bjorksnas
bjorksnas
About
- Username
- bjorksnas
- Joined
- Visits
- 12,188
- Last Active
Comments
-
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629861#Comment_3629861
Is that what you want for survivors?
Fair enough. What would killers get in exchange?
you have to choose what killers get in exchange
-
@GeneralV said:
We revert something for the survivor side, then something for killers.
There are plenty of options to choose from.
vacuum pallets
-
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629458#Comment_3629458
the perk is pretty good but the problem is that killer can hit you and put you on deep wound if they tunnel. only small buff i would give to the perk is to make ignore a hit instead of tank a hit like Mettle of man. This means that even if you are in deep wound, you can still use DH.
Thats a much bigger buff then you think it is, since then you can pair it up with plenty of other items and effects to have long streaks of multiple perk triggers and effects, for the most egregious example you could us DH, DS, Off the record, and a styptic, you theoretically could, use OTR endurance buy time and not let them wait out endurance, go down after your 2 hits, use DS, get up and get more chase time, use DH the next time they would land a hit, no deep wound effect, and then use the medkit for icing on the cake and another hit to extend the chase even more.
And even at worst its still a huge buff since the little bit of extra time a killer might gain if DH forces them to give up a chase no longer gives the killer 12s of mending time on that survivor.
It doesn't need that buff not in the slightest especially since effectively can use it like that just running an anti-tunneling perk which already has perfect synergy with it. And it would just make the combos egregious, theres a reason deep wound applies to endurance perks we had a whole ptb of taking 5 hits to go down this effectively does the same thing.
-
The fact that 1-2 on demand endurance hits a game doesn't sound like a strong enough perk just sounds wrong. It was and still is one of the strongest effects in the game to take a hit and not go down and the fact that perks like mettle of man have massive drawbacks just to have easy usage of this effect is telling that a perk that lets you take a risk ~2 times per match to get them with no investment other than just having the perk is crazy strong in the right hands. Saying it should have a dash like it used time (assumedly on top of endurance) or have even more uses after its active is way to much.
If you consider the 1v1 sure it might not feel massive to get an extra hit for another 15s of chase an average survivor might get but in the 4v1 that is a massive time gain from 1 use of 1 perk and thats on an average survivor now imagine a competent survivor or a team all using it 1 chase 3 hits and 3 gens gone hit and run doesn't matter since they all get 2 hits anyway while injured so no point in healing only mending, that or just use it safely to a pallet or window and extend the chase instead with no risk, nope its barely fine as is doesn't need any buffs.
-
ive seen it a few times but its rare probably some kind of flag if there is a generator below it by where the window / breakable wall are that moves it a bit to the side
-
let him climb rocks
-
His collision isn't perfect no matter what you will do to it. Most objects I "hug tech" around don't even have collision so its not like I could bump or use it for anything else.
-
He has long legs I think he should just step over them especially since he knows where they are, id say though don't let it apply if a survivor is hooked within 16m (aka the entirety of shack + a little bit if someone is in basement)
-
Frankly it won't make it viable, ruin isn't bad but its not great and this change doesn't really make it better unless you decide to use it while tunneling.
-
@FrenchBagels said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626238#Comment_3626238
Old CoH was released before the med-kit nerfs and self-healing nerfs. It’s already slower. We’re not talking about the nutty first initiation, we’re talking about the previous initiation which had considerable healing speed nerfs.
If you want it to be so finite so bad then the devs can call it a ‘healing event’ and limit it to 8 heals.
