SkeletalElite
SkeletalElite
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- SkeletalElite
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This is a rare visual bug with the counter, usually after you complete another gen the counter will skip from 5 to 3.
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This is not a bug, when SBMM is enabled ranks are hidden because they are not used for matching.
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@ciara1999 said:
Calm spirit is underrated.
Calm spirit doesn't stop the shock, it just makes you not scream so it does nothing in this circumstance.
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They should just add a way to replenish tokens, I think safe unhooks and completing 100% worth of generator repair should create tokens.
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The killer can literally stand on the hatch and survivor won't be able able to jump in it, this is completely doable without favorable mapping, survivor can do the gens.
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I'm pretty sure it's just a recent thing.
Anytime I'd reported a cheater in the past I'd ususally get a reply informing me they've taken appropriate action however in the past couple weeks there's been a significant increase in cheaters (I've reported 4) and not a single one of those reports have received a reply. Either the support team is swamped with a massive backlog of tickets or they've just stopped responding.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2412053#Comment_2412053
its intentionally going over his set turn rate by many different means, that's an exploit, but they said they wont ban it, there still trying to fix it I believe
They already fixed the ability to surpass his turn cap.
The ability to flick is intentional. McLean has said so on stream.
Here's a clip from back before the J flick was patched explaining it.
https://www.twitch.tv/mclean_bhvr/clip/AmorphousFaithfulKleeTheTarFu-jPzbiLNS-Dku-899?filter=clips&range=all&sort=timeKeep in mind that was 5 months ago and has been fixeed.
Here's even a clip of Mclean doing a 90 degree flick, so clearly intentional
https://www.twitch.tv/mclean_bhvr/clip/SmallWonderfulKaleKappaWealth-RMQ4EiRXPflA1kB6?filter=clips&range=all&sort=time -
With Blight:
When you are in a rush your movement direction goes to your look direction at your turn rate, however when you attack, you movement direction is instantly updated to your look direction.
So then to flick, you must look where you want to flick, attack, then after you attack you have a little room to adjust some more.
So to pull off the really far flicks, turn camera, attack, turn camera more.
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@AshInTheTallGrass said:
https://forum.deadbydaylight.com/en/discussion/comment/2411235#Comment_2411235
Some people want to see names so that they can lobby dodge if they recognize a player. And someone else said you can check on Steam to see if that person had hacking bans. So if names could stay, but your ping was hidden, would you be okay with the Killer seeing the survivors in the lobby?
I don't mind the killer being able to see my profile/name//ping, but I think I should be able to check theirs too. I don't care about seeing survivors/items at all.
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I don't care about items, survivors can 6 second swap those if they care that much.
I just want to be able to see ping/name/profile of killer, and Im happy
Either that or remove killer ability to see my ping/profile/name
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It doesn't matter, who cares if you're tunelling or not. Tunnel away, chase whoever you want for whatever reason you want.
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It's a little on the lame side but I've only ever spent money on a single rift since I always complete it and get the cells back so I may as well buy the pass anyways.
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You can't buy charms
It is possible for cheaters to modify their saves and give themselves things though so it could be that.
Or you could have played against a fog whisperer.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2410561#Comment_2410561
It did happen at a palette and I clearly heard my hit connect but I've heard about it validation. But the second time it was in the open. I was just wondering don't want to call bs if it wasn't
At the pallet the hit was likely rejected by the server.
In the open it is possible for a hit to be rejected but you have to be lagging a lot for that to happen. That could have been a case of being able to take an extra hit because of Borrowed Time, Mettle of Man, or a Styptic Agent (medkit addon)
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@Gamedozer7 said:
So I was playing a couple of days ago and I ran into this meg that I know I hit twice in the same chase and had to hit her again to down her. Now this happen to me two times so I was wondering if there was a perk that let you take an extra hit. I left for about two years so I'm not sure what some of the newer perks are
While there are a few ways to take an extra hit, almost all of them inflict deep wound, more likely you just had a hit rejected by the server, because on the survivors screen they had already pulled down the pallet and you swung through it and hit them.
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They'd probably need to tone the range down to like 10 or 12 meters if they made this change.
An alternative way they can buff the perk would be remove the requirement for a basic attack, remove the cooldown, and buff the range to like 24 meters.
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yes
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They get a charm, that's fine.
