Avatar

SpringMyTrap

SpringMyTrap

About

Username
SpringMyTrap
Joined
Visits
0
Last Active
—

Comments

  • remote hooks are such a blessing, ngl

    you indeed waste obscene amount of time carrying people to hooks, it's insane.

    you can also have really good hook spots and get more pressure.

    mechanic like this would unironically do so much to reduce the need in camping for a lot of killers

  • you cant, survivors are either bad at the game and are deathly scared of using the doors whatsoever or good at the game and would only use them when you cant possibly grab them.

    im already seeing survivors using the doors for escape because some of them are very far away from other doors (naturally) so if they see me coming, they can wait for me to get a bit close and then just jump into the door because i cant possible make it to the door for a grab in the time games me for it (which is about 3 seconds because I also have a 2 second long entering animation) and if I just follow them, they prerun & make distance.

    this is just sad. springtrap gave up map control for nothing.

  • @DEMONANCE said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951546#Comment_3951546

    oh i agree, he's not that good

    i still think the undetectable timer is ridiculous tho compared to every other stealth killer.

    other stealth killers dont make clanking footsteps so loud you cant even capitalized on range

  • @OtakaChan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949996#Comment_3949996

    at this point I’m waiting for them to just load us all in hooked and we all just insta die and the killer gets max points ggs

    interesting fearmongering when they consecutively add mechanics that might as well teleport survivors into exit gates.

    we already have a mechanic that takes survivors off hooks for free and bans killer from kicking generators, a few more years and we're going to have a system to automatically teleport people to the exit the moment killer gets their 6 stages evenly spread on everyone.

  • @Alice_pbg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951761#Comment_3951761

    pretty sure you can understand that bouncing on the wall is different than doing a trick shot? right?

    ok… is that the cool thing of singularity for you?

    dude… what do you think "cool things" are? pressing m2 on nurse?

    his teleport is great. his axe allows for a quick down on the correct circunstances. how are these detrimental or niche?

    great so by your logic the only reason to play springtrap is for incredibly detrimental trickshots which, again, takes us back to the original point "why play this killer if you dont enjoy throwing games going for disproportionately difficult plays"?

    there's nothing else that distincts him from similar killers besides ballistic.

    teleport is mediocre, there's nothing special about it because the interaction that's meant to make it special (the whole grab thing that is what supposedly justifying survivors having access to mobility they by all means dont deserve against this killer) is ALSO reliant on wild guessing and throwing games.

    stealth is mediocre because it doesnt work vs people with headphones who prerun EVEN if you try to snipe them with an axe from distance.

    this is just bad. all he is good at is zoning and camping gens.

  • @Alice_pbg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951441#Comment_3951441

    "Orbitals are unreasonably hard to go for even though they are the coolest part about him while zoning is too easy"

    Op literaly complains that the cool part is too hard. I said that applies to every killer with a cool thing.

    no it doesnt?

    unknown's bounce logic is fundamental to playing him and wallbangs and other stuff is pretty trivial to do.

    singularity's whole skill expression past certain point is about successfully utilizing chainball logic which is an integral part of playing him.

    xenomorph is fundamentally playing different from other midrange m2s because of his stats and fundamentally has to deal with turrets

    and so on.

    meanwhile all things that make springtrap unique at base level are either detrimental or hyperniche at best.

  • i tried to play chill a single game only to get another lobby with gen monkeys running syringes.

    nothing changes no matter how I play so why should I not match the energy?

  • @TheGoone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951570#Comment_3951570

    Springtrap axe is actually refined enough he can just swerve and hit the front survivor I know I've done this recently.

    Unknown still needs 2 hits to down in injured and a healthy survivor can just block the pathway of unknown not even allowing to get near enough for a shot also admitting his multihits is great for camping is not a good look for him.

    👍️👍️👍️👍️👍️👍️👍️

    good luck thinking springtrap is actually overall better than any existing counterparts, i suggest you even go ahead and sink a lot of time into him, you're in a for a sore disappointment

  • @TheGoone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951550#Comment_3951550

    You do realize multihits mean nothing when he still has to get 3 hits to down and if they split up you can only get one right?

    no they actually do because that lets him counter body blocks consistently or multihit people while proxycamping.

    something springtrap is absolutely garbage at.

