WaveyTrey
WaveyTrey
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@[Deleted User] said:
Navigating his chain can be a pain, that's where the skill element comes in to it. Mastering the controls and timing. It basically is a Nurse blink, but with less reward. I think If Nurse knew where she was going to blink, it would make learning her and using her much easier, which is something we don't want considering what she can do. She's the way she is for a reason, as is Pinhead.
Nah. Pinhead can do it. His add on can make the chain take a health state. So he becomes Nurse, but much easier. Like you said. I’ll just use him with the add on instead because the devs are dummies.
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@humanbeing1704 said:
personally I wouldn't want plaid flannel basekit I find that add on very distracting in a way
Well you’re going to hate Pinhead because you see it all the time! Every time a blue version of her icon appears! If you can tolerate it with Pinhead coming Sept then there is no excuses to validate this regarding Nurse. If ANYTHING to should appear if she is going up/down a story. That way you can actually catch people going up a flight of stairs, or on a generator above your head. She just blinks incorrectly, and there’s nothing you can actually do about it if you’re focused on the survivor.
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@calem said:
OP has clearly never played in red ranks where the survivors actually know how to loop tiles. This is one of the most busted perk suggestions I have ever seen. Survivors, of all things, do not need buffs. Tunnelling is a strategy in the game, and while you may not like it, it's something you just have to deal with. The same way gen-rushing with Prove Thyself is also a strategy.
Imagine the complete outrage if they had a killer perk that caused gens to be blocked off by the Entity for 30 seconds when it reached half progress. That's basically the killer equivalent of what you are suggesting. You even admitted to having "mere hundreds" of hours in game, which is evidently not enough for you to understand enough about the game to make suggestions like this, and then you laugh and shrug everyone else off because they're saying it wouldn't work. If you aren't open to changing your mind, why even post a discussion in the first place?
I see. More condescending. So basically you have to play 5,000+ hours (I have no objective life) in order to have two cents within a game as simplistic as this one? Good to know. Lol
Getting to red rank is easy if you have as little as 10 brain cells. 😂
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2440377#Comment_2440377
You have maps, where you can run killer for several minutes, if he is bad enough to commit on you. 30 seconds is not really that long chase and this would create infinites, which is dumb.
This post is bad from start, because OP has no idea, what is tunneling.
We’d have to unanimously define tunneling within the game’s mechanics first to fix the issue... That is the reason the devs won’t fix camp/tunnel. There is no such thing as tunneling or camping. It’s something everyone themselves made up!
Mechanically speaking you’re merely being chased by the killer. The killer is preventing you from being unhooked, which is their job! Both terms are something everyone made up! The only way is to incorporate “Tunnel” is via chasing. “Camping” would be defined by the proximity that the killer has been around the hooked individual.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2440377#Comment_2440377
You have maps, where you can run killer for several minutes, if he is bad enough to commit on you. 30 seconds is not really that long chase and this would create infinites, which is dumb.
This post is bad from start, because OP has no idea, what is tunneling.
I do. It’s just everyone has their own idea of “tunneling”. I’ve been called “Tunneler” for chasing someone doing an unsafe hook! Sometimes other survivors hide so well you haven’t found anyone else yet. “Tunnel” is a term only within community. It doesn’t exist as a concept within the game. If it was a concept in the game it would likely be defined by how LONG a killer has chased you consistently. That is what I’m saying.
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@ImBrakingBike said:
Mmmkay, let me try to think of something (mostly survivor-sided probably, so I'd like to hear killers' opinions on whether something like that would work).
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This perk should activate after being unhooked and not under any other circumstance (chases are not tunneling).
The one that goes for the save must have this perk equipped for it to work (it's not a self-defense perk).
For the rescuer, there would be a 3-second "sprint burst" and the exposed status for 30 seconds, and for the unhooked:
Instead of a 14% boost, you'd have a similar effect to Borrowed Time that will deactivate as soon as:
- You are out of the chase (encouraging killers not to attempt the chase)
- You perform any action to make the game progress (healing, gens, totems, chests, clicky clicky flashlights, any kind of interaction)
This perk does not activate if the EGC has already started.
Collision does not work while inside the terror radius of the killer for the first 5 seconds (no bodyblocking).
I’m really just brainstorming for the most part, and I was hoping someone could add their own opinion to build upon this topic. As opposed to being all condescending about a situation like most people. People like that wouldn’t be happy even if the devs solved all the problems. They’d find something else to gripe about. Lol
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@unluckycombo said:
While I appreciate the idea, there's a really, really good reason that there's no 'True Anti-Tunnel' perk in the game. Tunneling just isn't something a Survivor can change, and all they can do is stall. A perk like this wouldn't really solve the issue of the Survivor getting tunneled barely getting any points, or their fellow solo survivors not doing gens to try to give their team a chance out. To add to it, it would be way too punishing on M1 Killers. That's a big haste effect to put on a Survivor, especially after only 30 seconds of chase- that isn't a hard thing to ask for against an M1 Killer, even at a 50/50 loop unless you get super unlucky, super greedy, or just have a potato moment. Also, it relies on the chase mechanic similar to Blood Lust, which means that Killers could also just either negate it by breaking chase themselves or the Survivor could get screwed out of having it because they broke chase themselves to counter Blood Lust. (And all this doesn't even begin to cover how haste effects like this can have such a major impact on extending loops.)
Idk, I just think the concept doesn't really cover the real issues with tunneling and would be far too harsh on many of the roster. Imho I think the best thing they could do to counter Tunneling would be to just make Kindred Basekit for Survivors. Would give them a little bit of support for understanding what is happening to their teammates or what to expect, while not handing them the same amount of direction and planning as VC SWFs.
Possibly even make more it like Better Together (Whenever someone is downed and you’re doing a gen you see everyone for a couple of seconds). In this instance you see your allies auras for 5-10 seconds after the person is put on the hook.
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@ZaroktheImmortal said:
If you're going to make it an anti tunnel perk instead make it so if you're chased by killer within a time of being unhooked you can't be downed until chase ends. That I imagine would put a stop to tunneling.
But then players would abuse that too. If it’s endurance they’ll body block all day.
