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Backmon
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@dbd900bach said:
Firstly, yes, these nerfs would make the perk comepletely useless. Secondly, there is a counter to DS that works 100% of the time. Don't tunnel.
Okay why do you think this nerfs is to much? This just help make this perk fair and not abuse it for bodyblocking (cause now survivors doing this only cause they now they can run to far) and also this is fair nerf for perk that bring its effect by default (you dont need repairing/cleanse totems/do saves to make perk work so its actually passive effect)
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if its not top swf they can have a problem with this perk. i played with 2 swf people and knockout can be very opressive even with team (not all swf a comp players)
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@Rulebreaker said:
- They're still perfectly useable (and a certain pair are still bloody often used at that)
- Hook timer has had near nil effects on those not staying by the hook and really is only being used as an excuse to slug at best
- Now we talking about a single box or a squad of these with the sole goal to annoy the killer?
- Neither are busted with the later one being used more at pallets or blast mines (on the rare occasion we do see it). If you added flashbang you might have a point with all the complaints about going through the killer (though we have yet to see it personally).
- ....your really gonna need to explain how off the record is tied to slugging... That aside neither are overpowered (by our definition, we might need to ask for your definition) and DS, the perk, will only lead to being slugged if the killer is tunneling (for a good reason such as survivor taking a bt hit, or bad such as killer being [censored])
- ...Well technically you're not wrong since slugging stops pretty much everything survivors can do..…
- ...why and how are these tied to slugging? If we're going for just annoying, ignoring how it's subjective, then there's a whole list on both sides you can name.
While we don't care about knockout that much, these as reasons seem…odd to put it politely
In 5. I mean that you would not deal with ds or of the record if you not hooking and they really strong right now especially if bond together. They busted because one perk make you 80 sec god mode and other make 4 sec stun and its huge especially if combine with haste perk (stan duration should be decreased for 2 sec just my opinion, thats also the only way to stop bodyblocking with ds cause now survivors doing this cause they now they can run away to far). In 7. i mean that knockout for survivors the same as blast mine and head on for killers - annoying and make game miserable.
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@yukiday said:
We need a buff to the hook.
But as long as slugging is prevalent, Survivor mains will keep making noise.also they can use unbreakable or no mither
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@yukiday said:
We need a buff to the hook.
But as long as slugging is prevalent, Survivor mains will keep making noise.Agree make hook viable, then slugging is gone by became irrelevant
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771772#Comment_3771772
killers received way more buffs than survivors over the last 4 patches.
The last 4 patches was only nerfs for killers. What are you talking about?
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@Philscooper said:
https://forums.bhvr.com/dead-by-daylight/discussion/422666/so-no-buffs-to-killer-perks
are you not satisfied with the killer buffs on killers you already got?
need me to complain about items not getting buffed because killer got buffs?Yes not satisfied cause this buffs are microscopic and unsignificant. And they buff many annoying survivors perks including blast mine
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771598#Comment_3771598
The "comp" scene perfectly illustrates why this change only hurts killers who camp.
The best survivor strategy is to get your teammate out of time out and off hook as fast as possible, so those extra 10 seconds will never come into play if survivors have any choice in the matter.
What this should, and hopefully will do, is put more pressure on killers who want to stand still at a hook. Now, maybe they'll consider their time better spent pressuring survivors off gens instead of watching a literal piece of furniture whole the rest of the survivors do whatever they want (hint: it's gens).
So, if the killer decides that standing around and letting survivors do gens for free is the best play, they're kinda the exact players this change is targeting tbh.
Why this style even punished. I think it should be player choice how to play. Put presure or stayed around hooked survivor. Developers ruin all fun from the game try make it healthier. You can say that stay around hook the entire game is not. I believe it should be player choice and not developers. Cause developers literally took away all freedom and just say "you play wrong, play like we say to you and no other way". Camp with insidious the only fun killer can have in this game and now they ruined even this. I understand why the doing this, cause last year update only favours survivors and killers get nerfs after nerfs. So its not a surprise that new patch would be the same (only buffs for survivors and only nerfs for killers).
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@Aven_Fallen said:
"Bully Squads" - have nothing to do with Prestige. Sure, they might play on one character, but not everyone having a P100-Survivor wants to bully a Killer and not everyone having a low Prestige-Survivor is someone who does not bully at all.