The final version before healing nerfs was a 50% bonus healing speed and self care totaling out to a 75% self heal speed, and a 21s heal which is nothing for something you could do infinitely gave to your teammates and could be used to heal someone else in 10.5s instead
Even if it was changed to have the self care penalty of being 35% heal speed with a 50% bonus so 32s self heal, it would be nutty because thats not loss in time efficiency and no item dedicated to healing for something your entire team could use
Even if on top of that it took 24s to heal instead of 16s (aka give it the medkit nerf) it would still only be a 48s heal which is still done spending 14s to give your entire team self care in a massive area for usually the entire match
It just shouldn't exist as a perk that give self healing in any form since its always just a powercreep on medkits and self care
-
@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626380#Comment_3626380
I doubt it would ruin stealth since chases only start if a survivor is running in front of you within close range. Typically if you are sneaking up on people, it's not when they are running directly in front of you.
and just in case thats not enough it also pauses the timer when within 16m (to prevent moonwalking after survivors) in this theoretical
-
@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626315#Comment_3626315
Almost all good, but I don't understand this:
Traps can be used after all gens are powered but always require 2 searches to remove
Traps are disabled when there is only 1 survivor remaining (so normal hatch and endgame after hatch is closed)
Traps are slowdown, not a real damaging power. I get it sucks losing part of your power in endgame, but slowdown is no longer necessary, and I can't see much good coming from able able to prevent survivors leaving after they've already completed gens. After all it is the survivors choice to complete a gen and activate a trap, not yours. This just seems to open the door for more of the old Pig trap abuse mechanics, as you wouldn't want your trapped survivors going off wasting tine anymore, you'd be more inclined to tunnel/harass them.
The second part just invalidates traps entirely. It means as long as all untrapped survivors leave through the exit gate first, the trapped survivor has nothing to worry about. This means even traps placed before endgame, so long as there's only one active when the last gen pop, it's effectively not active at all. This is a complete nerf to your fourth trap in most cases.
Good catch, ok change the 2nd one to if 3 survivors have been sacrificed or killed by any means then traps are disabled. Meaning if you get someone down in endgame give them a party hat and their team leaves them behind they are stuck there with you (still could get hatch)
-
@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626307#Comment_3626307
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626315#Comment_3626315
I think one thing to note about Pig's crouch is it doesn't count as being in chase, and thus RBT count down. Survivors can run in front of a crouched Pig and never activate a chase. Currently she can't really chase Survivors crouched since...she's slower than survivors. If they ever make this NOT be the case, they would also need to ensure it counts as being in chase.
Current PTB Sadako works like this while demanifested, so I don't see this being a problem.
Good catch, you can now start chases with survivors while crouching, if that ruins stealth too much then make it only if they have a reverse bear trap that you can "chase" while crouching
-
screams and stopping interacting no longer reset box progress then a bunch of buffs to the rest of her kit
110% crouch speed
0.7s crouch time (at 3.6m/s)
0.7s uncrouch time (at 3.6m/s)
Visible terror radius (aka you can see it shrink and regrow with a small radius on the ground preferably all stealth effects would be visible like this to let you better use stealth as you approach where you think survivors are)
Bonus trap placement speed by the bag / crate of gears basekit (and removed from the addons) so you can save a bit of extra time trapping survivors
Traps can be used after all gens are powered but always require 2 searches to remove
Traps are disabled when there is only 1 survivor remaining (so normal hatch and endgame after hatch is closed)
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624543#Comment_3624543
Why?
Are you just against fixing tunneling? Or that change, for some reason?
You don't need broad Killer buffs. It's been a while, but the last stats we have say that Killers are doing absolutely fine, even at high MMR. This change is certainly a nerf, but not something that requires every Killer be, "massively buffed" across the board.
Well the inability to take a survivor out of the game is a massive change for someone just to hand wave it makes me think they don't have it well thought out so ill pass
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624531#Comment_3624531
Nothing immediately. Obviously that would also be disabled after the gens are done as well.
Ideally, we'd adjust Killers on an individual basis. Killers like Nurse or Blight don't need anything to compensate for that loss, honestly nobody Huntress-level or above does.
I'm actually not sure how much it would affect things on a Kill Rate basis. You can still force hook trades, which nullifies it and regression is still extremely strong.
Hard pass then
-
@Pulsar said:
Incentives do not work.
Make the unhooked Survivor intangible until another Survivor is downed or until they perform a conspicuous action.
