aarongai
aarongai
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- aarongai
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Comments
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Speak for yourself. I liked the new generators.
They give me hope the devs will make them part of the core game so survivors can do more than hold left click all match.
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A pop-up would be nice yes, but the whole point of Solidarity is to make healing more efficient.
Healing isn't efficient when you have to try and convince your ally to let you heal them first.
Just have the perk grant progress to whoever the healer is, and cap the amount that can be granted. It's simpler that way.
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Here's some tentative ideas to help the guards:
- Jailer: 12 sec. chase time. If a hunt begins and a gen is within his radius, that gen is blocked for the duration
- Carniflex: 14 sec. chase time. After finishing a break action, begins a hunt if any survivors are in his radius
- Assassin: 16 sec. chase time. No other changes
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420569#Comment_3420569
Survivors being able to go over the intended turn rate is an unintended mechanic. The game should be fixed so that survivors can only turn at intended speeds.
Yes. This is all I'm asking for.
Many killers' turn rates are capped to balance their powers (Hillbilly, Blight, Oni) and nobody says a word, but suggest survivors get their turn rate capped and suddenly everyone loses their minds.
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@WitchWalpurga said:
Killers getting pallet hits while they get stunned and still down you feels like cheating. The survivor did everything correct but the does not get what he deserved: to continue looping.
360 work 10% of the time. Accept it. It's a mechanic not a cheat
That's a bad comparison.
Survivors getting downed because they failed to drop a pallet in time is normal gameplay.
Killers missing their swing because a survivor exploits their turning speed to forcibly cancel the killer's attack is not normal.
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@GoshJosh said:
You are completely underestimating it. All it takes is one good sabotaging play on the right map, and the killer will be forced to give up an earned down for nothing. Hook respawns take 30 seconds default (45 seconds with the Grip Wrench add-on). New Unbreakable? Less than 25 seconds. Even without Grip Wrench, survivors with Unbreakable are up and about again on their own, leaving the rest of the team to do gens. Survivor purposely goes down in an area where a teammate has died with no other nearby hooks, picks themself up. And remember, this is unlimited and basekit Unbreakable. On top of the change some time ago that survivors no longer ever lose wiggle progress. This means that when hooking isn’t a viable option, a killer will be forced to either let a survivor escape their grasp with a stun, or watch them get up and get away all by themself!
And this can happen over and over again throughout the trial, on every survivor - even without Unbreakable!
If you see Saboteur becoming the meta, you bring anti-sabotage perks. Just like how killers always bring gen slowdown perks since gen-rushing is the meta. And even if survivors buy themselves more time by sabotaging hooks, gens aren't getting done as fast with them running around.
@Crowman said:
Survivors not needing to get off gens to go pick up their teammate on the ground is a huge nerf to using slugging as a means to generate pressure. And some killers have powers that make a lot of sense to slug with.
Not to mention if you ever down a survivor under a pallet and there's another survivor around you almost have to surrender to the fact that the person you just downed is getting back up.
It's a huge change with a lot of ramifications that people are justifiably worried about.
It would make sense to pause killer power durations like Evil Within and Corrupt Purge while carrying survivors. This way the killer won't be wasting their power gauge having to hook a survivor to prevent unbreakable.
40+ seconds to scare off a survivor trying to contest their ally under a pallet seems like plenty of time to me.
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@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/2284042#Comment_2284042
If flashlight blinds were easier, like they were in that video, survivors wouldn't even save them for rescues. They can use them very effectively to prolong chases forever. As you saw in that video.
But the point of me linking that, other than the amusement factor, is that the Devs saw, first-hand, how horrible popping off super easy flashlight blinds at will was. They're not going to go back to those days, so you'd better just practice the timing on your blind attempts instead.
This discussion is solely about rescues, not chases. The only time it's easy to blind a killer is when they're vaulting or breaking a pallet because they literally cannot look away. Any decent killer will evade your flashlight attempts otherwise. And the time to blind can no longer be modified by add-ons like it could be years ago, so killers have plenty of time to react now.
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@Adjatha said:
The game SHOULD do a better job at teaching survivors the timing on flashlight saves. This is something that should be covered in an Advanced path on the tutorial.
