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Shroompy

Shroompy

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  • Yeah nah

    Outdatted mechanic that needs to go, and as you mentioned it becomes even more outdatted with the Finisher Mori and Basekit Unbreakable

  • I was hoping that the 3 OG's would keep the music

    But then Billy got his own

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3256703#Comment_3256703

    This is something they don't talk about, like at all. The difference in which guard it is... is a huge detail. They just say, "Plant guard at loop and win!"

    I know right???

    Like I don't even understand the mindset considering the power description does say that they have different strengths. Doesn't exactly say what they are but its enough to get an idea on how to use them.

  • @legacycolt said:

    It’s sad that so many people are unable or unwilling to learn navigating on a map. it took me 2 days to learn to play on RPD, it’s not hard 🙄

    learning the map really isnt that big of an issue, the issue lies with tight corridors and making multiple killer powers simply not work because of it

  • @Remedicist said:

    https://forum.deadbydaylight.com/en/discussion/comment/3256507#Comment_3256507

    I can understand that as this was just a concept I had fun making. Personally, I don't think his map dependency is necessarily an issue of his power as all killers have maps that work well with their power and some that don't, so that seems to be more of a map design issue overall. To address his weaknesses though, I wanted to try and give him two things that he lacks in: tracking and slow down. Both of which he has to earn in a way by chasing survivors compared to someone like Pinhead that gets it passively.

    And to clarify, even if they kept him the same, I'd be happy playing him regardless as I find fun. I just thought that making Main Event more thematic to his theme would be interesting. I think if the devs want to realistically help him out though, they should remove recoil from his power on consoles as he underperforms on consoles due to controller joysticks being more difficult to aim with, and give pc players predictable recoil patterns since they are annoyingly random right now.

    Trust me, I'm one of the first people who understand making a post like this just for the fun of it. I've been making "rework" type posts for quite a while now al though I haven't done so recently. Trickster is one of the killers I've also had a go at reworking and I think it turned out pretty good while also tackling the majority of his issues. If you're interested, here it is: https://forum.deadbydaylight.com/en/discussion/302442/my-attempt-at-a-trickster-rework#latest

    Also same thing here, even if he's kept the same I would and am still playing him. And I do agree, recoil is more of an annoyance than anything

  • @Thusly_Boned said:

    https://forum.deadbydaylight.com/en/discussion/353560/omg-another-feng-cosmetic

    Be upset your main isn’t getting the attention you desire, instead of being angry Feng is.

    That is the point behind the annoyance at Feng cosmetics, it's not about Feng per se. Time spent working on stuff for Feng is time that could be spent making stuff for characters who don't have much.

    Imagine being like a Jeff main or something and seeing certain characters getting four or five outfits for every one your main gets.

    And she doesn't have the most, but for not being one of the original four, she has a ton. It's about the rate cosmetics are made for certain characters, not the total.

    Her not being one of the original 4 doesnt really matter, as the store came out a little over a year after she did when The Clown and Kate were introduced

  • I do and I dont agree with this

    The only guard you really want to force into a lose-lose situation for a Survivor (unless they hold W) is the Assassin, the rest have other uses which can be pretty helpful

    Carnifex can net you a hit when you otherwise wouldnt have thanks to how fast he breaks walls or pallets, you can be a decent distance away as well to just quickly go in and out of summon mode

    Jailor works well with keeping a gen locked down, perks like CoB and Overcharge (especially Overcharge) work pretty damn well with him. I can also picture DMS working pretty well but I havent tested that.

    Assassin and Jailor can also be the difference between a gen being finished or not, since you can quickly go into summon mode from a decent distance and send them to break a gen which forces any Survivor off of it for the entire duration of the breaking animation, which is 6 seconds. There were quite a few times when I was on PTB where I was able to stop a gen being finished because of this.

    The same can be done with a pallet, where you can slap down one of the guards to break it and a Survivor cant vault it for the duration of the animation.

    Im sure theres many other neat things you can do, and I cant wait for him to reach live so I can do more testing (queue times are WAY too long on PTB, and bots dont really do it for me)

  • Gonna be honest chief, Im not a huge fan of this.

