Vorahk08
Vorahk08
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- Vorahk08
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Knight as a bodyguard because he has a posse. Four for the price of one 😋
I'm a huge history nerd, so Vittorio, because he would be interesting to talk to.
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Nurse is weird because, and someone please correct me if I'm wrong, she was added to specifically counter infinites, back when infinites were a thing. She's basically a killer who's built around the foundation of "you're not supposed to be able to loop her." Now, though, infinites aren't a thing anymore, except by accident, but Nurse is still the same. I feel like the only real solution is that she just gets a rework someday.
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@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582553#Comment_3582553
Many maps come with 10 palets of even less. If he ate 10 pallets, he should definitly go for the survivor he is chasing, since the whole map is dead.
This is a GREAT point. If the survivor keeps throwing pallets and running to the next one, then you might actually want to keep chasing them, especially if you're a killer who can break a pallet with your face (Blight, Demo, etc.) or can break them and lose little momentum like with a Tier 2 Nemesis.
I still remember a game on Borgo as Nemesis where I had gotten to tier 2 quickly and was chasing a Thalita. She threw a pallet and I broke it, then she ran to the next one and I broke that one, and the pattern just repeated. By the time I got her down, she had thrown pretty much every pallet on the map. Then she DC'd when she went down. Game went pretty badly for the remaining survivors, since they had very little to work with after that.
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That's honestly a great question. I'm feeling like the Hallowed Blight collection needs more regular releases because the collection is never going to be completed at this rate. Maybe the anniversary would be a good opportunity to drop some Blighted skins? The Halloween event isn't themed around the Blight anymore anyway.
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Sorry to hear it's being such a pain. I've been noticing that people seem to expect the killer to wait to pick a person up, so, if I pick up immediately, I can usually clear the pallet before the person makes it (and they do still try it, since the buff, I've heard a number of pallets go down behind me right as I clear them).
As for flashlight saves, there's always the technique described by the ancient masters as "wall." 😁 Seriously though, people seem to think that Background Player will accommodate for their poor aim.
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Looking back at previous years, they do seem to follow a pattern of, on average, releasing 2 original chapters and 2 licensed chapters. This year, we've had End Transmission for originals, and Nick Cage, Alien, and now Chucky as licensed chapters. Thus, it stands to reason that the next DLC will be original.
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I think that it's because the nerf did significantly impact how people can use the tail in chase. The misconceptions seem to be that the tail was rendered useless and that the tail was the main point of Xeno's kit. It requires more skill to use now, because you get a bigger punishment for missing. However, the punishment isn't crippling. It's more like missing with the Nemesis tentacle than missing a Blight charge, which can actually lose you the chase if you haven't played it well. On top of this, the tail is still powerful. It's essentially a ranged attack with almost no windup. The turrets have also been nerfed to the point where they're more of a temporary slowdown than something that can consistently knock you out of your power (unlike my poor, poor Singularity). It's rare that a Xeno loses their Crawler Mode to a turret, and even then, they can still choose to push on and finish the job with mindgames and/or brute force.
Plus, Crawler Mode is only half of Xeno's power. It still has the tunnel network, which gives it incredible, unlimited map control with survivors only being able to pre-run if they have a motion tracker nearby. There have been times where survivors pop a gen on the other side of the map when I'm Xeno, and they're still in the area when I pop up and start biting at their heels. The tunnels significantly reduce the downtime of patrolling and responding to noise notifications.
All in all, Xeno is killer that, by design, can do a bit of everything and do it all pretty well. Map control? Tunnels. Survivors who are good in chase? Tail. Counterplay from Survivors? Survivors need to come to the tunnel entrances to get them. I don't know why they nerfed the recovery movement speed at the same time as fixing the bug, but I do wonder if the tunnel network and turret nerfs made them decide that Xeno's tail didn't need to be quite as oppressive anymore. Overall, I agree with @MikaelaWantsYourBoon that Xeno's still a top-tier killer in spite of this nerf.
