Archimedes5000
Archimedes5000
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@Bunnie said:
https://forum.deadbydaylight.com/en/discussion/comment/1055594#Comment_1055594
Dude yes i did i said it like 8 times. Idc about slugging but slugging specifically to take over a game is where my issue is. Im not a big killer but even i slug. Like for example when some survivor keeps doing dumb crap and ive already hooked them twice but its early in the game ill leave them and go after the others to give them another chance. Or ill hit one trying to body block or something. I never slug more than two at a time and i dont slug to prevent hatch. thats not my thing. i feel like if you pulled hatch you deserve a chance to get to it. My problem is specifically when its used to end a game like when theres one or two gens left and three people and you just slug all three. Whats the point in that? That does nothing for anybody. I feel like a lot of youd depend on it to win. But it kind of confuses me cause ive played killers who dont slug at all and have wrecked us whether im playing with randoms or with friends. It can be done. But yes i understand what youre saying about applying pressure but what im saying is that has nothing to do with slugging when its used to end the game which is what im talking about. But yea thanks for the feedback.
You were supposed to reply with 1), 2), 2a) and so on, you clearly didnt even read the whole thing
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@Peanits You should look at that. The issues listed are serious, maybe the buff ideas are not the best, but all bugs need to be fixed.
Most important things to be fixed:
- Stairs and Basement acting wierd.
- Props that can't be Blinked through
- Animation Enchancement on the Blink attack/lunge
- And think about how fatigue interacts with (pallet) Stuns and Blink cooldown
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@Livearth said:
https://forum.deadbydaylight.com/en/discussion/comment/1057397#Comment_1057397
i don't have Nemesis :(
Do you want to know why ALL speed buffs for both sides are limited? Because movement speed buffs completely ruin map balance loop safety and all that #########. Just dont touch that.
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@ABannedCat said:
https://forum.deadbydaylight.com/en/discussion/comment/1060267#Comment_1060267
So players with high latency are just left out then?
No, the players with high latency should be forced to play on servers they have low latency to. And if there are no such servers available, then they play with players that have the lowest latency to that server, so the latency cumulated is the lowest possible. If it doesnt reach acceptable levels no matter what is done, (like you have 400ms to the closest server, so if even others have 0ms, its still 400ms cumulated) then you have a problem. Buy a better internet or something, because they cant have you ruining other people's experience.
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Nerfing spirit is not needed, but making her cosmetics consistent should be done. Cosmetics are cosmetics, shouldnt be used to gain advantage (except for camo colors)
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@ABannedCat said:
https://forum.deadbydaylight.com/en/discussion/comment/1058238#Comment_1058238
You are missing the point.
The reason why dedicated servers are so bad, is because they increase the interaction latency between killer and survivor (the killer has a ping too now). So, you might have a decent ping of 100ms, but the killer might have 100ms too. Which adds up to 200ms.
Thats why matchmaking should be adjusted too, so that it picks players only with low latency.
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@BulletsNonstop said:
https://forum.deadbydaylight.com/en/discussion/comment/1056631#Comment_1056631
I’ve seen some pretty good wraiths. I think it’s just the fact that wraith has a tendency to get the jump on people too easy due to zero heartbeat and invisibility. I’m sorry, was there a perk that allows me to see invisible killers at all times? No. It’s the concept that seems a little OP. Considering the fact that killers are fast enough to keep up with survivors and there are a lot of debris or trees that allow killers to quickly cut off survivors and finish them off. Jason in F13 is slow as hell and his teleports are predictable. What reason does this game have for killers being as fast as they are? Idk but it’s a bit much. Survivors aren’t getting through that window before wraith uncloaks that’s a lie. Killers can wack them as they’re vaulting through and even once they step foot on the other side, killers have range. So many times I’ve stepped foot on the other side of a window and a killer swings at the window from inside the room and lays me out. It’s ridiculous. Survivors need to be able to stun longer OR run faster. Pallets are not enough and windows are unreliable.
- You can see Wraith when he is moving, he is just very hard to see.
- You can see AND hear him while he uncloaks.
- Killers have to be faster than surviviors, because surviviors can use vaults and pallets... And all the "derbis" helps surviviors not Killers, you just have to plan your route properly. You sound like someone who doesnt know how to loop and just runs in a straight line...
- If you watched any high rank matches of Wraith, then you would see how important bodyblocking is and how hard it is for Wraith to uncloak at a right time.
