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Skill_issue

Skill_issue

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  • @KingFieldShipper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3439169#Comment_3439169

    Original undying was busted, but that's beside the point because this was said by no one ever post-og undying nerf and the ONLY reason ruin was nerfed in 6.1 was strictly due to usage rates to force change the meta.

    yup 6 months that lasted and dead hard lasted how long? how about decisive strike/unbreakable combo?

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438412#Comment_3438412

    I repeat, 6.1.0 killed the existing slowdown meta.

    Of course there emerged a new meta, because there will always be something meta. But the slowdown meta after 6.1.0 wasn´t really a healty one. I know, this is beating a dead horse, but to me the healthiest slowdown meta was Undying Ruin. Which is so long gone, that people probably don´t remember how little camping&tunneling the game had then compared to now.

    Also, i never said that slowdown is dead. I said it was nuked.

    that was another case of ruin/undying supposedly being op but as soon as boons became viable (old circle of healing) then most survivors didnt see finding totems as opressive and memorized totem spawns ^_^

  • @Nebula said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3435333#Comment_3435333

    Funny how people are acting like 10 seconds on a gen isn’t a big deal but are now freaking out because scavenger can save you 10 seconds on a gen…

    scavenger is saving more than 10 seconds on a gen...i would refer you to the otz video he did on scavenger even missing skill checks he was getting between 19 and 24 seconds saved per gen and scavenger was feeding into itself with no loss of time like built to last does

  • @MikaelaWantsYourBoon said:

    If i would play DbD long times again i'd p100 Jill and Nemmy. Since they are my fav survivor and killer.

    how high a prestige are they?

  • @sulaiman said:

    I start with claudette and Dredge, and will then move on to Jeff and Hag.

    any reason for claudette and dredge?

  • @Sava18 said:

    Bait post as usual, but blight as always. I simply no longer poses the patience to hold w for longer than 10 seconds at this point. It's far too interactive and boring. Although my blight is no where near p100 simply because I bled 90% of my bp between 6.1.0 and auto-leveling update.

    bait post because i ask who you would p100? how is that a bait? unless you dont think thalita and skull merchant are attractive enough to see every game til the p100?

  • @thrawn3054 said:

    There's literally no reason to bother trying to P100 anyone. Especially not the trash you mentioned.

    what do you have against attractive females?

  • @HugTechLover said:

    P100 Blight. I now have endless supply to C33 and alch ring.

    so you do get better addons each web then? and congrats on getting to p100

  • @HugTheHag said:

    If it ever came to that (but it won't because I enjoy living and seeing the sun from time to time)...

    Haddie and Hag/Legion ! <3

    awesome someone who loves haddie...and which legion member?

  • @GannTM said:

    Well my correct answer is Spirit since I already have her P77 and my second highest prestige is Artist at P16. Spirit is most definitely a no brainer right now.

    you are getting close..any particular outfit you use for her?

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3435328#Comment_3435328

    Yes?

    CoB, Overcharge, STBFL, PR, DMS, Deadlock, Eruption were all extremely meta and powerful options.

    Gens took longer, DH got a big nerf, DS got obliterated, Killers break things faster, recover faster and Survivors got less of a speed boost on hit.

    If anything was going to make Killers stop tunneling or camping by giving them powerful tools so that they wouldn't "need" to, it was that patch.

    i agree with you on that point it was even worse timing that the knight and skull merchant came out during that time but remember how much more busted it was in the ptb...i remember seeing a dowsey video of the ptb where overcharge and call of brine would regress a gen faster than 2 survivors with prove thyself could fix it

    the dumb thing is all of the good gen perks got nuked so of course tunneling and camping were going to be more commonplace now (except deadlock which has survived for now)

  • @Veroles said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3435231#Comment_3435231

    I respect that point and you have every right to do so. Maybe it was wrong on my part to say that because people should be allowed to discuss what they want and I don't want to give the impression that that's not allowed. I'm sorry if my comment negatively impacted the course of this discussion. I just feel like most discussions of this nature end in a big bang for absolutely no reason, even though nothing was tested at all, you know?

    no problem...i love discussing this game and it would be hypocritical to start posts with lets discuss and then get offended by other players opinions haha ^_^

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3435229#Comment_3435229

    That's my concern and since they haven't addressed it with other mechanics I'm not going to be hopeful.

    havent seen anything mentioned in the ptb except for some really busted scavenger builds right now...otz did a video on how much time was saved per gen it was ridiculous

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3435333#Comment_3435333

    Then delete them all.

