the match was a waste of time. you sit on the hook, at least you will get some points for entity summoned / late sacrifice, maybe if the other team sticks around some hits. someone barrels towards the hook, you hit them, they unhook in front of you. 'ok, i'll hit the one who is injured off hook, punish an unsafe hook.' nah, one has BT, you are in the cooldown animation of your hit watching them teabag in front of you and run off. welcome to 0k, no point land, home to wasted time both in match and queues.

    the example was made to show how annoying of a perk this can be for a killer who hasnt had a good game. to me personally, its a 'kick them while they are down' perk. if you dont use it like that, cool this isnt a post against all people who use BT, but against those who use it to just be an [BAD WORD]. im also not asking for survivors to 'give up' and let killers have kills for free, but dont kick a killer in the nuts after having a bad game.

    If you do that, that's literally your fault. You should've hit the unhooker instead of the person who just got pulled ouff. That mindset comes from a sense of "I want this one" instead of playing smart and attacking the person who did the saving

  • It's literally the worst perk in the game on both sides. Never used it or seen it used other than for the adept achievement

  • How do you know they were SWF?

    Also what Rathoric said. Adjust your playstyle and perks. If you didn't catch Nea until the gates were open, you definitely did something wrong. There's no way it should take 5 gens to catch even the best players

  • Facts.

    NOED, BT, DS, Unbreakable, Devour Hope, all of these perks only work if you let them.

    NOED, break totems

    BT, don't camp AND go for the unhooker (2 counters)

    DS, go for the unhooker or the 2 other people on the map. (DS is only harder to avoid towards the end when there's only 2 or 3 survivors left. If you got hit by DS with 4 people alive, you tunneled and you knew what you were doing)

    Unbreakable, don't slug

    Devour Hope, search for totems in between doing gens

    I'm sure there's other perks people complain about a lot but most of them are caused by the players who complain about them

  • So 4 people rotated and took turns blinding you for a whole minute..... and you let them and didn't look up...... and then you "exited the match" but claim that you DIDN'T rage quit......

    *takes notes* I see. Please tell us more.

  • And to address the reason that killers supposedly don't have "second chance perks" (They do: NOED, Bloodwarden, Rancor, Spirit Fury, Remember Me, Unrelenting)

    Pretty simple answer here. You have powers and a weapon.

  • The term second chance perks is stupid to begin with.

    Killer leaves me on the ground bored and I pick myself up..... that's the killers fault for leaving me there.

    Killer tunnels me and gets hit with DS....... that's the killers fault for not going after the person who unhooked me or the other two people on the map who are probably having a jolly old time doing gens while you deny someone the chance to play. (yes, I'm aware there are situations where people don't intend to tunnel but let's be real, I play killer as well and we know who just came off the hook and who hasn't so yall can miss me with that "I didn't mean to tunnel" lie. You knew what you were doing)

    Soul Guard (weak perk, but okay let's go there) Killer slugged me and decided not to hook me, I spent however long it takes me to recover and then someone picked me back up and withing 4 SECONDS, you try to hit the person back down who just got off the ground.... you deserve to get caught by that perk

    Adrenaline - If yall aren't counting NOED, Rancor, Remember Me as second chance perks, than you aren't allowed to count Adrenaline as one either. Operates on the same end game conditions.

    Mettle of Man - Instantly became a joke and stopped getting used after launch but sure let's go there too. I have to take not 1, not 2, but 3 protection hits (which also means I have to heal myself up at some point to take enough hits) then the next time I would go down, I get BT. Trash

  • @NullEXE said:

    Lol NOED, Bloodwarden, Remember Me, Rancor, and all these perks are not "Second Chance Perks" they are "End Game Perks". Perks that make it so that you have barely a chance during EGC.

    Killer has some perks that grant immunity but they have ridiculous conditions. Like Spirit Fury - You have to take 3 pallets to the head before you can break 1 pallet. When getting hit by 3 pallets could cost you 2-3 generators.

    Other than that Killer has nothing but Perks they use to balance the game.

    By that logic, Adrenaline is also an End game perk, not a second chance perk .

  • @Yogerman1997 said:

    i try to counter it by using Borrowed Time, and playing with friends who have it, and tell them if they dun't run it i not gonna help them, so they had to run it if want me to save them.

