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TotemSeeker91

TotemSeeker91

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TotemSeeker91
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  • @jamally093 said:

    I faced one and he was leaning from a corner and only a leg was behind cover so I turn the camera to face him and even my character and yet nothing it wasn't until I got exposed that it started saying he was getting revealed so am I missing something.

    Ah... good ol Ghostface, the buggy mess of a killer that he is, lol

  • @Dem34888 said:

    Giving extra mobility to a killer (the shape) that can kill you even without one hook, is this a joke?

    Then you give him a movement penalty when he uses the add on... it's not rocket science

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3217881#Comment_3217881

    The exit gate area on either end on Lerys. It ping pongs back and forth

    Wow...not even random places either, that is really sad, lol

  • @prion11 said:

    https://us.v-cdn.net/6030815/uploads/PNCD2IXHFXMO/image.png

    This got pretty good reception on reddit so I figured I would drop it here.

    Main points:

    1. Add on strength is included
    2. Playing against a swf with comms is assumed
    3. Killer playing PERFECTLY with their best build is assumed (ie sadako with iri tape, bubba with double chili)

    Tier explanations:

    S - The best of the best. These killers will allow you to defeat comp teams consistently if you put in the hours. You can 4k even if the survivors do everything right.

    A+ - These killers are very strong and tough to counter. They have some oppressive add ons and can feel impossible to beat in solo queue, or for less skilled survivors. They have counterplay, but it is thin and conditional. They see middling to good results in comp play against the best of the best

    A - These killers have oppressive strengths in their specific area. (ie pyramid head at any flat loops, huntress in the open, oni and plague in snowball situations, hag in a 3 gen.) HOWEVER, they are hampered by one of two weaknesses. 1. No mobility or 2. Power is conditional and not always available

    B - These killers have defined strengths, and good opportunity for skill expression. However, they also have defined weaknesses that make them easy to bully for an experienced swf. With enough skill, it is possible to consistently win with these guys. But you might have some painful games.

    C - This tier is reserved for killers that suffer from m1/no mobility disease. Totally destroyed by normal, good survivor play (spreading out, staying separated on gens, and good looping)

    In the case of billy, he is here because of overheat, bad add ons, too many nerfs over time, and being awful on new maps.

    D - You will be in constant pain with these killers. What strong add ons they do have are very conditional. You are almost entirely dependent on survivors messing up.

    Feel free to discuss! I am willing to answer any questions about placements!

    Just wondering about doc, did you consider iri king and iri queen or iri king and high stims? Cause I personally think the latter is better

  • @[Deleted User] said:

    Pinhead is sneaky good. If you can find the box consistently, you can 12 hook at 4 or 5 gens because survivors straight up can't do anything. It's actually crazy. Especially on a map like Lerys where the box has 2 spawn points. You can find it at the start, interrupt the next box taker, rinse repeat.

    Wait... actually? Only 2 spawn points? That's hilarious, lol, what garbage mechanic is that

  • @PaintedDeath said:

    Please stop being bad at the game. I get you somehow think you are super cool and great at the game because you have a flashlight, but that flashlight doesn't give you much of a benefit. I mean, I can literally still hear you running away, I just follow the sounds. That sweet flashlight blind is doing you pretty much zip, you'd be better off trying to gain ground.

    I am serious, I don't know whats wrong with you people. I am literally playing Hillbilly on Lery's, the game is already in your favor just based on RNG. Just stay away from me. DON'T come and crowd up around him trying to go for the flashlight save. Don't bodyblock and take hits. Super cool dude! You guys took 2 hits and the dude got off my shoulder, guess what? You just took 2 downs and 2 hooks gaining that save, you didn't do jack.

    I think I've finally figured out why everyone cries so much about the Survivor experience. It's literally because you suck at this game. STOP. GETTING. CAUGHT. It's literally the name of the game. You wanna loop me? Great, do that, WHEN I CATCH YOU. Loop me for 5 gens, AFTER I catch you. Until that time, hide, sneak, and stay hidden. Getting caught, ESPECIALLY when I have an insta-down power.

