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Bye.
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I think the people sleeping on it don't realize 2 things:
- the PTB removed the under 50% condition
- the exhaustion timer is paused
I didn't know about the first until recently. I think Mindbreaker will be a strong perk specifically on killers that hate exhaustion perks, particularly Dead Hard. I will be running it on Nurse to counter Dead Hard. On other killers, I think Bamboozle is better. I just feel as though exhaustion perks don't have enough of an impact to be worth blocking them on most killers.
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Strange. When I watch Scott Jund play, even he doesn't have pinpoint accuracy with Spirit. He suggests to use it in short bursts to catch up to the survivor rather than get a hit directly out of it. I have legitimately never seen a Spirit that gets a hit directly out of Phase more than 50% of the time.
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No. It's a strategy because you can lose the game from tunnelling if you do it in the wrong scenarios. It's usually a bad idea to tunnel if they have DS or BT. It's better to go for the unhooker if possible. When you are tunnelling, you are also losing map pressure. You have to weigh the time it takes to chase, risk and reward. It's also bad to tunnel into a part of a map that is not relevant, e.g. no generators, because that's just wasting time. I tunnel but I only do it 20% of the time because it's often not the correct play.
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The grind definitely needs to be reduced. I rarely spend my bloodpoints nowdays unless on it's on a new character because it's so insanely time consuming. I don't find it fun at all. Honestly, if there was an option to automatically spend my bloodpoints, I would enable it.
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Cruel Limits: still bad. For a perk that can activate 5 times at most, it has to have a very strong effect to be worth running. The effect is still weak. It might not trigger 5 times even because there could be no relevant windows nearby and you could also just be too far away to make use of the effect. Survivors can also just drop the pallet, which they would likely do since once the gen in that area is complete, saving the pallet matters less.
Mindbreaker: I thought it had potential but then I remembered it could only activate if the gen is below 50%. Still trash. It somewhat suffers from the same problem as Cruel Limits in the sense that it can only activate 5 times since it's difficult to regress a gen to a point with Cruel Limits is effective without Ruin.
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Most people don't play with map offerings. Your totem might get cleansed before you get 8 stacks. If you run Undying, that is committing 3 perks to this strategy, leaving you only 1 perk for something else.
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I am a killer main and I don't see your point. The devs want you to kick the gen when PGTW is active, so the "other things" would be chasing survivors. The devs don't have any specific goal for survivors when DS is active, so there is no "other things". I do agree that that PGTW nerf is unwarranted though.
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I find most of my matches at rank 1 enjoyable, so yes.
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I don't really care about ttv. I check their streams and most of the time they are just having fun or interacting with their audience.
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Wahhhhhhhh. Survivors crying because they are forced to adapt because they can no longer run the same 4 perks.
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I actually don't think it makes much of a difference at all because HE HAS TO ATTACK to break the pallet, meaning he must be in lethal rush. He actually cannot start rushing near a pallet, like a Billy, to break it because the prompt to rush doesn't appear when you are too close to an object.
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@TheClownIsKing serious question, what tier do you think Clown is and what killers are better?
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I have been finding substantially less console players as a PC player, so I imagine a large portion have disabled it.
First 2 weeks of crossplay I noticed a difference in skill between platforms but now that rank has sorted everything out. I don't really notice a difference in skill between PC and console for 2 players at the same rank.
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I'm a killer main. I don't really care when people escape with keys because I know there's not much I can do about it and most survivors also know that keys are bs, so I don't consider it a loss. To me, if a survivor brings a key, they want to escape badly. If they want it that bad, they can have it. It's actually kinda humorous.
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Without turning addons, I legitimately think he can turn 30 degrees at most. I tried a maximum sensitivity mouse + strafing and that was the most I could turn. Turning addons don't really make much of a difference, which is also evident from the values from the Wiki. Blight is currently being carried by Compound 21 and Compound 33. Once these addons gets nerfed, Blight drops to B-C tier. When you play against a full rank 1 lobby, you quickly realize how easy it is to dodge the Lethal Rush and his power is mostly just for mobility. Against rank 4+ players, getting hits with Lethal Rush is really easy.
