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Akhaten

Akhaten

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Akhaten
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  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/354728/the-most-overpowered-ability-in-casual-games

    Or just anytime myers is in tier 3 jump in a locker and make him grab you so he can only hook you or slug you.

    The only thing wrong with it is it should have a cosmetic indicator, like a necklace with a tombstone, something you can see so you know its in play and it'd be fine.

    The hand with which he grabs you is opened in tier 3 if he has either tombstone addon. That is the visual sign you can use to know if he has it or not.

  • @Kuinzu said:

    At this point I just want them to make a public announcement stating whether or not it's actually possible for it to return at any point in the future. Obviously it's up to Netflix whether or not they want to have it return, but we don't know what the deal is with the license. There was probably a contract signed by both parties that prevents either from publicly mentioning the DLC under most circumstances since we haven't heard much since. The only news we have heard is that they're extending the window for redeeming Stranger Things DLC codes until later this year.

    No business will give a definitive statement on such a topic.

    At the moment Netflix clearly doesn't want to license its content with BHVR and saying it will come in the future doesn't make any sense because it's not even a year after they pulled out the license and they wont tease the fans and possibly not deliver the promise. Plus the fans would constantly demand the DLC to be releases asap.

    Secondly, is not a good business strategy to outright deny a future collaboration with another company just because at the moment it's not profitable. Who knows, perhaps their game will be a major letdown and a deal with BHVR for a second DLC would be attractive again. If they say they wont do collaborations with them again, it would look silly if it eventually happens.

  • @Bwsted said:

    https://forum.deadbydaylight.com/en/discussion/comment/2682716#Comment_2682716

    Literally the OP's first line:

    Everyone with a ping under 40

    https://forum.deadbydaylight.com/en/discussion/comment/2682766#Comment_2682766

    Look closer. After the swing, the killer's camera gets janky and gets locked skipping frames. Same for his movement. It's not the survivor who lagged out.

    Please enlighten me how do you know other players ping? OPs first line clearly refers to killers with ping under 40 ms.

    Also the jankyness comes from the fact that the server and client both need to sync which was poorly implemented, as always

  • image.png

    BHVRs devs are totally not biased towards one side.

  • @EvilJoshy said:

    It sounded like a good idea but then they told us its based on escapes and kills. A blendette can hide all game and get hatch=rank up. I can do 3 gens, 4 heals, 2 rescues, various chases but i got face camped=no rank up. To me the old pip system was better.

    Either way its pointless for playing killer. No matter your rating the mm will ignore it in favor of faster que times for survivors.

    The hatch doesn't affect the MMR. It is considered as a tie. Leaving through the exit gates after idling the entire match tho, that is another story.

  • Seems like a bugbto me. Have you checked the bugs category for a similar thread? If not please do and if no one has posted this issue, then create one yourself, otherwise the devs won't know about this

  • All the complains are not to make the devs fix things faster, it's about them not releasing such a garbage patch. If no one complains when the update is worst than ######### then be sure this will get the norm.

    Sadly it doesn't seem to do the trick, at least we got some bloodpoint tho :))

  • They never said anything about killer specific ranks. When mmr will come to the game, every killer will have its own mmr but will share the same rank.

    Also when mmr comes, the ranks will be kept to award bloodpoints at the end of each season.

  • @TAG said:

    Who's to say that Nemesis didn't intentionally lure you into those situations? He can see their auras, after all.

    image.png

    I tried to talk some sense into him, but there is no way he'll admit he's wrong ๐Ÿ™ƒ

  • @Wedeguy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2276529#Comment_2276529

    Doesn't matter. the fact that the killer can kill you without doing anything is stupid. he already has an anti loop power.

    Then why not complain about legion or deathslinger too while you're at it? Deep wounds does the same thing.

    You are entitled to your opinion, but that doesn't mean it can't be wrong, only time will tell if you were right or not about the zombies. Until then, play more games to get a feel about how strong the zombies are. Like i said, one match is not proof enough. If you fail to understand that, then your chances of having your opinion matter is low to none.

  • Let me get this straight. You had ONE bad luck match and you then spam the forum with posts to call for nerfs? Entitled much?

