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Timeman63

Timeman63

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Timeman63
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  • @Adjatha said:

    "For Pyramid Head, rework Obsidian Goblet and the Killer Instinct addons."

    What you meant was "Rework ALL OF HIS ADDONS," right? Because they are all awful, top to bottom. The range is the only one anybody uses and all that does it teach you the wrong distance for your power so that you screw up using it when you're all out of them.

    I cannot stress this often or strongly enough: Pyramid Head has the worst addons in the entire game. He is, for all intents and purposes, a killer with no addons.

    I mentioned those addons specifically because they do the least for Pyramid Head. Other ones like the Mannequin Foot or Tablet of the Oppressor I can at least find some use for, though they're obviously inferior to range addons.

  • Just one more addendum here because I didn't know where to put it in the post. If you happen to be playing with a friend, ask them to equip Flip Flop. If you persuade the killer to slug your friend long enough, Flip Flop shaves off about 8 seconds. Combined with the 3 seconds Breakout shaves off, your friend can wiggle out in about 5 seconds, which is sure to confuse the heck out of the killer. I wasn't able to test this myself, and with all things your mileage may vary, but give it a try!

  • I didn't have a place to put this in the post itself, but I also want to mention the beta mechanic of Wiggle Skill Checks. If you land every single Great Skill Check while wiggling, you shave off an entire second of the wiggle timer, bringing it down to 15 seconds. This is obviously helpful for Flip Flop plays, but it might make Power Struggle a bit tricky to use since it coincidentally also uses the space bar. So if you want to shave just a bit more time, there's another option for you. Who knows what the Wiggle Skill Checks may be like when they're finally finished though...

  • @Sonzaishinai said:

    Yeah technitian really needs it's downsides removed. The upsides just aren't good enough.

    Could be a good perk for new players/players who hate doctor or other skillcheck shenanigans.

    Mini rant though

    Windows of Oppertunity is NOT a pure new player perk and imo is one of the stronger perks in the game.

    Knowing ahead of time how pallets have spawned, if you're in a dead zone or avoid loops where your teammates already dropped the pallet is massive in all levels of play

    Really annoyed people still see that as a training wheel perk

    Mini rant over

    Windows of Opportunity is an incredible perk, I agree. I was just saying that it's a perk I would recommend to new players as well. Too bad you don't have it unlocked by default.

  • It seems like my Calm Spirit post stirred the pot for some people, so let me make something clear. A perk does not have to be extremely bad to be featured in a Bad Perk University post. There are enough perks in the game now that an underwhelming perk can sometimes be considered “bad” in comparison to a stronger or meta perk. After testing Calm Spirit and playing around with it further after my post, I found it to be underwhelming personally, but understood that I was getting a benefit from it, even if it wasn’t always apparent. I also somehow overlooked Pinhead when obtaining the Lament Configuration, causing survivors to scream and be harassed by chains. Calm Spirit helps counteract it to an extent, denying Pinhead of your location. But you still have to worry about chains. Sorry about that.

    My final verdict, in case there was confusion, is that Calm Spirit is fine the way it is, especially in regards to the screams aspect. But the crow functionality, the part that the perk was meant to work with, is rather underwhelming, so I'd like in the future for there to be more perks that revolve around crows, but that's just my imagination at work.

  • Pairing it with Agitation allows you more opportunities to hook survivors on scourge hooks. Pairing it with Thanatophobia puts survivors in a lose-lose situation where their repair speeds will be slowed whether they're injured or not. While it can be a strong perk, you kind of have to commit to using scourge hooks when possible to make any real impact, and remember that the debuff goes away when you injure the survivors again. About Deadlock, the other perk you're talking about, it's a good perk as well, but not very effective on its own. I recommend bringing Pop Goes the Weasel to capitalize on the information, or Thrilling Tremors to ensure other generators will be blocked.

  • @konchok said:

    I don't like Third Seal just because it's so effective against soloQ. When versing a group of solos, it is the strongest Hex perk in the game, the strategy is simple. You down the first survivor, it honestly doesn't matter if they get off the ground or not, then the next step is to hit everyone else with a basic attack once, if the survivor is out positioned then down them. Never hook anyone. 4 man slug and auto win. If you can pull this off before anyone even realizes that you've got the perk you win.

