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deathsia

deathsia

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deathsia
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  • *proceeds to play hag and huntress and be a complete dick*

    The balance must be restored!

  • @PinkEricka said:

    https://forum.deadbydaylight.com/en/discussion/comment/416951#Comment_416951

    Of course, SWF is unbalanced but the amount of complaints that they post on here is ridiculous. SWF isn’t that big of a problem as I’ve stomped MANY teams.

    Most of the people on here that complain so hard about it is either bad at killer or they have bad strategy’s.

    If survivors get even one tiny buff to their perks, they complain like crybaby’s. It’s all over the forums.

    You don’t see any survivor main on this forum complaining that they got mori’d, tombstoned, or any of that. Very bad comparison you made there.


    Uhhh, are you sure your post count is accurate? Because if it is, you must not be reading a single post on this forum since I see a "Mori's are a stupid and should be removed" thread pop up in either killer or survivor forums every week practically for the last month!

  • That damned cornfield map. It's the ONLY REASON players wear dark brown attire!

  • NOED is literally the killer sacrificing a perk slot for one final gambit and there are so many counters to this that unless you get lucky and the survivors don't cleanse all the totems, you have ONE SHOT to get a sac at the end because once you strike a survivor, the totem hunt will begin which will take all of 1min or so for seasoned survivors.

    That is ASSUMING Flashlight Jesus doesn't stun you during the pickup you had better had downed a survivor who is dead on hook or chances are they will STILL escape due to...oh hell i'll make a list:

    1. Borrowed Time
    2. Mettle Of Man
    3. Pallet Looping you
    4. Totem gets blown up in less than 30 seconds after you down a survivor.
    5. Decisive Strike
    6. The hatch

    That is literally six ways you can get screwed over in the end game even with NOED active and hell, that's an abridged list!

  • @fluffybunny said:

    https://forum.deadbydaylight.com/en/discussion/comment/416806#Comment_416806

    @deathsia It really isn't. Do you really think Huntress is a weak killer in need of a buff? She's the only killer who can hit you with a damaging attack from very far away. Plague can at a closer distance, but people need to feed her power to do that and Huntress doesn't have a distance limit. She can pressure two areas at once and if you see a survivor, it's very easy to get them down especially if they're out positioned. I've seen people give the tip of paying attention to the humming and reacting to it to avoid being found since she's so strong in a chase. She can essentially one-shot survivors if close enough and that's without her iri heads. She's much harder to loop than most killers since she can throw above objects and if you're close, you're not missing your throw.

    Her windup before she can throw is long enough and slows her to the point that a loop can render them pointless until a pallet is dropped(that she is not stunned by) so your argument falls flat there. Not to mention, any seasoned survivor knows better than to drop a pallet unless they have a guaranteed stun so yeah, no argument here.

    She may not have a distance limit but blindly throw a hatchet in the direction of a gen in hopes of smacking a survivor who MIGHT BE working on it at the exact right angle is a waste of a hatchet.

    If she's close enough that a throw will not miss, then she must be close enough to melee strike and if that's the case, throwing a hatchet is pointless unless you have instant down addons.

    I'm sorry but I have YET to see a reason as to why she doesn't need this buff... :/

  • I will tell you what I think of each of your suggestions:

    Doc: Like it.

    Freddy: That's the biggest nerf I have ever seen since the patch that slowed him when he put a survivor to sleep!

    Pig: Too OP.

  • @GraviteaUK said:

    https://forum.deadbydaylight.com/en/discussion/comment/415472#Comment_415472

    To be fair that's not exactly a fair comparison.

    Myers has to be in melle range to hit you, and he moves slower in T1 stage.

    But i don't fully understand @Nea_Death_Experience point either.

    If she can throw a hatchet at you and she's actually aiming and not randomly throwing near a gen hoping she hits you, you can also see her, so with the exception of 1 shot hatchets of which she can only carry 3 at a time anyway sniping isn't exactly a problem.

    Im yet to get sniped by a Huntress i couldn't see because she threw across the map it's always been when im not paying attention and we can both see each other.

    Would you rather me compare her hum to a foghorn? Because that basically what it is.

    A Foghorn which says: Hey survivors! I'm looking at you! Run now!

  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/415404#Comment_415404

    Skip to 4:15 and tell us how Hillbilly needs addons for chainsaw control again:

    https://youtu.be/pFlFw8BZZXU

    That was for close range takedowns.

    PLUS: he's using charge speed boosting addons.

