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Warlock_2020

Warlock_2020

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Warlock_2020
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  • @TAG you do realize that an overwhelming majority of players play in the green, yellow, purple ranks right? By balancing only to red ranks in a casual game you kill the player population. Not smart. I personally stay out of red ranks because both the killers and survivors are cry babies at that level of play. Too much salt.

    @NuclearBurrito ignoring the fact that you are counting rank 6 gameplay as "mid rank" you still don't get the concept of balance. Fact of the matter is, I've played plenty of red rank matches and even 4 man MoM squads with instant heals still end in 3-4k matches. If instant heals are burning you so bad, you should try to use more of your tools.

  • @NuclearBurrito Though I disagree with greatly on the need to equate any survivor ability to killer ability by a multiple of four, I decided to toy with it last night.

    I ran 15 matches with instant downs that were not part of a chainsaw ability. Basically, going with the idea that there is a finite time limit for the power.

    In 6 Shape matches, I was able to attain exposed status average of 3 times per match and down an average of 5 survivors instantlyduring the matches (no addons).

    With Clown and an instant down addon, I averaged 5 instant downs a match.

    I ran the other 5 matches with Trapper using HG, DH, and NOED. HG gave me 2 per match. DH gave me 3 per match, and NOED gave .6 per match. Between them, I was just over 5 per match.

    So, I easily beat the multiplier of 4 in every match. I also learned that haunted ground worked super well for Trapper. I'm going to toss it in with a couple of good addons and see what happens.

    Instant heals are a counterbalance in this game. Like anything, good teams of survivors can abuse them. One of the Clown matches had such a team. Four syringes in that match. Downed the first one and his buddy had him up right after I hit him. Best part? I downed him almost immediately and scored a lucky shot with the bottle 6 seconds later on the other and downed him again too. Exposed was already winning 2 to 1.

    Edit: I should add in that these matches were run at yellow and purple ranks. Mostly purple.

  • @tgrab said:

    https://forum.deadbydaylight.com/en/discussion/comment/647616#Comment_647616

    The problem is that if someone has ds and head on you can't grab someone out the locker and you'll get stunned if you wait the 60 seconds, making iron maiden effectively useless :/

    That requires a very specific scenario that will not likely come up often.

  • Works great with No Mither

  • Inner Strength needs no fixing. I am looking forward to Iron Maiden with Inner Strength. Will require a bit of luck being nearby, or Nurse/Billy/Spirit, but could be funny.

  • Dammit! I swear BHVR. I swore off buying all this crap, but then you have to go and get Steve WITH SCOOPS?! ARGH. Fine, this is the last time!

  • Super easy, barely an inconvenience. I'd load up a box of Eggo waffles and plant them near the gens. When Eleven shows up, she kills ole DG and I pump out the gens for the gg ez. :)

  • Meant to help vs camping, but I think it should be the killer within 16m and not in a chase as opposed to another survivor within 16m. If you are being face camped by LF, it won't matter, but still.

  • @FishFry247 said:

    https://forum.deadbydaylight.com/en/discussion/comment/646287#Comment_646287

    Do you honestly believe insta heals are good where they are at rn?

    Yes, I am fine with them. I'm 80/20 at this time, so I don't play much survivor, but I don't see as many instant heals as is made out on these forums. Maybe 1 of 5 matches has one and it rarely gets used right. Admittedly, if every group were as good as the 4 man squads that are good enough to harass the killer while playing, there would be a problem. There are not many of those groups though.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/646835#Comment_646835

    MYC requires you to be far away from the unhooker giving them a big head start, Devour Hope requires that AND hoping your totem doesn't break, Night Shroud needs you to be able to stalk without being seen, and the Clown add-on needs you to be precise with your bottle throws. Granted there are one or two others I forgot about (Rancor and Iron Maiden), but the first one has its own strings attached (plus insta-heal don't really matter in this case), and Iron Maiden sucks.

    Losing the medkit is small price to pay to be able to negate some or all of a Killer's chase. It's like a pre-nerf MoM with minimal downside that you don't need to really set up that also has additional applications on a downed teammate.

    I would argue that most of the insta-down methods are inferior to the insta-heal by a fair bit and are fine on their own in a vacuum. The few that are not fine can be individually changed rather than having to change Exposed as a whole.

