derperson
derperson
About
- Username
- derperson
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
I've been playing for BP because I don't see a point in ranking up as killer. I got rank 1 as leatherface and am content with that until rewards are given for ranking up. I've also gotten a lot better at survivor because I've been playing it more than killer lately.
I went back to killer for demogorgon, but I'm finding myself annoyed with 115% killers because of pallets. Not that I feel pallets are OP, I just hate that when I see a survivor start looping me, I can predict what's going to happen in the next 15 seconds and the game becomes a chore for those 15 seconds, because:
- There's no point in respecting pallets, it's better to have them drop.
- The survivor is going to use whatever means to keep their distance, and the loop/pallet is the best option for them.
The repetition of dealing with pallets as someone like ghost face or demogorgon, or leatherface etc.. is some of the most boring stuff imo. I think that once I'm bored of playing survivor I will probably stop playing until they make something more engaging.
-
I like your theory, it makes a lot of sense especially considering how perspectives are used for killers vs survivors.
But there are a few things to consider when deciding what the entity is:
- if the players were the entity then it would be genderless, but the devs refer to it as being feminine.
- The devs indicated that the entity is separate from people participating in the trial.
- During the blight/pustule event, the devs said that the entity is a plant, which goes with the idea of it being female as most organisms, asexual and otherwise, are initially female, and only later turn male.
I don't know if they have actually said one way directly, or another, that it's not the players, and I don't know if it's possible for it to be the players, but this kind of stuff is what makes lore fun.
-
Should be, but I haven't seen OoO in many matches recently.
-
@Mochan said:
It's actually IRON WILL.
Wait, what does Iron Will do? I don't know if I've seen anyone use it yet.
-
@pootis_Bear said:
pallets are the most powerful things in the world
I think the next killer should be a pallet.
-
I don't play freddy, but holy moly this is the bees knees. I love this. I hate borrowed time so much. It's still a mystery to me why survivors are allowed to receive borrowed time more than once.
-
If I down everyone and 5 gens are left, I'll let one wiggle free, and run to a corner. I'll let them all heal to at least injured state before I dig in again.
I avoid tunneling unless i get BMs or see a survivor trying to screw over another survivor.
-
It makes sense, it takes time to charge the attack and to jump the distance, then theres a small cooldown. It makes for some pretty interesting mind games with the demogorgon. Stop at a pallet, he charges his thing, give him the slip and be on your way without dropping it.
It makes sense for him to have this because pallet stunning him while in midair with that much force behind his lunge would be nonsense.
-
I like it. I like all of the new stuff. I think the demigorgon is kinda scary at times, like when he screams before teleporting. It's not always clear where he's gonna be coming from, and sometimes I have no idea where he is, but feel like he's close, lol.
Also, I don't know if it was a bug a few patches back, but I really liked it when chase music was really quiet or almost missing from chases.
-
@Raffaell said:
nobody uses insidious to do this, and survivors will just run away lmao, stop saying stupid things @derperson
https://forum.deadbydaylight.com/en/discussion/comment/677537#Comment_677537
It s your problem if you think it s not an unwanted glitch when you re in a chase and ghostface can activate his ability to make the game think there is no terror radius and to make your bar go out. It doesnt matter how often it could happen, it matters that it s there. what would you rather, die after looping the killer and survive as long as possible, or die bcs the game is ass and the killer can simply use its bugs in advantage? IMO i think it s a damn unwanted bug or whatever...
Saying my comment doesn't count because nobody uses it isn't disproving the fact that insidious can be used to do the same thing. It's not a stupid comment, it's just that you don't know how to defend against my argument so instead you're attacking me as a person, because that's all you got. Put your big boy pants on and just accept that you got outplayed, then.
-
@TWiXT said:
Instant downs really hurt the Chaser and Hunting categories anyway, and will in no way help killers rank up... which is weird because the chaser emblem specifically states: "The shorter the chase, the higher the points."
If you don't hit them twice though, you only get half of the points you would for finishing a chase. The reason for this is simple: Each successful hit counts as a won chase, and awards points towards the emblem. So equipping instant down add-on's is like saying you want half the points in both Chaser and Hunting categories, which not only slows down your ability to rank up, but also screws over your BP gain. This is the biggest problem right now with killers like Plague who can cut down survivors real quick, but aren't rewarded nearly enough for it. Honestly this could be fixed if the devs just made it so that when you down a survivor under the effect of Exposed or Broken, you get double the points for the chase. I Really wish they'd do that because right now, the only reasons anyone would use these are to either be toxic to survivors, or purposely de-rank. Same goes for Mori's which sacrifice survivors quickly, but actually hurt your ranking/BP progress.
