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bjorksnas

bjorksnas

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bjorksnas
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  • Just make searching a supply crate while uncontaminated give a weapon to kill a zombie simple solution

  • Give all survivors 5 perks,

    thinking about it

    processing

    thinking more

    output : no

    survivors would then just run whatever survivor gives them 5 meta perks and call it a day, there would only be variety depending on which meta perk skin you want

  • @van9684 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2289526#Comment_2289526

    It’s always played skill if survivor based but never killer, right? Hypocrite much? You people are too much lol.

    Incomprehensible could you rewrite it so I could debate against it

  • @van9684 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2288878#Comment_2288878

    I get hit through half the windows and pallets I go through on ps4. ######### is annoying.

    loop safer then

  • @MrDardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2288822#Comment_2288822

    In my case:

    • 5 dodging Killers before the match even starts
    • A lot of dodging Survivors because the lack of players means people play with another all the time, meaning if they don't like someone, they'll dodge.
    • Cheating Neas
    • Farming teams, leaving you as a standalone BP farming cow.

    I tried crossplay off many times as well, it's horrendous.

    My experience

    load into match

    bonk

    win

    repeat

    1/5 matches

    load into match

    bonk

    survivor dcs instantly on being downed for the first time

    end match

    4 remaining players say x person bad

    leave

    not too much variation other than the player that ruins it for everyone else still existing in cross off

  • @Somna said:

    https://forum.deadbydaylight.com/en/discussion/comment/2288822#Comment_2288822

    IIRC, this means you only get paired with people that have it turned off rather than only PC players, which is a lot smaller population to work with. Which means longer queues.

    mathematically they are the same queues

    cross off survivors go against cross off killers

    if there are more cross off killers survivor queues go down

    if there are more cross off survivors killer queues go down

    same as live

    there is no difference in queue times only difference in how the balance shifts between the size of the two groups

    smaller population ≠ longer queues, it just means more shifting

    also survivor queues right now are a minute so

  • @Trickstaaaaa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2288822#Comment_2288822

    Wait your saying... console users play worse than pc users? 🤣

    Pc killers certainly have better control schemes so you can actually face the killer not have the 1v1v4 where the killer is both facing the survivors and the control scheme itself, netcode for pc to pc connection is better so less hits through windows and pallets on good ping and especially if the killer has good ping, and other benefits which may or may not include players who on average are better than the average console player (this is due to a culmination of many factors but is still a bell curve so its not always true)

  • heres a magic trick

    image.png

    see this here, just press this button and most of your problems should disappear

    when it looks like this your succeeded in pressing the button

    image.png

    suddenly better players (not that much better but better is better)

    plus other benefits

  • @Trickstaaaaa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2288721#Comment_2288721

    No this is a person who plays solo survivor for the most part. I assume the reason why solo survivor is horrible now is it's because a bunch of RE players ranked up quickly. The ranks are the most muddled I seen, I'm getting ranked up with greens and even lower we been getting placed vs rank 1 sweaty killers. And of course they go down in 5 seconds. No kidding I lost all my matches today as a survivor. It's been bad for solos out there lately.

    what platform

  • I mean im in that boat kinda

    I have stopped trying to force myself to play nice and now I just play in response to how the survivors play and if they get upset about how I play in response to them thats their own fault

    totems gone early, might as well get some slowdown by having someone out of the game at 4 gens

    survivor body blocking with bt while im trying to not go for them, wait a few seconds and claim an easy down, better hope they brought ds to back up being annoying

    key in the lobby, 1 way ticket to a boring match where mechanics such as tunneling and camping are heavily used especially directed at the person with the key

    nothing goes wrong, easy 12 hook 4k where everyone hopefully got a chance to play the game

    just play in response to how the survivors play and you don't need to worry how you play since they are now their own judge jury and pyramid head

  • @David_Leon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2287022#Comment_2287022

    What about enabling the end game chat if you purchased a Game Pass? That could be better I guess.

