ALostPuppy
ALostPuppy
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@csandman1977 said:
https://forum.deadbydaylight.com/en/discussion/comment/1749115#Comment_1749115
Nurse would like a word. She is the only killer absolutely reliant on her power.
https://forum.deadbydaylight.com/en/discussion/comment/1749150#Comment_1749150
Yes in terms of he acts the same as every other killer. His power has a big ceiling but a noob can get a kill without using his power.
Dunno what you mean with that. Yeah she's reliant on her power but that doesn't really say anything about the mechanical difficulty of them.
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@Wesker said:
https://forum.deadbydaylight.com/en/discussion/comment/1749115#Comment_1749115
The Blight is easy to use?
Yeah? You move fast, slam into walls, rush into survivors and hit them. Nothing too difficult to understand there for anyone that has moderate experience in videogames involving a first person camera, but there's more to learn when you wanna go in-depth with them. Like I said this game is mechanically very simple and easy to understand, there's nothing in this game that a new player couldn't learn to use somewhat effectively in a few hours of playtime.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1749115#Comment_1749115
2 simplest killers in the game: trapper and wraith
both are still played
simple killer does not mean stale gameplay for their mains.
Should've clarified what I meant. It's more to do with their power being very simple and not having much to it, and the fun gameplay comes from the survivors you go against, not because you're finding out anything new about killers like Wraith or Trapper because there's hardly anything to learn (Actually Trapper might be an exception tbh, because everytime a new map comes out you have to learn the best trap locations etc).
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Every killer released has been easy to use, that's the whole beauty of DbD, this game is very casual and as simple as it gets. Some definitely have higher skill caps, but there isn't a single killer in this game that I would consider to be not noob-friendly or difficult to pick up and play for anyone that has mild FPS experience.
Also why would you want a killer to become even MORE simple? You do that and the killer becomes very stale very fast. I want to actually play a killer that I don't learn everything about in the first hour of playing them.
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@Marigoria said:
He's also one of my favorite ones to go against, idk why people don't like him...
Because the way you play against a Deathslinger is stealth, and it's a playstyle not many people enjoy. Not really hard to understand why people hate him.
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@Ace_Ventura said:
https://forum.deadbydaylight.com/en/discussion/comment/1746285#Comment_1746285
Boring - the survivor synonym for "has anti loop, can't loop by running in circles 4head".
You guys really are NPCs huh?
A lot of people find Nurse, Huntress, Demo, Oni, Blight and Billy fun, myself included. All of these killers have something to deal with long loops and can end chases fast. But yeah you're so right! We DEFINITELY only want to literally run in circles, see how far that gets you against Blight, Nurse and Huntress. If a survivor is running in circles around you for the entire match, which according to you wise killer mains is literally all we do against killers that aren't Spirit and Deathslinger then you need to really get better at some of these killers because almost every single one of them has good anti-loop.
I'm deeply sorry that people find your killer boring and they want to express that opinion on the forums :(
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@Buckoben said:
https://forum.deadbydaylight.com/en/discussion/comment/1746285#Comment_1746285
Because your literal argument is he's boring. It's a poor excuse. And, the only reason you guys insist on using this excuse is because the devs use it as well, quite poorly.
It's a poor excuse for what? All me and everyone else is doing is stating an opinion, it's just you and everyone else who plays this killer have taken it so closely to heart and can't stand to hear anyone say this about your main. Literally why do you even care what we have to say about this killer?
And I have no idea what you mean by the second statement. That's not our only reason for calling Deathslinger boring tf? If the devs didn't "use this excuse" our opinions of the killer wouldn't magically change. He's boring because he's uninteractive as hell in a chase (the only thing that the majority of survivors find fun) and your skill as a survivor doesn't mean anything, not because the devs said so.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1743223#Comment_1743223
https://forum.deadbydaylight.com/en/discussion/comment/1743256#Comment_1743256
Please tell me how I should counter him. I would love to actually have fun playing against him.
Here are the two things people always say:
1) Use stealth against him! Not feasible, given his minuscule TR and the prevalence of M&A. Yeah you can, just run Spine Chill! Running a specific perk just in case you happen to get a Deathslinger is not a reasonable counter. You may as well say "Just run Calm Spirit" to counter Doctor, "Just run Small Game" to counter Trapper, etc.
