colossusqw
colossusqw
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Strong killers like… bubba?
Bubba is consistently ranked one of the worse killers in the roster, and while yes, they can be a bit better with undetectable, they are still nowhere as good as the upper half of the killer roster. Most of the top killers would be straight up throwing by equipping this perk.
I do play more killer than survivor, but I have more than a few hundred hours on survivor as well, and in none of that have any killers been problematic because of undetectable. I will take an undetectable off meta build any day over aura nurse or Henry. Hell undetectable killers are the ones I like to go against the most because I need to actually pay attention to my surroundings, and the few actual jumpscares make my day.
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I've been thinking about insidious, and as fun as it currently is, it could use some love:
After being Idle for 1s, you become undetectable until you act again.
Whenever you are undetectable for more than 3s, when you would no longer be undetectable, it lingers for 10 seconds. This effect has a 45 second cooldown.This would cause the perk's effects to apply to all sources of undetectable, and still keep it in tune to it's flavor, whilst giving it a more roundabout useful lethal pursuer esque effect. Of course, to balance these changes out and not allow them to feel 'cheap', this effect coming with a big enough cooldown and a longer minimum time to apply(1s to become undetectable + 3s while undetectable to trigger the effect) would keep it something you need to think about WHEN to use.
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I feel like Insidious could work well like:
After being Idle for 1s, you become undetectable until you act again.
Whenever you are undetectable for more than 4s, when you would no longer be undetectable, it lingers for 10 seconds. This effect has a 45 second cooldown.
Now it applies to all sources of undetectable, including itself, but critically, it requires a longer minimum undetectable time to activate, and the separate effect is on a rather longer cooldown. It is not quite 'undetectable on demand', but it's also true to it's identity. -
I've been thinking about distressing and honestly, if it were to directly make your terror radius a larger number (For example, setting all killers at 52 meters, which is what it makes the 40 meter TR ones currently) would be pretty good. I don't think it's unbalanced right now, but a change to make it a fixed larger terror radius would actually make it more useful in the killers without as large terror radii.
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@SpyUA said:
I personally think the haste is enough and I genuinely think it might be stronger than batteries included, making so it doesn't track a hooked survivor would be a good change honestly.
Every single time people bring batteries as an example not to buff this perk it reminds me just how badly batteries needs a buff. The issue would not be whispers at all in this comparison, batteries just doesnt pay the perk slot cost.
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@XombieJoker said:
1 use per trial is the risk you take, StB only being used by 1 player if 2 players bring it is like if 2 players bringing Left Behind is a wasted perk slot for one of them. Or that a player can't use their boon perks because another player is cleansing all of them for bloodpoints/build
Exactly, there IS an advantage to having 2 people bring shoulder: You can't shoulder your own burden.
"Oh but its a wasted perk slot because of someone else." No it isnt? Somebody else just got value out of the perk for the whole team by reducing the killer's pressure. If you're the one on death hook first as the shoulder user wouldn't you wish someone else had also brought it to save you?
Not every perk is going to be useful in every game, and while I do agree there should be a way to see other survs perks, strong perks being less than always reliable has always been a way to balance things.
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On the Thrill of the Hunt side, I feel like it could start the triângulo active, and apply a block on all totems similar to corrupts timed block. Would make the perk less volatile and stop bad hex spawns being AS destructive.
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I feel like having a little knock out symbol to warn the survivor its in my would go a long way, that and stopping the hindered if the survivor takes damage, but otherwise its nowhere as bad as people say it is.
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@adam1233467 said:
Thank god, nuke this perk.
I'd much rather they have just reworked it to something more interesting tbh.
Stuff like "When you hit a pallet with a basic attack, after 5 seconds, if there are no survivors within 5 meters, it breaks, then this perk goes on cooldown for 10 seconds." Would be a fun way of giving killers not necessarily loop worthy pallet breaks, but letting them have a more convenient way of clearing the pallets they've already gone through without needing to lose too much chase distance. -
@esarraf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118036#Comment_4118036
The issue being that even one killer like ghoul who can use this automatically means the perk needs a total rework or massive nerf. Since all perks are available to all killers it being broken on one killer means the perk is broken and needs to be changed.
That sounds like ghoul needs to be changed actually
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@CrossTheSholf said:
I think the primary thing that should be done is making weaker killers more viable. That would encourage more people to try other killers instead of kneecapping things people like.