    If you're being legit, I would hate to be your friend XD that's manipulative and toxic af

  • There are no weak killers. Just players who aren't very good with them. I'm pretty sure there are streamers out there who have proven this in red ranks with so called "weak killers".

    If you're not doing well with a killer, that says something about your skill level, not the killer themselves

  • My main build is actually an altruism build

    BT, We'll Make It, For the People, Inner Strength

    BT if the killer is camping

    We'll Make It if the killer is a decent distance away.

    For the People - I'll use this either to stop the killer from tunneling someone OR if I randomly run into someone who is injured and we don't have time to normal heal.

    Inner Strength - My pocket heal for after I recover from using For the People

  • This might take the cake for worst suggestion I've seen on the forums and I've seen some pretty outlandish things.

    So the killers suffers no speed penalty ever, but I have to run from my gen to the hook to save someone and then already be exhausted when the killer comes back to the hook because I ran there to save someone???

    Yeah, no thanks

  • Very few people actually want NOED nerfed. Major exaggeration saying "everyone"

  • @swamptrash said:

    so you know how each Survivor is basically a skin.... for all those meta perks yall like to run.... (ya i am a killer main. and toxic to boot) why not have specific skill each survivor can use only and make it innate.. maybe use one of their perks... mebbie as a perkslot for their own skilllist this way us killers can get it too....... makes it fair... or just give them a other skill outside of perks but fits in their lore..... any ideas? what would you think would be a good thing to see.... like mebbie blendette as she is a healer type can put down poison traps to slow down the killer...

    I floated this idea like a year ago.

    I think the consensus was something about some survivors becoming "meta" over others based on their unique skills (as if there isn't already sort of a survivor meta already (because who really plays Jake anyway XD)

    I personally would love for each survivor to get something special that fits their personality and lore and differentiates them in-game

  • Freddy - Swing Chains, Jump Rope, Dying Light, Thanat, PGTW, Surveillance, Ivory Mori

    Smollest PP Build

  • Yeah. That's actually when it works best. If you go after the unhooked or someone else, you're less likely to get hit by DS.

    Or like everyone else and their momma said, just eat the DS early or slug and force the unbreakable (not that you'd know if the whole squad had these perks until after the game anyway so it's kinda weird to plan for a hypothetical that rarely happens)

  • I do and I have no issue with BT. Do you have an actual argument?

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/1520554#Comment_1520554

    I can keep Hag, Oni, Doctor, and Freddy in a chase much longer than a Clown.

    When Hag places traps on a loop, you just use that time to run to the next loop or pallet

    Oni is only an except when he has his power active. Otherwise, he's a regular m1 killer in a chase and is not better than clown.

    Freddy's blood pools are a joke and I'm much for afraid of fake pallet Freddy than the blood pool one.

    Doctor.... it really depends on where you're trying to loop him and how well you can time your vaults or pallet drops around his shocks.

    But none of them have the literally ability to slow your character down and blurry your vision and stop you from even making it to the next loop

    My point was solely focused on chases. I'm aware the other killers have better abilities and secondary abilities outside the chase. But I was only referring to when that chase music starts, who is most likely to catch me the fastest and I still stand by it being the Clown over those killers I listed because of his massive slow down ability.

    @slim0b said:

    https://forum.deadbydaylight.com/en/discussion/comment/1520578#Comment_1520578

    A hag who knows what he's doing (which i don't blame you, but you probably never pass by) already has his web set up before getting into a chase with you. They won't follow you into a loop then place that trap, they'll have that trap and many others around it set up.

    As for oni, duh he gotta have his power. But it's not achieving the impossible with the current no heal meta, not to mention that oni has an instadown on the other hand.

    If you consider freddy's snare a joke then again, you haven't gone against a good freddy, he probably places them right in front of pallets rather than having a bit of distance to make the snare help him achieve that distance preventing the pallet drop.

    I think what you're setting up is not exactly what I'm talking about because I don't disagree that if a Hag already has their whole set up down, they have really strong chase potential. Removing that hypothetical though, in a straight up chase, a Clown has better chase potential than a Hag. Even if the Hag has traps set up already, if I know where they are, I can avoid that area of the map. Basement usually has a trap near, strong pallets that can't be mind gamed, hooks that people were pulled from. It's not hard to guess where most Hags will put their traps.

