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awustzdn

awustzdn

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awustzdn
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  • The learning curve for killer is extremely steep, yes. The only remedy is experience. Honestly, what helped me get better when I was new was watching youtube videos of experienced killers and what they do, particularly Otzdarva, since he will often comment on his thought process mid-game or explain something.

  • Sprint Burst. It's not even a contest. It's good enough as it is that people already run it over DH sometimes.

  • What, nobody said The Onion?

  • For consistency's sake, yeah, everything's the same across all survivors and killers, with the exception of killer powers of course. Killers all have identical collision boxes, survivors have identical collision boxes, and M1s all have the same hitbox.

  • I find it so very very sad that it takes the equivalent of 155 straight days of zero sleeping to do this for literally only half of the cast.

  • I do it by going for 8 hooks, 0 kills, and forcibly farming for BP. I get to be super chill and still get ~60k BP, survivors get to have plenty of BP and do tome challenges. If BHVR wanted players to engage with the sweatfest, then why did they make throwing the game so much more rewarding?

  • @WARW0LF said:

    ######### is a reword

    When you rewrite a phrase with different terminology.

  • Probably just going to be business as usual, if I'm being realistic. The bugs will go unfixed and everyone will buy the next few chapters. The forums will be filled with complaints, and little to no action will be taken to remedy the community's grievances. World keeps on turnin'.

  • No Mither is a troll perk since you just spend all game grunting and bleeding everywhere, with all of one health state. Your teammates will hate you if you ever bring it.

  • Madman, you cannot combine SB+DH, Exhaustion perks. Adrenaline + SB or DH + Borrowed Time + Unbreakable.

  • It's either Bill or Meg. Both have 2 meta perks.

  • They buffed Dead Hard and now it eats 40% of the killer roster's powers on use. Also, hex builds are dead. That pretty much sums up the last several weeks.

  • Why this guy? There's way better one-off X-Files monsters to pick from. I'd much rather have the dude from Mulder Meets the Were-Creature.

    in 1 Comment by awustzdn
  • All I really meant was give yourself some plausible deniability. I mean, you never know, survivors could potentially show up inside a brick wall with how broken this game's been for years.

  • You should never afk because it's considered against the rules. What you should do, however, is put on an endgame build and perform very, very poorly a theoretically infinite amount of times.

  • No.

    It's never been fine. Even when it was "bugged" it was still a part of the Holy Quartet of Second Chances, the most overused perks in the game. The fact that it's been "fixed" just makes it that much more obnoxious, and it eating a significant portion of the killer roster's powers on an invalidated hit is proof BHVR didn't so much as consider the consequences, much less test it.

  • It depends on what you define a "success" as.

    If you mean in terms of helping the game grow, then nobody can deny that Myers launched the game upwards in popularity due to being the first licensed killer. He's terrible in terms of gameplay effectiveness but he has a spot in DBD's history.

    If you mean in terms of the killer being well-liked on release for gameplay reasons, probably Huntress. To this day she's a killer with a high skill ceiling and a power that is unique in that she can cause harm up to an extreme range, but has tons of counterplay options from the survivors.

    If you mean in terms of the killer being just plain strong, then Nurse. She released in a time where she was the only killer capable of playing against infinites. Even after her various nerfs over the years, even after all the bugs that have plagued her for just as long, she's still S-tier due to the nature of her power.

  • Most of this post is copied from an old reply I made, but is still relevant and has been edited to provide additional information.


    If you have Bamboozle, use it. Windows are his biggest weakness and proper use turns normally-safe places like shack into deathtraps. Some structures have only a window and no other way out without busting a breakable wall, and if you have Bamboozle and do not break that wall, survivors may run right back inside to a dead end they did not expect.

    You don't need add-ons, but if you want them, my favorites are Award-Winning Chili and regular Chili. Award-Winning Chili by itself adds .5 seconds to the duration of each charge, which adds up to 1.5 seconds - almost as good as the 4th charge you'd get from Depth-Gauge Rake without any of the downside. Chili is a bit more modest at .25 seconds per charge. Same idea, and stacks with Award-Winning Chili to make you very dangerous. These will let you start revving from further and still get a hit. Alternatively, if you find yourself low/out of charges often, Primer Bulb will help you regenerate them faster. If you see a couple flashlights in lobby, consider the Light Chassis to get some cheeky downs on people trying to set up flashlight saves from behind corners you can simply tap your chainsaw to see auras through for 8 meters. They rarely expect it and it's unclear you have this add-on unless they're running Distortion and are observant, which they won't be.

