anarchy753
anarchy753
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- anarchy753
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There have been about a BILLION suggestions for a perk that makes survivors stealthy when you unhook them, it's in almost every other fan chapter.
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The lack of a PTB has frustrated me.
The standard time between patches has been thrown off. We also got an official announcement which is generally 1 week until PTB, then 2 til the drop. I'm now sitting at 1 mil bloodpoints and can't really prestige anything without wasting them with no real goal left.
It's a big demotivator.
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There shouldn't be a map picture on the loading screen.
It would allow people to close the game and avoid the match, where DCing on loading in is better penalised.
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@Rizzo said:
https://forum.deadbydaylight.com/en/discussion/comment/657198#Comment_657198
I can't confirm anything, i'm a forum moderator not a developer.
Trust me, we all want the dedicated servers to be there and working properly.
Not all of us.
RIP Australian DBD, now with 300 extra ms.
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@Unit said:
https://forum.deadbydaylight.com/en/discussion/83956/is-it-time-to-unlock-trash-teachables
No, useless or not I still use perks for interesting builds like Vigil Pharmacy Ace in the Hole and Balanced Landing. It all comes down to the question of, why you bought them knowing the Shrine exists?
For Freddy and Hag, BACK IN MY DAY there was no auric cell option to buy characters.
(also need them to be an achievement [BAD WORD])
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The irony is palpable.
Yeah, killer mains complain about a lot, but survivor mains do too.
Hell, the second Nurse nerfs were announced to be in the works it was instantly "SPIRIT OP," as soon as she gets a change it'll be onto the next on until all we have are Trappers with no traps.
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You could use Ghostface's Furtive Chase to lower your terror radius in the chases.
However, one, that takes time to build up and can be lost very easily. Two, you'd be using Furtive Chase.
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I used to be a Pig main, and probably will be again (especially if she gets more than 3-4 useful add ons) but for the moment it's whatever I'm getting to P350.
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Nothing wrong with playing how you did.
Only thing is, the DS stuff sounds like playing around old DS, the obsession is never confirmed to be the person running it any more, and you only need to care about it if you hit them right off the hook.
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@Hoodied said:
Have you ever almost died on hook and when the survivor is literally infront of you ya die?
This will help it not happen
Also you can use it so 2 survivors can gen rush the camping killer while the other gets extra time to think on how to unhook you
And it's worth burning a perk slot IN CASE that situation happens, over something that is guaranteed to help every match?
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Studies have been done, screenshotting hundreds of bloodwebs at level 50 for different prestiges, and there was no significant difference.
Even the devs have said there's basically no difference.
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https://i.imgur.com/7rmoetC.png
First sentence, you suffer no cool-down on missed attacks.
It's not a bug it's part of a perk, and I honestly don't see how spam attacking is achieving anything, let alone bannable.
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Mostly SWF would break this immensely.
Every time you phase in a chase anyone else on the map would say 'phasing' and you'd lose any potential mind gaming.
Outside of that I prefer it to what it is now.
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In general games, no, the killer doesn't know when a dull totem is being touched, nor how many are left at any point.
Running Thrill of the Hunt, they do NOT get the alert for someone touching a dull totem, only hexes, however they lose a stack from the perk when one breaks which they hear as a ping, with no information where that happened.
With Thrill of the Hunt, it's important to cleanse dull totems as it is safe, and lowers the cleanse time on the hexes to be able to break them without being caught.
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@Ghoste said:
https://forum.deadbydaylight.com/en/discussion/comment/647511#Comment_647511
Oof, that's a good point. As a solo survivor, I already deal with people running away from my heals or self-caring in my face so they get the points. Now these perks will exacerbate things.
But I'll be running them myself, so.. hopefully they give Survival points for healing.
Oh believe me, once someone uses it once to avoid me getting points from healing them, they aren't getting a heal from me later.
It's the same as Deliverance, if someone jumps off the hook unnecessarily just for their own bloodpoints, they'll get minimal help from me from then on.
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@Purr said:
https://forum.deadbydaylight.com/en/discussion/comment/647639#Comment_647639
actually every killer is a HUMANOID even the demogorgon is a HUMANOID which falls in line of what the entity can control
hu·man·oid
/ˈ(h)yo͞oməˌnoid/
adjective
- 1.
