notclaudette
notclaudette
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@Paternalpark said:
All killer perks are braindead. You just do your objective and your rewarded in the way you chose prior.
Survivor needs mostly luck and skill and planning to buy half a minute at most.
a lot of the good killer perks are brainded to use, but have prior conditions that require skill like winning chase.
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@Marc_123 said:
I got a lot of Killers who can do the weskin and blightin on Coldwind.
And removing stuff in general is baaaadddd.
We may have another one of this on the horizon.
make corn short pls
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@DEMONANCE said:
neither ds or otr or deli work in endgame so basekit bt is a survivor's only chance to not be put back on a hook immediately. so if you're unlucky and they're hooked near the gate just take the L and go next that's what i would do but maybe i am wrong.
deliverance works in endgame, wdym? And its not really a luck factor whether there near the gate or not its an inevitability, they'll be running straight for the gate, hoping to god its 99ed or its already opened. Meaning if you down them its inevitable they'll get to the gate. Not to mention even if you dont, the unhooker will be tanking hits no doubt. Unfair in endgame, all their is to it.
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@camping_site said:
Survivors take a significant risk to break the camp. So, mate, even in the endgame BT should stay. Sometimes you just need to suck up that O K. Or here is an idea- go for the saver (shocked face).
the saver will either take a hit and let their other teammate save, or take a hit and run straight to the gate. you arent getting that kill without facecamping, because its common even it soloq (in my experience) for everyone to rush the hook together eliminating all risk involved. just unhook and tank tank tank, no counterplay there.
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@Xernoton said:
You can argue that SWF is unfair all day long. They won't remove this feature. It's one of DBD's selling points that you get to play with your friends. And you can't just randomly ban people for having Discord.
I mean, you can ban people for cheating. and discord is a third party advantage that breaks the game, dont remove swf just fix it alreadym its been 6 years how are they this bad at their jobs
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@PrettyFaceKate said:
Does basekit camping stop working after gens are completed?
gens are done, just 99 group up for the save or leave
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@Paternalpark said:
Remove gen regression when a survivor gets tunneled and this would fine.
no, removing regression makes the game unplayable for killer. No one likes tunneling but the killer shouldnt be forced to lose because they did it. absurd suggestion.
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@[Deleted User] said:
I fail to see how SB is any less “braindead”. Sure it has that drawback but it’s hardly rocket science. Most users I see run to a gen but the time the killer reaches them it’s recharged and they use it to shift w away. Can’t see that needing any more of a thought process.
using it is easy, using it effectively is hard
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@ProHillbillyMain said:
There is no point in discussing with Blight mains since :
- They exploit bugs
- They use the most busted addons Crow, Ring, etc.
- They will tell you the 2 above are balanced.
at this point hug tech is just a feature
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@Trev1979 said:
I love all the killer mains bitching about survivors on this thread as if there 60% win rate isn't good enough? Honestly, what ratio do you all think is appropriate? 80%? 90%? Seriously. If you played a board game with someone and they won 60% of the time you would never play with them again. And its the survivors that are entitled....
60% just means you normally get 2 kills, occasionally 3. the ratio isnt a "win rate" its a kill rate. very different. if someone has a 60% rate of being okay at a board game I'd just play the game for fun anyway. I think to some extent both sides are entitled, its the vocal minority. someone will always think dead hard is balanced or eruption has counterplay, and they will always be wrong. I think a 66% kill rate would be good, so you most often kill 2 but also get a 3 often too.
so fun when people whip out the ratio without even knowing what it means.
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@Ayodam said:
So this is giving me buff killer, nerf survivor.
You did say that solo queue is its own can of worms I guess b/c you didn’t want to seem completely killer sided here. But then every change you proposed hindered solo queue.
I think I stopped reading around “Yes DS with 2 seconds sucks but if you make it to a pallet you’re good!! See when nerfed survivor perks are still decently used!”
I have personally seen DS maybe.. twice since it was changed. Every other perk nerfed in 6.1 minus Dead Hard hasn’t seen any play in my games as killer or survivor. I doubt you’ve seen them either.