    I get that the situation was frustrating but that doesn't mean it's proof enough to call for a nerf. Play more matches against nemesis and then make a summary of how many times you were screwed over by them.

  • I took a break from twins release up until trickster, i got him with shards then regretted the purchase after 3-4 games. Played some demo and blight but got sooo frustrated with the new collision for blight that i stopped enjoying killer games at all despite getting 3-4k with demo.

    Then i switched to survivor to do some challenges but ultimately i uninstalled the game 2 weeks ago because of all the toxicity i experienced through those games (both survivors and killers)

    I guess i'll see you all in the fog in 3 months when i'll need the reminder of why i left the game so many times in the past year and a half :))

  • @jarow8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2186960#Comment_2186960

    Yeah and get three hour bans because its every match

    I'm affraid this is the price you have to pay to concede a match.

  • There is, it's called "Leave match" button

  • There will be a spike in player count numbers for a few weeks at best, but the main goal for BHVR is the MONEY that will be spent by those fans who will the game and DLC. It's obvious this is just a cash grab for them since they didn't change anything to keep new players:

    • we still have a huge grind
    • the tutorial is not helpful at all except present the basic mechanics (no tutorial for killer powers, no emphasis on team work)
    • no train mode with bots
    • too many DLCs for a new player


  • Tricksters power is once again a combination of other killer powers and i'd say the devs took the worst things out of each power:

    1. he is a ranged killer (Huntress) so he has to be 110% because his power can down survivors from a distance
    2. he has to hit survivors multiple times to injure/down survivors (OG Legion) 'nuff said
    3. he has to fill a meter with his power (Plague), but doesn't inflict any downside when the meter is full (except of course that the next hit will injure the survivor) and it even regresses over time

    You are better off playing any of the other 3 killers i mentioned than playing trickster. You want to play a ranged killer? take huntress because one hit is one health state down ( or deathslinger if you don't want the 40m radius). You want to get a lot of hits? play Legion, he has stall potential with Deep Wounds. You want to fill a meter to get an instadown on survivors? Play Plague, she will get them broken even if she hits them once with the green puke, also has that nasty black puke that injures you.

    Buffing his movement speed isn't gonna help much, his power need a drastic change because it's useless compared to other killers


  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/2110496#Comment_2110496

    If you can adept with 3 perks at red ranks that don't help the killer because they don't match his power very well, he ISN'T weak.

    1. On what map did you get the adept?
    2. how often did you down people with the power?
    3. how many matches did you need to get the adept?
    4. Try playing the same build for adept multiple times and see how often you get merciless or brutal

    Just because you got merciless in one match doesn't mean the killer is fine, you got a good match, the survivors played bad, there are other factors that could lead you to a victory IN ONE MATCH.

  • Thanks to all of you for your feedback, i bought the chapter so i'll finally play as demo boi.

  • @Anara said:

    https://forum.deadbydaylight.com/en/discussion/242682/buying-demo

    The Demogorgon will be buffed with his changes ! Dont listen to people that said he is nerfed because they dont know how to play without one addon.

    He will go faster portals to portals, he will have now a very good map pressure.

    The new changes mades me want to play him more, I cant wait for his changes to go live.

    Can you please give a few tips on how to play him? When and how to use portals? I think i'll manage to learn how to use his shred but i want to know how to use the portals as efficient as possible. Also do you use some specific perk build on him?

  • @PanicSquid said:

    The new Demo changes might make him a little bit more viable. His Iri add-ons are not trash anymore, Lifeguard whistle might be good, Barbs Glasses and Black Heart look like a decent everygame load out, since they're uncommon and common respectively.

    Besides we might see more changes to the goodest boy of DBD following the feedback from the PTB.

    Do you know where can i check the new add-ons besides downloading the PTB? i checked the wiki page but they still display the old add-ons.

  • @ALostPuppy said:

    Any killer is viable at any rank.

    Honestly these new changes aren't gonna "kill" Demo. He'll still be good, but he won't get the strong zoning at long loops and corridors anymore with the nerfed rat liver. Currently it lets you not lose any distance on the survivor while charging shred but the nerf will not give you enough movement speed to keep up with them, so you're not gonna be holding his power at long loops for long periods at a time anymore (which was where rat liver was useful). It'll take some getting used to, and his zoning is now a lot worse and not as 'free', but he will still be a good killer. If he looks fun to you then buy him.