    Several killers are hardly hindered by MYC. Billy, Nurse, Speed Wraith, Hag, and Spirit really make good use of it.

    Instant downs are way more powerful than instant heals. How? They can be used multiple times per match where instant heal is only once. Sorry, but I would rather be able to get 5 chainsaw hits in a match than have one shot at an instant heal. No comparing the two.

    Most forms of exposed give opportunities for many downs as well.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/646804#Comment_646804

    The thing is that the two are not equal IMO. Exposed requires the Killer to put in some amount of work (barring NOED). Insta-heal is something the Survivor can have from the very start. Exposed can exist fine with a nerfed Insta-heal. Insta-heals cannot exist with a removed Exposed.

    Exposed rarely requires much work. I think Shape is the only one that could claim so. NOED is free as long as a totem survives and it rewards me for not stopping the survivors to begin with.

    Instant heals cost your med kit, so they are not free either.

    We can sit and argue semantics all day to no avail. The fact is killers have multiple ways to instantly down survivors multiple times in a match. Survivors get an addon that can counter that one time in a match. With a slight tweak there is nothing left to cry over.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/646703#Comment_646703

    By this logic, exposed is a counter to insta-heals because it counters the ability to go back to full heath immediately, no?

    Now you're getting it. Remove one, remove the other.

    Like I said earlier, there are ways to tweak things so it is not abuses so easily. Purple bottle equals an instant heal if the survivor is in dying state. It equals an 8 second heal over time if just injured. If they are injured and use it in front of you, they are still going down on that hit. If you slugged them, the 8 seconds tick off and they are back to injured.

    Similarly, the syringe syringe instantly heals a dying survivor and applies an 8 second heal over time. If the survivor was injured when it was applied, it grants the 8 second hot.

    Much more tolerable to me as an M1 killer (Trapper).

  • @avilmask said:

    https://forum.deadbydaylight.com/en/discussion/comment/646398#Comment_646398

    it's not like injured people suffer more from being exposed.

    No, but the ability to get someone up instantly who was just instantly downed is a counter.

    As aggravating as seeing someone instantly heal in front of me can be, I don't feel the ability to do so with a one time use addon is overpowered. I think a portion of the killer community is becoming a bit too whiney and they are rushing down slippery slopes. It is never enough.

  • No. First of all, as long as exposed status is in the game, there needs to be a counter for it. Insta-heals have their place as that counter. Second, 12 seconds is too long, considering a survivor can just heal someone almost as fast.

    Perhaps taking the pink insta-heal addon and giving the second healing state an 8 second hot might work, but no way do we remove at least the one stage insta-heal as long as one hit downs still exist. That is part of the balance game.

    Edit: Maybe add provisions in stating it will instantly heal from the dying state, otherwise heals an injured player over 8 seconds.

  • @MySpaceBarsBroken_YT said:

    I thought survivors were already oblivious

    Obviously it is the killers who are, based on this thread.

  • @BlueFang I'm not sure how this helps counter face camping. It requires two survivors to pull off, that means one is not on gens and crouched nearby, which is a win for me if I'm face camping. Furthermore, it does nothing to get someone off the hook or protect them when they hit the ground. If there is a BT mixed in, I'm still getting one and tunneling the other. In short, this perk only wastes the time of a second survivor that could be hammering out a gen.

    It would be better if it triggered when the killer is within 16m when you are on struggle face. Now we are costing the face camper time and making it worth while.

  • @NextKillerSpongebob said:

    https://forum.deadbydaylight.com/en/discussion/comment/645139#Comment_645139

    it's not always a choice, but I haven't ever seen survivors playing stealthy or trying to hide, they all just instantly go for the pallet loops XD

    I see stealth survivors all the time, but I don't lose them afterwards, especially with IAE, and other aura perks. Stealth is not reliable anymore. They loop or they go down fast.

  • Great perk idea. I do think it becomes a broken perk if com ined with OC and HL. That would be too powerful and too easy for the killer. I do think Ruin should work with it.