Oh, absolutely, which is why i cited it in the things i'm hoping for in a next PTB.
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@dangersmymidd1ename said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117792#Comment_4117792
No, we do care about new players. I would like to introduce a number of friends to the game but now survivor has been gutted into rinse-and-repeat death simulator how can I persuade them that the game is "sometimes" good, 1 out of 10 matches?
Bruh? I've introduced new people to this game this year and they've literally never used WoO. I still remember my first few hundred hours and yeah I lost a lot on killer and surv, that's just how it goes. Anybody claiming you can't pick up the game without WoO is self reporting hard.
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Monstrous shrine feels like it has very high highs and very low lows imo
I'd suggest reduce the intensity of the slowdown to ruin levels(200% to 150%) to make it have less of an immediate impact, but also make it linger for 10 to 15 seconds once the person is unhooked, so you still get some value in situations where people unhook as soon as you vacate the premises. -
@n000b51 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118049#Comment_4118049
Not bad ideas… however, no main nurses will be agree with these changes, naturally. But I understand the research & development.
Oh I've played my fair share of nurse and yeah, people are really adamant in keeping the odd "high skill floor but disables all counterplay" style of game she has for some reason.
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This might be a meme suggestion but hyperfocus thematically feels like the kind of perk that would allow you to do gens faster at the cost of being oblivious/blind hah.
Being so focused on working the gen that your character completely dissociates.
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@T1MEXII said:
If Nurse needs a nerf then maybe start with a small Fatigue nerf. If she blinks once she is Fatigued for 2 seconds and if she blinks twice she is Fatigued for 3 seconds. Just add 1 second to both.
The issue with Nurse is she does not really play the game. The design problems start when the killer is exceptional at bypassing pallets and other parts of the gameplay loop, whilst having no way of competitively engaging with regular chases.
What I'd do would involve some hefty nerfs for her ability usage in chase, mixed with some buffs for her regular chase, forcing nurse to actually engage with pallets and window loops:
- Buff: Increase base speed to either 4.4 or 4.6 (This is crazy, but hear me out)
- Change: Blinks are no longer on a charges system, but have a cooldown post blink.
- Change: Post blink cooldowns are larger depending on if you used one or two blinks, + if you used a blink attack.
- Nerf: Post blink cooldowns do NOT recharge automatically, instead the nurse needs to hold CTRL to manually go in fatigue and is locked in it until the cooldown is over, to then receive back the blink ability. (This severely punishes stopping to recharge blinks mid chase, rewarding trying to finish a blink attack with a regular m1 chase)
- Nerf: While charging a blink, the nurse cannot see any player auras. (This part is to reduce the prevalence of aura reads as a way to not need to understand survivor pathing and play around it)
What this would do is quite simple:
It would keep blinks dangerous and scary, but it would completely stop the nurse from being able to reload them mid chase. Instead, blinks become a valuable resource to be used sparingly in nullifying a loop or catching a player offguard. The nurse would be actually usable in regular chase, but would need to actually engage in the chase to down you instead of waiting for the recharge and blinking you down. It would make her vulnerable to all the pallet dropping and window vaulting that constitutes regular ingame chases for the first time ever. -
@supersonic853 said:
Insidious really should get the lethal treatment like stated by some people just have it linger undetectable timers by 5 extra seconds I guarantee itll be used a lot as a solo perk with some addon combinations. And that whispers would be good with 10% for the m1 killers.
Agreed, Insidious has potential to be a very fun perk for stealth playstyles, and it wouldn't step on other perks' shoes as it would see most use with killers that already do have some small amounts of stealth, as opposed to stealth builds that bring their stealth directly from perks only.
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Ngl I love going against scratched mirror Myers, because like the pig crouch, it's genuinely made my stomach hurt from a few scares I've gotten.
I do agree it can be kinda stalematey on indoor maps, but I wish the Myers rework had gone more in the way of ambushes and sneaking up to people(without as much aura reading of course) like how the original movie was, instead of the more sequel esque Michael Train stomping over everything. -
@Zakon05 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118026#Comment_4118026
- For Bubba: If you vault the window and begin pre-revving your chainsaw, the survivor is going to vault back into shack and keep moving. Even with Bubba's fast pallet break I think the survivor gets enough distance to reach something else due to the density of pallets these days. Also I don't think the perk is very good on him in general (despite it being his perk) as he is so good at sawing through pallets that taking it specifically to try to outplay one specific tile which may not be in the map just isn't a good idea.
