fluffymareep
fluffymareep
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- fluffymareep
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OoO and No Mither would probably derank you pretty fast.
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The rules beg to differ. Doing an exploit on purpose is one thing, but it is against the rules to exploit bugs for personal gain. People were notified and banned for the blades due to how they could hold the game hostage, though, I do believe. Don't know about that situation either, though.
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I like end game chat, though. It's nice to talk to people after a fun match and it makes me happy when it's wholesome.
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@GuineaGamer said:
https://forum.deadbydaylight.com/en/discussion/comment/578045#Comment_578045
Yeah, that was my plan. Bubba first then the hagatha. So BBQ chili and Ruin, what should on focus on after those two?
What killer are you thinking of maining? I think your perk set-up will probably depend on your weaknesses and the killers weaknesses. My killers tend to have tracking perks, for instance, since I'm really bad at tracking. I quite like Spies and Discordance. There's a lot of really solid choices, though, depending on what you're looking for. I'm currently trying to get them all so that I can play with different builds than the one I'm used to. ^^
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SB - I wouldn't care if there was a 3 second timer on it. I honestly don't care for the perk as is. Think it's the weakest. It can be annoying when people use it as a last minute dodge, though.
Adrenaline - Most people use it for the insta-heal. I think people would be more up to giving up the speed boost than the heal (I think so, at least).
BL - I believe they had it that way before and it didn't work all of the time, though it having two affects does make it quite strong. I don't think it's strong enough for a nerf, though. You have to be by something to jump off of and a lot of maps have large flat areas. I'd be up for fixing the maps that have a lot of them, though, and fixing some of the loops, though.
All of the sprint perks have the same times. I believe (correct me if I'm wrong) their length can be matched to the sprint you get when hit.
@AetherBytes A talisman system would be cool for survivors.
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I mean, you could always see if they wanna farm for the meantime (if you're okay with it) to help you get points. Sometimes you'll run into nice survivors who are okay with a farm. Otherwise I'd wait until people move up from the rank they were put back into so that you get more actual rank 15 players. I'd also look into getting Hag next for Ruin.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/578014#Comment_578014
To be honest, Survivors can only react to past matches and Killers can act for the current match (even though, if Killers they that they need to see the Items to prepare, this only means that they dodge instead of using Stronger Add-Ons or bring Franklins..).
Like, I had 4 matches yesterday, right after Rank Reset vs Tryhards. 5 Blink Ebony Mori Nurse, Iridescent Huntress, tunneling Freddy (got farmed as well..) and another Killer with an Ebony. So I brought Insta Heals and for the next 5 games, I had only nice Killers and felt bad.
So yeah, as Survivor you can just react and have the mindset of not letting the next game end like the previous ones.
@Aven_Fallen I dunno how people can wait so long for lobbies and still pick and choose who they want to face and who they don't. It has taken me so long (during busy hours, too). I've gotten to the point where I'm only vaguely paying attention to what kind of survivors I'm facing. I kinda wish they had tiered lobbies (yellow+brown, green, purple+pink, if that makes sense), but I doubt they ever will 'cause that'll water down the pool. If they had that, though, you'll know you're facing someone on your level and know that someone isn't punching down.
I had a 5 blink Nurse before rank reset (around rank 4), but people I've faced so far have been mostly lovely. I think coming across such sweaty individuals is just a testament to luck and not much more, though. The next game may not be as bad, though. Not everyone is like that.
I try not to take out my bad games on the next, personally. It isn't their fault someone else did something. I think usually I take a break if I have consistent bad games.
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@DaS_only said:
https://forum.deadbydaylight.com/en/discussion/comment/577996#Comment_577996
Well then survivors should have the same mindset: prepare for the worst and bring the strongest #########.
Survivors can't tell killers are bringing add-ons nor do they know someone they're facing may or may not be toxic, so it really isn't an apples to apples sort of issue. Most of survivor's "strongest #########" can be made completely moot, too.
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If I had to chose from the list, I'd probably go with Pop Goes The Weasel and Enduring. Pop had a buff recently and will give you something to pressure gens with while Ruin is up and after it's been taken out. Enduring to help with stuns/loops. There's other perks I'd choose for my typical builds, though.