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@CorvusCorax86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565899#Comment_3565899
I have played some more and actually the void realm is pretty great for tactics. There are different entry points but they also serve as exit points. Killers might just surprise you. We lost a match to a Huntress cleverly going back and forth on RCPD. I also entered regularly as I noticed the ghosts can partially recharge toolboxes (and I assume other items). It was a pretty fun and long-lasting match.
Huh. I guess it almost works like a Xeno tunnel network for everyone. If more people use it that way and really figure it out, it could be an interesting few weeks.
Unfortunately, it doesn't fix the problem with the Haunts.
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I hear you. I've gone from one game on Nemesis with survivors running around like scared chickens, to one where I literally never downed anyone. I try to rationalize it as being the tradeoff for occasionally having games where the survivors fall apart quickly. I don't know if that helps, though.
Despite the fact that we have "Skill-based matchmaking" it feels kind of loose. However, I do think this is preferable to hard SBMM. Destiny 2 added strict SBMM to PVP last year, and the player base for PVP basically imploded. It didn't even last a few months before Bungie (the developer) loosened it up.
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First, I'm on PS5, and I think he's still really strong. The hitboxes are consistent when it counts, and I have been able to "fish" for hits on ducking survivors, so they haven't patched that out. I think it's just you have to work a little more now. It's still an almost guaranteed hit in a tight corridor. The tradeoff in that patch was the ability to slap a turret when it's disabled, which is actually really strong, as a decent number of survivors don't bother placing them next to tunnels anymore.
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@Rizzo said:
When I started playing, good old 2016, I thought that hitting the person on the hook would make them die faster, so I did that in my first bunch of matches as Killer.
Turns out I was just being an idiot!
Same here. My first match as a survivor was against an Oni who whaled on me when I got hooked (I got out, though!). I thought it was part of the game that choosing to stay and hit someone on the hook was a calculated gamble. I eventually watched videos and saw that hitting people did nothing and was considered bad form, so it was a little embarrassing 😕. To this day I wonder if that Oni thought the same thing as me or was just angry for some reason.
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I feel like they were going for something big with the Void Realm, but it might not have landed as they intended. So far, I've played 2 killer games. One with Artist on Eyrie (ironic), and one with Xeno on Ormond. Both times, I got survivors trying too hard to stun me and going down as a result, and both times I got people down in the Void realm. I guess survivors were building into stunning last time, but it still feels like the best way to get points for your haunts/rifts is with gens and hooks. Then, people try to "escape" into the Void Realm... which is a bad idea. I've just jumped through the rift after them, and I usually catch them because they can't exit the Void before an attack lands. Even if they have endurance, the action resets and they have to try again, with the same result.
On top of all this, the Haunts don't really feel like they add anything back in the trial. Both games I charged a number of Haunts, and they did pretty much nothing. None of my Eyrie Haunts were triggered, and on Ormond the survivors triggered a Haunt, but I was far away from it. It feels like the survivors didn't get any Haunt-related bonuses either.
Overall, the Void Realm-and-Haunts thing feels too complicated to attach to a trial. The Killer has little to no incentive to go into the Void Realm except to catch someone, and you can't escape from the killer by jumping into the Void Realm. When you do get a Haunt, it doesn't really do anything. It's too much risk for too little reward.
TL:DR - I think the Void Realm could be cool as a setting for a quick, rush-type game mode, but it doesn't work as a side objective.
Edit for capitalization and tense
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I think killers who refuse to loop optimally, refuse to break pallets, and give survivors the fast vaults every time are going to get tiers 2/3 eventually because they just aren't playing well. Basically killers who don't know how to play the game. I can't remember the last time I got tier 2/3, but it generally happens to me because I'm looping poorly and am missing something, usually something to do with how the loop is built and how to chase around it optimally.
