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  • No.

    Apparently you can’t be content with prestige = skill. Why not go for 100 prestige first on whomever?

    Also you just shoot yourself in the foot with your Trapper gameplay analogy just saying it’s luck. So why show it when it‘s predominantly used to measure unreliant dick length?

    Yes, that’s predominantly nature based and unreliant on actual skill from a causal standpoint, so why focus on how big your E-peen is?

    I suppose tThat this vanity could be capitalized on, to better drain dry vain players over the casuals, but is that a good monetization method?

    Maybe? Actually.

    The irony that a paid tier of exclusivity would likely be able to well fund a chapter is depressing.

  • Any argument made for DC penalties being removed due to Bots is a reason made to keep them.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484978#Comment_3484978

    It is if someone has an actually meaningful DS.

    It really needs to go back to five seconds.

    And we are back to band-aid Perk design, great.

  • @Sharby said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485645#Comment_3485645

    Well let's see:

    Maps - Useless because I know gen and totem spawns.

    Keys - Useless because its not reliable to be the last one alive unless trolling, aura-reading is nice I guess.

    Flashlights - Killers throw tantrums and tunnel over them, or equip lightborn if they see one beamer, not reliable.

    Toolboxes - Only commodius is good, but still a boring item only good for genrushing with.

    Medkits - All basically same rarity, feels terrible if the killer has sloppy or anything that would ruin a heal.

    I legit just bring a beamer every game because I don't like going in empty handed, but I get use from it maybe once every eight games which doesn't seem right to me.

    Flashlights: You've never used a beamer to blind a Killer at a Pallet Break? Even if they have headphones with their capability to track footstep audio, the blindness still significantly increases potential mindgames.

    Keys: Totally agree.

    Maps: Also agree, and it's not like you can use them to give your allies information if you're not in a SWF.

    Toolboxes: no Sabo plays at all? Don't even need to use it at the start, hold onto it until the Killer is near or you're at the last couple-a gens.

    Medkits: par for the course. However sloppy reduces healing speed, it doesn't reduce healing efficiency, so you'll still get the same healing out of them, just slower.

  • The nuances of the Trials themselves might not be a direct result of The Entity, but perhaps a "subsidiary". Someone, something trying to utilize the Auric Power this hope and dashing of hope provides for their own purposes. Utilizing purpose and apathy.

    There is The Entity, and the Mad Designer. They are not the same, as The Entity could very well embody the idea of Death itself. The fear of cessation to exist.

    The Mad Designer has simply latched onto that idea, that concept, in order to fulfil their own desire to continue. To design, and see what happens. And so they've created The Trials. To fuel their passion, to see what happens.

  • Fear is a result of something had, taken away, or the concept of it (or the inverse of something not present, becoming present). Fear of the unknown is simply loss of certainty.

    If there is no hope to escape, why fear what comes? Your doom is certain.

    It's not like Survivors that escape a Trial truly escape.

    So give them hope, something to latch onto. So that it might be taken away.

    Even if Survivors retained their memories, this isn't something that needs to happen all the time, it just needs to be an eventuality. Simmering. A thought that one would suppress, if only to cherish what they have in the moment, to make its sudden loss just that much sweeter.

    And don't mistake The Entity, this isn't just something that Survivors can face, it's just the same for Killers, their own loss and sacrifice fuels their desire to take from others what they feel they deserve, be it through unbridled retribution, or simply desire at the expense of others. They're simply a catalyst for this eventuality, making things easier.

  • I mean, could probably be both. Predator would be a setup/stalker type killer, with the Xenomorph focusing more on mobility/chase.

  • I hope an obscure reference to whatever is being worked on is "leaked". But nothing that cements what it is.

    Like the In-house project name (assuming it isn't too obvious), so speculation can abound.


    Although if I had to choose I'd prefer there be a sense of security and at least workplace unity in not showing their hand early.

  • Fast downs, so not much chase BP for Survivors. No escape, so even less BP. My guess is bottom Meg swarmed Ace and got him hyper-tunneled, and subsequently her, the other two gen jockeyed until they had to deal with other meg and you killed them.