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I honestly don't think the turning would be worse on console because it's actually non-existant on PC.
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@CalamityJane said:
https://forum.deadbydaylight.com/discussion/comment/1627672#Comment_1627672
How nice for every single streamer then. I've been playing Plague at rank 1 consistently for months and months at this point, and unless you suck at aiming it's better to just land large amounts and break them in one or two shots than do this nonsense and basically wait for passive buildup to get them.
Huh? I was talking about Corrupt Purge, which was what I had in the video. Idk why you talking about Vile Purge.
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@CalamityJane said:
I've never understood this gameplay of swinging the camera as fast as possible while puking.
Purge is like throwing multiple hatchets at once, and each one applies a little bit of sickness. By flicking around like that you're guaranteeing that two thirds or more of all your vomit is certainly going to miss.
If you ask me, from how quick that upchuck was, with how many times it vibrated left and right, you just caused all of the "hatchets" to miss even though she was visually touched by the particle effect connecting them.
Every single streamer I see playing Plague does it. I personally do it because the vomit projectile speed is actually really slow and if you don't spray, the survivor can easily dodge. Regardless of why it didn't register, it's still complete bs and needs fixing.
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@rileybazan115 said:
https://forum.deadbydaylight.com/en/discussion/comment/1611913#Comment_1611913
This is a ridiculous test. You were given solutions to your problem and this test outlaws everyone of those solutions. Any survivor can hide from the killer the whole game with these conditions. Every idea you were given, you came up with some BS excuse as to why you want use it. Don't complain about a problem if you won't accept any of the solutions you are given to fix the problem. The problem isn't survivors doing the exact thing they are supposed to do, it's you wanting to be babied.
This test isn't ridiculous. 2 of the most common suggestions were to "use my eyes" and "learn the spawn points". These are both things you can do in this test.
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What does it mean by look angle?
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You know what? There is no point of arguing about the difficulty of finding survivors. Instead you can PROVE it to me. I'll host a private lobby and you can see how long it takes for you to find me. I'll time it from the moment the game loads in to the first hit (I won't use windows or pallets). Conditions:
Ormond
No addons and perks and no power that give mobility, detection, set-up or stealth, e.g. Clown is a good killer for this test
Send me a private message if you are interested in testing. If no one makes an attempt, then I guess I was just right. Some people say it only takes 20 seconds to find a survivor, so I guess you lose if you don't find me within 20 seconds?
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@OldHunterLight said:
There are hints tho, unless they are running calm spirit you can see crows fly.
The usefulness of crows are really map dependant. Spies from the Shadow would be a top tier perk if crows were useful on most maps but they aren't, so no one uses this perk.
@KingFrost said:
I highly recommend watching Raging Ryuga's video on Spawn points. I learned a lot watching it. There's probably others, but I haven't watched them.
It was useful but it requires you to memmorize the map layout of every map and there's 35 maps in this game. Also, there is still RNG to it.
@Dreamnomad said:
Should the game just start with a random survivor hooked for you too?
Ah typical survivor main response. Even if survivors had a perk that read, "win the game", and a killer complained, you would probably say the same thing.
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Whispers isn't good enough imo. Just knowing a survivor is within 32m isn't good enough. There's a million places they could be hiding and it still takes too long to find them. It's fine to spend time searching in the mid-late game but not in the early game. Take this scenario: Whispers goes off and there is 1 survivor hiding. It could take 20 seconds or more to find that survivor. Meanwhile 3 survivors are working on gens in the background. This is another problem with the strategy I mentioned. You don't know whether the survivors are going to do it. If they aren't hiding and you spend time thoroughly searching for a hidden survivor, then you have wasted a lot of time. For the average game, survivors do not use the strategy I mentioned, so you just can't waste time searching for a hidden survivor.
@bjorksnas said:
Whispers, discordance or just use your eyes
Discordance is really the only counter. Using eyes is just searching for the survivor. On Haddonfield and Ormond, survivors can easily evade you.
@Crypticghoul said:
Corrupt Intervention and walk straight to the white gens with whispers. I have yet to have a game where I don't find somebody within 20ish seconds.
That takes 2 perk slots and would force me to run those 2 perks just to counter a scenario that happens ~10% of the time.