I mean thats just a massive buff to the survivor gameplay loop since they never have to protect unhooked survivors, what would you do to balance that out
-
At the end of the day if people are playing to win you just need to be able to get a survivor out of the game when you need to. Thats why no real systems were implemented and very few changes have been made to tunneling. Sure tunneling "before" you need to leads to what feel like unfair matches but its a way to secure wins as much as any other strategy. At the end of the day if you want a balanced game without tunneling you would need massive killer buffs and changes to compensate because of the immense pressure a killer loses from not being able to tunnel.
-
@GeneralV said:
Now when someonebody unhooks and its obsession... why the hell would you go for the obsession since you can't even touch them? Yea...
That already was the strategy with this perk. There is no reason for you to chase the obsession if you are using STBFL, unless you want to avoid tunneling.
The nerf will have no impact on this matter.
But if you were playing a character like demo in a situational like this you could go for the unhooker if it was the obsession as well instead of his just the unhooked survivor again. You had more of a choice and now you get punished if you make the one thats more fun for the match
-
I think having a perk with a strong effect that you can play around keeping is fine, 4% per stack is a fine nerf but losing stacks on obsession taking damage is just lame for what the perk gives you, if all damage effects can make you lose stacks then all damage effects should make you gain stacks (like it used to since all special attacks counted as basic attacks but didn't get any cooldown benefit)
-
@Volcz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623804#Comment_3623804
The whole point is to break the 3-gen strategy that killers like to use. If a killer is hovering back and forth between 2 gens, its because they're important and/or got progress put into them. If they're pushing me off of the gen w/o me hitting the 5%, the gen will just continue to regress till 0 and we'll be right back to the beginning. The problem wasn't the gen tapping, it was how close some gen spawns are to each other and how some killers basically negate the distance travel time.
I don't see this as a huge problem with coordinated SWFs b/c they can turn the 3-gen strat against the killers now but I do think solo que will suffer with this change the most.
4.5s is a decent amount when the killer has to go between 3 different generators to deal with 3-4 survivors either you would get it off your gen or they would get it off one of theirs, big picture its fine
-
@Volcz said:
The gen tapping change is probably the only thing I have a gripe with.
5% is a lot just for one person to stop it from regressing. Whats to stop the killer from pushing you off that gen before the 5% is repaired? The killer avoids having to kick it again/add to his regression count & the gen continues to regress.
Is there going to be an indicator of how much 5% is? Sort of like BNP's indicator on the progress bar? I would assume lots of people will get off the gen at 3-4% repaired, thinking they've hit the 5% mark.
I think w/ the gen-tapping change, you've just made 3 gen strategies stronger and solo que notably weaker & more painful (could have just kept it 2.5, there was absolutely no reason for the increase, or at least it hasn't been stated). Will see on PTB though.
I mean if the killer is right next to you to the point where you can't get 5% on a gen (4.5s) then maybe you shouldn't be doing the gen???????
-
Except this one is so bad that no one is gonna use it and the one survivors had wasn't even situational
-
20s of endurance and haste is huge especially against killers who try and wait it out and even if they don't 10% haste for 20s buys a lot of time and distance
-
@Ethromel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620890#Comment_3620890
Yeah, I'm aware, but they didn't. They'll be on the side of the hook trying to align themselves or something. Prioritizing hooks over breaking out is still not fair when you consider that the killer already has way too many advantages as it is. They get an inherent power, then their four perks, plus whatever extra buffs their add-ons give them. Then they can close the hatch, and even if they can't find the last survivor the Entity will kill the survivor for the killer, the hooks are super close and sometimes parallel to one another, and the exit gates are typically too close together (usually within view of one another). When you consider that killers can run speedster fast, teleport, burrow, block the gate, slow the gate opening down to a crawl, see auras, hear whispers, cause screams, track blood trails, see scratch marks, and if they do happen to hook the last survivor it's an automatic death. There's no struggle sequence. Just death.