- For Myers: You're dead after dropping shack pallet in most circumstances anyway. A lot of shacks are pushed up against the corners of the map with the pallet side facing towards the edge map. If you reach the pallet Myers will try to charge Slaughtering Strike, break it, and then run you down and kill you, all of these shenanigans with Bamboozle and Knock Out are pointless. Myers is a 1v1 beast and it's why playing against him is so unpleasant these days.
- For Blight and Ghoul: If you're trying to play for distance versus these two then you're playing wrong anyway. Even without Knock Out you have to stay at whatever pallet you just dropped until the killer breaks it because you will not make it to a different tile without the killer breaking the pallet to put their power on cooldown. Even then there has to be something else within a few feet or they'll catch up with power and hit you. I do not see Blight especially ever running this perk.
- You don't play pallets versus Nurse except out of desperation, you try to break LoS and confuse her. If you ever drop a pallet versus Nurse it's because you have literally no other option and you're trying to stun her to buy a couple more seconds. Once she recovers from the stun she hits you regardless. No Nurse is ever going to run a perk which triggers off of survivors dropping pallets because it's completely pointless.
Out of all of the killers you just mentioned, the only one who is likely to run it is Ghoul, as they can use their vaulting power to outplay god pallets like the one in Garden of Joy's house, for example.
Yeah, the more i think about it the more i would prefer it being a base 10% hindered but not be affected by pallet breaks. It would actually be useful against god pallets then.
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@SpyUA said:
I don't think it does cuz it would just power creep batteries, I think it's already stronger than batteries included.
Combining them is not the best idea as diminishing returns exist.
I would say batteries is already not great, but it has something over whispers, which is it can be used in chase!
It may not be always, but those 5% matter a lot more in a chase than outside of one, and whispers is specifically made to never work in chase. It would not be a problem at all to buff whispers haste, since map mobility tools like that are severely lacking.
There is also a case for making the batteries haste bigger again now that diminishing returns exist, but thats for another PTB. -
@Yoshirama said:
Knock out is too much in many loops.
Loops are too short and sometimes you have to drop a pallet to stun the killer and gain distance, but this perk is a lose-lose situation for survivors.You ran away? Killer just go around the pallet and catch up easily, you decided to stay on the loop? Killers will blood lust until they hit you because loops are shorter than lunges.
And is gonna be a nightmare on S tier killers already, Nurse will blink just one to hit you, killers like Kaneki, Billy, Blight, Singularity will be unstoppable.Its a famously rare thing to drop pallets against nurse..
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/472298/killer-perk-changes-feedback
Whispers could probably get buffed to 10% or maybe even a little more since it deactivates as soon as you are near survivors, and 5% amounts to like an extra 2 seconds faster traversing around which isn't really that much.
100% agree. 5% of haste is a lot IN CHASE, which is specifically something you cannot get with this perk. For actual map traversal, 5% is very little.
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Insidious overall seems very interesting, however as it stands, I don't think its quite there in paying for a perk slot with it's effect. I would either reduce the minimum duration needed being still back to 1s, or make it so that the lasting undetectable applies to other sources.(like a lethal pursuer for undetectable)
Something like:
"After being idle for 2s, you gain Undetectable. If you are undetectable for more than 1s by any means, when you stop being undetectable, it lingers for 8s." -
On the Shoulder the burden end, I feel like the limit to having it happen once per match is enough on its own. The broken effect isn't really necessary when the perk cannot be stacked multiple times.
Having the only change be a limit per match and not extra damaging downsides would keep it useful in SoloQ whilst limiting the potential of a coordinated team to remove killer pressure and imo be the best middle ground between what we currently have and the proposed changes. -
Overall i really like what i've seen so far, but a few things i'd like to mention regarding knock out:
- Knock out losing all effects once the pallet breaks might be a bit too extreme. I understand the worries but as it stands it locks the perk out of the hands of many of the killers, including the cannibal, which the perk even comes with.- I would suggest reducing the hindered severity once the pallet breaks instead of removing it completely. Something like going from 20% to 10% once the pallet breaks would still incentivise playing around the pallet, instead of locking the perk behind killers able to vault or harm players at a range.
