S_Panda
S_Panda
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/919756#Comment_919756
Last time it took them almost a year to fix sound issues. My hope's are below the floorboards in expectations for that.
Sad thing is back when they first tested dedicated servers on the ptr (I believe it was with nurse rework?) they had this exact issue. the only reason I remember this for sure is because otz has a perma-video on his secondary channel of him one-blink nursing on haddonfield. one of the gens was probably ~5 meters away inside a hourse on haddonfield and he stopped hearing it altogether
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You answered it yourself: rank 20s get thrown into matches asap so they can 'enjoy' the game as you can't derank below 16 very quickly (at least I assume so even with the recent reset change) and after that I believe you can't even depip on purpose. This way they don't have to wait for 4 other players who happened to just start playing (or at least started playing the role they chose to play) and after a few matches of getting bashed in they find their ground hopefully.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/920264#Comment_920264
I never said just killers. I've been having the same queue problems when I try and play survivor too.
I meant that survivors are having the queue issue. For the past 1.5 months (tome's release) I've never had a longer than a minute queue as killer.
Edit: also if they do choose to increase bp for one side (cause why would it be incentive to bring up one side when the other side needs players), there'll likely be a blowback from the opposite side
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Have you considered playing killer? I hear their queues are instant and get more bloodpoints than survivors and are very fun to play! /s
Joking aside this wouldn't make it better, it'd make it worse as killers would have even less reason to not play survivor.
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Don't set traps around pallets until you're chasing through them, as until then they're useless traps and you're likely not going to get a hit off them anyway. Once you do get a safeish loop, set a trap a decent amount away from the opening, but close enough that once they drop it and move a bit they can trip it. After this, walk the LONG way around to force them to get them to be positioned like this: you, pallet, survivor, trap (sprung). now that they're stuck between a hag and a hard place they'll either panic and jump into your arms, or make distance from the loop in which you can then teleport or run around the other side of the loop from your sprung trap.
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Maybe to make it equal? if the killer can't hit through them then you shouldn't be able to move through them?... As much as I agree it helps against facecamping, it isn't used just for that as I remember one nancy running a loop around the hooked survivor on the game map around 4 rooms in the under, do a grab to bait a hit, then continue running cause why unhook someone you're looping around continuously
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If this is xbox then I can assure you they aren't there - they were waiting for dedicated servers to be semi-reliable before implimenting anything as DCs could've been completely out of the hands of the player and then they'd get penalized for it. With their servers they can differentiate the type of DC supposedly and avoid banning someone who actually got a random disconnect or freeze.
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It isn't out yet as far as I remember since the switch hasn't been updated yet and they're both on the dedicated servers.
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@MegaWaffle said:
Old tech that somehow still works.
I typically down the player pointing, check the locker, if he was actually selling out a teammate I drop the person in the locker and hook the pointer.
If he was trolling me then I have a slug ready for harvest!
Yeah snitches get stitches :P
Once in hawkins 2 people on a gen together I whack one, other points at other so I whack the other and chase them
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@chase131119 said:
Still have yet to do the "No one escapes the end game" challenge. Don't plan in it either, to be honest.
When you do decide to do it, I recommend eliminating two survivors before gens are done. If you dominate too hard force your two remaining victims to work on gens as if farming then turn around on final gen finishing.
Another is to really be rude about it: face camp one person out while the other rush gens (or don't). Then do my above tactic. Had a wraith do this to me + another guy in an obvious manner (my spine chill was lit while we worked on final gen together the entire time). I ended up denying him of it after he slugged us both once each / we got each other up then he slugged us both at the same time. While he hooked his guy I was in bbq range barely away from where I was slugged since I knew I wouldn't be recovering this time. Afterwards I crawled to a better hiding spot but hatch happened to open right nearby so I escaped there.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/913021#Comment_913021
Wow that was so helpful.
Sorry, guess I should just say the guy was bad and walk away.
