fussy
fussy
About
- Username
- fussy
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
I never use it, but I completely understand those players, who play every match with it. Flashlights squads are annoying af, especially when they have half working brains and go down in the open space, flashbang are literally broken, Background player has no cooldown at all and Champion of Light is free distance in every pallet.
When you see Lightborn on killer, you just say "Thank you killer for wasting whole perkslot on nothing" and go do gens, that's it. -
@SidneysBane1996 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852726#Comment_3852726
I promise you I see it a lot, and it usually has to do with ping. I've seen clips of bots revealing him from the basement when he is 30 feet away.
Yeah, recently saw on SpookyLoopz stream that he was revealed from the street on Haddonfield, when he was halfway on the basement stairs in the main lmao
-
I went against him too. In TTV's description he says that it's not his account and cheater tries to screw him.
Didn't see cheater maybe in half of the year and got 2 matches against them back to back. -
TOTH needs nerf (not even big, to 12%, still buff from previous version), and Hexes need overhaul. That's it. It's not about whines, it's about understanding that there are some issues with it.
-
It will be nerfed in few days, but I still didn't play a single match on killers with TOTH, because I run with build on your picture all the time, lol. I must say, it's good even without Hexes in match, just Counterforce isn't that necessary in this situation. I played with Overzealous and Inner Strength (or with boons) even before this short "meta", love this build.
-
@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852381#Comment_3852381
Artist can damage without having to hit twice and can sniper more consistently long ranges. Meanwhile Unknown is wonky bouncy grenade that can just randomly take a trajectory that leads to space thanks to a random pixel on geometry. You just get better overall zoning with artist than unknown because artist only gets a minor slowdown upon throwing crows.
Yes, this is exactly my point. It doesn't matter how many uses of your power you need. It's more about what your power does, skill/reward ratio, consistency and such factors.
So "3 hits mechanic is enough to judge about power" is statement I don't agree with. Sorry if I misunderstood you.
-
@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852378#Comment_3852378
No, not in this rng. It was just the one singular pallet.
Oh, got you. Probably spawn bag, I never saw this pallet alone on this map.
-
@Brimp said:
I mean yeah I always saw Unknown as a mid tier once people knew how to play against him. Just the fact that it was 3 (possibly more) hit chases for the M2 was enough to solidify my own opinion. Also the fact that direct hits apply nothing but a hinder that's counteracted by the Unknown also getting slowed to a crawl when firing a shot.
Artist needs 4 hits with power, but her chase is strong. I don't think this fact alone is doing anything with strength of any killer. Trickster needs million hits and in some loops he is Nurse level oppressive and in others he is completely useless.
-
Isn't it connected to second pallet behind the rock? When they both stand, it's honestly not worst loop in the game, especially when killer respects too much. I think it's just designed that way.
-
Same here, didn't see more than 25% on both sides for weeks. Maybe even more than month?
-
Let's just hope it won't get Thana treatment. It already will be good step, knowing BHVR.
-
@Smoe said:
The All Things Wicked chapter is overrated in general.
Unknown teaser was so great that I still rewatch it from time to time. I was SOOOOO hyped about it. But yeah, whole chapter feels like missed opportunity.
https://www.youtube.com/watch?v=XaMPWzRzwqg&ab_channel=PerfectionUnleashed -
@Coffeecrashing said:
Unknown's biggest problem is that the "staring at the Unknown" mechanic doesn't actually require staring. Survivors can just quickly flick their camera towards the Unknown for very small periods of time, and they still get 100% non-stop revealing time, because the reveal buffer is super survivor sided. And if a survivor briefly sees the Unknown as it walks past a small hole in a wall, that still triggers the full reveal buffer's worth of time too.
This also means that the Unknown can't easily duck behind various objects while it is chasing a survivor, because the reveal buffer is so long that the survivor is still revealing the Unknown even when they can't see it.
The result is there is a lot of places where Unknown just can't use its UVX, because it can't realistically land a 2nd UVX shot before the survivor cleanses the 1st UVX.
Yeah, it's also what I meant, just didn't go into details in post.
