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Zeidoktor

Zeidoktor

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Zeidoktor
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  • @BigDaddycossy713 said:

    Can we have voice chat or proximity chat if it makes it better y'all can make a mute or make it when they need a dead by daylight account to turn it on with a click in settings

    Just stop for a moment and imagine the people in this forum in a voice chat.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310984#Comment_3310984

    Here's the issue. A team of survivors gets 16 perks. There could be 0 to 4 boons. If you look at some of the most intense games from Otz, Coconut, Hens, Truetalent, *your favorite streamer here* - you will see that boons are a massive aid to survivors.

    Imagine if hex totems required a boon to "delete them". Everyone would be using Devour Hope and Shattered Hope. If you don't have any boon players then you can't delete DH.

    Somewhere around two to three years ago there was an internal test to the game where they made it so you can heal twice per game. After that you play injured. If that became base kit then boons would be fine. The issue is that being able to repeatedly shrug off injury quickly from the killer breaks the game.

    One of the only things that VHS got right is that every hit matters. Hits need to matter in DBD.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3311352#Comment_3311352

    Tell me you didn't watch the video without telling me you didn't watch the video. The boon in that game overlapped so two downed players in the basement got a free unbreakable from the boon.

    There is zero excuse to have CoH and NOED not have similar rules. The old 2016 NOED is about as fair as the current CoH.

    Base kit killers should be able to break totems when they interact with a boon. That is a very simple way to limit boons in a reasonable manner. It would also create pentimento interactions.

    Shattered Hope would have a niche 2/10 purpose but could instantly destroy the boon on the first kick.

    Honestly, I didn't. Half because I was at work but also because, as my post implies, I figured this claim about Boons in general to *actually* be about Circle of Healing in particular, as that's been the case about 99% of the time people complain about Boons. Which your posts seem to bear out, even excluding CoH is the thumbnail of the video.

    This generally disinclines me from taking the complaint seriously as it is, at best, sincerely mistaking the issue with one specific perk as an issue with the mechanic as a whole and, at worst, actively deceptive pretending the whole mechanic is an issue when the wonk is only about one perk. In either case the complaints are specific to CoH because, far as I'm aware, Shadowstep, Exponential, and Dark Theory don't have the problems CoH has.

  • @DBDVulture said:

    They either need to be "default self care speed" or have charges. It's not fun to play against a boon as killer where the survivors can heal faster than it takes to cause an injury.

    https://www.youtube.com/watch?v=GqsyyEQrCCI

    Are *Boons* too efficient or is *Boon: Circle of Healing* too efficient?

  • I always wonder, does anyone who says "Remove X" actually expect X to be removed?

  • My own idea for Trapper, assuming no other changes: All his traps start the trial set.

    While still vulnerable to RNG trap placement, it seems a simple but effective way for some early game pressure.

  • @LordSturm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/358053/matchmaking-penalty

    "didn't rage quit or something FOR ONCE..."

    That's why.

    "What am I supposed to do..."

    Stop ragequitting.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3294274#Comment_3294274

    Doesn't work that way. You can't determine with 100% certainty why the game was left, and there will always be a way for people to ragequit and bypass that system. So you're either hitting every DC or you're hitting none of them. In this game where disconnecting almost always ruins the match, it has to be every DC. It doesn't matter if your internet was the problem, you still screwed your teammates.

    @VillainousTurtles said:

    https://forums.bhvr.com/dead-by-daylight/discussion/358053/matchmaking-penalty

    From your admission that you didnt DC intentionally “for once,” it seems fairly clear that you have a regular habit of DCing, and what youre asking for is for BHVR to develop new industry technology that can detect weather and power outages in your area, for the entire planet.

    You will have to excuse them if they put that project on the backburner…

    The "for once" really is a bit of a giveaway here, isn't it?

  • Very least you choose to do nothing it's your own fault if nothing gets done

  • To me, it's seemed that the issue with the Incapacitated effect has been the fact that it's impossible to avoid barring someone on comms saying they're about to go down, making it a bane on solo queuers in particular. 

    That in mind, my thought on what to do with the perk without seriously changing it was add a small window from the moment a Survivor is down to Eruption's effect kicking in. Small enough that it doesn't make the effect too easy to avoid but enough that an alert Survivor is able to react to the coming explosion and avoid becoming Incapacitated. 