Yeah. If you want killers buffed just say that.
not really what I meant at all but ok
the ds example was the show that it wasnt completely worthless, just niche. if you went down strategically to use your distance to reach a loop then it still had a use.
just went scrolling through the survivor perk changes in 6.1.0, other than ds only iron will got completely gutted. and OTR has the same function anyways, but with more effects so I dont really see your point. yeah, iron will is gone. but otr is just iron will with more effects and has it when you need it most. Looking at the changes, most of them were buffs and bt became basekit. spine chill basically just serves its intended function now anyways, and nerfing it was a good idea.self care was already bad. less people using it the better. i still see spine chills and decisives, and most people w/ self care swapped over to CoH.
also sorry I want pallets to have a skill floor, if you think adding more skillful play hurts soloq specifically then your just saying soloqs are bad. i dont think its that much to want the ability to gain so much distance while much thought is unwarranted.
99 exit gates change seems warranted, egc only exists in closed hatch scenarios. and with the new changes coming to soloq in 5.0 having to spent like 1 or 2 more seconds opening a gate isnt that bad, it just means you can ignore egc without ppunishment. open gate and start the timer, or keep it 90d and risk going down trying to open it? meaningful gameplay decisions make the game more engaging.
the looping thing was just a QoL change that was technically an exploit anyway.
why should survivors be able to abuse having another health state from endurance when its meant to defend them? and anti tunnel perk she be for just that, anti tunnel. your points dont really make that much sense, probably because you stopped reading because I said ds wasnt a useless perk.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3314326#Comment_3314326
You have the backwards. Dead hard (in theory) has the drawback of being injured, when in reality it's not a drawback, because naturally it will happen in the game.
Overcome's drawback is that it does not work while injured. You must be healthy, then hit, in order for it to activate.
yeah, sorry. thats what I meant just articulated it badly.
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@tippy2k2 said:
Respectfully disagree
Lithe at the very least requires map awareness and map knowledge. Knowing when you can make a fast vault versus not is the difference between getting hit and wasting vault or using vault to speed away. Knowing where you need to go in the tiles to find a window is also a skill you learn as you play
It's not the deepest or most complicated perk in the game but like most perks in the game, there's a skill to using it effectively
I half agree on the map awareness part. on an indoor map, where vaults are not only limited in number but blocked from sight then I agree. but on an outdoor map, the vast majority of tall wall tiles (easily visible crossmap) have a vaults. plus pallets work w lithe too.
there is skill to using it effectively but the skill floor is just too low for the value it brings to the table. Being faster than the killer on something you do by default leads to equipping lithe then w keying away after a vault. good points, though.
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@Blizwise said:
Why does almost every killer perk exists? They don’t skill to use.. he’ll 90% of survivor perks don’t take skill either.
why is there gens in the game.. they don’t take skill to do…
not a very good argument. plenty of things take no skill, but the majority of those things arent nearly as powerful as a sprint burst after a fall or vault. remove eruption though, pain res is the healthiest slowdown perk.
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on some level its a risk reward perk, because you need to lose a health state. counts as a drawback
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@Chaos999 said:
And here I am, running overcome in my survivor builds....
respect
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@StarLost said:
Eh...
The 4 primary Ex perks work a bit like this.
Lithe: Least powerful, but easy to use without many drawbacks.
Sprint Burst: Very powerful, easy to use but has a massive drawback.
BL: Somewhat powerful, easy to use but very conditional and map dependent.
Dead Hard: Most powerful, hard to use, can be countered with addons/abilities, no drawbacks.
Head On and Smash Hit...aren't really worth mentioning.
I'd consider lithe better than balanced landing at least, because theres more vaults than falls by a long shot, and its harder for the killer to follow you. I agree with you on everything else though, i just wish speed perks that allow being faster than your pursuer didnt an easy to use option.
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@WesCravenFan said:
The only problematic exhaustion perk is Dead Hard because it can be used on command.
Lithe requires a vault.
Balanced Landing requires a fall.
I see nothing wrong with perks that are situational like this.