I don't believe they should be prioritizing killers hooking over survivors breaking free.
counterpoint the killer still had to go through the process of downing the survivor so I think the game slightly favoring them with another 0.1~0.2s of extra wiggling due to ping and animation locks is fair
also 90% of what you said in those statements are true on both sides can be inverted or just equip an item so I don't get what you are trying to get at with the whole killers have mechanics and 4 perks ramble
-
fair enough
-
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622125#Comment_3622125
This isn't just RNG. It used to be a very unlucky rare thing. I have around 70 sacrificial wards on my Oni and I decided that for one day I wasn't going to deal with any map offerings and ran sacrificial wards all day. 3 times I got a map offering. 3 times I went to the map on the offering. Out of the 39 maps I went to the one on the offering everytime. I'm not complaining about sacrificial ward leaving a small chance of going to the map....I'm complaining about it being glitched and not doing anything. A 1/39 chance once is bad luck. Twice in a row is astronomically bad luck. 3 times is the ward not working.
1/59319 pretty good odds
-
I agree, 1s shock detonation delay made sense when it was based on your ping as the host back in the day, now with being able to queue up a vault based on server side ping rather than the killers ping you get people going from what feels like miles away while shocked still being able to vault, the timing should be relaxed a bit. Lowering it to 0.8s and nerfing the addons to be 0.12s, 0.14s and 0.16s (still able to go down to the 0.5s currently with the paired addons) seems like a fair buff, range matters a bit less than the detonation delay because with better delay you don't need better range but just in case give him another meter he's earned it
-
Iron maiden on huntress
yes going from 3s to 1.5s reload time is indeed an "all meta" build team of 4 p100s, not like you could just throw on another slowdown to make up for the time loss anyway if not more because its effectively a QOL perk
-
If you have a nivida graphics card you could probably do what 90% of reshade does without any worry so idk see why not
-
@Science_Guy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621448#Comment_3621448
I'm not sure where you're going with this. Yes, the fact that survivors are making so many mistakes with the system and the fact that killers have easily adapted is exactly why the system has made things worse.
As far as it being a free buff... if a bonus that comes into play 1 out of 50 matches (and that's being really generous) is a confounding distraction for the other 49, it's not a buff at all.
If bad survivors and ruining something that was added as a pure buff to survivors / nerf to face camping then idk what to tell you but they likely would be ruining matches without the system as well
-
@Science_Guy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621328#Comment_3621328
Funny enough, it's not.
Before the new system, whenever that happened, it was a non-issue because survivors would understand that the hooked person is being camped and respond by either forcing a trade or coordinating a rescue. Whereas now, they believe the hooked person will be able to escape on their own, mostly because, barring Kindred, a survivor who approaches the hook and sees the killer rush right in front has no way of knowing how far the killer was standing before they got there. By the time they realize the killer is playing around the mechanic, the hooked person hits the second phase, to finally be rescued and immediately tunneled out of the game. Genuinely worse than before.
Worse than before but the way you described it is that survivors are the ones making mistakes while killers have already adapted. The solution is survivors need to be smarter and adapt as well. Its still better than straight up face camping because its a free buff.
-
@Science_Guy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621109#Comment_3621109
I have to disagree with you on that one. I get facecamped way more than I did before the "anti-facecamp" update.
Killers start by hard camping right outside the radius, even that happens more often than before. Then, as soon as another Survivor moves in they, the killer goes to the hook to deny the save. Or even better, they wait outside the hook radius until just long enough so that even if they do just face-camp the bar will never fill in time. I'd say it's impressive how many seem to know how exactly how far to stand or exactly how long to wait to make a complete joke of the system, but it's probably more that the system is just that easy to gimmick.
That sure sounds better than them standing 2 feet away under the hook for 60s
-
If by the anti-camp you mean the anti-facecamp then yes there is now more regular camping because people can't facecamp anymore so if 1/10 people facecamped 4/10 camped and 5/10 didn't camp then yes 5/10 people camping is more but it did remove what they intended it to remove
-
@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620970#Comment_3620970
That's not really true.