    ALSO: that survivor was an idiot and ran around the car instead of the safe location LITERALLY A SHORT SPRINT AWAY. No seasoned survivor is going to be that dumb unless they come down with a temporary case of the "idiots" which is rare as hell.

    I'd LOVE to see a long range takedown(as in not more or less within basic attack range) without those control addons, or any addons period, against a seasoned survivor, who IS NOT having a temporary case of the "idiots" in a chase with the hillbilly.

    What's that? Can't find one? Gee, I wonder why....

    Perhaps its because a seasoned survivor IS NOT going to do what that one did and run around a pallet instead of running to a jungle gym that is nearly possible to hit them with a chainsaw sprint in.

    And what is the Hillybilly's greatest strength? Mid to Long range instant takedowns.

    If the hillbilly can't hit a survivor with his chainsaw then he's a killer without a power until he can and no seasoned survivor is going to give him that chance willingly.

    So his only shot is to come at them from mid to long range with a control addon and when they (and THEY WILL if they're a seasoned survivor) try to juke, can make a quick turn to smack them down.

    Charge Speed addons are helpful for close range takedowns but unless a survivor is a complete moron, it's not gonna happen. Occasionally you'll get lucky by hitting them as they vault but beyond that, fat chance of hitting them once inside a jungle gym.

  • If I can be a selfish little fuicktard for about 3mins, there are some matches where I just want them to stand around like idiots and let me kill them because I am sick and tired of survivors running circles and bullying an killer who is OBVIOUSLY learning to play a new killer!

  • @Frozenscum said:

    Gen rush is 3 ppl on 3 gens, not 3 ppl on 1 gen. 3 on 1 is time waste, if only they spawned all together. 3 ppl do gen in 34 secs which will take 102 secs to do 3 gens, while 1 guy does gen in 80 secs and if done simultaneously its much faster, cause in 3on1 tactics you need to move to gens as well and it takes time.


    and THAT is why you most likely never 4k, because you have the wrong idea about how gen rushing works.

  • NOT using Hex : Ruin in main build. (+5)


    LOL! Enjoy your gen rushes then!

    Unless you have the ability to apply map wide pressure effectively they are gonna pop 1 or more gens during a single chase without ruin.

    For killers like Freddy and a few others Hex: Ruin is a REQUIREMENT not an optional perk if you want to have a remote chance of hooking a single survivor before 2 or more gens are done!

  • @Nea_Death_Experience said:

    The Devs added it for a reason. If you could take out her terror radius with a perks like tinkers and monitor she would just combo you and be op. Her insta downs would be OP. She can hit you at range and if you can't get a warning on this you would be sniped ALL the time.


    Myers has almost no terror radius in tier 1 and yet the aware survivor will ALWAYS know he's nearby or looking at them. It's almost as if they need to be paying attention to their surroundings!

    Why should huntress be any different? If i'm paying attention to what's around me while working on a gen, I don't need to hear her humming to know she's nearby.


  • @Tru3Lemon said:

    https://forum.deadbydaylight.com/en/discussion/comment/400300#Comment_400300

    Give some links cuz i heard that gen rush dosent exist that said by a famous streammer xd

    I HAVE BEEN GEN RUSHED so many times that I have lost count after the 500th time! It's not only possible in later ranks, it's a regular occurrence!

    See, while your chasing that one survivor who is pallet looping you right and left the other 3 are all working on one gen and then even if you ignore that one and go after another they just swap roles with the new chase pallet looping you while the other 3 work on one gen.

    Breaking up their teamwork is neigh impossible because even if you manage to split them up, they'll regroup the moment you start chasing one and resume gen rushing.

  • I've recently taken up learning her as well(as in 30mins ago...lol!) and while I know a few tricks(mostly from them getting used on me by a nurse killer) I can do better than normal but learning to time her blinks is a pain PLUS you gotta be ready to be juked with absolute ease.

    Even a seasoned nurse main will get juked 3 or more times before they finally snag a hit on a seasoned survivor. It's not because she's weak, is because her blink is 100% predictable unless you do short fast blinks which is only viable when close to a survivor.

  • Hillbilly isn't great at all unless you have his addons which allow you to have tremendous control over your chainsaw sprint. Anyone who tells you those addons aren't required is blowing smoke up your arse unless they don't use his chainsaw to down survivors at which point I ask:

    Why are you even playing him?

