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  • @Maperson said:

    https://forum.deadbydaylight.com/en/discussion/comment/1596279#Comment_1596279

    PGTW rewards killer for making good play, it's the most balanced perk in the game, what are you talking about?

    This is actually another great point I forgot to mention. ^

    Pop is an example of a very well designed and balanced perk. It is only good if you play well, but it's bad if you don't. It also has a cost of wasted kicking time which is not insignificant.

  • We read quite clearly.

    Just because they reach a certain bleed out threshhold it does not imply they are being toxic. It can quite just as easily imply their team decided to greed gens and leave them.

  • Tombstone piece isn’t even good, much less better than Iri head. It’s literally just for meme’ing. If you were able to stalk enough to get tombstone piece to even work one time much less get the kill before all gens were powered the survivors played really, really bad.

  • Overall I'm pretty happy with crossplay because of better queue times and more variety of players.

    In my personal experience playing though I'd say the average survivor and killer I get from crossplay is much worse than what I'd get back from only PC. Just my experience so far.

  • I don't think anyone is arguing the game isn't in a better spot than it used to be. That doesn't mean it's in a good spot though.

    I'd also argue that many of those solutions you provide for a lot of the games problems don't realistically solve the problem even though it may seem that way at face value.

  • Well most killers were using Ruin before to fix the games early gen speeds. Devs nerfed Ruin because all the killers ran it without fixing the reason most the killers ran it. Now most of them run Corrupt Intervention just because it's the only other early game slow down that's available. So instead of fixing the problem they just made killers all swap which perk they were using as the bandaid.

    Corrupt honestly isn't even very good, it's just literally the only early slow down perk that's available.

    They all run Pop because like the first issue, gens are still too fast. Killers don't want to run Pop, but the games balance dictates that they have to.

    I agree it feels bad to face the same perks over and over, just as it feels bad as killer to not really have much options of running the perks you really want to because they're full of "mandatory" perks.

    Too many of the killer perks (just like survivor perks) are way under tuned and weak. They put so many negatives, down sides and limitations on perks with already mediocre effects.

    We fix this lack of diversity by fixing early gen speeds, correcting a lot of the poorly balanced map designs we have and finally buffing/reworking like 75% of the perk roster that are just awful and way undertuned to make them actually viable. The perk buffs/reworks are just coming way, way, way too slowly. Especially when a large portion of them can be fixed with literally number tweaks, not even new coding.

  • We give the Dwights hatch a lot...I'd call that an advantage.

  • He's a killer that looks amazing on paper but doesn't actually pan out that way.

    I think the biggest thing hurting him that people don't account for is how much information he gives survivors. It's way too much.

    He also has features that are just counter intuitive to one another and don't make any sense.

    Example:

    1. You can see pings of survivors when they're near your portals...but by doing that you ruin any surprise you'd ever get from the portals because you had to put them that close to the gen...but if you put them further away for surprise attacks, no location pings.
    2. Portals give Undetectable to surprise the survivors...but you tell them you're coming first with a global notification.
    3. Undetectable from portals...but you're kept extremely freaking loud so the Undetectable is basically cancelled out.

    Like I said, these don't make any sense. They're features designed to do something that they don't do.

  • Another big improvement would be to remove the crackling fire sound that the totems make. The vast majority of the time I find them it isn't because I saw them, it's literally because they are so freaking loud that you hear them as you run by. Too much of a giveaway.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1595237#Comment_1595237

    Just like bbq it isnt a downside it's doing your objective. The downside is there to stop abuse but exhaustion perks have been nerfed multiple times in the past from abusing them, they are in a stable state.

    Those addons actually arent fair in a sense due to their easy proc especially clown. Then you have huntresses venomous concoction which definitely needs to be removed.

    It honestly doesnt matter because they are most likely removing the add ons in huntresses add on pass and maybe clowns rework.

    What's wrong with them being easy to proc?

    It's easy to proc the Exhaustion perks and those don't use up an addon. Should we add more skill requirement to all the Exhaustion perks as well as the addons?

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1595201#Comment_1595201

    No it's still a downside you can only use it once every 40 seconds. Downside doesnt necessarily have to mean hindrance to the user. They are not ahead of the power curve they were a way to keep old exhaustion in check.

