C3Tooth
C3Tooth
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@lemonsway said:
You can't ignore a portion of the match and still be able to get max BP. Imagine killer getting max BP if he could just tunnel 1 survivor every match, get their 1 killer and get max BP. If a killer is tunneling a Survivor the team should put an effort into stopping that. Bodyblocking, trading a hook, whatever. They get points for themselves and ensure you get to do something more than being stuck in a cycle with the killer. If you decide to loop a killer till the game is done then you can't complain about lack of BP, you chose to be looping instead of sharing all responsabilities. You're also stealing chase points from others by getting the attention of the killer...
Technically, Killers can.
Through a chase, he found Survivors (Hunter), he kicks Gen (Brutality), using power (Deviousness), hit survivor (Brutality), kicks Pallets (Brutality), using power (Deviousness), hit survivor (Brutality), hook (Sacrifice)
As you can see, a single chase gives Killer BP through all 4 categories. He definitely can chase a single Survivor a whole game and earn 25.000 (If other 3 survivor dont get a single hook).
Survivors, on the other hand, the tunneled guy maximum earn 8000 Boldness, and may be 2000 Survival from some stuns. Other 3 may earn 8000 from Gen and 5000 escape.
My idea is stupid, but I really think the 4 "categories" of Killer should be times of interaction of each survivor in each categories (I mean, if Killer tunneling one out then other 3 escape, they get 8000 BP for interact with only 1 survivor that match)
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I know rank is meaningless.
But if the system MM with 'skillbase'. Whats the formula to count how much skill you have?
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@Vult2 said:
https://forum.deadbydaylight.com/en/discussion/comment/2414197#Comment_2414197
I saw this video now: https://www.youtube.com/watch?v=1iLP_LGxBdY
In the minute 4:17 Ace start healing a survivor, after few seconds Nancy come to help, and after this the perk is charged. How is this? maybe the charges are split only if both players have second wind?
Its not about you alone have to heal 100% of a health stage. Its about you're on healing animation when the heal gains for a health stage.
So if you're healing for 50% and someone come with We will make it. Eventhough the heal is super fast, but you were there for 100% of the progressing.
Im not sure about Autodidact though. What if you're mid heal and other guy comes and instantly finish it?
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For his basekit, either Tier1 trump Spinechill, or decrease 4sec from Tier1 to Tier2 but increase 4sec from Tier2 to Tier3.
The point is to make his Tier1 just an option, he can get out from Tier1 real quick.
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@AshInTheTallGrass said:
https://forum.deadbydaylight.com/en/discussion/comment/2413578#Comment_2413578
Never heard of spikes being placed on a window before. I like that idea (as long as they could still be sabotaged). Good thinking.
I also have that idea before, but feel like redundant because you can technically trap next to windows. The only problem that its abit hard to do so when survivor will not get trapped from slow vault if you trap too far, or they fast vault over trap if you trap too close.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2413541#Comment_2413541
I can't elaborate because the devs briefly mentioned it in a dev stream long ago. Basically it sounded like the EGC but at the beginning of a match. No word from it sense so it probably isn't happening.
I hoped there will be a thing. But since they introduce Lethal pursuit. I dont want it anymore. So many time got found in 10sec by god Nurse and down before team mate even touch Gen.
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Im a trapper main, and I can list my idea buff for a thousand times.
- Start with 1 trap, but able to carry 2.
- Traps need to be spawn at least 30m away from the map boundaries.
- Disarming trap should spawn a skill check to make it risking doing so, fail skill check will get trapped. Coil addon change from longer Disarming into smaller skill check.
- Escaping should not relied on RNG, also adding skill check. 10 degree for first skill check, failed will get 15 degree skill check and 20 on the next one until success. Green stone addon reduce skill check zone be 5 degree
- Yellow jaw cause both Hemorrhage & Mangled. Green jaw cause Hindered. Add Purple jaw cause Broken for 30sec. There are so many status today, they could add alot of Jaw add-on for different kind of effect.
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@GannTM said:
Nah because of his annoying screams he is Obnoxious Ninja Imp
Simp
People
ILL
Researching
In
Tears
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Eventhough Map offering should not be a thing. But without it, Scratch mark Shape is no more enjoyable.
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See my profile image? The old Small game icon.
I use this perk since the very beginning because I hate Ruin with passion.
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@Bwsted said:
If you see someone getting injured, that's the best time to cleanse a totem and to risk a Haunted proc.
If you see two hexes, it's a good idea to try to get a teammate on one as you go asap on the other one. If Undying is in play, you'll either get rid of that and of a non-Haunted hex, or at worst you'll minimize Haunted timer by getting a double proc in quick succession instead of two full one-minute runs.
In general, if it's an aggressive killer like Spirit, you can't afford leaving Ruin up. So, you need to take the risk of Haunted. Rng is part of dbd and sometimes there's little that can be done about it.
Mostly killer would leave the chase if there is Hex noti from Thrill of Hunt. The only way to counter this is having 2 survivors start on Hex at the same time, but not possible in solo.