    It just makes him stronger in areas that hes already pretty decent in which is snowballing and camping, and doesnt address one of his main issues of being map dependant. He would also be even more annoying to play against as now his kit would have built in slowdown

  • @AcelynnBen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3256062#Comment_3256062

    i will give you my account gl chilling on any killer lol

    edit : maybe dredge since i never touch him

    please do

    we'll increase your MMR even more :)

  • I see them the same as every other survivor!

    Fresh. Beef.

  • Am I missing something here?? This just seems like he and another streamer are partnering up for either some kind of event or livestream

  • If were considering them not Entity Juiced, then Amanda or any member of the Legion

    Better chance would probably be Amanda tho considering its probably not that easy to see out of that pig head, and the not so effective weapon. A standard knife gives you a lot more freedom and versatility than something fixed to your wrist

    If we are considering them Entity Juiced, then there aint a single one

  • Dead Hard was treated exactly like Old Ruin

    Its core issue was resolved while still keeping it a strong perk

  • @not_requested49 said:

    https://forum.deadbydaylight.com/en/discussion/312958/my-attempt-at-a-hillbilly-rework

    As much as I love the new speed limiter idea, bhvr would never go for it as it's literally BBQ and chili all over again

    Wasnt the intent, was supposed to be only in the Deviousness Category like it is now

  • @Iron_Cutlass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3254751#Comment_3254751

    His chainsaw still has a huge skill gap. Regardless of the mobility and insta-down ability, most people regard old Hillbilly as being balanced if you are excluding insta-saw addons (since insta-saw was the only problematic aspect to Billy), this is because Hillbilly is satisfying to both play as and going against since his power is fair in actual practice.

    His power has counterplay for survivors, and optimal play for Billy that still rewards going for outlandish and interesting plays. Hillbilly was so dynamic back then, and most of the changes mentioned push Hillbilly towards that direction again, but ignores the elephant in the room which is that Billy was too strong at camping which is why he received changes to begin with (with Bubba ironically taking their place as a result, but I think BHVR has given up on trying to remove camping since then due to how much nuance there can be with being in close proximity to a hooked survivor).

    Making camping less desirable but making his power functionally feel just as good if not better than it use to be should be the go-to in my opinion. It makes the game more fair and interesting for both sides. It's not about making him stronger or weak, it's about making Billy feel good for both sides.

    I don't think his ability was changed because of camping, his power barely changed in that aspect. The reason why I believe they changed him is because of the map changes they recently did at that time. They reduced the size and nerfed the strong loops on several maps, and they were probably scared Billy would overperform because of this. He was also one of the only killers who didn't follow the same formula in terms of add ons so that also gave them an excuse to change him. Did I think he needed to be nerfed as badly as he was? No. But I also think a killer who has an insta down and great mobility needs some kind of drawback, since every other killer with high mobility does.

  • @NoOneKnowsNova said:

    I'm really not sure what to think of this...some of it I love (like Hillbilly's roar or that genuinely unique idea of no bumping for the first 0.75 seconds) while some I don't think I'd ever get used to as a Billy main since his original rework (such as increase in speed + charge time).

    Overheat seems interesting. Personally I think if your changes were to go through then the chainsaw should stay disabled to 50% and then you can use it while it's Overheating, as I think a bad Hillbilly could potentially cause a lot of undeserved pressure otherwise, however that's just me being nitpicky.

    As for his add ons, these look quite good. I'm still under the impression that Lopro chains shouldn't exist but I'm glad you atleast made them Ultra Rare opposed to Very Rare. I also really like the idea of the reworked Iridescent Brick. While it seems weak it would definitely be very fun to mess around with, could be very good if you want to quickly rotate around the map but there's a sharp turn at one point. Finally I'd use the Heavy Clutch every single match. Seems like an amazing add on if your changes went through.

    Thanks for the feedback :)

    As for your concerns, the increased charge time and movement speed is the same as if you had Doom Engravings on the current build. And the point of allowing the use of your chainsaw while Overheated is to make the Chainsaw a bit more new player friendly and to make learning him a bit more easier. Also finishing a Chainsaw Sprint in any way will make you suffer from a 3.5 second cooldown, keep in mind this also applies to whiffing the saw or hitting people, reducing his snowball potential while Overheated, but still keeping his chase potential relatively the same

  • @Iron_Cutlass said:

    As a Billy main, I love this a lot, but I can see some parts of this being problematic.

