APoipleTurtle
APoipleTurtle
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Not really sure. Mostly because it's highly unlikely that any more of the indoor maps will see visual updates besides The Game.
Lerys already received a visual upgrade as part of its overhaul at the beginning of this year. Hawkins and Midwich came out late enough to already be roughly on-par with the updated maps in appearance.
Though I guess if they do perform a visual update to The Game, I'd imagine they would add way more easter eggs to reference some of the famous traps from the SAW series.
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I think the rework to Ormond was actually a surprise highlight for me. I know other players have run into problems with it spawning way too many deadzones, but I've been lucky to get some less-borked versions of it and have had some really fun (and close) trials there as both roles.
Considering Ormond used to be an absolute misery of a map for most killers, this feels like a really solid change to me.
Killer of the Year is probably Blight. He's pretty fun to play, pretty fun to play against, and has a high enough skill ceiling to remain a pretty exciting character to learn even a few hours in.
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Not usually.
...Unless I'm trying to Adept a killer (Adept Twins is a pain).
On the survivor end, if I die but had a fun match along the way, then I'd consider that an entertainment victory.
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I'm okay with Oppression having a cooldown (though I agree with everyone who's said that it should get a shorter one than it's current 80 seconds of downtime).
I actually think Oppression is otherwise in a pretty good spot and is mostly let down by how impotent base-game regression is.
I think it would be better if we saw some improvements to standard regression instead of lumping a bunch of buffs onto this perk. For example, I'd say a small amount of "instant regression" should occur on any gen kicked by the killer (maybe around 5%, a.k.a. 4 seconds of progress) and the regression speed should be bumped up by 100% (to -0.5 charges/sec up from -0.25 charges/sec).
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As far as aesthetic environments go, I'd really like to have some settings based around classic buildings of power. Medieval castles (and/or castle towns), ancient pyramids (tombs), middle-eastern palaces, or maybe even something set in the upper floors of a large skyscraper/tower.
For what it's worth, I could see them doing that abandoned mall idea as a later addition to Ormond. Maybe it's just because of the snow in that picture, but it seems like it would fit the vibe of that realm.
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I'm kinda sad about the holiday sweaters too. I already missed Zarina's because I was offline taking care of my Grandparents that weekend and forgot to redeem the code before the event cycled over on the 7th. Knowing me and my memory, I'll probably brain-fart my way to missing another one too.
I guess I hope they at least make these things available for shards in the store afterwards...
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If you could put up with learning Nurse (and dealing with some of the outdated "quirks" of playing Legion on a regular basis), then Huntress won't be anything too miserable. In fact, I'd say she was actually a rather exciting killer to learn (and that's coming from a console player).
Practice is king, but you can always check out online guides (like this one) to set you on a good path earlier.
I'd highly recommend starting off with any of Huntress's add-ons that reduce wind-up time, cooldown (between throws), or that give you extra hatchets. Anything to encourage maximum use of her power as much as possible (you'll learn faster if you try to use them more often). Glowing Concoction is also worth considering if you want to try cheeky follow-up shots after successful hits (especially at range).
Ironically, you should probably also avoid using her Iridescent Head while learning her (it makes missed hatchets more punishing).
Oh, and bring Whispers. There are other perks that synergize well with Huntress, but Whispers is just such a pleasant QoL boost for her (and helps her deal with her massive humming radius better).
She's really not that terrible to learn, but starting off with a decent idea of what tricks you should be using to more reliably land hatchets will make her far less initially frustrating.
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I mostly agree.
...Unless I'm playing Doc, who can quickly turn their Urban Evasion into an Urban Invasion (of their personal space).
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SAW will probably bring you more enjoyment (and value) in the long run.
While few will dispute that Freddy is probably a stronger killer than Pig, Pig is still able to be effective and fun in her own right.
Plus the SAW Chapter gives you access to Surveillance, Make Your Choice, Tenacity, Detective's Hunch, and Stake Out (which is a terrible perk, but super useful for "Get X great skillchecks in one match" challenges).
Nightmare on Elm Street gets you Blood Warden... and pretty much no other perks truly worth much consideration (I also like Pharmacy personally, but I'd agree with anyone who says that it ain't a great perk).