    Bubba performs well against many Exhaustion perks. Dead Hard will be seldom-used against you due to his chainsaw causing instant down, and its effectiveness when it is used is cut significantly since you chew pallets quickly. You can catch Sprint Burst without add-ons if they start running when you're close enough. There's not much you can do about Lithe since survivors will almost always use windows to trigger it, but if you know someone has Lithe, you may be able to preemptively block a window with Bamboozle and deny the activation by pushing them toward it. Smash Hit is rare and generally not a concern for Bubba. The one Exhaustion perk that does perform extremely well against Bubba is Balanced Landing, as you won't be able to catch it without add-ons. You need at minimum Chili to catch Balanced Landing, as it lasts just barely long enough for them to escape a three-charge basekit sweep.

    Some people seem to like the Knife Scratches/Beast Marks family of add-ons, but I do not due to the increased rev time versus the 2 or 3 percent extra speed you get. I also don't recommend the Carburetor Tuning Guide as it comes with a significant drop in maximum speed and makes chewing pallets with him more awkward due to consuming all charges at once.

    A good chunk of Bubba is learning when to start revving to pressure survivors into giving you a quickly-broken pallet or dying. That'll come with experience, but generally a pallet and a half's width of distance is a great time to rev without add-ons if they're not close to a vault. The chili add-ons let you extend this significantly further out. This is still extremely effective against injured survivors, as they are more likely to give up pallets very quickly.

    If someone drops a pallet directly in front of you mid-chase and you used only one chainsaw charge, you can break it and instantly start revving again. If they don't have anything useful close by, you will almost certainly catch them with your two remaining charges.

    If someone drops an unsafe pallet and the survivor is trapped in a corner, bear in mind that your chainsaw will prioritize breaking the pallet over hitting the vaulting survivor. If they're healthy, go for a one-charge break and immediately rev to catch them with the other two. If they're injured, go for an M1 instead.

    If someone jumps in a locker mid-sweep, I've found that about 97% of the time they don't know the timing to jump out safely, and due to the way Bubba works, that timing is highly variable. At one charge used, you can just stand there just outside of Head-On range, recover, and get an easy grab when they pop out at you. At two (and three) I typically consume the third charge and intentionally tantrum on the locker just before the third sweep ends. I've only run into a few survivors that know the correct timing to get out safely, even at the old red ranks. If someone does know the timing, just remember who it was and try something else, because if they're actually good they'll force you to settle for a hammer hit or attempt a grab.

    A proxy camping Bubba is scary. If you expect them to come quickly for a rescue, don't be afraid to camp a little. Don't listen to salty survivors who call it scummy, I call it efficient use of his power since he can hit both the rescuer and rescued. If you can get both, great! If not, sweep whichever target is easier, and, if the other survivor is poorly positioned, continue on your way to sweep him too. If the rescued person has BT on them, make a decision based on their actions and your options - if they continue straight but don't have a vault close by, you can chase them down and hit them twice with your chainsaw, as you'll catch up to the BT speedup. If they have BT and will be slightly short to a window, you can double hit them at the window with a well-timed chainsaw hit+intentional tantrum. If they are bodyblocking you with BT and you're both next to an obstacle, you can sweep and ram the obstacle for an instant double hit via tantrum, downing them again for being a nuisance. If he takes a single chainsaw hit for the rescuer and then veers off/doubles back by running through you, then continue for the rescuer if possible. Occasionally, both will get away and you'll have to go about your normal business.

    Do try to identify and set up a good 3-gen early, as your map mobility stinks. There's simply no way to be on both sides of the map at once if they manage to split it.

    Things that may trip you up are the tops of certain staircases, particularly Haddonfield's staircases that go underground, as sweeping while descending will make you slam a wall. Some of the Haddonfield trees have branches that you can walk under but you'll slam with the chainsaw. The broken concrete walls near Midwich Elementary exit gates will also make you slam a wall. Autohaven Wreckers' maps are also full of small obstacles, as many loops incorporate knee-high tire piles (with absolutely janky collision), buckets, and other trash piles that are not always easy to see while your chainsaw is in motion, and some of which are also both dumb and obnoxious such as the side mirrors on cars and trucks having an extended collision box from the vehicle's main body that serves as part of the loop. Hanging meat such as on The Game or Coldwind Farm will also make using your chainsaw a nightmare, as you will tantrum on these. There are other "invisible" collision zones and this is by no means a comprehensive list of all of them. Many of these can be avoided by walking backwards at them while sweeping but it is more difficult.