    I will NEVER listen to another whiny Survivor cry about how unfair this is, as long as I have idiots running right into me when I'm holding a chainsaw. I won't. Cry me more rivers to float down.

    Reminds me of the time I literally looped a Billy on lerys for FOREVER, swerving in and out of rooms, he learned to drop chases but everytime he came back to me, I would always dodge him, lol


    Ironically, the first time I legit played Billy, I was going for adept, and I won that game, lol, so I guess not every survivor knows about dodging in and out of the rooms

  • @MeanieDeeny said:

    https://forum.deadbydaylight.com/en/discussion/comment/3217725#Comment_3217725

    No. Any good killer knows if you’re camping against a good team, you’re allowing survivors that time to bust out gens without fear of being chased off. So like I said, it’s the other way around.

    But... that's...gen rushing, at least my definition, ik it's not a real thing, but that's...idk how to explain it, but it's gen rushing, lol

  • @MeanieDeeny said:

    I don’t understand why most people can’t see the correlation between gen rushing and face camping?

    SWF’s load up with perks to bust out gens, bring map offerings and coordinate everything. It’s 4 v. 1. You’re not winning (if you win) because you’re skilled, you’re winning because you’re in constant communication w each other. 

    I am a Trapper main (and honestly I do quite well, but I constantly face tough SWF teams), yesterday I had a team bring me to Ormond. Okay I’ll make the best of it…game starts, I set down a trap..walk a short distance, put down another trap..a gen pops ALREADY. Start first chase, gen pops, down survivor, gen pops…hook survivor, gen pops…I don’t know how it’s possible..but that’s 4 gens in mere minutes. There’s 1 gen left…the game just started, why am I not going to camp the person I just hooked? 1 gen left. Game is already over. I ended up w a 3k, but it’s irrelevant. Still lost a pip. Had zero fun. 

    At 5 gens, camping and tunneling is completely ridiculous. Yes. But being gen rushed and camping/tunneling go hand in hand. Expecting to gen rush and have the killer give everyone their three hooks each, is highly unrealistic.

    And camping/tunneling = gen rushing

  • @CornMoss said:

    https://us.v-cdn.net/6030815/uploads/BH5Z59I1QL7Q/image.png

    Every single good play I made was faltered by a perfectly timed body block, perfectly time final gen being done into adrenaline, someone dedicating themselves to being the box person so they don't do a conspicuous action and get Off the record value.

    Seriously man, this is only ever possible to beat if a killer player were to play blight and nurse with their best add ons. These guys also proceed to tell me to stop crying about it that I did good, well if I did good then how come I got zero kills and 3 hooks (I got about 9 downs btw but they were worth nothing due to body blocks, adrenaline and other perks...)

    The BP you got from that... holy, I wouldn't complain at all if I got 28k X 5

  • @C3Tooth said:

    The fact that 1400 people follower.

    The fact that spending $15 to watch them play for a match with Killer's build of your choice...

    Im sitting here drawing commmission with 8$/h rate

    With your art? That's it?

  • @yauniqua said:

    Why doesnt Jill's Blastmine disable Pop goes the Weasle?

    At this point, it's only a meme perk meant to humiliate/annoy the Killer. There's no real benefit.

    You never finish kicking it, so pop doesn't activate

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216825#Comment_3216825

    Or he'll guess. You're arguing with a guy who is conflating our ability to determine someone is using a script with a guess.

    True

  • Then... the killer won't search a locker...

  • @[Deleted User] said:

    I just don't like that it's active on self-unhooks, personally. Makes basement even more useless than usual.

    That's why you bring SH: Monstrous Shrine

    ... Lol

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216657#Comment_3216657

    So you think those occasions are just 100% proof they're scripting and not just using dead hard by chance?

    Because for me that's like when someone is hiding in a locker, and the killer happens to search that locker right away instead of others. It's not proof the killer is hacking, it's coincidence.