    New exhaustion while strong is no where near it is nowadays. Sure you could argue they are still strong but they aren balanced currently.

    Bbq has no downsides and its free aura reading and bp.

    I think that's a stretch and even then, it's a very minimal "downside" for such a strong upside.

    It's not giving you a reason not to run them, it's just putting a road block from completely abusing it.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1595162#Comment_1595162

    Exhaustion perks are strong but they are still outdated. What's wrong with having strong perks with no downsides? Actually there is a downside the cooldown.

    Outdated implies they haven't kept up with the games power curve, of which I'd disagree. I'd even argue they are way ahead of the power curve.

    Downside means it's hindering you in some way. The cooldown doesn't hinder you, it just prevents you from gaining an advantage with it too often. The cooldown is simply a limitation.

    What's wrong with having strong perks with no downsides?

    Because it goes against the devs design philosophy on perks. This isn't my interpretation here either, the devs literally said that perks should have downsides, requirements etc.

    I'd actually personally be fine if all the game perks were strong with no downsides. My issue is that design philosophy isn't being applied equally across all perks and there's quite a double standard with many.

  • Slugging is mandatory against good survivors.

    Slugging has already been nerfed numerous times and a multitude of anti-slug perks released.

    Most survivors don't run anti-slug perks because they aren't good enough that the killer needs to slug so they don't find them activating enough to warrant running.

    All the really good survivors run Unbreakable because as I mentioned earlier, you have to slug against good survivors if you want to win and they know this, which is why they run into slugging more often and why they run the perk.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1595136#Comment_1595136

    I would say at least change the Clown addon so that you have to hit a direct bottle to apply the exhaustion effect and bump those kind of addons to green or purple rarity

    I get your point, but honestly, is the Clown, who's arguably one of the weakest killers in the entire games addons really an issue?

    What's the absolute worst case scenario? One of the weakest killers in the game temporarily shuts off one of the survivors 4 second chance perks?

  • @OllieHellhunter said:

    https://forum.deadbydaylight.com/en/discussion/comment/1595158#Comment_1595158

    On the hemorrhage point I feel it would make the add ons that apply it actually have use, but I think that change would be a bit much as part of Sloppy Butcher.

    That's a good point. We would need to take Hemorrhage off SB. SB would still be totally solid.

    All those useless Hemorrhage addons and perks would be decent finally.

    On that note, Blindness could use some improvements as well.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1595136#Comment_1595136

    They are outdated and created when you gained exhaustion back while running why d ok you think there are no more. Except demo his isnt that bad.

    I'm not denying that they were made back when Exhaustion functioned differently.

    What I'm saying is that they are still totally fine given how strong Exhaustion perks still are.

    Demo's is complete trash.

  • @WoopinAngel said:

    https://forum.deadbydaylight.com/en/discussion/comment/1595136#Comment_1595136

    Yes! I would love to see more Exhaustion add-ons for the other killers. Add-ons that only add Hemorrhage are pretty ######### since nobody really pays attention to blood while they're chasing someone.

    I still think they could make Hemorrhage at least passably decent by baking Bloodhounds effect into it and then making the Bloodhound perk now show blood as aura reading in a small radius.

    If decent Exhaustion addons were much more wide spread among killer addons I actually wouldn't have any issues with Exhaustion perks as then there would some risk/downside in running the Exhaustion perks because a killer could be running those addons. In turn it would also add risk in the killer running those addons because then less survivors could be running those perks and you waste an addon slot.

    IE high risk/high reward like hex totems but for survivors.

  • Exhaustion perks basically went from completely busted op to just normal busted.

    Not only do Exhaustion addons not need to be changed but I'd even argue there should be more Exhaustion addons for other killers or the Exhaustion perks need further tuning down.

    Current Exhaustion perks are literally a second chance every 40 seconds for zero cost, downside, requirement, nothing. There's literally no reason you wouldn't always run an Exhaustion perk if you're trying to win.

    The devs said they want perks to have some variation of cost, skill requirement etc.

    Your complaint is literally about the extremely rare couple killers in the entire game that happen to have some Exhaustion addons. That is the only tiny downside you may ever run into in running an Exhaustion perk and even that's quite rare. You want perks with zero negatives and are always game swingingly good...

