Bennett_They1Them
Bennett_They1Them
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- Bennett_They1Them
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Comments
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@Bartlaus said:
NOED.
what, specifically, would it do?
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@JamnJelly said:
And why?
I'm noticing a lot of people saying no, but not much of why others are opposed to that.
It should still work for premonition, but not spine chill.
That way spine chill isn't a direct upgrade to premonition.
edit: also, devoted stealth killers shouldn't have lullabies. (looking at you, Onryo and Wraith.)
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@sizzlingmario4 said:
devour hope
I agree, though it's arguable if devour's meta.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2909343#Comment_2909343
Makes sense, but there’s at least a bit of input needed with a stun for Parental Guidance. It is limited to using a pallet, Head On, or Decisive Strike. But getting injured is kind of a regular enough occurrence that it would be rather busted to have scratch marks and blood removed every single time for no cost or limit.
just changed it.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2909343#Comment_2909343
Makes sense, but there’s at least a bit of input needed with a stun for Parental Guidance. It is limited to using a pallet, Head On, or Decisive Strike. But getting injured is kind of a regular enough occurrence that it would be rather busted to have scratch marks and blood removed every single time for no cost or limit.
I was thinking that it would probably be something that only triggered once per hook state + your first injury.
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@GoshJosh said:
I think with such a powerful effect it should remain time limited. But, the timer could be paused while healing or being healed.
Yeah.
That was actually my initial thought.
the idea above would model it after a couple of other perks.
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@YOURFRIEND said:
Ah, a get out of jail free card, every time you get hit. What could go wrong?
Well, I mean, Lucky break already lasts for a minute.
maybe it only activates when healed after being unhooked after the first use?
that way, it'd get more than one use, but less of a duration.
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Animated TV show.
I feel like live action would be difficult to do the game justice with.
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@xBlitzAce1989x said:
Some people (not including survivor mains) seem to think that Lightborn is a waste of a perk. I beg to differ. I just had two matches in a row, one with four flashlights and the other with four flashbangs. Both groups tried to bombard me while body-blocking and both groups ultimately lost their composure and lost after realizing that they had no alternatives to blinding me (sabbing hooks).
I just wanted people to know that if the build works for you, then go for it. There is also one area where you can utilize No Mither and Soul Guard (I'm not a fool and I give props if I see a Survivor doing it). Too many people rely on flashlights instead of trying to find alternative builds.
Yeah.
I played a match with a flashlight and flashbang equipped.
Went against a billy with lightborn.
Oh well, at least the rest of my build got some use.
Don't really get why people complain. it's a decent perk.
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@Foxy_Teltac said:
Yeah yeah another CoH post, but I just wanna chime in and shoot my ideas out here, I don't even have too huge of an issue with the perk anyway
Idea 1:
Circle of Healing heals at 75% speed and allows for self-heals, the perk has 4 tokens, a token is lost with every heal, once the tokens are gone, the effects of CoH go null and require a reblessing of the totem, each reblessing takes 4 more seconds than the last to a maximum of 28 seconds
Idea 2:
Circle of Healing heals with a 100% bonus with no self heals
Idea 3:
Circle of Healing allows for self-heals, with no speed bonus to others
I think it'd obvious to see which idea is the most fleshed out here, what are your thoughts?
counterpoint: keep it at 50%, but the survivor using CoH has to break a totem before they can bless a totem.
it's built in cooldown, and it puts a hard limit on how many CoH blessings can happen in a game.
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@Faulds said:
If the cooldown was removed, i think killers would have a great new tool to their arsenal. Every killer knows how tiring it is to go against exhaustion perks in general (especially because of dead hard)... so i think that giving them a tool to get rid of it consistently would be great. On the same note, Fearmonger is good (and other exhaustion add-ons)... but 5 seconds of exhaustion is really little (i think 15 seconds wouldn't be busted).
I'm a bit sad that exhaustion counters aren't very well developped... because i can feel the drop of power of the survivors when you cheekily take away their exhaustion perks. It feels really really... REALLY good.
agreed.
