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dugman

dugman

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dugman
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  • I had a match last night where I got a 3k with Leatherface and the last person got hatch. They ran around me trying for flashlight saves and after I hooked just kept running nearby so I kept downing them. After the match one of the survivors called me trash and complained about me “running NOED”, which I wasn’t running (I had Thanatophobia, I think he had the icon confused with NOED.)

    Sore loser survivors are morons,

  • @ElmosPayPig said:

    You don't have to watch the video to know boons are just a broken mechanic in general.

    There's so much wrong with how they function its crazy.

    -Why are they all tied to one totem that you can infinity put up, has a range of 24m's and multiple survivors can use?

    -Why is CoH 100? Yes a survivor healing at medkit speed with out a medkit is nuts even on it's own and gets even more bonkerd with medkits and healing perks.

    "Just kick the boons" is also not a good answer either because of how they take no time to put up and in multiple locations that may or may not be easy to find.

    They hurt alot of killers pressure and make not committing on someone make any sort of pressure just vanish because "hold w to boon area". 3 gens basically don't matter mow as survivor cuz of this.

    To answer one of the questions, the reasons a single boon totem contains all boon perks is because if every boon required a unique totem then you would need hypothetically 16 totems around the map to handle up to 4 boons on 4 survivors. So instead they have one survivor can have only one boon totem active at a time and that totem has all the effects of that survivor’s boon perks.

    Like others said in the thread if the devs determine that Circle of Healing is too powerful all they have to do is turn down its healing speed. Obviously if its speed was just 1% health per second it would be worthless, even though it can be restarted if snuffed out and even though it helps the whole team. So somewhere between that too slow healing extreme and too fast is a reasonable setting for the speed.

    Similarly if they need to tone down Shadow Step they can just reduce its radius. Shadow Step with too small a radius is worthless, so somewhere above a teeny radius is a reasonable one if the current one is too large.

  • I had a game tonight where I got a 3k with a hatch escape with Bubba because the survivors ran around me like idiots trying for flashlight saves. Afterward one of them called me a “trash killer” and made fun of me bringing NOED. I didn’t have NOED, I think he thought my Thanatophobia was NOED. Besides which the gens never finished so even if I had NOED it would have literally never been in play.

    Sore loser survivors are the worst.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2613102#Comment_2613102

    Then you are completely missing the issue and complaint about them. Killers have an issue that snuffing out the totem doesn't actually matter since they can be reblessed in the same spot again.

    Imagine if survivors couldn't destroy totems and hexes relit themselves after 30 seconds with the caveat that while disabled hexes that stack like Devour Hope couldn't gain more stacks. Survivors could keep the killer from gaining DH stacks by coordinating to disable the perk and going for a save, but I imagine many survivors would have an issue with that since they would end up waste a lot of time to deal with 1 killer perk.

    What most killer want is for snuffing out a boon to mean something.

    And killers that have an issue that snuffing out the totem “doesn’t matter” are missing the point that the perks can be balanced just by adjusting the effects. For instance if Circle of Healing only healed 1% health per second it would be worthless regardless of the fact that it can be replaced if it’s snuffed out. So somewhere between the extremes of “healing too quickly” and “healing too slowly” are healing speeds that are reasonably balanced using the current system where boons can be replaced.

    Also, like I said before, Hex effects are inherently more powerful that Boon effects because Hexes start the match in play with no action required and are mapwide regardless of where their totem is. Boons being resettable is their advantage to compensate.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2613029#Comment_2613029

    This is completely correct. All of this.

    The boon totem mechanic does still need some tweaking, but to suggesting that boons should be temporary is just abandoning the mechanic, to put it bluntly.

    In my opinion, what the mechanic needs most is for totem spawns in general to be fixed so you never spawn on top of a totem anymore, and after seeing a few different suggestions around I've come around to the idea that self-healing in general should be capped so you can't heal yourself in stupid fast speeds regardless of whether CoH is in play.

    Right, along those lines the only problem I've really had as a killer with Boons so far was sometimes it was hard or in one case impossible to target them to snuff them out. Apparently the devs addressed this with a temporary workaround in this week's hot fix patch, though, so I definitely appreciated that!

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2613029#Comment_2613029

    He's the thing. Boons should be strong perks because the killer is intended to be able to snuff them out just like survivors are intended on being able to remove hexes. Nerfing CoH so it's about the same power as other healing perks is just going to make survivors run those healing perks instead since they don't have to deal with the restrictions boons have.