    Why not just enable end game chat for everyone then no need to pay wall it but if its that hard to make start with just making it accessible then hammer out fine details

  • No I love current end game chat, maybe just give console players the ability to say predetermined voice lines but don't take away what we currently have just add on to it

  • https://youtu.be/WdooJUb58Gc?t=301

    2 traps basekit has some merit to it, since with 1 trap basekit he can't do anything, but given too many traps that leads to shenanigan's and being too readily able to make you claim on the map too fast into the game,

    so having 2 trap basekit but better trap spawns / better ways to get traps and consistent trap amounts are all the buffs trapper would need since it would accomplish the following

    1. cause less variation in gameplay, a hardcap of total traps would be ideal since right now it seems to be like 5-6 on the map but you can bring in an extra 3 traps with addons meaning you have either 10 to play with or only 6, which is too varied, now every match is limited to 8 traps but he has more access to them and can use them better since he is no longer limited by 1 trap capacity
    2. frees up addon slots, if you don't have a bag addon you can't physically play trapper he goes from being a killer to being one of the worst killers in the game by far without any bags, and he does have some decent addons but can barely ever afford to use them, this frees up an addon slot much like how wraith received windstorm basekit (twice)
    3. better trap spawns/better ways to get traps means that the trapper wouldn't have to go into the corner of the map to get traps which in some games mean a certain number of traps are unusable/unreachable/not worth the time investment so they are never used or you can heavily risk losing the game just to get them

    but having more than those 2 traps is acceptable within a certain limit like maybe having 3 traps basekit but 4+ traps is too many and gives him far too much starting power and shutdown potential without as much of an investment of his time

  • Nah he is just barely pushing the needle the other way, right now he is underpowered

  • @OmegaXII said:

    https://forum.deadbydaylight.com/en/discussion/comment/2283515#Comment_2283515

    Huh that's new. Unless they have a way to know who you are or what killer you're using?

    If they are scared to face a blight while they have 3 keys and a map idk what they wouldn't be scared of

  • viral infection scoring event is bugged, instead of giving 850 deviousness points it gives 850 objective points just watch the top right of your screen when you hit an uncontaminated survivor

  • @OmegaXII said:

    https://forum.deadbydaylight.com/en/discussion/comment/2282754#Comment_2282754

    Please tell me you dodge it. These people don't deserve a game.

    Even weirder, they dodged me, in lobby, 3 separate times that screenshot is of the 3rd time I found them, they left shortly after

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/258401/stop-being-disproportionate

    Name another online multiplayer game that has this many problems every patch.

    Identity V

  • Screenshot (2).png

    it can't be that bad

  • Why would I be playing nemesis right now, I already got his perks and played a few matches with him now im just playing my main and funneling bp to him to get him to p3

  • Normal 2 hit chase 2 seconds of survivor speedboost 6 seconds spent by killer in cooldown

    Nemesis chase vs uncontaminated survivor 4 seconds of survivor speedboost 7.5 seconds spend by killer in cooldown

    Nemesis chase vs contaminated survivor 2 seconds of speedboost 5 seconds spend by killer in cooldown, sure down the line you are 0.5 seconds faster than other killers with some range but it doesn't make up for time lost in earlier chases with up to 8 hits of your power being negated

    20 seconds worth of cooldown and 16 extra seconds of speedboost that survivors don't need just limiting his potential with artificial slowdown on his part

  • yea, and im super excited about it now they are a ton more fun, I plan to use hysteria in some builds

  • I think its part of optimization but it isn't fully tuned yet to be seamless

  • Bugged point scoring event

    every time a survivor becomes contaminated you gain 850 points

    on paper yea thats what his power should do, one problem wrong category

    the points for contaminating a survivor are 850 objectives points, a survivor scoring event

    that or its unassigned and the unassigned category shares the same icon as objective but could still be used for things like event extra points

    edit poor quality screenshot

    image.png


  • @Awkward_Fiend said:

    https://forum.deadbydaylight.com/en/discussion/comment/2273989#Comment_2273989

    You're right, they haven't nerfed survivors in so long! Except for

    • Franklins now being devastating against Medkits instead of Keys.
    • Giving Soul Guard a cooldown so survivor's can't be completely invincible.
    • Removed the on-command aspect of OoO
    • Reworked DS
    • Nerfed the reworked DS
    • Halved the benefit from Great skill checks
    • Buffing Mangled
    • And several other smaller perk / killer related nerfs / buffs that're bad for survivor.

    we get it changing things that clearly need changes are bad for the trout population

  • @yobuddd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2270955#Comment_2270955

    Very good questions and thank you for askingI I hadn’t considered this aspect of things.