- having an appearance or character resembling that of a human."a small, green, and hideously warty humanoid figure"
noun
- 1.
- (especially in science fiction) a being resembling a human in its shape."a three-eyed humanoid"
this is not the same as human Devs said the rule was only humanoid killers not that it was human only killers
It's also less to do with "the Entity only wants humanoid killers" and more with "it takes a lot of work to make a new skeleton and animations for a unique killer."
It's not a rule that we cannot get them, the motivation and resources just have to be there.
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Having double perks is NICE, but we can still only GUARANTEE one of them.
They said taking a perk will still cause the entity to take another perk, so even getting 2 as close as possible and then taking one of the two you want risks the other being taken. From there, it risks that the next node taken could ALSO be a perk. Meaning you can never ensure getting anything more than the top priority +1.
This is a quality of life change when grinding to collect EVERY tier of EVERY perk on a character, but the general grind and frustration of levelling a character to 50, at any prestige, and getting garbage perks is still almost exactly the same.
The devs have seen HUNDREDS of proposals of how to alleviate the grind in this game, or how to at least make it less luck-based to get a playable build, and they somehow picked the one option that really doesn't do it well.
Please, at the very least, at levels 40+ allow us to take 6 nodes on the bloodweb before the entity takes any, even if that means taking two perks will cause it to instantly take the two remaining ones so that we still have a say in the perks we get.
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@HatCreature said:
https://forum.deadbydaylight.com/en/discussion/comment/647850#Comment_647850
This is the conversation that confuses me and we'll get confirmation on during the PTB.
From what they said earlier about using the pounce, you wind it up with M2 and launch it with M1, so the killer instinct would be active until you either launch or cancel it.
If that's the case it means if you see someone closing your portal with instinct, you could approach them while they're oblivious with a pounce already wound up.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/647840#Comment_647840
No they hadn't even mentioned that the pounce existed at that point.
If the survivor is near a portal you see their location, period.
https://www.twitch.tv/videos/470813433
At about 26:00 they start discussing the pounce attack.
At 28:30 they discuss the killer instincts.
Janick: "A more advanced thing, when you hold your power button..."
McCote: "When you hold your pounce."
Janick: "You become connected to the upside-down and can sense your portals... and get killer instincts on survivors around them."
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/647830#Comment_647830
No Killer Instinct is the tracking effect
Yes, but what I thought they said in the stream was that while you were charging your lunge, you gained killer instincts around your portals.
Basically the lunge put you into a sort of predatory mode.
I could be wrong though.
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@HatCreature said:
The portals also have a Killer Instinct feature we are not 100% sure about. They said hold the power to see if anyone is near your portal with Killer Instinct. The PTB has not come out yet but this seems strange to me, what button are we holding? We already have 2 different buttons for the portal and the lunge.
The PTB isn't here yet but right now I have a feeling this is a high tier Killer, those portals make it a powerful end game Killer. Basically, the smaller the map the weaker the Survivors because they have less breathing room. If done right, every match is a 3 Gen match, if the values for the portals are in the right spots then this Killer has huge potential if you think outside the box.
I thought they said the killer instinct works while you're charging your lunge.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/647794#Comment_647794
Because they have a big pole and lights either than that Idk that It would make that much of a difference, gen patterns are easy to locate
No, not gens spawning out of line of sight, totems spawning out of line of sight from generators.
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So what if it limits places? What's better, less places that have to be searched and actively looked for, or more places but these garbage totems that sit in full view and die in 10 seconds anyway?
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Ok so they added a mechanism to prevent totems spawning in line of sight of a survivor spawn.
Why is the same not applied to line of sight from a generator, at least to a certain range?
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The only concern I have with this change is that you're still racing against the entity.
If, say, BBQ, Ruin, Monstrous Shrine and Insidious are on a web together, I can spend 4 nodes before the Entity starts, OR I can take a perk and another perk will be taken.
If I work my way up to BBQ and Ruin with the 4 nodes then take one, I still have no guarantee that the other won't be instantly taken and I'm still forced into taking a ######### perk. We also know how the bloodweb tends to target branches you've already started on.