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@KateDunson said:
She was created in 2016 and nowdays doesn't make any sense, rework her power to make her more in line with other killers and don't allow her to break game mechanics
*cough Coh cough*
(not saying you support it, just saying that gamebreaking oversights are still a thing)
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@TeabaggingGhostface said:
Counterpoint:
Make it so that map offerings prevent that realm from appearing in the map pool
Deal. I was actually thinking about that earlier.
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@tenoresax said:
How would indoor maps work?
oh, maybe it could be a teleport instead of a a flap?
that way, you'd teleport through the ceiling and dive through the floor? you'd lose all visibility and it'd be a bit like an arial "punishment" attack (from PH)
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@tenoresax said:
How would indoor maps work?
The little launch wouldn't be very high, so you wouldn't be bumping your head into everything.
you'd still be able to angle the dive to get attacks and ambushes from above.
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@dspaceman20 said:
I feel like this would be another nurse-esc killer. A flying killer would seem to ignore any defense the survivors would have right?
I think that if the attack was at a 45 degree angle, it'd be more possible to juke.
How would that be for implementing some more counterplay?
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- T-bag unless I'm drawing away a camping killer to let my team get the save.
- run noed (unless I'm memeing with an endgame build.)
- Slug, camp, or tunnel any more than absolutely necessary as twins. (they've got a bad enough reputation already.)
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@cordonrouge said:
i get the rpd hate, but midwich is not that confusing. it's just a square surrounded by rooms. you run along the perimeter and check every room for a gen. then you do the same on the other floor.
lery's is the exact opposite, a big perimiter with infinite rooms in the middle, that do not have a pattern since they're varying in size. a literal maze. the hate midwich gets should be directed to lerys. it probably would if one came out before the other.
I don't have any beef with the map.
I actually really like it.
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@RaSavage42 said:
I would agree with this OP....
Hangman's Trick should slow down Sabo speeds (maybe from 2.5 seconds to 5-10 seconds)
Sabo'd hooks respawn faster but not all that fast
And having Aura reading up to 4M (or maybe 6M)
https://forum.deadbydaylight.com/en/discussion/comment/2906045#Comment_2906045
So COH negating Hit and Run gets looked over?
Yeah.
It's balanced if one killer perk counters 4 surv perks, not vice versa.
especially if 1 survivor perk counters a power.
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@JohnWick1654 said:
Literally first Samination DBD parody animation.
I saw that last night, actually.
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@darkcloudlink said:
https://forum.deadbydaylight.com/en/discussion/comment/2904114#Comment_2904114
I completely understand where people are coming from when they say to practice skill checks using overcharge or some online tool, but the fact of the matter is that not all newer players are going to want to spend hours in a skill check simulation just for a slightly bigger chance of being able to use a perk that should be available to people of ALL skill levels, rather than just those who have played the game for hundreds or thousands of hours. Not everyone has the time to spend hours and hours mindlessly practicing skill checks. My friend and I are some of those people. We want to spend that time playing the game and having fun. And I want to watch him get better as we play. But we can’t do that if we don’t have a way to keep him around long enough. Obviously a mechanics change to deter tunneling/face camping would be preferable, but making the DS skill check more accommodating for newer players would be helpful in the short term, yknow?
My friend and I don’t care about winning. It’s not a competitive thing. We just want him to be able to play the game consistently and be able to learn. DBD is a terribly difficult game to get into and it gets worse with every piece of new content because every new chapter adds a new killer with new mechanics, new perks, new maps, new tiles, etc. There are no tutorials for going against specific killers besides a tiny tooltip in the loading screen and no training mode. Every single survivor perk in the game barring Decisive Strike is easy to use once you meet the requirements to activate it, a simple change enlarging the skill check a bit would make a world of difference to all the new survivors who are struggling to stay alive long enough to learn how to loop or counter a killer’s power. (Yikes, sorry for the long ass response. Thanks for coming to my TED talk xD)
I meant just try practicing the skill check for 5-10 minutes and that'll probably be enough.
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@DEMONANCE said:
https://forum.deadbydaylight.com/en/discussion/comment/2904140#Comment_2904140
yeah but I don't believe that actually happens in the entity's realm.
