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keelhaul

keelhaul

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keelhaul
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  • It also counts against your kill rate statistics as well. I have a Wesker game in my history that shows 1 kill despite it being a 3k where the last 2 abandoned during EGC and 1 person got out.

    Edit: Upon further review it seems like the stats website might still count the abandons as kills on your overall stats for that killer despite clearly saying escaped. I can only confirm this from the killer stats perspective though. Someone would have to go into a match on a fresh/underplayed survivor and see if their escape rate goes up or down after an abandon.

  • Hot take: Remove map offerings entirely. I'm tired of the bloodweb being congested with garbage, especially on survivor where only 25% of the addons you get (at most) will be even looked at. The useless items/add-ons + useless map offerings you'll never use make literally like 75% of the survivor bloodweb completely worthless.

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951065#Comment_3951065

    From a Huntress main I find that a bit odd. In the open, which is the scenario, Huntress would be far stronger.

    https://x.com/AfroM1_/status/1935879468834603280

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951044#Comment_3951044

    Your 20% faster than Huntress while aiming I assume? 3.08m/s vs 3.68m/s.

    Still slower than the survivor base speed 4.0m/s but can't throw as far. The slower speed of the Huntress is probably do to the projectile distance (nearly map wide) and the speed (40m/s). Springtrap can only throw 16m at 30m/s.

    The issue, as mentioned in the video, is that even though on paper you are slower than the survivor, they will never run in a straight line because doing so guarantees they get hit.

    If the survivor runs in a straight line they immediately get axed. If they attempt to dodge the axe and you just keep holding M2 then they lose distance and eventually just get M1'd or hit with the axe at point blank range. They have literally no winning play unless they are at a high wall loop/gym. Either they continuously dodge to waste time and avoid handing you the axe hit, inevitably losing distance and eventually getting M1'd, or they run in a straight line and get hit instantly. You also make every window/pallet a guaranteed injury, meaning the survivors quite literally have no outs if they can't find a high wall loop/gym.

  • Exactly. Springtrap has a litany of different aspects to his kit, but literally none of it matters in 90% of chases. Every single chase is just Springtrap holding M2 and forcing you into a permanent mindgame until they hit you, then doing it again.

    The door cameras don't matter. The stealth matters less and less the more people get used to him (as long as he isn't using the P2W Glitchtrap skin). Getting a grab from a door is a 1/100 event and requires survivors who are straight up oblivious. The axe gravity being different means basically nothing except that short range axes over loops are even easier to hit than Huntress. The 110 vs 115 movement speed means nothing because Springtrap has complete control over whether he has the axe or not, and can leave it on the ground and recall it at will to always control his speed for the situation.