  • @TheGoone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951384#Comment_3951384

    Being 4.4 does not hurt ST Springtrap has plenty of Haste addon options to make him faster then 4.6 even at base he has more pressure, stealth and lethality than unknown ever could and there is no/barely noticeable slowdown when retrieving the axe.

    If your getting multihits on unknown then it's a major skill issue on the survivors part he cannot snowball due to his extreme lack of lethality, stealth and tells when he tps.

    you do realize that neither of the haste addons really help to get a lineup for power because they all work while he doesnt have it, right?

  • considering that springtrap is an incredibly mid killer on a weaker side of things because of how survivors can beat him without even engaging with using counterplay, it's definitely the issue of outdated killers.

  • Because it's another balancing point, not something all killers should or shouldnt have by default

  • @Green_Sliche said:

    https://forums.bhvr.com/dead-by-daylight/discussion/449219/scott-jund-makes-a-good-point-about-springtrap

    Said that Springtrap is a weak B- tier killer from the day 1.

    Way too many counters for a character that is only good against inexperienced or oblivious survivors.

    that was always kinda obvious but i was just hoping he would be a B tier character whose gimmicks actually matter

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/449219/scott-jund-makes-a-good-point-about-springtrap

    Orbitals are unreasonably hard to go for

    Okay, but you can't really have consistent orbitals or he immediately becomes broken as hell. Being able to ignore obstacles is why Nurse is in her own tier and never coming down from there.

    why do you immediately jump to "consistent" when all that is being asked for is reducing the difficulty because precisely blindshotting a projectile with narrow hitbox that has a reactable flying delay is not very reasonable for killer's main gimmick that distincts him from the closest counterpart?

    this is just disingenuous way of dismissing valid criticism of unbalanced skill requirement.

  • @[Deleted User] said:

    I know he mentioned adding a shockwave to orbitals but I wonder if all they really need to do is reduce the cooldown of recall when attempting an orbital.

    that could work too - if axe spends more than certain amount of time in the air, the cooldown is tremendously reduced.

  • @TheGoone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950920#Comment_3950920

    Your seriously overestimating indirect hits since it's requires 3 hits to down and a miss requiring 2 more hits to complete thanks to the super quick cleanse rate and extremely generous cleanse buffer of 3 seconds when you stop looking at unknown.

    While his Tp speed is vastly superior his limited tp spots and need for placement consumes to much time not to mention the jank husk placement restrictions when placing near an objective.

    Just because he's 4.6 all the time does not make him good Springtrap zoning is way stronger due to his lethality even while holding at 3.9 speed and does not lose distance while holding either.

    and you seriously underestimate how much being 4.4 hurts springtrap. if he wants to be 4.6 he needs to throw axe away and go through throw&retrieval animations and associated slowdowns to get it back.

    unknown is way more punishing but he can also do way more - snowball the game through multihits for example.

  • @Shroompy said:

    I like the glow effect on them for sure, but the issue I have with basically all the outfits from this rift is how hard it is to mix and match with already existing cosmetics due to them being vastly different than ehat the characters already have

    my issue with them is that they basically printed 4 (is that 4 or 3? i lost count) copies of same outfits so they basically had to release less of them because there were more recolours.

  • @Shroompy said:

    To add onto his bit about the cameras, I think a good incentive to use them is actually revealing him even if he's Undetectable (but maybe reduce the range?) since right now its kinda useless with how often he's able to enter stealth

    they would have to buff him a lot because in his current state he is beatable without even engaging with the counter mechanics.

  • It was too good on many killers, not just singularity.

    Any killer with high mobility to move between two choke points was good enough to make it miserable.

  • It wont be an ongoing thing but it means that they figured out a technology to make skins for powers around houndmaster.

    That does not mean a skin for Victor unless they recode twins' power.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950920#Comment_3950920

    Still the reveal is stupid, you get most likely 2 shots after first one and survivor can reveal you sometimes same as ghoustface when he is 100 covered behind something like wall and sees you from third person this makes unknown and ghoustface more harder to play as.

    you take good with the bad

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951044#Comment_3951044

    Your 20% faster than Huntress while aiming I assume? 3.08m/s vs 3.68m/s.