- And no, its not ridiculous, Killers attack range is the same as vault distance, just move 10 cm forward and killer cant hurt you. If you look at the length of their weapons, you will see that it makes sense. Also keep in mind that lags affect both sides, so sometimes you get hit through a window even though you were far enough, and sometimes the killer will hit the window frame because of bugged animation enchancement.
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@LustForBP said:
https://forum.deadbydaylight.com/en/discussion/comment/1059037#Comment_1059037
Everyone except Clown can have their powers countered by DH in certain circumstances. You can against clown to if he doesn’t have certain add ons.
- Doctor: you can DH to gain distance, but you still get shocked, so you have to leave the loop, alternatively loop one more time, get shocked again and go down
- Demogorgon, Hillbilly and Bubba: they force you to drop pallets early and then destroy the pallet forcing you to leave the loop. DH cant do ######### about it.
- Hag: if she traps the loop properly, you will either get hit even if you DH, or you have to leave the loop.
- Nurse: you can DH to avoid getting hit, but you still have to leave the loop, Nurse doesnt give a ######### about loops, she just blinks.
- Spirit: most of the time she uses her power you are forced to leave the loop or she will find you. You can DH to avoid getting hit, but leaving the loop is a better idea
So no, most of these killers can force you to leave the loop even if you have DH, so there is nothing wrong with Trapper being able to disable loops too. DH is fine, but shouldnt be able to counter Bear Traps
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@flufflypillow said:
https://forum.deadbydaylight.com/en/discussion/comment/1058836#Comment_1058836
No thank you for DS and maybe BT. I don’t care about adrenaline so they can do whatever to that. DS has already been changed and it’s for punishing tunneling, plus it help solo players. I wanna know your idea for BT though with its nerf. BT is also for punishing killers that tunnel, but I see why some people what it nerf.
You probably did this as a joke though-
Ds gives you 60s invicibility against everything, not only tunneling. I dont agree about BT, because its fine, but I think the guy meant that Freddy doesnt need a nerf in the first place.
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@LustForBP said:
https://forum.deadbydaylight.com/en/discussion/comment/1058999#Comment_1058999
I don’t play much survivor nor against trapper so my fault for not fact checking.
However, why shouldn’t survivors be able to counter a trapper countering a loop? That’s balanced. Because if they fail the DH they’re trapped.
Its almost impossible to fail DH on a Trap. And loop trapping is countered by leaving the loop. Just like with Hag for example. Killers like Doctor, Hilbilly, Nurse, Demogorgon, Hag, Spirit or even Cannibal and Clown can force you to abandon the loop, why Trapper shouldnt be able to? And none of their powers are countered by DH.
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Id put Doctor in B tier and put Plague, Demogorgon and Trapper between B and C
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@Dehitay said:
Dang, the number of people who can't realize this is a joke is somewhat disturbing
I think Id go with "tremendously disturbing"
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@FleshTorpedo said:
bwhwahahaha what is with the influx of absolute ######### ideas. Oh yeah lets base the killers rank on survivors satisfaction. What the ######### are you guys smoking.
What are YOU smoking to take this post seriously?
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@Colton147 said:
Coldwind is more killer-sided, especially if you're Billy.
######### man. If you cant find surviviors then you cant saw them. Coldwind is extremely survivior sided and balanced/slightly killer sided on Billy. We cant keep terrible map balance because 1 killer is doing mostly fine
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If its done well, I dont think it would interfere, just make Traps ignore iframes, DH is the only perk that uses them.
It does happen frequently, you can say it happens all the time while trapping pallets. Survivior loops you, so you trap the pallet during chase to disable the loop, survivior DH and now the loop is disabled for you, he doesnt even need to drop the pallet... And no, you cant crouch through Bear Traps, that works only with Hag.
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Freddy is strong and matchmaking is #########. These things combined make him OP on low ranks.
But "nerf ASAP" is the worst idea Ive ever heard.
Learn to play against him, advance ranks, wait for matchmaking fix or get better perks. There are many things you can do instead of crying for nerf.
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@LustForBP said:
https://forum.deadbydaylight.com/en/discussion/comment/1058201#Comment_1058201
You’re basing your analysis of DH against one killer. DH is so easily baited that it’s not an issue. Half the survivors I play against that use it, hit a wall. Just because it’s bullshit against one killer doesn’t mean it’s bullshit entirely.