    Any spot that you can get cheeky M1 hits as a killer you can get with a chainsaw sweep/tantrum, such as if someone runs the cattle fences or Haddonfield fences too tightly and you're on the opposite side. Bear in mind that you must do everything possible to avoid telegraphing this plan of action, as you still need to rev for 2 seconds.

    Hope this helps.

  • @M1MASTER said:

    Billy should refill his chainsaw with gasoline at lockers because mobility and insta down is oppressive overperforming with little the survivors can do to stop him.

    Overheat and bad add-ons are not enough; he simply went from S+ to S tier. He's still a crutch killer for babies.

    In all fairness, this thread's for B-tier killers, not for continuing to beat up on what's left of C-minus rejects and/or dead horses.

  • Remember that time Mathieu Cote got baited into playing one match in his life and it resulted in sweeping changes to flashlights and significant buffs to Hag after he got called a noob killer by instablinding Koreans? That alone revealed just how little they play their own game.

  • Since Stranger Things is leaving the store, clearly BHVR needs to nerf Demogorgon so as not to make players that missed out on buying him feel bad. As such, he needs to be made even louder, be restricted to only one portal placed (quickly traveling the map is OP, so he mustn't be permitted to make an exit), and have all of his addons replaced with Clown's confetti.

  • @ThePolice said:

    https://forum.deadbydaylight.com/en/discussion/comment/2560608#Comment_2560608

    While I do agree and bubba is my fav killer atm (hence my pfp)

    however I do believe he is addon dependant (award winning chili and beast marks) to reach his full power potential and he is weak in map traversal and as a result, gen pressure (however this can be helped with perks)

    As with any killer, there is a noticeable difference with add-ons vs. without add-ons, but Bubba's less reliant on them than some killers in my opinion. He can still get kills and do well without them, unlike some killers that are nearly unplayable without them (Ghostface's recovery add-ons, Trapper's bags, pre-buff Wraith's Windstorm, etc.). His add-ons are nice but not complete game-changers.

    I also have to heavily disagree with you on Bubba's scratches add-ons. Adding .24 seconds to his rev time for a pathetic +3% initial speed while chainsawing is awful and leads to more missed hits than you gain. I'd rather go double chili, or award-winning chili + one of his other much better add-ons.

    He is bad at map traversal and by extension gen pressure, yes. You do want to find a good 3 or 4 gen early on because you just can't cover enough ground.

  • Bubba. Reasons:

    Cuts minutes off survivors' life expectancies by ending chases in one hit

    Healing is negligibly effective against him, yet survivors still do, wasting their time

    Able to brute force his way through Borrowed Time and Styptic Agent

    Able to catch bad Sprint Bursts that go nowhere, and with duration add-ons can catch Balanced Landing as well

    Is barely affected by Dead Hard

    Is able to hit multiple survivors in a single use of his power

    Rapidly creates massive deadzones by breaking pallets quickly

    Thrives in the hold W and pre-drop every pallet meta

    Is one of the most effective campers and tunnelers in the entire game

    Is highly effective against most of the list of meta survivor perks, being fully affected by only Decisive Strike, Unbreakable, and Iron Will

    Is not add-on reliant, and therefore has some actual options for which add-ons to bring


    He has a lot of things going for him in one extremely simple package. The only thing holding him back is a lack of map mobility.


    He has no style, he has no grace, this killer has a leather face.

  • Even a full million would be insultingly low. To max out, it's now above 350 million BP.

    The current 500k max per month = roughly 0.14% towards overall progression.

    If you got 500k every month for a whole year, those rewards would only contribute 1.71%, and even that is assuming no new killers/survivors/perks released for the duration of that year.

    In practice, getting the monthly reward doesn't put even the slightest dent in progression, as it's not even close to keeping pace with BHVR's release schedule in terms of BP gained versus BP needed for new content.

  • Told them to stop trying to use big data balancing when their methodology is fundamentally flawed.