Yes, it's going to be faster to collect ALL perks, but I feel like this system is going to be far more frustrating when we can see what we want and it can be taken away with less control than before.
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@Jacoby2041 said:
Not only that but DG's going to be a good little boy and hook people for the Entity instead of, I dunno, eating them like it normally would? I think a different death mechanic would be nice, maybe like you trap survivors in the upside-down and they have to save each other and if they get put in it too much or for too long then they are lost forever and are doomed to be eaten by you later. Even if it's basically the same as hooking it would be really cool and would make more sense lore-wise than the big beastly hunter just throwing people on a hook to give to the Entity
Maybe we can pretend it's putting them on a hook to eat later and the Entity is just storing them for you or something, I dunno but at least that would make me feel a little better about it
I don't see that as a problem. We have a lot of killers who all have various motivations for killing, or specific methods they use to kill people in their lore, however the lore of the game is that in the realms of the Entity, they are controlled by the Entity enough to make them sacrifice survivors to them. There's no need to change that for the Demogorgon.
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I like it, however that would be a very frustrating transition of trying to break the habit.
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That'd be a great idea.
Triggering it on yourself and then while you do a generator or a totem or even hide, your healing bar slowly fills itself.
It'd keep the element of being a useful and powerful add on, while removing the complete lack of balance of instantly jumping health states.
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The same way you combat Demogorgon in the EGC when they have a sphincter at each gate and can use their killer instinct to see when you get close to either one.
You sit in the corner and cry on Reddit.
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The point of them is to deny your allies altruism bloodpoints, and benevolence emblems.
Stack it up with Deliverance and watch your teammates depip around you.
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It'd be a good idea if flickering lights didn't already have a purpose in the game.
Wherever there's lights flickering there's a gen to be completed. For instance houses in Haddonfield flicker if there's a gen somewhere inside them, but if the gen is complete, or there is no gen, the lights will be on.
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The issue to me is this.
Regardless of the intention, it's not something reliable enough, nor gamechanging enough, to justify a perk slot over even perks we consider "mediocre" already.
Even when it triggers it may do nothing at all.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/646640#Comment_646640
It was evident from the stream that there was a lot of communication between the two. 3D meshes the show actually used, behind-the-scenes looks, Season 3 spoilers. They were both fairly invested in this. Also, "it tunnels in and out of the upside down" seems pretty concise and straightforward to me.
It seems pretty concise and straightforward to someone who's basing their judgement on a ten second google search. Cool.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/646587#Comment_646587
That is not what I am saying at all. If the Demogorgon in-show has the means to make/travel through the these tears into and out of the Upside Down, that would be a fairly reasonable thing to distill to its core elements for a game, especially if Netflix gives its seal of approval. Would the Halloween IP holders give their seal of approval to Myers disguising himself with a sheet?
It depends on how much of detail was actually communicated. Saying "it tunnels in and out of the upside down" would paint a picture of actually utilising the upside-down in some way more than just literally tunneling from point A to point B.
This is an interdimensional monster with a lot more rich possibility than being a glorified mole.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/646543#Comment_646543
But that doesn't make it unfaithful to the show or to the character itself, from what I am reading. It is a monster that can go in/out of the Upside Down world through tears in the reality. Is that not what is being represented? It is, at the very least, a more active representation than "some generators and totems are effectively sometimes invisible."
Ok, have you actually watched the show? Because what you're saying is like saying "It'd be fine for Michael Myer's power to be disguising himself with a sheet, because he did that once in the movie."
It wouldn't make it faithful to the character, nor a valuable representation of the movie's lore.
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/646532#Comment_646532
Watching the show doesn't make that very apparent as they never explain how the demogorgon works on screen in terms of monster they are facing. They explain it in terms of the Demogorgon, the D&D monster. Visually, whenever you do see it trying to come into Hawkins via Will's house it seemingly can't push through the dimensional wall. It acted as if the barrier wasn't thin enough to tear.