Yeah, you are 100% right. Thats why only the interaction Bear Trap <---> Dead Hard should be adjusted, everything else is fine. And all bugs have to be fixed obviously.
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@emyung said:
Why only Meg have a mask? All survivors should have masks based on all cultures (western, indian, african, eastern).
Well because there is only one mask.
Im not sure what do you mean about cultures, Meg's mask is based on BHVR' game called Deathgarden, not any culture...
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@Mad_Sochi said:
Bring back the old (first) Killer finding system when we can get the geographically NEAREST killer in the lobby with ping/latency 30 - 60ms !
This is not what 133 ms latency does... This looks like 300ms at least, even taking broken hitboxes into account.
I dont think going back to p2p would fix that, devs just have to work on dedicated servers and matchmaking
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@not_Queef said:
Traps should start in an armed state, and only spawn near useful spots like buildings or windows, never way out in the corner of the map where nobody will ever go (Swamp maps are a pain for this).
It should be possible to re-arm traps in place without picking them up first.
Trap sabotage should be removed completely. This is a hangover from a time when the devs were still figuring out what the game would be. Just get rid of it.
Remove the carrying limit, trapper bag addons only give additional traps.
Disarm time should be increased, or better yet, make it so traps can't be disarmed at all. Now hear me out! I would also prevent traps from being placed directly at doors, pallets and windows. So, he couldn't simply trap somebody in the basement and then completely block off all entrances. He would need to be smarter with his traps, so it would reward good trappers.
I like all of these ideas, except the last one.
This change would remove half of Trappers power = disabling loops while in chase. This is just a bad idea imo.
And maybe just let surviviors sabotage, it does almost nothing, just like sabotaging hooks.
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@Shaai1 said:
I am fine for NOED to give you notification once it activates as long as other perks do the same.
Including DS, borrowed time, dead hard, mettle of man etc.
Same will apply to devour hope, huntress lullaby etc.
That would completely kill them. Unbreakable would become No Mither level, Devour would be complete trash, MoM would get nerfed again, all detection perks like Nurses or BBQ would get nerfed too, not to mention Distortion becoming ######### tier because of that.
All of that to slightly nerf NOED? No thank you
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@GurkLion said:
https://forum.deadbydaylight.com/en/discussion/comment/1057005#Comment_1057005
True, but I like devour hope because it encourages killers to not facecamp survivors. It requires a lot from the killer and rewards the killer accordingly which I can appreciate. NOED doesn’t require anything other than reaching the 5-gen count / close hatch. But aside from that, I still think a debuff as grand as being one-shottable should announce itself as such to the player on the receiving end.
NOED is complete ######### that can give killer free win, but breaking consistency of how Hex perks work is not a good way to nerf it.
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@Rlabotath said:
https://forum.deadbydaylight.com/en/discussion/comment/1058199#Comment_1058199
That's kind of what I mean. No bag, ######### build.
Reason I think traps need to be slightly darker is survivors who have at least half a brain cell can see the trap and avoid it super easily. If they were ever so slightly darker, it'd require a little more effort to spot them.
I get what you mean, its just that if you didnt need bag, you could bring setting tools and bottle, problem solved. And the only alternative to bottle would be spring, so you pick 2 things out of "hidden traps", "fast to set up traps" and "hard to escape traps". Right now you can pick only 1 out of these.
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What do you mean for each side?
I would rework all cOrN maps, Haddonfield fences, weaken loops on Ormond, add more LoS blockers and windows on Autohaven maps.
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@soundwave85 said:
Its dodging a attack. it's fine the way it is
Tell me how dashing/dodging can let you not get caught in a trap. Lets add a "Jump" perk if you want to do that.
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@LustForBP said:
There’s nothing wrong with DH in its current state. Most of the time it doesn’t even work appropriately. It’s a timing perk that leads to exhaustion and if done wrong costs you as a Survivor anyways.
Next.
And how exactly did you adress the problem with traps? Just because its not OP doesnt mean it can be bullshit.
Yes, DH is broken because of servers. But it doesnt mean you should be able to dodge traps
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@Rlabotath said:
1: I'm stealing this from Soul At Stake, because this was flipping genius. Change it from a percent chance to escape to a timer, say 30 seconds, to escape. Change the addons that affect this to increase the time. It still allows for escape, while also making it so survivors can't just free themselves.