    I feel like Overheating should only apply when in close proximity to a hooked survivor with the intensity of the Overheating being based on the distance between you and the hooked survivor. Something to heavily decentivizing camping with their power but not hinder their chase potential, since I like the idea of Overheating only taking a single health state instead of two health states and think it could be really applicable to stop camping with their power.

    This is something I remember considering when originally making the rework, but ultimately decided against it

    The reason why is because at the end of the day, Billy's chainsaw is still a tool that can be used for mobility and is an insta down. Part of Billy's high skill ceiling is the micro management and I wanted to keep that, but also make his chainsaw a bit more accessible and forgiving to learn.

  • @TurboTOne said:

    I dunno, don't you think the charge time is a bit long ?

    Also does he really need more Speed ?

    I agree though that you made a much much better Job then i did with my Ideas.

    Charge time and speed is exactly the same with Doom Engravings, I just forgot to make him generate less heat when initially making the post but I fully intended that to be there as well.

  • @BringShaggytoDBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/3253424#Comment_3253424

    It hasn't been like this for years, I still have cakes from the 3rd, 4th, 5th and 6th anniversary events I can use.

    It's being brought up because it's outdated. I have 428 rods that I can't use. That's 856,000 blood points that have been wasted. If you don't have an issue with it that's absolutely fine, but don't act surprised some people don't share your opinion.

    "but don't act surprised some people don't share your opinion."

    I'm gonna act surprised when this hasn't been brought up AT ALL in the 5 years that I've been playing this game and is only now being complained about.

  • im so confused, why is this an issue all of a sudden???

    Its been like this for YEARS and now its being brought up??? When things have never been cheaper?

  • @Laluzi said:

    Eh. I was always skeptical about the rumors of a For Honor crossover because while you can question how much Resident Evil is a true horror experience, or even Attack on Titan (which was just a cosmetic crossover)... For Honor has nothing to do with the horror genre at all. Even if there are fitting characters for the role, DBD might as well get new survivor Master Chief and new killer Sans Undertale if they're going to reach that wide for their crossover material. You get me? There's a difference between being the Smash Bros of horror and just being Smash Bros.

    A franchise doesn't necessarily need to be horror related to be added. We already have killers who are original which don't have a horror background, but they're just bad people. Deathslinger is just a man who was treated wrong his whole life and he took action, and Oni is just an angry Samurai who wants to rid the world of fake Samurai. A killer is not defined by how scary they look, but by their actions.

    Apollyon would still be a good killer, but I think Astrea would be the more fitting since she's a bit more ruthless. Apollyon believes that the true nature of people comes from war, and that the wolves should rise up and show themselves from the sheep. But instead of forcing her ideals onto her followers, she manipulates them, makes them believe that its for the good of themselves.

    Astrea is supposed to be Apollyon's successor. Like Apollyon, she believes that the strong should thrive and the weak die. But instead of manipulating her followers, she forces them into submission through fear. When confronted with peace she massed herself an army, started a plague to weaken the population and started a tyranical takeover. She didn't do this on a whim, she planned this out and led a coordinated attack which proved to be successful. If we're looking at who's the more "evil" one, its definitely most definitely Astrea, which is why I think she'd be more fit as a killer.

    If you want a more detailed explanation between the differences of the 2, this is a great video: https://youtu.be/jjwju5E3Fbk Highly recommend giving it a watch

  • @EvieSimpsForCrowLady said:

    https://forum.deadbydaylight.com/en/discussion/comment/3252885#Comment_3252885

    Astrea is warmonger right? Imagine her saying THIS IS IT during her mori

    Astrea is indeed Warmonger, and that'd be great lol

    So many voice lines they could use for her

  • yeah Apollyon would of been pretty cool

    Hell I'd even take Astrea

  • Seems like Dredge and Knight are both enjoying a good meal!

  • I mean I havent played all too much recently, but the last time I played I was doing killer and perk randomizers and never noticed anything off with lunges. Felt fine to me

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3250424#Comment_3250424

    I don't think I overestimate it... give me one map and we check out if there is not at least a few corridors in it where you can just straight up hold w...

    The math I did was for only one blink I think... If I'm incorrect please point it out more precise.... And yes I didn't do the math with addons, which I also stated that I did it only for basekit.. Since I did it basically to show how fast she gains distance to reach a position from where she can blink and hit the survivor...