    I think the requirement to be healthy is one of the main reasons that the perk For The People is so rarely used. Therefore I’d say that yes, this can be used while injured — BUT, to offset potential abuse like you’d described, let’s say there’s a 60-second cooldown EVERY time it’s activated, regardless of whether you successfully absorb a hit for someone.

    here is my suggest form for the perk to take for the sake of balance

    Bag of sand

    Twice per game you may activate bag of sand when a teammate is injured, for the next 8/10/12 seconds if an injured survivor takes damage they become deep wounded and you become broken for 60 seconds and deep wounded, in addition both you and the other survivor suffer a 5% hindered effect until downed, Bag of sand has a global 90 second cooldown whenever it is activated successfully and a 22/20/18 second global cooldown when unsuccessfully activated, unsuccessful activations still consume a use from the perk. You cannot use this perk on yourself.

    List of changes

    Stated the hindered effect made it apply to both survivors and increased the duration until when the survivor becomes downed so the survivor is marginally weaker until they are cleared of the effect (which can be slightly played around since the deep wound affect can allow you to down yourself and pick yourself up with teammates or other effects)

    Increased the successful cooldown and decreased unsuccessful cooldown and made them global (if its on cooldown for one survivor its on cooldown for all survivors) this is to force uses of the perk to be more spread out throughout the trial

    Limited the usage of the perks to 2 uses whether successful or not since its a strong effect

    Slightly Increased duration of the effect to compensate for the stronger downsides

  • Questions, how strong is the hindered effect,

    can you activate it while injured / broken / deepwounded

    can it become active on you while you are deepwounded aka make the first survivor take 6 extra hits in a chase since you can activate it on them repeatedly

  • 700k, that is my float value

    I always try to keep 700k handy because that means I have plenty to spend on new killers and ptbs or leveling but still have plenty of open space for earning bp to spend

  • @Sadsnacks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2268876#Comment_2268876

    Nowhere in the original post did i say "there should be a game mechanic where..." Or "wouldnt it be a great idea of" or even "i think there should be ..."

    I swear to god so many people use these forums just to cry about nerfing this or that youre all traumatized and jump right to that

    I didn't cry about something I just gave a response to what seemed like your idea as did many others who interpreted your "statement" as an idea, also what does that second statement even mean other than you are upset that people tore apart your "statement"

  • @Sadsnacks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2268825#Comment_2268825

    Okay idk how many times i have to explain that i wasnt suggesting an actual mechanic to the game ffs did you even read any of the previous comments to this thread?

    If you want people to know new information or your clarification don't expect them to just read the entire comment thread just edit the post to be more clear

  • Personally I just think she needs balance changes so here are some of my favorite options for making her more balanced by giving her a tell and slight buffs to compensate

    Pick any one for a tell or even combine a few

    No longer leaves a husk as soon as you can start moving during phasing the husk disappears

    Now has breathing sounds while phasing so you can try and hear when she is phasing and predict where she is based on how long she was phasing or other factors but just gives a discernable tell that better players can pick up on and use

    Flickers while in phase so survivors can see where she is every second (or 1.25, or 1.5 seconds with addons changing the passive phasing addons to affect this)

    Now depending on these changes increase the spirits stats accordingly the stronger the tell the stronger the buff so that hopefully it evens out with spirit staying strong but having more counterplay in chase

  • Wouldn't work, wouldn't be balanced, would make queues longer, anad wouldn't be fun for killers

    Problem 1, semantics, its an offering, how would that affect the killer in the game you are currently in, would it be a new kind of offering burned in the ready lobby, would it be burned the match before to force a killer next match, overall it just sounds like a ton of work for an already unfair system that doesn't have a place in this game, since forcing a specific killer brings with it a ton of problems, both balance and gameplay wise.

    Problem 2, balance, grab some friends and some offerings and you have all you need to go into match after match of easy low tier killers so you can relentlessly bully them, grab a killer offering lets just say pig, and a map offering, lets just say Haddonfield, and boom you not only have a killer who can't play around most of the strong buildings on the map but not only did you get to set the map in your favor you got to set the entire match in your favor, better yet here's an even worse feature, perks and items, you get to design youre entire builds around specifically countering a killer, force it to be a trapper and all bring maps and deadhard to go over traps and disarm them constantly, all bring calm spirit against a doctor you forced to go against you, have an entire team of no mither and force killer to be a legion, they get no power the entire match unless they want to waste their time, killer with no power coming right up

