Ark_the_Bonsai
Ark_the_Bonsai
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- Ark_the_Bonsai
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@TrueKn1ghtmar3 said:
https://forum.deadbydaylight.com/en/discussion/comment/658756#Comment_658756
Survivors can easily get as much if not more blood points than a killer, the only reason they don't is
1. They turn into Bob the builder and friends and focus only on 1/4 categories
2. Because of 1 killers normally have to tunnel someone out of the game even further reducing the BP that survivor would have gained
Now if these two points in any way were addressed then survivors would get more BP without the devs boosting their gains to be at greater potential than the killer
Are you really against the side that needs to have more people playing it having more incentives to balance out the matchmaking? This isn't a game where we can have a 50/50 split on the community. The killers have to be a minority for the asymmetrical aspect to work.
And yes, survivors can balance out their bloodpoints to match that of a killer but it requires a lot more spread out attention. As a killer all of your points come from doing your one and only objective. As a survivor your points are spread out amongst a multitude of different things and survial points are incredibly hard to come by outside of outright leaving.
Note that I'm looking at this purely from an "incentive to play" perspective. I tend to prefer playing killer myself just for the playstyle but tend to play a lot of survivor just because the matchmaking is faster. Incentivising more people to play means more survivors to go against the minority killer. If you perfectly balance incentives then there will be an equal (relatively speaking) number of players on both sides and this is BAD for an ASYMMETRICAL game.
I'll never understand why other killers hate the idea of survivors getting a few more bloodpoints when it's obviously beneficial to the games health.
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@TAG said:
Heck, I'd be okay with it just ditching the "charge in TR" altogether and just having it run on a straightforward cooldown.
I think the main reason they don't do this is so people don't spam it every time it's off cooldown.
it definitely doesn't need the stakeout treatment of no charge in a chase though. It's not even that crazy useful
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A big part of it is also disproportionate bloodpoints. Even if you lose as killer you still get a ######### ton of bp compared to a solid survivor game meaning that more people will turn to killer to fight the grind. Because this is an asymmetrical game, having more people swap to the "power" role and not the "numbers" role will lead to less games for multiple people in the power role.
Note that this will pretty much always be a problem with any asymmetrical game and won't be fixed completely by adding more bp to survs or whatever. There's always going to be a large number who want to play more than just survivor (there's a whole other half of the game to explore) so there's always going to be lobby issues that a symmetrical game wouldn't have to worry about.
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Lol. I'd use the hell out of this. Imagine it on a totom grabber Spirit/Nurse
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@will_i_am_14_85 said:
The game has to cater to those languages that read right to left.
lol that got a laugh out of me. GG my dude
@chieftaco said:
that's a drug joke..
let me translate:
when you're empty, inject.. you will bight down hard and then ZOOOOM.. you're off!
not glorifying, just saying it's not a rtl thing or whatever..
I've always wondered what kinda drug adrenaline users hit themselves with in that image. Probably Pustala Petal juice.
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I firmly believe base nurse is balanced (I've lost plenty as her and beaten her fairly often at all ranks) but any time I lose it's "because they're nurse" even though I know it's because they were better than me.
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@Micheal_Myers said:
Current Perk:
https://us.v-cdn.net/6030815/uploads/299/GY290FLTSEY0.png
This perk doesn't work since the End Game Collapse has been introduced.
This perk extremely needs a rework because at its current state it is useless.
I currently don't know what could be changed to make this perk actually effective but all I do know is... It is useless.
If you have any Perk Rework Ideas please do put it in the comments below.
Not only does it need a rework, the associated achievement that revolves around completing all leftover gens and escaping after everyone is dead needs a rework too
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This is going to sound silly given they don't explicitly explain it anywhere in game, but apparently the way you're supposed to do this is to post the video somewhere private (only visible via a link) and then provide the link in the end game report box.
Hopefully they'll add a better report system with the Dedicated Servers.