    I mean we can use the map which is normally used during comp games for Nurse, Coal Tower. Watch a few comp games and very rarely will you see a Survivor just run in a straight line for 30-40 seconds.

    Like I can see where you're coming from, on paper it seems as if she wouldn't gain as much distance. But in reality its far from the case.

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3250396#Comment_3250396

    You gain roughly 20cm/s on the survivor when he is running in a straight line... during 30 seconds that would add up to 6 m of distance... So no, I don't think you're doing something wrong... But you seem to overestimate the distance you gain with the whole blinking process and fatigue afterwards...

    and you seem to overestimate the amount of spaces that actually have a long corridor with 0 obstacles in the way that a Survivor would have to run around, that a Nurse would simply blink over

    Also if you're catching up to a Survivor, you're doing 1 blink which gains you 20m, not both. Not only does this reduce the fatigue time but also gives you a 2nd blink for once you do catch up. So instead of roughly 32m every 6 or so seconds, its 20 meters every 3 seconds. This isn't even counting recharge add ons which make this go even faster

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3250382#Comment_3250382

    Yes it does, but then again you can just run in a straight line and it is not much of an advantage anymore... Basically any map gives you a corridor to just walk along from one side of the map to the other side... And it takes ages to catch up... You basically only start looping as soon as you're in range of her blink... Unless you just want to go stealth before she can even reach you... Besides RPD I cannot think of a map where this is not a thing you can do... at that point you don't even need to care about line of sight blockers... As she is gonna take 30-40 seconds anyway just to catch up... Even the game basically gives you somewhat of a more or less straight corridor to run from one side to the other...

    If its taking you 30-40 seconds to catch up to a Survivor as Nurse.. I'm sorry but you're doing something wrong

  • @Archol123 said:

    2 seconds of holding the blink while going 2.89m/s ; 1.5 seconds of travelling 13.33 m/s ; 1.5 seconds of chain blink window 1.54m/s 2 seconds of fatigue 0.96m/s and then 3 seconds of normal movementspeed so 3.85m/s (to recharge her blink)

    so the whole process takes like 10 seconds and you travel a total of 41,56m Which would be less than 4.2m/s... Congrats Nurse is now slower than Myers in t1... I hope that answers your question...

    Nurse already is not that much faster than the survivor... By giving her an additional 3 seconds instead of just 1 second extra looses her a lot of distance...

    thats completely throwing out the window the fact that she doesn't give a damn about the terrain for movement

  • @ProfessorDunwich said:

    https://forum.deadbydaylight.com/en/discussion/comment/3250157#Comment_3250157

    Do you still run up to a gen being worked on by another Survivor, immediately blow it, and run away?

    no, that job has been passed down to Mikaela

  • I guess the character Ive always stuck with is Meg

    ever since Ive started playing in 2017, she was my 3rd Survivor I ever played (First being Bill because BT was nuts back then, and Claud for Self Care) and when all my progress got reset I just stuck with Meg since I got compensated a good chunk of BP and just got a bunch of Survivors teachables because of it

    She was the first character I ever got to P3 and first character I ever got all perks on, many memorable moments when playing Survivor has also been while playing her

    if my opinions and posts have had a funny smell, its because Ive been a meghead from the very start

  • If non optimal play was reportable then 90% of the playerbase would be banned

  • @tippy2k2 said:

    Does it burn when you pee too?

    Asking...for a friend.

    oh of course

    such question would only come from the tip

  • ehh honestly not too much of a fan of these. Would it be better than what he has now? Absolutely, but some of these add ons are just a small number adjustment from add ons that we have now. I feel like when talking about Billy, Overheat needs to be addressed (not just with add ons) but not completely removed.

    This is the part where I advertise my own version of a Billy "rework" and add on pass. It also for the most part follows the trend that the devs make, which is Common, Uncommon and Rare add ons simply improve the killers power, and Very Rare and Ultra Rare improve it, by either giving it a strong gimmicky/situational effect, or adding something new to the power entirely

    https://forum.deadbydaylight.com/en/discussion/312958/my-attempt-at-a-hillbilly-rework/p1?new=1

  • no it aint, wont make much of a difference if anything

    the amount of fearmongering there is when such small changes are just announced is way too much

    like seriously guys, calm down

  • @jajay119 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3246066#Comment_3246066

    "Welcome to the fog"

    Literally the series strap line which they still use now. Kinda stupid when there is no fog.