2: Until the Devs decide to address DS again, there's nothing we can do.
3: I still stand by Otz that traps should just be attainable from lockers instead of scattered, and I think that'll fix the majority of issues in this regard.
4: Read no. 3
My own problem list:
5: Half his Addons are absolutely garbage, with his iri addons being mediocre at best. They don't need to be iri hatchet strength, but maybe iri queen level.
6: Normal traps are way too light colored. The traps practically glow at all times unless using the tar bottle
5: Addons are not a problem. The problem is that you HAVE to use at least 1 bag addon for any decent build
6: Again, tar bottle is cool, but you only have 1 addon slot. There are better alternatives (like setting tools) and thats all. So I think trap color itself is ok. If we could use tar bottle more often then it would be fine.
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Ok, so my ideas are:
- Greatly increase Trap Escape chance, but also greatly decrease Escape speed. Or make injured surviviors unable to escape Traps. In both cases another survivior can untrap you normally.
- Decisive Strike disables when caught in a trap. This is not tunneling.
- Block Traps from spawning near Pallets or Vaults. Or make Traps spawn inside lockers instead. Or make Trapper start with all Traps in hand. Or make spawned Traps active by default.
- Make Trap spawns less random and closer to the killer. Or make Trapper start with more traps at hand.
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@Sonzaishinai said:
Imo all it needs is a reason to run it.
It's the hard mode of survivors but with no reward other then bragging rights
A big bp bonus to reward you is all it needs imo
Bp bonus would make people run it, but they would just ruin the game for other surviviors... They will be useless to the team, just farming Bp and then dying... Not really a good solution imo
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Why would you want remove a perk? Change it instead.
Perks that are most annoying?
- NOED, because it rewards the Killer for playing bad. I can uderstand using it to secure a pip or counter high rank last survivior camping hatch, but these issues should be fixed by devs, not a trash and unfair second chance perk.
- DS, because it punishes the killer for playing well and rewards survivior for being cocky-toxic (not bold, just straight up toxic) by giving him 60 seconds of unconditional immunity, even more so while using Unbreakable. So I disagree Unbreakable is the worst perk, its DS thats the worst, because it can break the flow of the game even more. And no, DS does not only counter tunneling, killer can hook 3 people and you can get caught in a Bear Trap, but as long as its less than 60 seconds, DS still works. If it was fixed and it disabled when you are not being tunneled, DS timer could even be like 20 minutes without skillcheck and I wouldnt care
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Yeah, its kind of wierd.
I think it should show you killer for 4 seconds every time someone is unhooked.
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@[Deleted User] said:
Thanks @Fibijean
No Mither is fine.
I don’t have the mental stamina right now to go into lots of detail as to why No Mither is good, or trawl through and find my old posts about why it’s a great perk, and why it should stay exactly as it is.
Here’s my summary:
1) the revive mechanic is like the wiggle mechanic. You’re not meant to reliably achieve it often. It’s meant to FORCE the killer to not ignore you while you are downed. This allows feats of altruism that FORCES the killer stop tunnelling a teammate you’re trying to help. This is why the killer is able to see you’re broken. They need to know you can revive yourself, they need to know it’s a risk to leave you on the ground.
2) what do YOU get out of it if equipping it? If the killer has a lapse in attention, then you leave no blood and make half as much noise when crawling away. Always attempt to crawl away first. When you are rescued from a hook (and the killer does not have LoS on you, then calmly walk away. No blood, no scratch marks. The killer probably won’t find you if immediately returning.
“But I still make so much noise though!!!”
You don’t actually. It sounds loud to the survivor that has No Mither equipped, but the killer has to be extraordinarily close to you to hear your grunts well enough to triangulate exactly where you are. It’s entirely possible to stealth using No Mither. I’ve done it HUNDREDS of times.
1) I am aware of that, thats why I want to mask a bit/hide/remove the broken effect only BEFORE you revive yourself. This way you have 1 "guaranteed" revive like with Unbreakable and a VERY small chance of the 2nd one if the killer is forced to slug you even though he knows you can revive. The problem with No Mither is that right now you have VERY small chance of reviving even 1 time, making it way weaker than Unbreakable. And Unbreakable has NO DOWNSIDES, is UNDETECTABLE by killer and it gives you BONUS REVIVE SPEED. So basically No Mither is WAY weaker thsn Unbreakable, even though it can be used multiple times.