The main thing is like one person said. There’s no real definition of tunneling. So the devs need figure out a way to define “Tunneling” within the game, and then build around that definition. Everyone has their own interpretation of tunneling. I think that’s the main issue. I say make this “Anti-Tunnel Perk” like Mettle of Man so that there’s multiple prerequisites. Say if you’re hooked twice within X amount of seconds “Fight or Flight” would then activate until the next chase ended. Then it would deactivate after a chase, and after being fully healed. Since you can only be hooked twice it would only proc during your death hook phase. Players can’t abuse it right away because they’d be putting themselves at death hook just to activate it.
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@TacitusKilgore said:
I want an anti-tunnel perk that is just an AI that automatically writes a hate comment to whoever tunnels me. It feels like a perk this community would adore.
Or just stick the middle finger up when you’re hooked if the killer had to “tunnel”. Add that feature.
In all honesty I never had a problem being “tunneled”. Now if the killer wasted all their time to get me and then no generators got done... THEN I’ll be heated for sure! POTATOES!! My final words. Lol
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@HaunterofShadows said:
who considers being chased for 30 seconds tunneling? When did THAT become the definition of tunneling?
People always have their own definition of tunneling. Some say it’s when the killers don’t do any other objective. Others say it’s when they’re attacked right off the hook. Some say when they’re the only ones being targeted the whole match.
To me none of this is actually tunneling. I only feel “tunneled” when the killer relying on Bloodlust to catch me and only me. They aren’t chasing anyone else. They aren’t messing with any pallets, or clicking any buttons other than their attack button when they get close. If they’re actively using powers, kicking pallets, etc. That’s just a long *** chase. At least to me.
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@HollowsGrief said:
It's amazing how old DS was a perfect anti tunnel perk (just don't tunnel killer main, there are three other people to chase!) but now that you can't blatantly abuse it all of a sudden we need a "real" anti tunnel perk. Gtfo
Btw I never had an issue with tunneling. It’s just one of the few things people gripe about, meaning something should be done imo.
Killers also need more perks and add ons that penalize gen repair speed. Heck, make it so whenever a survivor is injured they get a repair speed penalty (Update Resilience to negate the penalty while adding +9%). People shouldn’t be able to do anything as fast if they’re in constant pain. However, that’s another topic. 🤷🏽♂️
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Oh? Basically it would kick in after BL2.
Long story short: If you can’t catch someone after using Bloodlust T2 you should just cut your game off. Simple.
All it should take is T1 to get some blood. 15 seconds! 30 seconds of no damage/powers T2 before it activates? Ranged killers wouldn’t care about this perk. Demo lunges. Mobile killers also don’t care. Clown should be invigorating himself while intoxicating survivors as to close gaps. No Bloodlust necessary. Nurse? C’mon. Same as Spirit, Wraith, Blight, Doctor, etc. Most killers constantly use their powers to catch survivors. So Bloodlust would hardly ever activate against survivors. If you’re at Bloodlust T2 you’re tunneling. No ifs, ands, or buts. 😂
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You’re all saying it empowers the survivor way too much, and makes it unfair as is. This same logic can also be used in reverse.
“If the Survivors are any good they can dodge the killer the whole time even if they’re tunneled. Git gud mate!” - Not if they’re relying solely on Bloodlust until they catch you. Not if they attack right after you’ve been unhooked. Not if they’re ignoring all objectives just to get you. Regardless of how much time the killer wasted it’s still not fun for the person being tunneled.
Reverse Logic: “If the killer is ANY good you should be able land an attack within the first 30 seconds, and then down them within another 30 seconds. So the killer should simply git gud.”
Usually when I’m tunneled it’s HEAVY. Like, the WHOLE match. They’re using Bloodlust T2+ to get me, and they are avoiding pallets altogether (Too far to be stunned, and will never kick them). They simply get their nitro boosts until they catch me. Then the moment I’m off the hook they repeat this process. Even if all the gens are done it’s still not fun for that one person. No different than survivors bullying the killers. It’s not fun.
Again. The power only works if they never received any damage, maybe even modify it so that it activates when killers GET Bloodlust T2. Trickster, Huntress, and Deathslinger can damage you before that. Blight, Nurse, Spirit, HillBilly, etc? Their mobility negates this altogether if you know how to use them..! Clown? He has Invigorate so he should able to hit a player BEFORE that power even kicks in! Essentially MOST killers are able deal some type of damage within 30 seconds of a chase without needing Bloodlust…! Rendering this ability useless. Especially if it only kicks in after Bloodlust T2. You should’ve caught them after getting Bloodlust T1!!!
C’mon folks… If you can’t hit a single player after Bloodlust T2 kicks in (30 Seconds?) then I dunno what to tell any of you people tbh. Just saying 😂 . If you guys all have thousands and thousands of hours as you say, and you do this to get people…. Not for a meme build. Like actual meta…. Well… I have mere hundreds, and I am never pressured to do this. Never. Ever. Normally I get a down within a minute without any Bloodlusts. Unless I’m abusing “Tunneling Trickster” build that needs No Way Out stacks (Being toxic towards one person typically pressures the others to take 1 down for the bullied person. So I get all 4 stacks). Once he gets his 4 stacks he stops tunneling. 🤷🏽♂️ 😂
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@Lord_Tony said:
https://forum.deadbydaylight.com/en/discussion/comment/2431812#Comment_2431812
except my obsession had soul guard and it completely killed my STBFL
Yeah. That can happen sometimes, and when it does it’s awful. Typically the obsession won’t have it, and you’ll get free stacks whenever they do stand up. Every 10 matches I would see this sweaty set up, and often times only 1-2 people have it. Fortunately I don’t rely on totems so the survivors themselves aren’t undying. With flashlights and toolboxes you’ll see Soul Guard combo. They’ll make sure they fall under pallets. So you’re given ultimatums. Pick up under a pallet and get slammed by a friend. Pick up and get flashed. Pick up and have the hooks break. They rise them up, they endure the hit, pallet stun, and take off.
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The only people that abuse Soul Guard are bullies, and sweaty SWFs that coordinate to make it work. They actually time their recovery as to when to stand, perform a protection hit via endurance. Allowing everyone to run off. What’s even more bad is that they can have DS. So even if you didn’t tunnel after they’ve been unhooked they’ll endure, and DS anyway if you decide to pick them up. Taking your time away. With a SWF Soul Guard is like assurance. It either allows them to rise like zombies (If you use totems), or it enables them to perform even miracle stunts (Which only works on a coordinated team). When you fight 4 randoms I highly doubt Soul Guard will be used…
The counter to Endurance is STBFL. If the person the killer hits isn’t the obsession you’re basically giving the killer easy stacks.