    It keeps Eruption powerful but offers a form of counterplay. One that all players can take advantage of while, at worst, having no effect on a SWFs' ability to avoid the effect 

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273373#Comment_3273373

    The map is spawning every possible pallet.

    The last time I played that map there were 6 pallets within about 5 seconds of travel time from a central point as killer. This is not an exaggeration.

    It's as broken as if the map only spawned 5 generators. That being said you know it would be interesting if they just kept the map with 25 pallets and changed this map and the game to only spawn 6 generators.

    The map offering is currently killswitched though the map can still occur at random

  • While it won't help you with the Adept, I thought that the Knight's Hubris might be good on him. Depending on the pallet he can make up distance after getting pallet stunned better than most if you can shoot and reel them back in.

    Also, while not useful, it's interesting that because any stun triggers it, the Survivor breaking the chain does, too. They're already injured by that, though, so it's more interesting than useful.

  • If someone DCs right after being taken down or otherwise things aren't going their way, I assume they're being a One-Down Wuss. If it's random or otherwise occurs when they're otherwise doing well, I'll give the benefit of the doubt and assume natural disconnect.

    The one I've never understood is the person who DCs on their last down or otherwise at Endgame, since they lose any pips or Bloodpoints they earned.

  • As of right now, when you Prestige a character, that character's bloodweb reverts to level 1 and you get any applicable rewards (unlocked perks, bloody cosmetics, charms). That's pretty much it.

    No offerings or addons the character has in their inventory are lost. Also even at Prestige 1, which unlocks their teachable perks for all characters at tier 1, it also unlocks them for leveling in bloodwebs. I mention this because it's a common thing I see people miss and they think you have to get to P3 to get perks at tier 3. You don't, but it's more convenient if you're leveling multiple characters, such as Killers.

    Additionally, if you had anything Prestige related unlocked prior to the change, for example you leveled a character to 40 solely for those teachables and did nothing else, those things remain unlocked even if the game itself may show otherwise. In other words if you did that level 40 then stop, everyone have that character's perks in tier 1, at the very least.

    The only negatives to forced Prestige, in my opinion, are the 20,000 Bloodpoint "Prestige toll" that essentially serves as level 51, and even that's an improvement over the initial 50,000 and the reduced ability to get high-end addons in the early bloodwebs, which BHVR is/has been working on.

  • @DyingWish92 said:

    So after being stunned the survivor is exposed for 20 seconds. So by the time you break the safe pallet and catch back up to them they are no longer exposed. I mean come on, how safe do we have to be with these perks? Maybe make it exposed for 45 seconds and give it a 60-80 second cool down or something. Sure it can be paired with spirit fury and enduring for a cool combo but it's not worth it to spend 2 or 3 perk slots to get this to work. It can work if you get stunned at an unsafe pallet but whatever, feels like a good perk idea but way to safe to me.

    I can't confirm firsthand but, for what it's worth, I got the impression it works for all stuns, so Head On, Blast Mine, etc, can potentially trigger it. That at least opens up some doors for it.

    If so, I'm actually wondering if Wraith or Nurse getting Lightburned could trigger it

  • @matteriess said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273588#Comment_3273588

    So are you proposing a rework to Blast Mine? Either way, I don't understand the relevance here...

    They're saying Blast Mine doesn't alert the killer to its presence until they kick a gen the same way Eruption doesn't alert the Survivor to its presence until someone's downed and the gen blows.

    So Blast Mine doesn't work as a comparison/solution because the side that could actually use the visual indicator can't actually see the visual indicator.

  • My understanding had always been the issue with Eruption is primarily the 30-ish second long Incapacitated status effect. The problem there being that not only is the gen blowing up and regressing, not only are you stuck with no way to do anything about it, but you have know way of knowing when it'll even happen.

    That's why my main idea has always been add a tiny delay between down and explosion. Not so much the it's too easily avoidable but enough that an alert survivor has a chance to let go in time.

  • @RainehDaze said:

    that nerf doesn't even make sense as a proposed fix for your problem.

    If the issue is perk interactions, the solution is not "randomly make an object teleport if the Killer is nearby it".

