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XDgamer018

XDgamer018

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XDgamer018
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  • @DeBecker said:

    Easy solution: do not tunnel.

    doesnt matter if you tunnel or not you still get hit by it (same for shoulder the burdon)

  • @RavenBirb said:

    I wish they'd just Kill Switch him permanently or re design him like Skull Merchant with Kill switch included. I'm tired of facing him, his kit is annoying buggy garbage

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921632#Comment_3921632

    they probably wont kill switch him since hes a new killer + hes licensed

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922242#Comment_3922242

    That's almost certainly Resurgence.

    Without Resurgence the fasted heal with every possible buff (which is extremely unlikely) is about 3 seconds.

    With Resurgence a heal with no buffs takes 4.8 seconds, add in We'll Make It and its 2.4 seconds.

    the do no harm increases that even further

  • we might need a healing speed cap now. someone got unhooked and just got insta healed…. and there was nothing i as an m1 killer could do about it

  • @Coffeecrashing said:

    Why is Duty of Care still an AoE sprint burst, that works on all nearby survivors, regardless if they are injured, and regardless if they’re being tunneled, and it’s not an exhaustion perk?

    BHVR is basically telling players they should never play M1 killers ever again, as long as this perk is like this. I’m certainly going to refuse to play any killers that don’t have increased chase mobility.

    bhvr why is everyone playing blight,ghoul, spirit,nurse and hillbilly

    also bhvr:

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921659#Comment_3921659

    Yeah we're doing well at 165 and still going, but with a caveat (recordings are still on my twitch atm). For Knight to be good atm it requires you playing in ways the survivors will not deem "fun" most of the time. If you play him how he's intended by the developers to be played, he's very bad and as @XDgamer018 mentioned he's very addon reliant still. I've backed off MotR and Dried Horsemeat some though. You can get away not using MotR since their changes and I don't want horsemeat base kit because while it would help the guards get hits, they need to have more player input involved for the hits as players will not just want AI's reliably getting hits without skill involved from the Knight. The goal is not just more reliable guard hits, it's more reliable guard hits that require skilled input from the Knight.

    My circumvent for guards getting more reliable hits but making it require skill is adding a feature to his guards that make their speed scale based on proximity to the survivor when they're detected and the Hunt starts. So just normal Knight players throwing guards out will get no value from this, but if your hearing is really good (similar to Spirit) you can time your placements to be as close to on top of them as you can and be rewarded for it. This would allow the guards potential hits, but only if you're skilled enough. Knights needed a higher skill ceiling anyway. This also makes AI hits more reasonable to survivors as you know that if the guards were moving fast enough to hit you it's because their was player skill involved between you two, not free. This would also make people use the actual banners more as currently the guards are so bad/slow that most people just run out the timer instead of using the intended banner counterplay.

    Now Town Watch's Torch and Call to Arms absolutely need to be base kit. Call to Arms should have been made base kit in his last rework, no idea why it wasn't. It's also the quintessential addon that enables the exact play style that they want you to be doing with him. Town Watch's Torch is the other component to enable the play style they want. They don't want you pincering, they want you doing macro play having a guard keep one busy while you chase another. Torch enables this play style. Without Torch you are keeping one survivor busy while you walk across the map as an m1 with realistically no mobility (the 5% haste is negligible) and no power to chase someone down…that is not viable or more importantly fun for that matter. You're just gonna get pre ran with hold W game play and looped to oblivion. Torch circumvents the hold W game play and gets you the hits as basically a stealth killer. It's kinda similar to Twins issue as far as fun is concerned, people don't like losing their power and having to play a bunch of the game as an m1 walking around chasing people with no power, it's boring.