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IMO most of the aura read perks for survivors should be shared to the team at least partially like kindred.
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@AmericanBadass said:
Nemesis heigh ?
In resident evil tyrant's are 8 ft 7 in
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BHVR need to do something about 4 1 man SWFs.
It was bad enough facing 1 of them, but 4?!?!
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How do I convince my wife's boyfriend that he's wrong for enjoying Survivor?
For the past two days every time I walk by my bedroom and see him in there playing with a SWF with meme perks I get absolutely livid. I cannot believe he would betray this exclusively killer main household like this.
Sometimes I'd step in and say something like "H-hey Kieth, um, you know that playing in a Survive With Friends is basically an exploit, right? Like it makes aura perks like Bond almost useless a-and you can constantly call out the killer's location"
And he'd always say something [BAD WORD] stupid like "Not now, champ. Go back to your room me and your wife need to have an important talk"
One time I tried to redditpill him again and said "H-hey Kieth you know that survivor is really unfun to go against because of Ruin Undying. And some killers are uninteractive to go against like engravings billy, um like you don't have enough time to react to the curve around loops. Don't you wanna join us and main spirit instead"
Now get this Reddit. He had the AUDACITY to say "I don't really care about ruin, its just a infinite flashbang generator. But if my team suffers too much from Ruin I'll maybe try to cleanse it with counterforce. I just want to focus on stunning the killer with head on"
I immediately ran out of the room sobbing, I sat at my desk and threw my chicken tenders all over the floor in disgust. He is a totem cleanse exploiter.
I just don't get it reddit. I'm at my wits end at this point. I cannot fathom how someone could enjoy exploiting in the current state of the game. I've already tagged the developers at least 13 times in my Reddit comment manifestos do you think I should start tagging him as well? I don't even know if he checks Reddit.
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Ghost face is probably the most mediocre killer in the game.
Not terrible, not great. Same applies to his perks.
Personally do not recommend because I don't think he's a very interesting killer, wraith is a far more fun stealth killer IMO
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When generator kicking was added it was never intended to be a way so significantly slow down gens but just a way for the killer to do something about a generator being left 99ed because survivors would 99 gens then pop them all at the end to make it harder for killer to patrol gens because it was harder to know which gens needed protecting.
Kicking gens as a base mechanic has received no significant changes since then. Perks have been added which add additional affects to damaging generators, but the base mechanic it self is still doing what it's supposed to do, it was just never intended to do much.
You could argue it should do more though and I agree, I think regression speed should be increased to ruin speed and that ruin should have it's percentage reduced to 50/75/100 so it's unchanged from current.
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I assume hatch trick is the bug that allows you to sometimes know where hatch is because you can walk over it before it's spawned and notice the invisible collision on the floor, which is not forbidden.
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PH is honestly pretty similar. PH has better range but cant break pallets with power, but also goes through objects instead of over and aiming feels different with PH.
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As a killer you should be "proxy" camping. Letting survivors get easy unhooks is a 1 way ticket to losing the match, especially with a worse killer or against strong survivors. Of course don't over commit to defense or you'll lose, but there's a balance to be had. You need your hooks to give you pressure and free, easy unhooks, give you almost none.
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The devs think she's strong so they won't buff her
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How do I convince my wife's boyfriend that he's wrong for enjoying Survivor?
For the past two days every time I walk by my bedroom and see him in there playing with a SWF with meme perks I get absolutely livid. I cannot believe he would betray this exclusively killer main household like this.
Sometimes I'd step in and say something like "H-hey Kieth, um, you know that playing in a Survive With Friends is basically an exploit, right? Like it makes aura perks like Bond almost useless a-and you can constantly call out the killer's location"
And he'd always say something ######### stupid like "Not now, champ. Go back to your room me and your wife need to have an important talk"
One time I tried to redditpill him again and said "H-hey Kieth you know that survivor is really unfun to go against because of Ruin Undying. And some killers are uninteractive to go against like engravings billy, um like you don't have enough time to react to the curve around loops. Don't you wanna join us and main spirit instead"
Now get this Reddit. He had the AUDACITY to say "I don't really care about ruin, its just a infinite flashbang generator. But if my team suffers too much from Ruin I'll maybe try to cleanse it with counterforce. I just want to focus on stunning the killer with head on"
I immediately ran out of the room sobbing, I sat at my desk and threw my chicken tenders all over the floor in disgust. He is a totem cleanse exploiter.