  • Camping is only beneficial if the killer has the upper hand and he knows it.(aka: two surviors in the basement) Otherwise its a waste of time.


    Also: its amazing how many survivors don't escape even with the exit gates powered after they teabagged me when I was perfectly content with them escaping prior.

    How do i stop them you ask? I'll let your imagination do the talking.:P

    Moral of this story: Don't be a toxic doush to the killer.

  • @powerbats said:

    https://forum.deadbydaylight.com/en/discussion/comment/412441#Comment_412441

    It happens sadly but that doesn't mean you punish everyone else for the actions of 1 person. You punish the 1 person which is why contribution points would be so nice.

    On THIS I agree. A system that actively tracks who did what and penalizes those who did nothing or little to nothing all game.


  • @Incirion said:

    https://forum.deadbydaylight.com/en/discussion/comment/411917#Comment_411917

    "Survivors have been nonstop nerfed"

    Guess MoM was a nerf and I was misinformed.

    Care to tell me what nerfs survivors have received recently @T0xicTyler ? I'm curious.

    I think their idea of a "nerf" is this:

    "omg! The killer isn't such a joke anymore!"

    "I can't pull the same stunts I did before and get away with it as easily!"

    "OMG! I got away with that BS stunt a 1000 times before last patch! Killer is OP!"

  • @fluffybunny said:

    https://forum.deadbydaylight.com/en/discussion/comment/411965#Comment_411965

    @deathsia Or, y'know, when killers rely heavily on auto aim and gets hits despite the hit being nowhere nearby. Ranking being so messed up is more important than both, though.

    I don't know about most killers but I don't rely heavily on autoaim, sure its landed me a few lucky hits but that means jack squat when a survivor abuses their smaller as hell hitbox to squeeze past a corner after hearing the sound effect all killers make when they're about to attack and unless you stop your attack preemptively(which is impossible in most cases) you smack that corner.

    Or when they run next to a bonfire and dart away milliseconds before your attack connects making you autoaim into the bonfire. You can call that "skill" all you want but any survivor who knows how to exploit a killer's autoaim isn't "skilled" they just know how to exploit a flawed mechanic.

    Sure, some achieve this by accident, but any survivor who deliberately runs to or next to a bonfire or object and darts away even if you don't attack is obviously trying to exploit the killer's autoaim.

  • They are stupidly long and boring. Why do I have to wait around 30 mins to get a match where probably one person will dc randomly?


    Complain about something more important, like survivors abusing the killer's autoaim. If they run at just the right angle around almost anything, even if you are charging DIRECTLY AT THEM you'll hit the nearby object instead.

  • That doesn't answer my question... O.o;

    How is this bait again? I'm genuinely curious.

  • @Bongbingbing said:

    Yeah sadly for some strange reason the Devs have said they Don't make killers to be viable. This leads to like you said, Nurses and Hillbillys flooding the high rank games and the other killers going to waste because they just can't put up as much of a fight.

    It's always been a decision I really question, It just doesn't make any sense to me and I'd love to know the reasoning behind it.

    Because the devs aren't good at their own game and therefore have no insight as to how later ranks work or play. They only know low rank so they balance killers and survivors based on this.

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/410285#Comment_410285

    Ok then just let me point out the double standard here.

    By your logic the killer is exploiting by blocking the basement stairs and hitting/downing people because it gives the killer an unfair advantage.

    Killers are exploiting by making a chase lower than twenty seconds or survivors making it longer because chases were intended to be twenty seconds.

    Think about both sides before you type and as I said earlier I don’t think you read patch notes ‘cause if you did then you wouldn’t have made this discussion.

    The double standard doesn't exist because the devs have made it so that once the killer strikes a survivor they can pass through them. So unless the killer body blocks without striking(which is reportable) they are doing NOTHING wrong. You can argue till the cows come home that every little thing a killer does is exploiting but we BOTH KNOW that you just want to argue this because you are one of the many who use this exploit.

  • @HazeHound said:

    Without vod its hard to tell anything. Maybe it just took longer than it felt, maybe it was a bug. Why did you tunnel in obsession game tho? Is it so hard to set 60 timer on bind and then pick up?

    He became the obsession after using Decisive Strike on me, the obsession was already dead by this point so him becoming the obsession at that point was just me trying to down him again, not me tunneling the obsession all game.

    And as you know the obsession is immune to "Remember Me".