I hardly consider vaulting situational, all but probably 3 maps lack the tiles for it to be called situational. BL just needs a rework, no reason to use it over anything else
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@Rovend said:
You need to have 'Ace in the hole' equipped to retain the item's addons as survivors. And it is a bad chest perk that barely sees any play
im aware, it was a typo meant to say they keep items
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@Gamall said:
Survivors keep their add-ons for escaping? Since when?
sorry, typo. meant just the items mb. since addons are the killer equivalent, just thought it'd be a nice change
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@Veinslay said:
Dead Hard is unreasonably powerful against some killers and makes them unplayable. I used to like playing console Huntress, Trickster, and Plague even though they're a lot harder to use on console. With new Dead Hard on 3+ survivors every lobby again, I just can't anymore with the ranged killers. I'm eating an additional 45 seconds every chase. I tried switching to Deathslinger, but everyone pre runs a mile away thanks to his giant terror radius
buff slinger please my god
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@CookieBaws said:
Honestly, Dead Hard should only work against basic attacks.
yes pls
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@TeabaggingGhostface said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309216#Comment_3309216
Just bait out those perks man
had a nice laugh at this, thanks lmao
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@jajay119 said:
And perks like Starstruck, Hubris, Nowhere to Hide etc. feel unfair for survivors when coupled with certain killers... it's just the way the cookie crumbles.
i agree that exposure sometimes feels unfair, but its not nearly as unfair as dead hard in the aforementioned situations. if you're exposed, you're effectively just injured. you going down depends entirely on you and the killers gameplay intertwined. If by "certain killers" you mean specifically nurse, then this is a much more valid comparison lol. however, nurse, despite popular belief, has counterplay. unless its a god nurse, then you're dead. Most nurses just understand her playstyle and the game is mostly reliant on mindgames and LOS manipulation. Dead hard vs a billy, oni dash, wesker, and any other killer with locked in timings (some of these killers have more charges, which is much more bearable but still not very fair.) forces you into a situation where you are punished for successfully using your power.
sorry for the paragraph lol.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3305825#Comment_3305825
Current dead hard is annoying but it's not that hard to counter usually survivors kinda show when they have it. Being greedy at pallets or looking at you ready to press it. I don't like either that you have to bait it out.
Eruption only requirement is to kick gen and then get down and it synerges with other regression perks very well. It's already perk for killers like dead hard but better. Those who don't play swf has no counter to it.
yeah, nerf eruption. does nearly nothing to swfs while ripping apart our poor solo q survivors. just revert it to old eruption, just without the cooldown being as absurd.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3305886#Comment_3305886
DH is extremely easy to deal with on blight. Just bait it and use another rush.
yea ik, just all those times I didnt expect it have traumatized me lmao
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@Entitled_survivor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3305878#Comment_3305878
Ooh for sure, 1000% dead hard is stronger than before nerf IF it works, high risk high reward,, killers shouldn't complain about this perk now
for good survivors it will always work, therefor it essentially functions as a buff
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@HugTheHag said:
Happy "DH is in the shrine" week !
Though honestly it's not that bad, anyone who knows how to use it obviously already has it.
I'm ######### at timing and the Oni's hitbox feels like it's as large as my fridge, so my personal counter is "baby going into a locker until power runs out". Not very efficient, but hey, Oni scares me okay ! X)
lol, his hitbox is crazy. cant count how many times ive down somebody over map geometry.
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3305266#Comment_3305266
Maybe different exhaustion perks could have different exhaustion cooldowns? Imagine if DH had a 2min timer and Smash Hit 15s. This wouldn't make Smash Hit that much better, but you could reliable use it to dash to the next loop and with some practice burn through all the paletts in a matter of 2 gens.
Or DH could have some kind of token or activation system. Its bad enough as an extra health state, but you really feel the pain when a survivor gets away, hides and gets to use it again. So maybe give it one token per gen that you finish. That way the DH users have to participate in the gen repair process and can't just loiter around the killer, endlessly harassing them while tanking hit after hit.
For the longest time I praised BHVR for how they handled DH: it was nerfed significantly without "omg nuke it from orbit!!!1 Nerf it to the ground D:!!1" and for a while it felt even somewhat fun to get hit by it and you nooded in appreciation to that survivor.
But fast forward a couple of month and nowadays we are basically back to square one. The good survivors quickly learned how to use DH properly and now you regularly face 3-4 in the same match again, having to assume its in play every single time you catch up to a survivor in a chase and to the bait out game. This really makes you feel like you are a cool, bloodthirsty killer, second guessing every strike and living in constant fear of having your hard work taken away from you by "press E".
