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HagathaSimmons

HagathaSimmons

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HagathaSimmons
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  • @Gandor said:

    Sounds just like unfounded raging only.

    I can't win my games. I took perks that carried me a lot making me win a lot of games and now that my mmr adjusted for it I get survivors able to counter all that. 60% kill rate is not enough. Make it 99%, or I am leaving the gaaaame.

    Okay, rude. Not asking for a 4 k if I played badly or bring non-meta perks but at the very least I want to secure a 1k without all these crutches that prevent me from doing so.

  • @[Deleted User] said:

    I guess you could argue gen efficiency may have increased but what do the other issues you listed have to what with the update?

    As for your wiggle off complaint. Are you suggesting that wiggle should reset? If that was the case the killer could just keep dropping the survivor before they are about to wiggle off and pick them up again to reset the wiggle progress. Nope.

    it’s because of the increased gen efficiency and the escape rate that what I said is a problem. Listen, if I had a ######### game I at least wanna secure my one kill but bc of survivors being able to just escape after being hit at the exit gate without consequence it’s crappy.

    I think making it so the survivor keeps their wiggle progress after being dropped is sorta okay BUT gaining wiggle progress is not and there’s nothing I can do about that. Preferably survivors losing wiggle progress after being on the ground for like greater than 10-15 seconds with a SLOW wiggle regression is better than nothing, also taking away the increase in wiggle progress after dropping them.

  • Her baseline trap radius is only 3 meters I don’t think it’s a basekit change you need, just a change in strategy. If you’re noticing that the survivors are really good at juking your traps don’t instaswing when you teleport, it’ll save you the frustration from misses.

    Also, NEVER use her radius increaser addons, they make it much harder to catch up to them ESPECIALLY since Hag is a 110% killer.

  • @foodie said:

    Gut gut

    Second mint rag option is better imo. I just think Hag needs an add-on that allows her to teleport to any trap, but the first suggestion is also gut for a new add-on maybe

    as a new addon would be cool because it sucks that she doesn't have anything that applies a status effect really.

  • @GuyFawx said:

    I need work at healing better and feel as tho out of all the badges altruism is the one I lack the most in. Currently my build is the following: (Autodidact - Bite the bullet - Botany knowledge - Empathetic connection) and a medkit with speed addons or charge ones. So is there a better build for healing thats not a boon?I just dont feel they are fast enough anymore and have been trying something different to help my team thx in advance.

    Currently my favorite heal build is:

    Empathetic connection + Leader+Desperate measures+Borrowed Time

    Rationale: Empathetic connection {>} empathy= It's better for you to focus on doing gens than running around the map finding injured teammates. When they wanna be healed they know where to find you.

    Leader = After a certain point stacking healing perks gives diminishing returns. This perk let's your teammates heal faster, so they unhook you faster and it negates sloppy so they heal you faster.

    Desperate measures= when the whole team is injured this perk increases your healing to 56% (already slightly better than botany) with the added bonus of unhooking faster for risky or last minute saves.

    BT= obvious reasons, just got a small buff so it lasts longer and so does the haste effect after unhooking.

  • @GrimReaperJr1232 said:

    Basekit Changes

    1. Lullaby Radius reduced from 24m to 16m (I'm only keeping this because she technically doesn't have breathing sounds like Wraith/Myers)
    2. Increased Post-Manifest Flicker Duration from 0.75 seconds to 1 second (Old Newspaper basekit)
    3. Reduced Post-Projection Cooldown from 100 seconds to 40 seconds (survivor disabling a TV will remain at 60)
    4. Hooking a survivor gives 1 stack of Condemned to all other survivors in the trial
    5. Survivors that are fully condemned are now inflicted with the Exposed status effect. This will be removed upon reducing your condemned level.

    Add-ons

    Mother's Comb - Survivors that disable a TV have their aura revealed for 6 seconds.

    Old Newspaper - Increases manifesting/demanifesting speeds by 25% (1.5 seconds to 1.25 seconds)

    Meh, I like most of your ideas but the numbers can use some tweaking.