    This strategy does not work against a SWF of any size, and this perk provides minimal value against a SWF of any size, but it's super busted and cheap against SoloQ. So if you like bullying the weak than this perk is for you.

    It's pretty jarring just how wide the gap is between solo and SWF in regards to this perk, yet the very existence of SWF makes it so I almost never see this hex used to the extent of the other hexes. I've gone up against this perk maybe 5 times at most, and it managed to kick my rear maybe once, and that was because the killer using it was very good. So yeah, despite the major difference, I don't really see this perk discussed very often, and that makes it difficult to come up with any potential changes.

  • Though this post was a bit jokier than previous posts, I really did try with this one. Monstrous Shrine is one of the oldest perks in the game and its antiquity really shows. I wouldn't be surprised if people just forgot it existed, in which case I apologize for even bringing it up.

  • @SilentPill said:

    It’s not terrible but there’s obviously better choices for the slot.

    I find it to be the most useful for tunneling, since that’s the time when survivors are most likely to swarm the killer to stop them from finishing off the survivor.

    Failing to mention Hag with this perk is also a crime. She’s probably the best user of it.

    Ah, I believe you're right. My experiences with using it on Hag have been less than successful though, I'll have to test it further.

  • Tampered Timer is fascinating to me because it's a very feast or famine addon. I don't entirely agree with it reducing the timer just due to the fact that it can also be paired with longer search time and extra Jigsaw Boxes, but it is a guilty pleasure addon that nets you free kills every now and again. A possible rework to the addon that would make it more consistently useful while keeping with the theme of more threatening Reverse Bear Traps and "rigged traps" is to make it so Reverse Bear Traps are active the moment you place them on a survivor, meaning they no longer need a generator to be completed to start the timer. The timer would still pause when being chased or downed. You may not even need to change the other problematic addons because 2:30 is quite a bit of time to search every box, but it might still be a good idea to address those addons that increase search time or Jigsaw Boxes. Truth is, when Pig's addon pass comes to be, I would like for the developers to rework more addons to affect her Crouch and Ambush Dash, since it's the less appreciated part of her kit.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2447336#Comment_2447336

    It may be niche but it can absolutely be a life savior, especially at end game when a killer is trying to secure a kill. It’s just not used because there are many other perks much more crutch and Camaraderie comes from Jeff, a character no one knows lol.

    Camaraderie comes from Steve actually, but yes, I agree that Camaraderie is extremely clutch in those scenarios.

  • @GannTM said:

    Camaraderie isn’t bad. I find it to be very underrated.

    Definitely not, but I felt that this was a good opportunity to talk about why many players don't use it. Underrated Perk University just doesn't have the same ring to it.

  • @Jill_Main said:

    Mr blight! Mr blight!

    I have a question

    Is "Sole survivor" a good perk? There's a big test coming up and I was wondering if it's a solid and viable perk.

    Sole Survivor is absolutely not a good perk, my student. But worry not, there is hope for it yet, unlike these perks.

  • @NVerde said:

    I agree that they are both trash perks and a waste of a slot. However, you mentioned that there's a precedent for perks that don't synergize using Claudette as an example and I disagree with you there - she's designed as a healer - by using Botany Knowledge you speed up your own Self-Care healing, or the healing you do to others who you can locate using Empathy, so there is definite synergy.

    What I meant is that there IS precedent for synergies between perks. My mistake, I'll edit that.

  • @JHondo said:

    Gonna admit, I didn't read your wall of text past your statement of "hiding in the TR for 15 seconds is a downside." I regularly run Stake Out and can guarantee you that by just playing normally and working on gens you'll get 8+ stacks per game provided you work on gens/heal. Work on a gen while the killer is in a chase near you and you'll use stacks as you get them. Stake Out is by no means a phenomenal perk but it is a fairly strong gen jockey perk that pairs well with Fast Track, Medkits with suture or glove add-ons, and most healing builds.

    I'm going to say for the record that I actually really like Stake Out as well. The reason I phrased it as "hiding in the TR for 15 seconds" is because that's a common misconception in how to use the perk. Sorry if that wasn't illustrated well.