I just don't get it reddit. I'm at my wits end at this point. I cannot fathom how someone could enjoy exploiting in the current state of the game. I've already tagged the developers at least 13 times in my Reddit comment manifestos do you think I should start tagging him as well? I don't even know if he checks Reddit.
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99ing the gates is rarely a bad thing, it's only bad in really close calls and even then it's usually easy to see when a close call is coming and in that case you can open the door a few seconds ahead of time.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2398494#Comment_2398494
Except you will never hit 100% of every knife on a survivor due to his knife throwing mechanics. On top of that the faster laceration decay means there are tiles survivors can run where it's impossible for Trickster to catch before a survivor has already lost all his laceration.
On average, he's much closer to having 3 or 4 health states with his knives with some of his better more open maps allowing him to lose less knives and getting closer to 6.
Of course you're not going to hit 100%, but actually having some punishment for having bad aim is good design. Trickster is punished far less in any individual chase for missing with his knives compared to say huntress and the downside to that is that your skill is gonna determine how often you reload. If you are really good at aiming with your knives you will probably be around 5 or 6 injures per reload. If you're bad you might only get 2 and and average players will get about 3 or 4. I think the nerfs to the ammo addons may have been a little too much though.
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He has enough knives for 7.3 potential injures, before update he had 7.5. Really not a significant change in that department although bad accuracy is much more punished now which I believe is a good thing. If you have really good tracking and accuracy, trickster can melt through health states real quick. I think he's much stronger over all because you win or lose chases in a much smaller time frame than before, which gives you more time to go keep survivors off gens.
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BBQs aura is intentionally similarly colored to a gen, once upon a time it was much harder for the gen aura to obscure your aura on BBQ but the devs changed up the opacity and coloring to make the gen better at hiding your aura.
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DS is too important a deterrant to be put behind such a steep requirement.
Literally all you have to do is chase someone other than the dude who just came off the hook and the perk does nothing.
Not only is any one of those given requirements exessive (just look at mettle of man, that only takes 3 protection hits and its total garbage) but this will change the meta to tunnel the first survivor you find before they can potentially activate their DS.
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I tunnel if it makes sense too
If a survivor makes themselves an easy down after coming off the hook I will slug them but often not pick them up for easy pressure.
Survivors with keys, or if they are bodyblocking for the person who rescued them off the hook they are asking to be tunneled even if they are running DS.
When a survivor does something that would deactivate DS, I usually change target to them if they are closer to death than the alternative because they cannot have DS active even if they have it.
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It's probably just the pig meg mask
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@Ssajbambusa said:
@SkeletalElite I dunno mate, they aren't too fast when it comes to changing broken survivors perks. It still does make no sense, just like old DS did, so maybe they will look into it. There is nothing more boring than playing with small pp + iron will survivors (as both sides actually)
The difference is changing DS was changing a perk that was working as intended, to work a little differently.
Iron will works as intended.
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Iron will has done this since the game came out in 2016, I'm pretty sure if it wasn't intended for survivors to make no noise at all while it was active, the devs would have changed it in the 5 years this game has been out.
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You use it for distance, instead of dead harding to avoid a hit, if you make a mistake and let the killer get to close to make it to the pallet, you use dead hard and that little bit of extra distance you get on the killer from the speed boost will let you reach the pallet in time and throw it.
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Wasn't awesome, crowns were kinda boring but I liked how common cakes were.
My favorite event was the scorching summer bbq, that one was awesome.
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@Crowman said:
I'm pretty sure the point of them sharing the same color is so that survivors don't immediately know the killer is using ToT based on color.
Because there aren't already enough mechanics in the game that favor SWF over solos /s
ToT was in the game for a long time before blast mine was a thing, it's fine as is.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2394039#Comment_2394039
So you think this solution is not biased and it does work perfectly by not giving any advantages to other types of players?
Of course it doesn't work perfectly, but it's a big improvement over the previous state of the game, players with better ping should be at the advantage as better pings reduce desync which improves the over all experience of the game.
Obviously getting false feedback is not ideal but you need to stop looking at it like you got "robbed" when it happened. You have to change your mindset to, "I shouldn't have been able to get that hit in the first place."