    I mean, there's many things that lead to a locker search, blood, scratch marks, moaning, the gen that's close to the locker that's almost done ect

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216781#Comment_3216781

    Even there I half expect Ash players to have Mettle of Man. 😄

    Y'know what? I wouldn't put it pass them, lol

  • @dugman said:

    Sure, if a survivors’ own teachable is really good I expect they’ll use it simply because it doesn’t matter if they’ve unlocked anything else. Mikaelas all have access to Circle of Healing so a lot of them use it. Bill has Unbreakable, why not use it? Especially for new and average players who don’t have everything unlocked they’re going to be more likely to use the perks their favorite survivor comes with (unless all three are bad.)

    *cough Ash cough*

  • @Bot_Salvo88 said:

    Example: I expect Boons from Mikaela, Adrenaline and Sprint Burst from Meg and Self care from Claudette.

    From killers I expect (for example) that Bubba has Bamboozle, Huntress has Iron Maiden and Legion has Thanatophobia.

    Frost eye Wraith to have NOED

  • @Jangles said:

    https://forum.deadbydaylight.com/en/discussion/comment/3215069#Comment_3215069

    Because "Fun" means too strong. "Fun" means easy to win on. The same dichotomy exists in every game you play. Remember when such as such was "fun" then it got changed for being too strong? Remember when dead hard was "fun" to use? Remember when deathslinger was "fun" When spirit was "fun"

    Strong things are fun to play because they require lower effort by the user.

    Also yes, too much wesker. Even with the amount of variation he has while people settle on a meta build the game and chases still play out fundamentally the same and you're mostly on the back foot from the first hook against him due to how much he snowballs mid game.

    I mean I find doc fun...

  • @almofan1001 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3214752#Comment_3214752

    Happens more than often in my games. And no, 90 % of the time they would go down without DH in the way. A 30+ sec extended chase multiple times per game is 1-2 gens additionally popped.

    And I am calm? Please stop with personal insults and stay on the topic.

    Well, I don't know what to tell you at this point other than skill issue if you are getting looped for an extra 30+ seconds

    Also I never realized telling someone to calm down was an insult, I'll have to take note of that, have a good day 👍

  • @ReviloDBD said:

    Lets say you actually are not playing Camp or Tunnel Bubba..

    You just wanna play him normal, for fun, like any other killer. He has a pretty decent insta-down mechanic, I am not really even that great with him but seem to down Survivors faster than on many other Killers thanks to it..

    Is there any specific reason why he's usually considered pretty "mid-tier" on almost any tier lists that I've seen?

    Just curious your thoughts, maybe he has a few huge weaknesses that make him unreliable at higher MMR?

    I know about the Lockers, Lockers really do hurt on him, I kind of wish the chainsaw would down people inside of Lockers IF you are willing to Tantrum the Locker the Survivor is in.. I feel like that would make sense considering it is a CHAINSAW lol

    But other than that, with the right perks I think he has potential, am I missing or overlooking something?

    On that note, could anyone who actually enjoys playing Bubba in higher MMR share some of your builds with me? I am curious, I just started playing him again for the first time in a while and I am having fun with him.

    I don't camp or tunnel, always just try to go for ending quick chases on whoever is full health that I can see.

    Windows and objects around the map, if survivors know to hug an object and Bubba doesn't know how to curve them, then it's hurts him quite a bit

  • @almofan1001 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3214742#Comment_3214742

    It can still counter almost all of the powers - Wesker's dash, Nurse's M1, Oni dash, Spirit post phasing, Huntress hatchet etc. Absolutely nothing has changed, with the EXCEPTION that countering those powers is even stronger now as you gain sprint burst. They actually buffed this aspect.

    It cannot counter the trapper's ability anymore, but then again, you don't need a dead hard in this game to destroy the trapper.

    "It requires quick thinking" - disagreed, all it requires is to mash E when you are close to a pallet. Other scenarios - absolutely, but in the pallet scenario, there is no thinking involved besides calculating if you can make it to a pallet before pressing E.

    Oh my gosh, you're all about this pallet situation, that ever rarely happens that they pull it off cause 0.5 second window, and then they also reach a pallet, calm down, holy heck

  • @almofan1001 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3214738#Comment_3214738

    I don't see "lose-lose" situations as being fair but to each their own.