  • I suppose I'll mention this since it's not enough to make an addendum post about it. Do not try to pair Stake Out with Autodidact. Since Autodidact prevents great healing skill checks from appearing, it overrides Stake Out and cancels out any benefits. Generator skill checks remain unaffected.

  • As fun as it is to go crazy fast as Blight, I find it completely wrecks my muscle memory, which I value too much to run a meme build around speed. It's not for me, but you know, gotta go fast.

  • In response to both of your comments, I would be careful trying this against survivors that actually know what they're doing, since they actually get a notification if Lightborn is in play. Once they notice that red icon at the bottom of their screen, they'll immediately stop trying it.

  • @betelgeuseyes said:

    MoM is a fun gimmick perk that works as intended. And I can think of alot worse perks in this game

    It's true, I don't believe it's the absolute worst. When it works, it works. The sabo build I described is some of the most fun I've had in recent matches. That said, I go in with the expectation that I'm not going to get value out of it.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/271359/bad-perk-university-mettle-of-man

    I appreciate the effort you put into this, you really poured your heart into this, but this is insanely long. Could you, if at all possible, do a TL;DR? 😅

    I'll do it because I appreciate your kind words. Basically, don't go out of your way to make Mettle of Man happen, use it when you have the opportunity to make a potential save. Saboteur and Breakout along with Mettle of Man make an absolute unit when played right. Bring a toolbox when possible, or use perks like Dead Hard or Flashbang to get the most mileage out of hook sabos. If you're paranoid about the aura reveal after healing, Sole Survivor mitigates it by a decent amount.

  • @humanbeing1704 said:

    Easiest way to use mettle of man is throwing to the game to use it basically

    Clearly you didn't read my post, because I made it pretty clear that you are NOT to do that.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2406119#Comment_2406119

    Not a popular opinion of mine, but I think most perks are nowhere near as bad as most perceive them to be. My guess is many players don’t have the patience to experiment and learn, and additionally lack imagination.

    Embarking on my Bad Perk University quest, causing me to explore and test perks I never would have dreamed of using otherwise, made me realize that many perks that are perceived as bad are really blown out of proportion. Even the absolute worst, bottom of the barrel perks like Up the Ante, I can see it useful in at least a couple fringe scenarios, it's all a matter of finding them. In the case of Up the Ante, the easiest way to make the perk better is not changing the perk itself, but reworking the way luck functions. I used to think Second Wind was pretty bad even after its buff, but after buying it from the shrine and giving it an honest try, it's not bad. I'd still rather use Inner Strength, but it's now another option I have. The important part of using a perk in a build or strategy in my mind is this: Is the perk fun to use? If it is, it doesn't really matter how bad it is, it's a moral victory to enjoy playing the game in spite of its frustrating elements. That's something I also set out to with my my series, to show players ways to spice up their matches and have a little more fun in their lives.

  • It's worth noting that along with the decreased laceration meter, Cut Thru U Single and Edge of Revival Album when used together can down survivors insanely fast when aiming at their feet. This makes Trickster far too strong in my opinion, and the devs should make some changes to the interaction of these two addons, because they're not overpowered on their own.

  • I used to use PWYF on Trickster before his current version. It worked as a nice curveball that survivors weren't expecting sometimes, but it didn't fix much about Trickster. Now that his knives are more lethal, I see more merit in using PWYF as a secret weapon in catching up to survivors and further limiting their options.

  • @Cutiaddu said:

    Hello professor, can you please teach us how to get the best value out of Mettle of Man?

    I'm considering making it my next post, since I've already mastered its usage. I might cover one more killer perk before then, but it's definitely a perk I can talk about soon.

  • I might make a Bad Perk University post about it if only to show people how to best utilize it. I honestly don't think the perk is terrible, especially in denying exhaustion perks and making survivors panic.

  • Any struggles I may be having with the antidote bottles are mostly my own fault, just a part of learning how to use a new ability. I do wish the activation period was toned down just a little bit, to 2 seconds like some people are saying. Besides that though, I have had many moments of sheer schadenfreude against survivors who think it's a good idea to underestimate Mr. Puddles. They never see it coming.

  • @Exar said:

    TL;DR No mither Is a bad perk and you should not use it.