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@SocialDistomancy said:
shia labeouf to see him get hooked 3 times, after a long chase and a lot of tbags, with the killer leaving him slugged the third time and shia screaming, "just do it!"
Shia Labeouf should probably cameo as Leatherface, just so he could be the "actual cannibal" for a lil' bit.
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https://www.youtube.com/watch?v=AEV42WUJpoU@SoySensual said:
Someone can please give the information when you saw it?
They specifically talk about Freddy at around 55:30 in the video
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If Douglas Adams has taught us anything...
42
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While I don't know if it's necessarily what they would do, the buff(s) I really want them to do would be to make more perks work for the full team, even when only one survivor is running it.
Kindred, Aftercare, and Better Together [situationally] do this, Open Handed always does this, perks with ranged team effects (Prove Thyself, Vigil, Streetwise, etc) do this, and a lot of really mediocre perks could probably be half decent if they were buffed to work like this too (such as Buckle Up, Visionary, No One Left Behind, and more).
Survivors probably shouldn't get any more self-sufficiency perks (a.k.a. "second chances"; the perks that usually become meta and then get complained about), but they could definitely see improvements to the teamwork aspect of their role through buffing some of these perks.
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Hag (and Trapper to a lesser extent). I'm not a fan of zone-control killers like her. I'm aware of how to play her well and I've used these tricks to achieve good match results on occasion, but her ideal playstyle just isn't my cup o' tea.
If we're doing honorable mentions now, then Ghost Face is mine. Entirely because I hate how inconsistent his Shroud/Reveal mechanics still are.
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I've been playing Victor similarly to Huntress actually:
- 1: Find a target, get Victor up close to them (or just within range if you're feeling confident), and charge up Pounce.
- 2a: Survivor is either going to play like a potato and pay you no mind, in which case you just predict their direction and Pounce on them.
- 2b: Or the survivor will actually use their eyes and perform evasive maneuvers. Wait to Pounce until you think they're about to dodge back into your attack's hitbox (much like with Hatchets).
It's been working pretty well so far and has landed me a lot of Pounces, though the extreme ease of removing Victor and the laughable Incapacitated status have still left the Twins feeling pretty unimpressive in my opinion (well, if they aren't primarily camping and slugging wherever possible). I've been on the cusp of Adept like 3 times tonight though; just had some really rough luck with Hatch spawns and survivors who were aware of the missing collision on part of Gas Heaven.
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I prefer to feel that I've earned cosmetics. Not so much through the Rift (where you're basically just leveling up through 70 tiers of rewards), but in ways where I will have a definitive say in which cosmetics I will receive.
So ideally through Event currencies (RIP), Shards that I've gathered, or Prestige (essentially Bloodpoints earned towards one character).
I also enjoyed the challenge of earning all the Crowns during the Anniversary event. Really hoping they'll consider doing more things like that in the future.
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Admittedly, I still wish that the Hex perks would be sorted by their actual perk name and not get placed under "H for Hex".
I'm always like "where the heck did I put [insert Hex Perk here]?!" until it dawns on me to check the middle of the alphabet again.
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Instructions unclear
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If you haven't already, raising your controller sensitivity can go a long way towards making Console-Blight feel better to play. Though it could also make it a little trickier to switch back to other characters if you aren't used to it.
His add-ons that decrease Rush Fatigue time can also make his power feel less punishing. I usually just bring one or both of these if I'm not trying to do something creative with one of his stronger add-ons.
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Always a fan of expanding representation, especially now that I've already gotten my German survivor. Would definitely love to see them tackle either form of "Indian" (Native Indian or Native American) in the future.
If possible, I'd especially like for them to consider having one or both of these survivors NOT be loosely from the present-day (unlike all other survivors thus far). For example:
- They could have an Indian survivor who is/was a Sepoy (Infantryman) during the first World War. There's a lot of fascinating history to explore there which could be used to develop the character.
- A Native American survivor could be brought into the Fog as the result of an unfortunate detour during their rites of passage into adulthood. If the DbD team ever does more with Hellshire Penitentiary in the future (it's presumably located in Nebraska, which had many indigenous people), it could be a good opportunity to create a character of this heritage.
