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Xendritch

Xendritch

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Xendritch
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  • @pidgeon said:

    Has Lay Waste been getting much value? I haven't tested it yet.

    It's a 3 gen perk, early game it's meh cuz you can't actually babysit the gen to make sure it regresses cuz you have too much to do but it can drag out late game a ton.

  • Not on console but I do play with a controller and got the adept in 2 games.

    Literal get good moment.

  • I don't think anyone would be sad if it were removed. I barely consider it a real map and it's a lingering reminder of just how bad the walking dead release was.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/471434/is-knotted-rope-still-getting-a-rework

    The devs later on had mentioned that the 2% is sufficient enough for a bonus. That they will not be adjusting it.


    As a Houndmaster main - I personally disagree, which is why recently I did a addon on pass for her (Just addons) on the feedback side.

    The weapon wipe animation is 2.7 seconds. 2% is 0.054 seconds. I wanna know it what world the devs think saving 0.054 seconds is worth anything. Do they think we can't do math? But then again I suppose that sounds better than them just admitting they don't really feel like reworking the add on.

  • Ironically working on something you like leaves you with less time to actually enjoy that thing. I don't need the devs to be god loopers or 4k streak demons I just need them to be willing to listen to the people who are.

  • THANK YOU!

    This is what they should have done in the first place. Making the beam more visible from farther away is totally fine. If this somehow isn't enough and Judgement has a super inflated kill rate then we can have the vignette conversation but I suspect it won't be necessary. Very happy I can actually be excited for tomorrow again!

  • @DodoSwarm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110943#Comment_4110943

    yeah I think the totem rework serves everyone better as opposed to another perk rework.

    But there's nothing wrong with totems themselves. We still have Undying and Pentimento so they'll still be strong but easier to counter with TOTH gone especially if somebody brings counterforce.

  • @DodoSwarm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110878#Comment_4110878

    I think the problem is that TOTH makes totems way too strong with certain characters but on the other hand without it they are way too week, that's why its a balance hell.

    Those perks do help but it doesn't matter when you're screaming half way through cleansing a totem in TOTH and it resets or you have to spend a considerable amount of time contesting totems instead of advancing the game from the survivor perspective depending on totem RNG and how the killer is defending them, TOTH is bad because the singular perk is affecting how viable all hexes are in general. it could be entirely redone to be something totally else and totems just be longer to cleanse across the board with either slow regression or no regression on them.

    also, on the flipside if someone is running a totem build and you don't have TOTH you wasted a perk slot because its gone in 10 seconds sometimes, its just unhealthy from both sides

    TOTH is getting completely reworked so this isn't going to matter in a month and a half.

  • @BloodBehemoth said:

    BHVR should add a survivor perk to the game that makes finding and cleansing totems faster for people who hate totem builds.

    It's called counterforce, small game, detective's hunch, extrasensory perception. Take your pick, there's literally enough perks to run a full totem hate build so you have no excuse.

  • @cammoking123 said:

    Can someone tell me why a huge pillar of light shouldn't be visible from far away?

    The thing is loud AF and you can see it in the sky, it was already incredibly noticeable, we're now just balancing for people literally not paying attention.

  • I just don't understand what the design philosophy behind Judgement is at this point? BHVR made a sniper then nerfed their ability to snipe so what does BHVR actually expect us to do with the killer?

    I feel like some players are so oblivious you'll still be able to snipe them but against the top 5% survivors I don't really know what the gameplan is supposed to be. I mean I kinda do they just want us to take medium range shots in chase all the time but that's not really as fun as getting long range snipes. IDK I guess we'll see on release day but this killer feels like they just went from bottom 6-7 in pick rate down to bottom 3.

  • I think the reason I don't like them is they're very reactive perks and I prefer a more proactive playstyle. Obviously the situations they're good in they're the perks you want most but you're relying on another player playing a certain way to give you value. Where as something like a built to last with a toolbox which is something I like to do often I'm actively pressuring the killer instead of trying to keep pressure off of me and I'm in control of when I use the perk, it just feels better gameplaywise.

  • I did not realize the reason BHVR gave for these nerfs was something basically to the effect of "strimmers would be talking to their chat and not have a chance to dodge the beam" and like are you serious right now?