    I'm not saying never use it. It's a good way of shaking up the game and keeping things interesting. Just know what you're getting yourself into. Like I said, Resilience is a must have in a No Mither build, and you'll be working towards the objective faster this way.

  • @hatchking said:

    Is Keep it Together stackable or not?

    It does not stack with other instances of Keep it Together.

  • Update time, played with the build a couple times. Both times I was thinking to myself, "why did that work?". I'm quite surprised. It's not foolproof or anything, large maps are problematic for this build, but it's not bad. On a good day, it's a nice change of pace.

  • I'll try this build for myself, probably on a mobility killer like Blight. You may have saved me some work in studying and researching for my eventual Bad Perk University post on Dead Man's Switch. I always felt that Dead Man's Switch was intended to be used with the Obsession changing perks, but found it difficult to see how to apply it in practice. You seem to know what you're talking about, so I'll give it an honest attempt. Succeeding with "meme builds" like this is always more satisfying than succeeding with a generic meta build.

  • @FFirebrandd said:

    Honestly Retribution is pretty good as it is. I'd say its one flaw is that the Obliviousness it inflicts is near impossible to use. So if it just added a noise notification when a dull totem got cleansed, it'd be good.

    Either this or a scream notification. Just something that allows killers to actually capitalize on the Oblivious status.

  • @Satori said:

    Autodidact, just make skill cheks appear more frequently and this perk gonna be really good

    I'm always a fan of killing two birds with one stone, so I thought it would be cool to not only have Autodidact increase the frequency of skill checks, but to rework the Luck stat in a similar way by having it make skill checks more frequent. This would not only make Luck offerings more appealing to use, since more skill checks would be beneficial to survivors who can hit Great Skill Checks, it would also make Up the Ante a more useful perk as well.

  • I recently had an OoO in my match when I wanted to play a relaxing game of Pallet Freddy. The moment I saw that, I was just like "Oh, well I'm not going to be able to play the game this match." I DCd and waited 5 min because that was preferable to the frustration that would have ensued. I just don't understand why in a game that revolves around not seeing where the killer is coming from right away, the devs made a perk that lets you see the killer pretty much at all times.

  • Top 3:

    Legion: People still underestimate this killer, and I am more than happy to take advantage of that mentality. Hopefully the Feral Frenzy lunge gets fixed soon.

    Blight: Currently maining him, Blight is a blast to play, and I've consistently been getting 3ks and 4ks as him. All that needs to happen is to fix the POV being too low, and he would be perfect.

    Clown: It's fun to embarrass survivors by rolling them as Clown, and with the upcoming rework, that's going to happen more often.


    Bottom 3:

    Hag: I don't dislike playing as her, but knowing how much I despise going against her, playing her feels like I'm taking it out on other people.

    Wraith: I understand why some people like playing as him, but I just don't like how I always have to run Windstorm addons to keep up at high ranks.

    Nurse: I just suck playing as her, not much to say there. I wish I had a way to practice her without getting rolled every game.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1858666#Comment_1858666

    But when you say Educated Guess, what are you basing this guess on?

    Are you also a seasoned Clown main that holds his own in red ranks?

    I’ve played Clown since the release of Curtain Call, and all I can see is just how much more impossible it will be for survivors to avoid hits at loops when a tonic cloud is in the correct place and an antidote cloud is in the right place for Clown to speed up at the exact moment survivors are hindered.

    But this is also going to dramatically increase his difficulty skill cap. Players that couldn’t wrap their head around how to end chases super fast with Clown now, are not going to do any better figuring out how to combo his existing tonic with the new antidote.

    While I'm glad that Clown's mechanics haven't been dumbed down and he'll still be a challenging killer to play, making him more accessible would have been nice as well. Maybe we can't have both without fundamentally changing the way Clown works. I'm curious to see what kind of new add-ons there will be, possibly some that affect the antidote in some way.

  • I was hoping for your input in all of this. I think, in time, we'll see how these changes affect how players approach playing Clown. We'll just have to see the add-on changes on the PTB to truly be able to judge. I'm hopeful, but cautious.

  • @theman43 said:

    cool little informative post. hope this isn't the only installment of bad perk academy.

    It's not! I made another one about Self-Care. If you liked this one, I recommend you go read that one as well. And of course, more will come in the future.