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I mean, it still stands. Something can't be both "always" and "sometimes." When I bring in a med-kit, most of the time it's to heal myself once.
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I had a GF say our team played well and came across quite a few nice people. ❤️ I also had a game as Legion where two people DC 'cause they're just the sort to DC and stuff. They had like pictures and everything. I of course didn't notice 'cause lobbies took so long, so I was really only looking at the names to see if there was anything funny.
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My dogs Teddy, Tomo and Buddy. ❤️
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/577876#Comment_577876
Because, youve been like asking me bait questions and i thought you were already experienced at the games. Im sorry for assuming.
Nah, I genuinely don't know and I thought you might. It's okay. No problems. C:
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/577844#Comment_577844
I didn't play Amnesia. Heard of it though. There must be a way to win though, even if it is difficult. I like challenge.
Why would asking your opinion on something be baiting? o.o;
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/577744#Comment_577744
No, no yes but no. See Resident Evil games are made to make you feel like the prey, and Mr. X does a great job at that for people who don't have experience. That's what i felt when i first played the game. I switched to Claire's story and deleted the save for Leon's because i thought i needed ammo to beat Mr. X. I honestly get scared at Mr. X when i am immersed, but i am much more scared of Lickers at the same time simply because of how lethal they can be. However, I still can't get out of the Dark Room sometimes because of Mr. X :))
Basically Mr. X has a terror radius and that removes the scare factor for me, instead it makes it more of an annoyance and a pressure.
Oh, what about the monsters in Amnesia? You don't have any way to attack them and if they catch you, you die.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/577722#Comment_577722
Absolutely not. You can dodge his attacks. He doesn't follow you into objective rooms other than the library. He is only threatening in dead ends with zombies in, such as the parking garage jail script, where he breaks through the wall in Leon A. If you can get past the library (easy if you have planned it and you can loop him around) and the parking garage jail, he isnt a problem.
But he's considered really strong, right? It's hard for any NPC to be a power role since that's usually designated for the players...
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@LordGlint said:
@Visionmaker Ok, so are bots allowed to be the power role? Think outside the box here. What about even outside videogames. Is the dungeon master in a game of DnD allowed to be the power role?
Wouldn't Mr. X from Resident Evil be a power role since you can't kill him and he follows you?
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@ArecBalrin said:
https://forum.deadbydaylight.com/en/discussion/comment/577589#Comment_577589
Looping is an exploit because it makes use of a difference in the collision-capsule that the devs were never even aware of and failed to answer simple questions about in a livestream which is one of those removed from the archive. The devs have previously defined an exploit by the use of a collision-capsule in a way that was not intended; when they determined face-camping to be an exploit. They nor anyone else could explain why the standard applied to killers but not survivors: neither for looping or for body-blocking. The devs later altered the standard to mean using the capsule to hold the game hostage, something which face-camping also wasn't doing.
Their inability to keep to consistent standards has been a concern of mine and they have responded by simply removing the record of it so they can't be reliably questioned. Their first defence of looping was that 'it took great skill' among other statements that made it clear they weren't entirely sure what it even was. The same was true when pallet-looping replaced infinites and survivors were playing dumb by saying 'just break the pallet'. There is no such 'in-depth' explanation of the game mechanics from you; you don't even care to get basic facts right first, but they would take a whole new thread to rebut(such as the nonsense that pallet numbers have 'drastically reduced'). The chase mechanics as you know them were not how the game was played on release, but evolved out of the refusal of survivors to adapt. They had made complaining to the devs for changes part of their meta. What the devs intend is meaningless unless they are consistent.
Being partisan means I can compensate for my distorted view-point. You are not partisan because you are able to simultaneously acknowledge you weren't even playing the game at the time whilst maintaining virtual certainty that I am wrong about every relevant fact. These are two mutually-exclusive positions to be in. If you were a partisan of the facts, you would see it. You won't see it because being a partisan of the facts means inevitably being a killer-partisan.
I'll bite.
