Beaburd
Beaburd
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- Beaburd
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It's a Saturday, they're probably on their weekend break so cut them some slack.
Now sure, you could argue they knew about it mid-last week at least, which was during their workdays but think about it this way:
Every day they don't do anything about it means, potentially, an extra 50k bloodpoints for everyone as an apology.
We're gonna be able to afford four whole blood webs soon!
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And then you meet her parents.
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Hackers?
No, no, you're mistaken. You're acting like there's some war against hackers going on right now.
Behaviour has informed me, however, through an external gaming magazine, that customers are of the highest importance, so there's no way they'd be silent on this or similar game-breaking issues.
Have some faith in your company.
What you're experiencing is probably a new feature, like a new survivor-type raid boss you have to overcome.
Consider it a challenge!
So calm down. You're safe now. There is no war in Be-hav-iour.
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If you want war though, maybe try a new game.
I recommend Civilization.
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Full list of perks Open-Handed should affect:
Survivor Perks:
- Better Together / Situational Awareness
- Bond
- Clairvoyance
- Detective's Hunch
- Empathy
- Kindred
- Left Behind
- Plunderer's Instinct
- Visionary
- Wake Up
- Windows of Opportunity
Killer Perks:
- Knock Out
- Hex: Plaything
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I run the perk often and can confirm most personally except:
- Left Behind (I never use it)
- Situational Awareness (I never see anyone else using it to confirm it works)
- Knock Out (Never seen anyone use it yet)
- Hex: Plaything (Never seen anyone use it yet)
I added the killer perks because the wiki says it affects them; source (under Trivia):
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It's okay folks.
As long as people don't know about the issue, it doesn't exist. Out of sight, out of mind - that's our policy here.
See? We're very transparent when it comes to our policies.
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Remove the double healing speed buff when you self heal, and implement a soft cap to the number of times you can bless a totem.
Now everyone takes 32 seconds to self-care with CoH alone at base, and 16 with a med-kit.
Healing someone else still takes 8 seconds, but it has a reasonable condition of two people being under the effects of CoH.
Depending on the soft cap method used, killers are now also rewarded for snuffing out totems.
There, problem solved.
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Some simple examples of a soft cap or limiting system.
- Every time you bless a totem, gain a token. Each token makes you bless subsequent totems 20% slower.
- Once your totem is snuffed, you cannot bless again for x seconds.
- Your blessed totems have 10% effectiveness, and gain 10% effectiveness for every 10 seconds it is active (up to a maximum of x%)
Note: The last soft cap system means you would heal at 10% speed when you first erect a boon, but then you'll get whatever you want the healing cap to be depending on how long it's active. For Shadowstep, it would simply reduce the duration scratchmarks instead of removing them entirely until it was active long enough to reduce them by 100%.
You could also bypass nerfing the direct self heal of CoH with the last suggestion.
Numbers are debatable, but the concepts should be there.
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Edit: I could also see this perk being balanced around aura-reading as well.
For example:
- Make it so that survivors don't see the aura of the totem at all - instead having to rely on their perception of the faint blue outline of the area's effect to determine where the boon is; and/or
- Make it so that killers can see the aura of the boon totem within 16m.
There's just SO many ways to better balance this perk, and I'm very disappointed there's no talk from the devs about doing so yet. These perks are too blatantly overpowered and favored for survivors in their current state.
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Well, an employee of behaviour (Mandy) posted an external link confirming that behaviour has acknowledged it's a problem in their game at the moment. You can find her post and the thread she posted it in here:
@Mandy said:
There's an article in Eurogamer, where BHVR has responded.
https://www.eurogamer.net/articles/2021-11-11-dead-by-daylight-streamers-are-being-ddos-attacked
https://us.v-cdn.net/6030815/uploads/AB0S7FXEO3SA/ckajtyd-5b1-5d.png
the relevant paragraph there.
So yeah, seems to be a real thing.
I assume the only reason they haven't publicly stated anything more is because they're still trying to figure out where their security breach is and they don't want to say anything until they're 1000% sure it's on their end because of the PR hit they'd take.