    These problems essentially leave your addon slots permanently locked down with no flexibility to use other things. Which I suppose isn't too bad in Knights current addon state as the vast majority of his addons are D tier useless anyway, but we're trying to be theorcrafting in a hypothetical world where his addons were improved and decent as well so we can have multiple options of things to run. You can see some ideas of what I'm talking about here:

    https://forums.bhvr.com/dead-by-daylight/discussion/442495/the-knight-addon-changes

    A lot of his specific guards effects are way undertuned. Their power level hasn't taken into account that it's basically only activating every 3rd guard you send out since most the effects are only on 1 type of them. Also, effects that are applied on guard hits are utterly worthless unless guard hits are improved. Currently guard hits happen so rarely for these types of addons to have no purpose. This is why part of my supposed changes was making those affects be applied by the Knight on his m1's if he gets the hits while a guard is in chase. You could even add a stipulation that it only applies them on survivors hit that aren't in Hunt to discourage pincering if you want.

    Also would it really be that big a deal if guards applied perks on gen kicks as well? I don't think so, and it would open up more unique builds.

    Anyways I'm ranting, we can talk more about Knights issues further or what I'm doing to make him work atm if anyone's interested but that's enough for a single post lol.

    This is perfect thank you. I would like to add that if bhvr wants the guard the keep 1 busy the banner should be removed because with it currently in the game the survivor can just "distract" the guard via a window/pallet and then just grab the banner without any risk

  • new status effect: heart attack when on death hook. you wil fall on the floor and die when you have more then 3 chases in quick succesion

  • @Dave_North22 said:

    would it be possible to make it easier or have less attempts at wiggling out from being carried by the killer ??? Or maybe have less hooks ??
    Or also being able to unhook ourselves after successfully hitting certain amount of skill checks during the mini game when fighting off the hook.

    first comment: wiggling off easier. the wiggle system is not to get out of the killers grasp its to force the killer to make a choice go for the scourge and possibly let the survivor wiggle out or go for an easier hook. in simple terms its there so the killer cant just waltz to the basement each time.

    then for your second comment. no thats like saying the survivor should just die of a heart attack after being in chase multiple times

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921657#Comment_3921657

    We had a chance to fix those repercussions, but the Community said they disliked the past iterations of Mori changes.

    Now we are stuck with not great situations and Im am hoping to God, that BHVR will bring back the testing of Baskekit Unbreakable and the automatic ending of the games, once the Killer downs the last person.

    in my opnion just automatically sacrifice the survivor once the hatch is closed but remove the offerings for it to keep it rng. Why you might ask? wel why should the survivor get a third chance and the game is ususally over anyways once the hatch is closed

  • I think knight falls under this aswel bhvr wants to make the guards chase on their own but meanwhile theyre only 0.1ms faster (0.4ms for assassin) and we need about 4 fully basekit addons for the guards to achieve this (call to arms, dried horsemeat and map of the realm, and the torch addon) without these addons basekit the guards wil forever be unable to work on their own

  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/444303/we-need-a-just-leave-solution

    You mean like survivors have the just leave ability when 1 survivor remains and is down? They abandon to skip the mori or being hooked. This is being debated a fair bit in another thread lol

    i think op means exit gate tbagging wich is a fair point to bring up

  • @coolgue1 said:

    I mean if the killer is purposely slugging for natch i thing it need to be a draw

    What if the killer is simply taking advantage of the fact that the survivors swarm hooks/pickups should they be punished for it with a draw?

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920517#Comment_3920517

    Since I think this is directed at my response to you:

    All of that is available right now except one item in the road map.

    The only people struggling with finding survivors are likely running 4 slowdowns, not leaving their 3 gen, and then throwing up their hands and posting on the forums about how unfair it is that survivors aren't standing in the open waving a neon flag.

    Maybe that but some of us killers run "chase" perks ( i know in this day n age) and certain maps just promote hiding (notebly swamp.) (excuse my grammer) in my opinion the abandon feature should either give a loss or a draw depending on wich abandon is activated.

  • tbh for singularity it isnt as bad but for clown yeah i agree.

    im saying its fine for singularity as he has no basekit way to make the survivor slower.

  • @AngelOfHope2017 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920477#Comment_3920477

    Sad :( They need to make VPNing (which is why most of the killers have high ping) a bannable offense.

    how on earth would bhvr know if someone is using a VPN. the amount of false positives this can bring if its put in an automated banning system would be insane…

  • this is talking into the future im talking about now. and knowing bhvr they might screw that up aswel…

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920418#Comment_3920418

    How are they being punished? Won't they just become a bot? Or do you mean the DRAW outcome?

    when youre mid mori (atleast for the sole survivor mori) if the survivor dc's/abandons mid mori it basically ends the game/mori and goes into the end screen

  • @GentlemanFridge said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920418#Comment_3920418

    As I understand it, the killer still gets the win on their end, both in a conventional sense and MMR sense. They still get to kill a bot, after all. So, factually speaking, they shouldn’t be affected.