    Still slower than the survivor base speed 4.0m/s but can't throw as far. The slower speed of the Huntress is probably do to the projectile distance (nearly map wide) and the speed (40m/s). Springtrap can only throw 16m at 30m/s.

    you miss the point.

    it's not about being better than huntress.

    it's about it being unreasonably better than all what distincts him from her.

  • @keelhaul said:

    Exactly. Springtrap has a litany of different aspects to his kit, but literally none of it matters in 90% of chases. Every single chase is just Springtrap holding M2 and forcing you into a permanent mindgame until they hit you, then doing it again.

    The door cameras don't matter. The stealth matters less and less the more people get used to him (as long as he isn't using the P2W Glitchtrap skin). Getting a grab from a door is a 1/100 event and requires survivors who are straight up oblivious. The axe gravity being different means basically nothing except that short range axes over loops are even easier to hit than Huntress. The 110 vs 115 movement speed means nothing because Springtrap has complete control over whether he has the axe or not, and can leave it on the ground and recall it at will to always control his speed for the situation.

    The axe gravity is literally only good for the most basic arc throws that might as well be straight line shots.

    everything else really does require survivors to be completely clueless or going out of their way to interact with it.

    most of the time people just default to being boring and avoiding all interaction because there's jack ######### you can reasonably do about it.

  • @Alice_pbg said:

    sure… but can't you say this about every killer?

    "the cool thing is cool, but the more efficient thing is to not do it."

    who does this not apply to?

    to most of them..?

    unknown still has to play around ricochet logic and can always punish bad positioning and just get unique value from TPing

    vecna's core gameplay is unique

    dracula's gimmicks are minor and intergrated in core gameplay

    ghoul has to do his form of movement based bodyblocking to be efficient

    xenomorph's gimmicks are minor and part of the core gameplay

    singularity's core gameplay is unique and you have to go for cool ######### to succeed

    and so on.

  • @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951034#Comment_3951034

    Going for stuff like orbitals or the jumpscare grabs or stealth ambushing isnt as consistent then remembering "hey im 20% faster than huntress just holding my axe. Let me just chase down a survivor with it out and they either get hit or lose enough distance for a m1"

    pretty much.

    going for cool ######### is insanely punishing and unrewarding when novelty effect wears off and if you dont you just play default midrange zoner with bigger range and gen control.

    genuinely unfun.

    all the cool things about this kit that are supposed to be the selling points are not worth it or dont work.

  • The one buff i'd give to unknown is basekit undetectable for like 5 seconds after TPing.

    Maybe also making survivors weakened on direct UVX contact, but I guess it's up to debate.

    But overall I think he is in a good spot. He's a mid killer who has insane clip farming potential because of how much he can reach people in tiles or deal a lot of damage but that is also his downfall making him super punishing if he ######### up, loses 50s or just doesnt utilize all that.

    Springtrap is pretty similar to him in that sense. This killer will be getting worse and worse as people figure him out and the only way for him to keep up would be gambling on hail mary throws over tiles and that'd be the point where he'd fall off cuz he lacks snowball potential whatsoever unlike unknown.

  • Because unknown can get indirect hits through walls and ceilings, ricochet projectile into survivors, deal AOE damage and has way more accessible TP/mobility power due to it not requiring to walk up to a door or wait out a long animation so it's even useable in chase.

    He is also 4.6 all the time and doesnt lose distance holding the power (cuz holding speed is 4.0)

    There are plenty of reasons to play unknown over springtrap.

  • Yes if they get around IRL issues.

    His power could definitely involve "reverse-revealing" kind of mechanic where looking at the killer allows him to use his deadly power on you or build up a negative effect.

  • @Defnotmeghead said:

    Instead of potentially nerfing Singu's biopods (I mean, I can get behind pods being destroyed by EMP's rather than just disabled, even if that would only happen once exitgates are powered), a rework that has a similar enough effect to the current perk, but doesnt make it impossible against someone like Singu:

    Mainly mechanically speaking too, because thats easier to implement than a vague concept:
    Haywire:
    Whenever a survivor touches the exitgate, the OTHER exitgate gains a flat -1 charges per second at the exact same time.
    This doesnt apply if the other exitgate is at 0%(because a -99% gate would be hell) or at 100%(mainly because it would look weird for lights to turn off when the gate is already open)

    The impact it has on the basekit game, not considering perks:
    If a survivor 99's 1 gate and go prep the other gate, the other gate gets drained fully.
    If 2 survivors are on gates at the same time, neither gate will progress (because its 1 + -1 = 0 charges per second).