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@awustzdn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545477#Comment_3545477
I mean, yeah, all of that is correct, but the point I was trying to make is that Jolt+DMS synergize so poorly on most of the roster that I don't understand why anyone would bother wanting to nerf Jolt. Any build that uses Jolt+DMS would be better served by using something else in one of those slots.
Oh, ok. Yeah, I agree with you 100% on that. Jolt already made generators with progress explode and give a notification, so the screams are redundant. I'd say Jolt is pretty well-balanced now.
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@MrPenguin said:
Yeah I never really understood it either. You drop the pallet when you need it. If you need it at 5 gens you need it at 5 gens.
Idk where this idea came from but I have heard it said a lot with no explanation given
I think it comes from the belief that, since it's a "god pallet" people think the killer will respect it so they don't lose the chase, which is exactly why I never respect it.
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@Vanishlord said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545461#Comment_3545461
Yeah I'm a solo queue survivor and I too don't facecamp as I think survivors should have a chance to play. I make exeptions for T-bagging survivors at the exit gate though. Most people don't do it cause I'm nice endgame though.
Hopefully, the new anti-camping feature will encourage people who do get camped to stay in the game, because I would bet there are going to be people who still camp after this. A lot of my solo queue games have been lost to a camper because the person being camped kills themselves on the hook. Now, people will hopefully stay. I ultimately feel like camping is a sign that the killer needs a better build or needs to get better at chase and gen control.
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@awustzdn said:
My question is, in what way does Jolt screaming synergize with DMS? The reason old Pain Res worked with DMS was because they have the same trigger, a hook. DMS starts working for 30 seconds after a hook, and any gen blocking lasts only until DMS stops. Are your teammates getting downed by basic attacks less than 30 seconds apart? And even if they are, is DMS even active for more than 3 seconds when the Jolt hits?
It has synergy in the sense that the screaming would force survivors off the generator and block it for whatever duration DMS has left. It's not necessarily good synergy, though, because you can't get it consistently. It would primarily work on survivors who don't heal, which would make the build reliant on survivor mistakes. Pain Res still has better synergy with DMS for the exact reason you said: they both trigger on a hook, guaranteeing value from both. Ultimately, there are better perks to pair Jolt with. Surveillance synergizes with it to monitor which gens are being done, while Pain Res compliments Jolt's general, small explosions with a limited number of large concentrated ones.
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The anti-camping sounds like it'll be great Quality of Life for my solo que matches. I don't facecamp as killer (don't even own Bubba), so nothing should change on that front. However, I am cautiously excited for SM. She could be really fun now, as long as she's properly balanced.
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They said Blight and MFT were getting looked at, yet both are absent from the Dev Update. I wonder if they're "saving" these big changes so they can focus on the anti-camping and SM rework. However, this midchapter seems suspiciously small, so I'm wondering if there's more they haven't told us about yet.
Might be copium, but I am suspicious.
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Judging by the fact that it's been left in after a number of big updates and small bugfixes, I think they intentionally put the scream back on to Jolt to create synergy with DMS. As far as Deadlock, I don't know the particulars of what's going on with it.
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Honestly, nothing at all. If it extends the chase then you got value out of it. Judging by what you said, Shack Pallet for 3 gens is a great tradeoff. It honestly sounds like the duo threw.
It's a rule of thumb that people treat like some kind of law, especially when we have more killers than ever who can play around the shack pallet. As @GensByDaylight said, Wesker can play around Shack Pallet with his vault. On top of that, a good Singularity can easily outplay the Killer Shack in general, Xenomorph can tail strike people far on the other side of the pallet, Artist can just set up a bird and then Shack Pallet's really useless, and Blight and Nurse exist. Honestly, I'd drop shack pallet in the first chase too if it meant blocking a hit. It's what they're for. Greeding a pallet is just extra. I've caught a large number of survivors by Shack Pallet because they expect me to respect it. Conversely, as a survivor I feel like I get more value out of the guaranteed fast vault than Shack Pallet. If you're being chased, then it's on the 3 other people to hammer the gens.