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@Puas_sapnU69 said:
https://forum.deadbydaylight.com/en/discussion/83791/instead-of-just-saying-nerf-this
The post shouldnt even exist
bringing up the excuse ( i love getting slaughtered by her , its fun )
what a clown😂😂
When the OP makes a fair point about there being too many "Screw X thing because I don't like it" that don't have any substance (While providing a way to add substance to posts of that sort no less) and you instead hone in on the least important part of the post specifically to inflate your own ego.
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@joker7997 said:
https://forum.deadbydaylight.com/en/discussion/comment/653055#Comment_653055
You are completely right but there's no good solution.
Well there is one, but they'd never do it. Rebalance the entire game around Voice Chat(hell, even just text chat) and include it.
It'd take time but it'd make a much healthier game. Sadly though they keep arguing that that would ruin the atmosphere of playing solo despite the fact that almost every other multiplayer game in existence has a way to mute your chat rendering that point completely moot.
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I'm here to toss in my vote for this
@Raptorrotas said:
He reminds me of the killer screen in the old day . Being called petty noskill killer was pretty judging compared to the more objective "you were sacrificed/ you escaped" survivors had from the beginning.
It "motivated" killers to do better, and might be a reason why 2 kills arent a win but 4. The game otright told killers they sucked when they didnt fulfill the objective.
But instead of 4 titles for pip status, there should be 8, depending on pip AND escape status.
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This would be nice because it could help people avoid making the same mistakes but I feel it might fall under "Naming and Shaming" that the devs try to discourage given you're now branding them forever as "this kinda person" whereas an unspecified ban is more of a "they ######### up, they will be missed"
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That's usually because some part of your model that you can't see in first person was in the pallet hitbox. It doesn't help that the Hag's camera is actually more in her mouth meaning her giant forehead tends to poke forward more than you'd be able to know
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They can't make money off of anything on the SCP content on the site (If you upload you lose the right to monetize any writing you've uploaded so a third party definitely doesn't have that right). The fact that DBD is a paid game cuts it off entirely. They'd have to make it free to play in its entirety before releasing anything scp related. They could still have paid dlc chapters I believe, but nothing that could even remotely reference or relate to SCPs.
Basically I'm saying no. A company isn't going to give up a huge chunk of it's revenue for like one or two creatures from an online site.
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I'm still waiting on them to make luck affect chests so that the stat has a reason to exist. They could make it so that the offerings are only possible with a really high luck stat and if you get it, it automatically applies to the trial (so your cake/streamer now makes you/everyone get a ton of points from this trial)
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I think it's more of a, as a Dev put it, surv runs up and the killer follows because the surv is not paying attention. They now have a chance to leave the area without wasting your hook time.
Personally I think it'd be better as an activatable that not only pauses the struggle but acts as a blocker for your fellow survs (you can't unhook me you farming pancake!)
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@BobPrince said:
ok thank you
I wish you luck in your endeavors. May you have more luck than a 21 leaf clover tied to a leprechaun foot. You're gonna need it to get that achievement.
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@screamdreamsx said:
https://forum.deadbydaylight.com/en/discussion/comment/646199#Comment_646199
Agreed. Pigs makes slightly more sense not to be a basic attack because it’s activated from crouching/stealth, which adds a stronger element to the attack, but the Demo’s is something you’ll be activating mid-chase and you’ve gotta wonder if it would be more efficient to just close the gap and hit regularly?
Yeah. It feels like one of those abilities that's gonna be very rarely used.
On the upside, I like the idea of his portals. That plus the Freddy rework is more proof to me that the devs have learned that what makes a killer strong is map control more than anything
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Personally, my only problem so far is that his ability is an extra long lunge but it doesn't count as a basic attack. I know why they did it, same reason they did that to pigs dash. It's technically an ability. Doesn't mean I like the weird continuous morphing of m1 killers so that they can't have perk diversity.
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@Minibeasty said:
A killer-child, that would creep me out more than jumpscare-Myers.
I feel like that'd be another stalk oriented killer but hopefully with something other than exposed as its purpose for stalking. Have you heard of the Black Eyed Children? One of those would give me night terrors if i saw it slowly creeping up on me
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@AshleyWB said:
https://forum.deadbydaylight.com/en/discussion/comment/641952#Comment_641952
Maybe a Van Gelding chapter with Dracula/Frankenstein or a werewolf and the vampire hunter.
