Atrushan88
Atrushan88
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- Atrushan88
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@Rydog Doing that tells survivors they're playing correctly. They aren't. Survivors should not be taught to play incorrectly.
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@ClogWench Never used Insidious Nurse other side of the exit gates?
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@Peanits One big thing about "tunneling" is that survivors often unhook people directly in front of the killer. This happens all the time. Survivors don't know when to unhook and when not to unhook, as there's nothing telling them when or when not to, and they keep that thought process as they go into more and more games. While unhooking in front of the killer should not be something that just can't happen at all, I feel like something should be done so that people can not be unhooked in front of the killer if they don't want to, because this is what leads to what other people call "tunneling", and being farmed off the hook. About 5 times out of 10, I'm unhooked when I know it's a bad call, but I can't stop it. I immediately get put back on the hook because they don't have borrowed time, and then people claim the killer is the problem, when in fact it was the survivor who caused that situation to happen. This is one thing that I absolutely feel needs to be improved in order for the game to get better. Being farmed is not fun, and it's not the killer's fault someone is unhooking me in front of him. So if you're looking into tunneling, please keep this in mind. Survivors do not need to be able to unhook in front of the killer's face and get away with it, something needs to be done to incentivize them NOT to do something like that unless they absolutely have to, whether it be a tutorial with different situations, or a mechanic.
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@ElusivePukka Rob Zombie's remake of Halloween imo was the only good remake of a horror movie I've seen. Nightmare on Elm Street sucked, and Child's Play forgot what the original was even about.
As for the cosmetic, I don't really care too much about it, and while Rob Zombie might not care, it's not the same Michael.
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@Onionthing Eh, not really lootbox-like. More like gambling, but with a limit on how much you can gamble. I wouldn't find it that problematic if it was once a week, just for like a "reroll the shrine". The shrine is already "lootbox-like"(You just don't pay for it with real money) in it's current version, this just gives you an option to reroll it for money once. It's not really something I feel a need for, but it'd definitely be better than buying BP.
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@Onionthing I suppose we could also have an option to fast-buy the most expensive things on the bloodweb, and there would always be the "hold button to use the cheapest way to get to the one you're holding" option, assuming that was added as well.
For example on PS4: Hold square to fast buy cheap, hold triangle to fast buy expensive.
Any things that can improve on the idea are welcome.
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No, but I have to say 100 AC for 100k BP is way too little. You can spend 2000 Iridescent Shards for 150k BP. 100 AC would be worth a lot more imo. Either way I don't think buying BP should be an available option. I think if you want a payable option for learning perks, the BEST possible idea would be to pay money for the option to reroll the shrine once per week. It wouldn't be pay to win, and wouldn't be predatory as you could only do it once a week. I believe the Shrine however is tied to the server and not the players though, which would have to be changed for this to work.
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@Sheldor a good solution for this would be a button to just buy in the cheapest method possible to alleviate the time wasted. You're gonna do it as efficiently as possible anyways, may as well have a button that does it for you.
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@ElusivePukka I know, I've just never had it happen in front of an exit gate before. It was really funny. He didn't try to pick me up in front of the exit gate originally, he walked off, and I just crawled to the door because he also had Franklin's and I wanted to pick my med kit up and get out after someone got me back up. When he came back to pick me up, I was horizontal which caused him to open the gate.
@HazeHound I think it was because people aren't used to killers being able to open the exit gates.
@Justice As a killer you don't have to hold the button afaik. I could be wrong but it isn't like survivors opening gates I know for sure.
@Ember_Hunter Same if I can't get to a pallet, lol. It doesn't always work but sometimes it does.
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So from looking up splinters, I assume it's basically just the offerings that allow you to play as a killer, which also make it so no perks are used. Right? Could that be changed to where you used their 3 perks tier 1, or at least all your current perks as the killer you are.
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I mean if his power recovered faster, there'd be no point for his addons to recover power faster. These are my favorite addons and when stacked, recover his power quite fast. I don't see much of a problem, sure his base recovery is pretty slow, but even with one power recovery addon, his recovery is much better.
@Kiskashi Plus iirc there's also a purple recovery addon so you're not relying on a green 100% of the time unless you're stacking(IIRC his power recovery addons are yellow/green/purple, OR he has a purple with recovery and something else, and it's brown/yellow/green/purple+another effect. I can't really remember because all of his addons are very similar).