    Problem 3, queues, no matter what this would definitely disturpt queues, mostly due to a few points, survivors with their friends could stockpile enough offerings to never allow them to go up against strong killers, which means the strong killer queues are longer, the weak killer queues are shorter, and the people without offerings face more strong killers, which just sounds like a lose/win/lose, that or the offerings are so rare they are borderline unusable because they only arrive once in a blue moon there is no point having them in the game in the first place

    Problem 4, unfun for killers, weaker killers will be forced into match against stronger survivors looking for an easy win, and stronger killers still get forced into lobbies with survivors tailoring their build to counter them, as well as facing longer queues due to the displacement of matchmaking created by the offerings

    Its going to be a no from me, if you want to face specific killers maybe play a swf or something but a change like this would never work due to the ripple that comes with it

  • @GoodBoyKaru said:

    Uhhhh

    https://us.v-cdn.net/6030815/uploads/EW3UXAZ6BQFS/image.png

    Patch 1.9.2

    Please tell me I didn't imagine this

    No matter the repercussions of the Freddy rework, patch 1.9.2 was the worst decision BHVR ever made

    explain

  • I think were all forgetting that nurse was reworked, quite a few times

    nurse used to be a 115 killer with 3 blinks, and had no blink recharge, and ridiculously strong addons

    and was balanced around the fact that 2/3 killers at the time were held back by infinites and was a bandaid fix to make the game playable

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2266077#Comment_2266077

    Check the giant 1K thread for clips showing what Console deals with.

    Many PC's don't deal with those issues, ergo, an unfair advantage.

    Wouldn't that just be a unfair disadvantage rather than an unfair advantage

    since the pc players had nothing to do with those issues, ergo its something wrong with the game, ergo its a disadvantage on your side rather than an advantage on theirs if an advantage is not having to deal with X problem its not an advantage, its a disadvantage the devs have to fix, and you seem to be directing how you feel about it at the wrong people

  • You forgot a perk to round out any killer build

    (noed)

  • Look, if I had trouble finding a survivor leaving the hook, even with bbq, and you tell me 2 survivors are somewhere thats where im going next, im not going to keep wasting my time to find one in the bush when I have 2 in the bush somewhere else, its just not happening

    I want/need someone to chase and one way or another I get it

  • The amount of stress you feel as a killer is usually the amount of stress you put on yourself, if you just relax and have fun skill and wins follow much easier than clenched and stressed

    but just a little bit of stress makes you play better so keep a balance

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2263765#Comment_2263765

    Oh, I know.

    I was just parroting the reason BHVR gave for not implementing an FoV slider.

    I though their reason was it gives an advantage but some people who get motion sickness from the wider fov won't be able to use it so no one should have it since the people who can use it would have an unfair advantage over people who can't use it

  • If you just own a device with a native resolution such as a device that isn't standard, like a tv thats 1650 by 1080 then it would display the same as "stretched res" but most tvs don't have settings and you can't set it like a pc, that said I think stretched res just looks bad in the first place and don't really care for it

  • Alright well heres mine I guess

    Killer,

    Mr bubbles

    Title: The Big Daddy

    Weapon Drill

    Movement Speed 115% speed

    Power, Adam due to your genetic modifications you have an array of plasmids at your disposal

    Special Ability Power Swap, Hold the ability button to switch your plasmid set from combat mode to trap mode or vice versa (takes 2 seconds but movement speed is decreased), powers in the inactive mode cooldown at half speed (from 30 seconds to 60 second cooldowns but they are cumulative cooldowns)

    Combat mode plasmids: Using a combat mode plasmid incurs a 30 second cooldown on both combat mode plasmids

    Charge, charge for 2 seconds (at 90% speed) before rushing forward for 4 seconds at 150% speed (full range of motion), hitting a survivor ends the attack and puts them into the dying state, if you break a pallet you go through it but your attack no longer puts survivors into the dying state but deep wounds them instead, when this attack ends you have a 3 second unmoving cooldown

    Winters Blast, charge for 2 seconds before releasing a 3 second long cone of frost with 8 meters of range, hitting a survivor for 0-1 second slows them 5%, 1-2.5 seconds slows them by 15%, and above 2.5 seconds freezes them in place, all effects last 4 seconds after you were last affected by winters blast