  • @CountVampyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1594759#Comment_1594759

    Franklin’s doesn’t remove the key from the map but it can make it difficult to relocate once dropped.

    If the remaining survivor doesn’t want to heal the dying survivor while the killer hunts for the hatch then that is a personal strategy, but it only makes the killers job of locating the hatch easier. Don’t see the big deal either way. Nobody is owed anything.

    If the game got to that point the killer earned his win. That is owed.

    Getting a hatch at that point after you lost is getting something you aren't owed. It wasn't earned.

    Also the scenario you describe about the killer getting free time to find the hatch while the last guy hides is pretty invalid as now the killer closes it and the survivor gets a free gate open unless he literally plays dumb.

  • @CountVampyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1593329#Comment_1593329

    The hatch is just as much a gamble as anything else in the game is. It all comes down to strategy and the killer can negate survivor’s advantages pretty easily. Someone carrying a key into a match? Use Franklin’s Demise. Don’t final hook the second to last person without knowing where the hatch is first. Yes, sometimes a bad player can stumble upon an open hatch and escape, but it’s just as much your fault for allowing it to happen.

    Franklins doesn't counter keys and is a wasted perk slot.

    Slugging the last two people to prevent the hatch is why people do it. No one enjoys it but it's a forced play style because hatch exists. That isn't good.

    Sure I can play like a dick and drag out the game while one person bleeds to death and the other guy just sits on the opposite side of the map in a corner waiting for him to die. That isn't the kind of game play that should be encouraged. Nor does it actually solve the issue.

    There's very little strategy with hatch at all. If the doors aren't close it's a free escape for the survivor unless he plays dumb.

  • Pig, Clown or Legion are on my list.

    Trapper and Wraith need a lot more addon strength put into their base kits. They are way too addon reliant just to be only alright even then. Even with their best addons it still only gets them to like B tier which is not a spot that's considered good.

  • Sounds about as bad of an idea as the hatch we have now is.

    They're both literally just a freebie pitty reward.

  • I've got a soft spot for Fixated. It's not really that good but I find it a "fun" perk to use.

    Most killers don't expect it and it lets you make some good jukes mid chase with no scratch marks.

  • I don't think we need a new mode.

    What we need is more killers with powers that force the survivors to play differently, like Huntress or Nurse for example. When you have to play differently against each killer it makes the games feel more unique from one another.

    You currently play near exactly the same against like 75% of the killer roster. To me that isn't good design.

    This is the same reason we need huge amounts of perk reworks so that we can have a larger diversity of perks to make each match feel differently. There are currently just too many perks not worth touching and a few perks that are so over the top that they cloud all the rest out.

  • Rank 1 PC on both sides and I'd say 75% of my teammates/killers are from crossplay.

  • While the games main issue is map design, second chance perks are the second biggest issue imo. They are extremely unhealthy for the game for a multitude of reasons and almost all of them run counter intuitive to the devs design philosophy on perks that they've stated numerous times.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1592715#Comment_1592715

    That won't stop people posting about the same thing over and over again :]

    It's literally a dead horse man. This same topic has been beaten down over and over and over throughout the years.

    To the peoples defense on posting the topic though, they may simply be new and not know this. So I suppose that's pretty reasonable. Can't really begrudge them for that.

  • @Bard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1592715#Comment_1592715

    No, it's also hitboxes.

    Hatchet hitboxes are literally globes, and survivor "hitboxes" are giant capsules that aren't remotely related to their models.

    There's nothing to "fix", they are designed that way intentionally.

    The hatchets and survivor hit boxes are in those shapes for a very good reason.

    The change you want in relation to their hit boxes matching the exact shape would require ludicrous work. The devs had a stream in the past where they went over it in a lot of detail to explain why that is unrealistic.

    They also even tested a more accurate shape of the hatchet in the past and it caused a lot more problems so it was scrapped.

    The hit boxes the hatchets and survivors have now are perfectly fine.

  • It literally has nothing to do with her hit boxes whatsoever.