    Simplest solution would be "being forced to scream will not interrupt survivors in the process of solving the Lament Configuration" .

  • The Knight might actually be the worst killer in the game

    (Next Chapter)

    [Next Chapter's Killer] might actually be the worst killer in the game.

    (Chapter after that)

    [Chapter After That's Killer] might actually be the worst killer in the game

  • @kaskader said:

    Kill switch this broken cringe map until its fixed...

    Sincere Question: What's so broken about the cringe map to warrant the killswitch?

  • Double post because I just realized something: Hubris apparently works on all stuns now, going by the description, not just pallets. Had someone I know mention wiggling off triggers it.

    I may revise my suggestion for who's best at it and toss in Wraith and Nurse if Lightburn triggers it.

  • For reference it's in the patch notes. Under known issues: Hex: Face the Darkness has an incorrect description

  • A thought for Face the Darkness: Plague.

    In the one hand, it's easy to cleanse out of being injured, on the other hand, it offers incentive to cleanse out of being injured, and a fountain is easier to find than a totem.

  • @Sonzaishinai said:

    The hex perk is probably pretty good on doctor with a thrill build i'd imagine

    Between doctors static and the hexes screams good luck doing any other hex totem while the effect is up

    Maybe mix it with the addon that reduces his Terror Radius when Static Blast is on cooldown.

  • My understanding has always been that DH's big issue was Dead Hard For Distance. The "third health state" seemed less an issue to me as that was the premise of the perk.

    For that reason my thought to change it was "you only get the distance if you actually take a hit". Current Dead Hard basically does exactly that, so I can't complain.

  • Plus Third Seal isn't necessarily the best 5th totem Hex to mix with Plaything. I've had some success with Retribution since, assuming it isn't cleansed out the gate, every Plaything and/or Pentimento cleanse triggers Retribution.

    Thrill of the Hunt could be useful to slow down cleansing, too.

  • Speaking for myself, I try to operate on the Golden Rule. If I don't like something being done to me when I'm survivor, such as tunneling, I try to avoid doing it on Killer, and vice-versa.

    The way I've come to look at it is Dead by Daylight is, first and foremost, a game. In note responsible for other players' fun, but the other side of that is I have no reason to go out of my way to ruin other players' fun.

    Overall, I won't necessarily play nice, but I will at least strive to play fair. In the process, I hope to end up with and/or provide the minimum best outcome: A game I/they don't mind losing.

  • The main thing with Third Seal is there's no time limit on the Blindness except for the Totem's destruction, where Fearmonger, Hysteria, etc wear off eventually

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3271106#Comment_3271106

    It’s not a joke. Eruption and DH are the exact same situation, where the other side doesn’t have a reliable personal way to bypass it. The DH visual q happens 0.0 seconds before the parry window is active, which means the killer doesn’t have a reliable way of knowing when it’s safe to attack if DH hasn’t been used yet, and doesn’t have a reliable way of responding to the visual q of DH, if the visual q happens after they make an attack.

    And the suggested nerf to eruption wasn’t relevant to the discussion either. The point of this forum thread was to show a double standard between CoH and Eruption. Suggesting nerfs to Eruption are completely irrelevant.

    Fair enough on the relevance. CoH has already been nerfed multiple times and nerfing it without affecting the other Boon totms which, by and large, don't have this issue is a trick into itself.

    That makes me think, of the two, Eruption is the bigger and/or more easily solved issue, since it's a single perk, unconnected to any others, and you have the option to either nerf its incapacitare effect or offer some sort of counterplay response to possibly dodge it entirely.

    My feeling is there should be, if not a hard counter (like Shattered Hope) them some option for move/countermove, like Dead Hard currently has to bring it back to your example. Pre-rework they're was Jack-all you could do against a Dead Hard for Distance. Now if the Survivor manages to pull off a Dead Hard against a hit (or pulls a situation that provokes you into hitting them) then you've got move (Killer attack) and Countermove (Dead Hard) or Move (Survivor tried to trick you into hitting Dead Hard) Countermove (you don't take the bait and they waste DH) and, either way, once you know DH is there you can respond accordingly (bait it out, hit anyway, etc)

    Boons, meanwhile, have the option to snuff the Boon or not and/or hunt the boon down. If you're legitimately running into teams with 3 or more frequently, you can toss the harder counters into your build.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3271068#Comment_3271068

    There should be a similar window for Dead Hard. Enough to allow an alert Killer to know when it’s safe to attack. Maybe 0.5-1 sec.