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@Hoopme said:
Shape jump is basically just like Jason's ability and having Myers have that along with an insta down ability would kinda be busted op
I do see what you mean, and to clarify(i did give a bit of an explanation of what i had in mind but i wasnt really super clear on it, my bad) i don't want something like Jason's ability.
What i had in mind was a mode change that shares some similarities to wraith, but with significant advantages AND disadvantages compared to it. Example:
- Myers stance swap is instant and without sound
- Myers cannot break anything in this mode
- Myers cannot swap stances unless there is physical full cover between them and all survivors
- Myers cannot swap stances within 4 meters of stalked survivors, or 12 meters of non stalked survivors(still need to take into account having visual cover)
- Instead of a super crazy lunge or instadown, stalking serves as a way of allowing you to more aggressively use your phasing to cut survivors off, and would last until the survivor is downed
- Any posibility of something akin to an instadown could come in the ability to grab a stalked survivor within 3 seconds of becoming corporeal
Admitedly it would end up quite different from the way the halloween game handles it's own mechanic, and very different from what jason does as well.
Compare it to Wraiths ability for instance, where wraith gets a lot of map mobility and can pretty much become corporeal right in front of you, but does so at the cost of a loud audio cue and long transition time. Myers' "teleport" would be much more restrictive, in needing a minimum distance, some stalk requirement, and visual cover to position before appearing, but it's instantaneousness and lack of distinct cues would allow for much stealthier approaches and an overall more disorienting and chaotic playstyle in the hands of a skilled player. -
@GentlemanFridge said:
Unknown, because he was the first killer in years that actually unsettled me.
I wish unknown had more stealth to his kit. Don't get me wrong i love Unknown but I've seen people that ran less than meta full stealth builds on it and they're peak terrifying.
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A few changed I'd love to see on some perks that rarely see play:
Monitor and Abuse
Was already a bit of a meme perk before the changes, so what i'd do is increase the reduction to 33%, and making it suppress your red stain while not in chase. This would increase the faux stealth potential of the perk and make it actually see play.
Insidious
Another perk that has potential to be really cool, but in reality just doesn't hit the mark. I'd do something simple by adding an aditional effect, making undetectable linger for 6 seconds whenever it runs out. This would help set up ambushes and hide your approach with some killers, and would work as a sort of lethal pursuer but for stealth. -
Myers because i love stealth killers. Being all menacing and stalking people actually getting rewarded by his kit is something i find really neat, like the proper way to play the guy is to just stand there and stare into your soul while you're not looking, how cool is that?
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Monitor and Abuse.
God i miss the straight 8 meter reduction, now that we got diminishing returns, I'd love to see that terror radius reduction get good again.
Maybe even suppress the red stain for extra sneakyness.. -
@pidgeon said:
Woah an actually well balanced suggestion in forums. They should be disabled for the first bit of the map if this ever does happen.
"Game design is my passion" lol
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@MechWarrior3 said:
Not a bad idea at all, just to be clear though, these doors can only be used by killers that do NOT have access to mobility powers yes?
Krasue, Ghoul, Blight, Nurse, Jason, Spirit etc the doors will be locked 🔒 or not spawn for them?I could see it working either way, since the default powers of these killers is already superior to the doors and would leave little reason to actually go out of your way to use them, but if you believe it to be too oppressive even then, i can definitely see a line being drawn between killers that should and shouldn't get it.
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@THEProblemsolver said:
making an already barley useful perk more useless and the only way it seems to make this perk useful is by having enduring and brutal strength overall not only that to make it useful you have to waste perk slots is it me or her perks are bad to begin with except haunted ground really useful.
I feel like limiting it to default breaks would be fine IF you didn't take the stun from the broken pallete. It's already way behind the curve when it comes to perk strength/usability.
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Yeah, some of the perks i envisioned this working with:
- Insidious. Once every cooldown, you get an extra 10 seconds, which considering that perk isn't super good to begin with seems pretty ok.
- Tinkerer and furtive chase. Adds 10s to each of those timers by virtue of extending the stealth by 10 seconds when they run out. 26 and 28 seconds respectively.