But don't worry, their statement from the external news source that no one knows, and that they refuse to make a PSA about, says the players are the highest importance to them.
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All I want is the ability to unbind the chain-break and repel action button from the generator repair button.
Please.
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But yes the lacking of settings in general is very disappointing.
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Tbh I wouldn't mind 3k points for the killer or something if the last survivor escaped within 16m of the killer.
You could even call the score event "Fragmented Hope" to keep the action more lore-friendly by implying the killer let the survivor escape with pieces of hope the entity feeds on.
I mean, if the entity still feeds on hope that is. I haven't paid attention to the lore in awhile.
Anywho, might promote some nice interactions between both parties or at least mitigate the sting of the last survivor escaping so close to the killer.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2631496#Comment_2631496
Even if it does make some people a bit afraid of it, I'd much rather the information be out there and relatively easy to access, instead of people falling victim to these attacks.
I love that mindset.
Which is why I'm wondering when/if DBD is going to post an official warning about potential security breaches in their game on one of their main media platforms.
Sure, we got a post from Mandy tucked away in a thread somewhere here, linking to an external news source they responded to 7-8 hours ago acknowledging the issue, but I doubt that's going to reach many players.
But as I jokingly stated elsewhere, at least they did send out public notices that the Halloween event is over during this crisis instead.
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@SunsetSherbet said:
https://forum.deadbydaylight.com/en/discussion/comment/2631112#Comment_2631112
It's trolling, not advice.
Probably true.
But it's also the perfect segue to vent my frustrations, which is always fun to do.
Gotta make use of potential trolling some how!
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This is a great informative post, thank you.
I will personally not play this game for an extended period of time, but I still greatly appreciate the effort and consideration this took from you.
I kinda wish I felt this level of concern and consideration from another party, but hey, I'll take what I can get.
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This is actually very bad advice.
Let's say you have 4 boon totems in a perfect square, each 32m away from the other (which I think is a fair average distance between them). It will take a 4.6m/s killer 7 seconds to walk between boons at that rate.
Let's also assume that the killer knows exactly where each one is, and has a direct route to each one (very best case scenario for the killer).
Let's also say the killer spends 2-3 seconds? I'll say 3 seconds snuffing out a totem, just because the snuff prompts are hard to get sometimes.
Finally, we'll assume the killer starts at a boon and ignore their initial travel time to it.
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Okay, so the killer snuffs out the first boon in 3 seconds. Survivors just got up to 12 seconds of generator repair time for free because of this activity because there's four survivors to one killer.
The killer then walks to the next boon, which takes 7 seconds, and spends another 3 seconds snuffing out the new boon, totaling 10 seconds to snuff out the second one. But now survivors just got up to 40 seconds of free generator repair time depending on what they're doing from that second boon alone, or up to 30 seconds of gen time and basically the re-establishment of the first boon totem if they were next to it already.
The killer then walks to snuff the third boon, which takes 10 seconds, which gives survivors another 40 potential seconds of free gen time or 30 + the re-establishment of a new boon.
This pattern will keep repeating indefinitely, and will never end.
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Notice that the killer gains absolutely nothing from snuffing the boons, and basically loses half a generator worth of time for free every time he snuffs one out.
This is a losing battle, killers cannot win against this.
There is no end to this pattern, there is no end to the bones, and there is no reward to doing the bones.
The only thing you can really do is ignore boons, tunnel people to hell so that they can't use them even when they're active, and only ever even considering snuffing out a totem if it's literally right beside you randomly.
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And then it gets about 1000x worse on indoor maps where boon totems affect more of the overall map and are harder to find.
It's incredibly stupid and overpowered.
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I'm happy to know boons are banned in tournaments from reading these comments.
I faced a couple of boon squads on RPD, and I kid you not, I had no scratch marks to follow throughout the entire match. If I ever lost someone one, they completely healed on their own in seconds too.
I snuffed out a couple but you literally can't get them all, and the ones I did get just got relit in seconds because each survivor remembered where their personal boon was. Meanwhile I had to memorize the location of all of them if I wanted to even try to stop them.