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I dunno about removing a lot of these things, but I do think things need to be changed. Ebony Moris pretty much guarantee a depip for example, and they're a lot less rare than you'd think. Using that as an example, I'd say that your pips should depend on how well you did taking that into account.
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I wonder if they can even find the solution to the bugs tbh. I don't know how much testing they do, etc to find said bugs. I would imagine though that it takes a long time for them to find bugs though because of how long bugs last in the game. A hotfix is barely even considered a patch(doesn't usually take long at all), so I don't see this being something that would be a problem for their updates, but I really wish things that were problematic would get disabled before being fixed if it's gonna take so long to fix problematic things. Infinite Mending Legion for example and this Sprint Burst exploit could easily be fixed by disabling Sprint Burst/those addons.
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I don't experience much camping killers on PS4, however tunneling is not a thing. That is a survivor error being capitalized upon. don't unhook in the killers TR, and this goes away, especially if you run We'll Make It. If there's a camping killer, Borrowed Time helps. Game slowing perks are NEEDED. Play killer vs survivors and you'll understand, and this is not toxic gameplay, as it's a perk in the game. DCing is a problem, not a solution, and DCing to prevent the killer from getting stacks/bloodpoints is toxic behavior, not running Ruin/NOED.
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Not specifically for this struggle suggestion as it looks to be pretty much as good as it could be. I've posted quite a few of my own balance suggestions/QOL changes for both sides. They never seem to gather much traction though. A lot are just small improvements though so I can understand. Usually anything that isn't a major buff or nerf gets either disregarded or still met with extreme disgust from one side or the other while the one it benefits doesn't seem to really care.
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@Jdsgames You're right, I meant Unnerving, sorry. I never use those perks so I always get them mixed up. If I owned Legion I might use Distressing on him for more information, but I don't generally see a benefit of the perk otherwise(unless playing Doctor and I just don't play Doctor), and survivors don't generally stay in TR for long while doing gens anyways for Unnerving. Also I looked at them and they look fine to me. All that would need to be done would be for them to add extra text to define Unnerving not working under struggle conditions.
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@Jdsgames I definitely agree there'd be a balance problem, obviously, but something would have to be added so that people know "Hey this doesn't work", if things were done that way. Balance is important, but so is consistency. That's why things like Autodidact have specific text that says "Does not work with med kits", or We'll Make It says "Cannot exceed 100% healing speed". At the very least that would need to be placed on Distressing.
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@Jdsgames Might want to take out this sentence as it is now meaningless due to the other changes, but looks fine to me.
"Slipping up too much is essentially your give up option. This plays into how people suicide for hatch and various mechanics where you are limited by at least 10 seconds before you can do this."(For some reason can't use quotes on Microsoft Edge for me)
Although Distressing not working while Huntress Lullaby DOES work still confuses me. It doesn't make sense for some perks to work while others don't. I mean I don't WANT Distressing to work, but for the sake of everything working the same way, if Huntress Lullaby works, that would dictate that Distressing would as well.
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I would give them the ability to kill the last survivor by hand if they have that ritual, that way it isn't overpowered and they have to actually down the last survivor in the trial to make use of it, making it challenging, but rewarding(and the last survivor would die anyways). Or give them a Cypress Memento Mori if they don't have any Moris until they complete the ritual(for example if they are given a Cypress Mori, and use it but don't complete the ritual, they're given another).
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@Peanits Can you suggest this change with a suicide button that can be used at any time?
@ThatGuyFromThatPlace Your friend and brother should at the very least be able to hit normal good skillchecks right? Although if they're newer it'll come with time.
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@Jdsgames Well in that case the only thing left is deciding on a button for both deliverance and letting go, as you said you need to press a button to activate deliverance if you have the option to use it.
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@Jdsgames So you can press this suicide button even during skillchecks? If so that'd be fine I guess.
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@Jdsgames Doing this though prevents you from suicide during skillchecks, and I don't mind no time at all being added, which was why I said you could remove great skillchecks, or at least reduce their skillcheck success zones, making it not a buff, well aside from deliverance, but honestly you should get to use your perk if you got the stack for it regardless imo. Camping killers are punished enough by normal struggle time as is anyways. Also you couldn't have Deliverance and the suicide option be the same button. Sorry thought I read everything.