    I'm so tired of hearing 'but all these base kit buffs are so small'. Their removal is apparently 'trivial' as well.

    Survivors would welcome the nerfs to killers, and killers should be wanting some meaningful buffs in their place.

    If you truly think these do nothing and have no impact, every player on both sides should be screaming for their removal immediately.

    why do that when survivors got some new busted perks on this coming update especially scavenger ^_^ which i will totally abuse since i play both sides that is why i see the difference more clearly

  • @KayTwoAyy said:

    I don't think the killers are hungry, which is why they need to be force-fed.

    which is why i play skull merchant and knight on bad nights ^_^

  • @Sonzaishinai said:

    I don't think windows blocking punishes the killer, they use to never block

    neither do speeding up the longer the chase goes on,breaking pallets faster (did you know they used to take 3 seconds to break?), vaulting windows faster, survivors not being able to teleport from one side to the pallet to the other (yes they used to be able to do that), flashlights blinding you irl with a white screen in 0.4 seconds or something rediculous you as a human couldn't react too, etc.

    Outside of that sticks just tend to work better then carrots. And carrots tend to be sticks for the other side

    What if a killer wants to facecamp a survivor because they don't like their cosmetic, no amount of grim embrace will help against that.

    Taking away collision does nothing if the killer actually wants to tunnel

    You say in build deadlock for being looped to long is a carrot. Look at it from the survivors perspective and it's a massive stick that punishes them for chasing well.

    Same with the noed under 5 minute thing. Why punish survivors for doing well? If it actually is a problem wouldn't it make more sense to prevent it from happening. Like increasing gen times and nerfing addons that could complete a gen in less then a second (actual changes made)

    Bodyblocking one of the only ways to save your teammate. You have to already trade a healthstate for it and allow the killer to just drop the survivor and start chasing you. Which is a very risky situation that can quickly snowball into the killers favor. Why would you punish it even further?

    I do agree with the hook suggestion but note how that's the only one that's a carrot to both sides.

    Recently it may seem that killer get "punished" but it the past most of these kind of stick changes were for survivors. They happen for both sides

    windows blocking is one i agree i forgot about that one

    pallet breaking needed to be hurried up with as many safe pallets that infest most maps or there would never be any mindgameable downs

    taking away collision actually makes it so the killer cant force deep wounds on the tunneled survivor to give them a chance to dead hard if the want to use that perk

    deadlock for looping would only affect one gen...doesnt stop more from being worked on as any efficient team can have 3 gens going during a single chase

    noed under 5 minute thing is because the devs want to keep gen rushing builds viable (even worse with bnp/stacked toolboxes) while nerfing all gen regression perks (for the most part)...the bandaid would be the survivors didn't want to do totems then give the killer a final last ditch effort to be scary like any good horror movie

    bodyblocking if done effectively lets the survivors get away during the wiggle stun(and heal up with a good medkit at a safe loop)...keeping them in a broken state from being hit makes conga lining an actual risk vs reward factor. I dont have a problem with blinding the killer, pallet stunning, or sabatoging the hook since those take up resources

    the hook suggestion is healthy to stop such an outdated mechanic...if the hook respawns it obviously loses any scourge hook properties which i forgot to add

  • @AmpersandUnderscore said:

    We have carrots galore in the past year. 6.1 gave 10 seconds to gens, mini pop on kick, tier 1 brutal strength, 2 permanent stacks of stbfl, entirely free as base kit buffs.

    Dead Hard got nerfed twice, DS got deleted, circle of healing is all but gone too.

    Killers used every single one of those buffs to camp, tunnel, and hold 3 gens for nearly a year.

    Carrots don't work without directly making camping and tunneling less efficient in some way, plain and simple.