    Oh I agree that aesthetically its great. For gameplay tho? Nah.

    You couldnt see a damn thing as killer

  • @jajay119 said:

    I'd rather them bring back the fog.

    No thanks

  • Ive said this in a previous thread and will continue to say it when this question is asked

    People see what they want to see to reinforce their beliefs

  • @zHypnotism said:

    https://forum.deadbydaylight.com/en/discussion/comment/3245925#Comment_3245925

    i sadly cannot determine dropped flashbangs as i am colorblind (and bhvrs colorblind filters don't really work with me) and i can quite often miss flashbangs being dropped especially with 3 people flashlight beaming around me... but yeah guess it's the only reliable counterplay flashbang has... rip controller players...

    You cant react to the flash. Best advice is when youre chasing a Survivor always keep in mind what item they have. This doesnt only help with Flashbangs, but also Medkits as you know if a Survivor just tried to pull a fast one on ya with a Styptic.

    When youve identified some one with a Flashbang, listen closely as you can hear it being dropped. Its a very subtle sound and depending on the killer can be very hard to hear, but its definitely possible.

    When you hear it drop, look away.

    (Same applies for Firecrackers, theyre much easier to deal with because of the much more distinct sound they make when dropped)

  • learn the art of lookaway-jutsu and Flashbang becomes the equivalent of a fart

    Loud, and funny with the right group

  • Cant really say considering there are WAY too many variables.

    If were talking about the highest level, no restrictions, even then its hard to say. Because then you have to ask yourself: What killer is it? What perks are they running? What add ons are they running? What map is it? What tiles generated? What perks are the Survivors running? What items do they have? Do the Survivors know what killer theyre versing? Does both parties know what map theyre going to?

    For example, a Wraith on a map like Shelter Woods would probably do pretty well considering on average there arent many loops that spawn and a tone of dead zones. The map is also quite open making it pretty easy to spot Survivors. How ever if theyre all running Flashlights, then its a different story. The middle of the map is quite barren and makes it pretty safe for Survivors when usually its a guaranteed hit for The Wraith.

    Next lets look at a killer like Spirit. On a map with only short loops, she dominates. Things change if all Survivors run Iron Will/Lucky Break with fast medkits

    Now theres Nurse, who is undoubtedly the strongest killer in the game. Put her on a map like Wreckers Yard or Gas Heaven where she can traverse it very quickly and its quite open which makes it very difficult for Survivors to avoid a hit in most situations. But if theyre all running a perk which is pretty much obsolete, Flashbang, then its a different story. Theres a reason why its banned on competitive play, but only against Nurse. It can be a game changer against her.

    TLDR: Too many variables for a definitive answer

  • Ive gone against quite a few

    Scott Ive lost count how many times Ive gone against. Been all the way back since he mained Huntress

    CoconutRTS I used to go against all the time and he was a much smaller channel at the time, was kinda cool seeing him grow

    No0b3 once, the game is on his channel and I loved the ending because we were both trying to proc each others Adrenaline that didnt exist

    ZubatLEL Ive faced quite a few times over the years

    OhTofu as well, but nothing memorable

    Puppers I remember encountering back when I was a new player, (late 2017/early 2018, it was during the Winter Solstice Event) in fact the game is up on his YT channel where he got Adept Freddy. Also played with him during the Oni PTB (pls BHVR bring back that chase music)

    Ralph and his terrifying Huntress Ive gone against way back

    EdgarAlanBro, every game Ive been with him or against him have been treats, been a while since Ive seen him in a lobby tho

    Paulie Esther was some one I used to play with all the time, didnt matter if I was killer or Survivor he would always pop up in my lobbies. Even to this day Im pretty sure he knows me by Dick Snickers, which isnt my name on steam anymore unfortunately

    Cahlaflour I have a few times. I have a screenshot of one of them during the Summer BBQ event.

    And thats just about all of them that I can think of off the top of my head

  • first it was 7 days.......

    then it was 7 minutes.......

    now its 7 months???????

    tf is up with the number 7?!?!?!?