2) Split up and rush gens. This works well against pretty much every killer in the 4v1, but the problem people have with Deathslinger is not how often they survive against him; it's the lack of counterplay in the 1v1. Splitting up and rushing gens does nothing in the 1v1.
If you are at a safe pallet, you can pre-drop it before he has a chance to shoot you. That is the only way to avoid taking a quick hit against Deathslinger. However, most maps don't have that many safe pallets, so flinging all of the safe ones down early is usually not an effective counter. Otherwise, you simply need to hope the Deathslinger makes a bad play. That is straight up not fun, even if the Deathslinger is bad, because survivor skill does not matter. You never get to say "Wow, I just dodged him! What a good juke!" You only get to say "Wow, he missed again. He sucks."
Those are the only 2 feasible ways to play against him, yes. It's dumb but...hell idk I can't even be bothered complaining about this killer anymore. Anyone who thinks he's fine turn into brick walls and refuse to acknowledge your opinion of Slinger being boring, and will go to unfathomable lengths to tell you why you're wrong, and anyone who thinks he isn't fine have exhausted all their talking points to death now trying to get through to said brick walls.
Honestly I don't even hate Deathslinger anymore I'm just numb to it at this point and no longer care.
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Makes me wonder just how much they use stats like this to determine their changes. If we took all the stats into account and nothing else we would come to the conclusion that Nurse is the worst killer in the game but that is objectively not true in the slightest.
I really hope they stop this "from the data gathered we did this..." Because changing almost all things in the game primarily based on data is just not good for the future of this game at all.
Remember according to them, people who run object have a low escape rate so the perk "really isn't that bad"...
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As someone who plays a bit of Deathslinger in sick of seeing these posts made by the same few people about him that want to do nothing but ######### on everyone who has an issue with him and will refuse to listen to the other side of the argument.
I know Deathslinger is complete BS, I complain about it a lot, but I still play him and don't care what other people have to say, he's fun. Why should you care, at all, in any way, on any dimension... if people don't like a character you main in a videogame? That's so pathetic.
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Because the survivor who's playing well is already having their fun by outplaying the killer and surviving. The one who isn't playing well will get their fun from somewhere else, such as tbagging, because they're not that good at the game so they're not having fun going down quickly and getting outplayed themselves.
Also tbagging makes you lose distance you could've gained on a killer so why would a good player do it knowing this fact lmao
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Every killer is viable at red ranks,
You do not need to play Spirit or Nurse to consistently win games at red ranks, half the people on here rarely play these two killers and do just fine.
If survivors are truly genrushing you're not winning as ANY killer except Nurse with a good build. But you never see these teams, this "genrush strategy" may as well not exist because normal survivors don't play like this.
If you're getting chased for several minutes with any other killer that isn't spirit or nurse you need to brush up on your fundamentals and get better at looping tiles. Or learn when to break off of a chase
If survivors are running in a circle in chases against you and that's literally all they're doing as you claim, that's because you're not making them do anything else and you're also following them like a puppy, holding W and not doing anything else to make them guess where you're coming from at a tile. And most killers these days have ways of dealing with survivors running in a circle around loops like that (unless it's like a cold wind loop or Ormond or something).
I recommend watching people like Otz play killer, or Scott. Watching people is also a good way to improve. As well as looking at their YouTube channels for guides, be it specific killer guides or Scott's "How to run tiles as killer" video.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/1743717#Comment_1743717
So Flashlights VS Maps = Maps win?
Maps give you locations of totems, gens, exit gates, chests. With the right add-ons they can be shown to your entire team, so there's ruin undying sorted, as well as finding gens on maps like The Game and Hawkins.
Flashlights get you killed.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1741677#Comment_1741677
Want to start designing the t-shirts? Maybe it'll help convince people to join the cause lol
I will definitely join this club and buy a t-shirt. Anything to remove Hag and her stupid face and breathing from the game.
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I don't think bringing him down to 110 is the right play. He needs longer cooldowns on things like his teleport and a slightly longer time in-between placing snares.
Teleporting should be a flat 45 seconds and not affected by how many people are asleep, especially with the way his sleep mechanics work. Passive sleep timer, when you fall asleep the clock is on the complete opposite side of the map, snares now affect you, no terror radius, survivors waking each other up takes longer each time you do it....so overtuned for absolutely no reason. And when everyone's asleep that 45s timer gets down to around 18s. 18s to teleport to the other side of a map, directly on the survivors objective, with nothing slowing you down whilst you're teleporting over? It's absurd how much he gets for free.