- Dark devotion, trail of torment, unforeseen. (An extra 10 seconds of each like the previous 2)
There are more, but that's about the jist of how it goes -
@Anti051 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055125#Comment_4055125
It wouldn't hurt to have that sort of buff, but at the same time, you don't actually need it to be able to catch people, endurance is what dumpsters the kit. Plus it only takes 1.5 seconds to reveal ghostface and kill the benefit of the buff. There needs to be more than just a speed buff on shroud.
Hmmm, a few things that could compliment that speed buff then:
- Marked survivors are exhausted for the duration of the mark.
- Night Shroud is not canceled on a successful basic attack on a marked survivor.
- Marked survivors cannot gain endurance effects for the duration of the mark.
- Revealing the ghostface is up to 3 times slower depending on the range of the revealed. Up to 8 meters is the same speed, then gradually takes longer up to 24 meters.
All of these changes together with the speed buff would make for a much more relentless ghostface that can deny exhaustion based effects (Correct me if im wrong but dead hard falls into that) and is a lot less prone to being immediately taken out of power. Marking a survivor would become an exceptional tool at getting them down, and you could keep your speed boost to target far away survivors after a hook, thus maintaining pressure on the map.
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@Anti051 said:
There are some pretty annoying bugs with the Ghostface kit and it's pretty archaic in general, but in spite of all that, you can still be good enough to catch people with Ghostface. The big-ticket issue is when endurance butts in and destroys the contest, making you question why you bother trying to have a fair game with such an old/gimped kit.
"You eventually get to a really awkward point in advanced play with Ghostface where it doesn't matter how good you are at chase or macro-management , you'll lose purely because of all the ways that survivors suddenly become invincible."
That is exactly what the speed increase on shroud is for. Going faster allows for significantly more map mobility, pressure and chase potential. It would give ghostie's abilities to contend with good survivors a biig boost in the areas he's currently most lacking.
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What i want to see the most is something the likes of dredge's nightfall, but on a per player basis.
Being weakened by UVX reduces your max view range with a purple fog, and makes you oblivious.
That would be a very nice take on a stealth killer, as you'd be able to individually make your targets oblivious to you, and would work wonders thematically.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054881#Comment_4054881
Not that I'm against your idea in the least, but for the record, this is backwards. Lethal Pursuer's main effect is seeing all the survivors at the start of the match, so you both have no downtime trying to find them (if that's something you struggle with) and can also pick the best chase right at the start.
The aura extension is something they added later to make it so the perk wasn't a dead slot after the very start of the match. The perk was still really strong before that because of the main effect.To the wider post though- I like it, but I think the secondary part could be simplified. Just have it increase timed Undetectable sources by +10 seconds, or something along those lines.
Oh, i could see something like that working.
"Whenever you would come out of undetectable, you remain undetectable for an extra ten seconds, then this perk goes on cooldown for 40 seconds" -
Another way to differentiate this from something like secret project is:
- This perk is a lot more passive, besides the initial stealth, it does not directly give you any undetectable
- Secret project is the opposite, it directly gives you undetectable on a number of occasions, being much more useful on killers without any stealth to begin with
- This perk on the other hand, mainly synergises with other stealth perks like tinkerer and Insidious, and with killers that have basekit stealth abilities, by making the stealth from them last longer
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@Elan said:
You can run secret project with corrupt.
I know, the part about early undetectable is simply to give it some standalone value on any killer, like how lethal pursuer has early aura reads in case you are not going to run any aura perk. The "main effect" of lethal is it's synergy with aura reading, but they still put early aura read in specifically so the perk wouldn't be inert if used on its own.
Edit: to simplify, the important part is the stealth extension, like getting some leftover stealth when leaving pig's crouch or the shape's stalk mode
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@Raptorrotas said:
Use your eyes?
Scan the area with your camera instead of staring at your survivor repairing the gen?
HEY LOOK AT THIS GIANT WARNING TELLING YOU THERES A STEALTH KILLER HERE. are you seriously asking for this nonsense?
What does soloq have to do with this? Due to lack of seriously convincing arguments, I'll just assume usage of buzzwords to summon shallow survs to defend a bad take.
Playing killer and having to listen for the most minute step sounds to find survivors vs hey look its sadako's visual lullaby..
Stealth Isn't meta, pretty much never has been, the only thing it asks of survivors is for them to be on edge and pay attention to their surroundings.. like half the killers already have to play by default.