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/410122#Comment_410122

    Stop calling things exploits all the time and yes I do arm flap, if this actually was an exploit it would be bannable but you are just biased towards killer so this will likely fly over your head. :)

    In video games, an exploit is the use of a bug or glitches, game system, rates, hit boxes, speed or level design etc. by a player to their advantage in a manner not intended by the game's designers. Exploits have been classified as a form of cheating. <From Wikipedia

    I think arm flapping without the intent to escape is a manner in which the game designers did not intend it to be used. So yes, IT IS an exploit. Is it a game breaking one? No.

    Is it used in an unintended way to give players an unfair advantage?(telling other players that the killer is near and to stay away.) YES!

    Hell, if you want to get technical, voice communication is an exploit since the devs DID NOT intend players to use voice chat when playing this game or it would have came with the game to begin with. This however, is more openly accepted since not every single match is against a SWF group on coms.


  • @KillermainBTWm8 said:

    First off Moris keys, ect ect ect honestly are stupid mechanics. The hatch also needs to be reworked somehow. Those of you that defend Keys and Moris saying well it's rare so it is balanced my 593 ebonies on my spirit say otherwise, if I wanted to I could simply run a mori every game from the end of time currently. As for people giving up for hatch well hatch does need a rework as I had said before but if you hooked them they can give up sacrifice for the team also plays a role in survivor sometimes. Though when the killer slugs if they DC then that is a different story.


    Frankly at this point, they might as well "nerf" the mori to require 2 hooks instead of just one but that would just end with them rage quitting when they get downed after 2 hooks most likely if they know an ebony mori is in play so that probably would just make things worse for killers.

  • Stop what? Pointing out a fact that everyone knows yet no one says anything about because its been done for so long people gave up the bait tactic? You sound like the kind of player who does that anyways so your opinion is invalid.

  • @Nea_Death_Experience said:

    https://forum.deadbydaylight.com/en/discussion/comment/409864#Comment_409864

    Dude, your are thick. Read the post but I will summarise it for you. It's a meme on people who complain that it gets broken at the start of a game. The joke is that survivors need it to be broken, so they break it.

    You should really check your facts before you blow up @deathsia because honestly you look like a fool if you don't and then say you don't. Ruin isn't OP. But it is annoying, so we break it ASAP. I too play Survivor AND Killer, I main Myres thanks for asking.

    You'll have to pardon my rudeness then but I've seen tons of threads complaining about this so my impulse was to not bother reading and rip into (what I thought was) yet another noob who thought ruin was OP because they are bad at the game.


  • I see a lot of killers complain about Ruin getting destroyed so fast and blah blah blah. Just sit down and listen what its like from the survivor prospective.

    News Flash Nooblet:

    I play both killer AND survivor. So I know the Survivor perspective and ya know what it is?

    "I'm OP as hell and only get caught if i screw up."

    Survivor's have the ENTIRE MAP as their weapon.

    Killer's only have their power. So perks are the edge they REQUIRE, not just want, to have a remote chance of downing a survivor. That's not including Flashlight Jesus players who hide around corners waiting for the pickup.

    But on the flipside, this advantage of perks can be completely stonewalled depending on the survivor team's perk makeup. Putting the killer back to square one with just their power.

    I didn't read your post because I already knew it was an overblown excuse as to why the already underpowered Ruin is OP(which it's not).

    Ruin may have gotten a buff with the most recent patch but that buff is pointless when the hex totem is sitting in plain sight and the sound effect it gives off it a clear indicator of its position if a fire source isn't nearby.

  • @Kenshin said:

    isnt this the guy who said myers is s tier? i dont think its worth to watch his video then.

    You don't know how to play myers then.

  • As long as using this guarantees a safety pip, I'M ALL FOR IT!

  • @Saint_Ukraine said:

    Wait, so the killer has a built-in mori?

    The odds of obtaining Tier 4 invigorated may be high against low ranking survivors but in high ranks, you can bet your bottom dollar the odds of hitting a tier 4 are astronomically low.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/403675#Comment_403675

    @deathsia this one of the reasons why Ruin can’t be solely relied on to slow generator repairs. There needs to be some active prioritisation in applying gen pressure at the expense of some chases, and get savvy at finding other ways to waste the survivors time

    This issue could be eased though if they made hex: ruin MUCH HARDER to find. Like, have it always spawn farthest from all survivors or SOMETHING to make it so they don't find it within the first 30seconds of the match.

    EDIT: Oh, here's an idea! Have it so that for 3 mins at the start of the match none of the totem become hex totems until the 3 mins are up, as a result Survivors can cleanse the hex totem 50% faster once its found.