    I just think it’s weird the survivor is allowed to claim a draw, when they’ve clearly lost.

    i mean the killer is forced a loss if the survivors refuse to do their objective… so safe to say bhvr doesnt give a rats ass abt the killer experience…

  • @GentlemanFridge said:

    I don’t understand why the last survivor remaining can disconnect the moment they go down, and have it count as a draw. Like, I get that you want to prevent extended slugging, but add like a 30-second timer to it or smth, cause now the last survivor can just deny an L.

    worst part of this if the survivor abandons mid mori the killer gets punished for it…

  • @Sirron31 said:

    Hey guys quick question. I'm having trouble obtaining my characters and some cosmetics that I've either purchased with auric cells, or earned through the blood moon trial. Now this is under my son's account which is a backup account under my name, and he can't get none of his clothing for the characters that I purchased for him or through completing the blood moon event. Which is now discouraging him to even want to play the game with me anymore due to this. What can I do to fix this?

    First off sorry to hear this is happening to you. What i can suggest to do is send a support ticket to bhvr. I personnaly dont have much experience with them but im sure they can help you out!

    Best of luck!

  • This would be a VERY bad idea simply because of the information it gives. Survivors already got basekit teamwide info on what their doing and their progress on it. If you cant loop a map just use windows or better yet trial by error.

    Why should the survivors get basekit windows (even if a lite version of it) when killers cant even see hookstates let alone have any base game gen regression (survivors have base gen progression)

  • @fuumi_s2 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918721#Comment_3918721

    i think becoming an m1 after instabreaking a pallet isnt much of a disadvantage if you're still able to almost instantly walk thru it, yes you have to back up a little but it's still way faster than the aforementioned killers. however i would b happy to see guards tuned up a little bit. i think your proposed changes are cool and would work out very nicely, and after thinking about it for a little i believe the banner COULD b removed since you usually get to pick it up if the knight makes a horrible pathing mistake while chasing or if your a survivor that diverted the guard that was meant to chase someone else

    but i'd rlly like to see the instabreak get a little nerfed because it's like dissolution but way better cause the survivor lost momentum by pulling down the pallet, anyways thx for reading :)

    issue is the pallet breaking is the ONLY thing carnefex is good at :(. and since hes on a major cooldown afterwards (wich the aformentiond killers are not) i thonk thats a fair tradeoff (carnefex has a cooldown of 20 seconds) so in that timeframe hes just an m1 killer.

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918797#Comment_3918797

    Besides just nerfing it, they dont fix the bug, instead made it as "counter play" so that guards at best just annoy 1 survivor for 12-20 seconds

    not even that since the banner still exists. so they cant even do what bhvr wants them to do.

  • @Jadelysta said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918793#Comment_3918793

    Knight is just so confusing at this point, i haven't really played much recently and i didnt really pay much attention to his rework. Him and the more recent Onryo rework i have no idea what's changed, so i just play against both of them like their old powers still exist. But even so knight specifically is very boring to go against.

    basically they reworked him so you cant use the guards as an anti loop power anymore by adding a 3x decay to their timer if the knight gets within 8 meters. He also has to move the patrol path 10 meters before he can place them.


    he can now toggle between the guards

    Some addon shenanigans.

    and thats about it if im not mistaken.

    In my opinion the "rework" was just a net nerf since it removed the working together part of his kit without compensation him. (the guards are still terrible on their own)

  • @Jadelysta said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918787#Comment_3918787

    it's always the fastest guard when i'm put in those situations, and it's funny because its always at shack too.

    thats the assassin who is 4.4ms if the guard is within 8 meters if you and the guard he wil be gone in 4 seconds

  • @Jadelysta said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918780#Comment_3918780

    the window fog is still working? this entire time i have been purposely playing like im no longer able to slow down the guard at windows anymore making everything a lose/lose……. and thats literally what happens to me against most knights, i must be at high mmr or whatever. vaulting will always result in knight smack. (shack) or a fake guard smack.