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Customised basements either for each killer or allowing the player to customise them would be a really cool idea. Would definitely want to get rid of the artificial lighting seeping through the walls (which come out of nowhere btw. It looks like sunlight coming through the planks but the basement is underground? That's always confused the hell out of me, the lighting looks so weird. The blood dripping effects look great though.)
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Because flashlights are the worst item a survivor can bring, and against any killer with half s brain cell you're never going to get a flashlight save. Ever.
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You're telling me you don't like how Spirit can do literally nothing and make you randomly guess everything she's about to do with her power where none of your skill or input matters at all? And that her power has a very short cooldown so you're doing this the entire time she's chasing you?
You're clearly an entitled survivor main who only wants to run in circles and bully a killer, because that's literally all survivors want to do and that's DEFINITELY how you play against every single killer in the game that are also considered fun to play against. Demo, Huntress, Billy? Yeah you're just holding W and literally bullying these killers, this is why you hate Spirit, you clearly need to adapt to her mInDgAmEs, you're complaints and opinions about a killer being boring are wrong because I said so.
Sincerely, a killer main with little knowledge of the survivor role.
/s, btw in case you were confused.
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Me and several others on here have a VERY bad taste in their mouth after the garbage that's happened to Billy over the last year. First it was the camera and animations that were changed with no warning at all. We all thought it was a bug and would get fixed.
It wasn't a bug and literally none of the devs have commented on this. Ever.
He makes a stupid roar that annoyed me to the core after the first 2 days. I don't want to hear him shout louder than literally everything in the game when I start chainsawing who the ######### thought this was a good idea? It's also not just a cosmetic change, it literally hurts him in a chase because you react to sound faster than a visual cue, so curving was slightly shadow nerfed because of this.
The overheat mechanic with the nerfed cooldown rate absolutely changes the way you play Billy too, and if you say it doesn't then you didn't play Billy much in the first place. I would've agreed with you in the first live patch. The cooldown rate of 5 ticks/s felt perfectly fine. It prevented people from spamming the chainsaw and facecamping with it revved, which is what they wanted to do. But then for no reason after everyone was happy with the change they ######### nerf it again a week later because the almighty stats told them people weren't overheating enough? Are we for real BHVR? Can't we just play a killer the way we want without your tedious limiting mechanics getting in our way?
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@YaiPa said:
one of the many exploit BVHR never firmly disapproved, hence it is considered legal for whatever reason...
You can't ban someone for wanting to make their game a little brighter so they can see what they're actually playing lmao.
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Let's hope they've tried to address the issues of dead zones on autohaven, and the giant singular map-wide loop that is Ormond. If they haven't then I'm really not gonna get excited for these maps coming to live. They're just gonna be the same as usual but with prettier graphics so you have something to look at whilst sitting on a gen, and also with breakable walls, something everyone loves.
Eh tbf though, Ormond can't get much worse, and autohaven maps are rather RNG dependent. Who knows hopefully they've got it right this time.
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Honestly breakable walls should be a survivor mechanic in the first place. Survivors should be putting up the walls, maybe the action takes 20 seconds or so, with AMN the time is halved or something and it goes on the 60s cooldown. Killers should not have to deal with this extra garbage that was advertised to help killers but they're instead almost always a detriment that you have to now go out of your way for to deal with, because most walls are just pre-dropped god pallets in places where there was simply a ######### empty doorway before. So that's why moving the mechanic to survivors would make sense. Spending time to create a good, one-time setup like that would be a much better idea than the one they have now.
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Where do you find survivors like this? Can I swap my solo q games with yours? My solo survivor games would be so much more fun if there were people doing dumb ######### like this.
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@Leachy_Jr said:
I knew this would be brought up eventually.
Hit and run is boring for survivor as you don't get any longer than a 30 second or even 20 second chase. It feels crappy just seeing the killer bail you whenever you get to a pallet or really only hit you when you can't do anything like in a deadzone. The issue is that the killers have to do it because leaving 2 to 3 survivors doing nothing for upwards of a minute can throw your game.
It's why I want longer more interactive objectives, so killers can actually have long chases without being punished as hard as they do now. Along side balanced maps.
The longer you make objectives, the even longer amount of time 3 other survivors are gonna be sat around holding 1 button and getting even more bored than they already are. It's definitely a balancing nightmare that BHVR have obviously tried really hard to make work, I don't think making objectives any longer or shorter is the way to go about it.