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@rvzrvzrvz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544351#Comment_3544351
You can submit a survivor game against a console killer i'm pretty sure, anyway for official global stats from bhvr console is represented, nurse and blight have always kinda low killrates because they are harder to play not weak
Thanks. I knew BHVR's stats were global. I just thought based on Nightlight's description of itself that you couldn't get console killers on it.
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I'm starting to think Oni. His perks are pretty useless, and I'm vulnerable to the FOV tech because I'm a console player and can't flick. Maybe I need more practice, but I do think Oni (for now at least).
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I like Renewal on Deliverance builds. As others have said, it works with We'll Make It, so it's great for a rescue, quick heal, and then you're ready to go with a guaranteed self-unhook and free heal.
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@rvzrvzrvz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544292#Comment_3544292
He's very hard to play with a controller like trickster and few others, console playerbase drag the stat down, you can find good blight mains on twitch and youtube (or just good killer main) and they lose with blight once in a blue moon, be serious pls
Is the console playerbase represented on Nightlight? I thought it was all data taken from PC players' endgame screens.
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@mecca said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544329#Comment_3544329
Ok. I thought you were saying he was balanced because he only had that killrate.
I don't rely on kill rates as a statistic of balance because I feel like there are so many ways to skew the data. Tunneling, camping, and the like. The bar underneath the killrate that shows the kill distribution over 0ks through 4ks is more interesting to me, because I feel like the distribution says a bit more. Blight has most players getting either a 0k or a 4k, with very little in between. I was just saying that this seems to indicate that a lot of Blight players don't know how to play him. However, it does seem to suggest that Blight does need balancing, since the other most common outcome is essentially Blights that destroy the entire team.
He doesn't seem to have a lot of in between.
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@mecca said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544311#Comment_3544311
That is not an indicator of balance. After you have some experience with him and know how to exploit him, there is nothing survivors can do. Hence why players are literally winning thousands of matches without losing. He is broken.
I wasn't referring to "balance." I was referring to a lot of Blight players not being able to play him. I wasn't clear enough in the original post.
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@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544311#Comment_3544311
So what? Nurse also had and still has a lower kill-rate. It didn't mean she wasn't extremely powerful and didn't need any changes. Flawed argument.
I wasn't clear enough in what I was "confirming" in my last post. I was talking about a lot of Blights not being able to play him properly.
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@[Deleted User] said:
Blighted Singularity.
I second this!
I'm also down for a Blighted Dredge, because that would be awesome.
I suspect the Xenomorph will also get a Blighted skin. Wesker got his on the Halloween immediately after he released, and they're kind of in the same category of killer: fun, strong, and a huge license. Blighted Xenos would sell like hot cakes.
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@HugTechLover said:
@Coffeecrashing said it perfectly. And this video clip doesn’t prove anything. That survivor made the worst choice of pathing possible. He could have 100% avoided that.
90% of players can’t play blight for nothin, and his stats reflect that. Outside of his 2 problematic addons, his basekit is completely fine.
I can confirm this. He's currently at a 51.89% killrate on Nightlight, which seems to place him solidly in the middle of the list when ordered by kill rate. Almost half of his kill distribution is either a 4K or nothing at all. I think most people mainly remember the Blights who beat them.
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@Crowman said:
The moment bhvr makes an exception for the killswitch, everyone is going to start asking for anything of minor annoyance to be killswitch.
And this is not the pandoras box you want to open
I agree. Killswitching is meant for game breaking bugs (hello invisible Wesker). Killswitching SM would result in survivors demanding Blight and Nurse get killswitched and killers demanding MFT and BNP get killswitched. As much as we all hate the "Chess Merchant," it's probably better long term that we put up with this now.
I, personally, am taking a break and trying some new things. Hitman: World of Assassination's really good. RE4R's Separate Ways is coming out next week as well.