@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2904140#Comment_2904140
I don't know if we can count how trails work as canon, tho I would really like it to be like that.
In truth the trials are probably more one sided (survivors probably only get one hook or healing isn't as effective) as seen through the opening cinematic and through the tome we know survivors fight back , like when we seen even macmillan (when he was a survivor) setting a trap for a giant spider killer.
fair.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2904018#Comment_2904018
I'm okay with the sound, perhaps a small aura visible once you get within a certain radius.
The problem boons are the ones in RPD library, on top of Eyrie or IWOM etc. Even if you know they're there, going to snuff it takes ages. And if you don't snuff it, it's covering half the map in frigging CoH, Shadowstep and Exponential.
yeah.
I've said it before, and I'll say it again:
CoH should require you to break a totem before you can bless one.
Also, all boons should have a duration. More boons = less boon time between uses.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2903741#Comment_2903741
I play a lot of her. She's really well designed, but a little one-note due to her boring addons and the issues with her bird strikes not counting as 'hits' for ranking. Extremely satisfying to play.
https://forum.deadbydaylight.com/en/discussion/comment/2903901#Comment_2903901
https://forum.deadbydaylight.com/en/discussion/comment/2903836#Comment_2903836
https://forum.deadbydaylight.com/en/discussion/comment/2903835#Comment_2903835
DMS is a storm in a teacup. It feels weird as you 'hitch', but if you just move to another gen, you'll hit a point later where you can pop multiple gens within seconds of each other. I ran it for a good while, but have moved away from it as survivors have adapted, and now it's liable to backfire on me more than plain old hard regression.
https://forum.deadbydaylight.com/en/discussion/comment/2903841#Comment_2903841
Chirp.
that's what I said.
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@DEMONANCE said:
who said this even happens to begin with.
have you never seen a lobby with more than one of a survivor?
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@darkcloudlink said:
I just introduced the game to a friend the other day, and we’ve played about 10 matches, all of which my friend was tunneled out of the game every single time. And I don’t mean the kind of strategic tunneling. I mean the kind of tunneling where we have 5 gens left, the killer face camps the hook and completely ignores everyone else. I brought Borrowed Time, I tried body blocking, and by the 9th match, I even tried the annoying “clickly clicky look at me” flashlight strat, and nothing worked. (Mind you, we went against 2 Leatherfaces, a Hillbilly, 3 Sadakos, a Myers, 2 Wraiths and an Artist, all of which are a bit difficult to effectively body block with 1 teammate)
After the 4th match, I got him Laurie for DS, but he can’t hit the skill check to save his life. Hell, I have 2,000 hours in the game and I still miss the skill check a decent amount. Why do we have such a small skill check when DS is literally the only (self) anti tunnel perk? Shouldn’t it be a little easier to pull off, especially for newer players getting tunneled? Why not make the skill check success zone bigger like with madness skill checks or struggle skill checks? And the condition of deactivating if you miss it? That seems a bit unnecessary. The perk just feels purposefully designed to negatively affect newer players who get tunneled a lot. They find the one perk to help, only to have it waste a perk slot because they can’t pull it off.
Anyways, what’s all of your opinions on the DS skill check? And again, my suggestion is NOT to remove the skill check, just make it bigger to accommodate newer players / people who struggle hitting skill checks, and also to remove the condition that the perk deactivates if you miss it.
I think that's less a DS thing and more a competitive mindset thing.
Until people change how they look at DBD, maybe throw on overcharge and get your friend to hit overcharge skill checks in a custom match until they can do it consistently. They're about the same size.
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@JamnJelly said:
This is a an actual question. Am I just bad at listening to them or are they actually a bit quiet? I always feel like I'm further away than I am by the time I walk up on one.
Honestly, you should just be able to see their auras after a certain amount of time.
it'd make them a bit less of a pain.
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@MikaelaWantsYourBoon said:
I slugged you because flashlight saves are toxic. Stop doing this. I don't know when this community will stop surprise me :(
https://us.v-cdn.net/6030815/uploads/X5UB2CPDBOV7/20220415023458-1.jpg
that's rough.