Face camping created a lose-lose situation. You couldn't save the person because they were being blocked, so that person would be killed if they were unfortunate enough to get caught (despite having two lives due to the likelihood of being caught). So a person who got caught by someone who camped gets their game ended. Looping isn't an exploit because it's a win-draw-lose situation. You may lose the loop if you play it poorly and you may win it if your opponent plays it poorly. Looping is part of the game because if everyone just used the pallets the moment they got to it, there would be no pallets rather quickly. This can be easily seen by chasing pallet campers and mind you, survivors can still slip up and you can still get hits while chasing them.
The standards you're talking about is different, though, and they've changed quite a bit for the killer's favor. If you watch old videos, you'll notice how survivors teleport to the pallets and how long it took to pick someone up. Pallet looping has always been around, even when infinites were present. You just didn't see them as much because infinites were safe and pallet looping wasn't. If you slip up, you're likely caught. If a loop is safe, the killer should be breaking the survivor and zoning them into a poor spot. If it's weak, the killer can mind game it pretty easily. Also, I'm not sure if you know what "evolved" means. You literally can't evolve or have something evolve if someone refuses to adapt. Also you're projecting. Killers have had far more changed due to complaining. Looking at the threads, you can easily tell how quick some are to complain about the smallest killer change or a perk they think they won't like (that isn't out yet). MoM was gutted due to all the complaints and DS still gets complaints somehow, even though being significantly weaker.
You don't need to play the game at the time to see videos and hear about what happened from others. Also I don't think you know what being "partisan" means. You're essentially saying you're bias. "I'm bias due to my distorted view." If we're talking about being unbias, you'd also recognize some of the issues survivors run into. You wouldn't just be focused on killer-related stuff. It just shows where your biases are and honestly, killer isn't the only play mode.
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Oh my gosh. This is great lol. xD Thank you for sharing.
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Is hide and go seek tag considered this genre? Most of the games I can think of is comparing lower monsters to bosses, but that really isn't the same thing at all.
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Bond, Iron Will, Spine Chill and Adrenaline would be good too. Dead Hard or Balance Landing also works if you don't want either Iron Will or Adrenaline. Technician is pretty good if repairing in a group and the killer chases after the other person. Or if your character model is harder to spot right away.
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You haven't been listening, that's all. People have had an issue with Nurse for a while and have only gotten more vocal recently. That isn't to say people weren't saying anything before, but people are realizing they're not alone in their dislike towards how unfair Nurse add-ons are. The only Nurses I win against are boosted ones and this is the experience of many, especially when they have multiple blinks or longer blinks. Many things don't work on her, too. She's very very buggy and strips survivor's of all defenses, but stealth and stealth is really weak in this game. There's perks to see to that.
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If you ignore it, it'll go away. It only wants attention.
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It does work, you just have to unhook someone safely before you get on the hook. If you do that, it'll work 100% of the time.
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Kate's is my favorite.
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While it's very (VERY) frustrating when a team doesn't vibe, it feels so good when you get a group of randoms (or at least one) who works with you and tries with you, despite the odds. It feels really good to be so close to death, but still somehow manage to get out. Stealth is a lot of fun, too. It's awesome to sneak past killers. Playing with friends is definitely the biggest pull, though. I would have days or even weeks were I wouldn't play DbD unless someone asked me to SWF with them.
EDIT: It's hard to explain, but I don't think I explained it well enough. Sometimes I just don't feel like doing much of anything after work, so I'll just lay around and watch YouTube. Like I'm tired or something. During those times, I'll sometimes play with friends if they ask me to play with them.
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@hahugow said:
https://forum.deadbydaylight.com/en/discussion/comment/576199#Comment_576199
I don't know how you play but I am having VERY strong competitions to be the last survivor to escape through the hatch
My lovely "team" on porpose bodyblock me to killer catches me, does not unhook while they t-bag, leave me with 99% healed and ofc fail skill check when healing to alert the killer
Is it a competition? I wish a had surv vs surv perks to destroy them and escape~~
It's a messy team, but it's still a team. /a group of players forming one side in a competitive game or sport./ Your goal as a team is to get out against a killer trying to kill you. It isn't to kill off the team around you. That's the killer's job.
Does that happen often? I do believe that's against the rules. Purposefully griefing someone is against the rules. I personally see it as a loss if I can't get at least one other person out with me. Are you sure they were failing skill checks on purpose? It may have been an accident.