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Play him with addons. Makes a world of difference.
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I don't think it's that good if an information perk since at 2m they have to be directly on the totem for the aura to show and without a sound notification, it's easy to not notice them.
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This killer with certain addons is insanely broken lmao.
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I don't really notice toxic Fengs that much.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/1600627#Comment_1600627
If you hate playing Clown that much why did you play 30 games in a row with them? Are you just trying to grind out one of his perks or something?
I've been able to make every killer I play work. I thought I could do the same with Clown but this killer is just unredeemable trash.
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I genuinely hate this game when I am playing Clown. I've played 30 straight Clown games in the last 2 days and now I want to kill myself.
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I only run NOED on killers that lack map pressure, which are usually low tier killers. If you see NOED on a high killer killer, be glad they aren't running a better perk because NOED isn't even top 4. If you see NOED on a low tier killer, well it's a low tier killer.
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I just realised that the on hit sprint lasts 2 seconds while the hindered effect lingers for 2.5 seconds after exiting the gas, according to the Wiki. Say I throw a bottle directly on the survivor just before hitting them, does this mean that they will be slowed for 0.5 seconds after the on hit sprint ends?
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@dugman said:
I hate to say it but if most of your chases take 60 seconds with any killer, let alone Clown who is one of the best chasers, then you’re doing something wrong.
I have the longest chase time with Clown. The main killers I play are Nurse and Cannibal with some Legion, Doctor, Hag, and Plague. I would say the only killer I play with a similar chase time to Clown is Doctor but he has other mechanics to offset that (Madness effects and small terror radius).
@OniWantsYourMacaroni said:
Clowns chase power is really really good,there's just a lot you have to take into consideration when playing clown.
-You need to know how to aim your bottles
-Know where survivors will run off to next so you can use a bottle to cut that path off
-How to use your bottles in loops to guarantee a hit with it.
It definetely takes quite some time to master these things and get more value out of him.
Idk. I just run the Flask of Bleach and Cheap Gin Bottle. Even if my Bottle positioning is poor, 6 bottles should be enough to offset that.
@YaiPa said:
you need a forever Freddy detox session
Haha. Yep.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1580230#Comment_1580230
Lol at the people that cannot do math. Let me make even simplier. Assume no survivors were previously hooked. Each survivor has 3 chances to kobe. There are 4 survivors, so there are 4*3= 12 chances in total. Each kobe has a 4% chance to succeed. The probablility that at least 1 kobe succeeds is 1-(1-0.04)^4*3 = 0.387 = 38.7%. Here is a video explaining this concept https://www.youtube.com/watch?v=dwjQaJ5xt1o. This is simple highschool math. If you cannot manage this, I do not want to talk to you.
How can the last survivor attempt to escape from the hook?
That's incorrect. A survivor can kobe as long as any other survivor is alive, even if they are all on the hook. I saw it myself. I believe it is when 3 survivors are dead that you can no longer kobe.
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Holy #########. Plague no longer a buggy mess and grabs are finally possible?
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Yes.
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Most of them are surpisingly close to my ratings.
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@List_of_concerns said:
https://forum.deadbydaylight.com/en/discussion/comment/1583215#Comment_1583215
This a simple case of player agency. One scenario grants you options while the other does not.
When you are left on the ground (aka slugged), you have no control over your fate. Yes, you can crawl forever, but you can't change your fate.
When you are hooked, you still have control over your fate. You can attempt to escape (4% chance) or you can leave the trial by doing nothing if the struggle phase begins. Attempting escape, struggling, and refusing to struggle are all choices the hooked player has control over. The hooked player can change their fate.
DEATH IS NOT AN ESCAPE might be a catchy slogan or motto when it comes to advertising. If you've decided you don't want to participate in the remainder of a match, killing yourself on hook is undoubtedly an escape. By dying on the hook, you will have escaped the situation, circumstances, or events that have brought your enjoyment to a halt.
Why would it be more fun to be on the hook than the ground? While you're on the hook you can still exercise your will and make choices. Those choices grant you the opportunity to leave. You can't make any choices when you are left on the ground.