2) I dont think I have EVER seen anyone revive with No Mither in a serious match. It just does not happen.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/1056500#Comment_1056500
Oh I read it all wrong! Guess I was still too sleepy when I went over your original post!
Yeah I agree it would be nice if it made other healing perks work differently.. Or they could create an entirely new perk that allows you to get stacks for whatever reason that you can then use up to get skillchecks on demand. (I don't really see the use of that aside from using it with Autodidact though, honestly)
I had an idea for a perk that just increases skillcheck chance, if you are skilled player and always hit Great skillchecks, then perk like that would be useful
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@Bunnie said:
https://forum.deadbydaylight.com/en/discussion/comment/1045993#Comment_1045993
It does but looping is a part of running. Lol. You want the survivor to just stand there and get hit? The hit boxes are already screwed up. Every time i play against a huntress an axe curves to hit me. Looping the entire time doesnt win you the game. You have to fi gens. Save people. And open the damn door. And if you chase a survivor who loops you thats on you. Thats exactly why tunneling is so stupid. By the time you actually hit this person weve got two to three gens done. Then you feel dumb and thats when you start slugging cause your salty you made a stupid choice.
Huntress axes are NOT affected by animation enchancement. They may have broken hitboxes, but they are NOT homing towards you.
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@BulletsNonstop said:
if anything killers need a nerf. Why should you be able to choose someone like Wraith who is invisible AND doesn’t give off a heartbeat? Nonsense. All killers should give a heartbeat or some indication they’re coming to give survivor a chance to hide. Whether It be seeing your aura while looking your direction, heartbeat, whatever. Killers have too much speed too in my opinion. Friday 13th Jason relies on powers not speed. So why the hell are killers so damn fast in this game? Invisible too? Can move about with no audio cue? Get outtaaaa here. That’s not fun, would be one thing if you can get away easily but surviving shouldn’t be about abusing pallets or juking the killer all the damn time. Stealth is a huge element and needs to remain that way. Get caught , penalty of death sure! But to get caught because killers are totally undetectable - ridiculous and unfair.
Did you... Did you just complain about a Wraith?
ABOUT A ######### WRAITH?
Wraith is literally one of top 5 worst killers. Yeah, Coxcombed Clapper Wraith can be pretty annoying, but this is an Iri addon, you rarely ever see that in game.
The most important ability while playing wraith is freaking BODYBLOCKING. Bodyblocking on a stealth killer. Otherwise you are not going to catch anyone because they will make it to a pallet/window before you uncloak.
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@Raven9 said:
As the users say yes, the Nurse is still strong. In fact, I think that the objects that make it special strong can pass through it and I think they should remove it.
What
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@arcnkd said:
He has needed to be reworked since his implementation - his power is too survivor dependent and it makes him incredibly unfun to play -- you are basically just basic attacking Survivors into oblivion because You Guys didn't want him to just be a 'Myers' clone, so his stalking mechanic is trash and the only use he has he crouching and removing his terror radius. May as well just be a Pig without a lunge then. Good job.
Seriously, at the very least his lean-stalking should not be survivor dependent -- allow him to lean-stalk survivors even if they're looking in his direction; just punish him for Myers stalking in the open and he'd be fine.
The only thing he needed since release was bugfix. He got one for stalking, not its time for revealing.
I dont own Ghostface, but this is the first time I have seen someone call him "unfun". Freddy can be unfun, Clown can be unfun, Wraith can be unfun, Nurse is mostly unfun, but I have never heard that about Ghostface. Maybe this just isnt a killer for you.
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@LetsPlayTogether said:
You do not play this game, right? Actually the reveal mechanic is totally killer sided, cause he can mark while the reveal wont even start or stops just after a second every damn game. Its totally broken in favor of the killer.
I dont think its killer sided, its just broken.
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@Shadous said:
I was thinking about the gen speed argument the other day and trying to look at both sides I think I found a really good answer. My thought is this, yes you could increase gen speeds but that would hurt smaller maps with not a lot to work with. At the same time, with how they are low mobility killers suffer on larger maps. So that got me thinking...
Instead of "one speed fits all", why not go with variable Gen speeds? Have gen speeds be dependent on the map size. If the map is a large map it takes longer to do gens. If it is smaller then where it is now seems like it would be fine. You could even go a step further if you wanted and have gen speeds be tailored to each map itself. It's something that could possibly have a huge positive impact and wouldn't require the complete reworking of all the maps. Even if that one day needs to happen this could be a good a solution for the meantime.