But it's all just some wishful thinking. We might be spending a little more time roaming around Europe first if they continue to expand the saga of Dyer Island and it's mysterious cult.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1805960#Comment_1805960
Good idea but I still feel like this could be a wee bit strong. You would only be able to get this if everyone has been hooked twice (if not, then you were probably going to win anyways by killing someone really early on) with one of the survivors being sacrificed. This means that the remaining match becomes a 3v1 but the killer can mori the next survivor he/she finds, giving very little room for error on the survivor side. Most of the time at high ranks, you are still probably going to struggle to get everyone hooked the right amount of times. This might get confusing now that I think of it.
To be clear (because it seemed to be misunderstood), the mori earned would only affect the last survivor remaining in the trial (they couldn't be mori'd unless all other survivors were sacrificed, dead, or escaped, much like how the Cypress offering already works). It's not a free kill on-the-spot because the killer just got 9-10 hooks unless there's literally no one else left.
It would be a reward for playing very well during the trial that ideally should be difficult to regularly achieve unless the killer is consistently playing at a high level.
I don't see how it would be particularly confusing either. Hooks are already the killer's main method of achieving their goal and the devs could simply add some sort of small UI pop-up to let the killer know if/when they'd achieved the stipulations to get their end-of-game mori.
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I'm going to say "yes, but"...
...I don't think the Cypress Mori should be purely thrust into the base-game as a bonus for sacrificing everyone else.
I would much rather see it implemented as a reward earned for playing an excellent match as killer. Instead of tying it to sacrifices, I would say you could mori the final survivor left in the trial if you achieved at least 9-10 Hook Actions (including PH's Cages) in the trial.
This would allow you to earn your mori even if one survivor happened to escape (creating brutal consequences for the survivor abandoned by their teammate) while also preventing overly-campy killers from being rewarded with this flourish.
It wouldn't be something most people would earn every match, but this also wouldn't be a particularly special reward if it was easy to get. Plus I'd be interested to see just how far mercy-hatch generosity will extend if it means trading off a well-earned mori.
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I have no qualms with using some of the meta perks that I derive genuine enjoyment from (like Dead Hard, STBFL, etc), but otherwise I usually only run the other meta options if they either relate to a build I'm playing with (such as Unbreakable + Tenacity + Flip Flop) or if I'm just filling an empty slot not needed for one of those builds.
Though lately I've mostly been playing around with a locker-shocker build and the classic Shaman (a.k.a. "5-Totem") build on some killers. Variety is the spice of life.
...and cinnamon. Cinnamon is also the spice of life.
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Nope! Using your flashlight for its intended purpose (blinding the killer) is not toxic, at least not in my book. It's a fun item that ironically is also more likely to benefit the killer (well, maybe not Wraith/Hag) in the long run due to the risk associated with using it.
...with one exception. I despise survivors who map the flashlight to their scroll wheel (or use any other method to click the darn thing faster than humanly possible). If I was ever going to describe what toxicity in DbD sounds like, it would probably sound like that.
I ain't trying to get blinded by the mythical Ultra-Rare Flashlight.
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...If we're going to buff Distressing than could we also tweak its BP bonus to be useful? Because in-trial BP modifiers are pretty much worthless (hence why most killers use BBQ & Chili while perks like Distressing/Thrill of the Hunt/Beast of Prey go mostly unused unless someone just wants their main effect).
Allowing perks like these to increase a category's cap by 25% (raising it by 2,000 BP) would probably be a good step.
If they were feeling really generous though, they could even allow perks like this to award double post-trial BP based on the category they affect (ie, if you earned 5,000 Deviousness points in a trial, then Distressing would give you an additional 5,000 when the trial ends). It'd certainly go further towards reducing the grind that keeps building up.
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@Xyvielia said:
On a side inquiry:
Has anyone attempted a Styptic on Victor?
I only vs The Twins once every 10 matches or so, and I haven’t yet gotten them when I’ve brought the addon to attempt extra hit endurance.