    The impact it has with perks considered:
    If the killer has Remember Me, the other exit gate will drain at -1 charges per second while the gate that is being touched gains less that 1 charge per second(I am assuming thats how Remember Me actually works as of now, I havent seen the numbers behind it otherwise). Meaning that the other gate will drain in 20 seconds, while you're only going to be at around 40% of your own exitgate. That also means of 2 survivors open the gates at the same time, they will actively lose progress.
    If survivors run any perks that increase the speed (lets pick Sole Survivor in a 1v1 for the easy 50% example), you will progress one gate by 1.5 charges per second, while the other drains by 1 charge per second. Meaning that if you have prepped one gate to 80%, you will end up with 1 gate opened and the other gate at 5%.
    It also means if hypothetically 2 survivors could be alive with both having Sole Survivor active, they could both touch the gates at the same time and progress it at 50% of the normal rate, because they add 1.5 charges per second but lose 1 charge per second.

    Another niche thing it does, is give the killer information if someone else is at the other gate, because lightbulbs will turn off.

    oh, by the way

    if EMPs EVER will destroy Singu's biopods instead of disabling them, you will MAKE SURE this killer is ONLY EVER PLAYING 3 GENS because staying in one place and constantly replacing biopods will be THE ONLY WAY for him to maintain map presence after that change.

    The better way to address the issue of instantly replacing pods (which I dont think is an issue, but let's entertain this idea for a while) is to make a LINGERING AOE after EMP was used to stay and disable biopods instead of the reboot timer being tied to the biopods themselves.

    And of course, this should be compensated with making that new reboot shorter so singu's mapwide presence skill expression is more rewarded because this killer is very much balanced as is.

  • @Aeiga said:

    Honestly, the only issue I have with the grab is that sometimes when given the prompt to initiate the grab sometimes the game will reject the grab, causing you to pause your movement and prevents you for swinging for a second which has caused me to not get a survivor because they just manage to reach a pallet or window in time, it’s a bug but I’m not sure how to consistently get it to trigger in order for me to explain how the devs can fix it but if you have tried going for axe grabs often then I’m almost certain you have ran into this bug every once in a while.

    Sometimes to stop it from bugging out (if I can) I try to get almost as close to the survivor before trying to start the animation but that kind of defeats the purpose when you could have already lunged at them from that point and already saved time by immediately picking up, nonetheless I hope the grab bug gets fixed so you can consistently get a grab from the intended distance that was given.

    survivors can emote to stop you from grabbing, yeah, it's really stupid and i hope it gets fixed tomorrow.

  • @TheGoon224 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950708#Comment_3950708

    if I’m being honest, it was not really about the grab being bad it was mainly about the scenarios where you can actually get the grab. I just phrased it like that so it would catch eyes lol.

    i mean, you get the grab when you get close enough, it's risk vs reward (saving time & protecting yourself)

    it's not m1 tap range, but it is shorter than m1 lunge range so you need to be considerate if you want to get the grab and greed or you send it and lose benefits from the grab.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950770#Comment_3950770

    But it's completely useless on its own and for 75% of killers.

    exactly.

    its only purpose ever wouldve been to be used with remember me and terminus on 5-6 killers to win / hold games hostage with a new 3 gen strategy equivalent

    it shouldn't have existed in the first place.

    it's like if they added a perk that makes survivors bleed out faster and then we'd have people complain that "twins dont let other killers have nice things". it's not twins, it's garbage perk design.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950712#Comment_3950712

    It's Singularity this time. Most of the time that perks are nerfed or changed is caused by Nurse. :D

    again, it's not singularity, it's like 5 different killers because haywire is fundamentally a broken perk if you pair it with remember me and terminus.

  • I find it so annoying how everyone acts like only Singularity could do that gate hostage thing and HE is the reason we cant have nice things©.

    Any killer with mobility or presence could pull it off on ptb and it took way more skill to break apart. Even Springtrap with good enough door lineup.

    Now even singularity can't hold gates hostage with it, at least not for long.