    I'm assuming this is meant as a joke, since Dead Hard isn't relevant to the discussion at hand and the Dab provides exactly that window anyway, but my suggestion is serious.

    After all, it's not hard to know when a teammate goes down. Even if you don't hear the scream or see the aura, you'll see the change in HUD. It also provides a means for soloQ to respond to the perk while, at worst, having no impact on SWFs' ability to do so

  • @sizzlingmario4 said:

    They're both problems.

    And no, you can't "just let go" to avoid Eruption. With Pain Resonance you can see the aura of the survivor that's about be hooked right before it happens. Eruption has no such tell unless you're in a SWF.

    That's why I've favored there being a similar window for Eruption. A delay between the moment the Survivor is downed and the gen exploding. Enough to allow an alert Survivor to let go, but not do long that everyone can do so with ease. Maybe 0.5-1 sec.

  • @Brokenbones said:

    Being pallet stunned shouldn't be a reward tbh

    Like I know Enduring/Spirit fury is a thing but that's 2 perks for an effect that can only happen sometimes + that you need to put in some time for.

    Whereas Hubris is just, there. Like It's not OP or anything but I don't like it's design all that much

    The perk strikes me less as rewarding getting stunned and more penalizing dropping pallets early/wastefully.

    The perk does nothing if the stunning pallet is dropped by an injured Survivor, the ones who should be dropping pallets to begin with.

  • Plus the whole point of this thread is to offer a way for solo queue to be able to cope with the perk.

    That's why I favor idea 2 with the small window between down and explosion. It changes nothing about SWFs' ability to counter the perk while offering an alert solo queuer a chance to react.

    @Ssajbambusa said:

    Why there should be a way to counter it in a first place? Does every thing survivor could bring as a perk have counter?

    Honestly? Kinda, yeah.

    Not everything needs a hard 1:1 counter like Shattered Hope vs Boons, but a major element of this game is figuring out what your opponent(s) have and adjusting tactics accordingly. Knowing what perks the opposition has should also afford you some means to respond to, if not counter it.

    That's a big part of what got Dead Hard changed, there was no way for a Killer to respond to a Dead Hard For Distance besides hope they screw it up. Its current form offers a degree of move/countermove. A Survivor guesses a hit is coming, or rigs a situation to prompt the hit on their terms, and uses Dead Hard. The killer takes the shot or doesn't.

    You see a Killer has Starstruck, you know it's risky to be close during a pickup. You can't do much to counter the perk, but knowing it's there at all gives you a way to respond to it.

    Likewise Jolt, you realize the Killer has it then you may want to take chases away from where gens are being worked on.

    You see Survivors going out of their way to gain height or aim for a window, you know they likely have Balanced Landing/Lithe and can plan accordingly. You can go for hits you might hesitate on because of Dead Hard, for example.

    A Survivor gets you with Deception you know to be more careful of potential locker plays.

    Eruption doesn't really offer a way to do this sort of thing. Your only warning is if you know the Killer kicked a gen, but knowing the perk is there does nothing to allow you to respond to it. Solo queuers in particular have no way to reliably know when a teammate is about to go down.

    The main issue I've seen people remark on is the Incapacitated effect and/or its length. If that stays, the Incapacitated should probably be shorter. If it's kept there should be some means to allow a survivor to potentially dodge it and provide John Q Survivor some way to respond to it.

  • I'm inclined towards #2 myself. It gives roughly the same warning you might have to avoid, say, Pain Resonance. I feel a 5 second window would be too big/easily avoidable. Meanwhile a skill check to prevent incapacitation might work against the gen actually erupting.

  • I wonder if the more team oriented MMR coming with the new chapter will help these scenarios a bit. Maybe not, given these are the kinds of scenarios that lead to 4ks but maybe a little for those times someone makes it out.

  • @TerraEsram said:

    https://forum.deadbydaylight.com/en/discussion/comment/3265406#Comment_3265406

    #########... Ok, so it's just stupid for her...