  • Still undecided on the Perk, but the way I see it is as follows:

    All loops in the game are made with the consideration that basic Killer movement is 15% faster than the Survivor.

    You add 3% to the Survivors base speed, and a 115% Killer is now an 111.7% speed Killer in comparison. Not sure how that will work for a lot of loops for Killers not designed around having range to reach around them, especially given Killer having a larger hitbox, might make some tight corner non mindgame-able loops more annoying than longer loops.

  • @KolbyKolbyKolby said:

    I do just fine on Wesker with the 32m radius, I don't think it's as big of a handicap as people like to suggest.

    If you want it smaller, M&A exists. That's why all perks exist, run a perk that helps you or allows you to work around a problem you have.

    Wesker has a 40m radius, which can also make survivors more complacent being within the 40m radius, and only get spooked once the 16m terror radius kicks in.

    @AhoyWolf said:

    I don't like his current 32 metres honestly because it gives Survivors too much time to react, but giving him a 24 metre Terror Radius could prove troublesome only because Monitor & Abuse exists, so how about 28 metres? It's time that we break from the 24 / 32 metre Terror Radii and experiment a little.

    Try some Undetectable Perks, Trail of Torment might be a nice one, especially with its upcoming Buff. Dark Devotion can be hit or miss, and you need to get in chase with the Obsession, Injure them, then immediately break chase to maybe get a hit in on a Survivor unaware.

    There are not too many Undetectable Perks, and there is certainly room for them in future releases.

  • Still think that by default when a Boon is snuffed the Totem should destroyed, especially in the event that the Totem is out of the way but covers a strong loop.

    The radial Endurance is interesting, but I think it'd be better as:

    • Survivors within the Boon Radius gain the Endurance status and their Grunts of Paint are reduced by 50/75/100%

    The Grunts of Pain being suppressed would be the tell for what Boon is in play, should the Killer commit to going through the Endurance or snuffing the Boon. (Could call it Boon: Last Breath)


    Hard no on Bless Unleashed, especially given how the Boon radius' interact with multi-levels.

  • How do you address the case in which the Killer isn't good at chase and it becomes a waiting game for Survivors? If the Killer is too good, and chases get done too quickly, how do you address Survivors being on the floor for most of the match?

  • @Emeal said:

    Problem is Traps down spawn in Good Locations.

    If they did, then this would instantly remove any setup time and have the Trapper be an active Killer instantly.

    Define good location? Do they spawn in brush and high-traffic paths at all? Or do you mean consolidated in an area?

  • Survivor gameplay is kind of dull outside of chase (Totems serve no purpose, unless the Killer has a Hex, Boons are kinda trash, Chests do nothing beneficial to Survivors endgame, the only other thing to do is Heal Injured Survivors and do Gens). Exhaustion Perks at least add more variety to chase.

  • @nodforkiss said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484528#Comment_3484528

    sorry my bad, m1 killers shouldnt even exist because of how WEAK they are

    Good thing M1 Killers don't actually exist.

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484978#Comment_3484978

    It is misplay if you tunnel wrong target and ds user is usually wrong target. Tunneling does not always work so it's not always right play to do. Right play debends compeletely on situation. Sometimes it's to camp someone death sometime going after different target.

    How do you know the player has DS? Kinda bad design if there is no tell. And the counterplay being the assumption that everyone has it isn't good design either, as it's essentially making something base-kit without it being base-kit.

    Nor do I like the thematic decision of "You can't chase this person". I agree that tunneling isn't always the right play, but it being because of a perk with flat out dismissal of any Killer input, I'm not a fan of.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484961#Comment_3484961

    Devour Hope is also 'feared', and it's not broken. 'Feared' perks are perks that can punish misplays.

    DS was an excellent tool for discouraging tunnelling until it got cut in half for no discernible reason.

    Tunneling isn't a misplay. That's the problem. At worst it's an unfun strategy at the Survivors expense, at best it's happenstance.