I haven't actually tested it, but it should still allow an injured survivor to endure Victor's attack.
There's really no reason why it wouldn't work, at least:
- Victor doesn't grab injured survivors, he just downs them (Pounce is literally just a special attack against injured survivors).
- Special attacks with the potential to down survivors can be endured while injured.
- Victor only applies the Broken status (preventing a Styptic's use) while latched onto a survivor. It goes away once he's removed.
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Victor is treated as Charlotte's power, so any attacks from him are probably considered "special attacks" and wouldn't benefit from an Exposed survivor.
I haven't tested Rancor on them either, but no other special attack gains insta-down potential because of the Exposed status, so I'm not inclined to expect the Twins to function differently.
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Not that we actually see him in game (or get references to him anymore), but Benedict Baker was from the late-19th century based on the dates of his journal entires.
Some of the other unseen characters from early-DbD's flavor text (along with the enigmatic Vigo) may have also come from different time periods than our modern-day group.
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It's a major in-joke in the DbD community. Maybe in some other communities too.
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@Unicorn said:
https://forum.deadbydaylight.com/en/discussion/comment/1792428#Comment_1792428
Did you not read my opening post? The speed isn't the problem, its the fact that they always have SC or Medkits and won't let me heal them. I'm on console, there is no "pre-game chat".
Alright, here's a big-brain solution to your med-kit concerns:
Step 1: Bring a Broken Key (or a real key I guess, doesn't really matter)
Step 2: Killer throws on Franklin's Demise (or presumably will, due to seeing a key in the lobby)
Step 3: Profit (because the killer will kindly remove all your teammates' med-kits from the picture, just for you)
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Honestly, I'm not sure what the answer to that truly is. So, maybe?
They probably won't outright take your idea(s) and put it into the game, but it's entirely possible that your concepts could inspire aspects of future killers/perks.
The "Creations" sub-forum is the place to go to for sharing that kind of content.
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I might get it with shards eventually, but not until some of the bigger issues introduced with this chapter are sorted out.
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I tried to play Hag more often to see if I would find her more enjoyable after gaining experience with her...
...and I came to the conclusion that Hag is a drag. I'm honestly kinda glad that her tome is over and done with so that I have no reason to use her again.
She was very much not my cup o' tea, so I went back to using the majority of other killers who I do enjoy playing.
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Unless somethings changed about it recently, isn't PH's audio bug able to be "fixed" by tapping his power button to quickly cycle in and out of Rites of Judgement? From what I understood, it was also activated anytime that his Punishment attack was used.
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Above all else its Basic Attack restriction needs to be removed.
I'm okay with Surge's cooldown, but I'd really like to see it reduced down to 30 seconds (from 40 sec).
OR
If they don't want to change the cooldown, then I'd like for it's instant-regression to be bumped up to ~12.5% (equivalent to about 10 seconds of repairs by a single survivor, up from the ~6.5 seconds it removes currently).
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Most Effective Tactics Available (META)
Any perk that greatly helps one of the roles accomplish their primary goal of surviving (survivor) or eliminating survivors (killer)
Most survivor meta perks revolve around making individual players more self-sufficient, hence why "Second Chance" perks make up the majority of their meta right now. Most Exhaustion perks are also seen as meta due to how effectively they can extend or escape chases (along with some chase-specific perks or other combo pieces like Dance With Me/Quick & Quiet).
A few (but probably not all) of their main meta perks would be:
- Borrowed Time
- Dead Hard
- Decisive Strike
- Deliverance
- Detective's Hunch
- Iron Will
- Soul Guard
- Spine Chill
- "Sprint Perks" (Adrenaline, Sprint Burst, Lithe, and Balanced Landing)
- Unbreakable
- We're Gonna Live Forever (now that it's been buffed to finally have an in-trial effect)
For killers, their meta perks usually revolve around protecting gens (Regression Perks), finding survivors (Tracking Perks), and downing/killing survivors (Chase Perks). This meta varies a lot more on a by-killer basis, as some perks are only considered meta for certain characters (like how Thanataphobia is pretty good on Legion and Plague, but far less useful on anyone else).