    It's sad that the statut effect for survivor is only for they initial objective, and not for everything...

    Killer Items (things the Survivors normally see in white auras) are the exception to the rule where Blindness is concerned. That's one reason I like Ruleset No 2, as it's the one thing I know of that does block Jigsaw Box auras for Survivors, if temporarily.

    Also one more general tip I'll toss out there: Try to avoid chasing Survivors with active traps. Since they'll be focused on removing their traps rather than doing gens they're the ones you least have to worry about. Smack them if you get a chance, sure, but don't go out of your way for it or all you do is give everyone else time to do gens while you pursue the one person who wouldn't be doing them anyway

  • @TerraEsram said:

    https://forum.deadbydaylight.com/en/discussion/comment/3265383#Comment_3265383

    [..]And don't see the jigsaw box as long as the hex totem is there, so you can trap them, making sure that your totem is "free" and be sure that he can't find the jigsaw box for the bear traps

    As mentioned, Third Seal's Blindness won't stop Survivors seeing the Jigsaw Boxes, so it won't be as helpful as you think.

    One Hex I've paired with Plaything with some success is Retribution. There's some RNG involved to be sure but every Plaything cleansed before they get Retribution is free aura reading.

    I don't know if cleansing Pentimento's Rekindled Totems also triggers Retribution but I think they do.

  • @TerraEsram said:

    https://forum.deadbydaylight.com/en/discussion/comment/3265364#Comment_3265364

    You may be not a pro, but your opinion is welcome!

    Yeah, I try that, to use her rush when the survivor try to loop me at one pallet or windows, I need some practice with that, I think I got some trouble with that because I play more "fast" killer, like wesker, blight or legion

    But, even if plaything is a waste for you, you are not against third seal?

    On the subject of Third Seal, Blindness does not stop Survivors seeing the Jigsaw Boxes. Killer Items like the Boxes, vaccine cheats, or the Lament Configuration, aren't blocked unless an addon allows for it.

    That said, I mentioned Ruleset No 2, but forgot to include that I've paired it with the Face Mask (Survivors with traps on are Blind) as a way to hide the Plaything auras.

    I've used this combo twice with Plaything and both cases got at least one trap kill. Though I think one case was a Survivor I'd hit off-hook not having time to both mend and get their trap off.

  • One potential combo that Pig can get unique use from: Monitor & Abuse and Whispers

    Run around as normal, when Whispers clicks on you know someone is close, but thanks to M&A they won't hear your Terror Radius, giving you a chance to crouch and make a sneak attack. Basically you can go normal speed until you're in that window between Whispers and Monitor, then go slow moving.

    I'm personally also fond of her Ruleset No. 2 add on. It keeps Survivors from seeing the auras of Jigsaw Boxes before their trap is active. Reduces their ability to get traps off early and/or not being able to until they're on a time limit.

  • @KniQ said:

    Ghostface reveal is so broken I m looking at him he is stalking me like myers but still cant reveal :D lmao

    The trick I've used is move the camera so he's lined up with my survivor's head. Learned it from Puppers, I think, and it's been reliable.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3262237#Comment_3262237

    If the worst part is it affecting SWFs less, then the solution is to give the affected generators an AoE incapacitate, or to change the perk to incapacitate anyone that had repaired an affected generator in the last X seconds.

    My thought was a buffer between down and explosion that might allow an alert solo queue to get off in time. Something equivalent to the span of time you see a Survivor's aura as the killer hooks them.

  • @AcelynnBen said:

    i really don't get this community

    i complained how its a bit too frustrating to get a 4k or even 3k without tunneling and camping

    and i got a lot people saying im crying....about getting a 4k but you know, working my .... for it, unlike the opposite side

    soooooo do i just camp and tunnel, i mean i know a lot of players don't like that, even i don't, but tbh its a very viable tactic and it always works

    so im trying to understand players here, do i camp and tunnel and win or are we trying to make the game better and remove tunneling and camp so everyone enjoys the game

    because tbh every time a killer that is still playing fairly, when they complain that they are playing a bit too hard to enjoy the game they always get people telling them they are crying....

    you complain about getting camped and tunneled "just use perks or maybe you suck?", you complain about getting gen rushed or finding the game a bit too hard without playing toxic "maybe play better or just use perks"

    does anyone have any other argument beside use perks or get gud?