    This is a PvP video game, yes you should be forced to pay attention to the player trying to kill you. I don't think it's going to make Judgement unplayable although I do think these changes are unnecessary but this is way more alarming for the indicating BHVR's overall thought process. Like is BHVR really out here trying to make survivor as autopilot as possible for STREAMERS?! That's like 5-10% of the playerbase if I'm being generous and it's dictating balance for everyone. If streamers cannot dodge a beam because they are not paying attention that is what we like to call a "skill issue" which has a remedy of "getting good" and it should not be a burden placed on nonstreamer killer players that is ridiculous.

  • Saying BHVR is pushing Wraith/Nurse when it was just one cosmetic pair released years ago is a real reach.

    Also Nurses lore isn't quite what you say it is and honestly nurses lore is a mess and it's hard to pin her character down because her bio paints her as a heartbroken woman who slowly went insane working at an asylum performing what she saw as mercy killings on patients. Then you have her tome lore painting her as someone who believed in eugenics and killed patients because she didn't see them as human. We really need a second tome for nurse so we can have a clearer picture of her cuz it's unclear which version of her BHVR wants to actually present at this point in time.

  • I think this is mostly a good thing however I have some concerns about hooks being weighed heavily for killer because if the killer is good but chooses to slug and therefore doesn't rise as high in MMR as they otherwise would have you might have a situation where okay survivors go against otherwise very good killers.

  • So are they not reworking the add on? Cuz I don't know why you would ever not use the toggle over the add on if so.

    Kinda ambivalent to the beam changes. Use of misdirection and hiding it behind buildings is still the play so nothing really changed there. This change only punishes people who fire in a straight line.

  • So just because someone made a video and put it on youtube doesn't mean they know what they're talking about. I went into the video with an open mind but between him only playing 5 games with her and saying the new survivor perks are "busted" it became clear this video was made cuz rent is due not because they wanted to make a well thought out video on the new killer.

    I have probably 20-25 games on the new killer against real players (yes I did actually sit in queue that long for multiple days) and here are my thoughts. I believe she is at least high A tier if not S tier (probably can't actually put her S cuz her close up game is actually not great) because she has some of the greatest macro pressure in the game. The problem is Judgement is extremely aura dependent so build variety is a challenge cuz if you try to branch out you're gonna be guessing a lot more but if you have the auras you can pressure anyone anytime you see them. Furthermore no other killer can rack up multiple health states as fast as Judgement can, discordance and nurses's calling is terrifying on her for this reason.

    Now to address the video directly he has a few things wrong. You don't wanna sit in the middle of the map because 60 meters doesn't quite reach every gen from the middle so you do want to be moving around fishing for hits as you patrol. Now he makes a point of you can see the beam so it's easy to dodge which can be true however that's only if you're firing in a straight line, you can absolutely make survivors think you're firing at one gen and then fake them out and fire at a different nearby one. You can also hide the beam behind buildings and indoor maps forget it it's not all that visible on those. I think he's also underestimating how fast the beam is once it reaches max speed it's one of the many reasons trying to spawn the beam on the survivor is bad because it takes a second for it to actually get going.

    As for her chase potential, it's bad but still workable. I think the 180 flicks are kinda meme tbh, I mean if a person can hit them cool but there's always gonna be a little bit of luck involved with that no matter what because you have to physically stop looking at the survivor to do it and then somehow readjust in a split second and fire. Possible? Sure but that's not gonna be your bread and butter in loops it just isn't. However you do have other options, you can fake the power and if they don't expect it they may run into you to avoid the beam but as soon as you recover, (it's not that long if you don't fire) you can m1 and if you're not right on a pallet you'll probably get the hit. However the stronger option imo is to stay a bit back and try to hit short range perpendicular shots. It's not easy but if you practice it's a lot more consistent than flicking because you don't have to take your eyes off the survivor and trying to run from you and dodge a beam coming from the side can be very awkward for the survivor.