The game is an online game and there's a certain set of priorities. If it was the opposite way around the killer would see themselves hit the survivor, only for the survivor to get back up and dash away
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/913014#Comment_913014
No he didn't. Why would he be exhausted if he activated too late? You can't activate DH while Dying
Survivor side: activates before being hit by the killer
Killer side: hits before the activation
Server: activates dead hard but the survivor is hit
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@rubberduck said:
Has anyone experienced this? You use deadhard during a killer lunge, get downed before the dash but still get exaugstion? Is this intended, i cant find it in any patch notes...
You hit too late: On the killer's side they have already hit you before you activated it. There's a reason it's recommended to use it for distance rather than baiting a miss.
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If I'm excluding the flashlight save challenge as I still haven't finished it yet - I'd go for the destroying pallets/damaging generators but that's more because I'm only doing 1 or 2 killer matches a day while spamming many survivor matches to fail to flashlight save.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/912944#Comment_912944
Spine Chill and Resilience affect your action speeds, not your teammates, so it was definitely unintended.
Adding on I believe it was just a visual change, as I used spine chill myself while being healed and I didn't see a speed up in their healing but the bar would change from grey to yellow when the killer faced me.
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/912924#Comment_912924
wut resilience did that?
Yeah it sounded like an unintended issue rather than a nerf honestly. Speeding up someone else's action speed while injured
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Honestly I had assumed they worked this way from the get go rather than the way they were before. Almost every other speed modifier increases a killer/survivor's speed by adding 5% of 4m/s while the old modifier seems to have done it by multiplying the current speed by 1.05%. The only movement speed modifier I used pre-patch was the yakuyoke the few times I tried out gen grabbing though so I wouldn't notice the slight difference.
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The sound is broken, in the other way around from what you're thinking. If the survivor is out of line of sight by a rock or a wall they become near to completely silent. I had someone 'outplay' me at an L wall because the sound vanished when I was at the 'bottom part heading left' and I assumed she was heading "upwards" of it because of the sound loss. Turns out she went left of the L shape and kept running while I didn't hear any of this. This situation was while she was injured + coughing vs my plague so it shouldn't have happened.
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The 18th and we won't know until it's released if they changed anything.
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Didn't someone say they rush new players into a match regardless of ranks? May have heard that wrong.
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Sounds terrible to be honest. Three times you can force the killer to waste time at a strong loop even though they actually would've gotten the hit. Almost every map has a good jungle gym or window where you can make use of this.
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Otz always comments on it (as a trapper main): imagine a trapper gets you in a closed off hook - With all traps on hand he can close off all entrances making it an easy camp halfway across the map and still have traps on hand to trap other places as needed / in mid chase. There's a reason the bag addons are his strongest (along side the tar) and that's allowing him to be versatile in his actions. Even a basement hook requires 3 traps to close it off entirely (though 2 is usually enough) - That requires one of the stronger bags if you're transporting them.
I don't know how many traps spawn on each map but I believe it's a minimum of 5 so if you have 6 (since we're assuming you still start with 1) you can set 2 decent traps then save the rest for your hook - or even pre set on your preferred hook 1-2 traps and use your other 4 nearbyish and SWF wouldn't be the wiser.
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One good thing is if you don't actually want to play the killer you can just pour your BP into her until you unlock ruin rather than force yourself to play her.
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Obviously the killer was supposed to back way as soon as they hooked, performed a lunge to interrupt steve, then down him AFTER he unhooked his ally. then down the other person and leave them both slugged because otherwise they'd be tunneling!
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What the other two said: sometimes killers feel merciful after a tough game (for the survivors) so they let one go.
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@Thasard said:
I have 3 or 4 tasks to completely finish Tome 3 between Survivor and Killer and it's just not happening. Thankfully I reached the end to be able to move on to Tome 4, but at this point I'm praying rank reset will get me worst players to try to meet the final tasks
Sadly the new rank reset won't change who you play with at all now, as you only drop down to the next color ie still in range with everyone you're in range with now ><
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I had no issue with mine once we got to a situation where I could do it - 3-4 matches where it was complete annihilation, or we dominated the killer so no one got hooked. The one that got it for me was a nurse doing proxy (not face) camping so I was able to get them off before she even hit me so they got away freely. I made sure to let my team mates know beforehand that I'm doing it + leave me behind.