    EDIT 2: Or hell, make it a perk called "Hex Cloaking" with its effects as such:

    At the beginning of the trial, all active Hex Totems are shown as normal Totems for 60, 120, 180 seconds. The hex is still removed if a survivor cleanses the cloaked totem however.

  • @sailormars said:

    I never understood the complaints about this. Hex perks are supposed to be a gamble. They're EXTREMELY powerful, but they have the added risk of being destroyed. You gamble with it being out in the open, or in a very remote hidden spot. That's how it's supposed to be. I'm sorry you can't have your op perk the whole match, but that's not how it's supposed to work. (before I get comments about it:YES totems are meant to be OP, but they're not seen as such because they can be destroyed. But they are, in fact, more powerful than the average perk).

    News flash: The effects of Ruin are EASILY circumvented if you have more than one survivor working on a gen. Hell, 3 survivors on one gen basically is saying this:

    Hex: Ruin, what Hex: Ruin? EXACTLY!

    So this perk is not only NOT OP AT ALL, its easily circumvented by survivors all working on one gen. Granted, this prevents them from doing multiple at a time but the time it takes 3 or more survivors to complete one gen nulify's this benefit.

    When running Ruin, you want them to remain separated so the time to complete a single gen is increased long enough to hook at least one survivor twice or two survivors once.

    The issue is that when the hex gets popped within the first 30 seconds to 1min into the match, they USUALLY have at least 2 or more gens 70% or more that pop within the next 30 seconds due to them all working on one at a time.

    Hell, half the time they knew where the hex totem was all along but didn't touch it until they were ready to pop 2 or more gens to make the killer think they didn't know where they were.

  • I'm just going to fuicking leave every match if ruin gets cleansed before i hook at least one survivor. I've fuicking lost already if I haven't.

  • @[Deleted User] said:

    I kinda feel Ruin is a crutch and not used as intended by most of the killer community anyway. It’s meant to compliment direct gen pressure, not to be in lieu of direct gen pressure while the killer runs around doing other things, and obsessing over losing their totem.

    That said trials should never generate hexed totems so close to survivor spawns. Or near generators either.

    Crutch?! Dude unless you want 3 gens popped within 2mins its a REQUIREMENT!

    The problem is that it spawns so out in the open that its proven useless in most matches!

  • Only if Spike is the killer.

  • @CornChip said:

    You make it sound like there is some mass organised protest against the game..

    I think alot of people just aren't having fun anymore.

    Given the toxic nature of some players in this community, IT WOULD NOT SHOCK ME.

  • Dude, how the hell? Her puke hitbox is borked! If she pukes its random if it hits you or not!

  • @TAG said:

    People, please consider OP's post history before responding. Thank you.

    People please consider this trolls posting history before taking them seriously. Thank you.

  • @[Deleted User] said:

    Well it is puke.

    The only true way for puke to travel in a straight line is to point your head straight down.

    Just be grateful it travels as far as it does, and just account for the fact that puke doesnt travel like a bullet, so spray ahead of them and where they are traveling

    Tried that, didn't work.

  • Nobody is playing her because they found out in their first match with her that her vomit's hit detection is borked! When you vomit at a survivor its almost as if its RNG if they will get infected or not.

    I've done full charges of vomit at a survivor in a straight line, with them getting hit by the whole stream yet they show zero signs of being infected.

    In most of my matches with her, if I want a chance in hell of infecting a survivor I have to vomit on a pallet, pray to god the pallet actually gets contaminated(1 out of 3 times it isn't), and then wait for them to drop it just so they can get infected.

  • That needs fixed asap. I'm sorry but that is complete BS, its not like I'm throwing a bottle, it's a STRAIGHT LINE of vomit I mean ######### is the killer doing when she pukes at a survivor?! Twisting her head in a 360 degree angle, exorcist style?!

  • @projecteulogy said:

    So you basically want them to delete flashlights.

    There is a laundry list of counters to flashlights. You're just mad because you can't adapt. You've also kinda showed your hand here by shooting down what killers already do to counter flashlights. Which is extremely effective btw. They've also nerfed flashlights to the point they take much more skill than ever before.

    You say its a waste of time to look around before picking up survivors because you're getting gen-rushed... now its obvious you just want to hear yourself talk.

    Tunneling is out of a survivors control too, more so than getting stunned by a flashlight but i'm sure you still do it anyways. This whole thread is a waste of space.