    Alright, you can't be reasoned with, good to know

  • @DEMONANCE said:

    idk who brainwashed people into thinking this perk takes "skill".

    like literally it's just a react perk it doesn't take skill all it takes is you reacting to a killer's lunge and it's just luck whether you manage to do it or not barely any skill involved.

    and now survivors use it in situations where you're forced to lunge or when using your power (pig's dash - wesker's bound - bubba's chainsaw..etc) and you have no way of countering that so where's this "skill" exactly??

    many perks that were changed with the perk reworks were changed in the wrong way like (self care - calm spirit - dead hard) and they need to be looked at again.

    I mean, yeah, it's far weaker than old DH obviously, it can't counter every power now at the click of a button or completely ignore a bear trap, it just requires quick thinking

  • @almofan1001 said:

    New dead hard is becoming increasingly meta again. It's not unusual at top MMR to see 3-4 dead hards every game. As usual, the community overreacted and declared a perk "dead" only for it to become a meta again a few weeks later. To get the most value out of dead hard, the proper usage is to use it near the pallet making the killer choose between swinging (and proccing dead hard) or eating a pallet stun. In other words, 0 counterplay scenario.

    The Dead Hard rework has failed to achieve what it was supposed to do - to prevent uncounterable situations for most of the killers. In fact, it's reasonable to say that it has become even stronger than it was before.

    But let's look into arguments that say that the new Dead Hard arguably has more counterplay/is weaker than the old Dead Hard:

    1 "You can not use it for distance any more" - this is correct, however, you can use it near the pallet which guarantees a successful endurance hit. Now instead of using it to get to the pallet, you use it when you are near the pallet. And some could say that it's a nerf, right?? Well no, using it in a new way is arguably even stronger compared to before: 1 You gain sprint burst 2 You save a pallet. You literally gain more benefits with the new dead hard.

    2 "Just wait it out" - no, you cannot "just wait it out" in some of the scenarios. A good survivor using DH properly is uncounterable by most of the killers. In other words, we're back to the same situation as with old DH where killers either have to choose between taking L or taking L.

    3 "It doesn't do anything when not near a pallet" - so did old dead hard? In fact, the new dead hard is even stronger when used in the open as you can gain massive sprint burst if used successfully. Old dead hard, even if used in the open, bought you only a couple of seconds until the killer caught up to you.

    4 "You can not use it anymore to gain distance to the window" - the only solid argument that could be said that new DH can be weaker than old DH. With that being said, while this particular point is nerfed, the nerfs are offset by buffs in other scenarios.

    5 "It takes skill to use new dead hard" - one of the most oblivious statements to be made. It doesn't take much skill to use new dead hard in an uncounterable way. If a killer is close to you, and you are very near a pallet, press E. Few practice games and you can do it with relative ease and it doesn't even require you to time the killer attack. Congratulations, you just learned an uncounterable mechanic. Most of the community will know how to do this a few months from now.

    Conclusion

    Ultimately, the Dead Hard rework has changed nothing in terms of preventing uncounterable and unfair scenarios. It has become increasingly meta again and is not hard to utilize it to its most potential. Some could say that new dead hard is even stronger than old dead hard, and that's an insane realization considering old dead hard wasn't nerfed for 5+ years.

    Solution

    Remove the uncounterable mechanic of using dead hard at a pallet. After using Dead Hard, prevent a survivor from dropping a pallet for X seconds. This way, the perk is actually skilful and rewards the survivor for properly baiting an attack from the killer. There is nothing skilful or fair about using it at a pallet to guarantee a 2nd chance (why does this sound so much like old dead hard hmm)

    It's fair now, unless you use the script that auto DH for you, other than that I'd play against 4 DH any day

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3214058#Comment_3214058

    It only soft counters stealth, as myself and others have described above. Calm Spirit stops screaming from Doctor, Urban Evasion soft counters Hag and Pyramid Head. Why are those ok?

    I mean, I personally think they aren't

  • @GoshJosh said:

    Killers got so much with the 6.1 changes. I'm glad survivors got to keep their one anti-stealth killer perk after all! Hope it stays for years to come.