There is also so little counterplay to vaulting and palette dropping. Most loops are designed in a way that they are extremely tight, so nearly every time you catch up to someone they can just press e and laugh at you wiping your blade while they vault to safety or slam the palette in your face. I anticipated the DH a whole three times correctly by now and hit the survivor afterwards. Most of the time the timing has to be so precise that I either hit them on the last couple of frames of the animation, or I swing when its done, but they slam me with that palett regardless. Its really a lose/lose situation for the killer and that is really, really, dare I to say it? Un-fun! There.
i agree, not all exhaustion perks are equal, and the standardized cooldowns arent very smart. balanced landing and dh are no where near equal, yet same cooldown. sprint burst i think is fine because of its high skill floor for effective usage, and a higher cieling. dead hard is not like that, just press e on a vault or pallet and profit. think maybe a 2 min cooldown would be fine, or like i said somewhere else a one time use when you get value so you actually have to decide when you need it most.
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@Ghoste said:
To be fair, certain Killers counter Dead Hard straight up. And against some of the better Killers, that extra health state feels almost necessary. It's still weaker than before overall.
i agree. as a nurse/blight/oni main im probably biased about dh lol
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@GlamourousLeviathan said:
Dead Hard is pretty much strong as ever. It is harder to use so less survivors use it so it gives the impression that is more manageable, but if you go against a full Dead Hard team who knows how to use perfectly it is definitely stronger than before (specially against M1 killers).
The only killers who can counter this perk are Pinhead and Deathslinger.
I always was against keeping the eye frames of Dead Hard, but I also thought that the shorter distance it gave was healthier. They reworked it in a bad way and now it is still the strongest exhaustion perk in the game and the second strongest perk in the game, only behind Off the Record.
yeah, wholeheartedly agree. on paper dead hard sounds like a great idea, and I hate to say it but its a really fun perk to use which doesnt help its pickrate. The power to tank a down will be strong no matter what you do. My main problem with it is like what I said in my post, and the fact the it just... removes lunging entirely. then killer is punished just for using a game mechanic because a surv pressed e at the right time, it the little things like that that make it so unbearable.
the pickrate went way down after nerf, but it just slowly climbed back up as more survivors figured it out. the rework hasnt really done its intended purpose too well, still the most picked survivor perk.
(completely unrelated, just randomly remembered pain res+dead mans switch is gone, replace by gen kick meta... nice bhvr. nice.)
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@Entitled_survivor said:
These kind of posts about deadhard are becoming a staple like those "nurse shouldn't be able to blink through objects" posts,, the perk is at its best
it may be at its best but that doesnt mean its balanced. it still has a 30% pickrate for a reason, down from 50. survivors who couldnt adapt swapped to a different exhaustion perk and the ones who did are just as powerful (if not more thanks to the sprint burst on hit.) Its much better than before but the ability to tank a down an infinite number of times (if played right, which really isnt that hard as a dh user myself) will always be unbalanced. had the thought that maybe it could never work again once you got value, like you could miss as many as you want but once you land it dh is gone. just food for thought, nerf was to shake meta and lower pickrate and it doesnt seem to have done that too well.
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i dont think lunging with high dpi really counts as an exploit? think its just a game mechanic....
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@Steakdabait said:
If you're exploit abusing then you deserve the DH.
what... how is using my power successfully an exploit? or are you saying its an exploit because you dont like it, like some kilelrs w/ dh?
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@RiskyKara said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3305342#Comment_3305342
Survivors invalidate a killers power for timing all the time. That's the bread and butter of the games mechanics. By timing your 360's, your jukes, your vaults, and loops. The entire goal of the survivors is to invalidate and prevent a Killers entire arsenal of tools against them.
stuff like 360s vaults and loops dont typically directly deny you your value. dead hard however, does. If somebody 360s a dashing oni then dam they earned it, but if they dead harded when oni got too close then 1, the killer is stunned from hitting. 2, you got a mini sprint burst from it. and 3, most likely you needed to dh to avoid that hit due to being in a deadzone, failing a mindgame, or got outplayed, invalidating your mistake or the killers success.
"something" was too broad. a 360, juke, vault, etc takes risk or (for the most part) thought. Specifically dead hard. 360s need mechanical skill at least, and a killer can still flick you.