    Thanks for the info, are his new add-ons good this time or are useless or gimmicky as nurses?

    @Seraphor said:

    Demo is still a decent mid-range killer, and tbf any killer's viable in green ranks. Well, the half of the matches that you're not put against red ranks anyway.

    Even if not, Surge is a decent teachable perk, and Nancy has Inner Strength too.

    I'm not a big fan of his perks and i already have inner strength from the shrine, i'm more worried about his power that is average at everything, chase/map pressure. It's true that ever since i hit green rank since my 4 months break i felt like a red rank killer (obviously not at getting kills ๐Ÿ˜‚๐Ÿ˜ญ)

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2071577#Comment_2071577

    Point in the killer direction after premonition activates twice a match

    Thank you!

  • For those like me who don't remember what each challenge requires, what does "that's rude" require you to do? ๐Ÿ˜…

  • @fluenttrash said:

    I totally agree, even not running it and you still get tunneled into the ground, but it's a strategy that bad players have come up with to disguise the fact they are literally ruining a game, I try my hardest to not be toxic and still end up being tunneled and camped for no reason because it's now a "strategy." The game feels super killer sided right now (With pallet stuns not working, etc.) and I am a killer main. Without survivors we don't have games, so I don't understand the meaning behind the nerf and/or anything they have done in the past few months. I am totally on your side! :)

    Tunneling and camping were legit strategies from day one, i don't know where you got the impression that they are "new". You don't have to be toxic to be camped or tunneled, if the killer decides that taking you off the board is the best strategy then it's your teammates fault for not engaging the killer to give you space to heal/hide.

    Regarding the statement " without survivors we don't have games", without killers you don't have games either, why do you think queue times are so high for survivors and instant for killers?

  • @JasmineDragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2006697#Comment_2006697

    You completely ignored the question. Your response was "no", then you simply talked about your play style. The question is, "if someone plays in a way, in which the only time someone attempts an unhook results in you having the same proximity as face camping, how are they functionally different?"

    Lets get crazy with it. Lets say you hook someone, and are automatically teleported to 2 feet in front of the hook if anyone gets within 10 meters of it. While your model is not in fact there, is there a functional difference from face camping? The answer to me seems no, as your ability to deny an unhook with 100% assurance remains.

    Now to take that idea one step further, if you put yourself in a position that your awareness of everyone's locations prevent them from ever being able to sneak an unhook, and you always return to deny an unhook when someone is trying to make an attempt, you will be able to ALWAYS return to the hook before they are, as killer is faster and you have your intel advantages. Now Im not claiming this is your primary goal or strategy, but you eluded to doing something similar. How would this situation be functionally different to face camping, if you are always able to maintain your closer position to the hook in this way?

    The difference between camping and not allowing an unhook is the information the killer has. A camper will lurk near the hook regardless of him knowing if there are survivors near or not. If you leave scratch marks in the vicinity because you wanted to hide to get the unhook you let the killer know you are near so of course the smart play would be to look for you near the hook.

    A Spooky Boi knows if there is anyone near so naturally he will position himself in a way to get the jump on you when you go for the save, if he sees you will try to go for it. If he stays around waiting for someone to come then yes, he was camping.

    Camping is only when you stick around the hook waiting for survivors when you don't have any info if they are there or not, so no, what OP does is not camping at all since he stated that if there is no one near the hook he goes to hunt the rest.

  • image.png

    If you are so sure it's a fnaf chapter, why not elaborate why the teasers are pointing to it? (genuine question, not sarcastic)

  • How i think it would work:

    While healthy you gain 1% speed boost every 15s up to 3/4/5%. Lose all stacks when hit by the killer and the killer receives the boost equivalent to half of your tokens while your are injured.

    Causes perma exhaustion while healthy. After gettig hit you get exhausted for 4/3/2s for each token.

    If the killer hits another survivor with this perk he will get half the tokens of the last survivor hit


    If you are good enough to last in a chase without exhaustion perks then you can use them while injured, 10s can be recovered after window/pallet vaults. Also the killer won't receive a boost to make the chase too hard for the survivor.