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@Jdsgames That should be fine. As long as there's a prompt telling you which button to use. I suppose it wouldn't be available during skillchecks, but you could just fail the skill check to ######### in that situation anyways so it should be fine. I do feel like if you fail one skillcheck you should die immediately, but in return perks wouldn't work on it. Doctor's power could PERHAPS work on it due to it being a power and not a perk, but that would likely have to be tested. This way you could suicide any time you wanted to exactly like live, rather than needing to fail a skillcheck and THEN press the dedicated button during skillcheck sequences. Plus I can only imagine how bad Huntress Lullaby would affect survivors if someone got full stacks with it. I don't think it should be any harder or easier than live. To compensate, you could remove great skillchecks completely and make no time be added, or reduce the great skillcheck success zones.
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I mean I once posted a suggestion to make it where survivors didn't lose offerings and the offering wasn't used(as in if you used a Bloody Party Streamers you didn't get the bonus BP and didn't use the offering) if a killer DCs and killers got pissed about it, or A killer got pissed about it, lol. Literally wasn't a balance issue, it was just an issue of offerings being used when the game didn't even get started, which was stupid(I used 3 bloody party streamers in one day, EVERY SINGLE TIME the killer DCed before the game started so I lost them all, which led me to make that suggestion, and even now I rarely get to use Bloody Party Streamers without the killer DCing).
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@Peanits I wouldn't mind skill checks as long as it wasn't "every 5 seconds" as that gives away too much time if you want to just sacrifice yourself. I'd suggest constant skillchecks back to back if skillchecks are what become the change.
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Laurie and Dwight would be the exact same if Laurie isn't the obsession. Also there's too much "action speed increase" abilities. In addition survivors have a lot going for them as it is. Personally I'd much prefer one perk from every survivor is made into a base perk that unlocks a different tier every time you prestige them(P3 - tier 3 perk) into their base kit(With underpowered perks getting buffs), without taking up a perk slot, and those perks are unable to be used on other characters. For example, Meg being the only one able to have Sprint Burst, but tier 1 unlocks at prestige 1, and she doesn't need a perk slot for it. David getting Dead Hard, etc. It'd lower the amount of available perks overall, but the perks it'd lower would GENERALLY be ones that are used every game anyways, which would essentially open up other perks for use since they could have built in Sprint Burst, Dead Hard, etc.
Also Ace: Let's just make people farm other survivors off hooks in front of the killer more than they already do. HARD no to his ability.
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I think I'm most scared of being alone. Whenever I'm alone I get paranoid about things, even if what I'm getting paranoid about is unrealistic. I try to rationalize it, but it doesn't always work.
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@OKUL_COCUGU The description of the power specifically says "within his terror radius". His terror radius is 32m base. Freddy's is specifically "outside of his terror radius", which is 24m base. Monto showed it's possible to get Freddy's TR to 0, which would mean you could see every survivor wherever you were, inside or outside of a chase(because of Furtive Chase) with Furtive Chase, Monitor and Abuse, and Red Paint Brush.
Survivors can't mend in front of you without worry because they're still injured, and my point still stands. The ability to find other survivors within your terror radius is a useful ability. Once Freddy loses that, Legion will be the only one with that, outside of Ghostface when he loses his power and he is only able to see one. Just because you turn into an M1 killer before actually getting to the survivor, doesn't mean your power didn't help you find them in the first place. You'd be looking around without knowing where they were otherwise.
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@Entità Tunneling is not the killer's fault or problem EVER. The survivors should be rewarded for not playing like idiots and "tunneling" wouldn't exist. This is why I said what I said. If you played survivor you would understand this. Survivors foolishly unhook you right in front of the killer's face without a care in the world. The only way to fix the problem is to fix survivors, not killers. Giving this bonus to survivors would likely let them at least think twice about farming you off the hook and give them more BP for playing smarter by waiting until the killer leaves instead of being douchebags and farming you in front of the killer's very eyes(A HUGE misplay) which is what causes "tunneling"(as much of a thing as gen rush is, meaning it's not).
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@OKUL_COCUGU You CAN catch them. Just because you don't hit the second person while in FF, doesn't mean that the KI wasn't useful. Also current Freddy DOES NOT have map-wide, he has long range information with a lack of short range information, whereas Legion has the opposite. ALSO Legion has that knowledge within a 32 meter range, not 16. If you want more information, use something to increase your TR. Likewise if you want more information with Freddy, use something to REDUCE your TR.