I agree, they do not make you "good" killers since, according to the point system, you won't rank up or gain good BP, so bringing one in is less of a testament to skill and more of and admittance of your idiocy. Add in the fact that bringing any of these in will undoubtedly result in survivors DC'ing, and your point gain takes an even greater plunge. Of course, not everyone is after BP or ranking, so using these is tantamount to acknowledging you're a Toxic player.
Unfortunately this goes for playing killers with instant down abilities as well, and unless the devs apply the point fix I mentioned, they will always be the lowest progression earning killers in the game. Which is really sad since they're genuinely fun killers to play and oppose, and just because you use one doesn't automatically make you toxic... survivors will just say you are.
I don't know, that sounds like you're just generalizing regular killer gameplay in the negative. I mean, following your logic, the same can be said about interrupting survivors as they're vaulting, repairing, cleansing, or hiding in a locker, considering those actions count as instant downs. I doubt anyone that engages in these activities is a toxic player, or admitting to their idiocy. They're just playing a game, my dude.
-
@Raffaell said:
https://forum.deadbydaylight.com/en/discussion/comment/675966#Comment_675966
we re talking about survivors being in deep wound effect and ghostface using it against them unfairly imo. The title is "Ghostface is unbalanced" for the simple fact that he can use his stealth ability too fricking easy to make you bleed out of deep wound.
Any killer can equip insidious, stand still for two seconds and do the same thing, and staring at them won't do anything for you, whereas it will with ghost face. Unless ghost face has insidious, of course.
-
I think the devs are about to change how gens work fundamentally.
Mainly because of the changes to Dying Light and Left Behind currently on the PTB. They seem to nerf killers, or buff survivors, before making changes that a lot of people might jump to conclusions about.
A few examples: They removed reading auras of survivors in lockers before changing decisive strike; they added mettle of man while still working on decisive strike, and a week before implementing the end game collapse. Mettle of man wasn't nerfed until everything with legion and end-game collapse were mostly sorted.
I wouldn't bet on myself, here though, because neither Dying Light nor Left Behind are very useful perks. However, they do both greatly impact gen completion speeds.
-
Run that cat perk, I forget what it's called.
Besides, Whispers + Distressing = ghetto prayer beads
-
Whispers/Borrowed time, both OP.
-
@snozer said:
Object of obsession serves no purpose other than to be abused by swf and just make some killers literally pointless.
Knockout is literally pointless against swf and just makes the game painful for solo survivors.
Get rid of them and replace them with perks that don't add to the already unfair map wide communication, and don't punish solo players, while doing nothing to players using 3rd party external means of getting information.
My knockout + infectious fright build on leatherface helped me beat a red rank SWF that was running full insta med-kits. It almost felt like the game paired me with them just to counter their group loadout. It was pretty rad.
Object of obsession is useful, and provides some variety to the game in the same way hexes do. It's really useful for implementing perks like play with your food, where without object of obsession conditions, that perk would be really hard to balance. Speed is everything in this game.
-
@Kenshin said:
i dont know why but having this demon thing now in dbd doesnt feel right. every single killer before is/was a human. the demogorgon is may be a humanoid but that doesnt make it right. he is out of place and doesnt belong in dbd imo. not as stand alone "monster" at least. so maybe add more things like him now to make it more believable. i would love to see a xenomorph next maybe.
Xenomorph would be awesome... but to make Xenomorph fair in DbD would mean making it very un-xenomorph-like. I mean, pallet-looping a xenomorph XD
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/655193#Comment_655193
Not sure. If they want to help out and answer, more power to them!
For sure, no doubt.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/655170#Comment_655170
Not sure who you are talking about, the responses or the OP.
this place just baffles me, that's all. from the same issues being discussed in various threads, to the posters on here who have thousands of responses. Just a little counting shows that some people would have to be posting once every few minutes for more than 16 hours a day, or many times a minute. who could be on here that much?