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@InvadeGames said:
I have seen posts saying she isnt fun to play but i bought her as i had enough iri shards. I have had alot of fun with her so far. She is able to apply alot of pressure and allow you to work out what part of the map you need to go to. her aiming takes practice but No other killer has been able to allow me to play around loops the way she has. (i am absolutely horrible at beating survs on them. What is more boring about her than any other killer?)
and with so many killers complaining about survs power, she very clearly is very capable and able to play against some of the very powerful survivor resources. I of course still lose with her. I have multiple 4 escapes with her but those games still felt like i DID something. and didnt feel as tilting as playing trapper and 4 gens done before you get 1 hook or even find a surv. i dont feel like I have to run NOED to make up for the inability of some killers(combined with my skill of a 1-200 killer hours to have any chance of playing against 3k hour survivors surv).
Losing with her doesnt feel like you just wasted 5-10 mins of your time because survs can run you around like a moron.
its just my opinion anyways.
i have hundreds of hours on surv and i also very rarely see Nurse, artist or blight even tho blight and nurse get complained about so much.
Seems like well over half the killers in my games are freddy or sadako, or ghostface. Deathslinger, blight, wraith, trapper, oni, and the rest of the gang are almost unheard of to play against. i am perplexed by this. I am very tired of feeling like i only play against freddy and sadako, especially sadako as imo she just gives me a very boring vibe.
Whats the opinion of you all?
I enjoy playing as and against her.
I'm not super great with her power, but she's fun and I appreciate her sound design, even if it can be lacking at times.
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@jeremycarinio said:
So devs? dont you have plans on nerfing artist?
she's fine.
DMS is a mild annoyance at most.
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@Lynxx said:
https://forum.deadbydaylight.com/en/discussion/comment/2903463#Comment_2903463
Eventually that happens when the killer proxy camps the whole time - you have no choice other than letting that player die.
I meant as soon as the killer hooks.
I mean like, not even giving a moment to leave the hook.
edit: and the whole team just rushing the hook.
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@DrDeepwound said:
Fake it all you want. Just gonna rev chainsaw through it and down both of you, BT or not.
Bubba dont care about your fakes or BT
Maybe stop hook swarming
seriously.
it's not camping if the hook's getting rushed.
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@humanbeing1704 said:
Soul guard
Sure it's inferior to exponential and unbreakable but it can lead to some clutch moments
also, people won't respect you any less for using it.
(I'm being snarky)
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@Cameragosha said:
Give M2 anti loop power.
that's the point of applying hindered.
if it works for clown, it'll work for Sadako.
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@StarLost said:
Have been playing a fair bit more survivor recently. While I think there would at least be a loose consensus on the killers people dread seeing, which ones make you happy to see?
For me:
Demo. Rare, tend to be pretty mannered. Plus, every Demo feels different - from the 'battle demo' types to the ones that ping pong all over the map. Strong enough to be interesting, but not overwhelming.
Cenobite. Was a little bit more common for a while after the voice release, but somewhat rare again now. Really different to face. As long as people aren't pooping the sheets while carrying the box, he's rather fun.
Artist. Basically ditto Cenobite. Fun back and forth.
Ghostface. Memelord supremes. Seldom a dull killer to face, loses a few points because a lot of them like to camp.
Twins. Bias aside, I always love a tense Twins game against a twins player who's good and doesn't follow the stupid "twins have to slug to win" myth/stereotype/mentality. They're rare, and it always puts a smile on my face going against one.
Demo. Same reasons as you.
Onryo. Fun killer, fun shtick, doesn't get enough love.
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@Ricardo170373 said:
Im learning and trying enjoy Tricky boy, but i dont know what build is the better to run for it. Please give me tips
I like using m1 perks on him since nobody sees it coming.
stealth perks also work surprisingly well.
Info perks are also nice.