    I mean, one perk shouldn't counter an entire power

  • @HugTheHag said:

    No, literally. Endgame chat censors you.

    https://us.v-cdn.net/6030815/uploads/VE8EKJ57T6Q8/nice-stalks.png

    "Nice 99'd stalks !"

    I didn't know [ 'd ] and [ d ] were censored, that's a new low but I see the filter keeps digging.

    Poor Myers probably left seeing all those #...

    I bet alot of people (including me) were planning on coming here and saying "BuT yOu CaN't CoMpLiMeNt SuRvIvOrS eItHeR" lol, well played

    That's why I only try to message across PlayStation if I can, also because console doesn't have access to that chat, but y'know what? Apparently it's for the best, lol

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/3213358#Comment_3213358

    ????

    They game even has different symbols for connection loss, sacrifice and bleedout/Mori, what are you talking about?

    If a survivor is on a hook and they suddenly DC, does the game not count that as a sacrifice? Or is it still a DC? I could've sworn it counted it as a sacrifice because it played through the same animation

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3213362#Comment_3213362

    Trapper is annoying. Doc I find fun simply because it takes a keen sense of timing from the Doc player to land a shock that actually matter (well, maybe not with detonation delay add-ons, but I barely face Doc as is these days so I dunno), even though he can and does force pre-drops at times.

    By slowing down I mean in chase, not 1v4.

    Oh so hindered and stuff? Alright, I was ready to bring out a paragraph as to why I'm right, lol jk

  • @[Deleted User] said:

    I hate anything that slows survivors down. Clown, Pinhead, Wesker's infection mechanic, etc.. All it does is force pre-drops.

    I mean, trapper slows you down by trapping you in a place for a while, doc slows you down to cure madness...ect

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212891#Comment_3212891

    Oo, since when?

    One is getting sacrificed via in game mechanic and the other is a connection loss.

    Differentiating those two should be easy as the game registers a normal death.

    Different reasons for DC, those are impossible to differentiate except if it happens from the server side.

    I mean the game can't... because it's a sacrifice either way, that's all the game cares about

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3213038#Comment_3213038

    It doesn’t have to be fun for ragequitters when they make it unfun for more people.

    https://forum.deadbydaylight.com/en/discussion/comment/3213040#Comment_3213040

    Removing hook suicide removes a penalty-free loophole. AFKing/sandbagging can be reported even if the second is difficult to differentiate sometimes. Also even as killer, I don’t enjoy hook suicides. I want an actual proper game.

    Also fun is subjective. Even if you fix genuine issues like map design or solo queue info, everything else which is fine but subjective will still make immature clowns ragequit.

    BHVR doesn't care about rage quitters, they care about money

  • @CosmicScarab said:

    https://forum.deadbydaylight.com/en/discussion/comment/3213038#Comment_3213038

    So if they remove killing themselves on hook they can still DC, they will just have to deal with the penalty that comes with that.

    Oh, yeah, well from the way it sounded from the post, I thought he was saying they couldn't even DC

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212891#Comment_3212891

    If you read my second post in the thread, it answers your comment. Won’t need to differentiate hook suicide if it literally isn’t possible!

    But, yeah I see you said it in your first post, but you literally can't force someone to stay in the game, first rule of video games: it has to be fun for the consumer, if they aren't having fun, you can't keep them

    And as much as it might shock you, but with 7 something billion people in the world, someone enjoys disconnecting and ruining others games

  • @SuzuKR said:

    DCing incurs the respective DC penalty. AFKing and sandbagging are against rules and can eventually lead up to a permanent ban.

    So why is there a penalty-free loophole via suiciding on hook to achieve the exact same result of quitting out?

    Yes, you cannot force people to keep playing a match. That is not the point. They should not have a penalty-free loophole for quitting. You still want to quit anyways? Then DC. (Or AFK/sandbag at your own risk.)

    In response to brainless nonsense like "well ackshyually maybe u shouldnt play stuff other ppl dont like then": They are not even remotely equivalent. That is comparing actively playing a part of the game to actively choosing to give up and quit playing the game.

    Can't tell the difference between suicide or a DC

  • @BenOfMilam said:

    I wonder what they were even doing the whole time.