  • @TheClownIsKing said:

    Credit goes to @Altarf for suggesting best use of DMS on Twins: hook The Obsession, then send Victor out on a lap to every gen to get survivors off of them, ignoring survivors until you know every survivor has been found. It works incredibly quick.

    I then thought to chuck on Furtive Chase to get more mileage out of DMS.

    It’s just beautiful. It’s still a gamble in that you may be unfortunate to not find the Obsession for a significant portion of the match. Just force a DS out of someone where possible or also run Nemesis (I wanted other perks in my build though)

    No wasting time kicking gens.

    No stressing about using Pop.

    No stressing about Hexes being eliminated far too quickly.

    Just frequent denial of survivors being able to continue repair progress while you can focus on chases, and hopefully hook the Obsession again.

    The Twins take a somewhat not great/mediocre perk and make it AMAZING!!!

    Making a note here, because I'm going to have to somehow explain how to make Dead Man's Switch a usable perk in my Bad Perk University posts.

  • @[Deleted User] said:

    32 seconds for one person is no worse than 16 seconds for two people. Unless you get interrupted while healing and downed before you can finish Self Care doesn't waste any time versus healing normally, but it gives you the flexibility to heal without a teammate wherever you'd like. I agree it's a noob trap, but it's definitely not a bad perk.

    This is a bit of a fallacy that many fall into when rationalizing Self-Care. 16 seconds is time being spent between two survivors, but you are less likely to be interrupted during that short time, so it is preferable to spending 32 seconds healing and risk being interrupted or being occupied when another survivor needs your help. Bottom line: bring a Medkit to the match to optimize your time and ensure that if you run out of Medkit charges, you have Self-Care to finish the job.

  • @WishIcouldmain said:

    Professor what if they run it with Botany Knowledge or Desperate Measures?

    Desperate Measures is a strong addition in healing builds like this, as it further enhances healing and unhooking during a time when Self-Care is most helpful, when everyone is on the ropes and can't immediately come for a save.

  • @Greatamygdala said:

    Self - care is a good perk. It only becomes bad when you over rely on it. If you can discern when to use it then this is good.

    This student has the right idea. Self-Care can trick you into relying on it too much, but it is best used as a last resort when all of your teammates are injured and in danger, and there are few options left.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/217305/found-a-perk-that-makes-ds-less-punishing

    It’s good use of making do with what Killers have access to.

    Slightly off topic, but I wonder if we’ll ever see a killer perk that accrues tokens from stuns, cultivating in some sort of powerful effect once enough tokens are gained?

    I actually had an idea for a perk like that, kind of. It's called Misanthropy, and I made it for a Plague Doctor killer called The Crow.

    Your heart holds contempt for those that would stand in your way. When a survivor blinds or stuns you with a Pallet or Locker, this perk activates. You gain 3/4/5% increased movement speed until you injure a survivor, after which this perk deactivates.

    "You were all wrong to cross me, now you'll pay with your blood!" -Bethany Ingrid

  • @Saltjar34 said:

    Pretty solid overall but the problem is, some killer perks are pretty damn good on other killers. Distressing for example is really good on Doctor who relies on a big terror radius. Also about Deathbound, have you tried combining it with Coulrophobia on Oni? You basically get to prevent survivors from healing in or out of your terror radius

    See, you get the idea. The intent is to find a practical or at least feasible use of some of the "bad" perks. I personally think there isn't a single perk that can't be used in some way, but you really have to stretch some builds.

  • I just had an amazing couple matches playing as Blight. Before I struggled pretty hard with understanding when to use his power and which objects I could bump into to mess with survivors and close in for the kill, and it was about as frustrating as learning how to curve as Billy. But once I got it, things just clicked into place, and it felt great to finally get the hang of a high tier killer. Outsmarting survivors by making them think you'll go for a Lethal Rush on one side of a pallet and instead chaining three of them to move to the other side and whack them, or scaring them into dropping down into a Lethal Rush are so sweet, and every hit feels well earned. That serum he injects into himself might as well be dopamine.