  • Nothing, except for losing out on the last little bit of BP for doing 4 sacrifices.

    Heck, you're very likely to get more BP by bullying a squad of babies in an 8-hook game and letting them all go as opposed to 4King a real team. You can take it easy and maximize your gains instead of sweating.

  • No.

    And now that we know it's based on gate escapes/kills, it's incredibly easy to game it by farming as much BP as you can before throwing. This is even easier to game than the old rank system, as once you dipped down to purple ranks you'd always safety pip doing this.

  • They know, they just don't care.

  • Whispers, easily. Reasons:

    The time savings is immense when you're searching for a chase.

    You can triangulate a locker jockey's position.

    It's invaluable for gate guarding after you shut the hatch on the final survivor.

    Even on its worst maps it brings constant and consistent value.


    Is it necessary to run after a certain degree of experience? No. But I deeply enjoy not having to second-guess my search decisions, it's almost like having a second person, a KWF if you will, talking to you when you learn to rapidly interpret it.

  • They expect killers to sit there and take it.

    So no change whatsoever.

  • @alaenyia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2500948#Comment_2500948

    You must be very bad at killer. I am a surv main and only play killer for dailies and have no problem laying waste to most surv teams.

    The important part of what you said is "only play killer for dailies". Of course you'll be stomping baby survivors if that's the only time you play killer. You've intentionally left yourself in the baby queue.

  • I've always hated the Korean MMO-style grind for content that is largely paid for. Grind for the privilege of using the product you paid for! Great friggin idea.

  • @stikyard said:

    I'm curious how other players view DBD.

    Considering how imbalanced each game can be, maps can favor one side over the other, certain Killer, add-on and perk combos are completely broken and, the wide desparity between levels of play that matchmaking fails to separate, I don't see how anyone can sit down to play DBD for anything more than a bit of fun.

    In actual tournament settings the organizers have to set specififc standards to try to midigate these factors. Using only Yellow add-ons, choosing specific moderate maps and Survivor teams planning synergy in perks, specific roles and style of play. All of these moderating factors are non-existant in a normal game of DBD.

    I'm Survivor main and, I mostly play solo, sometimes with friends if they happen to be on but, we certainly don't meta-game. Yet, we constantly face sweaty Killers who decide to use the most oppressive, broken set ups to destroy the team as quickly as possible and make use of all manner of not fun tactics such as slugging, camping, tunneling, ect. to secure a 4K.

    It seems to me that a majority of Killer mains take the game seriously competively, while the Survivors are goofing around, dropping hooks, doing challenges and sand-bagging eachother, lol.

    I know my experience is Survivor biased but, I can honestly say, I don't play to "win", I play for fun.

    Neither. It's a BP farming simulator designed to maximize player retention via sunk-cost fallacy and the tiny glimmer of hope that someday you'll have enough BP to have all perks on the characters you want and a large stockpile of items/add-ons to run any build you want, which most people never will. It's far too imbalanced to be played to be competitive, and far too stale (and infuriating, depending on how a match goes) to be played for fun.

  • If you have Bamboozle, use it. Windows are his biggest weakness and proper use turns normally-safe places like shack into deathtraps. Some structures have only a window and no other way out without busting a breakable wall, and if you have Bamboozle and do not break that wall, survivors are likely to run right back inside to a dead end they did not expect.

    You don't need add-ons, but if you want them, the best ones by far are Award-Winning Chili and regular Chili. Award-Winning Chili by itself adds .5 seconds to the duration of each charge, which adds up to 1.5 seconds - almost as good as the 4th charge you'd get from Depth-Gauge Rake without any of the downside. Chili is a bit more modest at .25 seconds per charge. Same idea, and stacks with Award-Winning Chili to make you very dangerous. These will let you start revving from further and still get a hit. Alternatively, if you find yourself low/out of charges often, Primer Bulb will help you regenerate them faster. If you see a couple flashlights in lobby, consider the Light Chassis to get some cheeky downs on people trying to set up flashlight saves from behind corners you can simply tap your chainsaw to see auras through for 8 meters. They rarely expect it and it's unclear you have this add-on unless they're running Distortion and are observant, which they won't be.

    Avoid the Scratches family of add-ons like the plague. They're terrible. I also don't recommend the Carburetor Tuning Guide as it comes with a significant drop in maximum speed and makes chewing pallets with him more awkward due to consuming all charges at once.