    Like others have said, play how you want. Speaking for myself I actively try to not tunnel or camp and it has almost certainly cost me games I might have won, but to me it's pure golden rule. Tunneling is the one thing I absolutely loathe running into, so I don't do it to others.

    If there's multiple BPS or equivalents among the offerings, I'll gladly farm points over kills. However, because I know not everyone enjoys farming, I'll play seriously until everyone is 1 or 2-hooked and, assuming I pull that off, will just proceed to mess around.

    For me, Dead by Daylight is a game. I'm not responsible for others' fun but I'm not going out of my way to wreck it, either.

  • Speaking for myself I play with builds I find personally enjoyable even if I lose. My favorite Freddy build (Infectious Fright, Distressing, Dark Devotion) is actively bad, but I always get a laugh out of it whenever I get Infectious to actually trigger.

    I've also had fun on unusual stealth builds. (Stealth builds for killers like Wesker, Bubba, or even Huntress).

  • Plus keeping the "deactivates after first death" aspect discourages tunneling someone out of the game immediately since you otherwise lose the perk way sooner than you might otherwise.

    Huh. Random meme idea: Ruin-based but you don't go for the kill until/unless it's cleaned.

  • I think reducing sounds made by the Killer can work.

    Maybe an idea I had for Furtive Chase could be applied here: It also reduces sound/range of the chase music accordingly.

  • @Gandor said:

    I also thing that it's nice perk for some killers (that have interactions with lockers).

    Meaning huntress, trickster, but also artist and legion.

    I see no good reason to change it and absolutely no reason to basekit buff opening lockers

    Doctor, too, since lockers are a means to avoid Static Blast.

  • "The Dredge can't warp to a locker near the hook, but the nurse can"

    The Nurse can't warp to lockers at all

  • @Cybil said:

    For example: I want to play as pig but her power seems so underwhelming. It's not unheard of for me to get bodied when playing one of my usual suspects, but I feel like it could be especially bad with pig.

    Do you feel the same way about any killer?

    Probably the ranged Killers like Deathslinger or Huntress. I've felt that way about Hillbilly but I've gotten decent with him.

    The trick to Pig, to me, is treat her Reverse Bear Traps as slowdown, not a way to get kills. That's why one addon of hers I personally like is Ruleset No. 2 (Survivors don't see Jigsaw Boxes until after the trap is active). Assuming they take time to hunt down the boxes instead of doing gens it'll be that much harder/take that much longer. I mix that with Face Mask (Survivors with traps are Blinded) and Hex: Plaything, but I could also see using an addon that slows down going through the boxes.

    Also don't go after Survivors with active traps. They're the ones you least have to worry about because they're the ones who absolutely won't be on gens. So many Pigs tunnel the trapped and it just defeats the main use of the traps.

  • With the Susie's Mixtape addon (increase Killer Instinct detection range by 20 meters) you can possibly still get some KI while undetectable, but I've tested and can confirm our doesn't work on Oblivious survivors, so yeah Oblivious is more likely to hurt Legion than help.

  • @DashMonsta008XV said:

    @Zeidoktor I'm about to test it out

    have fun. I've done it once and it's fun. The tough part is Legion doesn't have any Undetectable addons so they can only do it through perks like Trail, Tinkerer, or Dark Devotion. The fact that, far as I know, it doesn't work with Oblivious also limits it.

  • @DashMonsta008XV said:

    Today I played Trail of Torment,on legion while in frenzy I was undetectable and the survivors never me coming hahaha, characters like the blight,billy,Wesker really benefit from this perk where as I also got a incredible grab with Wesker using the perk.

    Problem:If I'm not mistaken , legion can grab in frenzy? because the Steve sat on the gen and I just frenzied him maybe it was my angle but can't you grab while in frenzy ?

    Combine Undetectable with Susie's Mixtape (increase Killer Instinct's detection by 20 meters) and you can get a small amount of Feral Frenzy's Killer Instinct even while Undetectable. It doesn't work on Oblivious survivors from what I've tested, though.

  • @BigFatAl said:

    The Clown is John Wayne Gacy if he got lazy about killing and turned to junk food & alcoholism.

    Gacy did run a KFC franchise.

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