    Yeah depending on how you loop it you should be able to deny the guard strike (if its not jailer) but again thats a good read on knights part if it works out. (ofcourse without footage i cant give exact tips etc).

    And do not forget youre not supposed to be able to loop a good killer for 5 gens that would be game breaking if that was possible.

    But what i can suggest is watch some newer vids of knight (after his rework) to see how he plays since most of the time you as a survivor gets lots of info by playing the killer/watching the killer be played.

  • @Jadelysta said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918776#Comment_3918776

    The window fog was a bug that was fixed if i remember correctly, that no longer works. And any good knight will already have a guard on you before you get to any window making it a lose/lose. Vault? knight smack, fake? guard smack.

    Nope it was a bug to the players but bhvr implemented it as a feature.

    and the window thing is again false (depending on the vault that is) The knight is forced into an immobile state while summoning meaning you can easily get the window while hes summoning. When a guard detects you he wil first float towards your last known location before striking wich means you cant get hit during that window vault unless the guard is already on you. and again depending on the tile this wont work.

    Also if a knight can predict that your going to vault a window then thats a good read on the killers part for wich they should be rewarded.

    I suggest Reading some patch notes/forums notes about knight before giving false information.

  • @Jadelysta said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918770#Comment_3918770

    Knights power has always needed reworked, what is the real counterplay for it? you just w key until both targets zone you from both sides. There should be a way to counter it outside of pure luck of the knight making a mistake on pathing. Nothing the game gives you can save you from a knight chase, drop pallet? insta break and catch up in 1 second, window vault? you'll be already getting chased by 2 by then so i guess just get hit or go down from both sides. There's a reason why even to this day LOADS of people hate playing against knight.

    sorry but this is a straight up lie.

    getting double zoned by the guard+killer cant happen anymore due to the 3x decay if the killer gets close he can only force you to make a choice (wich many killers do) If you get chased by the knight and he breaks pallet with carnefex that guard wil be on a massive cooldown wich means he is an m1 killer for that time being.

    Vaulting a window doesnt give enough time for the killer to spawn a guard ontop of you due to the 10m requirement. and even then the guard might decay faster due to the 3x decay.

    If your getting chased alone by a guard you can "fake" windows (when the green smoke over them apears) the guard wil be forced to go to that window/pallet (unless you walk into them) and they are only 0.1ms faster then you (outside of assassin whom is 4.4ms) and in that big timeframe you can grab the banner (wich you know has spawned by the trumpet sound).

    I think youre mistaken with his old kit. hope these tips and tricks wil help you in the fog :)

  • @Jadelysta said:

    I agree, his power has always been annoying lol.

    just for it being annoying doesnt mean it has to be nerfed. by this same logic we should nerf pallets simply because there annoying…

  • while yes bubba etc have an animation for it the knight player has to first get at a certain distance go into summon mode (wich is coreagraphed) hold m1 to make the carnefex break the pallet and only then can he walk through it (wich puts the carnefex on a significantly longer cooldown then bubba would be).

    And its the only thing carenfex is good at tbh so in my opinion its fine. if we would get this nerf i think it would be fair to buff the guards on their own.

    In my opinion the guards should be faster (jailer=4.2ms assassin=4.5ms carnefex=4.2ms) and either remove the banner or improve their pathing (since bhvr wants the guards to chase on their own i see no reason to keep the banner)

    Thanks for reading

  • @DevLinky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3917666#Comment_3917666

    No, but they could actually play the game. Downvoting me won’t change that fact.

    If someone doesnt want to be tunneled then they shoudnt heal under hook and bring anti tunneling perks just incase. Adapt overcome survive

  • As a massive fan of springtrap i cant wait for fnaf. (Yes im an adult since i grew up with the franchise)

    Ofc im happy about fnaf joining the roster but i cant wait for the qol updates.

    And wether you like it or not fnaf is a horror icon same as terrifier is also a modern slasher icon.