  • Community collaborated Perks? Sounds interesting.

  • Breakable Walls that spawn 100% of the time eschew the unpredictable nature of the Trial.

    Breakable Walls that serve only to strengthen a loop are just there to be broken at the earliest opportunity, favoring mobility Killers (Or Killers with ranged attacks that can Break those Walls) over less mobile Killers.

    Breakable Walls that add an element of Surprise near an Objective (such as some of the ones on The Game), aren't surprising against a Killer that is not Undetectable.

    Deadzone to Deadzone Breakable Walls (EG: Midwich Bathroom and some interconnecting room Breakable Walls on the top floor of The Game) may give the Killer some more mobility, but takes away time dealing with them in the first place, and if an Objective is there you can no longer corral the Survivor.

    Breakable Walls that don't connect to any loop whatsoever serve no purpose, such as the bedroom Breakable Wall on Dead Dawg.


    The only Breakable Walls I like are the Breakable Walls that control movement flow between loops or between loops and Deadzones (if there is no nearby Objective). Badham Preschool Walls, Most of the Breakable Walls on Midwich (apart from the 1st floor reception desk Breakable Wall).

    The loop(s) are boxed into their own system, and Breakable Walls serve to puncture more holes into that "box" as entryways and exits, but don't add much to any of the loops or detract from them due to surrounding blockers (The walls of Midwich) or deadzones (The Hallways of Midwich).


    An example that I would propose for the upcoming Rancid Abattoir rework would be a Breakable Wall involved with the Freezer, likely entering the Freezer from outside the building, though how the tiles surrounding this wall can be chained with and without it being there should be taken into consideration.


    And I should mention that Survivors don't have much interaction with them at all. Which seems odd.

  • Simply put, a player might want to disconnect simply for the reason of "I want to". You can't stop disconnects. And personalities vastly differ. What you might disconnect over might be a non-issue for others, and vice versa, further muddying potential remedies.

    DBD is also a game about facing phobias (even one as simple as facing the concept of losing...), hand in hand with the horror aspect. I don't condone disconnecting as a result of phobia, but I understand it. And this solution at least doesn't completely trash the experience for the other survivors.

    Even in a SWF situation where someone dips out, they still lose out on playing with their friends (and if they simply choose to spectate, will still have to see what they don't want to see). And from an introverted point of view the player still has to deal with the disconnect penalty, in both cases they will.

    In the event that all Survivors disconnect, I do hope they add in a feature for unpunished disconnect from the Killer.



    I'm not talking about balance reasons for a disconnect, as that is a whole separate issue from what DC bots will address. Still important, don't get me wrong. But DC bots are not supposed to be about quelling balance concerns.

  • @Saalaksin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483878#Comment_3483878

    Wait. Survivors don't know I get Killer Instinct on them?

    Is this why they keep trying to hide in lockers while I'm Frenzying?

    Yeah. Killer Instinct is only ever shown to the Killer.

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483556#Comment_3483556

    Y'know the survivors also go out of their way to set the boon up right? Meaning less on gens

    Also What Boon are you talking about here? Shadowstep? Just follow Grunts of pain or blood trails, if you lose them you can just snuff it then

    You know this post was about making boons stronger but one time use, right? Sounds ripe for the "stronger" portion of that title.

  • Also regarding Totem spawns, it’s simple.

    Hexes don’t give the player agency on their placement. (Apart from Pentimento)

    So the finger can always be placed on the system instead of the player.

  • The irony is that the closer generators are, the easier they are to patrol, the more spread out they are, the harder they are to patrol. So generators close enough to trigger Prove would actually make great patrol focuses.

    Brand new part is effectively 22.5 charges, it’s an entire toolbox in and of itself. As a standalone addon I don’t think that’s well balanced.

    I don’t find the design philosophy of Toolboxes being used to crank out the last few gens to be healthy. Thankfully few Survivors do that (in my MMR at least), but the reason for my opinion is the same as with the old Mori, you’re just bypassing player engagement just for a win.