That being said: It should not, and will not be made easier. If you want to know why, look no further than this:
This doesn't prove anything. The video's from 4 years ago, insta-blinds are still a thing, he never picked up a single survivor, and Mathieu isn't even trying to evade the blinds.
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@DwarvenTavern said:
No.
Survivors don't need to have an another buff that allows them to easily power trip a killer.
I know I sound rude, but that is a bad idea.
What, and you think flashlights in their current state are a good idea? Why's it matter if a killer is blinded 0.25 seconds earlier than their pick-up animation ends? They're still blinded. It makes no sense not to force a drop.
Plus, any killer worth their salt faces a wall every time they pick up a survivor anyways, so blinding them is out of the question 90% of the time. And if a killer doesn't like being blinded, Lightborn and Franklin's Demise exist.
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@Kirkylad said:
any average killer who hits high ranks wouldn't stand a chance without a decent gen slowing load out with how fast gens fly. Limiting this would hurt a lot of killers.
The idea is that if they only allow killers to have 1 regression perk slot, they could buff all regression perks so they're all viable by themselves.
Killers could have some variety in their builds for once instead of having to stack Pop, Ruin, Corrupt, Surge, etc.
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Opinion discarded
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@NoelleMina said:
It’s an instinct. An accurate one at that.
In a frenzy, you look at a locker and think, “oh, someone might be in there. I wanna grab’em and kill’em.”
That’s how I think of it, anyways.
"Looking at a locker" Yeah, maybe that'd make sense.
*Locker is 32 meters away and your Instinct tells you a survivor is in there* Not so much.
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/comment/1823072#Comment_1823072
That probably why Legion keeps killing you!
https://forum.deadbydaylight.com/en/discussion/comment/1823079#Comment_1823079
Or you can run to the other side of the map outside Legion's terror radius and do the gen there.
You can play around Legion's power. It's definitely annoying but it's fine Legion needs his detection to get his kills. Legion is the least deadly killer in the entire game but at least he excels at finding survivors.
Well yeah I played around his power 5 times like I mentioned. Stayed outside his radius every time he activated it. But eventually he finds you because he narrows down your position with Killer Instinct.
I just want to know why lockers aren't allowed to block his wallhacks. How's it make sense that stabbing a survivor tells you precisely where another survivor is hiding?
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@lagosta said:
I thought it didn't.
It does. In cases where there's only two survivors remaining, a Legion can just Frenzy hit one survivor, then use Killer Instinct to find the last one even if they're inside a locker.
I just came out of a game where this happened 5 times so the killer could get a 4k. It's pretty silly.
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Her chase is pretty weak without Corrupt Purge, but I'm not sure if buffing Vile Purge is a good idea given how it's essentially a free (but delayed) first hit that can spread to other survivors. But if they were to buff it, maybe cause infected survivors to gain the Hindered status effect as well. Would give them another reason to cleanse.
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@FrootLoops said:
sounds like a big nerf to me.
maybe make it so that iron maden deactivates DS and causes the survivor to lose 1 health state on exit :)
I don't see how's it a nerf honestly. As killer, the chance that you're going to reach the survivor before the Exposed status wears off is very slim. This change gives the killer a chance to reach the locker before the survivor takes off.
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Bump, still not fixed, and didn't see PTB notes on a fix either.
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No, but he can stand on top of the hatch while cloaked to block the survivor from taking it. The survivor will come along and try to jump in the hatch, but Wraith can just uncloak and close it, then chase the last survivor and basically guarantee a kill.
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The killer could use Insidious, Wraith, Freddy, or Pig to hatch camp until the survivor comes along, then close the hatch and basically guarantee the survivor gets chased down. Even worse if they have NOED.
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@rNine_ said:
It's a time waster, and a free first hit killer. He's more than fine, and I say this as a Legion main.
If I want a free first hit, I'll play Wraith / Myers / Hag. At least my melee attack on those killers will actually down survivors.
If I want to waste survivors' time, I'll play Pig, Doctor, or Plague. At least those killers' powers don't have a bunch of limitations built into them.
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Say the killer is the Wraith or Pig, or is using Insidious. If only 2 generators get completed and the hatch opens, what's to stop these killers from simply standing on top of the hatch until the survivor finds it, then closing it and chasing them immediately after?
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@Bongbingbing said:
Is it just the Crashes?