    Trap mode plasmids: Using a combat mode plasmid incurs a 30 second cooldown on both trap mode plasmids

    Possession, charge for 2 seconds and throw a trap that takes 3 seconds to arm, If a survivor enters within 3 meters of this trap they will be forced to walk directly at you for 10 seconds (at 2.0m/s speed)(uses zombie pathing) or until they are damaged or another survivor is nearby to make them out of it (only activates on a running or walking survivor) (can be disarmed with a flashlight) (traps cannot be placed within 8 meters of hook or in basement)

    Murder of crows, charge for 2 seconds and throw a trap that takes 3 seconds to arm, If a survivor runs or walks into a 3 meter range of this trap they will be injured and attacked by crows becoming incapacitated until they shoo the crows away 8 second interaction (standing still but cumulative), if they run within 8 meters of another survivor while being attacked by crows the other survivor becomes affected with the deep wound status effect, can be disarmed by crouching up to it and stepping on the nest, (traps cannot be placed within 8 meters of hook or in basement)


    Addons

    Brown: Empty EVE Hypo - Increases cooldown of inactive plasmids by 20% (so up to 60% cooldown rate from 50%) stacks

    Brown: Little sister drawing - Slightly lowers all active plasmid cooldowns (2 seconds)

    Brown: Broken Crows egg - Slightly increases range of crows affecting teammates +4 meters

    Brown: Downed Vigor - Slightly increases range of possession trap +2 meters

    Yellow: EVE Hypo - Increases cooldown of inactive plasmids by 30% (so up to 65% cooldown rate from 50%) stacks

    Yellow: Ice cube - Winters Blast duration increases by 0.2 seconds

    Yellow: Bird Seed - Increases murder of crows trap range by +2 meters

    Yellow: Murder of crows vigor upgrade - Murder of crows no longer deals damage but instead you can drop on top of a survivor affected by murder of crows (teleport to them from anywhere in only 2 seconds)

    Yellow: Possession vigor upgrade - Possessed survivors now move faster increases the movement speed of possessed survivors by 50% (or up to 3.0m/s

    Green: Block of ice - Winters Blast duration increases by 0.3 seconds

    Green: Little sister picture - Moderately lowers all active plasmid cooldowns (3 seconds)

    Green: Genetic drifting upgrade - Tremendously lowers all plasmid cooldowns (10 seconds does not stack with other active cooldowns) whenever you use a plasmid switch between modes, you are unable to switch between modes manually

    Green: Variety Upgrade, Slightly lowers all plasmid cooldowns by 2 seconds for each time you use all plasmids at least once in any order, up to 6 seconds

    Green: Drill polish - Increases charge movement speed by 20% (additive) but increases charge time by 0.5 seconds

    Purple: Gene Bank - using the same plasmid lowers its cooldown by 2 seconds each use (up to 8 seconds) only tracks 1 plasmid from 1 side, resets upon using a different plasmid

    Purple: Possession latent upgrade - survivors affected by possession no longer instantly feel its affects instead the effects remain dormant until they work on a gen, begin opening a chest, or start cleansing a totem

    Purple: Drill Fuel - Increases Charge movement speed by 30% (additive) but increases charge time by 0.5 seconds

    Purple: Foghorn - Using Charge now deafens all survivors for 12 seconds after the effect ends

    Red: Permafrost - Survivors frozen by winters blast stay frozen for 20 seconds or until freed by a teammate or are attacked, if a survivor stays frozen the whole duration they take damage when they are released can put a survivor in the dying state

    Red: Crows Egg - Survivors who trigger the murder of crows trap are not indicated they triggered the trap or are affected by it until they enter within the range of another survivor (8 meters or 12 meters with addons) in which case the trap becomes active and applies effects accordingly


    Perks: 

    Heavy Pressure, you are no longer stunned by pallets but instead stun lowers your movement speed to 40/45/50% for the stuns duration

    Feat of strength, you can break pallets with a basic attack, doing so puts you into a 3 second long attack cooldown (cannot be decreased with perks but you still move while cooling down) this effect can only happen once every 30/25/20 seconds

    Waterlogged, When you kick a generator that generator keeps regressing for 20 seconds even while being worked on, Waterlogged has a 100/90/80 second cooldown

  • If you count before a breakable wall is opened there is a ton, if you count without a breakable wall there are still some pretty spicy windows