    Survivors at the start have inherent split pressure, so it makes sense that gens will go by quickly at first. But that doesn’t mean it feels great being nearly halfway to losing when you’ve still got quite a bit to do.

    If they properly spread the last few gens across the map and have Toolboxes? Well that’s a quick match without much engagement at all unless you tunnel or camp.

    If the Killer doesn’t get a good first chase in they get dumpstered unless the Survivors royally screw up.

    Of course there are counters to this, gen block and gen regression (though regression for most Perks ties in with getting a down first, so not too useful for early gens unless you catch out a Survivor), not much room for else aside from being a Gen sentinel, which is kind of just slapping on bandages to the issue.

    Survivors sure have been getting a lot of built in tools to help prevent the Killer from “removing engagement”. Endurance off Hook, anti-camp, and if they get 3-gen prevention?

    I’m not against this stuff (because it is healthier) but come on. This is on top of Pallets loaded at Trial start, Endurance Perks, Flashlights, Exhaustion Perks, Sabo, Terror Radius and Haste effects!

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483852#Comment_3483852

    Spacing out is something you should do by default, since it gives the Killer less pressure and makes defending Generators harder, this isnt a foreign concept or something, this has been something that has been done for years.

    Also, Legion is an "anti-group" Killer, they punish grouping up. That does not necessarily mean you absolutely cannot group up, since there are situations that call for it. Spacing out is not necessarily an absolute, and should be treated as a suggestion, not a "law" or "something you must follow all the time".

    To put things better, there is a lot of nuance when facing Legion, since you treat them differently compared to other Killers... rather than dealing with that, people would rather complain and blame the game instead of their inability to adapt.

    Well, Mending isn’t the most engaging of slowdown features. And Killer Instinct isn’t the best described mechanic in the game (given there is no indication at all to Survivors that they’re being tracked by it).


    But otherwise yes.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483689#Comment_3483689

    True, but it does mean more time played. You'd think a P100 player would outperform someone who's played this character for 2 days now.

    Depends on how frequently they play against the Hag. Survivors might have more simplistic core gameplay, but they do have to understand 27+ different Killer Powers and abilities. And if you only face that Killer maybe 3 times over 100+ matches, there's nota lot of time to learn.

    Doesn't help that the Anniversary event allowed people to engorge their prestige levels.

  • Prestige doesn’t equal skill.

  • TR isn't directional, but you can use knowledge of the map layout and chase/loop patterns to figure out a good estimate as to where the Killer is coming from. Hook Bubbles too, if you see the Hook from one direction, and hear the TR shortly after, it's likely the Killer is coming that from that direction. If you're in a corner of the map, and saw the Killer cross to a certain side of the map, you can figure out where the Killer is coming from if it starts getting close. If it's close, but you don't see the Killer on a multi-level map, they're likely below/above you, and there might only be a few ways for the Killer to reach where you are.

  • Ah, she didn't have a Vault animation, so standing in front of a Vault she could both pretend not to Vault, Vault, or be Phasing.

    A shame, but the Vault not having an animation was likely a bug. But you still have the Vault fakeout. Apart from the directional audio now revealing to the Survivors if she moves around the loop while phasing. So that mindgame is more or less just useful for pushing them out of a loop (if you choose to stand at a vault window).

    Even then, you still have Her massive mobility while in her Haunting, so she kinda plays like Wraith, since she can still hear nearby Survivors, just with the added skill-ceiling of not seeing them.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483435#Comment_3483435

    I agree. boon totems are fine. maybe minor improvement to their effects. their issue is limit radius.

    Not at all, the Killer follows the Survivor, who can run into the Boon radius. If the effects are enough to warrant the Killer needing to go out of their way to Break the Boon, it effectively ends the chase.

    Of course the problem is that the Boon radius could mean the Boon is placed in such a way that the Killer not only needs to break chase, but they also need to path around a significant obstacle to get to the Boon in the first place in order to break it, being even more of a time waster, such as on mutli-floor maps, or a Boon right above a Loop area, like the Temple of Purgation.