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@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/2430040#Comment_2430040
I understand your pain, I truly do. But, think of it like this: Candyman was teased around the same time Pinhead was, around 14 months ago and they have been in development since and that's just for Pinhead.
Can you imagine how crazy Candyman can truly be when they get released?
I believe Candyman is coming later after his new movie debuts. Since people today are still quite unaware as to who Candyman is. When Nemesis was selected it wasn’t the original we love, but the new Nemesis wearing a garbage bag with a metal pump in it’s heart. I see the same fate for Candyman. It won’t be Tony Todd, but the new Black guy that apparently gets possessed by Tony Todd (Candyman).
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@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/2430030#Comment_2430030
https://us.v-cdn.net/6030815/uploads/WQBC5BEVCDA2/screenshot-20210813-120105-chrome.jpg
So here's the dbd trailer that was teased. It took me a few tries, but I got the picture. It's purposely hard to see, but I can show you why
https://us.v-cdn.net/6030815/uploads/TSXH236QTXO2/screenshot-20210813-120654-chrome.jpg
This is a scene from the original 1987 film Hellraiser, I directly took like.... nine screenshots in order to get this photo, but you can see how pretty similar they are, heck. Even the TVs are pretty close
Even Nemesis is humanoid. Tyrants are just weaponized humans made via mutation from the T-Virus. They’re technically “human” by default. Not a single non-human/monster as of yet. Demogorgon (Inter dimensional monster). Blight (A man that became a monster). Oni (Rage demon). 🤔
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@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/2430030#Comment_2430030
https://us.v-cdn.net/6030815/uploads/WQBC5BEVCDA2/screenshot-20210813-120105-chrome.jpg
So here's the dbd trailer that was teased. It took me a few tries, but I got the picture. It's purposely hard to see, but I can show you why
https://us.v-cdn.net/6030815/uploads/TSXH236QTXO2/screenshot-20210813-120654-chrome.jpg
This is a scene from the original 1987 film Hellraiser, I directly took like.... nine screenshots in order to get this photo, but you can see how pretty similar they are, heck. Even the TVs are pretty close
The TVs do look very similar. The TV looks similar to the one in Poltergeist too. The only reason I don’t want Hellraiser is because he’d be another humanoid type. A male Plague. Tall asf for no reason lmso. I want a monstrous, non-human killer. A ghost specifically. The Nurse, and Spirit are the only ghosts. Wraith has the power of a ghost, but is still humanoid. Too much human. Not enough monster. 😂
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@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/2430022#Comment_2430022
The object in the TV is a flower, it's a reference to the first movie. I have the screenshots if you'd like for me to send them
Yeah. Lemme see! 😃
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@GannTM said:
It will be Pinhead
Was this confirmed without a shadow of a doubt? Because the TV with static looks exactly like the one from Poltergeist, and Poltergeist also came out in the 80s.
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What’ll add fresh air to this game is reworking the whole game. The whole generator thing is totally stupid. The reason it’s stupid is because you aren’t playing as “The Spirit”. You’re just some phase warping ***** that hears really well! I was in Tofus stream when I suggested this… It’s a huge wall, and a dream. But it’s a good dream.
Overhaul the entire game so EACH killer has their own “Trial” in which the survivors have to “solve” or “survive” in order to escape!! That way when you play as the killer you FEEL like who you’re playing as, and survivors have more to do than gen rush!! Some killers would need certain things to escape like Pig, Plague, and Nemesis. While others simply hunt (Nurse, Spirit, and Hillbilly, etc) As the survivors progress through the trial one of 5 generators begins to progress at random, and will Ping! (1 Ping every 80 seconds without any perk/item variables). Meaning the match will last for about a little over 6 minutes (Without any variables) before the exit gates/hatch become available for all survivors.
Example 1: You enter a trial with The Pig, a “Solve” based killer. You all start reversed bear trapped (As you would in the movie had Amanda captured you), and after a couple of seconds the trap starts. If you exit in any way with the trap on your head you will die instantly. So you have to get the trap off your head first, and then run through an exit when it’s finally available! The trap lasts for so many minutes (Pigs add ons would affect this via time reduction, boxes added, time to search, etc). When the trap starts the survivors have to go rummage for the right key to use in the right jigsaw box. A total of 4 boxes (Unless the Pig adds or reduced them). During this time The Pigs job is to ambush the survivors before they get the trap off, and put them on a hook. Meaning for every person hooked there’s one less person to distract The Pig so that the others can get their traps off. Whenever you’re downed, chased, or hooked the timer will stop. Once you get the trap off your head you can run around as you would, body block, and distract until the go for exit gate, or hatch becomes available . Meaning you can get the trap off yourself, hide, and leave your allies to die (Realism). Again, this is risky unless you have/find a key. Then survive for 6 whole minutes after getting the trap off. If you START with a key The Pig sees that, and she might tunnel you, or worse use Franklin’s Demise! Someone else takes the key an leaves you! Etc. This all becomes possible with a rework.
Example 2: You enter a trial against The Doctor, a “Survival” based killer for 6 minutes. He begins to search for you by inducing insanity with his powers. If he drives you completely mad after being hooked twice he can now Mori or “Treat” you. Fry your brains. Some Docs would run Iron Maiden so players can’t hide in lockers, but the survivors can abuse that jumping in and out of lockers to produce constant notifications (Distractions). What this means is that Mori’s would be more useful on “Solve” based killers since they cannot Mori, but instead the survivor dies for not solving the trial before escaping.
Example 3: The Plague (Hybrid). She hunts players down, and gets them sick. Meaning survivors have to survive while keeping themselves cleansed of her sickness until the exits become available. If you’re sick on an exit gate every time you cough and throw up the door progression will stop. So if you’re really sick and trying to get out it’ll take a while.