  • @MikeyBoi said:

    That killer is broken, busted and boring to go against .

    Really houndmaster? of allll the killers this game offers. houndmaster is an issue?

  • @DevLinky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3917418#Comment_3917418

    It is not the same, for the sole reason that tunneling prevents one specific player from playing the game—genrushing doesn't.

    It's not about the efficiency of the tactic; it's about the feelings of that particular player getting tunneled out. Did they have fun not playing the game and just spectating on a hook? Probably not.

    same goes for killer did the killer have fun seeing the game end in 5 minutes? probably not…

  • @lettuchia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3917515#Comment_3917515

    sounds like someone can't make a good counter argument....

    alright then following that same argument we should also remove: Legion and wraith and we should also punish holding W because that also requires low amount of skill….

  • @lettuchia said:

    Remove him. He's fundamentally flawed by taking bare minimum skill to play and encouraged to hit and run

    sounds like someone lost to a hit and run dredge….

  • @drag27 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3917372#Comment_3917372

    yea thats because the ghoul just got release. just mind-blowing when a new killer is released and people complain about facing that same killer, yea cause a lot of people want to either try him and/or love them to where the killer becomes part of the rotation. Just because you get sick of going against the same killer is no excuse to "go next".

    oh boy am i scared for the fnaf chapter for this simple reason. first off killer queue wil prolly be worse then 2v8 and constant dc's etc

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911453#Comment_3911453

    "hes not a stealth killer, hes more of a varsetile lethality killer that has one guard for every situation"

    That's a very generous way of saying he keeps one person busy while we walks around as an m1 killer with no power.

    "if he actually needs those to be good because "survivors hold w the moment they hear their tr" (not like thats kind of every killers problem who even have a tr), then i dont know why hes giving such addons and not every other killer aswell like clown or unknown. "

    Other killers don't have it so he shouldn't either or vice versa? What? lol. Killers are different. Killers get different things. That isn't an argument for why he should or shouldn't.

    "besides that, you can easily just put a guard around or infront of where they are going to run. i dont see why knight should get such treatment in that apartment. Knight mains use that addon and kill just fine so idk why you think its a "must have""

    Knight is very bad. Knight mains are not doing "just fine" lol.

    "if you want stealth addons, sure, but dont make them spammy or stronger then perks are, huntress undetectable addon after a reload for 30 secounds is honestly the perfect example, you know what triggers it, its only one addon and, while spamable, its not as easily abusable as the knights addons."

    The meme addon that's bad and no one uses? That's the good example?

    "for the compensation buffs, i would like to give the fallowing examples.
    if you use the jailer to patrol an area, he wont get a cooldown penalty,
    if the jailer finds a survivor, even if the survivor escapes, they get their cooldown reduced by 5 secounds
    remove the penalty and reduce the cooldown for the carnifex for busting down generators, pallets, breakable walls. by 2 secounds
    removing the penalty and reducing the cooldown if the assain successfully hits the survivor on a hunt by 3 secounds"

    While these are buffs, they're so minuscule that they accomplish nearly nothing.

    i fully agree with this. While the rework was needed it gutted him without any compensation woohoo we can switch guards on will. yeah so can vecna and dracula without the downside of having to spam ctrl. imo if bhvr wants the guards to work on their own they need to be faster, have better ai/pathing and torch should be fully basekit together with dried horsemeat.

  • i say it and il say it again. Tunneling is the same as genrushing but one gets punished for doing so. (down vote me all you want its simply a fact)

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916852#Comment_3916852

    Oh believe me, I don't disagree on your points. The core game play they want you to do, the one I mentioned, is generally unviable. Not to mention, "keep one survivor busy while you run around as an m1 killer with no power and getting pre run" isn't fun. This is basically why Town Watch's Torch is essentially required. It gives Knight the ability to actually do something while he's keeping someone busy. Also makes it actually fun.