That's just false. Things you can do while slugged to change your fate:
- recover
- crawl to a teammate to make it safer and faster for them to rescue you
- crawl to a pallet or locker for a stun save
- crawl to a location in the open for a flashlight save
- crawl to a hidden spot to delay or prevent the killer from finding you when they leave to chase someone else
- use Unbreakable, Soul Guard, and other anti-slug perks
Things you can do while on the hook:
- #########
- pray that your small chance of kobe works and only if you are on first hook
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@Slickstyles said:
Because it's boring to be on the ground. The counter to that would be to bring unbreakable. Then you would be risk being picked up after being hook farmed, in which case you should've brought DS. But now if you bring both DS and Unbreakable, you're going to be smol pp shamed.
As I said, the alternative to being slugged is being hooked. Why would it be more fun to be on the hook than ground?
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I assume rank reset also resets mmr to some degree because it would become infinity impossible to reach rank 1 if mmr didn't reset. Say rank resets and you are now rank 5 but your mmr is still high, the games would be as hard as when you were rank 1. As your mmr gets higher, the harder it is to reach rank 1.
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It seems a lot of people read the title but not the thread. When I read the comments, I feel as if they think I am referring to the ability to be rescued off the hook, which I am not. I am referring to the 4% chance to kobe off the hook. I have editted the title to address this misunderstanding.
@Kind_Lemon said:
It's your mindset that determines that the game is over when the game mechanics tell you otherwise. Happiness is not given to those who constantly try to dictate what is not the case, unless you feel like being an advocate for your issue and are dedicated to that instead.
No. The game is over. Once I slug all 4 survivors and none of them have Unbreakable, the only thing left for me to do is camp the hook until every survivor reaches struggle phase. They have 0 chance to win in this scenario.
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1578884#Comment_1578884
Wow, didn't even see that part. They actually did the first calculation correctly, but the second one is just wildly inaccurate.
https://forum.deadbydaylight.com/en/discussion/comment/1579342#Comment_1579342
4*12=48, though.
Lol at the people that cannot do math. Let me make even simplier. Assume no survivors were previously hooked. Each survivor has 3 chances to kobe. There are 4 survivors, so there are 4*3= 12 chances in total. Each kobe has a 4% chance to succeed. The probablility that at least 1 kobe succeeds is 1-(1-0.04)^4*3 = 0.387 = 38.7%. Here is a video explaining this concept https://www.youtube.com/watch?v=dwjQaJ5xt1o. This is simple highschool math. If you cannot manage this, I do not want to talk to you.
@FrootLoops said:
probability does not stack. from a development perspective it would be a LOT more work to stack probability than to just have a straight 4%
example:
num = rand(100);
if num<5 then escape = true
as opposed to
if slippery == true then trymax = 6
else trymax = 3
trycount = 1
while trycount<= trymax do
num = rand(100)
if num<=4*trycount then escape = true
done
this of course is simplified version and syntactically garbage but you can see that even just this simple version that accounts for slippery meat but not luck offerings required twice the coding. You are straight up camping against a 1 in 25 chance that someone will Kobe. so what if you have a game last longer than 4 minutes? I thought all killer mains hate 4 minute games anyway? or is that only if you lose?
It's a constant 4% chance every time a survivor attempts to kobe assuming no luck offerrings. The first code you wrote is what I am referring to. Every time a survivor attempts a kobe, this occurs:
num = rand(100);
if num<5 then escape = true
Read my previous paragraphy for an explanation of why the odds are 38.7% for at least 1 survivor successfully kobing.
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This isn't bait. I 4k with Nurse at 5 gens fairly often. If it's against purple-green ranks, this happens like 40% of the time. If it's against red ranks, I get the occassional 4k slug but not at 5 gens. Here are some screenshots I took during week 1 of crossplay as proof. If all 4 players are down and there is no Unbreakable, there is no reason to force me to stay any longer. The game is over. Go next.
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Welp. I guess the community is in favour of me camping hook until every survivor reaches struggle phase. If that's what you prefer, so be it.
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Lol at the entitled survivor mains that think they deserve a 39% chance to escape after they lose to the killer. By that logic, survivors should have a 39% chance to die when they escape the trial to "give the killer hope".