Let me explain a bit via the killers perspective first… For every 80 seconds a random generator in the map starts to rev up and pops. The sound indicating how close it is the completing, obviously. It revs up on it’s own because generators represent their “Light” or “Hope” as they survive! As killer you must heed to this. Damage the generators, their hope, by hooking them. The killer can see the generators like usual. If the killer goes to kick a progressing generator it gets “damaged”. kick the generator upon hooking a survivor. Every kick reduces progression by 50%, adding 40 seconds. Pop Goes The Weasel would add an additional 25% (Another 20 seconds). So with Pop a killer can potentially add another minute every time they catch someone, and kick the gen. So it’s best not get caught if you realize they have Pop! Powers like Dead Man Switch would trigger whenever survivors stops any objective (I’ll explain this later).
Now for the survivors perspective… Before the start of a trial you can’t switch items when there is 15 seconds remaining for you to select something. This gives the killer some balance as to see what you have, and adjust accordingly. You can only work 1 of the 5 given generators if you have a Toolbox with charges in them. Meaning Brand New Parts would add instant progression if the skill checks are successful (The progression % might have to be reworked). So yes if all 4 players brought new parts yes you may hear a random generator or two far away pop almost immediately. Making the killer lose 1-2 minutes. Remember 1 gens revs up one at a time at random. Remember that killers can still use perks like No Way Out, Blood Warden, Corrupt, Pop, etc. Street Wise and Built To Last can be countered with Franklin’s Demise and Overwhelming Presence (Items loses proficiency). Hex: Ruin would still regress any non self progressing generator a survivor had started to work on. Meaning if the killer scares you off, and even knocks the toolboxes out your hands… You wasted health states, items, and time. Your plan was ruined! This gives the killer the pressure that they need and the feeling of being a villain (It doesn’t make sense that survivors simply work on gens barehanded without a toolbox). Prove Thyself makes you progress faster like it would, but you need a toolbox still. So you’d likely bring that or Plunderers so you find one. Etc. Skill Checks can still happen while working on gens, making you lose progression. Skill Checks are now added to the Totems! They’re kindling (Hot). If you fail you “burn” your hands trying to cleanse your character will scream, altering the killer (Unless you have Calm Spirit). You also have to start cleansing all over (Huntress Lullaby would now work with Totems to protect them now. Thrill makes it take longer to cleanse, increasing the odds of skill checks).
An overhaul like this would add spice to this game. As of now the simplicity of the game is simply stupid. That’s why survivors hold one direction and gen rush, and killers camp/hook. That’s all there really is to this game once you learn the ins and outs!! Survivor is left bored, and Killer feels underachieved.
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Maybe shorten the amount of time you’re broken from 80 seconds to like 40. There’s way stronger abilities in the pool that recover a lot faster like all the adrenaline moves T3 (40 seconds).
Also a suggestion. If you’re in the killers TR during self unhook you get endurance until you leave the TR. Why? Because by itself the trade off isn’t worth a slot unless you run Decisive Strike to distract the killer even more. Somehow killers know you have it…. Even without playing Adam. I get tunneled at the start of the match every time before I get the power. If that’s not the case I get face camped until 2nd phase. 😂
A good combo is Deliverance, Decisive Strike, Head On, and Dead Hard. Do Dead Hard first during a given chase to convince the killer you have that, and not both adrenaline perks. Unhook yourself. If you get downed and picked up you DS. While they’re stunned run into a locker. Head On. Stun them again! The killer usually falls for the Head On if you Dead Hard first. If they fell for all of that you probably wasted a good minute or so of the killers time. That’s about 2 gens. If anything you get face camped for making the killer mad/salty. Allowing your whole team to escape. 😃
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Lucky it’s not Trail of Torment, Tinkerer, Iron Grasp, and Insidious Bubba. He always sneaks up on ya when you least expect, hearing that chainsaw rev. I laugh every time he does it. Whether I’m camped, my brother is camped, or someone else. Every time. I tell my brother to leave. I’ll skip to second phase. Because some fool always think they can rescue during a Bubba face camp only to hear *Reeev! Reeev!* “Oooue! Oooue! Oooue! Oooue!”. 😭 😭
It makes sense. In the movies he did hook people, and then made sure to stop anyone that would come help the hooked person escape. Some killers camp/tunnel more than others. Wraith, Bubba, Pig, and Trickster are some good examples. It’s when you get face camped by a Spirit you should complain. 😂
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2405985#Comment_2405985
I respectfully disagree. I’m always getting free hits, or sometimes grabs, within those 30 seconds.
DD works the very first time unless it’s used on killers with very high mobility like Nurse, or Blight. Killers that can break away from the obsession, reach another player relatively fast, and then come back. Players will realize you have it, and will act normally against non-mobile killers. As I’ve tried many many times before.
Now when it’s on a Nurse with distance blink add ons? I get grabs all the time when combined with Gear Head. Since the aura stays yellow for as long as the survivor sits on the gen they get regular skill checks on. If it’s yellow blink to the gen and grab. If it stops glowing yellow blink past the gen and hit them where you think they might be. It works really well at times.
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The thing is as killer you’re the “Dungeon Master” so you play by your own rules. There’s no wrong/right way to play, and people making imaginary rules kills the game. That’s why the devs take their time fixing actual problems.
I stopped caring about all of that and started playing more for sheer fun. Even if I lose more often sometimes (I know losing can be frustrating sometimes). For instance my new Trickster has Rancor, No Way Out, Remember Me, and Whispers. I’ll tunnel/camp (Typically whoever’s the obsession) to lure all other survivors into getting hooked in the bullied victims place so that I always get the 4 tokens for No Way Out. As some survivors are just really good. They won’t get caught fast enough, or when you need to be hooked. By end game I try to ensure that there are 3 players left, 1 being the obsession. Then I seek to kill the obsession via Rancor when No Way Out triggers. After that it takes all day to open the door because of Remember Me. Whispers tells me that you’re around somewhere, and Trickster can pelt survivors with his knives before they can ever open the door because if Remember Me. Dirty? Yes. Fun? YES!!
Trickster is hated so much imo because he’s a killer that’s closer to that of a survivor. As seen my his many aesthetics. Some killers are meant to be played for just fun. Not for winning. That’s why “tiers” are a thing. If you want to win soooo badly use Spirit, Freddy, or something. 👀
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Dead Hard is not OP… You have to play survivor and USE DH… Then when you master it as survivor you’ll instinctively build a reflex on how to counterplay it. Same as killer. You’ll typically outrun the killers you main because you often know their every move as to what they would do given the circumstances. You’ll likely lose often to killers you avoid playing with as you know nothing about as to how they operate on a particular stage, tile, etc.