Spirit and Hag are 110% for example.
Spirit was to balance out her previous effects of being very hard to track on top of powerful addons. What's worse than a killer moving 10m/s that you can see, one that you can't. Invisible window vaulting, passive phasing, no blinding at pallets, bad to no information, spirits 110 was to balance the real lack of any counterplay because of her not being visible most of the time on top of the fact she used to be much easier to use with bumping into survivors while phasing and stronger post phase speedboost (flat instead of decreasing over time).
Hag has the strongest traps in the game and a decent set of addons to boot, if she was 115 that really wouldn't make sense since she like nurse can be everywhere at once the only difference is they have to trigger a trap (or you have to have mint rag) and due to it being "invisible" most of the time because the traps are hard to see and with a good hag hard to predict you can see why she is 110. Default chase on top of that would be too much.
The visibility of a killer is a secondary to why their movement speed might be slower, but blight is real and you can see him so he gets the 115 pass
I gave a simple answer to the first guy because I didn't want to put effort into my response
-
@Orthane said:
Even with 0 addons he's still an overpowered Killer and I have no idea how he's existed this long in his current state. His addons are all disgustingly OP yes, but even just his base kit is unfair, why does the most mobile killer in the entire game have 4.6 MS? THAT MAKES NO SENSE. Why can the most mobile Killer in the game break Pallets with his power? Why does his power recharge so quickly? Addons only amplify how unfair of a killer he is, and the only reason he's second strongest is because Nurse is literally just playing with NoClip enabled. He's insanely oppressive and it also doesn't help that he can just instantly zoom back to a hook to hard tunnel someone which seems to be all Blight players know how to do.
He should be 4.4 and remove his ability to break pallets with his power, it doesn't make any sense why he can do that anyway, either that or at least make it consume all his rush tokens or something. But he 100% needs to be 4.4. There's no way you can justify a Killer with his amount of mobility being 4.6.
4.4 is for ranged killers, ok its justified NEXT
-
@GeneralV said:
Flex? Is that supposed to impress?
If I were to launch the game right now and play Freddy with only Shadowborn and BBQ + some random add-ons, would that be impressive?
I think that would count as masochism so I would advise against that.
-
Sometimes its on survivor for me but it felt fake recently with 100% survivor bonus I get 5 minute queues and as killer during those times I would get ~1 minute queues at the longest. Frankly and this is just speculation I think they were testing out their new bots recently which is why its been favoring survivor to try and get only dedicated killer players to get stats against. This was a few days ago but I had constant matches with what felt like 1~2 real players and 2-3 bots (unless it was an obvious swf) just based on how they played. Not many real players run the outside of the map in the open against a huntress.
-
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619185#Comment_3619185
The thing is, Basekit BT, DH und OTR are basically negated by hitting the Survivor once. DS is not useful in its current state, you get around 7m of distance (1,7 seconds of mobility while the Killer is stunned). This is not much, unless you are really, really close to a Pallet.
Exhaustion Reset and Basekit Speedboost are really a stretch.
Ok but DH isn't as negated if you have DS since you could just use it after DS. And most of the time you could just unhook people when the killer is not on top of them and the speed boost + free endurance can take you across the map 44m and an extra health state is a lot when most killers only make 2m of distance on you during that time.
This 100% doesn't sound like an issue of a weak perk it just sounds like an issue or poor planning and low player skill if this is constantly happening. I mean you already said its good when used close to resources so why not take your speed boost to a good spot because you know if you don't then you would go down anyway (still wasting a ton of killer time in doing so because all the animation time is a minimum of 11s).
-
I agree with the 2nd guy permanent fast vaults is an extremely powerful thing even in exchange for no exhaustion perks which frankly you won't need with a perk like this maybe a new exhaustion perk instead since its just too strong in the right hands.
-
@jonifire said:
I‘m against reworking it, because it would straight up remove a part from the game.