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Honestly they should just adjust deliverance to be applicable to your second stage, too.
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Is this bait?
- Can you get rid of looping?
Would you like them to start down, too? That way it'll be easier for you and you don't have to deal with the stress of having to hunt someone down like a killer. c:
- Get rid of killer weapons --> sure
Said no one ever.
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@Injuryble said:
why dont just add something like: the entity progress will slow down depending on the distance of the killer to the hooked survivor. if hes within 8 meters, the progress stop completely. at 12 meters 50% and 16 meters the progress is like now.
It'd be abused by SWF.
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@sonic4life86 said:
Why don’t we just get rid of killer weapons so we can’t hit survivors at all that way you guys get out 100% of time
They said both survivor-sided and killer-sided stuff, so I'm not sure what you're salty over or trying to assume.
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@Jake_Parks_prince said:
https://forum.deadbydaylight.com/en/discussion/comment/576266#Comment_576266
Nobody cares about good behavior if they're salty
That may be true, but they could be salty over how the game is and not at the survivors. If it affected the remaining survivor's actions when you were chasing a new survivor, they may go out and find people. I also saw someone (Scott, I think?) suggest making both hook and gen times longer. I think some killers camp out of frustration towards not being able to catch people in time.
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Instead of straight up removing Ruin with the buffs, what if it changed the whole generator process to like a dance dance sort of thing where you couldn't get any greats, but missing the beats wouldn't progress the gen?
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@PhantomMask20763 said:
https://forum.deadbydaylight.com/en/discussion/comment/576269#Comment_576269
Lmao, edgy metal
Also for Freddy, I think fire fits more cause of his whole being burned alive theme he's got going on
Oh, I was just thinking of what he can do since Pokemon tend to get their abilities from that.
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@PhantomMask20763 said:
https://forum.deadbydaylight.com/en/discussion/comment/576268#Comment_576268
Hmm, maybe fairy would've been better after all, I've had mixed feelings on it.
Also you're right, I probably should've just bumped it there, but I noticed mods were closing some bumped threads and I didnt want to bump it just to have it closed. Idk tho
I think it'd probably be fine if you just posted something like "I updated it for anyone paying attention!" I think that's different then posting spam or just going "bump," so it should be fine.
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Legion could be Dark/Steel 'cause they're metal! :D
Couldn't Freddy be Psychic/Ghost, too? Since he messes with your mind and stuff.
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@Theluckyboi said:
Man, just get to higher ranks, you will find no face campers there
You can not punish it because despite it being scummy and experience ruining its still a valid tactic
I've ran across face campers in the higher ranks. Not sure how they got up there, but they were there. I don't think punishment should be the answer, though. I'm thinking we should reward "good behaviors" with benefits that'll translate to the current match.
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I think it'd be a good feature to show if people are no longer there. c: I've had instances where I tried to talk to teammates after or as the killer, I say "gg" to the void. If you see no one's there, you wouldn't waste any time talking.
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Are we talking about EGC when everyone but one dies? You should be in a loss in that situation. It should be tricky to to escape if everyone around you died.
If we're talking about a normal game scenario, you'll have two people pressuring gates that the killer needs to contend with. If the killer is able to get momentum late game, you may need to give up a teammate unless you have the proper perks to work with the scenario. It was that way before, too. Additionally, you still have key to reopen hatch if the killer happens to close it. As for the NOED complaint, cleanse totems. It gives you emblem points now. It's still possible to work around NOED, but you can always get the totem after the fact, too.
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Legion is fine imo. LF needs love for sure and so does Trapper. Piggy, too, with the nerf to her end game potential.
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Since this is a team game (four players), it's more of a wolf pack. Everyone has different things they specialize in, but everyone should be mostly able to do everything. The more left alive, the more likely you'll survive, so it really isn't a competition against each other.