    1. For the lullaby 16 meters seems really small, I'd go half way with you and say maybe a 20 meter lullaby would be better. Like you said, she doesn't have a breathing or other sound que (other than manifesting) to alert the survivors.
    2. seems okay
    3. Honestly the times should be reversed, she shouldn't be punished for using her power but 40 sec cd for tv's...idk about that. Maybe 60 second post-projection cd for TV's and 80 second CD for survivors disabling the tape. In this way you can use your power just a little bit more to get those condemned stacks while survivors are rewarded for disabling your power.
    4. Yeah, seems ok. Condemned stacks are hard to get most times so the mechanic is very inconsistent. I would add though, for thematic purposes, after hooking a survivor only those that are actually near an On TV get the one stack.
    5. I actually had a similar idea I pitched on the forums forever ago but BHVR don't like to throw the "exposed" status effect around too often. I would say this would fit or be more okay as an iri addon. With the added effect that you see the survivors aura for like 2 secs.

    Addons:

    Mother's comb: Initially I thought that 6 sec aura reveal would be a long time for an action the survivors are supposed to be doing frequently but then i remembered the dredge literally has an addon that reveals their aura for 6 sec after they lock a locker so i think it's fine.

    Old Newspaper: Honestly I'm surprised they didn't release with any addons that speed up her manifesting/demanifesting time. I would go higher though, 33% (which is a 1 sec manifest/de-manifest).

    btw 25% of 1.5 is 0.38, so it would be a 1.13 time.

  • @HagathaSimmons said:

    https://forum.deadbydaylight.com/en/discussion/338426/10-free-unrelenting-is-terrible

    They didn't touch miss attack time, only successful basic hit attack time.

    The base time for miss attack recovery is 1.5 seconds. This hasn't been touched.

    Also.....they didn't touch stun recover speed from pallet stuns. The only thing related to stuns that they touched was a reduction in time from Decisive strike.

  • @Ravakahr said:

    Please remove the 10% free miss recovery speed. This needs to be base and a reward for those who 360 killer.

    Finally I'd personally like them to remove the 10% free enduring added in 6.0

    They didn't touch miss attack time, only successful basic hit attack time.

    The base time for miss attack recovery is 1.5 seconds. This hasn't been touched.

  • @Etéreo said:

    1. THE CREEPER (PENNYWISE)
    2. BENJAMIN WILLIS
    3. Regan McNeill
    4. CHUCKY
    5. HANNIBAL LECTER
    6. IT

    .....why'd you list pennywise and IT in the same list, they're the same thing.

    also, who's regan Mcneil and benjamin willis?

  • @Babz said:

    I've put my ideas for a complete add-on overhaul below, what other ideas do you have for potential addon changes? I think there's a lot of potential for some really cool effects w her kit tbf

    Mother's Comb and Ring Drawing become Base Kit effects.

    Cabin Sign

    Reduces the time it takes for a TV to turn on after Projection by 20 seconds.

    Old Newspaper

    • Increases the invisibility duration after Manifesting by 33%.
    • Manifestation is 5% faster.

    Yoichi's Fishing Net

    • Decreases the maximum amount of Condemned stacks by 1.
    • Increases the rate at which Condemned builds by 13% whilst holding a VHS tape.

    Well Stone

    • All TVs play the Projection effects after The Onyro projects to a TV.
    • Reduces the time it takes for a TV turned off by a survivor to turn on by 10 seconds.

    Sea-Soaked Cloth

    • Powered TVs play The Onyro's directional lullaby in an 8 metre radius.
    • Survivors within 8 metres of a Powered TV do not hear The Onyro's real directional lullaby.

    Reiko's Watch

    • Increases the invisibility duration after Manifesting by 50%.
    • Manifestation is 10% faster.

    Clump of Hair

    • Decreases the range at which The Onyro is visible while Demanifested by 12 metres.
    • Manifestation is silent.

    Rickety Pinwheel

    • Survivors within 8 metres of a powered TV suffer from the Oblivious and Blindness status effects.
    • These effects linger for 15 seconds after leaving the 8 metre radius or if the TV is turned off.

    Ring Drawing

    • A survivor on a generator with a Condemned survivor gains Condemnation at a 20% speed than the usual rate.
    • A survivor unhooked by a Condemned survivor will gain 1 stack of Condemnation.

    Mother's Comb

    Reduces the amount of Condemnation stacks reduced after inserting a tape by 1.

    Bloody Fingernails

    Increases the speed boost after Projection by 2 seconds, in which The Onyro is granted the Undetectable status effect.