    I would much rather see boons remain strong perks and give better counterplay on the killer side, because right now snuffing boons is more often a lose-lose scenario than it is beneficial.

    I don't have a problem with Boons being stronger than passive perks that affect other survivors but which can't be temporarily snuffed out. I'm just saying that if the devs decide the current incarnation is actually too powerful they'll probably just adjust the healing speed for Circle or radius for Shadow Step rather than rework how Boons work overall.

  • Being able to replace a Boon and boons stacking aren't actually problems in an of themselves because boons can be balanced around those general features by adjusting their specific parameters. For example, if Circle of Healing is too powerful in its current form it can be balanced by simply turning down its healing speed. And if Shadow Step is too power it can be balanced by reducing its radius of effect. Also, as was pointed out above, in order to allow survivors to each hypothetically have multiple boon perks simultaneously they have to have all the boon perks on a given survivor stack on their one boon totem. (Otherwise you'd need up to 16 totems on the map for up to 16 simultaneous possible boon perks if all four survivors brought a full set once more Boons are eventually released.)

    And note that Boons are intentionally made to not work like Hexes since Hexes, unlike Boons, start off the match in play immediately with no action required on the killer's part and Hex effects are map-wide with respect to where their totem is. Since Boons don't have those advantages they are given this ability to be replaced after being snuffed to compensate.


    So while Circle of Healing and Shadow Step may need to be adjusted in their next balance patch (probably in January or so) they'll probably just need to have their effect or radius adjusted with no particular need to change how the Boons are placed in general.

  • The wiki needs updating then

    Mother's Glasses

    A pair of glasses belonging to a loving mother afflicted with a chronic disease.

    Killer Instinct is triggered whenever Survivors come within 2 metres of the Husk during a Phase-Walk.

    Scratch Marks  are no longer visible during a Phase-Walk.


    Mother's Glasses is a Rare Yamaoka's Haunting Add-on . Descriptions may vary from their in-game version for reasons explained here.Wiki Descriptions support Mouse-over in Desktop View: hover your mouse cursor over the modifier words (or highlight them) to have a tool-tip reveal their values.Mobile View displays the values in small print after the modifier words. This Add-on was newly created with Patch 5.3.0 and replaced Bloody Hair Brooch .


  • To add to the above answer

    The game is balanced expecting people are using all their available slots, including both add-ons, even if the add-ons are just easy to get brown or yellow ones. Obviously you can play without using any at all if you want, but you’re really just denying yourself the small benefits they give for no particular reason since the browns and yellows are very common and cheap. If you do one bloodweb before each match you’ll easily have plenty of common add-ons and still have bloodpoints left over, especially if you do a daily mission or rift challenge along the way. And many of the offerings likewise earn you bonus bloodpoints too.

    So my advice, especially if you’re just trying to play the game and don’t particular care about your specific loadout, is before each match do a bloodweb with the character you want to play, then put in whatever add-ons and offerings an perk updates you want and start the match. You’ll always have something to use that way, and over time will build up spare bloodpoints just in case you really want to splurge for some reason.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2612400#Comment_2612400

    He stopped earlier than that. He went up against oracle SWF multiple times and then changed his mind.

    I think he still thinks people think Wraith is weaker than he is because a lot of people put Wraith in a low tier. Tru3 thinks Wraith is good but a bit below the top tier killers like Blight and Nurse. Good enough to get hooks and win but struggles against top tier survivors like most killers.

  • I'm ok with this event other than having no desire at all to use the Blight Syringes. The few times I used them it messed me up since I didn't have my normal ability handy, kind of annoying. I'd rather just use a regular add-on than those.

  • @[Deleted User] said:

    Wraith can get stomped on at higher levels. It's why Tru3ta1ent stopped saying he's an underrated killer.

    Up until the lunge change Tru3ta1ent was still saying Wraith is underrated and is a good killer simply by virtue of his increased map mobility due to his speed. He didn't like the decrease in the lunge distance though so I think he's down on Wraith a bit now.

  • Grades aren't necessarily strongly correlated with how good you are as a player, they're mainly a reflection of how often you've played in the last month. It's quite possible for example that the Gold II player plays more often than you do but your abilities as a player are on par with each other. Likewise the other survivors being Ash ranked just means they haven't played much this month, but you can tell from them having all purple perks they actually have played quite a bit, more than that grade might make you think.