@Gardhome said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3851833#Comment_3851833
I think "the 3 hit mechanic" for his m2 was his the most weakness just like for Nemesis, but at least with Nemi you have limited 3d health state, unlike Unknown
It's more like Artist. But with Artist I can use power almost anywhere and I actually rewarded for good use of it.
@Na1ts1rhc said:
Aw man! What is up with everyone calling killers clunky? This whole game is a clunk fest. I don't care if the killer is bad or not; if I can spit alien boogers over a tile and slime people with silly sauce- the killer responsible is obviously S+ tier
Understandable, I love to throw survivors into the walls even if I pretty bad Wesker.
@danielmaster87 said:
I knew this the moment the nerf was announced. Heck, even before that, when Unknown appeared on the devs' game plan, I knew. This community is so slow to catch on to stuff like this. And the rest of them will never say a killer nerf was unwarranted, because they don't play the role.
What nerfs? Didn't he reserved 1 tiny buffs and few addons nerfs? Idk, he literally the same as before, nothing changed about him. At all.
-
Poor Bill played his first game against Nurse
-
@Lixadonna said:
Sorry you can't handle High MMR. Maybe get good instead of blaming an Offering.
"Get good, while I will bring maps which literally require no skill to play on (and DC if you bring Sac Ward, because I can only perform good, when map do it for me)"
-
it is impossible to catch the survivor unless he makes a mistake
I mean, it's true in some specific cases, but every second killer has some chase/antiloop power. And if you good with it, it's definately not impossible, not even close. Good looper on strong map for survivors as m1 killer? Yeah, he can loop you as long as he wants. But with majority of killers it's not true at all.
Overall I agree with your points, mistakes on killers are way more punishing and you can't play without slowdown if you want to have a chance to win, but "killers are weak" is false statement. On high level it's true, killers always will be underdog, simply because game balanced around majority of players – Lithe Sable player, who can't look behind her with 3k hours. But even on high level it's not that hopeless, you still have some chances. Yep, those chances in majority are just survivors mistakes. -
Never really liked 21P, but last album "Clancy"somehow jumped right into my heart and became the most listened album in this year.
https://www.youtube.com/watch?v=AupwoN8QvbU&ab_channel=twentyonepilots -
@[Deleted User] said:
https://www.youtube.com/watch?v=1oWjq3nl0RA
This whole album all October every year
I completely forgot this album exists, didn't listen it for maybe 4 years. Thank you for remind me about this beauty <3
The Killers are my #1 band by amount of plays, even if don't listen them too often now. Still super proud of my photo with mr Flowers <3
-
Head On is fine, but Blast Mine being 5 seconds is really stupid imo, especially after buff.
-
@HolyDarky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3850313#Comment_3850313
Look, currently I don't agree with Penti complains, I think now it's more than fair perk. Yeah, it's sometimes rough in soloq, but if player doesn't understand that he needs to cleanse totem another time, it's definately not a perk problem. What is not rough in soloq after all?
But after my suggestion I think full Hex build with Penti on top will be probably slightly too much. So I think give it slight drawback and info which will help to solve soloq teammates mistakes.that's fair and I understand why Pentimento should get a nerf alongside these changes to totems.
This one I can't agree with. Penti already does something only in full Hexes build. Why to make perk obligated to pair with other perks and make it does absolutely nothing by itself?
In my opinion, totem perks such as Inner Strengh, Overzealous, or Hardened are very healthy perks for the metagame because they are good/useful and have a fair trade (you do an investment to get a good reward) but they are not good on every survivor because then they become useless. I wish the developers would create more of these perks that have a little bit of investment for a good reward and that are not good on everyone - this would result in more perk variety and less free strong stuff. However, getting randomly punished for using these perks by Pentimento makes them so bad and awful. Therefore, if you use one of these perks, you should not get punished because this results in "okay then I run what everyone else runs". There is also the argument if this is a real nerf because why should you use Pentimento without a hex perk? This either means you like to gamble or you use it because you know there is a "cleanse a totem" archive that you can abuse. We can also go this way and say that all of these survivor perks get this effect to deny Pentimento when cleansing a dull totem. So if a survivor cleanse a totem without having one of these perks then Pentimento would work.
With Overzealous you actually rewarded with Penti, 20% is nuts. Same with Inner Strengh, you can use it often. It actually help more with these perks, especially if whole team brought them, they are not useless anymore with Penti.