    A good chunk of Bubba is learning when to start revving to pressure survivors into giving you a quickly-broken pallet or dying. That'll come with experience, but generally a pallet and a half's width of distance is a great time to rev without add-ons if they're not close to a vault. The chili add-ons let you extend this further out.

    If someone jumps in a locker mid-sweep, I've found that 39 times out of 40 they don't know the timing to jump out safely, and due to the way Bubba works, that timing is highly variable. At one charge used, you can just stand there just outside of Head-On range, recover, and get an easy grab when they pop out at you. At two (and three) I typically consume the third charge and intentionally tantrum on the locker just before the third sweep ends. Even at red ranks, I've only run into a few survivors that know the correct timing to get out safely. If someone does know the timing, just remember who it was and try something else, because if they're actually good they'll force you to settle for a hammer hit.

    A proxy camping Bubba is scary. Don't listen to salty survivors who call it scummy, I call it efficient use of his power since he can hit both the rescuer and rescued. Sweep whichever target is easier, and, if the other survivor is poorly positioned, continue on your way to sweep him too. If the rescued person has BT on them, make a decision based on their actions and your options - if they continue straight but don't have a vault close by, you can chase them down and hit them twice with your chainsaw, as you'll catch up to the BT speedup. If they are bodyblocking you and you're both next to an obstacle, you can sweep and ram the obstacle for an instant double hit via tantrum, downing them again for being a nuisance. If he takes a single chainsaw hit for the rescuer and then veers off/doubles back by running through you, then continue for the rescuer if possible. Occasionally, both will get away and you'll have to go about your normal business.

    Things that may trip you up are the tops of certain staircases, particularly Haddonfield's staircases that go underground, as sweeping while descending will make you slam a wall. Some of the Haddonfield trees have branches that you can walk under but you'll slam with the chainsaw. The broken concrete walls near Midwich Elementary exit gates will also make you slam a wall. Autohaven Wreckers' maps are also full of small obstacles, as many loops incorporate knee-high tire piles, buckets, and other trash piles that are not always easy to see while your chainsaw is in motion, and some of which are also both dumb and obnoxious such as the side mirrors on cars and trucks having an extended collision box from the vehicle's main body that serves as part of the loop. Hanging meat such as on The Game or Coldwind Farm will also make using your chainsaw a nightmare, as you will tantrum on these.

    Any spot that you can get cheeky M1 hits as a killer you can get with a chainsaw sweep/tantrum, such as if someone runs the cattle fences or Haddonfield fences too tightly and you're on the opposite side. Bear in mind that you must do everything possible to avoid telegraphing this plan of action, as you still need to rev for 2 seconds.

    Hope this helps. My thumb is broken so I'm unable to play for a couple months. Kill them all for me, please.

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2376929#Comment_2376929

    sometimes survivors make a last second key switch which is annoying cause than the killer can’t adjust their build.

    Yeah, and when that happens my game mysteriously crashes during loading on every platform. It's a mystery to me!

  • Keys have been one of the most busted things in the game for years upon years. However, they're rarely a problem for me. I dodge key lobbies, it's not worth the added struggle.

  • That power is useless outside of the 5-token Exposed. You don't say how he gets tokens, or if he has a limited stock, or anything. This is poorly thought-through. The survivors' health states are already obvious from the UI, and the items they carry are obvious with the exception of the key, being smallish and gray. Make the power something simpler, like survivor aura reading + gen progress tracking. I've always believed a Terminator killer would have and information-based power, which we haven't really seen as a major focus since Doctor.


    Your first T-800 perk is almost Mindbreaker, but with an arbitrary time-limit that is so short that it will almost certainly have zero effect against even a mildly experienced survivor. I would never use this outside of killers that can choose when the game starts to count it as a chase, which means just Wraith.

    Your second T-800 perk is literally just a severely nerfed Zanshin Tactics, which is already unpopular with even intermediate killer players. You've just created something with even less value than Monstrous Shrine. Bravo.

    Your third T-800 perk is Stridor but far more situational, and will inevitably relegated to the trash bin where Stridor's going after the Iron Will buff.


    Your first Sarah perk is Tenacity x4 but on a time limit. Might have some use if it lasted longer. Does make you crawl almost as fast as normal walk speed though.