    10 seconds to gens really isnt that much, mini pop on kick still regresses four times slower than a survivor just tapping it, tier 1 brutal strength which doesn't really make chases any shorter ( i would argue the lessened sprint burst after a hit actually helps out more), 2 stacks of stbfl only really helps if stbfl is also used in the match.

    ds can still be used to get to a safe loop, dead hard still works after an unhook (you are just guaranteed a quick first chase), circle of healing i will agree with

    tunneling once again with no hit detection after the unhook would make it easier than a killer either counting to 10 or hitting them with a faster killer to force deep wounds and take away dead hard and tunnel the survivor again

    camping once again give the killer a reason to go after other survivors a grim embrace effect or even a thanataphobia slowdown

  • @C3Tooth said:

    Give killers a better knife doesnt stop killer to bring a gun to a knife fight.

    Its best to take away the gun.

    most m1 killers are already bringing a knife to a gun fight ^_^ unless all the low tier killers got buffed somehow and I missed it

  • @Pulsar said:

    The carrot was 6.1.0 and the CoB, Overcharge and Eruption meta.

    Carrot didn't work.

    was 6.1 that big of a carrot?

    the gen kicking meta was an oversight from the dev team in letting all of them stack

  • @Veroles said:

    I'm pretty sure there are some scenarios where it can be abused, but it depends on player feedback and what adjustments the developers will make to minimize those scenarios as much as possible. I just don't think it's worth discussing with the community about something that hasn't even been tested in any way. So just sit back, wait for the PTB -> test the stuff and then start the discussion.

    it is fun to speculate though ^_^

  • @Nazzzak said:

    I rarely see face camping in my games as is. So I don't think much will change in my games.

    do you see proximity camping though?

  • @Pulsar said:

    We don't know without seeing it in action.

    true i just wonder if there are any measures taken place for two story levels...what happens if someone is hooked above or below and the killer is chasing a survivor close to the area?

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3430160#Comment_3430160

    Killers that get value out of playstyles are one thing. Killers that can ONLY use a single playstyle to be effective is completely different.

    None of those Killers hold you in games for an hour.

    i have seen some knight games that have lasted an hour...an not just the video hen's put on his channel

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3430150#Comment_3430150

    Here's the issue.

    Even with her 3-gen, she's beatable. You won't win against a good team.

    However, nobody wants to waste an hour of their lives to beat a DM with an ego problem. And honestly? I don't blame them.

    totally agree a good team will beat any killer in this game at higher levels...if the matches are taking an hour then it is the survivor team not coordinating correctly.

    the trial time limit really should be lowered to 30 minutes though.

  • @Pulsar said:

    No, she isn't good for the health of the game.

    Her most effective playstyle is to hold a game hostage until Survivors get bored. A really good team CAN beat a really good DullMerchant, the issue is that you'll be hard-pressed to find anyone willing to waste 45 minutes to beat her.

    The worst part about this is that besides totem defender and 3-gens, she sucks. She's awful without those strats but her kit is entirely focused around 3-genning, so if you buff her in any way, her 3-gens get stronger.

    so which killer is healthy for the game in your opinion?

    dbd is full of broken killer mechanics ( nurse/oni/twins slugging, tombstone myers, facecamping bubbas/tricksters, blight with the most busted addons, etc.) and skull merchant (and knight) seem pretty tame in comparison

  • @bobateo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3429406#Comment_3429406

    That's maybe a fraction of all that I wrote and doesn't address the fact at all that soloQ survivors cannot achieve the communication necessary to coordinate the effort. Not to mention that 'just bring perks/items/addons' - whether its for Killer or Survivor - isn't a great answer to a glaring balance issue.

    if solos cant figure out attack gens in pairs then that is on them especially with the new hud...when i play solo i make sure to team up with at least one other survivor even if i have to chase them to the next gen (unless its legion/plague/twins/doc for obvious reasons)

    as for bringing good perk/items/addons i guess if you don't want to win then you don't bring them but you have to anticipate the most broken stuff being played especially as you move up in grades

  • @appleas said:

    Wasn’t SM introduced to be an alternative pick in the comp scene? If a strong swf needed to have a proper strategy and coordination to break this Killer’s 3 gen, then there is viability for her in a comp scenario. Granted the majority of the population does not play comp but if the devs wanted more variety in comps apart from Nurse/Blight, then SM fits their vision.

    If you look at SM from a comp scene design perspective, she’s not that bad.