I‘m for blindness also hiding white auras (killer objective’s).
What you said could be made a new status effect which would be cool, I don‘t know when the last time a new one was introduced.
Hiding killer objectives really only benefits pig and that doesn't sound like any fun
-
I don't even see people run it anymore I think wanting it nerfed is just a knee jerk reaction at this point because everyone has seemingly moved on
-
@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3618997#Comment_3618997
I am not a fan of bandaid ballance either, but what else are they supposed to do at this point? Come up with a better idea how to reduce tunneling outside of DS buff please.
If someone is hooked after being unhooked within 60s without being fully healed or doing a conspicuous action they get a basekit 3s stun ds until they do a conspicuous action upon being unhooked or fully healed. Disabled in endgame
or just buff ds to 4 seconds because m1 killers are people too and 5s ds was meant for enduring
-
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619025#Comment_3619025
Can you name those 5 tools?
Basekit bt, basekit speed boost, exhaustion reset on being hooked, dh, off the record, ds
-
@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619035#Comment_3619035
"Anti-tunnel is fine, so long as it doesn't counter tunnelling!"
"haha this is what I took from what you said now you look bad"
-
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619035#Comment_3619035
But why should you be warned they have DS?
You aren't warned, for example, that the killer has Pain Res until the moment it triggers. Why should DS be any different?
How to do you counter Pain Res? You assume the killer has it. Same goes for DS, you assume the survivors have it.
So you either don't tunnel, or you slug them. But slugging is better than to go back to the hook immediately because of Unbreakable. Or someone else can come pick you up.
There is no reason for DS not to return to the meta.
Look if you want to make a perk meta thats great but its not good game design to just make a meta perk so I won't ever agree with it. If you think a change is needed because something is so dire that you think meta perks that everyone / enough people should run to shift the entire way the game is played just make a basekit change that does the same thing instead.
-
@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619024#Comment_3619024
Sounds like it's a dumb idea to bring a perk that has a very solid chance of never firing, which doesn't even do solid work when it does fire.
At worst if the perk fires you get 11s worth of killer time. Pickup 2s, stun 3s, hit and cooldown 3s, pickup 2s, hook 1s because you are basically under it. If 11s worth of time in a 4v1 game in a single perk slot for all standing still has no impact then idk what to tell you. On top of the fact you could use the 10s speed boost and endurance to get into a good spot that could stretch that out a lot longer against most killers if you were skilled enough and or use dh to get another health state after you get the free chase reset which is less situational as a perk but extremely synergistic.
-
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619025#Comment_3619025
Hopefully it will be, once more.
Are there other ways to avoid tunneling? Yes, there are. But none of them are as effective as DS and it shows. Just look at the sheer amount of tunneling that is happening now.
Was there tunneling when DS was good? Yes, but not on this same level.
DS will end this wave and it has to be done.
Invisible counterplay should be weaker than other forms of counterplay 5s stun on a perk you don't know they have just shouldn't exist. If ds did something like made a sound when you downed them or was as visible as off the record, or dh I would agree. But I would never agree that invisible counterplay should be the strongest option just suggest a basekit change at that point don't make some psychology experiment.
-
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619008#Comment_3619008
But DS was the primary anti-tunnel tool, and its current state isn't doing anything. The amount of tunneling recently is unreasonable, something has to be done about.
Reverting DS is important because many killers didn't want to eat the stun. That helps a lot.
Its not the primary tool anymore you got 5 of them, if you want more tools equip more perks don't expect 1 perk to hard carry anymore since you also get basekit help and the tools have good synergy
-
@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619016#Comment_3619016
You can wriggle all you like, but it's a counter-perk. If the perk requires the killer to faceplant into it, it deserves to be strong.
Highly situational perks should not be given 'balanced' outputs. They should have high pay-offs.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619015#Comment_3619015
It's more than what the people who whine about killers being weak or having to tunnel to have a chance can offer.
sounds like someone can't make use out of a 3s stun and free escape