    Haywire is just fundamentally flawed perk design and people need to stop deflecting the blame on fine killers to justify it. This kind of mechanic should've never been a perk and instead a basekit feature that is implemented with consideration of existing gate perks and defence strategies.

    Someone in otz' comments had a funny idea that haywire makes opening gates open the other gates instead. That'd be funny and strong enough for a perk and not causing much problems.

  • It doesnt?

    It saves you time and protects you from pallet / flashlight saves (unless survivors are cracked and timed flashbang save but then they really deserve it).

    And it's stylish because it feels like FNaF jumpscare when you snipe survivor, they panic and run into you only to get jumpscared.

  • yeah its so annoying how the game cancels your grab and then forces you to whiff with a visible delay

    never understood why cant they just count it as a hit right away, survivor already got a get out of jail card even though they let killer get within grab range.

  • This also leads to killers being balanced around the idea survivors are bad against them instead of the other way around which is also really disrespectful to people who put time into learning these killers.

    BHVR really should slow down with killer releases, we genuinely have enough already.

    They need to figure out other ways to add new content.

    We also need a way more functional guide system.

  • you dont seem to understand what I am proving.

    if ever, at any point, in your coordinates system ,the "camping strategy" of leaving the hook only to come back to with a delay long enough to let survivors unhook for free and make distance becomes "viable", you are playing against terrible survivors because you are giving them every chance possible to shut down your strategy and they fail to use it.

    if you are actually thinking sitting near another door, waiting for the unhook notification only to go back to the hook with a delay long enough for survivors to make distance vs a killer who is shut down by shift+w key is even remotely viable, you are facing people that would lose to anything.

    and since you clearly think that and you do not seem to grasp this basic idea that camping hooks should make unhooking into a pressure surplus for you, I`ll just wish you a good day and suggest to keep abusing this OP strategy until something clicks for you.

  • yeah, 4.4 seconds, whole 4.4 seconds more than if you were camping like a normal person standing within the range of the hook because you would be trading the unhooker for the actual pressure.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950344#Comment_3950344

    "do you understand it takes time to teleport back which gives people enough time to get away?"

    It takes 1.5 seconds at most. If you are using the addon even less. Lets be so for real.

    image.png
  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950282#Comment_3950282

    How does it take a lot of time to come back? You are making this way harder then it needs to be.

    Hook Survivor. Walk away. Go to a door. OH I heard the notification for the survivor being unhooked. Teleport. You are there.

    Not sure why you think this takes a long time. I have played springtrap. This is a broken Strat. Those doors should be off limits.

    If I am saying that as a killer main then you know this isn't exactly fair.

    do you understand it takes time to teleport back which gives people enough time to get away?

    it takes about 3 seconds to go back to the hook + 1 second exiting animation which is an insane headstart for survivors when we're talking about getting value from camping.

    again, you dont camp just so you can get back to hook to keep chasing the unhooked guy after he was unhooked FOR FREE, you camp so that you can trade the unhooker or, best case scenario, just kill him without an unhook happening which is often game ending. That is how and WHY you camp.

    If your camping strategy at any point involves doing virtually nothing (sitting besides the door) and waiting for the survivors to get the unhook FOR FREE so you can try to tunnel the survivor, you are camping WRONG and anytime this works is ENTIRELY on survivors who let you get away with such terrible performance.

  • @Valimure said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950222#Comment_3950222

    ? They do though.

    There's always some kind of windup / telegraph to help you actually juke or avoid the ability, which usually slows the killer during it. Wesker and Demo are slowed during their windup, which are 1.5 / 1 second, and then briefly slowed after the animation finishes.

    Blight cannot attack during his first rush - he has to collide with something first, and he is slowed / delayed after missing an attack. He also has to use his power to break the pallet - Kaneki just jumps over it and hits you before you can make it back around to it. When something has less counterplay than Blight, there's a problem.

    what kind of windup / telegraph does blight, the nearest contender has? having to do a first dash into something? please.

    honestly, i dont wish to waste time on this pointless debate,, lets just agree that they can punish kaneki for cancelling when they give him blight's m1 on 2nd dash and onward.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949273#Comment_3949273

    It is true.

    "yeah, he can come back to doors, but unless he PREDICTS when the save happens, he takes time to arrive and survivors can leave the hook by that time."