    That's why I wanted Town Watch's Torch base kit as well as it actually enables this play style they want to function. I had a whole other Knight post of fixing him and his addons but it was largely ignored and no one really responded. I think Knight suffers from too low of a skill ceiling and I was trying to increase that while also making the play style they want more viable. I was making it so the guards chase speed was based on how close the guard were to the survivors when they detected them for the Hunt. This makes hits viable, but only based on your skill in placing them from your hearing (like Spirit) as close as possible.

    I'm currently p100'ing my Knight and plan to make a whole post about the journey with thoughts and stats for the run if you're interested. I'm almost there. Doing a win streak for it too (102 wins so far and continuing), but that's from me playing in a very weird and definitely unintended/unwanted play style lol.

    interesting idea but how does would it affect the guards having to 1 detect the survivor 2 float towards the survivor and only then start chasing. Does it account for this? (i personnaly would find it best if bhvr removed the 3x duration debuff)

  • a good start for eyrie (and coldwind) would be to turn them to nightime with only the light of the moon (and a few lit torches) to light the map.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916847#Comment_3916847

    As far as I've gathered they want you to be long range guard sniping people and then you chase someone else. So multitasking macro play where you keep two survivors busy at once. They generally aren't wanting the "pincer the survivor" game play.

    tbh i liked the work together with the guard aspect of his old kit but i understand why they removed it. With the current kit i just feel powerless when a guard is chasing someone (especially without the torch addon). Since a guard is chasing someone i cant use carnefex to zone a survivor since thatl cancel the hunt. imo the guards should be faster if theyre supposed to chase on their own (4.2ms atleast for carnefex and jailer and maybe 4.5ms for assassin)

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916833#Comment_3916833

    Yeah especially seeing as that's the exact play style they want you to do with him.

    not sure if this is the way bhvr wants you to use the guards since the banner still exists?

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916261#Comment_3916261

    Yeah I agree. the anti loop/dash has been over done ad nauseum. We need to go back to some genuine stealth killers, slow down killers like Pig or alternate objective/win condition like Onryo. On that note, I feel like stealth killers in general have always been kept a bit undertuned tbh. I feel like they could use some buffs. Like I don't think we've had a genuine full stealth killer reach A tier like ever.

    What if it was a killer that gave survivors an alternate win condition? Like other than gates, doing some other type of task opened a portal to escape lol

    thing is with stealth killers they are inherently weak simply because theyre too slow. Thats the sole reason people gravitate to dash/faster paced killers. Because they can get stuff done quicker with (usually) less trouble.

  • @Kleine_Klompje said:

    Could you tell me why xenomorph, knight, nemesis, cenobite, huntress and wesker is in the tiers you placed, please? I'm just curious.

    Id argue knight is high c tier atp he cant chase with the guards bc of 3x depletion he cant zonr bc of 10m requirement the guards ai are too dumb (and are too slow) to do anything meaningfull and most of the time the survivor can grab the banner making the guards useless. So youre basically an m1 killer

    I think xeno is in that tier due to turrets (maybe?) But putting xeno lower then knight is just wrong

  • @LuBergen said:

    Not sure why anyone bothers questioning the game's killer bias. Literally been carried by a killer and another survivor shining flashlight right into their face and nothing happens. Same thing how killers take random swings in what ever direction straight up missing and the game counts the hit. Funny how survivors gotta be super precise with a flashlight but killers require 0 precision taking a swing at you.

    Killer bias??? Where?? Idk man bhvr clearly shows they dont care about the casual killer side. From basekit changes to gen regression being nerfed to map design to blood moon event

  • @Bodark said:

    Invocation Killer Perk Blood Sacrifice

    Press the secondary ability button on a survivor in the dying state to begin dragging them by the leg. Dragging the survivor to basement allows the killer to sacrifice the survivor immediately.

    It takes 45 seonds for the survivor to wiggle out. Other survivors can garb on to the survivor being dragged to hinder the killer by 15%. 2 survivors for 30% and 3 survivors allows the survivor being dragged to be freed.

    The killer can’t drag the survivor unless they are 24 meters away from the basement.

    Ngl the idea behind a killer invocation sounds super cool

  • Weird ive been only getting comp lvl survivors as killers. Il be lucky if i get 2 kills (using knight)

  • but that is an argument for making deerstalker basekit. it would avoid unintended slugging.

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