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@Thasard said:
They need to limit how much blood he can get per survivor, like The Shape can't Tier III all on one survivor. He has to go and find others to stalk. Thankfully I haven't run into many Onis at Red ranks.
There is a limit to the amount of blood that's spawned on the map (100 orbs) so one person being injured is not as bad as 2-3 honestly. The Shape can go from t1 to t3 all in one survivor if I'm remembering right (I haven't really played him in months, as I'm not that huge a fan of him). Sure this leaves that one completely drained but still feels worse than oni having to either hit 2 different survivors at the beginning or hit 1 and slowly let him bleed for a good...40 seconds? each orb gives 2.5% power and 2 spawn every 5 seconds by default so basically he'll get 1% every second + normal regen + 40% from the swing. I had a match on lery's where I'm pretty sure the shape didn't stalk me at all yet he was running the infinite tier 3 + standing mori addons and he was able to hit it. That or I didn't see my spine chill working properly at some point where I was out in the open with another team mate.
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@Peanits said:
Thrill of the Hunt, Huntress Lullaby, Haunted Ground, Third Seal, Devour Hope and Ruin.
Can't cleanse what can't spawn.
But what can't spawn won't activate :P
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For mine I took a match I was dominating in as clown: 2 gens remaining with 2 people dead and the other 2 were hooked at least once each. I downed one person and brought them to a gen and whacked it. Found the hatch and opened nearest locker dragging out my remaining guy and brought him to that gen. they took the hint and finished that gen + rushed to another that was near the gate / hatch. soon as gen finished I whacked the first person then took the locker guy to the nearest hook after opening gate. then took the other person to the next hook and challenge done. they were good sports and glad they got the extra objective points from 2 coop gens anywho.
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@sebbo94 said:
https://forum.deadbydaylight.com/en/discussion/comment/903630#Comment_903630
I thought the same, however she didn't have the new prayer beads. I guess it's a bug then.
I also sometimes hear my whimpering even when using Iron Will, so something's not quite right.
Well the latter is an obvious one: stridor which soft counters iron will...though sound is also bugged (in the survivor's favor) this update ><
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I also had mine against a hag on hawkin's. Everytime she went after me the most she did was a single hit. Finally at the end of the game I was opening one gate and she found me so I dashed across the map using the boost and got to one of the safe rooms (the 'warehouse' with many boxes and 2 pallets with a short/long side). Stunned her at one pallet (sadly gate was on other side of it). My team mate got in her way letting me cross to the other side with the pallet. I stunned her then got to dead hard my way out the gate. Spine chill is part of my normal build so it was more of being careful rather than holding out at a gen.
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@Desolate_Sands said:
https://forum.deadbydaylight.com/en/discussion/comment/904391#Comment_904391
This is playing out the same as the old nurse and spirit. Bad killers who are suddenly finding success with an overpowered killer rush to it's defense. Too bad it was probably released overpowered to boost sales, and will be cut back in time.
I don't even have him unlocked yet so I've only played against him. Besides my one match against him on the game (where he basement hooked 2 people during the glitch) he hasn't managed a 4k. I even rematched against that specific player somehow that day on badham and got a 2k/2 escape. As usual bad survivors haven't even played against it for a week and are calling it overpowered (notice how bad this argument is?)
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/904073#Comment_904073
I actually like it when the killer slugs me because that means I don't have to spend a hook state. 😁🤗
Honestly how I see it. A oni gets ambitious and downs 1 guy and chases another. 20 seconds later he may down the other one, but we then get the other guy up and it's the same as if he just went to hook the other guy except he wasted 20 extra seconds on the chase
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And with teammates like that you'll lose against any other killer - so why are we assuming those are part of the equation?
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@Desolate_Sands said:
https://forum.deadbydaylight.com/en/discussion/comment/904331#Comment_904331
Ghostface and wraith punish the no-heal meta plenty in my opinion. What's the point of healing against Oni anyways? Half the time he is going to 1 shot you regardless of your health state.