    Also if thebkiller has 2.5 tokens and hit another surv with a tier 1 perk, he will have 1.5 tokens after hitting him/her

  • so now the killer can't gain tokens when survivors are injured and the survivors will have a perma boost, making it easier to extend chases when injured, how is that a higher risk than before?

  • @AhoyWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1940389#Comment_1940389

    Actually this is not the case, because the game calculates the movement speed slightly differently I think: (At least from what I heared)

    So it would be something like this:

    4.0 m/s | 100 % * 1.01 = 4.04 m/s | 101 %

    4.6 m/s | 115 % * 1.01 = 4.646 m/s | 116.15 %

    So the Killer would be a tiny bit faster than the Survivor.

    redo for the second part:

    surv: 105% -> 4.2 m/s will reach the target in 9.52s

    killer 115% x1.05 -> 4.83 m/s will reach the target in 8.28s

    survivor loses the race for 1.24s

    for this to benefit the killers, the difference should have been greater than 1.3s

    both cases covered, both cases don't benefit the killer for it's supposed advantage

  • @Patrick1088 said:

    Why not just run Thrilling Tremors and/or Surge? TT has shorter cooldown, longer effect and can be used more than 5 times in a match. Surge causes all gens in 32m to regress with a cooldown of 40s.

    I would make the following changes;

    1. Everything a gen is completed, all gens either explode (4% initial regression vs. Surge's 8%) or face a tremendously difficult skill check if being worked on which will result in additional 4% progression for survivor. No penalty for missing skill check but notification for missing will alert killer

    2. Killer gets notification of exploded gens so he can figure out which gens are immediately explosion vs. facing difficult skill check by time of delay.

    3. Killers aura is revealed for 30s to all survivors (unless they are Undetextable through Insidious, Stealth or EW1) and/or surviborbis under Oblibious effect.

    4. Only one gate opens and one gate is permanently locked after 40s of being locked.

    Regressing gens is better then locking for 15s. Locking/opening gates at the end is pure survivor benefit. It'll take survivors 15s just to get to the gate sometimes so its no risk to them as they run out Scott free.

    what op failed to mention is that the perk is intended for survivors to run, not killers

  • for the sake of the discussion i'll take the bait this time.

    like i said giving both parties the same speed boost bonus doesn't make it easier for the killer to catch the survivors, it actually makes it harder. For example, lets consider a 40m sprint the math tells us that:

    surv : 100% -> 4.0 m/s means survivor will reach the target in 10s

    killer 115% -> 4.6 m/s means the killer will reach the target in 8.7s

    the survivor loses the race for 1.3s

    with a 5% speed boos for both sides (easier to do the math)

    surv: 105% -> 4.2 m/s will reach the target in 9.52s

    killer: 120% -> 4.8 m/s will reach the target in 8.33s

    the survivor loses the race for 1.19s

    in a real game scenario if you give the same speed boost to both players, the survivor will have a higher chance to reach a pallet or window before getting hit, so your downside is actually an upside for the survivor who runs the perk ๐Ÿ˜‚

    redesign your perk buddy, it's as i said NO risk High reward

  • image.png

    @REL1_C said:

    NEW: it's now 5% haste and the killer will lose 1% when next in chase with you.

    until you posted this, now it's obvious you are trolling with us

  • @REL1_C said:

    If the killer is in a chase with you for a maximum of 10 seconds then you and the killer will gain 1% haste, max of 7% 5%. The killer will only gain haste when in a chase The survivors haste stays permanently.

    NEW: Each time a killer starts a new chase with you, the killer will lose 1% haste.

    now you're just trolling ๐Ÿ˜‚

  • Like your other perk idea, what downside has this perk to benefit the killer? if the killer is close to gens he cannot regress them since you block them, he doesn't get any aura read on anyone and the gates are open in 30s, (20s by default but you didn't consider the time needed to reach the doors) which means is a free escape, not to mention survivors often get caught when opening the doors, so again no downside for having them locked.