    Well Water

    • Increases the duration of the Undetectable status effect after manifesting by any means by 2.5 seconds.
    • After using Projection, The Onyro's directional lullaby is silent for 20 seconds.

    VCR

    • Projection is silent for any survivors within 16 metres of a powered TV.
    • Projection is 25% faster.

    Telephone

    • Causing a survivor to witness manifestation from within 7 metres turns on all TVs that they have previously retrieved or inserted a tape into.
    • Survivors witnessing manifestation within 7 metres suffer from the Hindered status effect.

    Tape Editing Desk

    • Each survivor starts the Trial with a VHS tape in their possession, their target TV being the farthest from their location.
    • All TVs turn on immediately at the start of the trial.

    Distorted Photo

    After using Projection, all survivors within 16 metres of a powered TV have their auras revealed for 3 seconds.

    Remote Control

    Increases the range at which The Onyro inflicts Condemnation on survivors through nearby Projection by 8 metres.

    I like most of your ideas. The numbers on meters, etc can use a bit of tweaking for balancing reasons but they can figure that part out.

    As an iri idea i just thought of, what about when a survivor is fully condemned they become exposed! It's an iri and being fully condemned is sorta rare but it'll make the mechanic more rewarding. cough cough replace the iri remote with this idea.

  • apparently he's stingy with his licenses. I wouldn't be surprised if they've been trying for years.

  • 2 V. 8 PLEASE, NON-CUSTOMS ( I DON'T HAVE THAT MANY FRIENDS).

  • @Luceus said:

    For the next update the devs have indicated that they wanted to discourage camping, which is in my opinion a great idea and a healthy change for the game, but among the changes I was surprised that insidious didn't get a rework.

    For a perk that entirely revolves around camping I find it weird that it was left untouched.

    Since insidious doesn't and probably never will have any other use than camping a rework would be welcome to furthermore discourage camping, especially for Insta-down killer (looking at you Bubba) and improve the new player experience since most of them aren't aware of the perk existence.

    I’m surprised it wasn’t changed this time around 👀.

    they probably have another big rework patch saved up for next mid chapter

  • @WeslleySim said:

    Guys, please! Bring Boil Over effects back to 100 on wiggle. The perk basically went back to what it was before with this 80% effect, just 5% more than the original value. The effect of advancing the wiggle when falling from a great height is often negligible and extremely situational, especially since there are many high areas in the game that have hooks.

    The Boil Over situation got even worse after you guys updated the game adding new hooks in more areas of the maps.

    It's a meme perk, weak for solo games, and minimally interesting only for very well-synced SWFs, and yet, it's not a much used perk.

    The 100% effect was the minimum to keep, especially considering how weak this perk is in open areas.

    If I knew I couldn’t hook someone bc of Boilover, I kept them slugged. If I can’t hook you I’m def not gonna just let you go…

  • @Sonzaishinai said:

    I really like the upcoming mori change that adds a stylish and swift finish to the end of the match.

    I was thinking something simular could happen once every survivor is down. Something like when all survivors are downed or hook a 30 second timer starts after which the entity sacrifices all remaining survivors.

    30 seconds is enough time to use any perks like bt and it would prevent people sitting on the ground for 4 minutes if the killer can't find them/won't hook them.

    Just a swift and stylish end to a match that's bassically over

    I wouldn’t mind this suggestion honestly. Survivors sure to love their comp corners.

    Let’s be generous and say after a minute of all survivors being slugged, the match ends with a mori animation on a random survivor. The killer has basically won at that point anyway might as well end it in style.

  • @Witchubtet said:

    Survivors will say what they want but 99 a exit gate is not fair to the killers. You can do your very best and hook two survivors but the remaining two can 99% and go get their friends. So my options are to camp at least one or what? Try and hunt down the other two who are most definitely coming for the others? I feel like the gates should have a percentage system. 25% 50% 75% 100%. If they stop at 99% then it goes to 75%. Killers usually don’t get advantages like that. Myers can’t truly 99% anymore. Ghost face can be knocked out of it with a simple glance. It’s not like we can 99% carrying or hooks. Just seems like it would be fair. Considering the doors only need 20 seconds.