    With breakable walls

    Coal tower, Iron works, Suffocation pit both variations, Groaning storehouse (although even with the wall broken those windows are still extremely strong), Thompson house has 2, Fractured cowshed, Rancid abbitour, Torment creek, Wrenched shop has a 50/50, Gas haven both variations, father campbells, 3 windows on dead dog saloon minimum, and finally midwich with 2/4 of the classrooms having god windows (until the wall is broken), 13/36 maps

    Without breakable walls

    Father campbell again because even though some can be negated by breaking walls others are just always strong, disturbed ward (while weaker they are still strong windows) Haddonfield a large amount of window setups are just extremely strong especially first story windows those are some of the strongest because you don't stagger, Mothers dwelling those back windows are definitely the strongest windows in the game, The game has the drop down window which is always a pain, ormond has its upstairs window in the main building and bar window which can be linked together depending on their spawns, 6/36 maps (1 overlap)

    my criteria are just windows that can be used mindlessly to waste large portions of the killers time because they are really safe or easy to use

  • @mike2835 said:

    I've been playing for years and i still miss these skill checks sometimes, and if you miss 2 in a row game over.

    its not if you miss 2 in a row its if you don't even attempt to hit the skill check 2 times in a row

    missing it only lowers the timer, skipping the skill check twice in a row kills you

  • Predator, Scratch Marks are now directional and survivors leave scratch marks at all times, scratch marks are now slightly/moderately/considerably brighter

    Bloodhound, Survivors now leave a path of blood while injured instead of pools of blood, this path lasts 6/7/8 seconds, and is brighter if the survivor is hemorrhaged, walking on the blood path gives you a 2.5% (additive) movement speed bonus bonus persists 2 seconds after not standing on the path

    Shadownborn, increase fov by 11/13/15°, while you are undetectable you make no sounds

  • @DoritoHead said:

    https://forum.deadbydaylight.com/en/discussion/comment/2260794#Comment_2260794

    I do not agree with that last part. With Twins you can end games more quickly than all of those killers.

    Watch Dowsey's Twins winstreak if you don't believe me, he shows off their potential in a way I never could.

    Killers who can end a game faster than twins

    Oni

    Billy

    Bubba

    Nurse

    Spirit

    Hag after a good web going is slighty faster than twins

    Blight especially with ring + blight tag

    Plague using corrupt purge

    Myers


    even if they don't always take the oppertunity I can't possibly place the twins above any of these killers as they have much more potential for slugging, snowballing, and ending the game earlier than twins

  • @DoritoHead said:

    https://forum.deadbydaylight.com/en/discussion/comment/2260762#Comment_2260762

    I wouldn't say this is exactly correct. Both because Twins can provide an insane amount of pressure (and not just by camping and slugging), and also saying that Twins rely on slugging and camping is like saying Oni relies on slugging. It's technically true, but their power is literally designed around slugging/camping. (Camping perhaps less so)

    You know what else can provide an insane amount of pressure,

    a well set up hag

    an oni using his power

    huntress being literally anywhere

    Even myers given the right addons or solid play

    twins for me just doesn't do much of anything well enough to justify being called a good killer, sure you can do X or Y but you know who else can do X or Y, almost everyone else, and the best part is even if the twins are slightly better at it they take 2-3x as long

  • I don't think twins is an A tier killer since there are many other options that are stronger for them for both camping and slugging, the only things they are good at / need to do 24/7 since their chase time is abysmal

  • He looks like he is he is doing the chubby bunny challenge

  • If used together in their current state you are playing trapper with only 1 trap carrying capacity if you are able to get set up in a meaningful way after giving your entire kit to these addons you should be rewarded with a web of traps that are there to stay especially due to trap spawns and carry capacity you likely will only have 3-4 traps to play with at most in your area of choice with the other traps being on the other side of the map and impossible to reach while using your time efficiently


    But, IF and ONLY IF trappers base capacity, trap spawns were made more consistent and traps on the map were increased I could see these addons being changed, but in his current state he needs all the help he can get so having decent addons is fine, also to hard counter bloody coil get a medkit or selfcare 99 your heal and disarm every trap, if you can't adapt to your situation thats on you but you should change around the addon not the other way around, also trappers with iridecent stone are usually more bold with traps so they are easier to avoid but shut down a loop in plain sight, so just keep better notes on him because once a trap is down its probably there to stay

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