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OR we could make a bonus for survivors for not farming other survivors off the hook in front of the killer. We could call it the "not a dumbass" bonus. The survivor changes are to make them equal to killers in terms of BP. Not increase their BP over killers anyways. The problem is with survivors unhooking directly in front of the killer without caring. Not killers making the obvious correct choice(with the exception of BT).
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I don't think killers need buffs. I think we need all maps need to be the same size with the same general setup(doors in the same spots, possibly hatch in the same spot, same amount of pallets per map, maybe not in the same locations but the same amount definitely) so that any map is not killer or survivor favored specifically. If all killers perform the same across all maps, we can then address killers that are weak or strong.
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@Onionthing I think his goal is to one hit down the person trying to body block you to get to the survivor just unhooked. This kind of perk wouldn't be allowed though most likely.
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@Sean honestly you can fix this issue by not playing in a lobby with red ping.
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While I know it's not going to teach the farming survivor any better, I down the unhooked. If I get hit with BT, then I make a memory of it. It's the farmer's fault things ended this way, and all survivors should blame the farmer, not the killer. Any time I'm farmed, I cuss the hell out of the farmer. It's not the killer's fault he was handed a free hook but you can bet your ass that survivor is getting a mouthful or at least a report. Unless you have BT, wait until the killer leaves to unhook. It's almost always the correct choice to do this anyways, as BT really is better used as a last ditch effort to a camping killer, not just a free unhook because they're eventually gonna get hooked right back if the killer can see them and doesn't chase you.
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@Jdsgames This is simply not true. There are many killers that don't worry about gates being on the same wall(one even being a not so great killer otherwise), and even then, a LOT of the time they are on the same wall. Once the hatch is closed, you don't have time to look for a key AND find it again(it doesn't leave a noise anymore), so your only realistic option is to open the gates. HOPING for a key is not a possible outcome. Many times when the gates are on the same wall I literally just hide from the killer so he doesn't get the satisfaction of SEEING me die because I know there's no way I'm getting out. Also it's not an "L" if you downed 3 people. You got 3/4. The other one only has a slim chance of escaping. Survivors suiciding on the hook to at least allow the 4th a chance of escape should not be punished unless you want to allow that 4th an easier escape, because currently even now it's not a guaranteed escape and with 10 extra seconds that will make it a much lower chance of escape, especially if the killer previously saw the hatch. If a survivor is going to be punished for helping a teammate, there needs to be a balance struck where the survivor he is trying to help is given an easier chance to escape. Suiciding on the hook shouldn't be punished ALL AROUND, or you're forcing the survivors to play to the killer's will. Also 95% of the time when I don't even know where the hatch is, and the survivor doesn't also, I find it before the survivor does, and then I kill them too.
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The thing is, you don't think much about horror TV shows. When you think horror, you think Halloween, Friday the 13th, Nightmare on Elm Street, Scream, Hellraiser, Candyman, Child's Play(BHVR PLEASE ADD CHARLES LEE RAY), etc. There aren't many iconic characters that are important enough to warrant licensing in TV shows. However interesting character/s I think would be REALLY nice would be characters from Until Dawn. I'm not gonna name names because I don't wanna point out spoilers but I think it'd be really interesting to have a killer/survivor based from that game, as it is probably the most horror movie styled horror game I can think of.
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@OKUL_COCUGU The thing is, you don't HAVE to have your power refresh 4 times. Just knowing where they are is more information than any other killer in the game has outside of CURRENT FREDDY. If you chase another target with KI, even if your power goes out before you reach them, you know where they were as you're making your way towards them after it ends. This is a big piece of information. You also know where 2 others were before, giving you knowledge of where to look. This is Legion's power, knowledge and slowing survivors down. Chaining hits is cool, but it's not the only use for his power. Also JSYK I didn't get a notification you @d me. I believe it only works if you @ at the beginning.
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Facing survivors on PS4 in a SWF is torture as is, because like you said, about 80% of survivors on PS4 are SWF in one way or another. I can tell this because usually as a solo survivor, it's hard to get a match, but I can get one in 2-3 minutes. With 2 survivors in SWF, it can take upwards of 5-15 minutes(meaning it's usually 3+ SWF groups on PS4). I can understand why killers dodge, especially when seeing flashlights. I find a lot of killers bring moris the moment they see a flashlight as well. SWF also like to be annoying ######### while running you around too, and if you hit like 3 of them, eventually you'll find all three of their health states go back to healthy all together. It's really infuriating. Personally I feel aura reading is a big issue with the game and one of the main reasons SWF works a little too well. You can see people in the dying state without any perks. Same for hooks. It's a big reason why I started bringing Hex: Third Seal. I find that a lot of survivors can die on their first hook if I've hit all survivors with Third Seal even in SWF.