    Instead of the usual slam 3 gens at the start of the game while one survivor runs across the whole map and pre drops pallets, the presence of SM means the team has to give up gen efficiency and focus on breaking the 3 gen first while there are still resources on the map. SM on the other hand has a good chance of winning if she can get a Survivor hooked in the middle of a 3 gen. How she is played is quite similar to how a comp game would work out. Both parties know what they are doing and will play strategically if needed to. It’s just that pub Survivors are either not equipped or willing to play against SM because of the time a game would take.

    she really feels like a killer that can't be bullied...she levels the playing field vs swf and i never thought i would say that about an m1 killer

  • @thrawn3054 said:

    Their is nothing healthy about her. She still has probably the best three gen in the game. You can't loop her is she drops a drone. You can't just hold W depending on her addons.

    everything about her is healthy i mean look at that walk ^_^

  • @Pulsar said:

    No, she isn't good for the health of the game.

    Her most effective playstyle is to hold a game hostage until Survivors get bored. A really good team CAN beat a really good DullMerchant, the issue is that you'll be hard-pressed to find anyone willing to waste 45 minutes to beat her.

    The worst part about this is that besides totem defender and 3-gens, she sucks. She's awful without those strats but her kit is entirely focused around 3-genning, so if you buff her in any way, her 3-gens get stronger.

    she isnt to bad with her purple addons(haste/hindered) and working as an instadown killer (brutal strength or enduring/sprirt fury)

    devour hope skull merchant is very fun though i will admit

  • @Remedicist said:

    The survivor side isn't entirely team based. The chances of survival are definitely higher when working together, but survivors don't technically have to work with one another.

    Another problem is that even if survivors tend to survive more when working together, this still doesn't account for the lack of soloq communication with other survivors. It will always be tremendously difficult for people to work together without a form of communication as survivors can't just read each other's minds. You can't expect another survivor to be on the same wavelength of thinking as you. This is why swf tends to have more of a coordinated advantage compared to soloq.

    so what changes do you want for solo players?

  • @bobateo said:

    Not unless you want to provide soloq with the communication methods to put them on par with a 4 man SWF and advocate for survivors in general to come to every match with gen speed load outs (perks and toolboxes) with the rest of their perks well synergized and defined roles for each teammate. If that's what people want, sure, fine. But boy do I feel bad for any Killer player that isn't a semi-competent 3-genning SM. (Nurse and/or Blight might be okay here.)

    The issues with SM's power and the old 'wisdom' of "just do gens" have already been discussed at length. It took an A+ comp team multiple matches to come up with a workable strategy to break the stalemate and not have a 30+ minute game.

    Sorry, but I have no interest in becoming a comp level player just for the hope of having a chance to beat SM using this strategy.

    nothing is stopping survivors from bringing in gen rushing perks or items with good loadouts (it used to be a bp thing but bp is so plentiful right now there is no reason not to bring good items to the trial).

  • @[Deleted User] said:

    There are several issues with "DbD as a team game". It can't be both a true team game and also a game where survivors can't communicate, see each other's loadouts, or ping locations. And I'm not going to re-type the same novel I've already written multiple times about Skull Merchant, but it's not as simple as "break the 3 gen". Anyone saying that doesn't have high level experience. I'm quite confident in saying that. You need specific loadouts and perks across the entire team to break a good Skull Merchant's 3 gen on many maps, and that's simply not possible in solo queue. You almost always have someone going for adept, someone going for a totem build, etc.

    in fairness the knight can do the exact same thing guarding one gen and sending a guard to chase someone yet he isnt complained about anymore...survivors adapted for the most part

  • @crogers271 said:

    dbd is a 4 vs 1 team based game correct?

    That's debatable. I wish BHVR was clearer that it was a team game, but people are allowed to bring hatch focused builds, focus on archives, play for BP, etc.

    if the games are taking to long then don't blame the killer; the survivors are the ones who dictate how long a game takes

    Blame BHVR.

    People play to win on both sides. If winning becomes frustrating and tedious people won't change their playstyle, instead they'll just stop playing.

    coordinate and take up the killers time

    Sure, if you're a SWF, coordination is easy. Doable as a soloq, just takes time.