For instance you can predict a DH when they’re clearly running towards a vault/pallet that you know they wouldn’t ever reach if they were just running for it. Especially if you have BL up. When you get that “Gotcha!” moment inside your head. When you see them angling in which they will dash in mid chase. That’s when players typically DH.
Only Blight, and Nurse can complain about DH because their power fails outright and the survivors gets a literal second chance. If DH is upsetting you it’s possible that you’re lunging too often. Instead of just lunging every time wait maybe 3 seconds more until you’re basically against their backs as they’re running, and then swing!
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I’m on console. I actually prefer lower sensitivity on my ranged killers. Around 60%. On console the frames dip when they spin on PC. On my screen they start moving in a way that doesn’t make any sense. They become all “floaty” and “blippy”. Whenever I lunge I automatically miss. As if I swung where they were. Then they reach their vault/pallet. So I try not to rely on auto-assist. I lower the sensitivity to keep a close enough eye, and then get close enough to swipe. Even take a step back sometimes.
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@Altarf said:
Trapper. I don't think there's much of a debate here - Myers has snowball potential and instadowns which elevates him a little, Pig's ambush can be more useful than you'd think in chases and her traps can give good stall.
Trapper has nothing besides a good 3 gen, and his power has so many outdated elements and inefficiencies and problems that in my eyes, he will pretty much always be the worst killer.
That’s why I only use Hexes on Trapper. He’s the only killer that can actively abuse any totem. Since you can booby trap the entire area surrounding the totem. Other than that I don’t like him.
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@Timeman63 said:
I used to use PWYF on Trickster before his current version. It worked as a nice curveball that survivors weren't expecting sometimes, but it didn't fix much about Trickster. Now that his knives are more lethal, I see more merit in using PWYF as a secret weapon in catching up to survivors and further limiting their options.
Yes. It’s been working quite well as of late because it now takes 6 knives to injure, not 8. With Oblivious you can’t tell exactly how close he is anymore given his increased speed. I’ve been able to mind game the new obsessions even at high walls to push them away from it. You can also choose to keep some pallets up because you’ll catch them with the speed. I’ll act like I gave up to gain more speed so that I can get you anyway now that I stockpiled 3 tokens. As long as he has 2 tokens he can catch someone without wasting a single knife. You can reserve your knives for pivotal moments.
With PWYF I even kinda feel like “The Trickster” now. 😂
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@Digwiid said:
Seems like a waste of perk slots honestly, rather go for perks that synergize with his power rather than fix his weaknesses. Lethal Pursuer to catch the first guy in the open, Bamboozle to fix bad map generation/BBQ & Chili for chads, Corrupt Intervention for early game and new No Way Out for late game.
And you kinda don't want to kick pallets as trickster anyway since if they jump over them they're stuck in animation and that's easy hits for you. Unless they're very hard tiles with no real way to shoot over.
I tried all those strategies first. The survivors just ran me in circles as I depipped from 3 to 6. They run straight to the tiles where my knives fail, and when I BL they go for pallet stuns. They have everything calculated. Regardless I cannot catch them off guard. He has a lullaby. He’s literally too slow to catch anyone competent, even with Lethal Pursuer. He can’t lure them into the open because he isn’t fast enough to apply this pressure. BBQ will get negated as they will start using lockers more. Survivors simply get to kite you. Hex: Bamboozle is decent, but the survivors will destroy it almost instantly. Meat Plant was one of my stages too. Bamboozle won’t help in stages like Pallet Town, RPD, Hawkins, and Haddonfield. Maybe with some offerings to a vault map like Lerys for sure.
Neme Trickster got me back to 4. If you throw knives to get survivors from healthy to injured their friends will flock to body block. They know you’re short on knives if you keep pursuing people. He has to waste time to restock, and they alert the team when you do. It’s stupid that he is that slow if it takes a while to down people with the blades. From what I witnessed they have to be injured before he can actually do anything with his powers.
You kick pallets with PWYF because by the time the animation ends you should’ve gotten a token. With his speed you can push survivors out of those good tiles. If the survivors have good tiles with high walls everywhere you will lose because of his sluggishness.
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@BasementDweller said:
https://forum.deadbydaylight.com/en/discussion/comment/2392078#Comment_2392078
Because instead of smoking/drinking and having fun you’re obsessed with winning.3
Some people don't like smoking/drinking and some people don't find losing fun.
Imagine Jeepers Creepers
Don't have to because Jeepers Creepers won't be added into DBD.
1.) It’s not my fault you poor saps find “losing” not fun. Losing is only not fun if you lose a lot. That, or if the game does nonsense. Because the glitches and whatnot can make you lose, and that is annoying. If you play 10 rounds and lose 3 why are you complaining? Again, you must lose often if you’re upset about losing.
2.) Jeepers Creepers was merely a prime example of how monsters operate. In any horror flick the monster pursues one person at a time until they’re dead. “StOp TuNnELiNg mE JeEpErs!!” 😂
You’re up against monsters, ghouls, ghosts, and lord knows what else they’ll add. As the monster you don’t have to adhere to survivor players whining, and the survivors shouldn’t even try reasoning against the monster. The killers job is to kill. They shouldn’t care about what you think when they kill you.
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Nooooo!! I have to go to work now. I was hoping to get a few matches. F********q. Oh well. Tonight I hunt! Thanks for the intel!
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Because instead of smoking/drinking and having fun you’re obsessed with winning. People that obsess over winning are the ones that complain the most. Just have fun sometimes, and that’s what Trickster CAN be if you just stop sweating with him so hard. If you want to win so bad simply use the killers more broken add ons. We’re not live streamers where if someone saw you with Clowns Red Head Pinky they’d call you “trash”. WHO CARES?! It’s 4 people on comms giving away intel that are telling you to not be so OP. I only use certain killers with certain add ons after I dumped BPs into them. My Clown always has Cigar Boxes to find people. My Trapper will always run Bloody Coil because players should be punished for disarming my traps, especially if they’re on comms giving the positions away. As killer losing to me is when I see “Entity Displeased”. It should be that way for everyone else that plays killer.