I don't think you are "punished" with it either, it's just following effect of your actions, whole game based on this. There are a third part of all perks works like this. Why I punished for hooking with Fast Track? Why I punished for kicking gen with Blast Mine? Why I punished for splitting pressure with Resi and Adrenaline? Why I punished with MFT just for playing Slinger, Legion or Haundmaster? Why I punished for bringing Hex with Overzealous, to begin with. Like, I can continue until next friday. -
@Mandy said:
Thanks for this, I had a look into the bug report also - will have some discussions with the teams involved, my understanding is that yes this is a bug as the hook is not initially a Scourge Hook. But discussing further with the designers on what they want the effect to be with perks such as Gift of Pain.
How about discuss with team making Scourge Hook mechanic actually worthy without band-aid perks? Actually insanely bad band-aid, if this is a bug and not intended.
@fussy said:
Hi, devs. I once again want to aks you take a look at Scourge Hook (SH further) mechanic, because looking at new SH perk on PTB, I see that you notice the problem, but somehow decided to give us a really questionable band-aid perk instead of actually fix the problem with it.
I really love most of SH perks, but I stopped to use them more than half year ago. I simply don't want to bring perk or even perks I CANT use due to extreme and unnecessary RNG of this mechanics.
This is me went literally into first custom match to take screenshot of how amazing SH perks are. Any reason I should bring them next time instead of perks I can actually use and have value from? Do you understand that I would be literally perkless, if I brought 4 SHs?https://us.v-cdn.net/6030815/uploads/HEYKZ96ARVZ8/image.png
I already did post about it more than year ago, I think my suggestion is still more than viable:
https://forums.bhvr.com/dead-by-daylight/discussion/384504/scourge-hook-mechanic-needs-this-update
I think these changes would make this mechanic a lot more fair and worthwhile:
- At the start of the Trial, 5 random Hooks are changed into Scourge Hooks (was 4 random Hooks)
- 1 additional Scourge Hook spawns for each additional perk after the 1st
So 2 SH perks? 6 Scourge Hooks (5+1). 4 SH perks? 8 SHs (5+3). Except Monstrous Shrine, I think it should just make SHs in the basement.
And more than this, new SH: Jagged Compass doesn't even fix it, it's awful even as band-aid. It should create SH at moment of hooking with all following effects from your perks, then it will be decent band-aid, which I prefer left alone, when whole mechanic is easy to fix. I don't want to bring perk just to make my other perks do something.
Thanks! -
@HolyDarky said:
Your suggestion sounds very good. Unfortunately, it is very likely that the developers will never fix totem spawns because they keep doing their old mistakes like totem spawns on newer maps proof (the new Ormond map has totem right next to generators). So increasing the time it needs to cleanse a hex totem to 28 sec is the best solution - and also an easy to do. Also the change to the progressbar is fine to nerf strong totem defenders like Artist, Doctor, or Singularity so the match up against them is fairer. The TotH rework is also cool and fair. But why nerfing Pentimento?
The change to Boons is fair. They are still strong like you already mentioned.
In my opinion, cleansing a dull totem could take 10 seconds instead of 14 seconds to buff survivor totem perks a bit more, which are very healthy ones. Also make it like that a cleansed dull totem cannot be used for Pentimento.
But why nerfing Pentimento?
Look, currently I don't agree with Penti complains, I think now it's more than fair perk. Yeah, it's sometimes rough in soloq, but if player doesn't understand that he needs to cleanse totem another time, it's definately not a perk problem. What is not rough in soloq after all?
But after my suggestion I think full Hex build with Penti on top will be probably slightly too much. So I think give it slight drawback and info which will help to solve soloq teammates mistakes.In my opinion, cleansing a dull totem could take 10 seconds instead of 14 seconds
I can agree with it, with blessing being 10 seconds, it sounds logical.
Also make it like that a cleansed dull totem cannot be used for Pentimento.
This one I can't agree with. Penti already does something only in full Hexes build. Why to make perk obligated to pair with other perks and make it does absolutely nothing by itself?
@SoGo said:
Suprisingly, I agree with you on a lot of points presented.