    A brief word on exile, nothing forces you to exile multiple people at once. You can exile one and hook another and only helps your pressure. If you really wanna keep your zealous up you can also exile one and just guard a slug while firing beams while you wait for them to rescue one then once they save you can exile the other. As for the extra protections in exile it's not a big deal, you really only care about the endurance and one you hit them it doesn't matter how long the endurance actually was once it's gone it's gone and also it's never usually gonna last the full duration cuz if it does it means they're not touching a gen or doing anything useful so you're still winning. Not to mention the trade off of being way faster than hooking and not having to worry about flashlights ever makes it well worth it.

    I'm not claiming to be an expert on the killer, nobody is and we don't even know if they'll be any changes to the live version. But I'm willing to bet I have more time on her than 95% players and I'm very confident Judgement is a strong killer if you put the time in. It's fine if that person doesn't like the killer she is gonna be very niche but I don't think they had a good understanding of her at all.

  • Getting tunneled indeed isn't fun they're correct however I never understood why the sides are responsible for each other's fun. Survivor and killer both are responsible for their own fun, this is why we have so many band aid perks. Anti tunnel, Anti Slug, Healing faster, Gens faster, Gen regression, Aura, Chase perks like Brutal/Bamboozle, Stealth perks, no matter what side you play if there's aspects to the game you dislike there are perks to make those things easier and protect your own fun.

  • I have 34k Shards and 6.2 million blood points in preparation for Judgement day. It's been a really long time since I've been so excited for a killer. Also really interested to see if there's any changes from the PTB, there's a lot they could do but nothing they really have to do so we'll see what BHVR took from the feedback fairly soon I imagine.

  • The killer is using an entire perk slot just to counter an item that may or may not come into play especially when killers can just face the wall they don't actually need the perk. This thread however is the perfect example of why I still tell people to use lightborn. In practice no the perk isn't that great but the amount of psychic damage it does to survivors gives you such a mental edge that it's still useful because no other perk tilts survivors this hard. The day survivors stop caring about lightborn and instead go "okay time to stick on gens and play safer" when they see it will be the day the perk actually becomes bad.

  • They tend to be god pallets in disguise, you have to break one or the loop is too strong but once you do the loop becomes incredibly weak.

    I'm mostly indifferent to them, they're not broken and they add variety to the maps so they're fine.

  • @SnuglyPortia said:

    You're not entirely wrong, at least regarding BBQ. But Behaviour have made their stance pretty clear that they don't want perks to have an artificially boosted pick rate entirely due to "external" factors (factors that go beyond the trial.)

    I think the "good boy hooks" from 9.5.0 PTB were a good idea. A small additive BP reward for playing "nice." I think the bloodlust gain wasn't great though: it was useless on like 80% of killers and didn't even do a good job of stopping high tiers. While Blight and Ghoul couldn't use the bloodlust, the likes of Spirit and Singularity could, and they don't need buffs when compared to Trapper or Ghostface.

    Which is low-key kinda disappointing because the BP thing I get but ace in the hole like perks is such interesting design space but I doubt we're ever getting anything like it ever again.

  • I feel the same way about this wheel as I do people trying to shot call in silver in hero shooters. I don't really need to get spammed messages by someone who doesn't know what they're doing.

    BHVR updated the HUD and people don't use that information effectively, they let you see your teammates perks and people don't use that information effectively, why on earth would a chat wheel be any different?

  • Judgement for sure, she has potential to be a top 3 killer in the game in her current state.

  • It's just a question of ratios tbh, as long as killer isn't in a garbage spot the killer queue will always be longer due to the 4:1 ratio.

    And no it's not because survivor is in a bad spot it's in a fairly mid spot it's that the amount of average players has increased the last couple months, You had Jason into Anniversary into Summer Event so you have way more of the "casual" player base playing for an extended period of time so the quality of your soloQ teammate has probably plummeted recently because the MMR isn't actually all that strict and prioritizes finding a lobby over the MMR.

  • @SpyUA said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107615#Comment_4107615

    1. Survivor strongest perks are rewarding losing while killers to get value needs to down the survivor and hook them with all of the time spent with lots of risks (like exhaustion perks wasting time or survivors getting safes which wastes a lot of time as well) and killer perks like DMS can be countered easily, also friends till the end is far from being strong and survivors get 16 strong perks compared to 4, a killer perk is not 4 times stronger than a survivor perk, often equal or weaker.
    2. Hex Third Seal is often used in slugging builds and makes it really hard to track the slugged survivor so they struggle to pick themselves up and it's different for hooking and if survivors follow the killer with flashlights then the killer is forced to slug as there's high risk of survivors getting a safe which will waste lots of time.
    3. Basement is not everywhere and it's hard to get to it majority of the time.
    4. Killers hook much more than slug and it's much easier against anti-slugging perks than perks like dh.
    5. Killers do fine when hooking because they tunnel or in low MMR so that explains this.