I don't mind the 'I'm quitting' Threads, Actually i encourage them. I Just wish people would go into detail on what exactly is making them leave the game. It's important feedback for the Devs rather then them having to question why the player base is declining.
Crashes mostly. It's affecting everyone. Even if I don't crash, someone else in the game does. Maybe 1 out of 3 games I'll get a normal match.
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/415283#Comment_415283
Then make a post about what needs to be fixed with suggestions for improvement, and quietly leave. Dont make it a show just saying bye if you dont want attention.
But I did want attention. What better way to get attention from the devs about a serious problem with the game than announcing I'm quitting until it gets addressed?
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@TheRoyalOwl said:
https://forum.deadbydaylight.com/en/discussion/57015/im-quitting
Rather than just quitting take a break, trust me we all know the pain from glitches, I literally just got one in the red woods map where the shack with pigs would glow bright blue, so bright that it would hurt my eyes if I got too close to it.
Like I know a lot of people like saying "ciao" in response to these posts, but I'm a veteran player and these crashes are so frequent that it's putting me off from playing.
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Thx seeya
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I think Corrupt Purge shouldn't be a ranged damaging attack, that's Huntress' territory.
Instead, just make it Vile Purge on steroids.
- Double infection gain rate
- Double infection time on objects
- Survivors can become infected with Corrupt Plague that Hinders them until cleansed
- Corrupt Plague takes twice as long to cleanse
Just some ideas. But yeah, nobody cleanses sickness right now because Corrupt Purge is overpowered. So it needs to be toned down, but still feel threatening.
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also, killer perks are always supposed to be superior to the survivor perks with similar effefts, as the killer is only able to carry 4 perks at all time, while the survivors have 16 perks in total.
So by superior, in the case of BBQ vs WGLF, you're saying the survivor perk should do absolutely nothing to help win the game, but the killer perk should?
This isn't a superior versus inferior perk. This is a useful versus useless perk.
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@SamuraiPipotchi said:
They already punish Moris through the new changes to the sacrifice emblem. If you mori more than 2 people, it becomes impossible to get an iridescent. If you only hook people once before mori-ing them, it can become nearly impossible to get iridescent.
Also for those saying it's a 6 hit minimum to kill survivors:
It a 4 hit minimum if they don't get an opportunity to heal.
Implying players actually care about rank in a game that offers no rank-based rewards.
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wrong thread deleted post
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So devs just created a perk that screwed over the low tier killers even more than they already are. Smart!
If your killer doesn't have a special attack, you can't avoid triggering MoM unless you use one shot perks. And the downside to MoM hardly ever comes into play because survivors just stay injured until Adrenaline kicks in or just 99% heal to prevent their aura from showing.
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@MisterTIBS said:
@aarongai - killer is one player, survivors are 4 (well, prior to this patch at least), so 4 survs can take an insta-heal each, along with their Borrowed Time, Adrenaline, and all that other crap.
As a killer player, I'd be happy for there to be an item which countered a Mori, even if only just for the first unhook so survs would need to be at least to 2nd stage, though tbh that should be the case anyway.
I guess you didn't see my "inb4 comparing survivor items to Mori offerings" point.
Perks and items Should have a significant impact on gameplay, but offerings should not. Or at least not as drastic as cutting survivors' lives in half.
Borrowed Time, Adrenaline, and anything else are just perks. Both sides always have access to perks, so it can't be argued that one side has an unfair advantage in that regard. Whether they're balanced or not is a discussion for another thread.
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I shall bump once in hopes the devs see this idea since I like it that much.
It's certainly more exciting than the current version of Wake Up.
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Could make it trigger exclusively to status effects caused by killer powers, not perks or add-ons.
What I meant by "cleansing" was actions that remove negative statuses from you.
So only when your character needs to:
- Wake Up
- Snap Out of It
- Mend
- Drink from a fountain after becoming fully infected
- Remove a Reverse Bear Trap
Would the perk activate.
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Honestly just remove BBQ's wallhacks and we'll be in a good spot with stealth again.
Literally every game as a survivor you have to play as if the killer can see your aura after each hook. It feels really cheap to get caught out by it and sometimes it's just plain unfair, especially in the cases of Nurse and Billy.