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Blight is a killer with a really high skill expression. Hug tech, bump logic, etc. etc. Other than his good add ons needing a pass, how he performs is very much based on the player. People who perform well with Blight have generally put in a decent amount of time to get good with him. As an example, I couldn't really hit anything with Blight when I started with him (I'm on console). Now, I've figured out bump logic and can pinball between objects to down survivors. I'm get good results with Blight because of practice. This is probably why he dodges nerfs. Bad Blights are on average no better than M1 killers, because they can't actually hit you with a Lethal Rush.
My conspiracy theory is that, on top of this, Blight dodges nerfs because he's the killer player's answer to SWFs and unbalanced maps. If a SWF sends a good Blight to Garden of Joy, the Blight will probably still win. I think BHVR are keeping him the way he is until the maps are mostly balanced and they figure out how to balance solo que and SWFs. That's just a conspiracy theory, mind you.
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Hopefully they'll lean into her "The Most Dangerous Game"-like MO of hunting people for sport. Right now, I'd say her power doesn't really add up with what they tried to write her as, given that it's essentially just... drones. I also think that, as problematic as she is, BHVR isn't going to nerf her into irrelevance. They make too many skins for her, and people aren't going to buy skins for a killer who can't deliver good results in matches.
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I'm cautiously optimistic about the SM changes. The Sadako rework pushed her power level up very nicely. On the other hand, Singularity is still in need of a number of buffs (probably more like EMP nerfs) to be viable in high end play. I'm really hoping they can make a version of Skull Merchant that killer players can actually enjoy playing.
I'm a little concerned about the facecamping update being abused, and how the devs are going to safeguard against that. I do think that they decided to take a little more time to work out the kinks, since the Anniversary Stream suggested they were originally going for an August update.
I actually think the biggest make or break for me in this update is going to be what they do with MFT, if anything. It's one of the most frustrating perks in the game to play against, yet I don't see how to properly balance it without completely reworking it. I'd honestly be fine with a rework, though. I just want to be able to play M1 killers again without worrying about matchmaking with a MFT squad.
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That's good. Borgo's terrible on every killer for me except the movement/teleport killers. It's too big and there's too much random garbage on the ground to chase effectively.
I do agree that they need to make it less red, though, for all the reasons mentioned above. The moon also needs to not look like the sun. It's in the same camp as the farm maps for me where it feels like the match is taking place in broad daylight. Hurts the immersion.
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Ah yes, Trapper, the most notorious camping killer 🙃
Seriously, though, it looks good. Hopefully solo que teammates don't keep swarming the hook to rescue after this goes live...
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It ends in just under a month, like 22-21 days or something. It might be a better idea to go for the next one, because these things take a long time to complete, and you get a full auric cell refund if you finish it.
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@CrimsonVoid said:
For this challenge I plan on letting the killer hit me while he is carrying a survivor and I have a flashbang. Dropping at the same time as I get hit always guarantes a blind for me. But the elephant in the room is that this challenges is undoable because the perk necessary for this challenge "Residual Manifest" is currently killswitched.
This. A Leon once pulled this on me at the hook and it took me totally by surprise. I was too impressed to be mad. I think it's a good way to complete these challenges because the killer is going to be so focused on the bodyblock that they won't think of the flashbang until it's too late.
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They did change it with the Alien update. I think it was a precaution against using turrets to bodyblock the Xenomorph on one side.
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@Vanishlord said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542355#Comment_3542355
Chess Merchants your days are numbered.
100%
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I honestly think it might be Freddy, for a few reasons. Gameplay wise, he's weak. His teleport is so specific and predictable that it lacks the surprise element of Demo, Dredge, Sadako, Xeno, etc. It's the only teleport in the game that alerts the survivors that he's coming. The snares are also a weaker, not on demand version of Doctor's shock. They're good for one hit and that's kind of it. To add insult to injury, he's the reboot Freddy, which is going to upset a decent number of people who might be drawn to him.