Prestige is meaningless. You will face the same player, regardless if they use their P100-Ace or their P6-Lara.
When it comes to Cheaters, the argument is even more pointless. Cheaters usually use brand-new accounts, which are low prestige. And they are Anon anyway. You will not be able to spot a Cheater from just looking at the Lobby.
Noy every p100 is part of bully squad but all members of bully squad is p100
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Many people triggered about p100 part but again its a half a problem - the main part is cheaters
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@Mr_K said:
Unless you believe P100 = cheater, there is no way to tell if someone is cheating by looking at their prestige level.
Many cheaters getting find at least on steam if they have only 10-20 hours in game and still have p100 character wich is huge red flag and now the can do it for free
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@Jacknalls_Paw said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771579#Comment_3771579
Assuming P100 surv = bully is a relatively sad thought.
Mostly p 100 that i face have head on/flashbang or background player/flashlight. And i also mention that more than bully this huge buff for cheaters for obvious reason
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@Rulebreaker said:
You realize a bully squad could be consisted of 4 p0 survivors correct?
Mostly of them are p100 and if killer see p100 he can dodge but now nothing will stop them bullying festival
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@albertoplus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771553#Comment_3771553
Huge nerfs for killers? Literally Nemesis, Doctor and Dredge got buffed? What?
Survivvor perk buff/camping nerf/prestige hiding a.k.a buff for cheaters and bully squads
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You forget to mention only survivors perks getting buffed including annoying blast mine
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Trash changes. Another buffs for cheaters and bully squads
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Its horrible. Secure second stage is already very hard and they did it even harder. And of course only survivors perks being buffed (i wonder why :) )
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@albertoplus said:
https://forums.bhvr.com/dead-by-daylight/kb/game-info
Well, this topic aged like fine wine.
Oh and forgot to mention no prestige in lobby (another buff for bully squad)
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@albertoplus said:
https://forums.bhvr.com/dead-by-daylight/kb/game-info
Well, this topic aged like fine wine.
Well no another huge nerfs for killers at all (buff only survivors perks/buff to hook stages and the most annoying blast mine perk getting buffed) and micro scopic buff for 2 killers and no adjustment to useless zombie
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@Rulebreaker said:
We agree, a perk shop would be nice with the sheer amount there are. Maybe keep the shrine as like "this is on discount".
Yeah maybe 4000 on regular store and 1500-2000 on shrine
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3770422#Comment_3770422
Yeah, but you have misunderstood a key part of her power... the first survivor removing their headtrap on the first box is when Pig is at her MOST dangerous.
Pig traps always take 12 searches overall, so if the first trap is a 1 or 2 search trap, from this point on, the Pig KNOWS her next 3 traps are gonna be some combination of 3,4,4 (or 2,4,4 / 3,3,4). This means that if she gets a live trap out, she knows the trapped survivor cannot afford to waste any time getting a trap off, otherwise they run a very high risk of their head popping, and exploiting this can create a very dangerous amount of pressure.
If at this point the Pig gets another survivor on hook, and downs another survivor within that window (suchbas one going for the save), there is only 1 survivor who can go for the save. Whatever the remaining survivor chooses, that's a free hook stage. If the head trapped survivor instead goes for the save, and has had any slowdown in reaching boxes, there is a very strong chance she has a 4 search trap on them, and a very high possibility of popping that survivors head.
As I say, the thing with Pig is at higher levels getting her traps out is the challenge. 6 traps doesn't mean anything if you're already struggling to get 4 traps out, which is not an inconceivable problem in high MMR. Her chase buffs mitigate that problem, buffs to her RBTs don't...
Buffs to her chase encourage her to use the pressure her RBTs grant her to help put the survivors in a game losing position. If you nerf her chase and buff her RBTs, you only really allow her to camp and tunnel to get pressure.
... and even in her current state, you ask any high tier player, and they'll tell you that they tend to get frustrated at the fact a Pig with certain add-ons can make it quite likely their head pops on a 4 box search, to the point they want her RBTs nerfed even more (and we had to argue tooth and nail to prevent that last PTB).