Some of the more universal ones that are popular on nearly every killer:
- Hex: Ruin (and Undying/Tinkerer/Surveillance as combo pieces to it)
- Pop Goes the Weasel
- Corrupt Intervention
- Thrilling Tremors
- BBQ & Chili
- Discordance
- Whispers
- I'm All Ears
- Save the Best for Last
- Enduring (frequently paired with Spirit Fury)
- Hex: Devour Hope
- Hex: Haunted Grounds
- Hex: No One Escapes Death (NOED)
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Bloodlust was only disabled for that weekend as an experiment to see how things would play out without it. It has since been re-enabled.
Beast of Prey outright did not work during that weekend though (and I think the devs had acknowledged that it would be non-functional during the experiment).
If we ever do reach a point where Bloodlust does get major changes or is outright disabled, then they'll probably adjust Beast of Prey to activate after X seconds of chase or just give it the "Tinkerer Treatment" and rework its effect from the ground up.
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Dead Hard in mid-air? Sounds like you're going for some
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I'd guess character model updates are on the backburner until the visual realm updates are complete. We've still got about 4 multi-map realms to go (Coldwind, Crotus Prenn Asylum, Backwater Swamp, Red Forest) along with a couple licensed maps (Haddonfield, The Game). So 13 maps left overall.
Considering they've been completing about 6-7 maps so far with every major update (first with Descend Beyond, then it's Mid-Chapter Update, and now A Binding of Kin) they'll probably have these maps wrapped up with the release of Chapter 19 around Springtime 2021 (if they maintain their usual release schedule). Provided there aren't any big complications with updating Lampkin Lane or the Gideon Meatpacking Plant of course.
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Y'know, I'll at least give them credit that the frame rate seems to be pretty stable on the updated Autohaven maps so far (haven't seen new Ormond yet today). That's pretty impressive considering how heavily performance dipped on Badham, Yamaoka, and MacMillan (on console) when their visual updates first appeared.
Plus I think the Twins' launch trailer is pretty solid. Though these are usually quality cinematics, so I guess it's just par for the course.
But yeah, not super satisfied with how much of the new content seems to not be working as intended on launch. I'm happy to have the new maps and Elodie, but I really wouldn't have been bothered if they'd delayed the release of the killer and all the perks to polish them up a little further.
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@[Deleted User] said:
I don't think it's needed, but I also wouldn't be opposed. Removing tiers helps with the grind, but it also makes it more likely that people will just unlock and run their favorite perks instead of using more diverse loadouts out of necessity.
On the other hand, removing perk tiers would increase the perk diversity available from the same amount of BP.
It would incentivize build variety through opportunity rather than build variety through perk famine (like the current system does).
Plus removing perk tiers opens up the doors on what effects perks can have, since they'd no longer need some specific value to arbitrarily adjust between tiers.This would also probably make it easier to balance perks, since the base statistics of the perk would be the only things needing adjusted.
I think the end of perk tiers would be a win for the community and a win for the devs.
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I think there have been plenty of good points raised as to why Huntress is NOT actually a poorly-designed character, but there's one thing I'd like to make sure we definitely cover here: the idea that Huntress gains distance in chase when she has a hatchet out.
...Because she doesn't. Huntress immediately slows down to 77% speed when holding a hatchet and maintains this speed until she either throws it (with a base 2 second cooldown afterwards) or entirely puts it away and pulls her axe back out. It also takes her a little over a second to actually throw her hatchets, or over 3 seconds if she wants to fully charge one. That's enough time for a decent player to analyze what she's doing and predict/react accordingly (Huntress's power is actually on the slower side as far as main power "charge times" go).
Deathslinger can gain distance because he can spam his ADS button. His movement penalty is only in effect while he's aiming (he slows to 75% speed). Considering the ADS animation only takes 0.15 seconds and has no cooldown if he doesn't fire... this penalty is effectively moot on snap-shots or aim-spamming. Kind of a side note, but this ability also makes 'Slinger one of the best killers at baiting out Dead Hard.