    If i was a Developer, I wouldn't take this thread seriously if my life depended on it. Learn to play.

    Edit: I just stalked all your past comments and yeah. The developer is going to take you about as serious as Ochido.

    thisisbait.png


    At first I wasn't even going to reply this but... I'm sorry the chance to make someone else look like a moron who thinks they are all that and a bag of chips is too hard to resist.

    90% of your posts are in favor of making survivors far more OP than they already are and about how OP killers are. This leads me to come to the conclusion that your one of those players who suck at the game and cling to the very few exploitable things you have left. Funny that.

    Every single post you have made in regards to killers when suggesting a "buff" is actually a cleverly disguised nerf.

    For example: Your conditional mori's thread is all about trying to limit/prevent the killer from ever being able to mori a survivor since every single condition you have mentioned allows survivors to pick and choose how to moriblock the killer.

    Thought nobody would catch that, didn't you?

    Also based on your posts, your the sort who rarely works with other survivors to escape often abandoning them at the first sign that they don't live up to your predefined "skill level".

    Great player here folks. Five stars.

    You are what's wrong with this player community. Please uninstall Dead By Daylight before you ruin another survivors game by leaving them for dead.

  • @Milo said:

    What is out of killers control exactly?

    Ya know, I could just quote myself throughout this ENTIRE THREAD as why and how its out of the killer's control but I'm not going to bother.

    If your goal was to derail this thread so far that the devs wouldn't even bother to take it seriously, congrats you succeeded.


  • @Milo said:

    Then dodge flashlight lobbies if you dont want to use the tools that were given to you...

    Sure, lets write off something that is completely out of the killer's control as "Not using the tools given to them." That's sound logic... wait no its not, that's the exact opposite of sound logic...what's the word for that again?

    Oh right, stupid!

    And no, I'm not calling YOU stupid, I'm calling what you JUST SAID stupid.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/387201#Comment_387201

    Going to pick up survivor and then not picking them up is called a "fake pick up"

    New players might fall for that fakeout but a seasoned survivor is not going to fall for that. They are going to wait until they visually confirm the first frame of the killer's pick up animation before they run out to flashlight stun you.

    @Milo said:

    I pointed out possibilities.

    You make it like this never happens. So i have an example:

    You down someone on the pallet. Do you

    A) pick them up right away

    Or

    b) see if no one is around to do a save

    I believe I already gave a suitable answer as to why this is pointless. You can say "Well, then its your fault for getting flashlight stunned." till your blue in the face but we BOTH KNOW that the more time you waste hunting for a survivor who MIGHT BE but most likely IS NOT there, the more time that is for gens to be completed, and even if they are, in any given location there are over 30 hiding places for them to be in and they can freely move between them due to the killer's reduced cone of vision.

  • @Mandy said:

    You confirm the chests were open, so one of them could have found a key in the chests. This will not show up in the end tally screen, because only the items that are brought into the match are found there.

    I saw both of them a mere 10 seconds before they opened and jumped in the hatch, neither one had a key so in the VERY UNLIKELY event that a key was sitting right next to the hatch, they could of gotten out that way but I HIGHLY DOUBT that.

  • @HazeHound said:

    Just face wall or fake pick up and rek saving guy.

    There is no issue in here.

    You CAN'T fake a pick up, the hell are you smoking? When you pick up a survivor you are FRAME LOCKED until you have them completely on your shoulder.

  • @Milo said:

    Wall, Lightborn, new Plagues perk, look around for flashlight guy....

    There

    Let me break down why each and everyone of those suggestions is USELESS.

    Wall:

    The odds of downing a survivor next to a wall and being able to pick them up at that angle is SO RARE that this suggestion is pointless. PLUS most survivors are going to make sure they aren't near a wall when downed to AVOID THIS.

    Lightborn:

    Ultra Rare Flashlight and Ultra Rare Addons TRUMP THIS every single time. No survivor is going to run a flashlight without these knowing that when the killer sees them holding in the lobby they'll run Lightborn if they have it.

    Infectious Fright:

    A complete waste of a perk slot just for making sure a Flashlight user isn't hanging around a corner and nothing else.

    Looking around for flashlight guy:

    Sure, lets waste EVEN MORE time hunting in circles for someone who could possibly but most likely isn't there. A good survivor will make sure you don't know they are there until you go to pick up the survivor so this suggestion is POINTLESS.

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