Frankenstein wasn't evil in the movie though so maybe not him.
We could still totally get Frankenstein's monster. In most iterations Frankenstein accidentally kills someone by the end and when it comes to not evil killers we have the "Did Nothing Wrong" Club already comprising of Wraith, Spirit, Hag, etc.
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Personally I hope the opposite happens. I hope they implement a perma ban for people who abuse it too often. RNG is a big part of the game but wussing out just because you don't like something personally isn't a solution. A game where you knew exactly what you were facing each match with no surprises would be... Bad. Just bad . Especially one that is thematically centered around horror and suspense. Hell, that's a big part of the reason Last Year and Friday the 13th both died out. There's no fun in every match being the exact same slog with nothing new ever happening.
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@StupidButTru said:
https://forum.deadbydaylight.com/en/discussion/comment/641976#Comment_641976
Yep they could've done the idea they had at first which was gain a stack when you get a safe unhook but they took it out before the patch.
Agreed. They were just worried the combination of the two would be too strong. That's why I thought a simple bump up on the stack count would've helped too. Like just one more stack would have made it a good pair for WGLF
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/641966#Comment_641966
IMO they’re not only just better than they used to be at engaging their player base, they’re better than ANY studio at engaging their player base.
Personally I think Blizzard does a great job with Heroes of the Storm but BHVR is definitely the best "started from the bottom" team I've come across now adays
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@StupidButTru said:
https://forum.deadbydaylight.com/en/discussion/comment/641966#Comment_641966
Why was MoM so bad? I never had a big issue with it at all it just prolonged the inevitable.
It was like a slightly worse version of old DS. You got a free "extra life" for no effort. The biggest problem with it was that it destroyed M1 killers with no counter to stop it but hat literally no effect on killers like Legion, Billy, etc.
To be fair, I don't like new MOM either. It went from brokenly strong to brokenly weak. It honestly probably needs a whole rework or just an increase in required stacks and the addition of a hook save stack (protection stacks are too buggy and hard to actually achieve in a way that doesn't negate the usefulness of the perk)
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/641880#Comment_641880
You can’t expect a dev team embarking on a fairly unique game (I.e. uncharted territory) to have the foresight to “should have known this from the beginning”.
The devs have gone through a lot of trial and error, and will probably continue to do so. Despite these odds working against them I personally feel they’ve done a pretty damn good job.
I agree wholeheartedly with this, there have been a few objectively bad decisions (OG MOM) but stuff like gen times, early infinites, etc were caused by lack of predecessors and different expectations for the game then what it actually became. No one's omnipotent, they couldn't have predicted the game we have now 3 years ago when they still weren't even sure how to handle the concept in the first place.
And honestly, looking at some of the terrible, horrendous things that used to be in this game that they just didn't expect people to abuse (toxicity finds a way) and have now been removed. I'd say that they've not only done a good job so far, they've done an amazing damn job so far.
With dedicated servers coming up, a better ban system for D/Cers, and them just in general communicating with the playerbase far better than they used to they're only getting better.
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@Chickenchaser said:
Predator. A predator hunting human game is noticed, kidnaped, and brainwashed by the entity.
@OutbreakJack said:
https://us.v-cdn.net/6030815/uploads/888/SAM7R2B4UVZ3.jpg
I'd love to have Nemesis in here. Maybe someday
I'd be super into both of these things. Though, for Predator, it'd have to be the primal one. A shoulder mounted auto lock on plasma blaster would be a bit much IMO xD
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@NoShinyPony said:
@Sairek Once when I was playing solo, I was stalked by a Myers 1-2 minutes after the match started. We hadn't finished any gens yet. He reached tier 3. Turned out he was using perma tier 3 with Tombstone. I can't imagine how my teammates managed to feed him that fast.
Obviously they memed a little two hard for their own good
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@Ark_the_Bonsai said:
WHERE ARE THESE FROM THIS LOOKS SO COOL
Oh wait, you already told someone
I'mma go look now
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WHERE ARE THESE FROM THIS LOOKS SO COOL
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@Mandy said:
I don't have a problem with this add on, it's actually not easy for Myers to get to T3 using it because of the amount of stalking required to get there. I've had matches both using this add on and against it where I've just hit T3 at the very end of the match because the survivors have been very aware and have avoided the stalk.