    So you can't read too much into the grades.

    in MMR Comment by dugman
  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2612311#Comment_2612311

    Wait, what 3rd party program can record the match from all player perspectives?

    Not from all player perspectives, but just from your own perspective.

  • Honestly I'm not at high enough level with Spirit to have a strong opinion on how balanced the current version of Spirit is. She is weaker than before if you discount her popular Killer Instinct/Super-speed add-on combo, simply because it's now possible for survivors to know where Spirit is by sound alone. I've seen streamed games where really good survivors were juking or 360'ing phased Spirits in a chase, or knowing which side of a pallet to be on based on sound.

    But how much weaker overall? Was she too powerful before? Is she still strong or weak now? I don't know. 🤷‍♂️

  • Replays have definitely been requested as a feature. I vaguely think that the devs said at one point there was a technical hurdle they encountered with implementing replays, but I'm not positive?

    On a tangent having a way to replay a match from a replay file would also help them internally to verify reports of abuse or cheating, etc. They could have the system automatically save a corresponding replay file from each player in the match for someone in customer service to have for reference when they review the ticket. I also vaguely think they said something to the effect of, since there are third party programs that can record games, developing their own replay system to be built into the game is a lower priority. But if someone can verify if I'm right or wrong on that feel free!

  • @MrCalac123 said:

    The radio silence on this feels really bad guys, at least acknowledge the problem and say you are working on solutions.

    The devs aren’t likely to say much about what they are or aren’t doing to fight cheating since they wouldn’t want to tip their hand or unintentionally get people looking for cheats they might not have heard of otherwise. Likewise as a customer service policy they’re not going to confirm when cheaters are banned.

  • The way Circle of Healing works is generally ok, the only change they might need to do is tune the healing speed down if it’s too powerful.

    Besides, the boon totem makes a reasonably audible constant noise, if you as a killer are in the boon’s radius there’s already a decent chance you can hear it if you listen closely and use the sound to find it.

  • The game is designed expecting you to use two add ons, even if they’re just brown or yellow. Playing without add-ons is a bit like doing a “naked run” in an MMO, some people do it because they want to prove they can but there’s no reason to other than bragging rights.

  • I think I like the current MMR than the previous systems.

  • @HealsBadMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2612038#Comment_2612038

    I doubt it- C. Mora (the artist) is mentioned to have disappeared after the 1970's, all our Survivors are from modern times. The artist is most likely the Killer.

    Interesting point on there being no survivors sucked up into the Entity beyond recent times. Certainly the Entity has reason to keep killers alive much longer than the survivors, and Plague for instance has been in the Entity for millennia!

    Time probably is more fluid in the Entity’s realm, though, so who knows? 🤷‍♂️

  • It’s a tough call for me between Wraith and Leatherface, but I went with Leatherface. Really there’s not much to understand about his ability, you rev the chainsaw up and try and hit a survivor. You tap the power button to keep swinging but that takes only a couple tries to see the timing. There’s nothing else special to worry about.

    Wraith is simple too mechanically. I think the reason I put him slightly lower is just because it can be pretty hard at first getting hits coming out of cloak. Survivors normally run straight for a loop while you’re decloaking so if you’re a beginner it could be frustrating not getting a hit before they vault or pallet drop and even when you hit it’s just a basic attack injury. Whereas with Leatherface they run, but with your chainsaw you move faster than normal so you can possibly catch up and hit them, and if you do it’s an instant down, or maybe an instant pallet destruction.

    They’re both pretty new player friendly though.

  • Not a movie license, but I’d love a Supernatural DLC pack.

    • Winchesters as survivors
    • Demon as killer
    • The Bunker as a map

  • Regardless of whether or not it should be base kit, I do think Shadowborn’s extra field of view is useful.

    • It helps track survivors trying to juke and 360 before a swing
    • It makes corner jukes much easier to spot when a survivor tries to crouch in a corner as you run past
    • It makes spotting survivors at a distance easier by giving you a wider frame of view to scan without swiveling as often.

    So I definitely feel like get a benefit from it when I use it.

  • Just generally speaking from the Teaser fake news article, it’s artwork from a missing artist. So they’re presumably visions from the Entity that the artist captured on canvas.