    1. Ruin directly affects the gens. Therefore they are affected by the additional penalties if it is still active.

    2. HL affects the survivors, not the gen. The gen impact is due to the survivors messing up because of HL.

    3. Overcharge requires direct interaction with the killer and then the survivor.

  • To what end? What is the counter? Without running plunder or Ace in the Hole, chests are pretty meh. That said, I don't want to discourage survivors from taking the extra time to search one. That is more time away from a gen.

  • Adding objectives or extending gen timers will only screw over all the yellow ranks and below. It will help even things out in purple and red perhaps, but it would greatly discourage the casual solo and casual swf groups, which would devastate the survivor population.

    Bad idea all around. Changes need to be by ranking categories. Rank needs to mean something, and deranking should be limited to 4 ranks from where you peaked, unless you quit playing for an extended time.

  • N00b3 is very good at the game. He is also a goofball who goes for fun stuff over serious content. The killers in the video were a joke. If the survivor is running the infinite, you either look for an opportunity to peel off and engage another survivor or you mind game in order to end it. Trapper is pretty good at ending it. Trap the window and keep going. They either peel off and try to come back later to disarm it or they don't run away and you chase them elsewhere. I personally see them run off, that's why I trap near the crate as well. They usually come back for the window trap, but don't think that I left it there as a lure for a different trap.

  • @ClogWench said:

    Someone's butthurt about Mettle of Man

    If you did not see the bad business in the MoM deal then you need to take a marketing class. It was not about the perk itself, it was the shoddy business behind it.

    1. It was clear from the start that MoM was trouble. Everyone on these boards talked about how it could be abused.

    2. The developers were either too incompetent to see the problem before release, or were told to leave it as is in order to push sales of the dlc and think of how to fix it after initial sales.

    They let everyone buy a character, many of whom just wanted the perks, knowing it would need to be nerfed soon. There is know way a halfway decent test team could not see the problem of 4 man teams with MoM, DH, Adrenaline, and DS.

    Be cautious of buying anything for the perks if they seem too good.

  • I can't see the gen auras at all on that map. Zero scratch marks as well. They need colorblind filters since any 3rd party program for it triggers anti cheat.

  • He should have the ability to track a wounded survivor by blood. That was his strong suit in the show. Perhaps you see "waves" in the direction of the wounded survivor while using the power.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/637701#Comment_637701

    No.

    You clearly haven’t experienced what the rest of us are talking about. Not reckless noobs, but highly bold, but calculated in a very cautious way.

    We’re talking about well coordinated squads that ensure each one is taking turns getting on and off WELL in advance of the killer closing enough distance to get a hit in, whilst the others running in behind your back are doing exactly the same thing.

    I have seen it several times over the past two years. As I mentioned above (I added in an edit instead of making a second post), it is always at a cost to the survivors. This situation is not common and comes at a risk vs a good killer.

    I love when they tap the gen because it keeps slowing them down for that fraction of a second. If I keep 2 survivors wrapped up in that situation over one gen, I'm eventually getting both of them. It will turn into a gen and a body in need of healing. If they don't beat feet, it is two hooks.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/636634#Comment_636634

    It is game breaking when (as @Chickenchaser said) survivors swarm the gen, the killer can pretty much do nothing meaningful. Any action the killer takes at this point is just the illusion of pressure.

    If survivors are swarming the gen then we are talking 3 survivors or more. If I have 3 of them running around in front of me, that is pressure in and of itself. I'm getting hits and should be able to down at least one, if not two. They may finish the gen, but I get at least a hook and several hits in.

    Weather it is a game or a movie, the survivors should have the ability to out maneuver the killer if they work as a large group, but at a sacrifice of one of their own.

    I just tested this last night several times. There is a stop in the animation. I ran by the gen while being chased. I tried to lightly tap the gen while running. In every instance there was a quick turn of my character towards the gen and it broke the run animation. Furthermore, 3 times it cost a hit by the killer. One of those times it was due to being forced into a medium vault after the tap.

    The only time it seemed effective was when working an open field gen that had all sides open. Only one of those were on the map. Two of us were trying to tap it while the killer chased us. It worked against us in the long run because the killer had brute strength and kept kicking it, giving it more regression than we were giving progression.

    I reiterate that this is not the game breaking problem it is being advertised as here. We had to go out of our way to for e the scenario and it was always at a cost.