"b-but then killers will just hook camp!" BBQ is a BAND AID to a fundamental design problem with the game encouraging hook camping by forcing survivors to rescue their teammates from hooks. Why leave the hook when you'll eventually have another survivor run in and rescue the hooked guy?
Killers could camp the hook anytime they want with or without the perk and it could be a more viable strategy than leaving it, especially for one-shot killers like Leatherface / Billy / Myers. BBQ is just an INCENTIVE to leave it. It does not FIX the problem.
The devs can make Kindred baseline for survivors to mitigate the effects of this design flaw, but camping is still going to happen whether BBQ is in the game or not. So just get rid of the aura reveal, it breaks the immersion and capacity for stealth in the game to have a killer know your exact location seconds after hooking someone.
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Moris reduce Survivor's lives from 2 to 1 and there's no counterplay to them. They give Killers an advantage that Survivors have no answer to, and Moris aren't even tied to a perk or add-on; they're just offerings burnt so Killers don't sacrifice any add-on or perk slots using one.
It directly aids in completing the Killer's main objective of the game. Should offerings really allow a powerful advantage like that? Imagine the complaints Killers would have if there were a Survivor offering that instantly set a generator's progress to 25% per offering burnt. There's nothing like that for Survivors, and there shouldn't be, just as there shouldn't be Moris that are tied to offerings.
And don't tell me that a little extra fog or a little extra space between hooks are as impactful as being able to outright remove a player from the game. For Survivors, The Shroud of Binding is perhaps the closest thing to the unfair advantage Moris provide the Killer, and I'd gladly delete that if it meant Moris weren't offerings anymore.
You can keep the Moris in the game, but they should be implemented in a different way.
inb4 "git gud" doctor image (if you say this, you're basically telling everyone who's ever been the victim of a mori offering that they suck at the game).
inb4 "survivor main tears" (I play both sides and moris always result in a 3k or 4k for me as killer)
inb4 comparing survivor items to mori offerings (they're two different categories, you can't compare them).
inb4 "it's ultra rare, that makes it okay" (just like those ultra rare insta-heal add-ons for the medkit, right? Also there's a more common green mori offering too, you know).
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@Milo said:
Because WGLF doubles all of your bp (potrntially)
While rest of these perks make you be able to achieve bloodcap faster
BBQ and Chili doubles your bloodpoints too, while giving you wallhacks after a hook. It also requires far less effort to get BBQ stacks than WGLF stacks.
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@A_Crow said:
Would it affect Michael's Evil Within sound?Yep, deaf to all sounds but terror radius / lullaby. Could make for some nice mind game opportunities since the Survivor wouldn't hear pallet breaking or ranking up Evil Within III.
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Check out my avatar, I play Doctor a lot.
While I understand OP's complaint that getting unhooked into Madness 3 makes it nearly impossible to lose the Doctor in a chase, his idea to regress Madness to level 2 would have a major impact on generator completion times.
You can't take away Doctor's ability to stall the game without giving him something substantial to compensate. On top of that, he's already a low-mid tier killer in high ranks. He actually needs a buff, preferably to his shock therapy. A slight range buff and the removal of the 1 second delay after he releases his sparks would be some welcome quality of life changes.
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Self care is the number one perk in the game anyways. Just free up the perk slot and allow more build diversity by making it baseline for Survivors, but debuff their action speeds if they don't heal up.
Whether Survivors heal themselves to get rid of the debuff or choose to stay injured and work on generators, games will last longer either way so killers gets a nice buff.
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@bloxe said:
No. Just no. SWF is the problem, thats what should be nerfed.You can't nerf 4 players communicating in a Discord channel, it's external to the game. Also, how does one quantify the value of voice communication? Is it worth 20 extra seconds on each generator? 10 less seconds on the hook? Or maybe the voice comms work against the team and they just yells at each other, which makes these handicaps even more challenging for a team than for a solo player.
Also, there's no way to know for sure that the SWF is actually using voice communications to begin with. I've played SWF before where we didn't use voice at all, we would just type to each other. And since nobody can communicate (outside of emotes) once they're in game, it was a pretty standard DbD experience for everyone.
So it wouldn't be fair to have one ruleset for solo play and another for SWF just because everyone assumes the SWF is coordinating their every move, because they might not be. And even if they are, the developers can't possibly determine what communication is worth in terms of in-game values to create an entirely new ruleset just for SWF groups.