  • I wouldn’t mind if they made it so instead of seeing everybody’s grades on the endgame screen you saw a rough bracket of their MMR rating. So divide the hidden ratings into roughly 5% percentile brackets, numbered 20 to 1 for instance, and show which percentile bracket the player is in. It would give you a better idea of how good or bad your opponents were in that match compared to your own, and it would eliminate the confusion some people have that Grades are used for matchmaking.

    Display your own personal Grade at the top right as usual since Grades are used for rewards once a month, but it’s pretty irrelevant to know what Grades your opponents are.

  • For a split second I was thinking it was the Ozzy Osbourne and Lemy music video for Hellraiser as DLC. 🤘

    https://youtu.be/zw79RVnlCb0


  • I think killers aren’t actually that bad off honestly. A lot of the complaints about gens stem from a misconception that whether or not the Exits open should be a 50/50 coin toss if both sides play well. But in reality the game is balanced around some survivors escaping and some being killed most matches, which means most matches the gates will be open even if the killer isn’t messing up. So it shouldn’t be a surprise then that the gens are completed most of the time in matches between equal opponents. It’s not an accident or a flaw, it’s statistically the reasonable outcome.

    Now if the most common result at high level were that 3-4 survivors almost always escape then that would be a balance issue. But if the average is 1-3 escaping then it’s not. I don’t have data one way or another to comment on where the actual stats lie other than the off the cuff numbers from the devs indicating kill rates for all killers average just slightly over 2 per game, but basically if you are seeing most of your matches as killer in the 1-3 kill range that’s where it should be. If most of your matches are 0-2 kills then that’s an indication something is wrong.

  • I’ll miss the Hawkins map, I liked the look of it. Demogorgon is still around though so that’s good.

    The show is good, I haven’t seen season 3 yet though. 🤷‍♂️

  • @lauraa said:

    I have a hard enough time reacting fast enough to the 4m addon, this one seems worthless unless you are literally 12.

    I wonder if maybe they could combine Mother’s Glasses and Wakizashi Saya into a single add-on? So one add-on that gives you a ping if someone is near the husk and also lets you teleport back ala Hag. Neither seems that great on its own.

  • As far as timing goes typically after a new character is released they’ll do a hot fix on bugs or quick changes within a month and about three months after release they put out a balance pass on them based on the data they got over that time. (I think they need those three months in live play in order to give players a chance to settle in with the new stuff and develop their strategies with them to really get a good understanding of the long term impacts.)

    So I’m thinking maybe January is when we’ll see a full Mikaela balance pass. My guess is they’ll keep how Boons work in general the same (i.e. can be placed using an action, snuffed by the killer and replaced again) but they’ll adjust the healing speed from Circle of Healing and maybe the radius of Shadow Step if either seems to be too powerful.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2611329#Comment_2611329

    Tome challenges force and his dailies keep popping up.

    You can do what I did with Nurse, I just keep the Nurse daily mission on my log and never play her. That way it never comes up ever again when I get a new daily mission. (I can’t stand playing Pukey McFeeterson.)

  • I think it would be interesting to head from high level Gunslinger mains who still play him and do reasonably well and if they had to adapt at all to not having quick draw.

  • @TacitusKilgore said:

    IMO its a worse version of the dried cherry blossom. Getting killer instinct mid-phase in a 4 meter radius is a lot better than a 2 meter radius specifically around your husk. I have never gotten any glasses value, but i always get blossom value.

    Oh yeah, no question Dried Cherry Blossom is great! Too bad Mother’s Glasses seems so weak. 🙁

  • @glitchboi said:

    I've never gotten it to work out when I used it for a few games, but I'd imagine that it's really good if you manage to make it work.

    Yeah, this is a perk that is interesting and unusual enough that I want it to have a cool use but… does it? 🤷‍♂️

  • @Nos37 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2610707#Comment_2610707

    Predator should only tighten scratch marks while in chase and for 5s to 10s after.

    It would be nice if it assigned different colors to scratch marks from different survivors. Maybe instead of 4 different shades or colors, there could be two. Red scratch marks for the survivor you most recently injured, and white for any other survivor.

    Different tints for different survivors is an interesting idea.

  • Personally I just got back to playing this month after not playing for about a year (just got sidetracked with other games) and honestly the game feels mostly the same as it did when I played previously. Other than having a few more killers to choose from and some tweaks to the HUD and certain abilities and more graphic revamps it's really the same experience, which is good! I have no major problems with this game, it's fun. 🙂

  • I'm watching Dark on Netflix. Pretty fantastic sci-fi suspense show from Germany with lots of timey-wimey storytelling.