    I never understood how an m1 killer is seen as more oppresive than a slugging nurse/oni/twins or a tombstone myers or a facecamping bubba/trickster

    Nurse is broken balance wise. Design wise she fits the game theme, but in mechanics (once mastered) she is overpowering. If they were somehow able to balance her, I'd actually enjoy how different games against her feel.

    Skull Merchant is not a balance issue, instead she has the ability to be tedious.

    Tombstone Myers isn't fun to play against, but win or lose its usually a quick game.

    Facecamping Bubba is the same.

    Both also get complained about a lot, Skully is just new so there is more focus on her.

    what are the communities thoughts?

    I don't have nearly as many problems with the Skull Merchant as I did pre-patch. I'll likely always have some dislike of her because of her initial release, but she isn't that bad anymore.

    i agree with all your points...the only reason i bring up the team based game is because that is what the mentality seems to be for this game from the survivor hud to strengthen solo to swf levels to various comments made (the hockey meme were both sides are their own seperate team...my interpretation of the quote)

  • @Freddy96 said:

    Ironic how you just described an hostage situation:

    You (survivors) either comply with my request(let me hit you/down you) or I (hostage merchant) won't leave my generators (hostage)

    i never said to hit them or down them just that it is usually sprint burst away so the chase never technically begins...if there was a chance for a good start to the chase (to a loop with a mindgameable pallet) then yeah the game would be in a healthier state

  • @Freddy96 said:

     why should the killer chase you to the safe building/killer shack if the survivor leaves the gen early or sprint bursts away?

    Translation: let the killer kill you or enjoy 40min game pesky survivors 😡

    but using common sense why would the killer chase a survivor to a very safe loop?

  • @Annso_x said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427262#Comment_3427262

    So ppl complained since the beginning about photosensitivity so that's not why photosensitivity changes were implemented otherwise it would have been implemented sooner but instead it's actually a cover up for anti-bullying changes, which people have also been complaining about since the beginning but for which changes haven't been implemented sooner either ? 🤔

    They also changed Doctor related effects and other things related to accessibility, it's not bc it came late that BHVR is lying about why these changes are implemented... also all the in game chat censorship was openly done for anti-bullying reason, so why on earth would they lie to pretend they don't care about it lol ?

    never said they lied anywhere just that that wasnt the main reasoning behind the change

  • @Krazzik said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427258#Comment_3427258

    Okay but why? Like it literally doesn't do anything for the game. It would just be a clunky, weird, unintuitive mechanic that doesn't really achieve anything. If the killer hits you on the hook, why does that annoy the survivor, it just doesn't make sense to me.

    so killers wont repeatedly hit a survivor on the hook and bully them?

  • @Sonzaishinai said:

    How would you remove hitting on hook? Not allow the killer to swing near a hooked survivor?

    It also does have a purpose. It shortens the scream for one and survivors can try to use the hooked teammate as a shield to be able to unhook.

    Again how would you remove t-bagging?

    The ability to crouch quickly up and down helps you avoiding projectiles cause your hitbox gets smaller. It does have a purpose

    Macro flashlights weren't removed cause they were used for "bullying". They were removed cause it caused epileptic attacks. You know actual serious stuff, not somebody's ego being bend a little

    Removing things cause of "bullying" is pointless, people will find other ways. Like how killers did that silly shuffle back and forth over dying survivors

    You losing in a video game, no matter hoe hard you lose is not being bullied. Calling it that is a slap in the face of anyone who actually got bullied.

    The only bullying that can happen in this game is in end game chat, which they gave the option to hide and added a censor. Cheats and exploits that hold you in the game for extended time (that means more then the measly 4 minutes from being slugged) that they are actively trying to fight against or people DDosing you which well i hope they are looking into

    removing the hit box after hitting them once on the hook is enough to stop the scream

    yeah the tbagging against a non projectile killer? that make them miss their m1 swing?

    macro flashlights were only changed after enough people complained about it...they didnt think about epileptic attacks until enough people pointed it out

    in all fairness there is bullying in the game between ddos attacks, speed hacks, 1 tap gen completion hacks, etc. you just have to play long enough to be an unfortuante victim of them especially at iri ranks

  • @Annso_x said:

    The macro flashlights were removed to lower the risks of epilepsy / photosensitivity , it had nothing to do with BMing.