When Jonathan and Nancy are in the woods though, Nancy finds a hole in the base of tree where you can clearly see the membrane separating Hawkins from the Upside Down. She's actually able to crawl through into the Upside down. In season 2 it still wasn't apparent that the demogorgon was MAKING the wounds itself as they show that Eleven's power is responsible for the big wound in the lab which extended all the way underground. Season 3 you don't even seen a demogorgon till the very end. In that season they show that electromagnetic beam emitters are capable of forcing a rift open.
Exactly. Originally the first gateway was forced open by external forces. From there it was like the barrier between worlds was fractured. The Demogorgon senses blood or prey and moves through the fractures to hunt, but at the same time fractures appear separate to the Demogorgon that the first kid and later others find their way through of their own accord.
It's not as simple as "Demogorgon wants to go here, now, so Demogorgon waves his magic paw and pierces dimensions," it's described more as a shark following the smell of blood to prey.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/646526#Comment_646526
This is what I found when briefly reading up on the Demogorgon on a ST Wiki:
"The Demogorgon is able to move between dimensions. It enters Hawkins repeatedly by creating temporary tears in space-time. The resulting portals resemble necrotic wounds."
That seems to run very contradictory to what you are saying.
It has parts of that, but it's far and away not the same as just digging to a different place. The upside down is a whole world that exists in the same place and we don't interact with it, and ONLY utilising that as "it can burrow wherever the ######### it likes" is such a one-dimensional, dumbed-down take on it. This power could have belonged to a completely unlicensed Miner killer and nobody would bat an eye.
My point isn't that there aren't gateways or tunnels in Stranger Things, nor that the Demogorgon utilises them, but that that's like they built the power around vague happenings in episode 1 and ignored everything built up over episodes 2 onward.
There is a LOT of potential for cool, dynamic abilities that resonate with this series, and a glorified mole as a killer isn't it.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/646512#Comment_646512
Is it? From what I understand, what the Demogorgon is doing is creating portals that allow it to quickly traverse the Upside-Down and then appear back into the Entity's Realm.
Even then, that's not something it ever came close to in the show. Gateways were created by various external forces, and the Demogorgon just found its way across.
In season 1, the Demogorgon seems to be pressing out from inside a wall in the Byers house. To my knowledge I don't remember it breaking through, just being threatening.
The "tunnels" aspect is largely a physical tunnel structure beneath the town in season 2. It doesn't really connect to a power to grow a giant sphincter, dive into it, burrow through thin air, and somehow emerge from a different one on the second story floor with empty space underneath it.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/646501#Comment_646501
I feel like that would be a nightmare on The Game and on the new Hawkins lab, which is already split between more than one floor.
Possibly, and that's why I'm not saying it's a perfect idea, but it's significantly more faithful to the Demogorgon and the Upside-down than digging a hole.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/82914/demogorgons-power-pretty-bland
"The generators could have spawned split between the two dimensions, increasing the time survivors take to find them, confusing them about what choices are right, a more physical separation than Freddy's dreamworld."
How would that be implemented?
I'm not 100% claiming I could cook up a balanced power, but consider if permanent gateways spawned fixed on the map. Walking through would basically take you between the two worlds. Gens 1, 2, 3 and 4 (totems 1 and 2, maybe 1 exit gate with UR add ons) could spawn on the rightside-up, only visible and interactive there, while gens 5, 6, and 7 (totems 3, 4 and 5) would be on the upside-down.
As a power, the Demogorgon could burrow down into the ground and come up in the same place in the other world, while survivors need to spend more time moving between gens, planning what constitutes a 3-gen when you might not see another gen right nearby, even just finding ruin at the start of the match when it could potentially not be in the same world.
Balance-wise there's a lot more potential, pallets would have to be shared between the two, the demogorgon would need SOME way of sensing survivors on the other side (and potentially survivors could hear the TR on both worlds), and the gates would have a short cooldown to prevent hits by just flitting between the two worlds infinitely.
Again, these are just quick thoughts which I feel respect the lore and character much more significantly.
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That doesn't make copy pasting my exact words and paragraphs, nor slightly editing them once called out on it, and claiming it as your own ok.
Let alone less than an hour since I posted it.
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Yeah, that's basically what I just said. They completely missed all the possibilities for powers from the lore and made it dig a hole. Really well used license there.