  • I play killer and I'm reasonably ok with most killer perks, there are ten below I wouldn't mind seeing get a tweak or revamp though (out of 87 total killer perks, so it's not that bad really!) :

    • Beast of Prey: Being Undetectable during Bloodlust is a bit too weak on its own. I think a nice buff would be to also boost Bloodlust movement speed by +4/8/12% (for Beast of Prey 1/2/3). So you only get the additional movement speed increase during Bloodlust but once you're in Bloodlust it becomes a bit more intimidating! (I picked 4/8/12% out of the air as placeholder, whatever percentages are reasonable.)
    • Coup de Grace: This perk seems a bit weak since you only get one extended lunge per generator that's completed, and it has to be the next lunge you make after completion so you don't have too much control over what chases to use it in. Also lunges in general are ok but are easier to dodge or Dead Hard than standard swings. Maybe it's just me but this seems like a perk that could use a buff, maybe allow it to go off every 30 - 60 seconds? Or after every 3 hits on survivors your next Lunge has extended range? Something to let it proc more often and not be tied to generators.
    • Dying Light: The penalty on this ramps up a bit too slowly, it's sort of a "win more" perk in that in order to get good benefit out of it you already need to have hooked survivors a bunch of times. Also the Obsession starts the game out with a 33% healing bonus on other survivors, so right out of the gate at the start of the match you're actually at a disadvantage. I think I'd like this perk a bit better if the Obsession's healing bonus was equal to the penalty you inflict on the other survivors and if, instead of starting at zero, the penalty/bonus started at 10% and increased by 1%/1.5%/2% per hook. That way you get a modest benefit from the perk right away and then it ramps up from there a bit more slowly than the current version so that the maximum possible penalty is roughly the same.
    • Furtive Chase: Decreasing your terror radius during a chase seems like a pretty weak effect since the survivor you're chasing obviously knows where you are once you're in a chase. I'd love to see this get replaced with a better chase related benefit. An interesting one that no other perk does could be decreasing the time it takes to go into Bloodlust by say 1.5 or 2 seconds per token on the perk. (So with 3 tokens your Bloodlust kicks into gear 4.5 to 6 seconds faster.)
    • Hangman's Trick: The radius of the auras near the hooks seems quite small and you only see these auras while carrying someone. Either increase the range of the aura reading by 2-3 meters or maybe keep the radius as is or even 1 meter smaller but make it a persistent effect (so you always know when anybody goes right next to any hook.)
    • Insidious: This perk is really pretty bad outside of some goofy niche builds. I'd love to see it get buffed somehow. One thought might be you can see survivor auras within 15 meters once your Insidious effect kicks in? (So stand still long enough you are both Undetectable and can sense people nearby.)
    • Monstrous Shrine is one of the worst killer perks in the game currently. Making it harder to pull yourself off a hook is a nearly worthless effect. I'd love to see that get replaced with something more effectively, like maybe anybody who is rescued or who rescues someone from the basement becomes Mangled and Hemorrhaging and/or rescues from a basement hook take an additional 2/3/4 seconds to complete. Basically anything to give the killer real incentive to go out of their way to get the basement hooks.
    • Predator: I like Predator but it has an odd downside in that it keeps scratch marks from appearing on walls which makes the scratches harder to see at a distance. This perk is pretty great during a chase, it's like a bright red trail right to the survivor, but it's at the expense of long distance sighting. Maybe tweak the way scratches appear with Predator so that most of them appear in the concentrate area but it still throws off a handful farther out. That way you get the benefit of the improved pathfinding during a chase but can still possibly spot scratches on walls from far away.
    • Spies from the Shadows: I really like this perk, but I wish they'd replace the standard Loud Noise Explosion sound with crow calls. It would be way more thematic to hear the crows cawing and also would slightly buff the perk by helping you distinguish the perk noises from other loud noises.
    • Stridor/Iron Will: Minor thing, but it's a little irritating that Iron Will rank 3 completely cancels all sounds even in the presence of Stridor 3. You'd think the two perks would just nullify each other's benefits, but Iron Will totally trumps Stridor. If they're going to keep the effects multiplicative then make Iron Will 3 be a 90% reduction instead of a 100% reduction. That way the Iron Will survivor would still be very hard to hear under normal circumstances, but with Stridor they'd be more audible like you'd expect with that perk.