I can agree for buffing ambush cause now its like weaker version of chucky dash
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3770081#Comment_3770081
It "punishes" temporarily and "rewards" later depending on how often you can hit with your whips. If you can't hit with your whip then yes, being an m1 is faster, if you can then even with a "third health state" (we never liked how thats worded) your gonna gets hits and downs faster and through many obstacles. As we pointed out each of those also have cons that Nemesis doesn't have (technically nemi does have some map control via zombies…or does that count as stall to the masses?). We also pointed out the pros of Nemi that none of the above have. The T-virus makes it so his whip and zombies hurt.
We've gone over how strength is subjective before in a different thread, we're not gonna repeat ourselves.
T-Virus should work like Pig trap gain timer when fully infected you die or like Uroboros gain hindered and instadown
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@UndeddJester said:
Personally I feel Mandy is in a pretty good spot with her recent changes.
The thing with her RBTs is they are highly game changing depending on the trap pattern you get. The Pig is all about turning the game into an effective 1vs3, and using that pressure at the right moment can put the survivor team in a lot of trouble.
A good Pig who can identify trap patterns, especially when they identify a 1 search on the first trap is the most dangerous kind of Pig...
The problem with Pig is little like Oni; she needs her first chase to go well, otherwise the game can easily slip irreparably out of her hands... and unlike Oni, she doesn't have the potential to snowball out of control on a nasty slugging spree to recoup the damage if she needs to. This means good survivors can cause her a whole heap of problems that having more RBTs won't fix... in fact if you hit her chase and give her more RBT pressure, she'd struggle even more to get them out at higher levels of play.
For this reason I feel like making her more potent in chase, where she can get her traps out more consistently is a good move personally. She's in a comfortable spot right now:
- She's weaker in chase compared to other killers, but she still has new tools where she still needs to be respected.
- Her inherent slowdown affords her a lot of leeway to bring perks and add-ons to shore up the weaknesses in your own game style.
- Even at the highest levels, few survivors track headtraps to the same degree as a very experienced and skilled Pig, and fall for her pressuring at the right time.
She isn't top tier, cause she doesn't have enough tools to really crack down on a strong looper, but her power does need to be respected ^🐽^🤘
But thats my point. On hight mmr bear trap slowdown almost unnoticable and thats why she being genrused. Mostly times bear traps is removed on 1st or second box plus to this a very generous timer and timer being stop in chase and you can tell why her power need a buff.
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@Langweilig said:
I agree the coolest part about pig are her traps. While I‘m not against buffs for other parts of her kits, her traps should never be nerfed just to compensate them like they did last time. Things I would like to see:
- Box auras back
- Trap timer reduced by 10-15s (without nerfing the addon)
- Huntress lullaby works for boxes or they make the skill check addons a lot better
- Faster crouch speed (without nerfing the addon)
- Smaller terror radius(like she once had: 24m) to make stealth better
- Better addons
- Faster charge of the ambush basekit (without nerfing the addon)
- (Bringing back how the box search used to work, where every survivor had a physical key, but to prevent afk-killing there should be a fifth box and that the fourth box guarantees the key)
- Pig can hide in a locker and ambush out of it (might be useless for some of you, but I would like that)
About your suggestions: I think 1min and 30s is far too less and the timer should stop in chase. Rule number 2 and 6 bear traps would be cool, but they would need to adjust the search rng, otherwise her traps would become a lot weaker.
Agree. I forget to mention one more thing. Give us Mark Hoffman outfit
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@Aven_Fallen said:
Saying that RBTs dont provide Slowdown is just wrong. Survivors HAVE to get off Gens to get rid of the Traps and RBTs are really consistent nowadays since there is a fixed number of Searches Survivors have to do. And as a method which can kill, it is totally fine that it is not super-lethal, but you can still die to RBTs.
And it is the most boring part of her Kit. So I dont really see any need of buffing it.
Your ideas are obviously not really thought out. Especially the timer should stop in Chase, this would mean that a Survivor would be on a 1min 30seconds timer (in your idea, even less with Tampered Timer, which you would not nerf) without anything they can do.
No offense, but I think if someone is suggesting something like that, they are not very experienced in the game and might need to improve their own gameplay and knowledge of the game.