Just one small thing I’d do: Decrease the boon shimmer sounds.
I mean, in the descriptions of them, it says: "soft chimes ring out…". Well, at least to me, a sound of a running vacuum is anything but.
Also, I don’t think it is impossible to fix totem spawns. On 85% of the maps, it’s fairly doable. Sure, on the new Haddonfield or Rotten Fields, it’s really hard. But nothing can excuse a totem spawning 3 meters away from a gen in the Red Forest.
Also, I don’t think it is impossible to fix totem spawns. On 85% of the maps, it’s fairly doable. Sure, on the new Haddonfield or Rotten Fields, it’s really hard. But nothing can excuse a totem spawning 3 meters away from a gen in the Red Forest.
Devs long time ago answered to this. 100% remove totem spawns from certain places will only make it even easier to find. Like if you know it won't spawn, for example, 12 meters near gens, it already will decrease possible spawns in like half. So nah, fix totem spawns is nearly impossible, at least without adding another huge problems with it.
-
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3850242#Comment_3850242
28/0.7 = 40 seconds. 14→28 second is putting some of thrill of the hunt into base-kit.
What is 0.7?
-
@Devil_hit11 said:
We all know it's impossible to fix Hexes spawns, so in 80% of the games you will lose it no matter what before it will give even tiny value. I stopped to bring Hexes years ago, just sometimes I can bring Blood Favour in some meme build or Ruin if I'm okay with to play without perk with 80% chance.
from what i have read, survivor want to revert thrill so that we go back to what hexes were for last 6-7 years. the idea that they'll put thrill base-kit into totems is heavily unlikely to occur.
There is tiiiiiny difference between 28 and 46 seconds before to call it "basekit Thrill", but as you say.
-
My queue takes 1-2 minutes, idk. Probably your region problem.
Upd: Streamers across the world I watch also have nearly instant queue on killers, so have no idea. -
@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849599#Comment_3849599
Would you rather reveal aura on any perks chase or speed up generator repairs?
Just avoid the crows. The killer needs to get very close to the crows for them to fly away.
It's info perk and info can be used in almost every aspect of the game. You can use it in chase, to hide, to prerun, and for other decision-making (crazy word for average survivor, I know).
"Just avoid the crows" instantly goes to my gold collection of bright ideas here. In other words, "just stand in the corner of the map, buddy, cmon".
-
>nerf killers' aura perks!!!!!!
>and give us permanent wallhack on killer for whole team!!!!!
The only change it needs is change Broken effect on something else.
-
Agree, I should explain to almost every Sable player why they should never ever press "ready" button again, so everyone could have a good game.
-
Original:
1. Blight and Artist. Really hard to choose
2. Knight
3. Clown (There should be Twins, but after nerf you are not allowed to do even tiny mistake against good survivors while playing them and it killed my love to them)
4. Oni (But didn't play him in a while honestly)
5. Dredge/Singu/Wraith/Slinger, fun with them depends mostly on map
Licenced:
1. Chucky
2. Demo
3. Wesker (never cared about him too much, but recently wanted to get good with him)
4. Nemi
5. Vecna -
I don't think there is something in a game what "balanced around being rare", because you could bring strongest addons / items every game even before P100 was a thing and bloodweb was more expensive. Except perks, of course.
Completely busted Commodious toolbox is just rare item, so what? There is no problem with P100, there are a lot of problems with items and addons. -
"Make killer, who counter by predrop, 4,4 and without lunge" sounds more like "please destroy my main"
-
Slinger isn't hit and run killer, he has worst map pressure in the game and 32 meters TR, so best you can do is end your chases as fast as you can.
-
Absolutely nothing except 6,0 m/s on the way to gens. Dog feels like anything but alive and intelligent organism.
-
@BroRespectTheBoop said:
The dog needs a cooldown or a nerf.. the fact that she can send it out and make it hop over a pallet to grab you and then it can hold you and pull you just makes her a more OP deathslinger. It takes longer to escape the dog, survivors dont help you, and it hinders you worse than the artists birds.
I was afraid I won't see classic "new killer needs nerf" even despite she one of the worst killers in the game right now. But now I can have a good sleep, thank you.
-
@SoGo said:
Yeah.