One minor thing that could improve the system slightly is some kind of audio notification when a hit gets rejected, like a gong or buzz, to tell a player their hit has been rejected to help increase player understanding.
There are other things that could be improved too, like a higher tick rate for the servers, which could reduce desync and result in hit rejections happening less often.
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@[Deleted User] said:
In a nutshell anyone who live near servers now will always have an advantage over others
And it sucks
better result than killers who install net limiter and make their ping 250 having a significant advantage over others.
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A survivor screaming despite hit rejection is working as intended
https://www.twitch.tv/mclean_bhvr/clip/TenaciousConsiderateDurianFutureMan-VJkEkcgAxvhiHjRr -
@ReviloDBD said:
https://forum.deadbydaylight.com/en/discussion/comment/2393212#Comment_2393212
Well I don't know what to tell you, but whatever This is , feels really bad and is not fun to play. It feels broken now, way more broken than ever before. And while I may be a Killer main, I also do play Survivor, somehow in Red Ranks on both.. even though I get wrecked all the time on both lol..
The point is, I never had as big of a problem playing as Survivor with Pallets before the update as I do playing Killer after the update.
Fact of the matter is, Good Survivors (not necessarily myself I'm not nearly as confident) could land a Pallet Stun 95% of the time without getting injured already anyways even BEFORE the Update... they *did not* need this buff.. and now they're abusing it and getting stuns that they absolutely do not even deserve.
This change effects Killers way more negatively than the way it negatively impacted survivors before.. even before survivors were either good enough to land it every time anyways, or they could pre drop it and still create distance or loop around, they had options.. the killers don't have any options now because whether they land the lunge or not it still gets rejected.
I never minded pallets as a Survivor before nearly as much as I mind it as a Killer now.
Also, I'm not a particularly greedy survivor, because I'm not very good at looping or anything so I would always pre-drop pallets to create distance or slightly extend my loop anyways, and to be completely honest that never really bothered me, even still now after the change I STILL don't feel confident enough to try and drop a pallet on a Killer because I'm just not very good at it and would rather keep my distance than allow the Killer to get that close to me.
I never had an issue playing this way as Survivor and still managed to get into Red Ranks.. so this "buff' is almost purely benefiting the *best of the best* Survivors that actually know how to take advantage of it, abuse it, and loop killers endlessly already.. and are probably all Red Ranks already as well and were before, which coincidentally enough, is where Survivors are Stronger than Killers.
Killers are Stronger than Survivors up until about low Purple/Red Ranks.. that's when Survivors start being stronger than Killers, and that's exactly where this change just made the gap between Survivors and Killers even bigger in my opinion.
It's not that it affects killers negatively more than survivors were affected negatively by the lack of it, it's that survivors have been dealing with that ######### for 5 years and learned to live with it, it will take time to adjust to the new status quo.
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@ReviloDBD said:
https://forum.deadbydaylight.com/en/discussion/comment/2393120#Comment_2393120
Well, I've never had a hit validation before in my 4 years of playing until yesterday :(
I'm sure it's been tweaked to be even more unforgiving then.
I understand what you mean about Survivors - but my point is that this "Fix" is not just unhealthy for Killers. It shouldn't switch from one to the other.
Like I said, at least before, it was MORE FAIR, because The Killer would still get Stunned, and have to waste time getting stunned and breaking the pallet. Even if the Survivor got injured, at least BOTH things happened.
Now, Survivor goes free, Killer ends up being punished. Both can't help do anything about it because for their "own screen" they are doing everything correctly, but at least it affected both players negatively instead of just one.
Going down and stunning the killer is a far worse result than going down and not stunning the killer, you burn one of your (depending on map) limited resources to waste an extra 5 seconds of the killers time when it could have been used to waste far more than that.
In fact prior to hit validation I would often tail a survivor very closely as they ran through a pallet even though I could have hit them earlier because some worse players will throw the pallet even though it's clear I'm going to get the down no matter what. This wastes a pallet and costs you almost nothing.
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I think they should make it so you get WGLF stack for completing a heal on another survivor or completing a generator. That way "actions that help your team" are what give you stacks on it.
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@ReviloDBD said:
https://forum.deadbydaylight.com/en/discussion/comment/2391484#Comment_2391484
I still think that the most fair solution is to validate both hits, the pallet stun as well as the killer hit, in these specific moments.