Wait, excuse me, why have you literally copy pasted half of my thread posted 30 minutes ago?
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This happens every time.
"OH YOU HAVE TO WAIT TIL THE PTB BECAUSE THAT MAGICALLY MAKES PERKS THAT HAVE BEEN ANNOUNCED BETTER!!!"
And almost every single time, we know what the outcome is. People used this same stuff to defend GHOSTFACE'S perks. They were literally trash and only barely got changed before release.
Personally, I'm liking the new content balance wise, the perks seem decent but not ridiculous. The power's strength, I can't judge, because I feel like it entirely relies on how the pounce feels in a chase which wasn't shown well in the stream.
Overall, I just think that the power is completely unrelated to the monster or the show and really uninspired with the amount of options the show's lore could have allowed, and that's not something the PTB is going to change.
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@cetruzzo said:
Yeah, really underwhelming, sadly.
It's not even that it's a BAD power, just, why spend a bunch of money buying the licensing for a show with a LOT of lore, for a creature that's linked to some very powerful stuff, just to give it a power that doesn't really relate to it much at all?
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@Acromio said:
https://forum.deadbydaylight.com/en/discussion/comment/644612#Comment_644612
And you think they'd let a "teleporting" killer have baseline movement speed? With their current design philosophy? Lol.
Their current design philosophy is completely random.
110 was largely reserved for killers who actively gain an edge in chases. Billy has insane mobility but doesn't have 115.
Freddy came reworked with BOTH high map mobility AND chase potential, but still moves at 115.
Considering the long, slow animations for burrowing, and that it has to be at preset points, I don't see why he'd have to be slower for it.
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@SpyMature said:
I just hope that he gets at least 5-6 tokens to place down his teleports, and that his extended lunge doesnt charge up like Huntress hatchets, and you can just press and release and go at the set distance, considering you cant strafe and it gives survivor room to try and juke.
So far what saved this chapter to give a second thought about buying it is the fact that you get Undetectable status effect for at least 5 seconds when you come out of the portal, so you could try and jumpscare survivors, or perhaps even yoink them off of a gen after hiding your teleport somewhere nearby.
What is going to absolutely destroy any of my hope for this killer is if he's going to have a lame cooldown whenever he teleports (like after you teleport, you cant teleport again for the next 20 seconds or some ######### like that)
I don't think he'd have a cooldown, as the drawback of his power is needing to set down the portals, the time it takes to tunnel, the limited number of portals, and the fact that they can be closed by survivors. A cooldown on top of that would be overkill.
Not impossible considering past powers, but not likely from day 1 at the least.
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I don't believe they are related.
Oblivious would apply to closing the demogorgon's sphincters, and something already in the game, Hag's Disfigured Ear. Ie, survivors do something and receive the debuff which tells them "you don't know what's going on." Notably, this doesn't include the stain or auras where Undetectable does. It's basically deafness.
Stealth killers however would activate their power and recieve the Undetectable buff, hiding their terror radius and stain, and being unaffected by aura reading. This is a killer buff, and would not apply the Oblivious debuff to survivors. So, the same as it occurs now, survivors would have no clue that you are Undetectable.
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You get to mildly irritate a camper.
Or, potentially, you get to make a camper happier as they get to camp you slightly longer.
That is all.
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I think his perks are solid. Not top meta, but decent and possibly useful (unlike Plague and Ghostface) so that's a nice change from recent killer content.
As for the power, it's ENTIRELY up to that pounce attack whether he's good or not. It was difficult to judge the range from the 2 times they showed it but it seemed decent, however the survivors made no effort to dodge it. If brainless 360ing or just turning is enough to throw it off, or it suffers like chainsaws and just can't charge fast enough in most common jungle gyms, it's going to be a pretty ######### killer.
Yes, being able to move around the map is nice. Yes, he's going to destroy 3 gens or EGC. But you have to get to those situations in the first place.
Obviously we have to play him to find out, but I think that pounce is the determining factor of whether he's viable or Plague 2.0, fun concept that ends up playing as an M1 115 killer.
(Also gotta add, monster from another dimension, infectious bite, controlled by a mind-controlling god, and it's power is "it digs holes?" Bit of wasted potential there.)