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2: You have a chance of 50% to get a group where you live dosen't matter (from the feeling)
It's more of a 75% chance, sadly. Most don't care. Most will also blame you for anything they do wrong or assume you're doing nothing and that's why everyone's losing. Also the ranking isn't always because of SWF. It's also due to matchmaking. I've had SWF game where everyone was 10+ and we got a rank 15 as a teammate. Also have had games where I got solos different ranks from me and I could tell everyone was solo. Ranking only tells so much, anyway. I've seen plenty of boosted rank 5s and 8s.
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@NuclearBurrito said:
Maximum of 8 snares actually
The clown can throw the bottle ahead of himself, the 2 seconds is a minimum time, it's very likely to last much longer so having it last 4 or 5 seconds is very common, the bottles can be used on any survivor regardless of their status (freddy can only do asleep survivors) and bottles can be thrown much faster than a snare can be deployed.
Also Clowns barely B tier.
Doesn't his snares work like Hag's traps, though? @NuclearBurrito You can still put them down at whatever loop you're near to, it'll just recycle them.
@No_Mither_No_Problem said:
https://forum.deadbydaylight.com/en/discussion/comment/574745#Comment_574745
Dream pallets are garbage; there’s a plethora of foolproof counters.
And yes, a large portion of the community thinks Clown is A-tier, despite him being one of the worst, if not the worst, Killer in the entire game—which I’m willing to bet is why his only buff since his release was a “bug fix” that prevented him from losing PWYF stacks when throwing bottles.
I dunno. A lot of people seem hyped for the pallets. And it's like Nuclear said. He's like B tier. Like barely B, B-. His power can help in chase and can help trick people out.
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Dream snares seem fine to me. I think it's just the fake pallets are so much stronger, so people would probably end up picking those most of the time. Also, Clown is A-tier?
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@Condorloco_26 said:
https://forum.deadbydaylight.com/en/discussion/comment/574646#Comment_574646
On the other hand, have you played the game for thousands of hours just to run around stuff like in an old timey cartoon?
Granted is, if you run 3 loops around every pallet and then drop it, the game will be over before dropping all of them. What skill are you talking about?
Using stealth is the way to not get slaughtered with this killer. Thankfully at least there's an alternative to looping stuff like a mindless drone.
Not getting killed and surviving the trial is actually countering a killer and preventing him/her of doing their job.
All that said, it's a general opinion that her addons need a rework.
Even if that isn't the case, being able to get stuns off and her being limited to two blinks would help chases feel like a win or a loss and not something handed to the killer/inevitable. Having the strongest killer (who can ignore pallet loops) be immune to stuns (even if unintended or a bug) isn't good imo and honestly wouldn't affect her all that much to be able to get stunned. She still has massive map pressure and still can blink at you, which teleports her to a more favorable position.
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@ArecBalrin said:
Anyone that talks about Nurse 'ignoring mechanics' doesn't remember that said mechanics were exploits which the Nurse was intended in the devs own words 'to discourage survivors from using' prior to the devs removing them, so survivors would diversify their playstyles.
The devs bottled it, replaced infinites with pallet-loops and survivors have not changed their playstyle in 3 years.
Her addons are not an issue either. There have been no changes to the game that would make them an issue. In 2017, the recommendation was to avoid using addons because they mess-up your memory and you had less accuracy. You can practice with addons, but have to learn every single combination which can effect time-to-distance or else trying to use extra blinks to compensate won't work.
Have Nurse-mains become super-good at that? Either they have, or survivors have become considerably worse at the game, which seems to be the most likely case.
Are you talking about the bug where she sometimes ignores stuns or how people need to change up how they play against her and not pallet loop @ArecBalrin?
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I really like a lot of these ideas. c:
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You're right. The game doesn't need to be balanced. Let's revert DS and MoM... and pallets, while we're at it. c: Since balance doesn't matter.
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People are talking about "playing against her differently," but a lot of people do. A lot of people adapt and there's still issues with the nurse. A lot of it has to do with her add-ons and her ability to blink (fail) multiple times. Twice is enough.
A pallet shouldn't be a safe thing to blink into. The fact that she can get a pallet thrown on her while blinking (and the survivor can get the score event) and she can still proceed to blink again regardless is ridiculous. Even if you're mid chain, a stun should matter. Stuns matter with literally everyone else and "sHe'S dIfFeReNt" isn't a valid excuse in this case.