-
needs map pressure
-
I swear, it's like this forum pays people to troll, but then I remember the people I run into from within the game and remember, this ######### is probabkly real.
-
Yeah... it's hard but like... it seems like some people just need to be ignored. They can really test your patience, as some of the people that play this game seem like they belong in a mental institution, but just remember that their negativity is some kind of inner turmoil in their minds. It's not your problem... /shrug
-
@Bug_Reporter said:
https://forum.deadbydaylight.com/en/discussion/comment/655130#Comment_655130
Not my fault if you dont know how to play man, i've been playing GF since his launch, got all the perks on him + P3-50 in less than 3 days after his launch, every match was played at Rank 1 (except rank reset) without addons, im not here to spread lies on how good or bad a killer is, im just saying what he can achieve while being played by what looks to be a MASTER (if we compare with your skill lv).
damn homie that would leave you with like 12 hours of sleep. Also, how did you do that with the queue times from the event?
-
@GrootDude said:
Leatherface: Nurses Calling, The Clown anti-heal perk, sloppy butcher and distressing, must wear Claudette face. (Credit to @Mister_xD for giving me this meme build)
Survivor:pebble, auto-didact, OoO and No Mither.
holy shart, kudos to mister_xd, never thought to throw those together
-
Interview tape(20 meter beam addon) + 75% distance electrode on doc. It gives you a treatment range of 35 meters long, and 6 meters wide. it's pretty easy to just run around a small radius from the center of the map shocking survivors on gens. perks don't really matter.
-
I oftentimes save my shroud for chases, when survivor loses sight of me around a corner that has mind game potential... watch out! Also, crouching helps... like, sometimes I tbag throughout entire chases - kidding, kinda XD. But you can crouch behind walls while moonwalking when playing mind games, or combine with shroud to really screw with em.
As a 115% killer, it can help to use single hits to delay games if you think a chase is gonna take too long so you can go find another target. Lotsa people use selfcare, so they heal at 50%, making a heal take 32 seconds, or 40 seconds when mangled.
-
@[Deleted User] said:
Not only ultrarare, they aren't cheap either!
https://us.v-cdn.net/6030815/uploads/236/LWB3FMSURAEZ.jpg
14 millions in BP spent in the BW to get this many! add the 20(25) I already used:
7000*92(95)= 644,000(679,000) in BP spent... only in the ebonys!!!
For a killer to get a ebony, he must spent a lot of time in matches to get enough BP to buy it
Even if you made 32k every match, that amount is only worth 4 ebonys... if you dont bought anything else in the BW!
Above level 50 every BW can cost you potentially 50k, thats two to four killer's matches
So every killer earned with sweat and blood the right to use every single mori he can get!
Damn! That's equivalent to P3 50 and all perks - or 52 hours of playtime if you can average 50k bp every 15 minutes.
I kept stats on one killer while I collected all perks and went from level 1 to P3 lv50. I averaged 55k per bloodweb at 50, so it takes roughly 13 million BP to get P3 and collect all perks - 6 million to reach P3 50, 7 million for the perks (should only be about 3.5 mil for all perks after the bloodweb rework!). Anyways, I only had 21 ebony mori's after 180 bloodwebs. I would have had more if I didn't avoid the mori's, probably about 72!
-
I rarely use Mori's and I rarely encounter killers that use them, but when I do I don't disconnect to 'deny the mori'. It's part of the game, and from personal experience it sucks to have people DC and deny that gameplay - to me DCing from a mori is coward, it's literally a cutscene. It'd be like the killer DCing when he gets DS'd(very shameful stuff to experience). Luckily I don't have many survivors DC when I use a mori - it seems to help if I wait until they've been hooked twice.
-
Leatherface because of those masks, and being underestimated is a perk; Ghostface because peeping around corners is the best; Spirit because I have losing streaks that need to be corrected.
-
Approach le corner at 30-45 degrees, with a little more than half of the wall covering your camera = perfect peeps
-
@Jimsalabim said:
could you make a video to show what you mean, i'm curious
When you are running up the combine ramp, the red, harvester tractor thing on in coldwind farm stages... lunge to the right just before the top to land on the hay bales.
-
Maybe that last perk means like, if you retrace your own scratch marks you run faster on them? This makes me think that they're about to increase the base speed of killers, or something. I hope >_>
-
@katoptris said:
Have you seen play with your food on him?