    DBDLeaks revealed a regressing exit gate mechanic forever ago but I guess the devs scrapped the idea? 🤷🏽‍♀️

  • @TeabaggingGhostface said:

    I'd prefer it if disfigured ear was left alone, as its quite unique in that it deafens survivors, which only has one other source in knock out

    Other than being unique its effect does not accomplish anything and wastes an addon slot that could be used for an effect more productive.

    If anything, the noise effect can still be part of the addon but personally the addon itself needs something else to make it both useful and fun. From the killer POV you don't know "how" the survivor is affected by the noise just that they are.

    If it applies the Blindness affect it'll have to be more of an "Disfigured Eye" instead I guess lol.

    I also played with the idea of the addon applying "incapacitated" when phantasm triggered for like 30 seconds. Not many addons/perks apply the effect. (Incapacitated prevents survivors from repairing gens, cleansing/booning, and I think healing too).

  • @Bot_Salvo88 said:

    You can already turn it off if you don't want to see weird messages. I don't see why remove it completely if you can do it by yourself, already.

    how do you do that? I’ve never seen the option

  • @Ethromel said:

    https://forum.deadbydaylight.com/en/discussion/325827/end-game-chat

    True! I once had a player angry at me for not waiting to get him off a hook while I was using NO Mither (in which I only need to be hit once to be in the dying state), so I left. He followed me on my PS4 account 100+ times (I kid you not). Follow, unfollow, follow, unfollow, etc. This went on for 20 minutes, and even after I blocked him the notifications kept coming for the next 30 mins. I just laughed.

    Yeah lol not sure what BHVR can do from that front but as far as what transpires within the game itself, end-game chat off option would be nice.

  • @AnneBonny said:

    I think it'd be a good change to one of the worst perks in the game.

    At the very least they should be reworked into their own special version of scourge hooks…..maybe it’ll be part of the perk rework 👀👀👀

  • @Ethromel said:

    6 yrs and no real progress is being shown like an untouched generator. The game is growing stale even despite the promising updates to come.

    There need to be scenarios added, and character-specific horror scenes that unlock special outfits, perks (exclusive to a survivor), boosters to BP or access to extra emotes to give the game incentives.

    Two-player missions to seek out a killer's weakness and then use it to DEFEAT the killer, instead of just escaping.

    A timer scenario that actually has a day and night cycle, and if the objective is not accomplished by DAYLIGHT, the survivors are taken by the Entity.

    Make team scenarios where specific character alliances give bonuses to survivors and also negatives to make for greater challenges.

    Offer greater BPs for a player using a survivor WITHOUT any perks as a show of skill and prowess.

    Go deeper with this game and make it better. Stop with the mediocrity.

    Thanks for reading.

    It’d be nice for something to spice up The Generator repair game we have right now. Unfortunately the idea well is dry at BHVR on how to diverge from its roots.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/2947920#Comment_2947920

    I disagree, I think traps should not be based on RNG but have a fixed escape time, also that would make the add-on bad for premade groups but a pain for solos.

    Really anything is countered by SWF’s due solely to the communication factor, so….

    The RNG factor is not too bad for trapper like it is for Pig. A 16% chance per escape attempt from trap baseline. With my suggestion, the percentage would be lower due to the increase in max attempts.


  • @Mooks said:

    I don’t think that’s a good idea. Having the skins available in the free tracks of the rift is better so more people actually have the ability to get them. If they wanted to include more they could just add them in all rifts instead of only one time per year.

    I didn’t say it had to be an either/or situation. I’m sure there are plenty of submitted cosmetics they can use for both the rifts AND the prime gaming.

    The idea is that it encourages community engagement while also benefit BHVR financially with Amazon’s prime gaming deal.

    There are soooooo many amazing and beautiful community submission cosmetic ideas that the possibility of using more than just TWO (1 survivor/1 killer) a year is a lot more interesting.

  • @Smoe said:

    IMO, i don't think outfits should be prime rewards in general, would prefer getting auric cells instead.

    Your views on some cosmetics being restricted to a third party isn’t a universally shared opinion. Personally I’m indifferent on where or how I get the cosmetic. If I like it I buy it.

  • @LapisInfernalis said:

    I don't like that. We still don't know if and when those prime cosmetics come to the store. So keeping them in the free track of the rift is better

    ..