Spend like 20 seconds healing to full even when it will leave him half a power bar anyways. It's still more efficient to just rush gens with adrenaline.
Orbs don't spawn while he's oni mode, so you're free to heal while he's not near. If you're healed when it ends, there's no new blood orbs. Therefore the game is basically reset to normal with a few pallets lost because the first 1-2 people used them to prevent hits for 3 gens. Imagine what'd happen in this situation to the oni now? If you know he's running slugging specialization then you know he isn't running NC/sloppy (since I'd assume he'll be using bbq for far away, M&A for infectious interaction leaving one slot for those at best). If we're assuming he's going to always down us then I suppose ghostface will always expose/down and plague will get you sick within 10 seconds and down you then. No counterplay whatsoever.
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@Desolate_Sands said:
https://forum.deadbydaylight.com/en/discussion/comment/904314#Comment_904314
Well typically most high rank survivors never heal, because they all run iron will / dead hard / and adrenaline and just rush the gens. But the blood bubbles lead him directly to you if you are injured, iron will or not.
When he's oni mode he can't use the blood bubbles whatsoever. I believe you also don't spawn them as well as you can see them spawning under you regularly. Imagine a killer trying to change the no-heal meta.
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/904187#Comment_904187
So you are basically saying he is so overpowered in his ability that the only counterplay is to hide in a locker? I agree.
Or alternatively, you can burn like 5+ safe pallets and get wrecked on the next time he pops it.
who said a locker? unless he's popping it while on top of you then you have a chance to hide on the map unless it's maybe the game. due to the change to how his power is 'lost' locker is not the way to counter him anymore. hiding in a locker just freezes his power without losing the amount he would've if he slugged you first. I had him dash to the gen I was working on twice and walked around a rock twice because he chose not to whack the gen + didn't notice the slight progress I made in the ~15 seconds he was away on the pale rose map at a gen that was between the pier/shack so he could only dash from that direction.
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You could always try stealthing when he's oni mode. without perks he has 0 tracking beyond normal killers and while dashing he can't turn fast so unless you leave tracks for him to follow he's just running around randomly. If he hooks someone and goes oni that's when you ditch your current location after a few seconds (since it takes 3 seconds by default to oni up and 1 to dash). When he's dashing towards you go around the object you're 3rd personing behind and there you go no chase and he doesn't know you were even there. Rinse and repeat 1-2 times and he's out of oni mode without anyone extra down. If the person on the hook has to eat a hook state, I'd say it's worth it over giving him an extra 1-2 downed players. If you treat him like a regularly loopable killer then he'll eat pallets for the first 1-2 oni modes then eat the entire team on the next one.
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@aknitus said:
Yui has the ability where she does not drop blood orbs
No she still does. The devs wouldn't want you to deny a killer their entire power through a single perk.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/903598#Comment_903598
If you honestly think 90% of killers camp, then the kill rates wouldn't be nearly so high.
Why the kill rates are so high is because of games where survivors could escape with 1 but they have the "WE MUST GET EVERYONE OUT" mentality and the 1k ends up being a 3k or a 4k.
Can definitely confirm I ended up giving a kill when I should've just left my team mate on the hook...many times. And look at the 'terms of tunneling' in that wall of text. Then yeah anyone is camping / tunneling because they didn't run to a corner of the map after hooking 1 survivor.
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@sebbo94 said:
I can almost always hear her phasing sound when I'm in chase with hear. Isn't it supposed to be silent while standing in her terror radius?
If she's using the new prayer beads I'd assume you can hear it even in terror radius now. I haven't faced a spirit in a hwhile so I can't confirm/deny if it's a current bug
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Another choice is botany knowledge, gives 33% efficiency and speed up of healing. Then you can also have 33% faster healing on allies without wasting your medkit on them.
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Funniest fix to moris: make ebonys rare and ivory? (the current rare one) ultra rare. That way ebonys are actually rare
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@MAV said:
https://forum.deadbydaylight.com/en/discussion/comment/898589#Comment_898589
Realistically not an option now that EGC will end you before stealthily open a heavily patrolled door...