    Tunneling is the only thing that makes hooking still appealing but anti-tunneling perks are the strongest ones and most annoying to deal with so that's why killers slug.

    1. You're not actually addressing why hooking perks is the meta for killer though like surely if these perks were so weak and easily countered other different perks would be meta for killer. And yes the survivor perk design is mostly in the comeback mechanic space their only objective is gens and nobody wants more gen perks for survivors so what else are they gonna do? Make 12 more exhaustion perks for chase?
    2. If you're entire strategy hinges on third seal that's already a bad sign because the second you run into anybody on comms your build doesn't do anything. And you're actually not forced to slug around flashlights you can either face a wall or bait the flashlight and hit them. It is 2026 can we stop pretending flashlights are all powerful? They're like the 3rd strongest item.
    3. I'm aware but it's still a powerful tool that I feel killers don't utilize properly as much as they used to.
    4. Yes killers do hook much more than slug thank you for making my point? You would think if sluggimg was that much more powerful that wouldn't be the case.
    5. So let me get this straight. Tunneling is what makes hooking fine but we're slugging to avoid anti-tunnel perks but most people are doing fine hooking so how good are the anti-tunnel perks actually? Cuz it seems like they're actually fine looking at the kill rates and knowing hooking is vastly more common than slugging.
  • I don't really buy the "hooking is dead" arguments I've been seeing lately. Weaker than slugging sure but I think both options are still completely viable.

    1. While survivors get a lot of their strongest perks from hooking so do killers. Pain Res, Turn Back the Clock, Pop, Friends till the End, DMS are all perceived to be some of the strongest killer perks in the game and all of them rely on hooking.

    2. It's perceived to be not time efficient as time spent hooking is time spent where 3 other survivors can work on gens uninterrupted. But this logic has a couple problems.

    • Many survivors do nothing but follow killers around with flashlights.
    • It's only considering the time during the hooking process not after when you have a single survivor on hook, one have to go save and another you can chase so only one survivor can be on a gen so it evens out after. Now you can argue slugging gets similar results but consider you as killer get to decide where the survivor gets hooked and where survivors have to go to save (hint hint hook people in dead zones when possible) where as slugs can crawl wherever and you don't know where anybody is after the initial slugging.

    3. Basement is a thing. I swear people have forgotten how strong basement is, stronger for some killers than others but it's never a weak option and you're pretty much guaranteed a couple of hook trades if you do it right.

    4. Slugging only seems stronger because survivors expect hooking. If survivors actually expected slugging and brought WGLF, Unbreakable, Exponential, Conviction, Plot Twist, Made for This, For the People, Buckle Up or any of the other perks that makes slugging worse slugging would all of a sudden seem a lot weaker than hooking.

    5. Most killers don't slug and do perfectly fine, we would be seeing far lower kill rates globally if hooking was actually "dead" or "unviable".

    If we're being so for real this debate has been created by CCs playing at the top 5% of MMR because slugging made their kill rate go from 90% to 95%. It's incredibly goofy and if you tried to make this argument in any other competitive community for a game you'd get laughed out of the room while they went back to discussing if something with a 54% win rate was broken or not.

  • Ironic that BHVR has released nothing but mobility killers lately but the first non mobility killer they release in a while might be the strongest of them all.

  • Can't promise this will work for you but focus more on experimentation with killers and builds, if you think of the games as a test/experiment then failure isn't bad per se it's just the result of what you were testing and you can tweak it to gradually improve the result.

  • I agree but am I crazy or is there an alternative "fixed" version of suffo pit? I swear I played on it a few times a couple months ago but haven't seen it since.