    But to answer your question, people BM because it's a PvP game. Don't look further than that, when you put people in competition they're going to taunt each other, it's not that deep and a lot of the time it's not even meant to be rude. Take away things that people use to BM (like pointing) and they'll use something else you can't remove (like crouching, or hitting someone on hook which would absolutely mess things up if it was implemented)

    they say that is the reason but if it was true then macro clicking would not have been in the game since the beginning...it wasnt until enought people complained that it was fixed

  • @HugTechLover said:

    Grow some thick skin. It’s a game, and this stuff adds character. Imagine a game where you couldn’t hit on hook and t-bag. Boring…

    do you do both of these out of curiousity?

  • @HugTechLover said:

    Grow some thick skin. It’s a game, and this stuff adds character. Imagine a game where you couldn’t hit on hook and t-bag. Boring…

    do you do both of these out of curiousity?

  • @MrPeanutbutter said:

    Real bullying is never ok, but this this not even close to real bullying. Every video game is going to contain elements of taunting that will trigger people. If you’re getting upset about this, then maybe re-think playing online games with other people.

    its not that i am annoyed just that it would be easy to change them as quality of life changes

  • @Krazzik said:

    I mean it wouldn't make much sense for the killer -not- to be able to hit someone on the hook. Like what would they just get some shield around them? Yeah it doesn't really add anything but it would just be weird if it was specifically removed.

    just remove the hit box after the first hit on the hook

  • @Pulsar said:

    Just add bots for people who suicide or DC.

    Killers aren't screwed out of achievements or BP and Survivors don't instantly lose the game.

    Keeps everyone happy.

    i am curious why this hasnt been implemented yet...i see it work flawlessly in the nba titles

  • @Sonzaishinai said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423205#Comment_3423205

    Not really. Stbfl is amazing on clown and he doesn't have a way to avoid losing stacks.

    Just ignoring the obsession is more then enough to get good vallue out of the perk. You typically want to focus on 2 survivors anyway to get people out of the game asap so ignoring the obsession is a good rule of thumb regardless of if you have stbfl.

    it just becomes harder when the obsession decides to follow you around and tank hits...i know one less person doing gens but it is very annoying

  • @Marc_go_solo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423170#Comment_3423170

    It was odd. Worse for them because they would say "You'll die when I say" and I'm replying "Not really. I'll bleed out in a bit. I'm really in control because I have the limit". They got more annoyed from that, but that was a really weird thing for them to be doing.

    yeah if there are hooks nearby why not just end the game earlier? waiting another 4 minutes instead of getting into another game in that same time just makes more sense (more bp, more interactivity, better value for your game time, etc.)

  • @AbsolutGrndZer0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423168#Comment_3423168

    Depends on how quickly they repair the remaining generators and how high your rank is AN how often it happens. Its just a reaon why depipping needs to go.

    yeah i depiped as trapper yesterday at iri ranks because 2 escaped and i didn't get enough hooks (which oddly enough i was going for hooks and trying to play fairly all match)

    pretty sure bnps are being looked at right now since they break the games balances heavily

  • @Rokku_Rorru said:

    Myers is really valuable atm since there are no answers to his perks with decisive gone for tunnelling.

    have tried play with your food and stbfl with a hit an run wraith and had decent success

  • @devotedDBDenjoyer said:

    scourge from onryo is okay, no clue how gutted call of brine got because i don't play onryo or her perks lol, save the best from myers is still really really good but it still could be considered killer reliant, i think from wesker the only one interesting is awakened awareness with starstruck agi, not very many perks that could be considered meta anymore though from licensed killers. most decent or higher perks are either free (sloppy butcher, mindbreaker, jolt) or are from the original chapters nowadays (corrupt, painres, etc), i honestly hope they look into this because these killers cost real money and should be worth more to get than just the killer. (plus, killers having bad perks makes getting adept achievements awful. please give killers decent perks thanks bhvr)

    save the best for last depends on if the killer has a secondary ability to not lose stacks but yeah it is pretty good...that is why licensed killers dont seem to be worth the auric cells in most cases unless the person really just wants to play that specific killer

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