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@ObscurityDragon said:
I faced Otz, on stream, he was playing clown, and i was playing some memes with a friend
We got destroyed
But we had a blast like never
It's bizarre that Otz can somehow make Trapper and Clown games actually quite fun. Idk how he does it.
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He's spammier, buggier, and they haven't really fixed the things they set out to fix. So basically in BHVR's eyes pyramid head is now fine and they're happy with the changes.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/1738224#Comment_1738224
there could be ways to make it not too rng heavy: snow and roots that are visible for example, so it would depend on your input and it’s avoidable but can be placed to make strong loops less strong? Or make it so it only happens after the chase goes on for a definitive time span so you can abandon the chase before eng can kick in..
If you wanted to have hazards on maps like that, that could be a cool idea. Some patches of areas on the swamp could be quite deep and slow you and the killer down (slow the survivors slightly more obviously) but there would be a decent pallet at this location. Or you get caught in thorns or something and you're slowed down a tiny bit (I'm talking maybe 5 to 7 percent at most. Nothing crazy but also not insignificant)
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Would be a cool thing to have console players be able to access the PTB.
But the thing that would be even cooler is if BHVR actually put this PTB to good use, and actually got us to test new things and get some actual feedback. Because all the PTBs are right now are these small periods where they get to tease the new content and attempt to patch out any bugs that they can in 3 weeks before the update hits live. Feedback has been mostly pointless. They have this test build where they could do literally anything and it wouldn't matter, and people could choose to download and test it. Then they could actually take in some feedback and suggestions and put those changes in a later patch if they're happy with it.
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Ewww no. Tripping over because of RNG in a game that's already pretty rng heavy is a big no-no imo. I'd rather my not lose to something that's completely out of my control and happens at random because my character thought it was a good time to suddenly trip over and lose the chase for me with no input from me or the killer. Consistency is always more appreciated in almost any game, because RNG gimmicks like tripping very quickly go from funny to extremely tedious (*COUGH* SMASH BRAWL *COUGH*)
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@TripleSteal said:
https://forum.deadbydaylight.com/en/discussion/comment/1738119#Comment_1738119
And why is that?
I mean, it COULD work this way, but why SHOULD it?
Idk it'd be a nice thing to have? Does there have to be any other reason than that?
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@TarveshV said:
https://forum.deadbydaylight.com/en/discussion/comment/1736819#Comment_1736819
We can always give the killer the option to play against SWF or not. Communication is basically the only tool you really need to win SWF. But I guess 16 second chance perks making it fun for one side and a night mare for the other is the better option?
The only tool you really need to win any survivor game is half a brain and to split up and do gens. If all survivors are doing this perks and Comms are irrelevant and are definitely not the main reason why you got stomped. You wouldn't suddenly feel better knowing that you got beaten in 5 minutes by people who weren't running these deadly "2nd chance perks."
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@lunaticlifter said:
@McLean just confirmed me on twtich , that it's an issue, so guys sorry for breaking your expectations, but it will be fixed.. i only hope devs will realize how bad is the standard fov is, and 10 degree more doesn't ''BrEaK the game'', and all the survivors '' crouching-window JuKe'',.. a good change for console players just went down in a matter of days. At this point i have no reason to play nurse on console anymore, since the bad fps, the low fov, and perk slot i have to sacrifice for shadwoborn.. gg
In their eyes, 87 degrees of FOV is fine, and if you want it to increase to acceptable standards for 2020 you have to sacrifice 25% of your perk loadout for it (to some killers that's literally 25% of their overall effectiveness). If it was any higher than 87 you would literally be at such a huge advantage that you would completely disrupt the game balance. God bless BHVR.
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@TarveshV said:
Just start labeling certain perks as second chance perks (basically every exhaustion perk plus unbreakable and DS would be a second chance perk). Members in a SWF group can't use these perks.
Oh god are we back to this whole "limit the options that people have because they want to play with their friends" thing? I thought this argument was laid to rest. You do that and the game dies, the ones that are left dodge lobbies until they find each other and play that way. That's how it was before SWF was added.
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A default Meg.
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@HollowsGrief said:
The perk should function like this and still be a perk. Good idea, though not original but I disagree with it being base kit, the only thing that should be "base kit" is there should always be an obsession in the trial no matter what perks are used. Also there should be a downside to being the obsession, idk what it could be but currently it is only a good thing to be the obsession (a lot of extra BPs.)