AFC progress should be a part of the HUD.
And seeing teammates perks would also be great. It wouldn't even be that hard, DBD Mobile has it already.
It amazes me how many good improves Mobile version has, which main version hasn't.
-
Person who gave up will waste 4 minutes on the ground, so he won't ruin another match in 4 additional minutes. Other actions depends on situation and survivors' motivation. Last time I asked best looper for 1v1 in shack while let other do gens, but he just wanted go next and point it on hook. So I killed him and gave last survivor hatch.
-
@Toystory3Monkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846169#Comment_3846169
otz had a good idea where syringe is mainly anti mangled/hemorrhage with a side effect of instantly healing you for 25%.
though i think it would be nice if the syringe was something more exciting. like it could remove blood pools for the rest of the trial, while the styptic agent worked only until healed like otz suggested
Yeah, I saw his suggestion about medkit addons, I agree with them on the most part and I did pretty similiar suggestion before.
@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846187#Comment_3846187
And they are unic in a way devs want them – for altruism healing
There is only a 5% difference between each tier of rarity. That is nothing. A purple medkit is only 15% faster than a brown medkit. Do not even try to tell me that's significant.
Fair enough, this difference can be bigger.
-
@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846169#Comment_3846169
I'd like to buff medkits before we do that. At least enough that they stop being all practically identical.
Hell nah, last thing medkits need is a buff. Some addons? Sure, bot not medkits.
And they are unic in a way devs want them – for altruism healing, but people still refuse to use them so. Megheads still don't understand what I want when I give them my medkits to heal me.
And even more: toolboxes should see the same treatment.
-
I hope syringes will be nerfed, it's insanely stupid this addon in this state for so long.
-
>old DH
>skill expression
Is this some kind of complicated joke? -
@Arbmos1998 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844068#Comment_3844068
4. Let survivors who don't want to learn the game feel like a winners more often.
Could this also not apply to Killers who are also new? Or is just new Survivors should just get given free wins without needing to learn anything?
I personally don't believe anyone should get to win matches with next to no experience as it means if they see a victory more than loss they won't be incentivised to learn anythingI personally don't believe anyone should get to win matches with next to no experience as it means if they see a victory more than loss they won't be incentivised to learn anything
I completely agree, but there is base game for it. If 2v8 was the base game, honestly, there wouldn't be much to learn. Much less skill and knowledge is required here to win. I mean, this is what most survivors want: not to invest a lot and win more regardless of their skill, level of knowledge and experience. Why not let most of the players have the opportunity to feel this fresh air for them?
And I respect your question, because I hate this hypocrisy towards new killer players, because pretty much always by "new player" we mean "poor little survivor player" and never think about new killer players, but it's fair at some point. Because game is killer sided in low level and new survivor needs to learn slightly more than new killer player.
Game exists for 8 years and more than half of survivors barely understand what they are playing at, so, at this point, it's pointless to expect from every Sable player with 3k hours that she will begin to look behind while running, at 4k hours, so why just don't give them a sweet spot to exist? -
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844194#Comment_3844194
ah yes, the dev balance where they can't buff something, just buff something, it has to come with some negative.
Or maybe this perk has two issues, low range and affecting unhooked survivor, which can be solved.
-
I'm keep saying it since release: make it 24 meters and give unhooked survivor immunity to this effect for 10 seconds. It's really used only for proxy camping now, because it barely has use in any other situations.
-
Definately should be survivor sided, right now I would say it almost in perfect place. Why?
1. Queues. It's probably the only way to find additional 4 survivors to build a match.
2. MMR doesn't exist here. I mean, MMR already works so bad to the point it almost doesn't exist, but in 2v8 you can see this little difference which MMR creates. You are in the team with and against potatoes almost every match.
3. I think it also leaves a room for killers be fun with all buffs.
4. Let survivors who don't want to learn the game feel like a winners more often.
5. This mode feels really chaotic and I don't want to see everything be balanced here. -
@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3842159#Comment_3842159
There is no discrimatory behaviour at all with bug reporting or with any part of the moderation of this forum.
Whilst I understand the concerns regarding bug reports, unfortunately previous reporting was missing vital information that took longer to get from players, meaning that we were unable to ascertain what the main issue was. Hence we now have the reported formula - for 99% of bugs this information is essential to our QA in order for them to pinpoint where the issue lies.