Not that I could stop them though. It took me 20-30 seconds to find and snuff a boon on that map, which gave them a total of 80-120 seconds of gen time, only for the survivor whose boon I snuffed to relight it in roughly the same amount of ~20-30 second time (including travel).
It was brutal and strengthened my idea that these perks are just not balanced.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/294118/doctor-shock-validation
Yep.
I've been asking for this since...basically forever (ditto Nurse teleports getting stuck on random doodads).
It's either too hard to fix, or there isn't sufficient motivation to fix.
To be fair, grab validation would probably end up with a wonky feedback for the survivor where it looks like they're getting off the generator in time, but then they suddenly zip back into the killer's arms.
This form of false feedback would be very frustrating for survivors, as they honestly believe they moved in time.
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Now be honest, could you imagine how frustrating it would be for killers to get false positive feedbacks when you hit someone, only to have your hard work torn away from you in the blink of an eye? Especially if it punished you by robbing your power of additional affects or inflicting a longer cooldown on you because your client thinks your power hit when it really didn't?
That would be awful, and I doubt there's any way a developer would let one side of their player-base endure that.
So please, have a little empathy for survivors.
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Carmina, my love, will sit proudly at the top of the list indefinitely even if she does get nerfed.
After that, I primarily enjoy map-control and 1v4 killers who have to multitask to perform well rather than strictly 1v1.
Killers in the "Don't Play Much Anymore" category aren't necessary boring to me, but they're killers I either avoided for personal reasons or just simply focused too much on 1v1 that my 1v4 itch wasn't scratched enough. I'd probably enjoy many of them if I played them again though.
Then there's Meyers and Clown, which I just can't seem to get into (unless it's scratched mirror, but haven't tried that since before boons).
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You know, it's funny.
I just had a couple games in a row where I, as a ~2k hour killer, have been facing a bunch of 50 hour and under play-time survivors.
I actually feel so bad, the games are a slaughter.
I wonder if MMR is messed up atm? Normally I face more experienced players but today is really odd.
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I just played a game of The Twins because this thread reminded me they existed.
I thought to myself going in: "I won't slug. I'll walk around primarily with Charlotte and use them as a tag team in loops - it'll be fun!"
... 10 minutes later, they're all slugged on the ground.
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How do you even avoid this play-style when playing as them? I legit laughed, because I didn't wanna do it that time around.
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What the-
That nose, that jawline, those eyes... Ilberd, is that you?
When did he become so pale?
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I definitely sympathize with this issue, but I don't know what to do.
I'd try to console you, but I doubt it'd work.
Just ask the devs.
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I'm so sorry, I've been waiting a long time to make that joke somewhere.
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I mean, I wouldn't be against losing the Pinhead license myself.
But for legal reason, I don't see either one 'coming' anytime soon.
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I mean, I bet she'd fit a good cosplay of Carmina.
That said, no one represents a bird lady better than Kids in the Hall.
https://youtu.be/oDYnFy4rCJY?t=23 -
All this time I thought that part of the music was meant to mimic the hectic flapping of an angry flocks wings.
Who knew it was simply Carmina's invitation to her chamber of secrets.
Oh my...
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@ShinobuSK said:
https://forum.deadbydaylight.com/en/discussion/comment/2627020#Comment_2627020
A boy named Amanda?
You've never heard of Amanda Hug'n'Kiss?
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@Jasonisanicefella said:
https://forum.deadbydaylight.com/en/discussion/comment/2627008#Comment_2627008
Nurse and Blight are the two top killers
Artist and Pyramid head function similarly at loops so I think it is fair
https://forum.deadbydaylight.com/en/discussion/comment/2627009#Comment_2627009
Sorry, I will add huntress, I had forgotten about her. Legion is a "they" so I can't count them. As for Pig/Ghostface I had forgotten about them LOL
I said usually anyway, not ALWAYS
No worries, I was actually intending to agree with you with that post but in a roundabout way.
Sadly I didn't pay enough attention to the word choice and format, so the sarcasm wasn't communicated as well as it could have been.
To be more blunt, I do agree with your comparisons and think it is kinda funny in hindsight.