  • @LapisInfernalis said:

    I don't like that. We still don't know if and when those prime cosmetics come to the store. So keeping them in the free track of the rift is better

    I highly doubt they’ll ever come to the store. It would defeat the whole purpose of having such a collaboration with Amazon.

  • @Leonardo1ita said:

    - Bear traps don't injure survivors

    - Survivors cannot escape bear traps by themselves

    What about….

    when a survivor is trapped no other survivor can see the aura of the trapped survivor outside 16 m + increased max escape attempts to 9 (up from 6).

    survivor still remains uninjured

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/322967/killer-stats-section

    Isn't some of this information contained in the text prompt that comes up when you hover over their power icon while sitting in the lobby already?

    Not really. It doesn't specify numbers. The addons, yes, they give the percentage affected. but to know the base number that is affected you gotta google it on dbd wicki. So basically outsourcing the games information.

  • @Mint_ said:

    Love the idea but i would actually cry if mama grabbed me off a gen...

    annnnddd that's the point :)

  • @Chordyceps said:

    It really is ridiculous we didnt get any Met stuff, cause we all know that its ALL ABOUT THE METS BABY, GOTTA LOVE THE METS, COME ONE, GET A HOME RUN!

    lmaooooo ok.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2933982#Comment_2933982

    yes I think you misunderstood the bug fix. What was happening previously was if a dying survivor was on top of a Hag Trap - if a healthy (or injured survivor) was also there, the trap would not trigger. Survivors in the dying state do not trigger hag traps themselves.

    In this case the bug seems very different as it just appears that the trap disappears if the dying survivor crawls over it - which definitely shouldn't happen, the trap shouldn't go anywhere.

    @HagathaSimmons was the disarmed trap credited back to you, do you know?

    I believe so, yes.

  • it can be stressful, yeah but a lot of times it's fun. As long as you don't take getting 0 kills or hooks in a match as a huge downer, bc honestly it's not every game. CoH nerf definitely helped killers a lot, especially me. Once dead hard is changed it'll be a lot more fun to be killer.

    Where as being survivor isn't stressful for me. It's called DEAD by daylight, you're supposed to die like a lot. Just have fun in it.

  • @ArchAbhor said:

    love the movie, creepy character, but how many ghostly characters do you think they're going to add? I'd be down but we already have 3 with nurse spirit and now sadako. I see her more like a Legendary skin for spirit.

    I mean....it may be "another ghost" but the mechanic is different. She sinks into the ground, basically victor pov, and the only thing you see as the survivor is hair literally moving your way. I'm sure more can be added into her power mechanic but that part alone adds jump scare moments.

    I don't think i license holder will ever give permission to have their licensed character be changed into another franchise they don't own. soooo probably not a legendary skin for anyone.

  • oh wait, i just re-read it. dying survivors aren't the one's triggering the traps in the bug fix you posted. It's that their bodies were preventing other survivors from triggering them. If i was the only one confused, well.

    But anyways, the bug im talking about it the dying survivor bodies going over the trap and the trap disappearing.

  • They're disarming, like as if someone used the flashlight on them but no notification. also....i've never seen a dying survivor fully trip a trap.....it should definitely not be basekit lmao

  • @Ladyinadress18 said:

    https://us.v-cdn.net/6030815/uploads/E6IKGEYC4S29/ba583d63-afc8-406b-85a5-71dfa0994ea4.jpeg

    https://us.v-cdn.net/6030815/uploads/MIG92MT675MR/2e2c1684-a8e9-40a0-b300-3398cd51bc75.jpeg

    Are they triggering or disarming like when you aim a flashlight at the traps? The survivors are supposed to trigger the traps in the dying state. Apparently it was a bug for a long time that traps did not get triggered by dying survivors

    oh ok, well....there ya go.

  • @Mandy said:

    Can you explain more what you mean by this?

    Dying survivors are not supposed to trigger Hag Traps, do you mean that the trap just disappears (as that is the only way I can see a hag trap being disarmed)?

    correct. The traps are just disappearing.

  • @theblimp said:

    Can you make survivors go into the dying state if they are caught in a trap while injured, and if not what is the reason

    I think this would ok. The only thing I would add is it would put you in the dying state while injured UNLESS another survivor rescues you. Basically basekit honing stone. If you were uninjured before getting trapped then the speed and the amount of time needed to get out yourself should be dramatically reduced to compensate. BUT if you were already injured then freeing yourself puts you in the dying state.