  • Well, I rarely run Mori, but if I do and I see that, I tend to laugh as well. I know I have a group that is just having fun. So, I don't take it seriously. I don't overreact to most teabagging, unless it is obviously being overdone. I'd say the one thing that drives me nuts is the flashlight spam. Seriously, I'm not going to chase you just because you want to. Other survivors deserve my attention.

  • @Meme said:

    Whenever I outplay them, I get face camped. Whenever I 360 then, they face camp. Whenever I loop them, they face camp. Killers get so mad and frustrated about everything. Basically you get punished for playing good. Sorry I don't stand still and let you down me In less than 10 seconds.

    Not all of us have fragile egos. I'm fine with being out played. I don't like the taunting that sometimes goes with it. I don't usually camp, but if you intentionally sandbag another player, or taunt at the cost of your team members, I might be convinced to do so.

  • LF was clearly a Scout Leader in his troop. He misses camping so much, he likes to invite survivors to his hook camps.

  • @Locker_Monster said:

    https://forum.deadbydaylight.com/en/discussion/comment/636627#Comment_636627

    By design? And not game breaking? They're literally breaking the animations.

    I refuse to believe the Devs were at all aware that gen tapping can be done in 0.05 seconds unless one says otherwise here.

    You think this is game breaking? There are several things that are game breaking, this is not one of them. This is an occasional issue that is more of annoyance than anything.

  • Devs have already responded to this before. They stated that it was by design and will not be changed. I agree. I see gen tapping a lot when I'm in a chase, and don't really mind it. I tend to not lock down on a chase as much as others though either. If I see the gen tapping and suspect another person nearby, I chase the one off, get a free hit, then circle back and kick the gen again. I usually find another survivor trying to get to the gen. I get another free hit and another kick. Gen is now regressed further than it would be on its own.

    It is not a common occurrence. It happens most in SWFs, and I expect it. Not game breaking by any stretch of the imagination though.

  • Always weigh the value of the chase. If I'm chasing a survivor for a minute and they are dropping pallets while running near gens being worked on, thus scaring a survivor off the gen, then I might keep on it. I'm a minute and a half in with the shack pallets and 6 other pallets gone. That has value.

    On the other hand, the survivor is using t walls and vaults, but not dropping pallets much, I will look for an opportunity to break off and pressure a gen being worked on.

  • Griefing and harassment are allowed and encouraged as long as it is a "style" of play. Facecamping with insidious, tunneling to death, slugging for fun, 4-man sabo squads who smurf just to harass low level killers. All of this is allowed, as long as you are polite about your frustration in after game chat and don't name and shame on the forums. Mean language will not be tolerated, nor will most sarcasm.

    Look at the perks and abilities in this game. It is primed for griefing. If you play this game, you will likely face some fun opponents, but will also see a lot of the most neglected souls taking out frustrations from Mom's basement.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/634823#Comment_634823

    Actually, I’ve ran Remember Me & STBFL together. My reasoning being whether I’m getting hits on the Obsession or other survivors, I’m getting an advantage either way.

    Though I see your reasons, you are wasting a perk slot due to one of them not helping at all times. We are outnumbered 16 perks to 4, it's not a good idea to waste a perk slot. Especially since so many run Ruin and it gets destroyed quickly most times.

  • I agree with most survivor ones listed. OoO is a big one that cracks me up. They watch you the whole time, making it easy to see when they are working a gen.

    Killers use more than perks incorrectly, or just funny.

    Pigs put a trap on someone, then camp the hook and tunnel the trapped player right off the hook. ######### was the point of that? The trap is serving zero purpose. If you are hellbent on tunneling, trap another and tunnel the untrapped, then you are keeping 2 off of gens.

    Trapper trapping the hook in one spot when facing an obvious SWF.

    Ghostface forgoing an easy hit in order to try and stalk the guy in his face only to get knocked out of stealth.

    I could go on, but let's do perks.

    BBQ- running BBQ with insidious when you intend to hard camp. Especially at higher ranks when players will let that survivor sit on the hook and knock out gens. Might get 2 to 3 hooks all game.

    Remember Me with STBFL- you want to hit the obsession, you don't want to hit the obsession.