There's also those gorgeous matches where you find them all at the same time and they just try to burn a gen in front of you and mmmmmmm An entire match in T3 baby! But yeah, most of the time it's up to them to make mistakes so it's fine as is
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They'd probably have to scale them up to about Claude height but hell yes, that'd be adorable and horrifying at the same time
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@Mister_xD said:
i usually go easy on them and let them escape in the end.
and then the end chart reveals he was the only red rank survivor they had.
idk why, but that happened more than once to me by now xD
I mean it makes sense. If a bunch of players go "wow, he must be new, I'll give him hatch" He's gonna eventually hit red ranks on the kindness of killers
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Killer: I try to pick off all their friends first and do what I can not to let them leave the game feeling defeated (If I'm killing too fast, I suddenly can't seem to find anyone. Yes Meg, you're totally hidden behind that tree) My goal is for the newbie to survive, but just barely. That way they feel they need to learn but don't feel the killer is OP
Note: I have recently stopped giving them hatch. If things get out of hand and they're the last one left and no gens are done, I've learned new players take that as a defeat more so than actually dying half the time. I'll reserve that for players that constantly outdo me but didn't have teammates on their level
Survivor: It's a bit harder to tell with how matchmaking is, but if they're clearly struggling I'll take hits and then try to vanish rather than loop them. Before you learn to handle loops you have to learn how to track in my opinion.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/640347#Comment_640347
You realize we’d want a cooldown added, right?
I feel they only read the first handful of comments rather than looking through the whole discussion. I've made that mistake before.
Doesn't matter though, they won't be back to continue the discussion apparently.
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@LCGaster said:
https://forum.deadbydaylight.com/en/discussion/82137/stranger-things-map-hype
To me it looked like the lab where Eleven was being experimented on, not the highschool, it would also make more sense lorewise
I'm curious to find out more information on the whole chapter, I hope we get a stream real soon
Yeah, others mentioned that. I've never seen the show so I didn't know there was a lab and was basing it off of what little I saw.
Going on past experiences we'll probably get the ptb in a week or two! ^-^
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@anarchy753 said:
From both sides, I would call Deliverance useless.
Its only real practical application is to unhook yourself when others cannot. Generally this means when a killer is camping really hard. This both makes it incredibly difficult to charge it up in the first place, and often means you'll go back down if you manage it anyway.
99 times out of 100 that I've seen people Deliverance, it's when allies are definitely available to unhook, and just an ego move to deny your allies altruism/benevolence.
Often it also results in a useless teammate for a minute or more because they play like an immersed Claudette until they can self-care.
Honestly, I just never see this perk do something positive for the game that wouldn't occur anyway. Certainly not enough to justify running it. It's very similar to unbreakable but with downsides.
It's pretty funny with No Mither. No downside for an upside since you're always broken anyway
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@StupidButTru said:
This is simply my opinion and if you get butthurt over it something must be ticking.
I've went through my Perks checking and seeing what other builds I could do since my usual build (Stake Out, Small Game, Self-care, and Urban Evasion) and the thing I noticed is there are tons of useless perks that you wouldn't use in your average build. Can we do a rework with them or at least buff them?
Useless Perks:
Deja Vu/Mettle of Man/Object of Obession/Premonition/Sole Survivor/Diversion/Slippery Meat/Wake up/Autodidact/Left Behind/ Buckle Up/Virgil/Alert.
Semi-Useless Perks:
Decisive Strike(counter easily by simply not picking you up)/Deliverance(circumstancial situtations)/Technician/Lightweight/Open-handed/Boil Over/Flip-Flop.
Like I said its an OPINION, leave your OPINION and let me know what you guys think?
No-Biased ZoneI do agree Mettle, Slippery, Vigil, and Left Behind are useless though. I'd transfer the rest over to useful or semi useful in the case of buckle up and wake up
I agree with your semi-useless list mostly. Though I'd move Technitian to useless (a quieter gen is pretty useless when most killers will walk all they way over to it anyway)
And I'd place Decisive in useful. It's obviously not as ridiculous as it use to be but it's certainly not as bad as a lot of people make it out to be.