  • If 3-gens are removed, how do you address the Killers who take advantage of that more by happenstance as a result of low map presence with regards to their Power?

    Low gen counts usually mean it’s easier to patrol for Killers with less mobility, however that is only the case if the gens are close together.

    Do you like widening the MMR gap between what Killers Survivors see?

    I suppose if you really like playing against Blight and/or Wesker all the time, this would be a boon.

  • @Phantom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483267#Comment_3483267

    On the one hand yes, but not when that's all you do all game until everyone bleeds out.

    It certainly is another thing entirely if the Killer doesn't bother to try to pickup Survivors once all slugged to Hook them.

    Although I could see the Survivors trying to consolidate into a corner, forcing a wiggle-out if a Hook gets destroyed, and then cascading that into quick pickups.

  • Well apparently I don't know much about Spirit, the Wiki says she's a 110% movespeed Killer with a 24m TR?

  • 15 seconds spent picking up a Survivor and carrying them to a Hook, and then walking away from a Hook, could very well be 45s other Survivors spent working on Gens.

    Going for a 4 slug is much riskier, but there is a time benefit to it.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483142#Comment_3483142

    but that would be a mindgame. we cannot have those. like old spirit and old slinger. you would not be able to react to it.

    Old slinger's "Mindgame" was "Am I in line of sight?". There wasn't really one given how quickly he could ADS and fire. Executioner already has "ADS" Delay on top of the propagation delay, and the Danger zone indication.

    What was Old Spirit's Mindgame?

  • Preferably it'd be nice if there was a way to do a "Charged shot" like with Huntress. More range, less propagation delay, while slowing yourself down and giving the Survivor the tell that "I'm aiming at you".

    Something like: Holding Rites of Judgement while not moving increases the range and speed of Punishment of the Damned, reaching the maximum bonus after 2s. And just use Insidious' code.

  • In comparison to both Ghostface and Pig, Myers cannot enter his power-based undetectable at a whim, and he sticks out like a sore thumb (being quite tall with a marble white face), making his undetectable less adaptable for environments with low line of sight blockers. And once he enters Evil Within II, he can never re-enter Evil Within I.

    On a side-note, while both Pig and Ghostface share the similarities in that their visible profiles are smaller at the cost of speed while Crouched, Pig's is needed to enable her Undetectable, while also enabling her to perform an extended lunge attack. Ghostface's is mainly just about a lower visible profile and enabling leaning on shorter objects.

    In regards to visible profile while Stalking, Myers has the largest and most visible profile. Meaning Survivors can notice him stalking much faster.

    In regards to Stalking speed, Myers has a range penalty. Compared to Ghostface, if Myers stalks a Survivor at 40 meters, it will take 60s to reach Tier III from tier Tier II. For Ghostface, if leaning, he can Mark a Survivor at 40m in 2.5s.

    In regards to Power availability, Myers can only reach Tier III a maximum of seven times in a match, and if a Survivor is Killed with any Evil left to be drained, Myers loses out on a use of Tier III for every 5 Evil lost this way (and loses one use minimum if at least 0.5 Evil is lost this way). Ghostface has no such limitation.

    In regards to Lethality, both Myers and Ghostface are able to instadown with their Power. Whereas Ghostface can only instadown Survivors he has Marked, Myers can instadown anyone while in Tier III. Myers also has a 20% increased Lunge distance in Tier III, and Vaults 25% faster. This has a lot of snowball potential if you enter Tier III while stalking a group of Survivors.

    In regards to Power duration, the effective exposed duration is the same between both. However the flexibility of all Survivors being exposed is also a weakness when considering the gameplay loop of the Killer Hooking a Survivor, as Hooking a Survivor while the Power is still active is time lost attempting to utilize the Exposed of other Survivors.