This community, survivors and killers alike, make up imaginary rules in this game. “If someone uses hatch it’s still a 4K to me”. No the **** it’s not. One got out. 3K + Hatch. “Killers shouldn’t tunnel players”. Have you watched any horror flick? The killer/monster ALWAYS single out on one person at a time almost every time. They attack nonstop until they’re dead. The other survivors often throw their lives on the line protecting the one person under attack. Imagine Jeepers Creepers… You’re gonna tell Jeepers to stop chasing only you even though he only targets those most afraid of it?? “Jeepers Creepers is a tunneler!!” Hahaha!
I can see why the devs ignore the communities opinion. 😂
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@FatallyIconic said:
Do you know what else isn't cool? Getting hit through a dropped pallet as a survivor because the killer has a higher ping than you. Survivors have had to accept that for YEARS. Now killer players need to accept the consequences of having higher ping. No more free hits. Deal with it. Have a taste of the crap that survivors have had to endure for years, only in this case, it's actually fair for both sides.
Idk because when Survivors Ping is higher than mines I can barely touch them as killer. All my swings will miss, and autoaim crashes into every object they hug. Their pallets stun mega early too. Even after I hit them before they threw the pallet. I’ll get stunned and the hit won’t count. Or worse they vacuum me into pallets. When I see survivors with ridiculous ping I leave immediately. Glad they allow us to leave without penalties.
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2389910#Comment_2389910
From a Killer point of view; the Killer should not have to lose out on a kill when the enemy team fumbled.
“If one person fumbled I should automatically get everyone else”. That’s the killer POV? Hahaha. So most killers want free handouts like survivors that beg for nerfs? From survivor POV you should more ways to escape a trial because you’re meant to play by yourself ANYWAY (SWFs is technically cheating). Keys are only bad when there’s a team using them against you. Having these extra random variables is interesting. Imagine as killer you followed the survivors imaginary handbook to a T. You have to let the team unhook their allies, get all the gens done, and get to end game collapse before you kill any of them.
Players always complain about legitimate methods within the game. Tunneling, Camping, and Hatch. Which is silly. Sometimes the killer has to remove one person to get everyone else. Sometimes survivors will have keys and find their way out. You can’t always kill everyone every match. You can’t always escape every match. If one escapes it’s their lucky day. As long as you hooked them twice it shouldn’t even matter. Also keys are countered by Franklins. So solo players often have to HIDE our keys somewhere as to not be tunneled. Plus someone can find our keys and escape themselves.
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Ive only made him decent with Agitation and Iron Grasp. That way when he does down someone he can patrol gens, chase, etc while he’s carrying people to a hook.
I feel like he either needs maximum exposed to keep people at 1 hit so that he saves knives, or he needs to carry people faster. Since he already wastes so much time chasing people. Now he has to slowly drag someone somewhere as the team does gens. Yuck.
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@apathyinc said:
- Keys with zero charges no longer can open the Hatch.
Which is dumb because keys with SWF never had add ons unless it’s the milky glass to keep it upon use, or that band in which you keep the key upon death. As Solo Q I run Appraisal and Plunderers. Keys are good for Solo Q because it gives you aura detect, and you can abandon the randoms that would make you lose towards the end. I shouldn’t have to die in the end because my team fumbled. If I find a key and the hatch I’m out.
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Because the devs should’ve just gave Trickster’s base power a single wall bounce (Ricochet) to increase his skill gap. That way even if he isn’t as strong a GOOD Trickster that has practiced would be interesting to play against. He isn’t tricking you by throwing straight at you. He’s only “The Trickster” when he uses his Trick Blades. By bouncing knives off of walls he can hit players in positions he normally couldn’t/fail, like the inside of the jungle gyms. He can’t do anything because he’s too slow, and survivors always swish around a corner before Trickster can land a knife.
The devs are focusing too much on making killers strong/weak instead of making their powers interesting enough for where the player’s practice makes the killer proficient. Imo the last interesting killer the devs made was Blight. After him everything became dull and boring.
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Well this week I need to play Basement Demo after work with BBQ for more cakes before they are unavailable. Demo has like 40 cakes rn. That way during BloodHunt he can make like 400k per match with x5 cakes. Since it’ll have over 100 cakes by then. 😂
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/266479/tunneling-right-is-what-counters-gen-rushing
Tunneling does not counter genrushing, it does the complete opposite because you're just asking to be genrushed.
What happens is while you're tunneling the other survivor, you're giving the other three survivors time to do three generators. Three generators doesn't sound like much, but you had to waste time searching and chasing the survivor before you can begin tunneling them — that's enough time for the other survivors to do generators before hand. They aren't being pressured to leave their generators because they have no threat to push them off — you're at the hooked survivor making sure they are being sacrificed.
Let's say you just you proxy tunnel. If so then you risk the hooked survivor getting free and would then need to worry about about DS and BT hindering you from tunneling them. Unfortunately, this would take up so much time that you would pretty much be throwing the game to just get one survivor sacrificed. And... you'll depip, hope the 1K was worth the satisfaction.
I understand this. Now, what if you tunneled someone after they’ve been hooked twice, and had already used whatever second chance perks they may have had? Am I the bad guy, or just doing what’s logical and sensible? 1 less chicken around to coop. Which typically causes their buddies to run in front of your swings like sacrificial lambs. This is the particular situation that I’m referring, to make a long story short.
I know many times the wiser/wisest survivors will let said person die, and simply finish their objectives. The catch is most players are cocky/arrogant, and wants to rush the match and troll the killer along the way. No matter how good a survivor might be they always want to troll the killer and stop a camp/tunnel if/when they can.
Back when I started playing killer some year or more ago I would think “Maybe I should’ve just took that person out right then and there, the outcome would’ve been different.” I was sporting and chose to targeted others, but was then tbagged almost every time. Then they send messages calling you bad for being sporting. This is when my mentality began to change.