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@Shroompy said:
you can bait out Dead Hard with both of these
Billy's chainsaw you can feather it
Oni you can hold the power
Its a sort of mindgame for both, but is more on the Billy or Oni's side. If a Survivor guesses right on the timing I do believe they deserve at least something for it
i dont think completely invalidating a power is really something a survivor deserves for timing something right, but to each their own.
should have explained more w billy, i mean you cant dash around the map and get a sick down, you have to just stop your power and either play like bubba or go for m1s
oni demon dash is useless v dh, if they have a tile its a lose-lose
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304633#Comment_3304633
gen kick is literally the meta right now so whats your point lol
lol i meant w/out the meta perks. killers wouldnt bring those if base regression was meaningful
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/358993/rant
Crutch perk says drop chase, kick a gen killer main
if only kicking gens was actually useful
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@OrangeBear said:
https://us.v-cdn.net/6030815/uploads/X2UIASWKJ7YK/image.png
this is the ultimate windows of opportunity counter if you wanted one
thx, but I hate playing wraith lmao.
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@SmolBlob said:
The problem with hatch is it incentivizing survivors to break the rules by taking the game hostage and making the smartest gameplay decision for killer one that is unfun for survivor.
100% agree here, the hatches purpose is a noble one but one that is plagued with annoying game mechanics and the counterplay of being slugged every match, something no one enjoys.
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@Stabby_Widdershins said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304607#Comment_3304607
It's okay to be wrong.
Killers do not lose until and say it with me: UNTIL SURVIVORS CAN NO LONGER BE KILLED.
Since NoED triggers before exit gates are open, and before Survivors LEAVE THE MAP; Killers have not lost yet. No matter how much entitled Survivors screech otherwise and invent BS rules and win states they expect the developers to enforce.
noed punishes survs for completing their objectives (plural; gates and gens) with exposure, and rewards the killer for failing to properly exert pressure on generators. Its a perk that has only two instances where its used; for endgame builds, or because a killer cant stop generators from being done so tehy bring noed for a comeback at the end. combine it with no way out, and you have a devastating combination that punishes survivors for successfully completing part of their win condition.
besides, even if im wrong, that doesnt change the fact that its a damn annoying perk. im a soloq player and a little part of me dies every time I see noed. nothing thats that incredibly infuriating, to see that you were that close to winning against a killer that barely did anything all match, just for noed to proc and the killer gets a 4k.
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/358993/rant
Well if you lose games as killer your mmr will drop and you'll stop getting sweaty survivors. Surv definitely requires more skill than killer.
Bully squads are hugely unfun to play against until you know how to deal with them. I LOVE a good bully squad now because i end up getting multiple hooks quickly.
My tips: if you know one surv can run the jewels like a pro, ignore them. Take them down when they have to risk themselves by unhooking. Don't forget gen pressure, it's easy to get caught up in a chase for a long time, especially if the surv starts BMing you. But i switch targets rapidly all the time, catches people off guard. Make sure a surv is safe to pickup when you down them, there is often someone hiding nearby with a flashlight, face a wall or do a quick sweep and chase them away, do a 180 before you grab them to make it harder. Switch which hook you look like you're going for to avoid sabo and bodyblock plays. Short version, play unpredictably, if you just shift W after a surv and they have decent skills it'll take a long time.
Attitude has a lot to do with it too, don't let them goad you, tbh I only ever get toxic if a surv is overtly toxic. Which is reasonably rare. I usually let last surv go, helps slow my mmr gain, and i deliberately avoid tunneling/facecamping unless I'm really hard pressed and there's like 1 or 2 gens left. Survs want to enjoy the game too and tbh i only really feel I've failed as killer if I secure 0 kills. A 3k is perfectly fine for me. Especially if last surv knows I let them go.