Singularity might be easier to counter, but he's still got things going for him. Good players can still use him for antiloop and surveillance, even if the survivors are EMP'ing every pod they find. Freddy doesn't seem to have much of anything going for him.
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@Vanishlord said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542336#Comment_3542336
When is the rework coming out?
They haven't officially given a date yet, but DBD put a tease on Twitter/X showing a SM drone flying with sparks coming off of it, which has made a lot of people think the rework's in the Midchapter.
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@Vanishlord said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542336#Comment_3542336
When is the rework coming out?
They haven't given a date yet, but DBD made a post on X/Twitter showing a skull merchant drone flying in the air with sparks coming off of it, which has made a lot of people think she's getting reworked in the Midchapter.
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Good. MFT was the kind of perk where, if you were already terrible in chase, then it didn't help you much. It mainly benefits survivors who are already incredible loopers, which just makes the killer chasing them feel more miserable chasing them when they realize that they have MFT. It kind of feels like a win more perk to me.
I think, however, it would be more balanced if killers had more access to perks that inflict exhaustion. Currently, though, we only have Fearmonger, Blood Echo, Septic Touch, and Genetic Limits (I think that's it...). Anything else is add ons of varying quality. Septic Touch, Genetic Limits, and Blood Echo are too unreliable though. Even Fearmonger could, theoretically, be walked off when they see you coming.
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Killer:
Hex: Cursed Gifts -- While the hex totem is still standing, survivors suffer from 13/14/15% item inefficiency. When a survivor starts using an item or depletes it, their aura is shown for 5 seconds.
Flavor Text: "Why would it offer us these tools? Unless..."
Survivor:
Grace Under Pressure -- While any survivor is in chase, you see the auras of all survivors. This effect lasts until any survivor loses a health state. The perk then goes on cooldown for 60/50/40 seconds.
Flavor text: "You've got this. I've got this. We've got this."
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Oof. I suppose it was an inevitable consequence of them announcing a rework. Anyone who uses her to 3-gen is probably going to get as many games as they can in during the next month.
I genuinely hope the rework turns her into a fun killer to play. They've been doing pretty well this year with killers that aren't her. Singularity is a solid design that's strong in the right hands, if a little on the easy side for countering. Xeno's just an all around strong killer with both high mobility and a good chase power (it's still good after the "nerf"). Maybe it's naive, but I think they could redeem SM.
On the flip side, I'm also seeing more MFT survivors when I play killer. I think any changes that got addressed in the AMA or teased directly are going to become abundant until the Midchapter patch drops.
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My favorite is probably Singularity. He seems weak at first, but he's powerful in a lot of places. His power might be one of the best information powers in the game if you place the cameras in the right places, negating the need for a lot of info perks. The ability to place the pods mid-chase actually makes them great anti-loop as well, because you can trigger Overclock to vault and break pallets without losing distance. Finally, the ability to teleport across the map to a survivor is an incredible feeling when you pull it off. After putting a decent number of hours into him, I feel like he has potential to be really oppressive if played well. He also works with a ton of different builds since he's an M1 killer. I play on console, but have never really had issues with him (I play at high sensitivity).
My second favorite would probably be the Xenomorph. It's already my favorite monster of all time, but its power is so well implemented. The tunnels are the most interactive and unusual form of map traversal in the game. The runner mode is a great chase power with the tail strike, making chasing with the Xeno feel unique. The Xenomorph feels powerful without being un-counterable.
Overall I think I like both because they're high action killers that always have you doing something. They also have great back and forth with the survivors.
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I also have had this issue on PS5. It was a match as the Knight in RPD. All of the generators had been repaired, and I was kicked shortly after, while in chase with a survivor playing Thalita Lyra. I immediately checked my internet connection after the match, and the PS5 reported good numbers for download and upload speed.