If I do tunnel it’s never the very first person, or every single person I see. It’s usually when they’re on last the hook, and so many gens are left. I need them gone. If 1 gen is left and 4 people are around you’re screwed. I’d say by the time 2-3 gens pop someone should ge dead already. That’s when I think “Someone needs to die”. Another time I tunnel aggressively is when I see someone use BT to body block for your mate instead of just getting away as they should. I’ve hated this more than DS. It’s actually a lot more efficient since everyone typically gets away from this stunt. I stare at them and say “Okay, you die now.” 😂
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@Matieusz said:
gen rushing isnt a thing, it's a world used by killers that cant understand that survivors objective is doing gens if they can they will do gens that's how it works same as killer if he can he kills simple
Yes, but get this though… Pay close attention now everyone…! The killers objective is to KILL the survivors by any means necessary 😒. Even if they have to sit on top of hooked survivors, or pursue some to death 👀. These are all legitimate strategies that are looked down upon in this toxic community for some silly reason. As toxic as DBD can be some people (Typically Survivor Mains), whom are often more toxic than the average killer, complains about the toxicity. When all they have to do is do gens..! Not everyone will spend 5k+ hours into a game to “git gud”. Maybe in my teen years (I lost track of the time I spent playing L4D & L4D2), but not now. I’d only do that if I get paid to, like a streamer.
In a horror flick do you all actually think that the monster would give a flying ****? Would let you do your objectives? Unhook someone? Heal? Let you pick people up? Being closer to death means it’ll come at you faster, and more aggressively!
So… Again… Why is it when survivors rush their objective it’s okay, but when killers (MONSTERS) rush their objective it’s a some kind of abomination? That’s the conundrum I pondered ever since I started playing this game a wee bit more.
Survivors never make the match sporting. Ever. I always try more fun builds at first, but after fighting 10 sweaty/toxic teams with meta perks I reciprocate. They win because of their perks usually. Survivors will do all the gens in under 5 mins and then leave flicking all their flashlights. Let themselves get caught only to DS you out the door. This is what I experienced when I FIRST started playing as killer. Very unsporting AND discouraging, but I’m not a quitter. As I grew accustomed to what to expect, like all the shenanigans, I’m now able to predict/outwit players more often.
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@thrawn3054 said:
Maybe you're just not very good?
See it’s that nonsense I refer to. You read “Tunneling” and assumed that’s all I do every match. Lmso. It’s knowing WHEN to. Doing it the whole match will cost you, I stated this in OP.
You will NOT beat any well coordinated team period unless they were too cocky or altruistic. Saying “Git Gud” is ridiculous garbo logic given how bad the game already functions. There’s nothing to “Git Gud” about when it’s constantly glitching against 4 players that are typically communicating with one another at all times. Especially when their perk synergy is really good, and they carry items too. Slug them for the win? WGLF/Unbreakable! Hooked them all? Deliverance! Punish for safe unhooks? BT! About to kill one? DS. Prove Thyself on COMMS. In two chases chase 3 gens will pop. Even if you caught the person you were chasing. It takes at least 30-40 seconds to get anyone competent at the game. Meaning for every chase that’s a generator. You have to hook them each 3 times remember? You’ll never kill them hooking a different person each and every time… That’s how fast the players get stuff done, even with totems. Some have memorized exactly where totems spawn. Which is why I typically use totems on killers that can defend them while doing other things, like Trapper. You only “win” without playing dirty because those players were REALLY REALLY bad! 😂
4 competent players will run you in circles long enough to get stuff done, break all your totem(s) the moment you chase someone else, and rescue the moment you walk far enough away from the hook. Every single time. You can either follow the Survivor Handbook, and LOSE. Or play like a killer would (Cheap), and WIN. I’ve been winning since. Having popcorn ready for h8mail. Because when done correctly it WORKS! Survivors mains only complain about things that work. Like old Ruin. Even as survivor when I first started playing I saw nothing wrong with a perk that encourages you to get better (Unless lag made you miss). Perfectly good killer perk gone to **** because survivors didn’t want to “Get better” as you would put it. Please! 😂
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@C3Tooth said:
Tunneling happens since the beginning. Gen rush is just an answer to that.
The fact that many survivors stop doing Gen at 1 Gen left to do totems or get in a chase when they dont get any hook yet (when survivors have advantage)
Killer doesnt stop tunneling one out even at 5 Gen (when killers have advantage)
Survivor isnt going to watch Killer tunneling one out with 5 Gen left to be done. If a survivor down right after his 1st hook, I will ignore totem,chest and do Gen real hard
That’s why I said knowing WHEN to tunnel. You shouldn’t tunnel the entire match because you’ll lose. I already stated this in the OP. The trick is to get them all for being too altruistic. You don’t even have to KILL the tunneled person. You can just harass them, and then their friends come to the harassed persons defense. I see this 70% of my matches. Whereas I catch 1 at a time all the gens are done by the time I caught the 4th person once. Even if I down them in 30 seconds. BECAUSE THE OTHERS ARE DOING GENS. Cocky survivors will NOT let their buddies die too early. They’ll stop doing gens. I’ve seen it enough times. Deny it all you want. Depending on the killer, and what perks they may have, the survivors will let their buddies die if saving the 1 were to make them all lose. Survivors want 4 man escapes just as much as killer wants 4-5K, so you play on that.
Thats why I like The Trapper with Bloody Coil. I don’t have to resort to such methods via his traps. It’s all mind game. Even if buddies alert of trap they’re punished for disarming it.
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@justbecause said:
Yes because Victories and pips are the most important thing in life I agree
Well all the fun creative builds get gen rushed. Then I get tbagged at the end. Lmso. I depip, and then fight weenies until I’m Red again.
Personally I like Rancor because you can Mori the obsession at the very end (If they make it that far). It’s especially good if you killed one, and then the hooked survivor does DS to become the new obsession. You can do it again! Which is very satisfying.
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/2359587#Comment_2359587
https://forum.deadbydaylight.com/en/discussion/comment/2359652#Comment_2359652
A power with skillchecks is not a good idea. Lets take pig traps for example. No good player misses a skillcheck ever. Maybe one if they are halfasleep, but thats not the point. The point is that a skillcheck power does not help a killer at all in normal matches, it just makes it easier against beginner or weak players.
Thats one of the reasons ruin got changed and they will not add harder skillchecks then default to a killer power (lullaby works not for killer power for example).
Well a pig should bully the trapped players too. Stop the victims from disarming themselves whenever they can. The longer they stay armed the longer the match can drag out. I run Agitation, and Iron Grasp to carry injured caged victims all the way from their current game as I swing at other survivors doing objectives and rescues. Especially if I saw them FAIL a nearby Or game. I’ll carry and drop you where you first started. Hahaha
Ever since the gen rush era started anew all my killers have been running Agitation/IG. Killers spend the most of their time lugging survivors from hook to hook. Being able to patrol, chase, attack, and slug while hooking is definitely the way to go now. Then 2 perks of my choice.