    My pain points with The Shape are:

    • He is punished for clever positioning when Stalking at a distance quite severely as a result of the Stalk speed penalty.
    • His Stalk speed penalty being linear based on distance 0m-40m instead of through thresholds make his Power fill-up inconsistent, given Survivors tendency to run, and thus always longer than the minimum 6s.
    • He can run out of Evil supply.
    • Picking up a Survivor does not stop Tier III ticking down, further wasting his Evil supply.
    • He cannot re-enter his Undetectable state.


    However my largest pain point is simply the stalk speed range penalty.

  • Night Shift does a job and isn’t all that special, it likely will get Survivors to open the Exit Gate if they notice the regression. Better utilized feeding into other Perks like Blood Warden or Remember Me.

    I don’t see how to change it without stepping on No Way Out or changing its effect.

    Animatronic Fright, as others have said is a bit cheap. No indication it’s in play other than when it happens, and no room for counterplay.

    I’d suggest changing it into the following:

    Surprise Party - The first time you Damage a Survivor, other than your Obsession, you gain a Token. Once you have three tokens, entering chase with your Obsession exposes them for 20/25/30s and resets this Perk. Damaging the Obsession also resets this perk.

    For Deadly Preference, I don’t like the lack of involvement prior to the Gens being completed, but I do like the idea of playing around with Mori’s. (Same sentiment with Rancor). Perhaps make it a Scourge Hook variant of Devour Hope that activates in endgame? Where it powers up based on how Many Scourge Hook Hooks you’ve gotten?

  • Hardly ruined. They’re taking into consideration that the game isn’t straight PvE. The current balancing factor for the game is how fast Survivors complete generators compared to how quickly Killer can catch Survivors. More diverse Items can be cool, but tossing in things willy nilly can toss that balance way out of wack, especially chase Items.

    Sprint Burst in a bottle does sound interesting, but if it circumvents Exhaustion, then that needs to be considered when accounting for how often it can be used.

  • @jeffkillsyou96 said:

    The reason why I believe lightborn is bad for the game overall is because it’s a very counterproductive perk and it also has encourages people who play killer to not learn the game and here’s why

    Lets say killer brings lightborn to counter flashlights right? Well when survivors realize the killer runs lightborn then there’s no point in trying and that’s why gen rushing is a thing a lot of the time and if there’s no flashlights then it’s a dead weight perk.

    I just feel here that the community is confusing fun with toxicity and it’s getting real annoying it’s like the devs are trading fun for balance and this maybe an unpopular opinion but I don’t care and I play both roles but taking break as killer for a min for the event.

    Unpopular Opinion: If you really need lightborn to counter flashlights then you’re a garbage killer main and no I don’t care what perk/builds people use but really there’s so many better ways to counter flashlights like

    1. facing a wall when possible along with
    2. (if facing a wall is not possible)paying attention to your surroundings perks like infectious fright come in handy but still shouldn’t be needed if you PAY ATTENTION to your surrounding also,
    3. Starstruck (and I feel this perk needs a little tweak)
    4. Franklins demise effects all items along with 2

    So why do we need an overkill on of the most useless items in the game if you guys don’t want gen rushing and/or heal speed metas then having more fun alternatives may help along with making maps and keys more fun to use


    If Flashlights are useless even when not using Lightborn, why does it matter if Lightborn is being run? What fun do you derive from Flashlights?

    If you’re interested in a less immediately counterable method of rescuing a Survivor from the Killers grasp, why not take Saboteur and/or a Toolbox? Follow the Killer and then when they go to pickup, check out which Hook is closest and sabo it.

  • Your fav Killer/Surv eating some Capt. Berry Crunch? Or a parody of the box cover utilizing them?

  • It’s a joke.

    You can’t see which Survivor brought what Offering as Killer. (Unless that changed or the Offerings are ordered specifically in relation to Survivor UI icon placement)

    Though through process of elimination as a SWF you can figure it out as a 3-man.

  • I don't think Mending is sped up when an Altruistic Mend is performed.

    If it is, it'd have to at minimum be 100% faster than normal to make up for the shared time-sink of 4s between two Survivors, plus the survivors moving together in the first place, otherwise the Survivors are wasting more time than if the Survivor solo-mended.