  • if both players receive 1% bonus speed then the killer doesn't gain anything, the difference in speed between the players remains the same

    100% / 115% -> 4.0m/s / 4.6m/s

    101% / 116% -> 4.04m/s / 4.64m/s

    That increase would be just a fast forward with extra steps for the first chase and then a perma buff for survivors, also from a technical point of view, hitting a survivor doesn't extend the chase, it starts another so the killer will lose the speed bonus upon hitting the survivor. From my point of view that perk is no risk high reward for survivors.

  • if both players receive 1% bonus speed then the killer doesn't gain anything, the difference in speed between the players remains the same

    100% / 115% -> 4.0m/s / 4.6m/s

    101% / 116% -> 4.04m/s / 4.64m/s

    That increase would be just a fast forward with extra steps for the first chase and then a perma buff for survivors, also from a technical point of view, hitting a survivor doesn't extend the chase, it starts another so the killer will lose the speed bonus upon hitting the survivor. From my point of view that perk is no risk high reward for survivors.

  • @Zeus said:

    Next chapter

    image.png

    Then i'll see you in the fog next chapter.

  • @JPA said:

    I think people need to chill out. You are obviously going to complain if the patch is rushed and brings bugs, so maybe don't complain when the patch is delayed

    i mean, the last few patches had game breaking bugs, delayed or not, so i don't expect them to fix much even with a delay. That argument would have worked 2 years ago, but now not so much.

  • @Phasmamain said:

    There is a lot of stupid conclusions people will draw from these so Iโ€™d rather not have them available

    What makes you think devs can't make stupid assumptions as well. Remember OoO?

    I'd rather have some insight about why some changes are made (or not), even if that means others will draw stupid conclusions. At least we can filter out threads about misinterpreted data.

  • Unfortunately, the devs are afraid to give killers more power over survivors, so all you can do is load into a match as a killer and learn the power without expecting to get any kills, at least not in the first few matches. That way perhaps you wont feel so frustrated. I know it's not the best thing, giving survivors a free win just because you are trying to learn a new killer or master the role altogether, but before they actually implement the separate matchmaking logic for each killer, this is the best option.

    If you enjoy playing survivor then, at least you have a reason to keep playing the game, in my case, it became too boring so i had no reason to play any role.

    At the end of the day, play whatever makes you feel happy, and don't let a video game make you feel miserable.

  • I'm really sorry you have such an awful experience while playing killer, i know how it feels because i was in your shoes a few months ago. My advice is that, if playing killer keeps being frustrating, just quit for a while and find other games to play, that is what i did since the twins got released.

    There is no point in consuming your mental health over a video game no matter how entertaining it once was, or how much you spent on it. I'm not suggesting to quit forever, but take a break for a few weeks.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1882106#Comment_1882106

    This is correct.

    Our team goes through the bug reports section frequently, and if we see a duplicate bug report, we'll mark it as a duplicate. Whenever you can, please search for the issue first and upvote an existing report. The upvotes give us a better idea of how many people that issue is affecting, and it also lets us gather more information (if needed) more easily compared to having several different threads to comment on.

    i have a suggestion for the bug report section. Why not merge threads containing data regarding the same bug? that way the dev team could read all comments inside a single thread. Consider the original post of a duplicate thread as another comment and put all other comments from the duplicate thread at the end of the first post (or display them in chronological order).

  • i've spent 40-50 euros on base + some DLCs, most of them at reduced price. For the record it was NOT worth it, that is why i stopped buying anything after plague dlc

  • Vlad the Impaler (the guy that inspired the legend of Dracula) as the killer. HELL YEAH

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1793818#Comment_1793818

    It's not a matter of wording. The OP was blatantly misrepresenting the devs' statements and opinions.

    All they said was that, in their opinion, the AFK crows mechanic applied to generator repair is too easily abusable and can lead to unintentional scenarios where someone who is contributing to the game still gets crows. Given how even the most obscure exploits are found and heavily abused in DbD, I think considering the "worst case scenario", as you put it, is perfectly reasonable.