The only logical thing to do is to give all Survivors the tools SWF groups use, then buff the Killers to help them deal with the stronger teamwork that Survivors will have.
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@artist said:
stacking this with we'll make it, it would only take 4 seconds to heal someone. also it doesn't sound like its own perk anymore, just another we'll make it or botanyAutodidact is already a crappier, less reliable version of both Botany Knowledge and We'll Make It. I'd never use it over the other healing perks. I've had games where I've healed 2 survivors to full without getting a single skillcheck.
Here's another idea for the perk though, if you like skillchecks so much:
- While healing another Survivor, skillcheck success zones are reduced by 50%/40%/30% and skillchecks now occur every 3 seconds. Successfully completing a skillcheck doubles the progression awarded by the next successful skillcheck. This bonus stacks infinitely, but resets once healing is completed, interrupted, or cancelled.
So this will eliminate RNG, keep it as a good counter for anti-heal builds, but also make healing more challenging than using Botany Knowledge or We'll Make It.
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I know SWF groups are a problem, but addressing it by inflating generator times isn't how it should be done.
The devs should try to grant solo players the same advantages that SWF groups have so playing solo feels almost indistinguishable from playing SWF. Give Survivors things like:
- Bond perk baseline (SWF groups can tell each other their locations)
- Kindred perk baseline (SWF groups will mention when the killer is camping them)
- Additional emotes (SWF groups can communicate with each other)
Then the devs can buff killers since Survivors are being given more tools. Maybe give Killers things like:
- Overcharge perk baseline (helps with generator rushing)
- Faster generator regression after kicking (helps stall the game out)
- Increased Field of View (helps find Survivors more easily)
- Lower cooldown on successful attacks (shorter chase times)
- Each time a Survivor is hooked, permanently reduce their action speed by 10%
- Allow Killers to choose a dull totem to place a hex on instead of it randomly being chosen
- Movement speed boost after hooking a Survivor (helps the Killer traverse the map)
Just some ideas.
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@Rebel_Raven said:
No, odds are against a survivor getting all the stacks just doing gens.Yep, a Survivor usually does 1-2 generators in most games. So getting 2 stacks from generators and unhooking 2 survivors seems pretty reasonable to me.
Also the concept of generator rushing is pretty silly. You don't hear people complain about killers "kill rushing", do you? It's just both sides trying to accomplish their objectives.
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@JanTheMan said:
Just make the perk have an increased skill check chance and it would be so much better.That might help, but it's still reliant on RNG. I doubt players want the outcome of their matches to be based on luck. Freddy games are a good example of that with the Survivors sometimes instantly waking themselves up, while other times it takes a full minute for a skillcheck to appear.
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What's the timing on these things, the delay is huge I can't get blinds off very easily.
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@Wolf74 said:
WGLF is NOT about being the stealthy gen jockey, but the soldierboy with the "no one left behind" attitude.The reason I say the stacks should be given for generator completion is that generators are Survivors' main objectives, just as hooking Survivors is the Killer's main objective and he is given tokens for that with BBQ. You see the parallel here?
Generator completion isn't suited thematically for WGLF, but the equal condition of both sides completing their main objectives is why I suggested they be given for generators. I'd be fine with tokens being awarded for reviving downed survivors too, or escaping a chase that lasts 15+ seconds maybe.
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@xmenfanatic said:
In settings you can turn down the music and leave the special effects volume up! I hope that helps with your issue.The only music related option in the menu is Menu Music, not in-game music.
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I agree. The music while injured is Really annoying. Even if I'd rather not heal, sometimes I do just to get rid of the damn music so I can hear ######### again.
Also a reason I hate playing No Mither, the music plays the whole game and you can never get rid of it. -
Doctor isn't showing screams on PC either. I thought it was an undocumented buff since Doctor can see the scream bubbles but Survivors can't. Maybe it's a bug.
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The problem with Decisive Strike is that it allows Survivors to drag out chases for an extra 20+ seconds for a misplay on THEIR part. Not only that, but it's a massive time saver to not have to go unhook your teammate. Imagine every Survivor running this perk. 80 seconds is equal to 1 fully repaired generator just for running 1 perk. Also there's no guarantee the Killer will even finish off the D-strike user.