  • @Arcturus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106126#Comment_4106126

    For any hook stage on any killer you need to down the survivor, that's not what they're talking about. They're talking about how instead of having to pick up, carry, and hook the survivor (which, in all, let's say on average takes 10 seconds), you can trigger one animation that lasts a couple seconds. Plus, although the killer doesn't know exactly where you are "hooked," survivors can only be saved at the two shrines nearest to the killer, and the killer does not give any anti-camp. I can definitely see this getting abused, especially since in the PTB many people have experienced being spawned in right in front of the killer, so there clearly is no code in place to spawn you a certain distance from the killer. The extended endurance wouldn't matter much if you get instantly m1'd and then shot by a laser beam

    You don't see the aura of the shrines as Judgement and you can barely hear them, it's kinda on the survivor if they're liberating next to the killer considering they have two options and the killer can't be in both places at once.

  • It's not really a 4 second button press you had to get hit twice and the judgement doesn't really know where you'll come back and on top of that you get massive unhook protections you earn in exile so I think it balances out pretty well.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4105875#Comment_4105875

    Thats the thing long to medium she is deffinitely strong but on close range unless you run certain addon (cant remember the name but I think its the one you mentioned, its the one otz has in his vid too) you dont get these shots easily especialy not on controller where doing sharp and fast camera turns that had to be very accurate like 180 flicks not to mention survivors still see the pillar before it can damage them.

    She needs some adjustment for this or it would be very bad killer for all players that dont use mause and keyboard and even then good survivors will be super hard to hit. You can chase them as m1 killer but you are 4,4 m/s which is even worse then regular 4,6 m1 killers like trapper.

    She is good but on close range she will be garbage so almost everybody will play her range just closing distance but not going close and spaming the pillar till they down you and exile you which I bet survivors find very annoying just look at vecna the first he is almost the same but he goes close he works mid to close range but she is totaly new here she works best at long to medium range and on close range she sucks a lot maybe more then hag due to her size.

    I mean she definitely needs so close range option because I don't think the 180 thing is viable regardless of M+K or controller because you have to take your eyes off the survivor to do it and by then they may have broken LoS so you're essentially just guessing and even if they don't they can just run into you and still have time to vault or pallet drop after you cast in a loop. So I don't see it as a controller issue it's just an issue with the killer in general. The only viable closeish range shots are the horizontal ones where you stay slightly back and those are completely doable on controller.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104361#Comment_4104361

    This killer unless they change it isnt for controller player base. Im on pc but from what I seen and heard I van clearly say trickster or xeno are much more viable for people playing on controller then she will be.

    Like on some vloser range you have to do 180 which no other killer requires and hitbox of he attack is realy small compare to other killers with kind of simular power like artist. She has big potencial but will be stomped by her not being so viable inteality. Im not sure how big part of community is playing on controller but I would bet it will be around 1/2, majority are playing survivor but those playing killer well they can forget about her.

    Its quite poetic isnt it, a killer created by community for the community to enjoy yet it wont be in reality so viable for big part of the community.

    I play on controller and can 4k on her fairly comfortably as long as I focus on long range and midrange shots, close range is hard but get somewhat easier if I'm using prayer kneeler. Console will be fine as long as they actually want to get good at the killer.

  • https://www.youtube.com/watch?v=zwschpgTIJo

    Never felt so vindicated in my life. Can confirm this is more or less what I've been doing too although I do send people to exile rather than slug

  • When Judgement arrives you're getting purged first.

  • @100PercentBPMain said:

    I don't honestly know if spamming is actually the way because we thought that about Henry but turns out he's better at using his power patiently

    You can actually get snipes for the first hit fairly often just firing at gens but they will never stick the gen after and getting that second hit can be a bit of a chore, that's what I'm mostly trying to lab out rn what's the most consistent way to get the second hit.

  • Not with those no it's more like a slingshot almost like you're casting a line then turning around and yanking it back over your shoulder.

    The crosses you can do in front you just have to give yourself space and stay back a little.

  • @pidgeon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4105489#Comment_4105489

    Have you had problems with 180 flicks on controller?

    Sincerely, A Controller Player

    Yeah but I'm getting the hang of it, in loops at least it's a funny image but because the timing of when you start the flick matters I like imagining I'm summoning a blight with only two rushes. I start the beam as I turn the corner aiming it at the nearest wall a blight would bounce off of and then I turn the corner and cast and it's almost like you're preflicking because instead of cast turn turn you're just casting and turning and it makes it easier to keep the survivor in sight too.