    Self caring

  • @SMitchell8 said:

    It takes some skills, like observation, defending, when to hit/grab/chase off etc. Avoiding BT and bodyblockers takes some skill too, not loads but Its not 0 skill like playing as the doctor 🙃

    Hey woah ouch, what do you have against my baby boy?

  • @almofan1001 said:

    Why do survivors insist on saying that camping and tunneling is "0 skill" "braindead" "bot"?

    As far as I can see, it's infinitely times more skillful than holding M1 on a generator and talking to your Twitch chat in background while checking your monitor every 10-15 seconds for a skill check. You don't even need to watch out for killer most of the time as terror radius gives you an indication when you actually need to start paying attention. Hitting good skill checks can be mastered after 10 minutes of the gameplay time. That's all the attention span and skill it takes to do your objective while the reward is immense.

    At least when you tunnel you need to end the chase fast. You take a big risk and if you fail, you get punished heavily by basically losing the game on the spot. A sole survivor literally gets a chance to win a game for their team on their own. A successful tunnel is much more skilful activity than holding a button on a generator.

    When you camp, you need to constantly look for other survivors, don't hit the wrong person, time your M1 to grab, avoid body blocks, and make sure to watch all angles so you don't miss anyone coming for rescue. It's at least 5x more actions for a killer to do (successfully) in order to gain benefit from it.

    So please, survivors, when you complain about no-skill gameplay, have a bit of self-reflection. Your objective (generators) is literally the lowest risk, lowest skill and highest reward in the game to exist on both sides.

    Aaaannnndddd...you just started a flame war, lol

  • @Grandpa_Crack_Pipe said:

    Refunding all the 6 people who got DbD on Stadia wouldn't be that big of a deal.

    Literally this, like why would you ever play something like DBD on a stadia, lol

  • @Coffeecrashing said:

    Footstep audio needs to be equalized, so it can be reliably heard within a certain distance of them.

    There shouldn’t be ground materials that lower or silence the footsteps, and they shouldn’t be affected by line of sight. And chase music shouldn’t be so loud that it drowns out the footsteps. And the ambient noises (like the house on the joy map) shouldn’t be so loud that it drowns out footsteps.

    And I still haven’t been given a good reason to why sounds get muffled or silenced when line of sight is broken, when it’s an unenclosed object like a thin wall that doesn’t have a ceiling.

    Sounds are even muffled if I’m a survivor repairing a generator, and I swivel the camera so an object blocks part of the generator.

    I agree with the chase music, like yeah it's cool, but I'm trying to kill someone over here, lol

  • @Norhc said:

    https://forum.deadbydaylight.com/en/discussion/comment/3211875#Comment_3211875

    It has always been one of the few moderately killer-sided maps. The main building and the bushes are survivor-sided but otherwise it's killer-favored.

    Huh, I always thought with the gen at the hangman spot and the gen in the main building and the long paths to get there, it'd be heavily favoured for survivors

  • @Spirit_IsTheBest said:

    Who else is excited to see it? I for sure am, I am just glad I can at least see it on peacock when its streaming, because I have an account on my laptop, I wish though I can see it in theaters like I did with the previous two Halloween films. I have a huge feeling this movie is going to be the most intense of them all.

    I also hope this year Michael gets his model reworked, and new skins, and possibly a rework to his power.

    My question is, will there be somebody with a Clothing Iron ready to attack Micheal?

    https://us.v-cdn.net/6030815/uploads/KX9USCHE36BE/image.png

    '' Wrinkles Die Tonight ''.

    Eh, he should've died in the last one

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3211879#Comment_3211879

    That's a problem though, survivors shouldn't be allowed to make nigh infinite on their will.

    Eh, there's just as many good killer walls, just gotta figure out what's what

  • @TeabaggingGhostface said:

    Can they hit other survivors with it?

    Don't give me and my friend power like that, we'd never play a proper game again, lol

  • A lot of breakable walls open up alot of opportunities for survivors to extend loops

  • @TheArbiter said:

    Just like when I see a killer bring The Game offering doesn't make any sense to me

    Isn't dead dawg survivor sided last I checked?

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