    If Oni has his power, that's a different story of course, but without it, he's no better than a Trapper in a chase. Plus I don't participate in the No Heal meta. I run inner strength and then my other 3 perks on my main are We'll Make It, For the People, and BT. All altruism and 2 of them designed to make sure people are healed quickly (For the People leave me injured but I have the pocket heal of Inner Strength for later)

    And I've unfortunately gone up against every kind of Freddy imaginable and I've always found snare Freddy far inferior to fake pallet Freddy, especially when I play solo because I don't know how many pallets those randoms threw in their chases.

  • @slim0b said:

    https://forum.deadbydaylight.com/en/discussion/comment/1520505#Comment_1520505

    Annoying ≠ Strong.

    And no in fact he isn't strong at ending chases than most killers.

    Spirit, Hag, Pyramid Head, Huntress, Nurse, Oni, Deathslinger all end chases faster than him.

    Doc and Freddy end chases at his same level, doc probably even faster.

    https://forum.deadbydaylight.com/en/discussion/comment/1520539#Comment_1520539

    Yeah same.

    https://forum.deadbydaylight.com/en/discussion/comment/1520502#Comment_1520502

    Cheers for the early reply 2nd.

    After watching @DudeDelicious's clown videos, it appears that he's playing the game at a mediocre level for the most part, and from watching all the videos here's the ranks he went against and count. I observed all 13 matches of clown he had uploaded, here were the ranks

    Yellow Ranks - 16 players

    Green Ranks - 16 players

    Purple Ranks - 12 Players

    Red Ranks - 8 Players

    Exact match ranks version below

    Spoiler Spoiler Warning ▲ ▼

    G = Green ranked

    Y = Yellow Ranked

    P = Purple Ranked

    R = Red ranked

    GGGY

    YYYY

    GGPP

    YYGP

    YYYY

    YGGG

    GGGP

    RYPP

    RRPY

    GPPY

    GGGY

    RRRR

    PPPR

    And when he went against 4 red ranks for the only video, it was on hawkins with a 3k, and hawkins is heaven for any killer that isnt nurse.

    As for the techniques used in the videos there wasnt anything special, just bottle one side push other side etc..

    My point is, for me and many other killers who goes against red ranks every single match, he's simply not viable. There's a reason the community and content creators who have dumped hours into this game think he's the weakest killer of all, he's lacking.

    I can keep Hag, Oni, Doctor, and Freddy in a chase much longer than a Clown.

    When Hag places traps on a loop, you just use that time to run to the next loop or pallet

    Oni is only an except when he has his power active. Otherwise, he's a regular m1 killer in a chase and is not better than clown.

    Freddy's blood pools are a joke and I'm much for afraid of fake pallet Freddy than the blood pool one.

    Doctor.... it really depends on where you're trying to loop him and how well you can time your vaults or pallet drops around his shocks.

    But none of them have the literally ability to slow your character down and blurry your vision and stop you from even making it to the next loop

  • I'm honestly cool with all of these and amen on Deathslinger's ridiculous terror radius. It's BS that you have basically what amount to a Huntress with the terror radius of a Hag and that's assuming he doesn't have Monitor and Abuse at which point you don't even hear him until he's basically in melee range

  • @xGodSendDeath said:

    No one runs decisive strike or borrowed time so you don't have to count in your head before hitting someone or picking them up lol

    So you can tunnel babies and prove you have no actual skill? Got it XD

  • Doesn't need a buff. He's already annoying and strong at ending chases faster than most killers

  • Have you tried going after someone else? Works for me shrug

  • Survivor (We'll Make It, BT, For the People, Inner Strength)

    Killer (Whispers, Thanat, and literally any 2 other perks I can find (usually some combination of BBQ, Ruin, or Dying Light)

  • This is like day 3 of the system supposedly being in place??? I forget what day it actually started.

    But I'm sitting here with 2300+ hours as a rank 2 survivor (Morid out of rank 1, thank god)

    And I just played against a Baby Myers. And that's not an assumption. He was rank 20, had NO perks, and tried to chase me around Ormond in TIER 1, I assumed he had scratched mirror or something but he finally hit tier 2 as we were opening the exit gates. No one got downed. No one got hooked.

    Every survivor was red ranks except for 1 who was in purple. There's no reason any of us should have been playing that killer. He has to have just bought the game to not know how to play Myers correctly.

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