Plus it's best if you main one killer, like for me, I can wreck most teams with demo, even with brown addons and farming perks.
thx for actualt advice man. really sorry about the post, made it after I got bullied by (what im pretty sure was) a 4man swf. had 4 dhs, bunch of windows, adrenalines, etc etc. srsly tho i appreciate the help.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3303699#Comment_3303699
Right. 4man SWF that are according to stats in 5% of games completely screw up everything. And yet killer having 60% kill rate makes them still weaker role somehow. So much entitlement
idk man dh was in the game for 5 years, circle of healing has big giga nerfed 3 times and is still s tier, devs nerfed the most viable strat for killer (even if annoying) tunneling, dh is somehow still an issue due to killers like oni who cant bait, etc etc. plus ever since the 10 seconds was added everyone brings prove and toolboxes so gens go flying.
games just not balanced period. randomly shifts from killer to surv sided. current killer meta is absurd, too. just buff base regression and people wont stack 4 slowdown.
its not just 4man swf that makes killer painful a lot of the time, thats such a strawman. 2s and 3s might not reach a 4s level, but their still obnoxiously good. 2s are in every 4 games, while 3s are in every 10. so overall that makes the chances of any size swf like 30-40 percent.
just because kill rates are in a good spot doesnt mean the game is balanced.
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@KateMain86 said:
And when survivors see the killer close the hatch almost right after it spawns we kind of feel the complete opposite. You want the last survivor to be thrown into a door fight with the killer every time it comes down to a 1v1. Not sure if you've ever tried to win that fight but its not easy and in my opinion heavily favors the killer. The old key system was better in my opinion. I don't like the current hatch system, but this suggestion isn't the answer.
not specifcally a door fight, just literally anything but hatch
a survivor shouldnt be given a pity escape because either I dominated or they were failures
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@Yoshirama said:
Please just removed NOED
NOED rewards killers for failing their objectives and punishes you for succeeding yours
agreed, crutch perk
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@Yoshirama said:
Please just removed NOED
NOED rewards killers for failing their objectives and punishes you for succeeding yours
agreed, crutch perk
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3301304#Comment_3301304
Is say it's more accurate to say that baby survivors default to stealth for survival. Stealth is a tool that always has it's uses, and even the most experienced survivors aren't announcing their presence to the killer while setting up a flashlight save, for example.
Hiding can often still be the correct play, it's just that survivors do it tactically instead of out of fear as they gain experience.
I never said 'it's fine if it's like the movies,' you're reading way too much into what I said. I mention the sole survivor as being thematically appropriate for the genre, that's it. You also didn't seem to catch that I also said the entire game is based on survivors having a hope of escape, and the hatch is basically one of the last things to strive for at the end of a losing game.
It's super bizarre tho that you use Laurie strode as the example here. She is the primary example of using improvised weapons, whatever is at hand, to try and fend off the killer. The perk decisive strike is a literal homage to that moment, and it would be entirely accurate for her to drop a pallet on the killer if it was the only thing available.
If you want to nit pick this point, it wouldn't make sense for the resident evil survivors to have guns in DBD, simply because they're armed in the source games. There are a lot of empty holsters in DBD for a reason.
Personally, I think you're too hung up on 'the one that got away'. A 3k is a solid killer win. If you don't agree, then slug for the 4k like everyone else does. Killers can already choose to essentially completely prevent hatch from spawning, right now, base kit.
i entirely agree. i actually basically only post here when im really frustrated, regret it each time. prob gonna delete acc since im basically just throwing useless takes into the pile at this point. thanks for the reply though! really detailed and compelling
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@C3Tooth said:
Rin patiently listen to you complaining how awful the "community" is
thx rin
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@Katzengott said:
Ironicly most SOLOs (need to) use Windows. Can't take this post srsly as Windows even got buffed.
Later we got mini basekit BT and HUD icons to show what each surv is doing in the match are on the way.
And don't forget about console players. With most reworked dark maps and the new appearance of pallets which makes them even harder to see. I only play without Windows when i have a death wish. That's at least minus 1 anti-tunnel / second chance perk. And -2 as i need to bring Kindred too. That's how you should see it. And i'm fine with it aswell. Perks need get used, i'm not a big fan of the basekit nonsense. Because the game doesn't make a difference if you're playing solo or with SWFs anyway. So most "buffs for solos" will buff SWFs aswell.
solos can do whatever they want, their team sure wont
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@TheSubstitute said:
Which Killer are you playing? Are you camping and tunneling? And roughly how many hours have you played Killer for?
oni main of 950 hours, sorry about the post. made it after a bully squad anti-hooked me. sorry if i uopset anyone. I only tunnel when i feel its necessary, most of the time i try to 2 hook everyone before i go for kills.