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The problem with 'Slinger is that the survivors have no effective cues to react to against him; he can aim and fire with little-to-no warning and the spear is effectively unable to be dodged at close range (most humans just don't have that kind of reaction time). Because of this, survivors have to consider taking evasive action every time he raises his gun in case he does fire.
Huntress on the other hand probably has more cues in her kit than pretty much any killer who isn't Oni or Demogorgon. She still creates an element of prediction (on both sides), but generates enough information for the survivors to work with to generally feel like a fair and fun character to most people. Well, besides her derpy hatchet hitboxes (and Iridescent Head) of course.
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Probably Backwater Swamp or Crotus Prenn Asylum. I think both are really ugly realms that could benefit from a major facelift (though maybe not so much from breakable walls).
Otherwise I'd imagine Red Forest could be updated to look pretty dang good (especially if they downsized these maps a lil' bit).
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I could see Chucky becoming a future possibility now that they've designed a teeny killer in the form of Victor.
Or if the lawsuits surrounding Friday the 13th ever truly end, then Jason will probably be a priority pick for being one of the most iconic slasher villains ever.
Though I have absolutely no idea who the actual next licensed character will be. I'd honestly expected this coming chapter with the Twins to be licensed up until they were properly revealed (since they usually aimed to do 2 original and 2 licensed chapters per year). They might be focusing on adding more to existing licensed content (cosmetics) instead of bringing in new characters, at least while the pandemic persists.
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Considering the perk title is using "Abuse" as a verb (ie, to monitor and abuse something), it's proper pronunciation as a verb (according to the Cambridge dictionary) is ab-yooz.
But people can use the noun pronunciation if they really want to (ab-yuse). It would just also imply that "Monitor" was also being used as a noun in that phrase (ie, a monitor and abuse), which kinda makes it sound like Doc is bringing his computer into the trials to beat people up with.
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Any of the killers which feel relatively non-interactive (or that generate really bland interactions) are the ones I least like to play against. I don't care if they're strong or weak killers; if playing against them feels boring, then why would I want to face them?
Freddy is top of my list for being consistently unenjoyable to go against. I think he gets way too many passive abilities/benefits and also causes pretty frequent performance hiccups due to all the effects/particles/animations generated by his power. While I don't really think he's truly overpowered as some people complain, I have seen the phrase "over-tuned" tossed around and I'm inclined to agree with it. There is no killer I'd rather see less of than Freddy.
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I'd like for more perks to get what I've been calling the "Kindred Treatment"; ie, the entire team could potentially get info from a perk (without comms) because one player was running it. Open Handed, Better Together, and Aftercare are a few perks that already do this to some degree and there are others which could be excellent recipients of this kind of "shareable utility" (like Buckle Up and Visionary).
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Is it not obvious? They are named "The Legion" after all...
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This is why they are working on re-coding Dead Hard from the ground up.
It was designed around the old peer-to-peer system (where killer was host) and doesn't always work as intended on the dedicated servers (hence why survivors mostly use it to "Dead Hard for distance" now).
Grabs have long been in the same boat and are getting the same treatment, since they are also hilariously unreliable.
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- First priority is always perks. If I'm not keen on any of my perk options, then I'll try to get perks which won't help me clear out the Bloodweb faster or that are near other things I want.
- Big BP offerings and add-ons that I really want come next. I will sacrifice Cake/Pudding/Streamers nodes if they would result in a large portion of Bloodweb being removed, but otherwise I try to snag 'em all up.
- The only survivor items I'll go out of my way for are Purple Flashlights (because I hardly see or plunder them for some reason); I've already got a plethora of every other item I could want besides these.
- If it reaches a point where the Web is going to start being 1-for-1 (the Entity taking 1 node for each 1 that I get), then I'll aim for buying up as many of the cheapest nodes as possible to save BP.
***The only nodes I actively try to NOT get are Shrouds; I think they are terrible offerings and the Entity can have them all back. Though I don't really use most of the other non-BP offerings either unless I'm doing some special challenge or build related to them (or I just have no more BP offerings on that character).
I have a few "all-perks-available" characters, but I don't really continue to invest BP into them after that point. On the rare occasions when I do, I just start at the second bullet point above and continue like normal.