I tried to optimize a build around PWYF after ghost face dropped using furtive chase + PWYF + infectious fright + knock out. My plan was to hook the obsession, and return when unhooked to get a PWYF stack as the new obsession ran away. I'd tunnel the unhooked, then...
- see if infectious fright proc showed where the new obsession was, if so, I'd leave the downed surv with knockout active, then go after the new obsession to collect PWYF stacks to help land chainsaws the rest of the survs, causing a snowball.
- when infectious fright failed (it did a lot), I would pickup the downed surv. If they had decisive, they'd become the obsession, and I'd chase to collect PWYF stacks. Otherwise I would just hook them, then look for the other obsession.
Ultimately, this build didn't work because it needed a really specific set of events to happen; it worked a few times but GG'd the match when I couldn't find the obsession. Ultimately, PWYF was too hard to use imho.
Also, I don't know why, but the speed from PWYF doesn't help much unless I'm using chili addons for acceleration. Unfortunately, double movement speed addons and 3 PWYF stacks doesn't do anything, really.
-
@HatCreature said:
I'm pretty sure that the perk you're talking about will not carry over effects like Overcharge or Pop, that's probably too powerful. Unless it has a cooldown lol then please let us have that effect XD
I agree, like it will have the effect of generator damage, without actually damaging them or activating any perks that require damage. They did deal with some electromagnetic issues, like when the magnets fell off of Joyce Byers' fridge in her store. Maybe they're gonna use that concept to explain how the gens get damaged by the perk?
-
https://youtu.be/k1ZbPI47aD0?t=34
I saw a Nancy fan made perk exactly like the one gen obsessed perk mentioned here. I doubt that they would just lift it.
I kinda see it as listening to the community, don't you? Also, there already are a few things in the game that were fan ideas either suggested on here like the end game collapse and legion's wiggle perk. Albeit they were slightly different, but the concepts were mostly the same.
-
Wait, what OP build out there includes overcharge???
-
OP, out of all the ways to slow the game down, try focusing on making the most of the ones you think make the smallest impact to get a better feel for them. I'm kinda special, so it took me a long time to realize that abandoning a chase that could go on for 30+ seconds would save me more time than committing to downing that surv. I realized I can hit em once and run to a different gen, which should only take about 7-10 seconds and be chasing a new surv that's not so close to a super safe pallet/loop. While im doing that, the surv I hit will probably spend about 32 seconds healing themselves with selfcare, which might be enough time to get a few survs off a gen or two, and maybe even down one.
@MegsAreEvil said:
And a again: by a SWF. Stop your stupid complains about "genrushing" which just doesnt exist and referring by it to a SWF SQUAD with abnormal powerlevel. Get real man.
Maybe, but I bet certain killers (and solo survivors) would agree that SWF is boring to play against/with. Because they sometimes do things like use solo survs as bait to activate perks like deliverance; or monitor and report to eachother where the killer is at all times, potentially denying stealthy gameplay. It's not cheating, but it's like SWF is the survivor version of face camping. I'm fine with it, so long as the devs keep adding things to counter it.
-
I think that due to him being a licensed killer, he has to resemble the killer from the movie... aaand if you've seen the movie, you know that his current design in game matches his character in the movie.
His first few kills playout just like insidious basement camping; later he kills franklin by jumping out from nowhere, then he chases sally forever, trailing off as she dives into a convenience store. I think the devs capitalized on that, but ultimately, I think leatherface was leading her there. Anyways, she's chased by him again later, and he bumps into something and instead of running around what's in his way, he just attacks what he bumped into, it's kinda funny - the movie illustrates weird behavior really well. But, sally ends up getting away by jumping into the back of a car, and leatherface shamelessly, knowing he won't catch her, chases the car swinging his chainsaw.
Speeding him up during chainsaw sweeps works, but to add some map pressure, maybe they could make his chainsaw sweep last longer. Either base it off of a power bar like the legion has, or make it so he stays in his sweeping animation until it's cancelled, or bumps into something. It can be balanced by increasing/decreasing sensitivity of turns the longer he spends in his sweeping animation. When his power ends, depending on how long he was in his sweep, he has a cooldown period where he can't use his chainsaw, or has a long tantrum
Make his perks increase the acceleration of the sweep, or modify what the chainsaw can go through - it's a heavy chainsaw so maybe a pink addon could allow him to destroy pallets without being interrupted. The increased or decreased turning sensitivity will ultimately force him to stop so he can't abuse it too much.