    It's just bad ping with dedicated servers, that's it.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1592455#Comment_1592455

    I agree about the spacing, and I usually agree about trying to have strong loops around your last gen, but there are some exceptions to that. For example, I don't see any issue with doing the center gen on Disturbed Ward early, because the center building is reachable from pretty much any outside gen without taking two hits. If your safest loops are in the center building and you still have a gen to do there, the killer will be able to pressure the gen inside while chasing you. If that gen is done, though, the killer is basically forced to drop chase once you make it to the center building of they're going to lose their last gen. This can make it really hard for them to get downs and make your life really easy as a survivor. So, provided your last three gens are well-spaced, I think it's fine on that map to do the center one early.

    It's in general, like 90% of the time accurate. I'm obviously not talking about literally every single match. There are some small exceptions for certain maps or killers like you mentioned.

  • Here's a tip that I still see tons of red rank survivors mess up:

    Do the most unsafe gens first.


    Example: The 2 gens on Hawkins that are on the second floor always, should be part of your 3 gen. Stop doing these first!

    Another: Swamp maps, the gens on the boat or in the main building...these should be in your 3 gen! Stop doing these first!

    You need to have your 3 gen planned from the start.

    It gets tiring seeing my teammates rush to do the safest gens as soon as the game starts instead of saving them. You want to force the killer to make far patrols at end game and force him to have to protect a gen that's near really good loops.

  • Because they know that a smart killer will just fake coming towards them for a second to get them to waste their Sprintburst because he knows they have it and then come back while it's on cooldown. They want to force the killer to commit a decent amount of time into him if he wants to get the wasted Sprintburst.

    I literally do this as killer all the time to make them waste their Sprintburst and it usually works. That's why I hold it for as long as possible as survivor, to make him commit.

    You running too early is doing exactly what the killer wants you to do.

  • @Ramxenoc445 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1581807#Comment_1581807

    Gonna disagree with you there. I think he should have the fake pallets and the teleporting since they both fit his character really well. Not too sure about the puddles but i don't think he should've gotten the puddles as well but i feel they did it to give a risk for staying asleep to force people to use the clock to wake up. I think if they wanted to enforce that just make it like it is with the plague where as the only way to heal after being afflicted is to cleanse and let that be the case with freddy but also removing hits putting people asleep or give a slightly longer time to not fall asleep

    The killer you're creating would barely even make B tier. That's extremely weak.

  • I'd actually argue the other Exhaustion perks needs to be brought down to BL's level.

    None of the Exhaustion perks have downsides, costs or anything really. Just a strong second chance effect for nothing.

    At least BL is much more situational for its powerful effect.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1587230#Comment_1587230

    By that definition, so is Hag, Nurse and Deathslinger. And, in fact, Legion is NOT an m1 killer.

    Generally speaking, when the majority of the community says "m1 killer" they mean a killer that relies on a basic chase, aka 115 movement, nothing but basic attacks, no power to help. Pooling Freddy with them breaks the reason to have the term m1 killer,because he... Well, he doesn't rely on a basic m1 chase in any sense, unless the Freddy in question is somehow bad at the killer. He doesn't even play loops with any similarity.

    You're taking the term too literally. Freddy loops as any basic killer would, while Hag, Nurse, Deathslinger do not. Legion also still has to loop as a normal killer after the first hit, so yes, he is an m1 killer.

    Just because Freddy's normal loops end faster doesn't make them not normal loops. This is why Clown is an M1 killer as well. He shortens the loops but still has to play it normally.

    Freddy completely relies on a basic m1 chase, whether he's good or bad. He plays the loops just like every other basic killer does. Throwing a couple pools down before you loop doesn't mean he's playing it differently.

    The vast majority of the community agrees that Freddy is an M1 killer, that isn't really a debated topic.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1581948#Comment_1581948

    https://forum.deadbydaylight.com/en/discussion/comment/1581944#Comment_1581944

    The changes to the game since then aren't really relevant. The fact is, Freddy had the highest kill rate of all killers as of November 2019. Even if the game has changed such that survivors are now destroying killers, the strength of the individual killers in the roster shouldn't have changed much relative to each other (aside from the small number who were actually buffed/nerfed). If Freddy had (and plausibly still has) a higher kill rate than Spirit, that's a pretty good sign that he was over-buffed. This holds whether the overall kill rate is now 50% or if it's still ~65%. The stronger killers should be nerfed to make them more average, the weaker killers should be buffed to make them more average, and then game balance should be adjusted accordingly. The important thing is making it so that all killers are viable and none are overpowered.