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Just give his traps a skill check. It’ll work with base “Presence” perk that makes skill checks significantly smaller. Then give him perks like Distressing and Agitation to ensure that this is more likely.
My Trapper runs Crowd Control, and the updated Zanshin Tactics (Don’t hate on me!). I call it “Vault Vision”. It actually works quite well together on Trapper from my experience. Maybe I don’t play it enough, but Zanshin shows me exactly where all the surrounding vaults have generated in the match. I can see in advance where the survivors might/will loop me. For example if the area is too good and I haven’t trapped it I’ll see it in advance before they even reach it, and drop the chase. With that insight I’ll also know to place traps around the “highlighted” spots as opposed to just directly on them (Obvious). Survivors will realize that they can’t loop my trapper at multiple vaults, or in killer sheds without the entity blocking said loops. By that time I’ve either closed the gap to hit/down them, forced them to waste good pallets, or have placed traps in the surrounding area to trap/down them. Then I readjust accordingly throughout the match since I have a 32M range of “vault vision”.
I simply pray that my Crowd totem never spawns in a location where I can’t place traps in front of it. It’s really annoying when the totem is sitting in a random corn field. Like, how am I supposed to protect it? Hahaha
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@ill_Boston_lli said:
I do agree that the all seeing is bs and needs to be taken care of. But That's like the only thing other than his silent bell that needs change. I don't agree with that god awful lunge length even tho it was supposedly always that length. All - Seeing should be changed to do something other than to read auras or decrease the lunge and or cloak movement speed. I feel it needs a downside to it. coxcomb clapper should also make him much slower in cloak or much much slower coming out of cloak. movement and uncloak imo. I don't think he should have all these great pluses with no downside to it.
Nope. Nope. Nope. Screw all that. As long as we can play on comms (SWF) players that run Wraith will run All Seeing whenever they can. The same way my main (Clown). He runs Cigar Boxes 100% of the time, and then whatever he wants. If you’re giving away my position I’ll see where you are at all times. My Trapper runs Bloody Coil 100% of his matches. If you tell your friends where my traps are to disarm them you get hurt for it, activating Thantophobia to protect his active totems. I’ll grind all day with non main killers to pump millions into my actual killers for said add ons. I haven’t gotten less than a 3K with Trapper or Clown since I’ve done this.
Killers MUST use their broken add ons because survivors have already broken the whole **** game by talking to one another!! Why can’t survivor mains not comprehend this. You’re not “good” if you’re ganging up on the killer with meta perks. The totems can’t hide because they tell their friends. Undetectable doesn’t work because their friends give away the killer positions. Etc. That’s why killers on run Ruin/Undying. It’s the only way to stop gen regression while attacking because if they didn’t do that they’d get rushed “He’s on me! Do the gens! Wait he left! Hide!”. Comms ruin this entire game, and the devs know it. Removing 4 man would **** survivors off, so killers always get shafted. I know because I do with this with my brother. 4 man teams should be replaced with 2 man duos. That would give killers some leeway because they can tell who’s buddied up, devise a strategy to split them up/etc. Force the non-duo mates to save so they don’t know the full situation (What pallets are used, where the totem might be, etc). A competent killer can’t do anything against 4 competent players unless you run OP stuff.
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@Mattie_MayhemOG said:
When the killer meta is all generator slow down perks what does that tell you about how fast the generators get done in the average match?
DEVS, IM LOOKING AT YOU
Yes. All you need is Streetwise, a powerful toolbox, and Prove Thyself. A generator gets done in like 20 seconds with charges left in the box. I swear. I did this as Solo whenever I doubled up on a gen. So imagine everyone on comms. “The killer is on me! Double up on that gen!” every time the killer engages a chase. Which is why my Clown Main only runs the OP add ons to bully SWFs and Sweaters. 😂
The only REAL way to balance DbD is to remove 4 man groups. Allow maybe 2 man duos. 4 people on comms is too much no matter how good/bad the killer/player is. Comms renders totems and Undetectable useless. Which is really good against randoms, or people unfamiliar with the game.
I don’t take the streamers as serious because many times they fight their own followers so there’s a bias. In their chats their followers will literally type “The Kate you got was me!” *Smiley Face*. Then you notice during the streams that these survivor players don’t juke/spin, but run in obvious patterns even after being hit. The streamer killer will chase someone for like 2+ MINUTES, and not a single generator pings. Survivors do terribly bad saves every match. Whereas when I or others plays it’s the exact opposite 90% of matches. Long story short there’s far less incentive for them to be sweaty/toxic, but to have fun with their entire fanbase.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2356266#Comment_2356266
Make you a deal. I'll start running interesting perks. When I stop seeing Prove Thyself, Unbreakable, DS, DH, BT, Iron Will in my matches
I've lost count how may times I've slugged 2-3 people. Chasing the last person with the win in hand. Here comes the unbreakable. I'm punished for playing well while they're rewarded for totally ######### up.
Lost count how many times DH for distance has cost me a down. I'm punished for them ######### up.
Lost count how many times BT has cost me a down. Rather it's downing the person again. Or a body block from the BT
Lost count how many times my matches have lasted 5 minutes because they all had prove thyself
I'll start running interesting builds. When survivors stop being sweat lords. When they stop acting like they're part of team oracle. And try to end the match as fast as possible.
Preach! The Killer’s pain! I hate this sooo much. Even when you play well survivors run the sweaty win builds and you get entity displeased anyway.
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My Blight runs BBQ, Dragon’s Grip, Trail of Torment, and Make Your Choice. Canker Thorn, and Foxglove to recover from rushes faster. Best add on ever since the update made him feel weird. ToT gives him Undetectable for ambushes as he traverses the map. Dragon’s Grip ensures no one touches the gen granting him Undetectable. Since he can immediately rush back when survivors do. I’ll hook players at more open hooks where I can see the savior trying to get away after trigging MYC. I’ll try to cut them off to down them. If the injured friend takes the hit pray that they have Decisive. Anyone abusing BT to take hits for their buddies, and simply not to get away gets tunneled. Always. Idc. Sick of 3 people running BT per match. Getting free saves and then body blocking for free protection hits. Basically carrying them the whole match. Then when I’m survivor not a single soul is ever running it. Every time. I get the most unsafe rescues. 😂