  • I've been thinking about this for a while now and honestly, if Blood Favor also blocked pallets that are dropped, that alone would already make it worthy of a hex perk. Hell, you might not even have to change any other aspect of the perk as long as it did that. I understand why the devs put so many restrictions on this perk. It was meant to deny survivors of the strongest defense tool they have against the killer, and there would be no way to balance that without it being a hex perk. As it is now though, it has too many restrictions for not nearly enough reward, and the real nail in the coffin is that it indirectly helps survivors by saving the pallets for them later. Unless you're playing Nurse or Pyramid Head, it is far better to get rid of pallets whenever possible.

  • I love the Mr. Puddles head, but for an additional reason that others might not think of. When I play Clown and Survivors see me wearing this cosmetic, for some reason they become overconfident and their IQ drops by about 25%. So not only do I get to wear a funny cosmetic, but I also psychologically mess with my enemies by making them think I'm an idiot Clown player before demolishing them.

  • I used to not run Decisive Strike on principle since it was a perk that I was really annoyed going against as Killer (though I hate Object of Obsession way more due to its anti-fun nature, that is a perk I DEFINITELY don't use on principle). I recently decided to grit my teeth and give it a try, even attempting the less annoying perk synergies like DS and No Mither, or DS and Tenacity, and I was surprised to find that I didn't get it to proc as often as I thought I would. That does have something to do with my playstyle though, I use DS defensively as an insurance, not as a tool to play like an idiot and force it on the killer, which was the main reason I hated going against it as Killer.

    But no, I know the true reason why this perk is problematic and deserves a revisiting at some point: the moment you are unhooked, you have 60 seconds where you are immune to being hooked again and can do basically whatever you like until then. Even when the Killer downs you and slugs you, you can also run Unbreakable to cover the counters of both perks and waste the Killer's time no matter what they do (this is one of the perk synergies that I find so irritating that I refuse to ever pair them together, DS and OoO as well). Even when you don't run Unbreakable with DS, and the Killer manages to slug you for an extended amount of time, although both Survivor's and Killer's time is wasted, it is time that the Survivor can make up easier than the Killer can. The very existence of the perk, the presence of an Obsession, can benefit a Survivor that's not even using the perk if the Killer is afraid of losing momentum.

    I've said it before, and I will stand by it: Decisive Strike should be an anti-tunneling perk, that's what people would like for it to be. The way it works now makes it function as an anti-momentum perk, which is just unacceptable, because many Killers live or die on their ability to maintain pressure on Survivors and snowball.

  • Once all the more crippling bugs have been sorted out with this patch, I think Twins will have a good place. On the off chance that anyone has played Identity V, they remind me of Dream Witch. In that game, Dream Witch's strength came from being able to split map pressure by essentially being in several places at once. Twins are very much similar in this regard, and think we'll soon see some very impressive big brain plays from these two, like pretending to chase as Charlotte and then switching to Victor to surprise survivors.


  • @Boddy604 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1795446#Comment_1795446

    Whispers 3 guarantees you never waste your AoE.

    Unsure where they are atm? Walk around till whispers turns on and that's a guaranteed hit. Chase is on.

    I second this. Along with knowing for certain that my Static Blast will hit someone and always get value out of it, Whispers is a great tracking tool in general, and it has immensely improved my Doctor gameplay.

    I'm one of those people that get bored running "The Meta" builds, so I'm much more daring with my builds once I invest enough bloodpoints and earn enough perks for a killer.

    For Legion, I sometimes run an exhaustion build (Thanatophobia, Blood Echo, Mindbreaker, and one other perk of my choosing). It may not be the most generally strong build, but it constantly makes exhaustion perks disabled and ensures that Survivors are severely hindered if they decide that staying injured against Legion is a good idea, since Legion excels at generating pressure through the constant need to heal for risk of being snowballed.

    For Clown, I actually have a different approach than some players might have. Since Clown's chase ability is already quite strong when used well, I often bring perks that help with tracking in order to make up for some of his weaknesses, rather than enhancing his chase ability (although bringing Save the Best For Last is fun for when you really want to steamroll Survivors). The thing is, if Clown can't find immersed Survivors to start chases with, he is left with nothing, and no amount of chase or lethality perks will help him there.

    That's my perspective of things really, bring perks because they work well with a power or playstyle, not just because they're strong on their own.

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