About timer yes i forgot to mention if reduce base timer - longer search and timer reduce addons should be removed. And maybe they create a little slowdon but they no longer a threat cause you can remove trap without it being activate and pig have a much harder time to intrerrupt you (after her aura nerf and ultimate weapon nerf).
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@Thusly_Boned said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3770039#Comment_3770039
Yeah, I've been playing DBD for about five years and I don't know that I've ever waited more than five minutes for a match, and at this point I'm not willing to.
In my times find a match in online game after 25 min was already very generous (not Dbd). But now modern generation too soft waiting 10-15 min in online games. Be patient and remember could be much worse.
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@Lost_Boy said:
I mean if you want the game to die then permanent 2v8 would be the way to go 😂
Killer mains aren't going to stick around for long getting on average 2 games every hour. Even normal mode queues are severely effected by this game mode with ridiculous waiting times. There just isn't enough players to make multiple modes work unfortunately.
10-15 min lobby waiting is normal time for a lot online games with many different modes on them. So its not a big deal to wait a little bit more than usual.
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@Rulebreaker said:
Because his whip can break pallets extremely quick at a distance and still move and look around, he can hit and injure infected survivors over many things (including aforementioned pallets) at a distance, makes you vulnerable to zombies, and can be dragged. All with a relatively short wind up and cd making it less punishing to miss.
Bubba is punished if he hits anything other than a pallet or survivers via tantrum and technically needs to recharge tokens for maximum run distance, which doesn't go past obstacles bar point blank windows. Demo goes in a straight line, depending on where you miss it can be little to heavily punished, and he also doesn't hit over objects. Xeno can be taken out of his power while PH has a decent CD on using his power meaning he can't afford to miss or risks wasting tons of time. None of these ones have help as well.
We feel it's perfectly fine that survivors need infected first before he can hurt them with the whip. Especially since it's not infinite, survivors only have 4/3 vaccines.
Its a still punish Nemesis for using his power and you can down much faster if forget about m2 exist (and thats not good). When other killer that i mentioned have something more for them. Bubba can instadown with forgiving cooldown (after buff). Demo can teleport and have a good addons. Pyramid Head can snipe through walls and Xeno having map control, more mindgame potential and smaller terror radius with very powerful addons. Nemesis is just weak "i give survivor 3d health state killer" with extremly punishable and unrewarding m2 attack, useless zombie and mediocre addons. Also t-virus do absolute nothing (unlike uroboros)
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@ReverseVelocity said:
It's because it is pretty damn easy to get a hit with Nemesis once you know what you're doing.
You must be joking. Its much easier to do a hit with Xeno (cause tail less punishing for succesfull and missing attack cooldown and much bigger and fair hitbox). When nemesis tentacle can strike through survivors and still miss.
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@joel84 said:
I think, as a modifier, this is a successful gaming experience that can still be improved and expanded. However, I can't imagine that a permanent 2v8 mode would make sense. You can already see that in the Q for the normal games. I think the player base would split up too much and it would generally lead to longer waiting times in the lobby.
What do you think about this?
Two different game modes does not split community that much and i dont mind spend more 5-10 min in the lobby
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@VomitMommy said:
I don't really have problem with third health state, but it would be definitely good to make it more relevant.
I liked the idea to involve zombies, so they are more likely to detect you and walk faster towards if you, if you are infected.
My main issue with Nemesis are his trash add-ons.
Unlike Pyramid head Nemesis have at least have a some good addons like Mikhail's Eye / Broken Recovery Coin / Depleted Ink Ribbon / Ne-α Parasite / Shattered S.T.A.R.S. Badge and Marvin's Blood. And no matter how many zombies he has they still dum and stack on everything. And if developers cannot fix knight guards to be not so dum for zombies there is no chance.
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@MaTtRoSiTy said:
This is part of the problem, there isn't a lot in this mode for survivors other than the incentive, as the mode is very killer sided if the killers aren't completely brainless. Being double teamed by killers is not a good feeling and also the MMR clearly being off makes for a frustrating experience for experienced survivors.
All the fun saving mechanics being removed are another disincentive for survivors and while I do get how many of them are annoying when you play killer, not having them for survivor gives less reason to play this mode after a few hours of novelty wears off
But isnt class mechanic make survivors gameplay more interesting? The only thing you cant is prevent caging.