Simple solution is spread the doors a bit more what's the point of 2 doors of they are 40 meters from eachother... While in other games they are on opposite side of map
Gate opening: 20 seconds (before modifiers)
EGC timer: 2 minutes
amount of gate opening before first light turns on: ~4 seconds
If you can't open the gate in one go the killer's going to guard it so if the 2 minutes EGC timer isn't long enough then you were immersed far too long before trying to even open it. Another option is to create a situation where the killer stops patrolling to prevent an easy door open: turn on that first light and head to the other gate. Set up like you would above if the killer does decide to ignore that first light right away. Or stay at that gate in a safe area far enough and wait for him to give up, you have a partially opened gate and an opening to finish it up without getting downed or possibly hit. Almost like some sort of game where you're tricking the killer's mind...
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Can only assume there's a lot of SWF going on - which is quite common on console from what I played on it. In both matches killer could match properly with 2 of the 4, meaning could've been 2 pairs of 2 people playing together fine while the third is worse but also possible If the survivors were all together. Only time it's "wth" is when there's a 7+ rank distance between killer and any survivor, and that could be because the killer pipped up while the 'highest' ranked survivor depipped down.
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@Nemmy_Wemmy said:
https://forum.deadbydaylight.com/en/discussion/comment/897271#Comment_897271
What other perks u run with iron will and spine chill if you dont mind me asking;) i love trying builds ha
My claudette doesn't have much unlocked but I've been slowly moving towards the meta. Exhaustion perk + 1 other (maybe decisive when I do unlock it). Botany Knowledge has been fun paired with a medkit to heal myself even quicker after being unhooked and to be a quick healer when unhooking others.
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But unlike the plague's infection you can remove the spawning of blood orbs...
In seriousness if you're mid-chase you're not likely to juke any killer and if you're in the situation where you're likely to be found you're better off running as soon as the killer nears: they may be faster than you but using the oni as an example, every second of distance ahead of him you are it takes ~6.5 seconds for him to catch up. Add in a pallet somewhere and he wasted at least 25 seconds just to close the distance if it's a safe pallet.
I like that we have a mixture of killers to force different playstyles. After I faced the plague a few times I stopped playing as heavily stealth as I have been (and I'm moving towards the meta build slowly). We have the spirit/nurse who reward you stealthing/juking them and the plague/oni who deny it.
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@Cassandra_Alexandra said:
https://forum.deadbydaylight.com/en/discussion/comment/900669#Comment_900669
Do people just see what they want to see? My original post said nothing about dcn. I don’t dcn nor would I ever encourage anyone to do so. I talked about backing out of the loading screen which to my knowledge is not against the rules. The match doesn’t start and nobody loses anything.
While you're right about that, the title of the thread points towards that thought. I don't know bhvr's stance on the type of disconnecting, but you're ending the match pre-maturely for 4 other players which may sound familiar to you. The fact that there was a bug that allowed you to do it in game and they fixed it does hint that they don't want you doing it though.
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Finally did a single match but I feel one of the survivors was trying their flashlight save challenge while another was quite immersed (hiding next to the hook they healed at) so can't speak of how bad I'd perform against decent survivors. Had one instance of post phase lunge where I felt like I went a shorter distance than if I just lunged normally afterwards but otherwise I wasn't "nailing" my phases anywho.
Only used the amulet 2-3 times pre-update while trying out gen grab spirit (1 of which was on the game so it was quite pointless imo), and I felt the prayer beads made it harder to sneak up on people honestly. I've been experimenting with getting barely into terror radius then phasing in on them to surprise them and I may have gotten two people using it.
I only used the katana-esque addons once and didn't like em so no loss on that part. The only one that 'hits' me hard is the reduction of charge speeds, but is understandable to keep the curve of rarity equal (10 to 20 to 30).
The loss of collision honestly felt like a buff in the times it happened: I ran past the survivor and they ran right into me. Otherwise they're a bit more paranoid at pallets since they can't "feel" for me walking into them and drop them early, then possibly jump right into me as they can't see me post phase (was a double rock-pallet and I hid my light).