  • @Kosturko92 said:

    Avrg kill rate is not the measuerment they should be using. Because people at low ranks die a lot, solo quee dies a lot. A SWF team at high mmr that wants to win cannot lose.

    Make a tournament:

    Random map, best of 5.

    Killer 3 kills + hatch or 1 escape = Win

    Survivors 3 escapes = Win

    2 kills 2 escape = Tie

    Make this and you will see how unbalanced this game is. DBD should balance the game around top mmr, then everyone will eventually have fun, right now no one is having fun.

    you would be very upset if you found out about a tournament where there were no rules, killers and surviovrs could bring what ever they wanted . I think the only thing that was pre-determined was the map

    Out of all the games, the average kill rate was 2.16

    Not everyone was playing Blight or Nurse either, at the time Artist was the most recent killer and she made an appearance. The result was a 4k. Keep in mind this was before the changes to Dead Hard, increased gen times, general killer buffs, etc.

    The game is a lot more balanced than you think. Is it perfectly balanced? Of course not, but its definitely a lot closer than people realize

  • @TerraEsram said:

    https://forum.deadbydaylight.com/en/discussion/352329/so-lets-be-real-what-are-the-chances-of-this-user-getting-banned

    The thing that I don't understand is... When you play killer, you practically only encounters a lot of sweaty player, or big SWF

    When you play solo Q, you only find some potatoes survivor, and rarely, good survivor...

    How?

    Because people see what they wanna see to reinforce their beliefs

  • well its kinda hard to ignore now ngl chief

  • There really isn't, since people go into tourneys with a completely different mindset and ruleset

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3242044#Comment_3242044

    "The majority." We're not talking about the majority are we? This is about viability. Like I said, all killers are viable, with no perks or add-ons + 30-second AFK... against inefficient survivors. Tournament killers do in fact leave the hook sometimes when they see that it's less beneficial of their time to stay at the hook. High MMR killers make the same decisions, improvising when a new situation arises. Just to get the first down on a survivor, and potentially camping them, is executed the exact same way whether it's in tournament or high MMR. The tournament survivors also don't have to let the person die on first hook. Nothing is stopping them from doing 3 gens, hook bombing with 2 while 1's still on gen, the unhooked having OTR/DS/etc, and then them still having enough time to finish the gens, into Adrenaline, into exit gate open, into body blocks, into all 4 getting out. Tournament killers are not these magical beings that power through the rules of the game and somehow guarantee 2-3 kills more than high MMR killers do.

    If a killer isn't played, like at all, in tournaments, or they don't do well in the slightest when they do, what does that tell you about the state of the game? That is the question I've been asking for weeks. I'm tired of people hiding behind any slight differences in play between tournaments and top MMR to avoid answering the question. If anything, the survivors are allowed far less OP stuff in tournament, so wouldn't the survivors in top MMR have a greater advantage over the killer than the ones in tournament?

    Youre missing one thing, killers also have quite a lot of bans themselves (depends on which killer as well) in tournaments and are locked to one specific map which can be a good or bad thing. Survivors can also have bans depending on which killer is played (Flashbang against Nurse for example) Also killers being played or not played is dependent on the tournament organizers more than it is the players, as each season has a pool of killers that are allowed to be played . Before a match begins each team has to ban certain killers and more bans come up the more the tourney has progressed.

    Also the decisions made by Survivors are absolutely influenced in tournaments and thats because of how the point system works, which is by hook stages. I dont remember the numbers exactly from DbE, but fresh hooks are a big source of points. More often than not were you leaving a fellow Survivor to make 1, or multiple 0 stage Survivors live. You might see them be more risky depending on the situation of not the game, but the round it self, same goes for killers. You might see a killer go for a much more risky but rewarding play because the last round their team played Survivor and didnt do so well, so they need something to try and catch up in points.

    "High MMR" and tournaments are 2 completely different games, and really shouldn't be compared

  • @Steel_Eyed said:

    I, as a discord elected killer spokesperson, would happily trade basekit Unbreakable for basekit Shadowborn. Fight me.

    now were talking

  • @Barbarossa2020 said:

    Remove swf's Solo queue becomes fine.

    wow! what a great idea!

    that would surely kill the game faster than anything else!

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