    A killer needing to be nerfed because he's higher than others is flawed logic.

    If we're aiming for a 2k2e and Freddy's at 2k2e while the others are at 1k3e that doesn't mean it's time to nerf Freddy, it means it's time to catch the others up. Your assumption presumes Freddy's higher rate is above the game balance that they are aiming for and that is entirely based on old and heavily unreliable statistics as we've already gone thoroughly over in this thread prior.

    "The stronger killers should be nerfed to make them more average"

    This is under the assumption that the "average" is in a good spot currently, of which I do not believe they are.

    "The important thing is making it so that all killers are viable and none are overpowered."

    I agree with this statement. Where we disagree is how balanced killers currently are.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1581807#Comment_1581807

    But Freddy isn't an m1 killer. His power literally enables him to get hits, so he doesn't rely entirely on a 115 m1 chase to get a down.

    An m1 killers power is supplemental to them getting hits. A non m1 killers power is literally getting them the hits.

    Freddy pools make his m1 mind games easier (aka supplemental). They are not literally giving him damage states and he still has to play the loop as a normal killer.

    Freddy is an M1 killer.

  • She's pretty rough to play as.

    Against good survivors the 1 hit down doesn't mean much as you're extremely tall, large TR, and have nothing to help you in loops. There are enough pallets and windows to last 5 gens. Especially seeing as you're getting gen rushed because they aren't wasting time with healing or totems.

    If they cleanse then you're slightly better, however people over react about how good her corrupt purge is. It's a slow channel, with a slow travel time and high arc. Meaning it's still quite easy to loop a Plague that has it. It only really becomes devastating out in the open. Which as I said before, she's got a large TR so how is she catching you off guard in the open anyway? People also completely underestimate how punishing it is to have to pick up the pools. Many are way out of the way making you waste a lot of time. You also are rarely having one in front of you mid chase, so you're typically giving the entire team a long heads up that you picked it up.

    Honestly she could be fixed by some quality of life improvements.

    -Get rid of the slowdown after puke cancel

    -Make puking on a gen with either puke count as a kick to start regression. (She's already extremely gen rushed because of no healing or totems so this gives her a little saved time)

    -Give her a 2m reduced TR per survivor fully infected. Makes her a little more scary if everyone refuses to heal without giving her anything "anti-fun" like gen slow down.

    -Lower the minimum amount she has to channel for some puke to come out, even if it's a very little amount she releases. (requires you to have better aim as it's a smaller amount anyway)

    These are all not extremely big changes, so most of them are more quality of life stuff, but I think they would make her a bit more enjoyable to play.

  • Other than rat liver base kit his main issues are his portals and the fact that he gives too much information to survivors. His Undetectable is near pointless because he's so loud and tells the survivors he's using it.

  • I'd like to see more Trappers. I enjoy the trap disarming/oh crapping into them game play. He needs buffs though, gets bullied a little too easy.

  • @mintchapstick said:

    https://forum.deadbydaylight.com/en/discussion/comment/1582535#Comment_1582535

    Hahah, I mean that I am usually the last person left alive/last person left to go on a hook.

    Left Behind god tier ;)

  • @mintchapstick said:

    https://forum.deadbydaylight.com/en/discussion/comment/1582505#Comment_1582505

    No. But it doesn't help me anyway because I'm usually the last one hook because I'm a bit better at running than most of the teams I get. Either way, killers camp a lot, which is the point of what I was saying.

    I run into that a lot as well where I get hooked right as the gates are powered.

    I found Kindred, DS and Adrenaline as the solution.

    It helps give your teammates the best timing for a save as they can see the killer, and you get a full heal and an active DS right when you get unhooked. The chance of you not escaping with all that is very low. That's assuming no one has BT either.

  • @mintchapstick said:

    https://forum.deadbydaylight.com/en/discussion/comment/1582467#Comment_1582467

    I'm on PC as well--and yeah you're not going to see it at rank 1 because camping doesn't work. People just take the time that you're standing motionless to genrush. Killers that are above about purple rank don't know that and so they camp. I had a pig in my last match that stood under the hook even though she was using Make Your Choice--which obviously doesn't proc when you're standing a foot away from the hook. Rank 10 Pig.