  • The Judgement is fine actually.

    Sincerely, A Controller Player

  • @Shaderz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104981#Comment_4104981


    Maybe because of the way the game is designed:

    - Starting a trial
    - Finding the first survivor
    - Chasing him for 30 seconds
    - Picking him up
    - Carrying him to a hook
    - Moving on to the next survivor

    By then, if survivors are relatively efficient, which they mostly are in high MMR, 3 gens could've gone by already? So if I want to come back into the game and still win, tunneling is necessary to remove someone from the game and force a 3v1.

    I don't think anyone is really being intellectually honest if they claim they've never found themselves in a similar situation as such.

    I can honestly say I've never found myself in that situation in a game where I was playing well.

  • Idk if it's abusing Jason as much as it's people already play Jason and he's very good in lights out. But yes the ridiculously quiet killer with built in info is good in the dark mode.

  • My only opinion on this is it felt more like people wanted the blue haired girl to lose than they wanted Aurora to win.

    This is Haddie all over again where people swore if she just had more cosmetics people would play her and BHVR actually listened to those people and you still don't see Haddie anywhere.

  • It's because wolf form can't get bloodlust, can't moonwalk and the pounce can't curve at all, and the form does nothing in loops.

    Also wild we're gonna act like wolf form is the issue when it's been clear for a while now bat form is why Dracula is as strong as he is.

  • For killer that hasn't happened yet (we'll see what happens with Judgement) but I P100'd Taurie and don't play any other survivors.

  • The only way you're hooking the same person 5 times is if you're hard tunneling.

    Do you wanna talk about why you're hard tunneling?

  • I play both sides and can tell you 10 games will feel very different depending on the night. The deciding factor isn't whether I win or lose it's did the games feel close but also fair. If I lose because I got tunneled feels very different than if I lose but didn't get tunneled and got good chases in and the game could have gone either way the killer just edged us out.

    Same with killer, losing because the survivors got the safest loops imaginable chained together feels different than it was a fair map and the survivors just played efficiently.

    I guess to put it cleanly the deciding factor on if I get angry or not is "did I get a chance to show skill expression or was the game decided by cheesing the game design".

  • I think Surveillance/Ruin combo is still solid but you never see it anymore, I think it's more solid than running hive mind as surveillance isn't a hex but you get the important part of the information which is what gens are being worked on. Can be decent with Eruption and Oppression too.

    Ultimate Weapon/Whispers is an interesting one. Wait until whispers procs then open a locker and pinpoint their location. You basically get doctor's power in your perks.

    Built to Last I think can qualify for this in the sense everyone knows it's great for gen builds but I actually quite like it for healing builds too and I think it's underutilized for that. Get as many charges on it as you can have 6 self-heals at a much faster speed than self-care.

    Extrasensory Perception I don't think gets enough love. Need to find a teammate for a heal or crank the last gen? ESP. Need to find the hatch? ESP. Need to figure out what angle the killer is coming from? ESP. It just does so many things for a single perk slot.

  • Except Third Seal isn't like old knock out because 1. It's a hex and 2. Unless everyone is effected by it it can't really be used for slugging.

    Something tells me your team massively screwed up if the killer got that much slugging value out of it.

  • @ScottJund said:

    So this does not work at all. Survivors can see the beam as it is being aimed, even through walls, which means even on indoor maps the only way you are reliably hitting people on generators is if it is their first game against the Judgment. The only exception is if you are in your empowered form where you can adjust the beam very shortly after its shot, but the turning scales with the distance of the power, meaning if you use it to snipe, you won't be able to really turn it whatsoever.

    In short, no you can't just sit in the middle of the map and hit people, you will lose.

    (This does, however, make the killer a disgustingly strong totem defender, so look forward to that standard hex build on every single one)

    It also ramps up in speed very quickly so if the killer is in zealous and spaced correctly it seems not so easy to dodge especially if they send it in a slant or at least not a straight line. I'm not saying send it max range but slightly outside the TR it seems pretty effective and a lot more manageable than trying to 180 flick every shot short range which controller players just will not be able to do.

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