  • I think the ones I like best are Michael’s (with that striking persistent piano), Executioner aka Dr. Bong (I love the metallic ringing in it) and Nemesis (it’s just a hard driving song.)

    My least favorite is probably Clown. Not because creepy circus music isn’t thematic, but because creepy circus music isn’t something I’d just want to listen to in the background while I’m working or whatever.

    Also I’m not sure why Legion is missing on the tier list? They have theme music, or at least had it?

  • @GentlemanFridge said:

    https://forum.deadbydaylight.com/en/discussion/comment/2610129#Comment_2610129

    She/it would need to obey gravity and collision, cannot pass the trial's barriers, be stunnable, be blindable, and so forth. That's stuff we know about killers. We know what their objective is, how they can achieve that, what their limits are, how to exploit said limits, etc, etc. Also, they can very much lose a trial. How's that gonna work, is the Entity gonna be displeased with itself? It can't exactly torment itself into doing better, can it?

    Making the Entity playable would, quite simply, ruin the grandness of what is the Entity. Within DbD, the Entity is everything but the characters we play as. We play the Entity's game ad finitum, and it only has to observe, reward and feed.

    Also, the killer is also very much a part of the feeding process. If it inserts itself as a killer, it loses out on an entirely different set of emotions to feed on.

    If we’re just talking in terms of theme, it’s not unreasonable for a cosmic entity to have or develop an avatar based on the mortal beings it manages. A humanoid avatar of the entity which occasionally inserts itself into the environments of the entities mortal pawns doesn’t seem entirely out of the question. Just like how the entity seems to subconsciously try and imitate mortal environments it encounters, it could possibly evolve to try and mimic in some twisted way the killers it uses to feed. Battles against these entity avatars would thus be more like the survivors encountering a hostile part of the entity’s realm itself versus it pitting an independent creature against them.

    Mechanically… 🤷‍♂️ It would be interesting to have a killer who abilities kind of look like the Entity’s tendrils, allowing them to hinder survivors, block things off, put up barricades, or what have you with those spidery branches. It could also involve spider like pets or thorny traps or trenches, etc.

    I have no idea if they’ll ever do an Entity avatar as a killer, but I could vaguely imagine ways to do it.

  • I don’t have that strong an opinion on the Twins other than that it feels really, really goofy that survivors can still quick vault while Victor is clawing their face. At the very least you think he’s be at least as encumbering as Pinhead’s chains in terms of vaulting and taking actions.

  • @cantelope said:

    https://forum.deadbydaylight.com/en/discussion/comment/2609368#Comment_2609368

    I find any that are between two things are a pain in the ass, specifically between two barrels, two trees two rocks etc.

    One was finicky enough that even though I could see the prompt for a millisecond I can't mash the button hard enough to force it.

    I also main clown so maybe it's his ######### gut again.

    Yeah, the one I couldn’t snuff was when I was Clown on the Game. Guess he couldn’t fit his jiggly belly in there. 🤷‍♂️

  • Is 2) an issue though? The last survivor can still escape through the hatch if they have a key after the killer closes it.


    1) with survivors just hiding will be a problem with hatch regardless I suspect regardless of the system. There were survivors who did that even before the current version of the hatch.

  • I’m actually grateful when survivors try to bodyblock a hook, it rarely works and gets me a free hit.

    But if it’s really an issue there are perks designed to counter it (i.e. Forced Penance, Mad Grit, Agitation)

  • @Junylar said:

    Next killer will be japanese

    The teaser mention Chile

  • Reminded me of the Coati plant people from Marvel Comics

    E445530B-7CF8-465C-A7BA-9A552FFBCEA1.png


  • @[Deleted User] said:

    I've yet to encounter a unsnuffable totem but im glad it'll be easier to snuff them all now

    I ran into one in the Game once, and I’ve had a couple that took some effort to target, but most totems are snuffable. Still annoying when it happens that they’re not though.

  • @TheMadCat said:

    Legion. I never understood their power. If I stay injured, they have no reason to use their power. And I'm facing a basic M1 Killer.

    Technically they can still get killer instinct pings if they stab an injured person which could be useful if you want to find out where everybody is. And if you use the red add-on that destroys pallets instantly it could be a good way to take out a pallet, nick someone for killer instinct and a deep wound, then go back to normal for a down.

    But yeah, for the most part if the survivor is injured you want to chase them using basic attacks.

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