They could also give his chainsaw latent effects like, when a survivor is being chased by bubba and he's revving his chainsaw, they randomly receive skill checks, and if they're missed the survivor is hindered briefly, or they're forced into first person view.
-
It sounds fun and, I think I would take just about anything the devs would give us for bubba. But if I'm gonna be honest, I don't think his power is weak at all, it's his map pressure.
-
I only played her to get the adept nurse trophy, but in the time I learned to play her I actually started liking her. However, if you stop playing her for even a day you have to relearn some stuff when you return to her, because as others have said, it is all muscle memory.
I personally watched Ardetha's Ultimate Nurse Guide, as well as all of youtuber C2S's videos. Ardetha's guide is PC based, and goes deep and provides some useful tips, but C2S's guide is a bit more analytical, which I found helpful. However, some of C2S's videos were made prior to a major nurse update, and some after, so a few tips from the earlier videos don't apply due to the changes; they changed how the nurse's lunge worked, so his tips on lunging change, but he updates you on how to adept to the changes in his... third video? One of them.
Like others have said, it's lots of practice. Especially on console, like others have said, the framerate is an issue; the console is locked at 30fps, so you often don't see where the survivor is until the teleoprt animation is completed. On PC they see the survivors near their destination immediately.
Anyways, some tips I think are helpful:
- Always tilt the camera slightly upward to maximize blink range; when her head returns to normal position after interactions it seems to point down slightly.
- The nurse shouldn't be played like other killers, playing her is like learning to play killer all over again. Most strategies you use on other killers won't be very reliable, and will probably get in the way of adapting to how nurse can be effective. All other killers have to deal with pathing, or dealing with physical structures and, as you know, nurse doesn't which gives her such an immense advantage if taken advantage of. So, figure out how to.
- I had to remind myself of this a lot: During the chain blink window, you have 2 seconds to chain a blink, or lunge. That 2 seconds is short, BUT you do have enough time to look around for the survivor before lunging. Getting used to it is like getting used to developing a sense for blinking, so you end up accepting a lot of fatigue. But, it's better than swinging and then taking fatigue, because lunging increases fatigue by 1 second or two chain blinks.
- One of C2S's most emphasized tips, and for good reason, 'accept fatigue' unless you know you can get a hit. Some examples of bad choices: losing sight on a survivor while in your chain blink window, if you feel uncertain about where they could be, 'accept fatigue'; if you can't be certain of landing a lunge, accept fatigue.
-
I call him good time ghost face
-
TL;DR The newish pipping system is forcing killers to draw matches out to ensure they meet the requirements for pips. Killers drawing out games means less lobbies for survs to join.
Maybe it's the changes to the killer ranking system... rank is the only real representation of status/progress to competitive players, so they're going to emphasize improving their rank. The best ways for killers to do that is to draw matches out to satisfy the reqs to pip.
I started to draw matches out, but I got tired of fitting the pip system. I was to the point that I was avoiding tunneling at all costs, even when the only survivor left is the last one I hooked (just kidding), but matches were averaging 30 minutes, with the final 10 minutes trying to catch/find a hiding survivor.
I just gave up and started running perks that gave me the most bloodpoints, and make matches end more quickly. I can't get above rank 8 without ruin, and getting a 4k is hit or miss, but I still have fun, so...
But, if other killers are trying to rank up by drawing matches out, then there are going to be less lobbies for survivors to join.
-
@Mandy said:
Yes, it gets caught in the spam filter and remains there until we manually approve it. I've just cleared the spam filter right now so your post should be back on the forums now.
werd, danke.
-
@rina said:
How about we remove bloodlust instead since they are reworking maps?
@Milo said:
I don't feel we should mess with Bloodlust's timer (when it activates)
I'm down with that too. I always want to support devs ahead of whatever I come up with. Reworking maps sounds great, but I also wish that Beast of Prey had a little more oomph.
Maybe, drop the bloodlust/chase changes, and instead make the red stain disappear anytime the killer is in a chase with a survivor that they haven't hooked recently.