  • Hehehehehe

    killers gotta have their fun too 🤣🤣🤣.

  • @ArchAbhor said:

    Title. I know I'm not the only one that experiences this. For those of you who dont. Sometimes when swinging around a corner to get a hit or lunging at a survivor that rounds a corner the camera will move to where the survivor is to "correct" your aim. This has ruined many chases and cost the game at times. Obviously its in the game for a reason. All I want is an option to turn it off. Leave it to each player to decide if they want to use it or not.

    Do you use controller or mouse?

  • definitely. honestly people only use the range addons bc the other ones aren't worth the slot when you can actually pull them off.

  • oh yeah I rarely ever see honestly, so from survivor POV i have no idea how effective some of her addons are, like disfigured ear and grandma's hear (which i feel should get reworked bc they do nothing).

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/319883/bodyblocking-why

    re-allowed? Bodyblocking in this manner has never been considered a problem.

    You've got survivors off gens, one slugged - you pick up and they body block you, you then have a few options - the obvious one is to drop the survivor you were carrying and hit the others, that has more survivors injured and more pressure on the match, those survivors are not working on gens at that point. You have a good chance of downing another survivor here as well, and with others injured there's no problem hooking that survivor that you've just downed. Plus the others will be healing and not working on gens.

    Mandy ain't here for your BS lmaoooo. Stop crying about it and learn to play around it.

  • My main! <3 <3

    Yes! we need more Hag lovers in here! People don't like her for the same reason they don't like going against nurses...she's strong (not S tier but she is high A). People don't like her because there's no chasing with hag, which is what a lot of survivors like. But playing AS her is a different story, because arguably you need good map sense and killer intuition as well as strategy to decide how to use your resources effectively and when not to teleport when your traps are being harassed.

    She has plenty of counters, and going against a coordinated team who knows how to go against a hag is rough. But she's a strong killer and is definitely fun to play!

  • @ChurchofPig said:

    https://forum.deadbydaylight.com/en/discussion/comment/2912773#Comment_2912773

    To my knowledge, all of them have the same amount per rarity. There were a few that used to have different amounts, but they fixed that.

    i feel like it would be hard to make fun addons that change playstyle without going outside that set number and sacrificing some commonly used utility addons. they should increase it if they're dead set on keeping all killers on the same number of addons.

  • @ChurchofPig said:

    Every killer has 20 add-ons. More specifically:

    4 Common

    5 Uncommon

    5 Rare

    4 Very Rare

    2 Ultra Rare

    oh ok. well in that case....I WANT MORRREEEEE @BHVR

  • @AntiJelly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2912727#Comment_2912727

    Nurse and Artists' weaknesses shouldn't be tied to an item (I think both of these killers are very very poorly designed), lightburn on Wraith is just a slap in the face to a middle-of-the-road killer, also Wraith's lightburn is more or less an artifact of a different time period of DBD. The same applies to Hag, I think, just not to as much of an extent. In general, lightburn as a mechanic should be replaced with something else that will ALWAYS be present in a given match against one of these killers. My problem with lightburn is that a survivor is required to just "be lucky" and have a flashlight in their possession against one of the 4 killers affected by it, and then when one of these killers DOES get hit by a lightburn effect, it feels completely unfair because it is a COMPLETE shutdown of their power.

    Honestly I rather have a weakness tied to a singular item than it be base-kit weakness, if they HAVE to have that weakness.

  • @AntiJelly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2912637#Comment_2912637

    In general I think the light-burn mechanic is pretty stupid, the same way old Sabotage was stupid against Trapper. It's a mechanic to specifically counter a small handful of killers, and feels fairly targeted and unfair. If I were to make a patch with these flashlight changes, I would remove light-burn in the same patch.

    yes and no, IT IS A NUISANCE i agree but under small niche circumstances it helps the survivor in chase. Lightburning the nurse is incredibly hard to pull off but tbh any weakness for her doesn't change her strength too much. Removing the Artist's crows with a flashlight CAN help but most of the time doesn't. Lightburning the wraith and flashlight against Hag traps are WAY more detrimental but add the counter play they need, even if I hate it.

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