    They didn't say that nothing would be done (unless I'm misremembering), just that that particular mechanic is a bad one.

    https://forum.deadbydaylight.com/en/discussion/comment/1794022#Comment_1794022

    Some ideas are bad and don't need to be tried just because people ask for them. For example, slowing sacrificial speed when the killer is near the hook. This was a very popular request (I myself supported it back in the day), but proved to have unforeseen consequences; ridiculous scenarios that nobody could have foreseen. Even now it's a fairly popular request, and when its issues are pointed out, people react in the exact same way as you. They say that the devs just need to add more conditions, more balancing, etc., until they get it right, instead of just accepting that the mechanic is bad and that the devs' time would be better spent looking for another solution.

    I don't always agree with their decisions (for example, I disagree with whomever decided to release the current DLC instead of delaying it), but the fact is that they have a better view of the game's inner workings and the overall data than any of us. On that basis alone, I believe they are in a better position to determine what is and isn't workable than anyone.

    It doesn't matter if a solution works perfectly if it's not possible to implement in a reasonable amount of time.

    EDIT: Regarding Bloodlust, it was always intended as a temporary mechanic and many people have requested it be removed since it was implemented (and before, they were requesting that it not be added at all).

    That is why i wrote they didn't even consider to reset the timer on other actions, like unhooking a survivor, cleansing a totem, etc. The timer could be something like 4-5 min and perform an action for x amount of seconds or finish it (for example interaction time is 8 seconds and unhooking takes 2-3 seconds, if you unhooked the survivor, you reset your timer). I already said the issue is worth spending time because it leads to a hostage situation. If they were to release a mechanic like this, they could determine if the new problems are worse than the hostage situation or not, and if they aren't, they could tweak the mechanic according to the stats and feedback.

    Also regarding the second part where you wrote about the devs having better insight, i wouldn't give them that much credit because i work in software development and sometimes management decides to release broken builds just for the sake of releasing "on time" despite being warned by the developers that it's not yet ready.

  • @Orion as much as you (and i ) don't like @BioX wording, he does have a point. Not testing something because of some edge cases is worse than having to deal with said cases. Tweaks could be made along the way since the playerbase will give feedback and also data could be gathered, but that can only happen if such a change is made.

    To address the example of hatchets. The problem was that the hitbox was giving unfair hits to huntress while the fix for it rendered her power useless as almost all environment objects were destroying her hatchets. The fix was worse than the original issue so it was a no-brainer that it was reverted.

    The current issue we are discussing is the hostage situation when survivors are hiding and the killer cannot force EGC to activate. At that point the chances for both survivors to escape is low and the crows will just help the killer end the match sooner. They discussed about tap - no tap condition to deactivate, well any kind of action could reset the timer, they didn't even consider it. They speculate that the worst case scenario would benefit killers when they are already winning, they don't have any data supporting it, yet they don't even consider trying it out. And i want to remind you again, that the initial problem was a hostage situation which is a banable offense, so it should be addressed by the devs somehow and they should allocate time for it.

  • Seems like the "aim dressing" targeted the hooked survivor, not the unhooker so you hit the wrong survivor both times. Did you try to hit them coming from behind the unhooker or at an angle? i never had issues hitting the unhooker if i was right behind him but a lot of times i was screwed by the auto-aim if i was comming at a certain angle that made the hooked survivor be closer to me.

  • @Gay Myers (Luzi) said:

    Please remain respectful - it doesn't help anyone if critcism becomes unconstructive. Insulting the team or anyone for that matter never will be okay. We understand your frustration and we appreciate any kind of feedback, you totally are free to feel frustrated and upset, that is your right. When conveying those emotions, remain respectful and constructive. If this continues, the thread might get locked, so please avoid it.

    You ask the community to nominate the game for "Labor of Love" Award yet the very next day you release a broken DLC with nothing working and still have the audacity to DEMAND respect from the community when you clearly show NONE.

    I would like to respectfully ask you and your colleagues to stop insulting us through your patches you call "work"

  • If you would have read the thread carefully, you would have understood that OP didn't complain about the speed increase as that is almost useless in a chase, but about the free info about the killer position and direction he is facing, making mindgames significantly harder for killers and easier to counter for survivors, without a drawback/cooldown/condition to activate.

  • If it's any comfort, the hooks are bugged too and killers sometimes can't hook survivors so it's kind of a balance with these bugs ๐Ÿ˜‚

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