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@blazeblue said:
This mode is nice for killers and unfun for survivors. I know how to loop but being pincer attacked is so boring and takes no skill, it really shows how some of these killers who brag how good they is not. I was kiting this nurse so good and ms huntress steps in cause am guessing ms nurse cry help me get this person. The same reason I never liked knight.
Getting a 8 man swf is not even close to possible compare to me getting a 4 man swf, maybe if I could get 7 friends total that would be different since we all know how to loop. 90% of the teams I get be going down in like 10 seconds before a single gen is done.
I knew anyway this would be a failure for survivors, Identity V is 2 v 8 is way better and fun because you got things like speed pills for healing/ciper speed/kiting or things like football/flare guns for containing the hunters. T
he fact you cant even have flashlights to start off with the match is annoying. I do not care much for medkits or tool box as that is fair, but at least let one of the classes have flashlights (good ones) and call that class the Harasser or put it on the escapist class. Just doing my tomes for survivor to get the awards and not touch this mess again.
I also prefer 2vs8 on Identity V but mostly because there is only 5 killers aviable in Dbd now and survivors have unique ability is also plus point on Identity.
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@Barley said:
Agreed!
Playing killer is actually fun now and not tryhard tournament game
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@solarjin1 said:
The mode just less stressful for everyone. The killer can cage/hook survivors with peace of mind and tactics are way harder to utilize against survivors. No camping, no 3 genning, and way harder to tunnel because no noise notification. Just overall more causal vibes for both sides
Agree its much more chill and relaxing
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@Shroompy said:
Personally I love those groups since they provide the most interaction for both sides. Its boring when youre only dealing with 1 survivor at a time, knowing the others are simply cranking out gens.
But with many altruist its almost impossible to hook. Even when mostly of them out of gen if 2 saves 1 and last on gens its already lose game for killer
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@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768768#Comment_3768768
I worry we simply do not have the playerbase to sustain this long term
This is my thoughts. Every event and/or DLC drop causes issues with queue times one way or another for me. This is why I've always been of the opinion that events and modifiers need to be temporary. There's no way this could be sustainable as a permanent game mode.
Whats a problem have many permanent game mode and then players decide on waht of them they choose to stay the most i think this is worth more 10-20 minutes on lobby screen.
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Even if lobby time make to 2 hours new mode is needed. And i see no problem with have many game regime permanent even if it means long lobby waiting
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768278#Comment_3768278
You cannot escape from tunneling Wraith unless you are a god in chase or have coordinate team
Not really, if I have any window or pallet nearby his power does nothing and I am free to force him uncloak, which wastes lot of time.
He has little speed boost, but if I don't give him a pallet it's useless. Even if he can break faster, then I can fully negate it by vaulting...
And most hated combo with silent bell and aura reading
If he is tunneling me, then I kinda know he is there... And he can't use all add-ons at once btw
For Oni his power recharge to fast and stay way to long for such huge advantage over survivors. Cause when you heard his roar all gen repairing stop and only way to survivr hide in the corner
Just play safe in first chase to deny his power as long as possible.
It's also not impossible to loop Oni in his power. It has limitations, learn them...
But if you actually manage to heal and stealth his power, well he is kinda screwed. If you keep hiding while someone is in chase, then Oni is not the issue.
And Huntress hitbox need huge nerf cause its not okay when they fly like 2-3m right or left from your position but game decide that you getting a hit or when you run from the corner and then after 1 sec hatchet fly there you still get a hit and my most favourite when on windows you see that you already pass it before huntress even throw it and you still get a hit
My guess is your ping is terrible...
I have no problem with other range killers so its not ping problem
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@Langweilig said:
I agree with wraith and huntress. Wraith should get light burn back and other killers too and huntress should get her buffs reverted.
And why not Oni he is much more op and annoying than both of them combine? Also Huntress main problem not her buff but how her hatchet hitbox works
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768267#Comment_3768267
So let's start with Oni. His power needs to be way stronger than Billy's power simply because he doesn't have it always available. He starts as pure M1 killer without a power. His power needs to be way stronger than power killers have available all the time.
Wraith, best soloQ stomper and tunneler? Nowhere near that, not even close.