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@Waffleyumboy said:
The Entity feeds on hope.
It's funny how you're so afraid of a 39% chance to extend the game by less than a minute that you waste several minutes just staring at survivors. Big logic brain right there.
I've had the game extended by about 10 minutes recently because of a kobe. That less than a minute case is probably when there are only 2 survivors left, both of them are on the hook and one kobes. In my case, there are 4 survivors alive. If one kobes, the rest can definitely be saved, especially when I am across the map hooking the last survivor.
@ZCerebrate said:
This sounds like 1 step away from holding the game hostage with cheap rationalization but whatever floats your boat. I really don't mind if this happens to me because you do get those unbreakable reversals (one happened to me earlier today and ended in a 3 man escape from having 4 of us slugged) and if we all bleed out while you stand terrified of that Kobe - twitching in your seat afraid to wipe the sweat from your brow... I'll just watch my 13 minute ad for a 2 minute youtube video about how someone made a couple million dollars working from home.
See how that works?
It's not holding the game hostage because the survivor can kill themselves any time while on the hook. If anything, the survivor is the one holding the game hostage by not killing themself when the game is clearly over. Unbreakable is less of a concern to me. Realistically, while I am chasing the 4th survivor, the first 3 slugged survivors have more than enough time to use Unbreakable. If no one picks themself up by the time I down the 4th survivor and I hook the 4th survivor first, there is no Unbreakable.
@HectorBrando said:
A 39% chance of 1 person escaping the hook at the cost of bypassing a thid of your objectives since the ones who dont get kobe will go into struggle stage directly.
You are trying to sell the self unhook mechanic as something that hurts Killers when 61% of the times it actually helps them.
People only kobe when they want to leave the game fast or when the game is already over and there are no objectives left. Your argument only applies in the first case but I am against that because using kobe like that is the same as disconnecting and that just wastes everyone's time because the killer is going to win 99% of the time. This is why disconnection penalties are in place.
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He's just doing what the developers recommended against DS: slugging.
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Survivors will never have new strong meta builds until DS and BT become base kit. Then killer should be buffed to compensate. DS and BT are in every game, it might as well be base kit at this point. It's fairly obvious that the developers do not want survivor to become any stronger from the fact that they have not introduced any stronger perks for survivors in a long time, so this is the only way I see to shake up the survivor meta.
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Why are you complaining about Clown and Legion? Lol.
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I recently discovered that Whispers is actually a strong Decisive Strike counter. The main problem with DS is that you are somewhat forced to commit to the survivor you find first because it wastes too much time to go around and look again. If the survivor you find has DS, then you are screwed unless there is someone else around. Whispers solves this problem by reducing your gen patrol and scouting time significantly. It essentially lets you check generators from 32 m. If Whispers is off, then no-one is on that gen. With the reduced scouting time, you can just leave the survivor with DS and find someone else. Whispers is also good when the survivor is on a strong tile. Rather than wasting time chasing them, you just leave. I discovered this when I got bored of high tier killers and started playing Plague and Doctor. I decided to testing running Whispers over BBQ because getting downs for BBQ was harder with lower tier killers. Honestly Whispers is probably the solution to getting 4k on ######### killers because I was able to 4k most matches at rank 1. You just leave strong tiles. I would run Whispers over BBQ on killers that do not have hyper mobility or cannot get fast downs.
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His only argument about Deathslinger is basically it is humanly impossible to react to Deathslinger's Harpoon. This is true. What he doesn't mention is that simply hitting someone with a harpoon doesn't result in a down i.e. the environment allows the survivor to break the chain. This opens up the opportunity for the survivor to position themself to limit the opportunities for Deathslinger to get a down. Yes. There are scenarios where the Deathslinger is guaranteed a down but you can limit them by properly positioning yourself, which wastes the Deathslinger's time and buy time for your team to do generators, which is how you beat Deathslinger.
Thanks for introducing me to ScottJund. I've been trying to find a good Spirit to learn from. I've been using Spirit wrong. I didn't realize that you were meant to use Phase to reach the general location of the survivor rather than to actually get a hit directly out of Phase.