    Are you running Kindred?

    Pretty god tier for solo queue. Especially if your teammates aren't very good or don't know what they're doing. It helps herd them in the right direction.

  • @mintchapstick said:

    https://forum.deadbydaylight.com/en/discussion/comment/1581762#Comment_1581762

    I wonder what game YOU'RE playing then because it happens in like every match I've been in. It started tapering off around rank 9 but then it started up again in the past few matches I've been in.

    Maybe it's more prevalent at lower ranks. I rarely see it at rank 1. I'm on PC if that's the difference as well.

  • @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1582304#Comment_1582304

    I don't run timers when I play so I don't have answer for that. I've gravitated more towards Cannibal and Doctor recently. I think they're pretty fair and well balanced from a no players using perks perspective.

    Chase times are also massively variable for indivdual killers if we bring perks into the occasion. Even against a good survivor the builds I use will often end the first chase/early game chases in less than 40-50 seconds. Anything worse than that is a bad chase for me and if there are still jungle gyms/pallet farms nearby I'll break off and find another survivor. It's very rare for a survivor to be enough of a loop god to be able to run me around for that long though. Once a fair few pallets are gone, say, mid game, the timer tanks down to about 30. Less if I'm playing an insta down. Although this is relying on their not being a strong vault loop nearby.

    Well let's take even your better 30 seconds as an example.

    That's on 1 survivor so the other 3 are on gens. That one chase cost you 90 seconds on gens, so more than 1 gen. I'm gonna assume you meant for 1 hit as 30 seconds for 2 hits is near impossible as literally just the sprint burst from getting hit and you catching up in a straight line with zero looping at all would take more than 30 seconds.

    1 hit for more than 1 gen. That is an absolutely terrible and near impossible number to win with. I'm not calling you bad, but that 30 seconds for a chase simply loses you the game against survivors that aren't wasting time and sit on gens spread out.

    For reference it's 12 hooks to kill them all and you would have lost all 5 gens for 2 and 1/2 hooks.

    Now yes, most games don't go that way because most survivors are potatoes. I'm talking about against good survivors that aren't wasting time and know how to loop. I don't want to lose because gens are too fast, I want to lose because I was outplayed.

    Against good survivors you need to get a pallet or a hit in 15 seconds or you're losing. 15 seconds is insanely short especially if you picture me throwing you into it as a Clown or Trapper for example. Even just the time to walk across the map as an M1 killer can cost you an entire gen.

    That's why shrinking the map and slowing the gens down would be a better solution so that we can keep fun/long chases and it still be viable. However that's not the balance we're currently in, so with the time killers are currently working with chases have to be so fast to have a chance of winning.

  • It's weird because he has a lot of negative synergy with so many perks. However they still end up being the better choices as most other perks just still aren't as good in comparison.

    I like Thrilling, Surge, Pop and Corrupt.

    You can swap one of the slow downs out for I'm All Ears if you want. He's one of the killers that takes the most advantage of it and I still find it quite a mediocre perk.

  • I agree that Pig is one of the weaker killers.

    First she needs an entire addon pass. Most are bad or don't make any sense.

    Rule Set#2 base kit please.

    People really like to focus on her traps for a rework but honestly the traps aren't her biggest issue. I do think they need to make them work at end game though and make them more reliably aka less rng. Basically your idea for the total of 10 is a good idea. We don't want the traps to be more deadly, we just want them to waste more time.

    The main issue holding her back is her ambush/crouch. It's pretty garbage. Any loop you could get a hit with her ambush at is an unsafe pallet you could just get the m1 reliably. It needs to be good enough of a loop counter for the tiles that aren't as playable. 9/10 you're better off just uncrouching and going for an m1. To me that's a sign of flawed design. She should be going for ambushes.

    Remove the roar on the ambush, it gives too much of a heads up. Survivors have eyeballs, make them use them. Maybe also remove the red stain just while mid ambush. An addon that silences the sheath and unsheathe when going into crouch would be a nice addition as well.

    Finally raise her view point while crouching. This is such a huge pet peave of mine as she can't even see over grass, it's very annoying.

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