    There is no predicting in this situation. Springtrap usually just waits in a door. Sees the save on the HUD and what do you know…He's at the hook ready to throw it at the person that just got unhooked only to grab them, and throw them back on the hook. Its very simple actually.

    yeah, cool, he still takes a lot of time to come back.

    you dont seem to understand this is a lot of effort for a low efficiency strategy.

    efficient camping is when you get survivor to lose 2-3 stages for the price of one or at least when you make them trade for every unhook.

    when you patiently wait near /inside the door to go back to the unhook notif when they pull for free, you are not camping efficiently, you're just trolling.

  • @Valimure said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949994#Comment_3949994

    All of those killers have a delay after using their ability when they miss.

    You're rewarded as a Survivor for avoiding their abilities with extra time to make it around the loop / make it to another loop.

    Ghoul jumps near you and you have approximately 1.5 seconds to get over a pallet or window (since you can still be hit during those animations.)

    Vecna also has one of the highest kill rates in the game right now after his buffs, by the way. :P

    again, all these killers dont have a delay BEFORE using their lethal attack.

  • A buff i'd give him is making sealing portals keep them in place and just put them on a cooldown, while demogorgon can just recycle through portals like Hag.

    It's an outdated mechanic that shouldn't be the way it is now, he needs more versatility with the portals.

  • There are also inconsistencies issues with when the "beep" sound plays I couldn't replicated, but the sound clue is not consistent. Sometimes it plays when survivor moves through doors while Im standing nearby, sometimes it doesnt and it doesnt seem to be related to the door Im standing next to being used by the survivor.

  • @Alice_pbg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950045#Comment_3950045

    it's also harder to spot the killer with cameras on those maps. so it kinda works out.

    it's not marginally different.

    you'll just have to look around for a few seconds longer until you hear static or dont

  • @Bad_Medicine said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950094#Comment_3950094

    People staying on Gens and clearly not going for a save? Then they just use the aura read to ambush someone on a Gen. They're probably Plaything'd by that point, and if that person manages to run in time, then the Killer kicks the Gen, applies Trail and Unforeseen to it, and now they can go back and forth between that Gen and the Hook/s to patrol for someone going for save AND someone going to un-Trail the Gen.

    Just say you'll blame Survivors no matter what to deflect from legitimate criticisms of a broken design that needs tweaked, and enjoy your ever-lengthening queue times.

    i am going to blame survivors because this is in fact not broken and is just an overcomplicated way of doing something you can do with agitation and hooking in a good spot.

    what you describe is just going back to hook with extra steps and fail factors and a whole build around it.

    you're however try to paint it like its a new coming of basement bubba.

  • @Bad_Medicine said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950060#Comment_3950060

    >Can spam teleport back and forth to the area around the Hook or otherwise proxy the Hook with Undetectable during Darkness Revealed's ENTIRE COOLDOWN so they're JUST THERE but out of view and cannot be heard.

    And that's only taking into account his basekit Undetectable + Badge (and usually Faz-Coin), not Trail of Torment, Unforeseen, and Plaything, which are the three perks I almost always see these people combine with Darkness.

    Their favorite place to do it is the hallway upstairs between the Chief's Office and Art Room, where they have access to multiple doors, there are lockers everywhere, and they can just patrol the rooms around the hallway, especially if they have two people to camp, with a Hook at either end of the hallway. Has already happened at RPD at that exact spot with that exact build four times (no, not the same Killer players), and though it works best at RPD, it's still a very strong and obnoxious strategy elsewhere.

    And you can say, "Bad players," all you want, but there's only so much you can do playing solo q or even a duo when you can only talk to one of your teammates or none at all to let them know he's come back again to patrol by your Hook, but never long enough to fill the anti-camp, just long enough to see if there's someone there for a save.

    yeah, again, this relies on the fact survivors are actually going to play into that and not like just gen rush a killer that wasted the entire build on a camping strategy.

    and even if they do, it's hardly efficient.

    for a camping strat, you make your whole build around, to be efficient it needs to do better than just letting you go back to the hook

    it's like trying to claim demogorgon is a broken 3 gen killer because he can place portals on gens and camp them really hard with correct perks yada-yada. yeah, technically he can, doesnt mean he should, it's not efficient .

1 … 10 11 12 13 14