A downside for the obsession? Hard disagree. Giving a random survivor a debuff that's completely out of their control that they get for just loading into a match is not a good idea. I don't wanna load into the match, see that I'm the obsession and think "darn well guess I should've DCed and not be disadvantaged simply for playing the game". If you want obsession perks to have more of an effect on the actual obsession sure, but not as a default mechanic for killers. We need to stray away from RNG, not add more.
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Blight is probably the perfect example of a balanced killer right now. Very high skill ceiling, the highest in the game, has an equal chance of getting slaughtered and slaughtering, tons of opportunities to be outplayed on either side and it's down to the skill of both sides who actually wins. Not to mention very fun and great even without add-ons, hence the "perfect example". Oni is another decent example but he has some add-ons that are ridiculously strong like topknot. Billy used to be another one but not sure anymore. addon-less or with the overheat add-ons he's kind of the same as he was before, but his new add-ons turn him to a gimmick killer if you want something that's actually stronger than addon-less.
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Eh, they probably thought the match was over at that point (and crate of gears, tampered timer with a bunch of hexes after 1 had died and 2 went down on Midwich? It probably was no matter what they did). Not saying it was right to DC or whatever but that's what they were likely thinking and wanted out before they had to play out the rest of the match that likely grinded to a halt.
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I get where you're coming from. Stealth killers are always good at getting a free first hit and that's really it, but a few people and a certain popular killer streamer popularised a very interactive way of playing these killers and it's what everyone does now with them. It is the theoretical best way to play them but it's not exactly fun when the killer just doesn't want to do anything but get those kinds of hits. Scratch mirror Myers is the same thing. It's fun and exciting the first couple of times because jumpscares make you go aaaa, but it does get old when you know that he won't commit to a chase because he can't but can also see everything you do.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/204268/why-do-survivors-assume-killers-are-stupid
The one I love the MOST is how often a survivor is running directly behind me when I’m carrying someone else to a hook.
Because...you know... presumably all killers play this game on mute.
Well it really is like a lot of killers play the game on mute and have no idea what footsteps are supposed to sound like. Dumb stuff like this works more often than not because you run into more bad players than good ones.
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No because there's no challenge and it's boring as hell. Why play a PvP game if you don't want to be challenged? Getting back from rank 15 or wherever I was after not playing killer much for months was the most boring thing I did in this game. It was so dull going into every match knowing you're gonna win in 60 seconds. Combine that with terrible queue times and I don't even know if it was worth it in the end.
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@eff said:
https://forum.deadbydaylight.com/en/discussion/comment/1734074#Comment_1734074
What behaviour, dude? Stop playing or what?
To make you tilted and hopefully have a reaction if you see them again in your lobby. If you tilt you play worse, and the cycle continues. That's why they do it.
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Why do you think it's called a "teaser trailer"...
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1733448#Comment_1733448
https://us.v-cdn.net/6030815/uploads/XC1KCQUCKP5A/20200731154105-1.jpg
No pallets right here for as far as you can see. I can't refuse to use something if they don't exists. As the number of pallets decrease, the power of killers increase. It's a horrendous trend.
Gotta love autohaven maps... BHVR did such a good job """balancing""" that realm in the mid-chapter ages ago didn't they lmao.
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Jesus Christ there are some really hateful people in here getting so worked up over something so benign in a ######### video game. Take a breather, chill out, it's not the end of the world that someone wriggled off the hook in front of you.
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These are all really cool ideas. Not sure about Haunted Grounds. As long as it's not useable literally instantly, and you would have to wait 60s at the start of the trial I think it'd be pretty balanced. Retribution seems....overpowered as hell. Any amount of permanent aura-reading is ludicrously strong and negates any and all mindgames for free. You should keep retribution as is, but everytime any totem is cleansed you see survivor auras for a few seconds.
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Just get hit through pallets. Although even when I try to do that they take a solid 5 seconds to realise that I'm not dropping it and holy ######### just hit me through the pallet why are you so scared of being stunned stop worshiping these pallets
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Alright, cool, can't wait for it to be completely different to what everyone's speculating about because this has happened every single DLC without fail.
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If anyone takes, or took, this whole "rulebook" thing seriously in the first place they're an idiot.
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Your entire game plan is aiming at people and shooting them. This is all Deathslinger does and the only way you're gonna get better at this is by practicing a lot.
Also run monitor he basically turns into a stealth killer.