    Deerstalker run with Iron Grasp and Agitation. ######### is this? I mean, there might be a few situations where this might actually help, but not often.

    Blood Warden- I can't tell you how many times I've seen killers slug when the gate is open and running blood warden. Too funny.

  • @Peanits is right...can't believe I'm saying that. I main Trapper; I'm colorblind and usually can only spot survivors if they are moving or wearing bright clothes. I can't see scratch Mark's and blood in most maps because that shade of red appears as dark brown ro me. Yet I can achieve map pressure in Purple and lower red ranks. It is really hard for me in the reds, but doable.

    In the first 3 minutes of the match I don't chase anyone more than 30 seconds. I wait for them to run near another gen and I peel off for a hit on another survivor. I try to do this with at least 5 gens until I can pick one survivor who makes a mistake or is in either a low pallet area or a pallet I really want gone early (god pallets). By the time the first gen is done, I have often injured 2-3 and have 2-3 good traps set. I try to keep pressure off the 2 furthest gens so they will force a short field and I can riddle it with traps.

    Pressure is key and being willing to let go of chases to maintain it is important.

    Yes, it fails sometimes, but it mostly works.

  • Look, up until the yellow, purple and red ranks there really is no reason to complain about gen rush. Map pressure is easy at those ranks, just don't get too focused on one survivor.

    At those higher ranks is where it gets harder. Survivors loop better, they avoid better, and they focus on the gens more. This is why a cover all fix will not work. The majority of players are in the green ranks. Many are casual and nowhere near as skilled as higher rank players. Adding another objective to all ranks would make lower rank matches pure squash matches.

    The key is to add rank rewards and increase difficulty by rank.

  • The problem is so many people have grown up playing these games online, not in person. Before the keyboard warrior era, people suffered the consequences for acting like an arse in person. A quick pop in the mouth tended to settle such a person down. Now, we have this monitor as a shield and we can't name & shame due to people abusing that concept. So, you can act like a pos with zero consequences. Sad.

  • Genuinely, thanks. I see them as one color. Never knew they were different. lol

  • I prefer a good game over kills any day. I don't know that I'd have an average. If I can get a higher chance of games where I get 7-9 hooks, some good chases and only 1 kill, I'm ok with that. To me, it was a good match, and likely pretty fun. If I could squash a 4k and get 6 hooks in under 5 minutes every match, I'd have moved to another game by now.

    If I could just get the average player to not be toxic and sweaty and just have a good time, I'd not care about my kill count.

  • lol It is one of the reasons I say there should be rewards for ranks, and debuffs/buffs should be done by rank. The difference in skill level is huge between green and purple, not alone red and green (I'm assuming green is 10-16...color blind, so looks not green to me).

  • He is not OP. He breaks many traditional concepts so that tends to lead to frustration. He is able to down you in one shot and can move super fast across maps, that is usually a broken combo, but his drawback is maneuverability and speed when trying to loop with his chainsaw revved up.

    When you play vs Billy you have to stay int tight spots and out of the open. Make sure not to Rikkon Stark when facing him, zig zag instead of running a straight line.

    The problem is when you get skilled killers using Billy vs rank 16 to 20. It is a huge advantage and very much feels impossible to new players. Smurfs live for it though.

  • @Orion said:

    You get punished because you failed at stealth and lost the chase. Besides, if all five gens have been repaired, what do you expect the killer to do? Let you go?

    Just for the record, you can have a killer that face camps someone else while you do gens and escape and you depip. I've seen matches where everyone depips because the killer hard camps and tunnels one player off the hook while others just do gens and leave. Low scoring afair for all.

    It is one of the reasons I hate playing survivor. Your game experience heavily depends on the killer.

  • Mori and key is equal. Each remove a player from the game. Key is only useable once, but multiple can escape for a short time. Mori (ebony) is useable all game.

    No to removing either. Would not mind seeing both tweaked though. Perhaps 2 hooks for the mori and purple key only lets holder out, while pink will let others out, but only a 3 second window.

  • @[Deleted User] said:

    The reason this is an issue is because it has now the revealed the deeper hidden issue: Healthy, exposed, injured doesn’t matter if the killer can’t close distance on the survivor, and if a survivor is able to constantly create distance from the killer.