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@Bladeisbest said:
They can easily circumvent that. The SCREAM movies didn't PATENT the "killer calls them on the phone" scheme. xD
they probably won't, but here's a build that could be kinda lore accurate:
Perks:
Plaything (phone calls distract them and create a secondary objective)
Call of brine/deathbound/Tinkerer (and/or) - gives away their location.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2896776#Comment_2896776
God do I hate that phrase lol
https://forum.deadbydaylight.com/en/discussion/comment/2896781#Comment_2896781
Yeah I wish I did, I got artists map as Ghostface... I cant stealth on people in this bright map 😂 let alone walk all over it lol
The only use for an Eyrie of crows offering is if you want to play a demo build where you cosplay as a sandworm.
It's also a survivor sided map, so I guess that's another use for the offering.
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@CharlieChatBox said:
I see a lot of people dissing the DeShays. A lot of the complaints can actually be mitigated by somewhat minor changes.
Victor Slugging too much? Make it so Victor can only spend so much time decoupled. Increase the time it takes to get Victor back if crushed.
In exchange, you can switch while in hit cooldown and can recall Victor at any point.
Victor does nothing to Healthy Survivors? Make it so he's a timer, and upon reaching the end, it downs the Survivor he's coupled to. You either risk letting him run rampant, or you kidnap him at risk of going down.
Also, do people forget that the biggest counter to Victor is doubling up? Ironically, playing like conjoined twins completely dunks on the conjoined twins.
Some killers gain pressure by map presence. Teleports, movement speed, and the such. Others gain pressure by guaranteeing first hits. Some gain it through area lockdown. Some gain it from burst damage. And for some, slugging is their pressure.
As far as I'm concerned, Slugging will always be preferable to Tunneling or Camping. Apples to oranges.
honestly.
they just need qol.
and for people to realize the way to beat a killer with a numbers advantage is to balance out the numbers a bit with teamwork.
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edit: nevermind
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@ThiccBudhha said:
ABSOLUTELY NOT! You cannot just buff an A tier killer that much, she might become better than Nurse. Just like Artist did.
I'm pretty sure you're being sarcastic.
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@Shroompy said:
All I wanted honestly is for a TV to turn on when a Survivor inserts a tape
Its more of a thematic change since her whole thing is about spreading this message
Now I say "wanted", thats because this is pretty cool too
I thought it already did that...
huh.
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@OpenX said:
Bloody fingernails should be basekit imo. There is basically no fear when I am sitting right next to a powered TV, because I can be a mile away before she is done coming through it. That and a lowered CD on the TVs, as well as making it be more dangerous to carry a tape would be a good start.
Turning off a TV is super trivial and to date I have yet to be punished for doing it.
I agree with those points.
The change I'm proposing would be a counterproposal for anyone who doesn't want to make Condemnation itself more of a threat.
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@Marc_123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2896695#Comment_2896695
I don´t want a charm, i would like another skin please.
I meant in addition to a skin.
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I'd like to say this isn't a complaint about her current state.
there's no salt behind this comment.
I just thought this could be cool.
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@Marc_123 said:
Somewhere in a video you saw something like - Golden Pot - i hope it is not a Charm.
Unless it's an Elden Ring charm.
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@StarLost said:
I was on Pig, running Letter and Grease. Got sent to Eyrie by what was at least a 3man SWF.
Ended up winning quite convincingly.
Postgame:
Me: "Phew. GGWP all".
Surv 1: "shut up what do you mean ggwp"
Surv 2: "don't think ur good, this map sucks for survivor"
Surv 1: "and u have to use OP killer lul"
Me: "Yes, I admit that Pig on Eyrie is probably the most unfair situation imaginable. Hopefully you get an easier game next time, like Nurse on Midwich"
nice.
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What, were you expecting the monsters in a horror game to be supermodels?
Anyhow, Twins need QoL.
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@Cybil said:
That would make a lot more sense for the character and it might actually convince me to use the add-on. Change the goblet so that survivors inflicted with torment suffer from the oblivious status effect and I just might start playing as pyramid head more often.
I mean honestly, I'm not sure why PH doesn't have all his addons devoted to inflicting debuffs and/or amplifying tracking.
His themes are penance, pursuit, and pain, after all.