  • @[Deleted User] said:

    I think a few changes could be made:

    • Lower mend time to 8s (was 12s) but you can no longer mend other Survivors
    • Raise the BP gain from mending to 250 (was 100)

    Legion specific add-on reworks to accommodate:

    • The Legion Pin: Inflicts Mangled when hit in Frenzy (was Broken for 60s after mending)
    • Defaced Smiley Pin: Inflicts Hemorrhage when hit in Frenzy (was Mangled after mending)
    • Smiley Face Pin: Grunts of pain are 50% louder when hit in Frenzy (was Blindness for 60s after mending)
    • Joey's Mix Tape: While using Frenzy: Gain the Undetectable status effect. Increases Killer Instinct detection range by 20 meters. Grants 100% Bonus Bloodpoints for Deep Cut Score Events
    • Never-Sleep Pills: Increases The Legion's movement speed during Feral Frenzy to 6m/s. Decreases the duration of Feral Frenzy by 5 seconds. Grants 100-500 Bonus Bloodpoints for Caffeinated Combo Score Events

    Why prevent mending other Survivors?

  • Killer Perks:

    Fools Errand:

    When a Survivor completes a Generator, they become Oblivious until they complete another Generator or are put into the dying state.

    Sapper:

    When within 16m of a completed Generator, gain a 5/6/7% Haste that lasts for 5s.

    Prolonged Suffering:

    Survivors that you Injure will suffer from the Haemorrhage status effect for 40/50/60s after being Healed, leaving behind pools of blood. 

    Scourge Hook: Penance:

    When a Hooked Survivor is rescued, the Unhooker suffers from the Broken status until the Unhooked Survivor is healed, or they themselves are put into the dying state.

    Hunter:

    Walking Survivors still leave Scratch Marks



    Survivor Perks:

    Boon: Grave Tender

    Cleanisng a Totem grants a Token, able to hold up to 1/2/3. While you have a Token you're able to see locations of disturbed remains. You're able to Bless these remains, placing a Boon Totem.

    Within the radius of the Boon Totem, if a Survivor would reach another Stage of Sacrifice while on a Hook, they repeat the stage, and the Boon is snuffed.

    Frantic Escape:

    You're able to break through Breakable Walls, and can Vault Entity Block while not Exhausted, causing Exhaustion for 60/50/40s.

    Teamwork: Material Bond:

    You seem to leave a trace on most things you touch. Any Item you pick up will show its Aura to you within 32/40/48m. If a Survivor is holding one of those Items, their Aura is shown to you within 32/40/48m.

    Teamwork: Pep Talk:

    When you heal a Survivor, you take on any Exhaustion they have, clearing it from them.

    Animal Whisperer:

    You're empathetic nature extends even to that of the malicious intent of the Crows in the Trial. Receive a loud noise notification whenever a Crow is alerted within 20/26/32m.

  • 4 people who are still alive because the Killer can't kill you immediately and has to go through 3 different Hook events for every survivor.

    Trust me, you would not have liked the old Mori system.

    Nobody 'deserves' anything. This is a game. The question is if the gameplay is enjoyable for the most part for everyone involved.

    The EGC is there to push the Survivors to finish the Trial (except 99% still exists) in a timely manner. Still has some work needed IMO, but that's its purpose.

  • My guess is that it's still based on charge/second, and that it's just shown in the tooltip as a % for better clarity.

    But that would be an interesting thing to take a look at with the PTB.

  • Grab a tape immediately to protect yourself from condemned. Once you see her lullaby pop up using the new accessibility feature, get ready to run to another TV, and if you’re Injured, deposit it to clear any accrued Condem.

    Then immediately grab a tape from the TV you just put a tape into and repeat. (Less certain that you can do this).


    Basically Survivors would want to hold tapes at all times to prevent Condemend from Sadako emerging from a TV, while being able to turn off TV’s at will and being able to deposit a Tape while in chase to prevent the Hooked condemend.

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