-
I don't even look at the auras anymore - i know where y'all are >=D I use BBQ for bloodpoints, to get those green addons, when there arent a billion stage offerings. I usually need 3 full bloodwebs, or 150-170k to get a few great addons and a handful of meh addons. With BBQ and chili thats 3 matches, or 40-60 minutes. WIthout BBQ, that'd be more like two hours... I would probably quit the game if that was the case, because most of the matches I would be playing would be with brown or gray addons, i.e. at a level of power that I can't tolerate much anymore.
If they remove BBQ, they'd have to rework the XP bonus into some other useful perk, and maybe once a character is P3 level 50, and has all perks available to them, allow them to sell back addons/offerings at half their original value.
If you can't empathize, imagine that as a survivor you could only do running vaults every 3rd game because it was tied to an addon that you could only regularly afford by using a perk that's tied to a licensed killer. Whenever you don't have that addon? Deal with those medium speed vaults. The fact that survivors are always guaranteed parkour like endurance is probably what makes some of em so upset when they lose - their best powers are built into them and can only be hindered by the power and addons/perks of the killer, which is tied to... yeah, you get it.
-
@michaelkhj said:
so everyone uses OoO now? XD
well Calm Spirit makes survivor not scream when the killer is the doctor or clown..
do you use it every time you get against those two killers? I meaning not missing a single time, like ummm I feel is a doctor, then I'll use Calm Spirit, and then is 100% a doctor?
try to use OoO against a nurse, it will be really fun ;) first blood secured hahahahaha
come on guys.. if there are risk there should be rewards,
also Ghost Face can down you in 1 hit, I mean his stalking thing accumulates, then you can use it like Myers that 99%s his ability to BOOM! down the next survivor that is close to him.
then ask to make it not accumulable I mean if you did not trigger your exposing survivor thing in those stalking seconds, you have to do it again, and again from 0, like when survivors try to break Ghost Face stealth skill, after that ask for OoO nerf XD
What I want to say is that.. not every killer should have only positive things. there should be something that can counter it.
is like asking for a new killer that can trow a nuclear bomb in the match to kill 4 survivors at the same time at the start of the match, and that gets 1,000,000 blood points when does that..
I wish it worked like Myers stalking gauge, but Ghost Face stalking is like use it or lose it, because hitting someone resets any stalking progress on them.
It's fair I guess, but it can be so annoying because often times the person you're stalking spots you before exposing them, or and in their awareness, they run to a safe loop or hide before you can recharge. I've tried letting my gauge reset as they ran to a safe loop, hoping to easily down them once I could stalk again. But, if things go their way and you don't get a hit before being exposed expires, that's a ton of wasted time :/ so, anytime that happens to me, I just wound them to slow them down and take off to find someone else, or maybe make them think that, and mind game em a bit.
Overall, I still think GF is a great killer and one of the more fun ones to play. The fact that he can crouch so quickly can create some great mind games in chases when combined with his stalking ability, or even when using Beast of Prey.
-
@Mat_Sella said:
Crouching does nothing if someone has OoO
having 0 TR helps the person with OoO see you even more
Red Stain, one again, doesn't mean anything while a person can see your exact position at all times.
Lies! I can usually aura teabag the OoO before they aura teabag me, in my mind, that's a win.
-
@Aikanaro said:
No chases, no pip in high ranks.
This might only apply to a handful of cases, and might not be a factor in OPs case, but the game doesn't give you any credit for a chase if the chase never starts. On the surface, it makes sense, but say, you sneak up on a survivor and interrupt them at a gen, or mind game them as you approach a gen and before a chase starts you interrupt them at the window, no chase points are given.
When I play builds that focus on interrupts, like ghost face crouch speed meme builds or run prayer beads on spirit, I expect to get little to no chase points or pips. I don't know why it's only considered a chase if the survivor is aware of what's going on. For me the chase has begun! haha
-
I thought this was gonna be a post about how killers miss a lot more since they 'adjusted' the swing animations to be easier to read. My muscle memory feels out of whack since those changes, and I always come up swinging short - lots of my quick attacks will hit walls while trying to hit a survivor I am chasing through a semi-narrow hallway. I also think that console survivors have learned how to break a killer's aim-assist. I can sometimes lunge at a surv from directly behind them and the surv does a quick zig zag making the me swing at multiple angles, rather than straight ahead. To be frank, I don't think they need to adjust killer swings any more than they have, they feel broken.