My idea for Ruin came from something my wife said as someone that watches YouTube videos with but doesn't play. Essentially it would just be the old ruin but with the penalty turned down. That way it can still "slow the game down, just a little bit" but not be overly punishing to new players.
Great Skill check = No bad affects at all and still get the boost to progression
Good Skill check = You shock your hand, pausing progression for 1 sec but no penalty to progression.
Missed skill check = Pause progression for 1 second and regress 2/3/4%
I feel like this could be a good compromise for everyone.
Edited for grammar.
Gen speeds depending on thevsize is a great idea, simple but it solves the problem of big maps. Maybe also strength of the loops could affect that?
The ruin idea might be good, but it is impossible to implement. There is no way devs would touch anything that resembles old ruin. They just dont.
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@Waffleyumboy said:
So this is why good survivors play on low graphics.
Yeah, just look at the cOrN
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@Marcavecunc said:
Autodidact works fine the way it is, only complaint is the random aspect of it, but it's the same way with any perks that rely on skillchecks. Sometimes you get 4 in a single heal, other times you get none, but most of the time I get 2 or 3 on the first heal and then the next heals are near instant.
Yea, thats what my change is trying to fix, give an option to increase the chance of getting a skillcheck, but without making it guaranteed. Also it fixes the issue of heal buffs making this Autodidact weaker.
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@ZoneDymo said:
https://forum.deadbydaylight.com/en/discussion/comment/1052721#Comment_1052721
the only perk auto didact does not work with is Stake Out, which literally works against it.
You can run botany knowledge or Well Make It with it just fine as a back up/filler for if the skill checks dont proc, which is fine if you want that safety net, that is your choice, that is what it is all about, pick the perks you want, boost what you want.
Faster healing speed = less chance to get tokens for Autodidact
So yeah, they dont work together
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@BulletsNonstop said:
https://forum.deadbydaylight.com/en/discussion/comment/1048975#Comment_1048975
lol wait killers miss? That’s a first. I’ve juked them them on the run before hooking tight turns on them 180 spin around but sometimes I swear they’re looking the opposite direction when They swing and they somehow still land the hit. also when I vault through a window, get two feet on the ground on the other side, how is it that the killers only need to walk up to the window and smack the window to hurt you? That range.... oh my.... I noticed windows slow you down a little as you go through them, whether you’re running at full speed or not. I definitely notice it. So what’s the point of them if you’re in a chase? Break a line of sight after gaining distance? Okay . But the Killer should have to step through to the other side before being able to land a hit on you not just swing at the window and any unfortunate soul that happens to pass by or just be in the General vicinity of other side of a window gets slammed into the ground. Is THAT just some Auto aim nonsense? Or am I the only seeing that? Seems kinda broken to me.
- Yes killers can miss because of "autoaim"
- What you described sounds like a normal lag, not something neccsairly caused by autoaim.
- Attack range is exactly the same as a distance between killer and a survivior after vault, walking only one milimeter away from the window should make you dodge a hit. If it doesnt, its lag's fault, not autoaim's. But fir example, running left or right immediately after vault has a chance of messing with killers autoaim and making him hit the edge of window frame.
- Well, if you are within "vault distance" from the window, then yes, you can get hit through it. Or if its bugged/lagged then even if you are further away. That is not nonsesnse (when its not bugged), because the killer kind of leans through the window to make the hit
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/1049704#Comment_1049704
And when all the solo players leave?
They wont
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@Watery said:
The game is actually healthier with SWF.
People would just dodge lobbies until they’d play together.
That would be very hard with current player count. Maybe if you are very lucky. But 4 player SWF? Impossible
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Yes, I always get angry when the killer hits me on a hook. It really hurts.
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@kate_best_girl said:
https://forum.deadbydaylight.com/en/discussion/comment/1052826#Comment_1052826
But how would it level :0
Radius from the generator
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/1006872#Comment_1006872
No. Hell no. No need to give Behavior the idea that the game should be pay to win.
How is reducing grind in a paid game pay to win
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I dont think it would make the perk much stronger, this sounds like a bad Bamboozle, not only it has a huge cooldown, but you also have no control over it. Im sure it could throw surviviors off, but Im not sure it would be worth the perk slot. Also I dont think you specified for how long the pallet will be blocked.
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Nothing to see here