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@IamtheMilkman said:
https://forums.bhvr.com/dead-by-daylight/discussion/463896/where-is-the-variety
This is super easy to answer!
Because most killers can’t compete on the majority of the maps that usually have a 100 pallets that chain together. Also most killers perks are absolute dog water that offer little to no help in slowing gens or chasing. So why run anything else other than the meta? Especially since survivors are just going to run the meta as well.
YYes Yes today I will play demogorgon without gen regression vs people with dejavu, vigil, sprint burst, [second chance perk of the week] and purple toolboxes. Very fun times indeed.
(I'll stick to things at least as viable as Pyramid Head and good perks thank you)
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@Philscooper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053881#Comment_4053881
in an AVARAGE GAME you dont get this ######### as much as people whine that they do.
i only had a group play flip flop power struggle, bgp, flashlight ONCE in anni, never again in my 2k hour journey.
but people claim they get these bullies quads every 4 matches, (they dont, they just want to nerf and complain for easier games)Like i stated in my previous comment, i'm not saying this happens every game. What i'm saying has nothing to do with 'bully squads' or whatever. I want to be able to play killers without map mobility like doctor or ghostface, and not know for certain that any amount of coordination and gen speed increase mechanics can make it so i am statistically unable to apply enough pressure to win even if i loop well and play for good map pressure. Is this a problem with nurse? Of course not, nurse is due a nerf for almost a decade, but it doesn't change the fact that the game's current state just allows for the bare minimum amount of coordination from survivors, and i mean like having a single duo in a team and have them bring good gen perks, to pretty much cut off the bottom third of the killer rooster if they play decently. A ghostface can outskill a bully squad, sure, but there are games against just regular survivors that bring good gen perks that will literally not allow even a good ghostface the time to apply any pressure before the game is over.
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@Philscooper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053710#Comment_4053710
Gens dont pop in 20s, literally impossible for that to happen.
Nerf toolboxes, nerf hyperfocus. Thats all you really need.
Because at that point if gens fly after these nerfs, its a skill issue. Gens will fly if get looped.
Sure, 20 seconds might be exagerated for most situations, but i've literally seen videos of people timing their gen speeds with all the possible toolbox + perk combos go for 15 seconds(with a literal timer on screen). For fairness sake, sure toss that aside as an outlier because it's literally all the best toolbox addons and perks combined, but to just say it isn't possible is disingenuous.
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@Philscooper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053506#Comment_4053506
I can garantie you that even if they did had a "200% progress limit" gens would fly the same way they always did.
Ok, what should be done, then? Because 20 second gens are not a fun time.
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For me it might be something on the south america servers, but after 6pm or so the amount of people playing very competitively and putting some BM in the mix increases exponentially. Before that point things are very chill though.
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@talbotblight said:
can we please talk about how unhealthy the Dustin and Eleven generator perks are? generators already have several perks and addons that increase gen speed exponentially, making the life of M1 killers already unbearable with the gen speeds, why are you making it even worse??? toolboxes are overtuned. generator perks are also overtuned, making the current state of the game unhealthy and causing problems like tunneling. gen speeds need NERFS, not buffs. is this game balancing made by a toddler? you guys have literally no awareness of the game state. unbelievable.
It's genuinely so frustrating to end the first chase in 20 seconds and by the time you're putting someone on hook a gen's already popped. Like what can you even do against that? There should be a 200% speed cap on each individual generator, making it so it can't progress faster than that. That way each individual gen speed or toolbox would be just as good on their own, but stacking them all on a super top heavy build wouldn't be viable anymore.
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@Rokku_Rorru said:
Yeah Unknown could really use some love, it takes so much time to go for M2 if you make mistakes. Time to kill needs to start being measured in DBD. I'd even take being 110 for a shorter ranged attack CD.
Honestly if Unknown had an effect like dredge's nightfall, but survivor specific, that would be really interesting. Like if you are weakened your maximum view range gets reduced by a purple fog and you are oblivious, that would allow for a lot more "in character" stealth possibilities after you've secured your first hit.
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@XDgamer018 said:
tbh mangled and hemorhage should just be "until healed"
Or at least pause while on hook
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It feels like a bug tbh, since twhack works with killer powers and all.
I really hope its changed back.