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@Jdsgames Enforcing bringing keys shouldn't be the go-to. You force that and killers will have less kills overall because they won't need to wait to be the last person, they can just do gens until the hatch spawns and open for more than one escape with less work. It's not about just the emblems, you're punishing the survivors in multiple ways just for trying to help their teammate. You're making it harder for them to help their teammate WHILE giving them negative emblems. As for the slug fest thing, that can be countered with Unbreakable. You can also run No Mither to pretty much guarantee they hook you if you wanted. If you're the last two and you want to give the last person hatch because you know they're gonna be screwed, you should have that option without so much negative impact while STILL having a worse chance of them escaping through it. That's WHY people disconnect already. I also like being able to look around while in struggle state.
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I mostly run Self-Care(WITH a medkit because it increases med-kit efficiency as well) and Dead Hard. Anything else I substitute. Right now I'm running We'll Make it and WGLF. We'll Make it just feels really powerful if the killer isn't camping.
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The only issue I find with this is that it already takes long enough to suicide on hook to give someone the hatch if the killer previously saw it. Adding forced skillchecks during the phase would increase that time, add to that the negative to emblems when intentionally suiciding, and you have a killer who has plenty of extra time to get to the hatch, is faster than survivors, and a survivor who tries to help his teammate losing emblems. It's a bit too much punishment all around. If you're gonna lose emblems for helping your teammate, your teammate shouldn't also be punished with you having to wait for skillchecks in order to suicide. Seems a bit too much like killer hand holding as the animation for dying is already plenty of time if the survivor isn't just standing on the hatch and it's close. If this is the case, the hatch should open the moment they die, instead of waiting for the animation to balance it out. Otherwise people will just start DCing to give someone hatch moreso than they already do.
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I just play basement hag. You get one, eventually you get all four, or at least 2.
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Myers probably takes the cake on this one. Other than that, seeing a Nurse flying all over the place(especially with multiple blinks) would scare the living hell out of me. I would have trouble hiding, because she could appear anywhere at any time, and it'd just feel like I could never get away from her.
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But that removes potential for the great Charles Lee Ray.
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I think since Iron Grasp is Boil Over's counter perk, it should be: Struggling Effects are increased by 75%. Time to struggle out of the killer's grasp reduced by 4/8/12%. Perhaps keeping the hook aura thing. For Left Behind, I think the aura of the hatch should appear when you are the last survivor, because multiple people would run left behind in case of dcs increasing action speeds. Having a perk specifically show the hatch wouldn't be bad for being the last survivor since it'd have no other purpose, which wouldn't make it OP and would be situational at best, but still be good for being that last survivor.
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I agree. League of Legends disables champions, summoner spells, and pretty much anything that becomes game breaking pretty much after finding out it's bugged. Other games need that kind of feature, and this one certainly does with as much stuff that breaks.
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There are plenty of ways to counterplay flashlight savers. If there's someone nearby with a flashlight then they're the ones who are likely the altruistic ones. You have them in your grasp now because they generally reveal themselves. Now you chase the saver while he's lying on the ground and 2 people are either working on gens or one or both are coming to rescue the guy on the ground. You can't "revive pallet saves" because it's very rare that people are even close enough to pallets when picked up, unless slugged.
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@KillerMainBtwm8
After the first hit you still have your power. If you don't miss, you get rewarded by seeing every other survivor in the game while also slowing down the survivor you just hit while ALSO getting a full refresh on your power. If you MISS, you're an M1 killer, but that's because you missed. You shouldn't have constant uptime on missed attacks. Ghostface doesn't have constant 0 terror radius, Pig doesn't have infinite traps, etc, and there are SEVERAL examples of killers being forced into being an M1 killer mid chase. There's nothing wrong with being an M1 killer at times.
As for your comment about Billy, he's not the only one who would be affected by everyone having one hit downs. Myers, Ghostface, Bubba, and Plague would also be affected. Should we just delete/rework ALL those characters just because you want to one hit down people? Let's not even mention that the fact that you will EVENTUALLY hit someone you're chasing regardless of how optimal they're being.