First of all for best tunneler you need someone good in chase. Wraith is not known for being best chase killer, his power is very limited for chase and you can definitely abuse it as survivor if you know what you are doing.
SoloQ stomper? How so? He doesn't have anything that requires teamwork. Greatest soloQ stomper is Pinhead.
Greatest tunneler is PH, or just Nurse and Blight.
Huntress - ridiculous fat hatchet hitbox
So? That's your reason for huge nerf? Her hatchet hitbox is not bigger than Wesker, Oni, or Blight.
You cannot escape from tunneling Wraith unless you are a god in chase or have coordinate team. He is much faster than you when he is invisible/ he has addons for insta break pallet/ fast uncloaking and huge speed boost after that you cannot escape this by being solo survivor. And most hated combo with silent bell and aura reading (cause he can see you under a obstacle do silent uncloack and on speed boost bypass the obstacle and insta hit/down you.
For Oni his power recharge to fast and stay way to long for such huge advantage over survivors. Cause when you heard his roar all gen repairing stop and only way to survivr hide in the corner
And Huntress hitbox need huge nerf cause its not okay when they fly like 2-3m right or left from your position but game decide that you getting a hit or when you run from the corner and then after 1 sec hatchet fly there you still get a hit and my most favourite when on windows you see that you already pass it before huntress even throw it and you still get a hit
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768256#Comment_3768256
I noticed Wraith is in the "Deserves Huge Nerf" tier, Wraith really dominates SoloQ, especially with strong Addons, but they really fall apart against SWF like most Stealth Killers.
Was mostly just wanting to confirm if it was SoloQ focused or not, so I can just understand the perspective from this a bit better. I normally ask this kind of stuff when I see tierlists since I like to understand the mindset a bit more. :3
I took Wraith cause unlike how easy to play as him you need to have a very good looping skill to play against him and yes it mostly hurt a solo team. For my experience of playing month by Wraith only untill i get a golden rank there was no challenge for me to do at least 3k and that is not okay cause how easy to play as him.
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@VomitMommy said:
I really want to see full reasoning behind Wraith, Huntress and Oni...
Oni - overpowered - insta down/ run as a flash /better control on his power than billy/ great synergy with all meta perk and stealth perk (unlike legion for example) and great map control and not so hard like nurse or blight
Wraith - greatest tunneler and solo stomper. Untill you got a red rank or coordinate SWF there is no difficult game for him
Huntress - ridiculous fat hatchet hitbox
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@Iron_Cutlass said:
Im assuming this is from a SoloQ perspective?
yes but is something change for swf?
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@TieBreaker said:
Solo queue players shouldn't get shafted by any new mechanics. It's already hard enough to coordinate a rescue in end game without any communication. This would just be a massive buff to end game camping.
If you want the match to end faster then you can open the gates yourself. It's already an option that's in the game and it wouldn't screw over solo players in the process.
The game is more easy for solo queue than ever be what are you talking about? Playing survivor is easy mode for now so new mechanic that bring more challenge in to the game always welcome
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@Slan said:
Ok, many instances in a match I have found survivors who start opening the gates and leave them 99% open, so they go and look for the killer or try to call them, which is fairly annoying and frustrating for a killer. I believe the preference should be to "get out ASAP" once all generators are completed, not engaging in chases once the main part has been done. By doing this change, you would ensure that unnecessary chases or moments don't take place. When the match has ended, it has ended. The survivors know they won, the thing should not extend more than necessary. Endgame collapse ensures they leave eventually if the doors are open, but there is nothing preventing the survivors from 99-ing the gate sand then wait, holding you hostage if you are killer or if you are waiting for hatch to spawn.
This change would incentivize the "get out as soon as possible" behaviour, shortening matches when it is clear which one is the winning side of the trial like endgame collapse does when a killer closes the hatch or when a door is open. And it would also allow the killer to add some bit of pressure to the gates as well. If you can make generators regress, why shouldn't something similar be allowed with the exit gates?
Agree for now do endgame save is easy if killer dont have endgame build.
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Hell no. He is fine the way he is
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@Kjøttkaker said:
I don't want the old legion back.
Its not old legion it is improved current one
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Maybe revert 1 hatchet would be a good idea