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Also, even if you don't include it, I do personally consider Legion a male just because the team leader is one and think Plague is by leagues stronger.
That said, Susie for life.
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Hey, you forgot to compare Huntress and Deathslinger, Plague and Legion, and maybe Pig and Ghostface?
But nah, just a coincidence.
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@Maliken said:
Survivors rush their objective, killers rush theirs by tunneling.
So true and often underappreciated.
People need to understand that survivors literally are the killer's generators.
The only difference between the two is one moves around, has a conscious, and typically expects their feelings to be considered more; whereas one sits in one spot, doing nothing, and just waiting for people to repair them.
Come to think of it, I guess some survivors are more like generators than I previously thought.
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Tunneling in general is a fine strategy.
It helps you achieve your objective easier and exert pressure on the map faster than any other method.
As to why Nemesis in particular do it, it's probably because their 1v4 is pretty bad with zombies getting stuck everywhere. They have decent 1v1, but in the first few chases they usually have to hit you 3x, which can take a lot of time, and means a lot of gen progress will slip away from them.
Abandoning a chase or someone they've already infected basically resets the chase entirely, by allowing them to take the vaccine, heal with CoH, etc. as they repeat the process with time becoming more and more of a factor against them.
Tunneling helps them work around this weakness more and apply pressure easier by removing a survivor ASAP and not having to constantly hit 3x per chase. In my experience, I usually see this from them until they're confident the game is more even objective-wise.
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She's beautiful.
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Mark my words, by next year we'll have a boon that gives everyone a free health state within the area akin to Mettle of Man.
"But it only works when you're in the boon" they'll say.
"Mettle of Man works everywhere" they'll say.
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I probably won't be playing her on PTB, but she looks decently strong from what I've seen and I'm kinda glad too.
I vowed to main a bird killer, no matter their abilities and strength, and fortunately her art, ability, and potential all appeal to me.
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Yes.
100000000% yes.
Please.
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I actually really like that totem perk, simply because there's a 30% repair penalty on a single token.
That's literally adding 34 seconds of repair time to each solo generator for having a single totem revived.
Unfortunately that means whoever broke the totem will know where the rekindled totem is (since I imagine it's in the same spot), and it can be destroyed easily. But if you can promote cleansing totems somehow (Hex: Plaything + Thrill of the Hunt?), that could be really nice.
I have absolutely no idea how it will ever be possible to get 5 rekindled totem stacks though - that just seems blatantly impossible if I'm reading it right LOL
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Ehhh I wouldn't really disagree too hard on anything.
Most killers are within 1 bracket of what I'd place them in, with the exception of Bubba who I think can actually reach S tier.
I also think people heavily underrate Ghostface after playing him a lot. I believe people get obsessed with using his hit-and-run play-style, which is absolutely terrible right now. But if you build around his one shots and get a solid momentum going with that, I think he can actually get closer to B tier.
Call me crazy but that's my take.
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@ThiccBudhha said:
It just depends on the time of day. Killers are more like the nightshift role, and survivor is easier to find a game during the day, at least in my experience.
This is my experience in NA too.
Survivor queues are instant in the day with killer taking a few minutes to get a queue for, whereas it's instant for killer at night and takes forever as a survivor at night as well.
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It's too early to caw out any of the killers new abilities, really.
But I'll try not to be a complete cloaca of negativity, and feather your pedal by stating what a work of art I bet this new killer will be.
As you all flock to ponder what wings they'll be given, I'll be perched on my chair wondering how they'll commit murder myself.
Sadly I'm impatient though.
Here's hoping the wait doesn't end up robin me of my senses and turn me into a raven lunatic.
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Come to think of it, there really are hundreds of weapons laying around in every map inside of the lockers.
Why the heck isn't my Dwight arming himself!?
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I think they're profit mains, personally.
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@The_BiggCheeze said:
https://forum.deadbydaylight.com/en/discussion/comment/2622790#Comment_2622790
The bubba must have something wrong with him
No, this is perfectly normal behaviour for a Bubba.
Here's a guide to help you further:
https://www.youtube.com/watch?v=n18RuMRmTvc -
You must have enraged the bubba.
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Don't worry.