From my experience this has usually been happening to me after the Survivor I've been chasing has already looped me for 4-6 pallets, this ends up extended that chase to another 2-3 more pallets and ends up making god tier survivors almost impossible to catch.
Apply this to possibly every single chase with every single Survivor, it's actually an extremely large set back for the Killer. The worst part about it is that the Killer has legitimately no counter play, because WE are doing everything correctly on our screens, the REASON we are "getting the hit feedback" is because of the fact that on our screen we were in range and managed to hit the Survivor successfully before the Pallet was thrown.
Often times this means that I lunged at the appropriate time within distance to land the lunge around a loop, before the Survivor actually successfully made it to the Pallet, but they are still getting favored by the Server in this case.
I know that people are saying it wasn't fair for Survivors before - but this is *not better* because it is extremely unfair for Killers now.
It shouldn't have to be unfair for one or the other, but at least before if the Survivor got injured AND the Killer also got stunned by the Pallet, it was *more fair* because at least both sides got what they were going for.
Also it's not quite fair that the person who has "better ping" will be favored every time.. I mean, I literally pay for and have the highest speed internet package that COX has to offer where I live in Downtown San Diego, and when I play DBD I average around 100-120ms ping usually, there's nothing I can do about that and I'm not sure why or how but it seems like every single Survivor I have faced since the Update plays with better ping than me because they are 100% safe at every single pallet now and many of them are actually abusing this power by literally NOT dropping Pallets at all until I swing, because EVEN if they wait until the VERY last millisecond and I swing and HIT them, they don't take any damage and they get off completely free.
I'm telling you that this is totally being abused by Survivors that are already getting the hang of it, they have easily extended already long loops to 2-3 more using this tactic alone, and the worst part is that as a Killer, EVEN after having to deal with the extended loop, you STILL don't get a hit because the game rejects it now.
It's kind of a mess.
- ALSO *** As noted by other players in a different thread as well not just me, I have had the "Hit Validation" REJECT my Lunges in Open World now as well. No Pallet Stun, literally chasing someone out in the open, get within distance for a lunge on MY Screen, Lunge, successfully hit the Survivor and see them get injured for a brief moment, then Hit Validation activates and their character model turns white for a second and they are back to full health running and I even teleport backwards for a split second. Happens to me twice last night.
- So Hit Validation isn't even just for Pallets now, it's ALSO working on Lunges, not sure if that's intentional or not but it is potentially also game-breaking.. given that ON OUR SCREEN we have done everything correctly, it's not like we cheated or got outplayed, we land a hit as according to the feedback the game is telling us, and then the game says "NOPE SORRY NEVERMIND" and gives the Survivor a freebie.
It really sucks to be honest from the Killer perspective.
Hit validation has been in the game for open hits for a while now
It just only triggers on very extreme cases where the survivor is much further from the hit than it was on the killers screen, but it is possible they changed or messed something up with the system there
Also: When it comes to playing correctly and it not being "fair" the exact same thing has applied to survivors playing pallets for literally years. They play the pallet correctly and throw it when the killer gets close, but as a result of something entirely out of control on the other player's screen they get hit anyways. Half the reason the pre drop meta exists is because of latency. Pallet validation only evens the field. Latency providing an advantage may be something out of your control, but like I said. The overall experience is better the lower the latency so the game's mechanics favoring lower latency stops intentional high latency, like netlimiter.
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A mouse is a much more precise method of control over a camera than a joy stick, especially because a lot of people on joy sticks use lower sensitivity.
Look at it this way you are limited in how fast your camera can move by however quick it moves when the joystick is pressed as far as possible.
With a mouse however, moving the mouse moves the camera. You want move camera faster? Move the mouse faster. Want to move the camera really far? Move the mouse really far. Unlike a joystick the upper limits for these is determined by how fast you can move you arm and desk space. Sensitivity acts as a multiplier making it so you don't need to move your mouse as far or as fast for the same reault.
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He's okay, need good addons though.
Probably trash on console. I've had decent success with him on PC though.
Just don't expect nurse/spirit/blight tier results out of him. Also pretty map dependent if you get a map with mostly LoS blocking loops, he's trash but if you get a map with mostly loops you can throw over he's pretty good.