    Your second Sarah perk is fine. It's Kindred but while in a chase. This is acceptable.

    Your third Sarah perk is too much effort for the DBD development team to ever implement, as that'd require making a carry animation for every current and future survivor. Any effort above 0 is too much to depend on them for. Also, that's ripe for abuse by troll survivors. I don't even know how you could fix this one without making it a clone of For The People.

    in ab Comment by awustzdn
  • Ghostface.

    He has only 3 add-ons anyone cares about, and they're all recharge time.

  • Did for a while, right when BHVR reworked auras and made them virtually invisible for several weeks. It was just the last straw after a very long series of very buggy updates, and when the small pp build was at its absolute height. Just wasn't worth playing, wasn't fun.

  • Seems like a good way to reduce the game's performance further.

    Seriously, don't convince them to add anything unnecessary.

  • @TheMadCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2355950#Comment_2355950

    What's the pun? I'm not a native English speaker, so I don't get it... Could you explain it, please?

    Ausome - Au, the chemical symbol for gold (coming from the Latin Aurum) + awesome.

  • Positive isn't something you just "be". Positivity and negativity are both created by the environment the people are in. For every one thing there is to enjoy about DBD, there are three that detract from the game, creating a net negative for many people. The issues have persisted for years with little sign of improvement and have, in some cases, only gotten worse with time, and the negativity has spread with them.

    Frankly, it's a genuine marvel that DBD remains as well-supported by the community as it is, in spite of how deeply flawed it is, and that the people are still around to express negativity at all.

  • Killer Croc. Just because "killer" is part of the name.

  • Unfortunately cross-progression is unlikely to ever happen, since Sony and Microsoft are uncooperative. Supposedly it's coming for Nintendo Switch and Stadia, but BHVR already missed their target date for that without any additional word on it, so probably been quietly cancelled. Your only option, at this time, is to maintain two separate accounts with their own separate purchases, progress, bloodpoints, shards, cells, all of it.

    Fortunately, as others said, crossplay is a thing that does exist. For what it's worth, you are able to play with your girl in the manner you suggested, with one of you on PC, the other on PS5.

  • @ThiccBudhha said:

    There are people who aren't running Ruin?!

    I don't run any hexes, period. Too unreliable with how poorly spawns work. "Oh, just run Undying" you might say. Two perk slots that become non-perks simultaneously in under thirty seconds is worthless.

  • The best perk on Trickster is to just play Huntress instead.

  • He's already been reworked. Old Bubba was F-tier, down where Trickster and Trapper live, because of how awful his basekit was and his add-ons being bugged for years on end. Current Bubba is a solid B-tier.

    He has all the same weaknesses as any other killer that lacks mobility, and good loopers are still every bit as frustrating as on any other average killer. Perhaps even moreso, if they're employing Bubba-specific tactics to get him to accidentally tantrum on stupid stuff like a knee-high bucket he didn't see around the corner, or a tree branch that otherwise has no significant collision, or the top of certain staircases.

    Windows are anathema to him. Even if he's running Bamboozle, if you have multiple windows nearby, best he can do is M1 if he doesn't catch you out of position. Lery's in particular is hell as him if he doesn't catch you in a long hall. Just find some spot where you can chain a bunch of annoying windows together and he'll have to ditch.

    He is particularly good at taking down the weak link in the team, and is a deadly hook defender if you lack the patience to get him to leave the hook. If he won't leave the hook, then cut your losses and hold M1 on a gen as usual. He does become extremely strong if he gets a good 3-gen, however. Don't let him get a good 3-gen and he becomes any other low mobility killer.

    At the end of the day he's a relatively average killer that does one thing extremely well, and that's punish people that get caught in bad positions. He doesn't really do anything else.

  • All that offering does is guarantee you'll lose 3 or 4 gens in 80 seconds. It's good if you want to de-rank without making it too obvious you're trying to though.

  • Moris, in their current state, are a near-useless offering. Their best use is to bypass a possible DS on someone on death hook or prevent some other save. Old moris are what get compared to keys, because they both let you bypass your primary objective in time increments that could be measured in minutes. Now, at best, a mori will save you an extra chase or two under ideal conditions, while keys are in their strongest-ever state now that Franklin's Demise has almost no effect on them.

  • Sure there is. It's where your fourth second-chance perk goes.

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