Wherever they are, they'll still be with us in Spirit.
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I can already picture the new boon totems we'll get in the future.
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Boon: Holy Intervention
Any killer within the boon's field gains a stacking hindered debuff that reduces their movement speed (down to a maximum of 75% base speed) over 5 seconds. If the killer stays in the field for 6 seconds or longer, they instantly die and respawn somewhere in the map, stuck, with their head sticking out of the ground.
Boon: Evil Purge
Teabagging a stuck killer grants 100 BP in each category, and removes the 8,000 BP cap in each category. Due to its reliance on comboing with Boon: Holy Intervention, this perk has the additional effect of granting a single-shot shotgun every time you bless a totem. Hitting a killer with a shotgun stuns them in place for 6 seconds.
Both boons can be placed an infinite number of times.
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Just kidding.
But really, I am looking forward to see what other new controversial boons they'll introduce.
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Not anymore.
I used to want a balanced game where the competitive aspect between killer and survivor could be treated more seriously. But nowadays I've just accepted this game has found success in a casual market and am enjoying the power discrepancy in both roles depending on my mood.
Wanna fool around and have fun? Survivor.
Want to try hard and put yourself under pressure? Killer.
If this concept works for them financially, and allows them to continue expanding the roster and game content, then I don't care as much about a fair and equal game anymore.
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Cheaters are still plentiful on my end.
Just yesterday I had a full legacy prestige Jake in my game. He acted normal for most of the game, but once I was snowballing with 6 hooks with 4 gens left, all of the generators suddenly completed and he started teleporting around spamming loud noise notifications to let me know where he was each time.
Then I had another game where one guy escaped the trial as soon as it started, and people were getting healed randomly (including myself, shortly after I got unhooked). I swear the killer was also moving faster at times, and slower at other times.
Then there's plenty of games where odd things happen, but I can never tell if people are flat out hacking or out.
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I mean I'd love to play him, but I refuse to buy him, so I can never try him.
Maybe others are in a similar boat as me.
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@The_BiggCheeze said:
https://forum.deadbydaylight.com/en/discussion/comment/2620920#Comment_2620920
https://us.v-cdn.net/6030815/uploads/AJ9JW0WKOPIG/image.jpg
The clearest look at it.
Edit: OH MY GOD THE PIC IS HUGE XD
Very stylish.
But whose butt am I staring at?
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It actually was because of BP hacks and afk killers if I recall.
Long, long ago, before this game really took off, many killer bots existed that just stood still spamming M1 on repeat to farm easy BP without actually playing. The cap in this case was to limit how much these afk killers could farm at any one time.
In addition to that, currency was client sided and could be edited very easily with Cheat Engine. You could give yourself basically infinite BP, and an original BP cap of 500k was introduced to limit this and make it more inconvenient for said hackers to abuse this.
You're right in that it didn't really stop it, those that abused this just did it in smaller increments instead of giving themselves one lump sum. In that way it was just meant to deter people using hacks/bots, rather than prevent it entirely.
Eventually they increased the cap to 1 million when these issues were more or less resolved at the time, but I'm uncertain why they didn't just remove the cap outright.
I assume the 1 mil cap was left in case another form of BP farming/abuse arose, and to reduce the negative effects of it, since BHVR seems really keen on keeping everyone grinding and don't want to risk losing that feeling of progression.
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@ThiccBudhha said:
Scooby-Doo... The Mystery Gang needs to be added. I would buy them all Behavior. Lots of money is good, yes? Then, like, you know what to do!
Scooby Dooby Doo, where are you?
We got some work to do now.
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CoH is blatantly overpowered.
It needs self-heal penalties, and should not serve to act an infinite god-like form of self-heals.
The only way I'd even consider justifying the 16 second self heal (down to 4 sec with a proper build) is if totems could be permanently destroyed by the killer.
Shadowstep I think is fine though.
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Tunneling in general is fine, so whatever your reason for doing it know that you're in the right.
If tunneling was a problematic mechanic, the developers would have addressed it. Instead, they gave a perk that provides resistance to it which implicitly acknowledges tunneling as a valid mechanic.