Oh, and I'd add "THIS IS NOT HAPPENING" to the list of useless perks. It makes your skillchecks bigger when you're injured. Amazing because it does the exact opposite of help the survivor. It makes it harder to actually hit a great and it's almost impossible to miss a normal skillcheck unless you're going for a great most of the time (if you're actually trying).
Though maybe it should be semi useless instead of just useless because it can be nice against impossible skillcheck Doc. But only against him.
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@StupidButTru said:
https://forum.deadbydaylight.com/en/discussion/comment/639541#Comment_639541
DS is useless now because most killers just wait out the timer just like Borrow Time, and Deliverance is only if you haven't been hooked and save someone. It's too rough in gameplay to run anything different when Killer meta is too strong for a average survivor.
Useless? If they're waiting out a 60 second timer that's almost an entire gen. You have 3 teammates. If they do gens, that's 3 gens done because you have that perk.
If by waiting it out, you mean they slug you, crawl away and someone will come pick you up. There is nothing useless about 60 seconds of "don't touch me" The biggest problem is other survs don't know when you have it active (like they do with Borrowed) so they don't know they can play around it all the time but it's not hard to make an educated guess.
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@GrootDude said:
I don’t even know why head on is an exhaustion perk, it isn’t that strong. It is just a fun perk.
Agreed. It should just be on a timer. It already has so many perk conditions that prevent you from spamming it. Heck, the only time it's going to work normally is if you're facing a Billy/Leather that's revving their saw to bait you. With literally any other killer they're just gonna grab you right then and there.
If you somehow manage to time your hop perfectly to make them drop a surv despite all of it's conditions and the fact that killers rarely have to pass by a locker on the way to a hook, you deserve it.
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@[Deleted User] said:
She can be blinded, but a typical trick I use with her is to bait a survivor into attempting to blind me. I'll keep turning slightly back and forth while I charge my phase, so by the time the blind would occur it's actually blinding my husk and I'm standing next to the survivor holding the flashlight.
Ohhh, that's a neat trick. I'm gonna put that on the list of things to try
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I think it's similar to hag where her camera isn't actually in her head (you want to aim at hags mouth for some ungodly reason)
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Ohh, weird. I can't help you though. I was just taking a guess at why it might work that way because that's why a lot of forums have similar rules
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I'd assume it's to catch people making those "come at me bro" style posts and then changing the post to troll people who got baited
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@Rydog said:
Haha totally unrelated. But I do love some good dogs!
Gotcha gotcha xD If, for whatever reason, they decided to give us a Pup I'd want it to be the Silent Hill ending Dog. If it's not that PUPpet master it wouldn't make sense to do the gens
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@xEa said:
The only 2 maps i dont like are Lerys and Game.. both indoor. Still hyped for the Lab :)
gasp the blasphemy! (Just kidding) What do you think the Lab will be like?
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@sirnewbington said:
ive said it once, ill keep saying it till i see it.
The Body-Snatcher!
ability: copy the appearance of the last survivor you hit
I'm still rooting for something like this too man. I still swear that's what Legion was supposed to be
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@Rydog said:
Dog survivor please. :D
*squints at name* Checks out.
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I like that I recognized everyone on this list. I don't know if that means they're on the Forums too much or I am.
Nah, we're on just the right amount
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That'd be horrifying, DBD would be the only game where regenerators aren't on the top of the Resident Evil scary as hell list.
@AshleyWB said:
A werewolf would be interesting if the environment played apart on how you turn.
If it requires moonlight to use your beast power. When clouds obscure the moonlight you go back to normal.
You'd likely get a weather map thingy signalling when clouds will obscure the moonlight so you can plan it out and use add ons to affect the moonlight and effects you get from it.
I'd hope it was on a timer or something and not just random. That'd drive me crazy. It would be cool if it was an activatable that was powerful but the moon shone brighter when it was activated so that, map wide, survs would know that the killer has their power active and to be careful.