    Now I play both survivor and killer so I don’t believe in any suggestion that could make things completely one sided. But there needs to be an additional detriment to the injured state that makes sense.

    I reckon injure survivors should become fatigued, so that after remaining injured for longer than 120 seconds (which I think is pretty liberal), then injured survivors should suffer a permanent hindered status of between 3% to 5% debuff (until fully healed).

    No Mither? Buff it to be completely immune to hindered, making it a more attractive perk if encountering Clown or Freddy.

    I'd like to see a debuff to running when injured for so long. Perhaps if you are injured for 60 seconds after the chase is broken or after being removed from the hook, you suffer a 1% debuff to run speed as you are losing blood and are unable to coordinate as well. That debuff increases by 1% every 60 seconds outside of the killer's TR to a max of 5%.

    If you are the last remaining survivor, you no longer suffer injury debuffs.

    Edit: Along with this, I think SOME of the healing nerf should be rolled back. Between the two, we might find some balance and encourage a change in gameplay for both sides. Playing injured will be more dangerous, as will focusing too much on one survivor. It will be more advantageous to let an injured survivor go in order to pressure another and injure them, letting the first stay injured long enough to get the debuff and become easier prey. If they heal, that is one less set of hands on a gen, two if someone heals them.

  • Yes. I have spared someone because they made me laugh. I cornered a Bill and he put his key on the floor and pointed at me as if he were offering it as a bribe. I smacked him and let him run away clean. After the match he waited just to have a good laugh about it.

    Best part was, the key was still there at the end.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/628720#Comment_628720

    A very good question. My guess is, the devs perceive it to be more threatening than it actually is.

    I think we tend to forget the majority of players are in the rank 10 to 16 bracket and are not good at looping. Therefore, exposed is a big deal to that majority.

    That said, the healing nerf created a worse gen rush and several of us tried to warn of that back before it happened, but we were dismissed as being survivor-sided. Why spend the extra time healing when they can just hit the gen and trigger adrenaline? Nerfing adrenaline is not the answer. They will still rush the gens. Have to encourage them to spend more time away from the gens.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/627974#Comment_627974

    Obviously some gameplay conceits have to be made- amanda picking up Jeff, movement speed in general- but this is supposed to be a horror game. Making too much noise while hiding or sneaking is a classic horror trope that feels right in the game.

    So does being able to attack the killer, but he keeps coming back. Such as Michael being shot, Jason attacked with an axe, etc. That would not be good in DBD though. Can you imagine if David could pick up a wrench and beat the snot out of Legion, stunning them for 30 seconds? No thank you.

    All I'm saying is that we have to let go of some of the horror tropes for the sake of gameplay.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/618525#Comment_618525

    It's common sense.... people make sounds when walking. It's pretty ridiculous that killer usually can't hear them now.

    The common sense argument does not apply. If so, then why can't David, Tap, or Jeff just beat the tar out of those wussy little Legion kids? For that matter, how can Legion just throw 280 lbs of Jeff on their shoulder with one hand. Can't argue that they have some sort of enhanced strength because they would just blast through pallets unhindered. I mean, David is a fighter, but runs from a tiny girl with a tiny knife or an asthmatic clown with a letter opener?

    No, the reason common sense has to be suspended is for balance and game play. Can't have the killer getting pummeled by survivors due to being a lot smaller and armed with in impractical knife. Just like you can't hear everything you should or there would be zero stealth play at all (stealth is already nerfed with all the aura perks).

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/618525#Comment_618525

    It's common sense.... people make sounds when walking. It's pretty ridiculous that killer usually can't hear them now.

    The common sense argument does not apply. If so, then why can't David, Tap, or Jeff just beat the tar out of those wussy little Legion kids? For that matter, how can Legion just throw 280 lbs of Jeff on their shoulder with one hand. Can't argue that they have some sort of enhanced strength because they would just blast through pallets unhindered. I mean, David is a fighter, but runs from a tiny girl with a tiny knife or an asthmatic clown with a letter opener?

    No, the reason common sense has to be suspended is for balance and game play. Can't have the killer getting pummeled by survivors due to being a lot smaller and armed with in impractical knife. Just like you can't hear everything you should or there would be zero stealth play at all (stealth is already nerfed with all the aura perks).

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