Well, I listed bug report before and only thing it missed is template words, but contained all points and… it was declined anyway.
Then I listed it again with exactly the same post, but with templater words and it was accepted. Isn't it stupid? I gave all information you need, but it was declined anyway. -
The current version is so stupid strong.
Worst part it became even stronger in terms of time saving since medkits nerf and almost didn't changed in terms of 3rd health state in chase. Yes, slightly more risky, but overall at the same place as before: predrop 1 or 2 pallets, use exhaustion, here you are, 3rd health state.
We live in a metagame where different players call every aura perk on the killerside wallhacks, skill issues ect but at the same time survivors have this addon that is basiclly uncountable wallhacks with which you can look like a cheater.
Yeah, it's super fun to read from the same people, who want to nerf aura reading on killers and "oh no Zanshin removes mindgames, it's bad design (troubleshooter doesn't exist btw)" that constant, unrestricted killer's aura reveal on a button on any second you want "is fine". It's just self reporting at this point, literally all you need to know about biases in this community.
I like the idea for broken key and could get slightly more range because it will only help SoloQ
Please don't forget it's permament aura without needing to press button and keys have range addons, so I think it's fine with 20 meters. Bond is really useful and have Bond on steroids on 2/3 of the map just with 1 item can be strong even for swf on comms.
@HolyDarky said:
I rather wish the developers would give Syringes a hole rework but I highly doubt they will ever do this (like with this addon you no longer lose progress due to Haemorrhage when healing yourself), so your suggestion might be the best middle way. The current version is so stupid strong. Being able to heal midchase because 24sec is easy manageable and also being better/easier to use than many other perks is so stupid. Also outside of chase don't spend 24 or 16sec for healing and sit on gens is huge.
Blood Amber is such a funny Addon. We live in a metagame where different players call every aura perk on the killerside wallhacks, skill issues ect but at the same time survivors have this addon that is basiclly uncountable wallhacks with which you can look like a cheater. I like to use this addon too when I play survivor because you drive some killers really insane when every mindgame they do don't work and you win every 50/50. Many aura reading tools on the survivorside are really strong chase tools but this one is so insane because neither you nor the killer need to do anything (drop or break pallet).
Toolboxes need a general rework but especially this toolbox because it is way too strong. 20 charges is fine.
I like the idea for broken key and could get slightly more range because it will only help SoloQ, especially for these players that want information but don't have the perk space.
-
I don't think it will be even slightly fun, especially for survivors. Also 3 killers, even super nerfed, can easily stomp even 5 good survivors, I won't start about average survivors in a mode without mmr.
-
@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3841790#Comment_3841790
Yup, this is my thinking.
Only, I wouldn’t consider either broken as long as MMR works as it’s supposed to and matches the sweaty Nurses vs sweaty SWF. I’ve never had issues with Nurses in my MMR range (except when MMR is bad and mismatches us). My biggest issue is when a teammate gives up and just stops trying.Yep, one of my most memorable match against Nurse was where Mikaela instantly gave up on hook and we with 2 other amazing teammates did 5 gens. And Nurse wasn't even bad, we just were slightly better. Sadly only me escaped, because she snowballed it in endgame, but imagine we had 4 survivors from the start and not 3.
I do think Nurse is broken in right hands and needs nerfs, but not before SWF nerfs. Because 8 out of 10 Nurses I went against are more than winable. And if someone want to balance something around best players on one side, don't even start with this classic hypocrite bullshit that "not every swf is coordinated god players". Not every Nurse either, but yeah, it works only in one side as always. -
@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3841647#Comment_3841647
It sounds similar to a stacked swf, doesn’t it?
You can’t tap into that realm without bypassing game mechanics and using outside communications to call out which Killer it is, where they are at all times, when you’re about to go down to set up a pallet or flashlight save, where a lot totem is and when to body block, when the game isn’t balanced around it. And Killers who are unlucky enough to face them should just accept they got the short end of the stick and that’s that, right?
Literally what I was about to write.
I think the only reason why she stays as she is – there is a need to be something as broken as SWF for killers.