Beside, if you leave Gen for Hex when seeing someone injured, the risk is really high. Suppose that you have to run for 10-20sec for Hex +16sec to destroy it. It will be ~30sec. Yes, 30sec leaving Gen with Ruin on, and you're not so sure that injured guy can hold for 30sec (as if Spirit not leaving chase and coming for you).
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@ciara1999 said:
https://forum.deadbydaylight.com/en/discussion/comment/2410900#Comment_2410900
True.
It's logical to think if the killer is used to working with bear traps, wouldn't the killer wear protective footwear?
I used to work with big animals, I'd turn up for the day in steel toe caps so if I got stepped on by a horse, my foot wouldn't get broken.
I think trappers traps should be darker, without the need of a add on.
Also, I think the grass on some maps should be changed to meet trappers needs.
wouldn't the killer wear protective footwear?
Imaging there is a feature that he steps on his own trap then after that hes also carry that trap with him, with his leg.
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I do feel only Killer can use map related offering: hatch, basement, hook...
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I dont really into slow down perk.
But imaging a perk that once the last Gen is done, instantly explode & regress all finished Gen by 5% (then no regress further unless Killer kicks)...That would be a biggest surprise ever.
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@PalletsAndHooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2409695#Comment_2409695
Each survivor should have a unique 3rd gesture
Bill puffs on his cigarette
Dwight chews on his fingers
Meg stares and tries to think
Steve does something with his hair
Nancy crossed her arms
Idk u come up with stuff
Honestly I dont know how many animators they have. But working on a new Killer standing, walking, vaulting, M1, power, stun, kick, mori once every 3 months is really too little of work.
Definitely they should add in more gesture for survivors, a unique one.
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@Marc_go_solo said:
There's a fun build called "You're going on that hook, whether you like it or not!!!" or (in honour of Ozzy Man) "Destination #########"
Agitation, Iron Grasp, Mad Grit, Starstruck
Sounds good on paper, but Starstruck doesnt go well with Mad grit. No one would stand 10m close when Starstruck kicks in, which Mad grit has no use. Replace Lightborn with either MadGrit or Starstruck.
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/2410691#Comment_2410691
Azarovs resting place still has the easiest 3 gen in the game and the middle area makes me wanna cry as killer so many bad things
Azarov, Suffo pit, Sactum of Wrath currently are free win for Killers because of 4 Gen spawn on the same side.
Just spot a side with 4 Gen and ignore 2 Gen side.
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End game: Noed, blood warden, remember me, rancor
Expose: Make your choice, star truck, noed, haunted ground
Sluggish: Knockout, Deer stalker, nurse call, Third seal
M1 master: STBFL, franklin demise, sloppy, unrelenting
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@PalletsAndHooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2409272#Comment_2409272
You know that's really smart if lightweight hid tracks before revealing them... You're hired.
Imaging those corner in Lery, where you run to a door, but then walk back hide behing short wall. Killer sees scratch mark lead to the door.
1.5 for me is still alot though, its 6m distance.
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@PalletsAndHooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2409248#Comment_2409248
If only lightweight increased movement speed...
Fixate already does the job (walking speed). No perk should increase running speed permanently.
What if Light weight delay your scratch mark though? Like 0.5/1/1.5 sec? Could be more useful in juking
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I always have 1 second chance to extend chase because Im not that good.
Otherwise I like to have fun build most of the time. It still bring me to rank 3,4 which Im not deserved. Beside, if Im able to play a match as its true meaning (no tunnel,camping happens). Im happy to die at the end. Rather than seeing Killer tunnel/camp team mate and I have to hold M1 on Gen for 200sec and escape.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2408986#Comment_2408986
https://forum.deadbydaylight.com/en/discussion/comment/2409000#Comment_2409000
Right, however you're also masking the symbol on already searched boxes, so what you're actually doing is increasing the overall minimum time needed to take all RBTs off in general.
Yes, instead of RNG force you to either search 1 or 4 boxes.
This way most of the time you have to find 2-3 boxes. Though I find its not fair that the last guy may have to search 5 boxes to unlock RBT. There should be a way to fix it.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2408986#Comment_2408986
What happens if you search a Box that has no symbol, but has your Key? Or do you have to find a Symbol first before the Key becomes "seeded"?
Edit, ah, I glossed over the first sentence. Okay.
You have to find symbol before key.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2408869#Comment_2408869
Hmm.
So the Last Survivor to take off their RBT still has 4 boxes they need to search as none will point to another box?
Why not just seed the Key+Symbol of the right box after the Survivor finishes searching their first Box?
Example:
Alpha box contains: Alpha key + Gamma symbol
Beta box contains: Beta key + Alpha symbol
Gamma box contains: Gamma key + Zeta symbol
Zeta box contains: Zeta key + Beta symbol
Rule is a box contains a key of its own name, with a symbol of other 3. And you will have to find symbol before finding key.
You being the first one get RBT, you search either one of four. Say you found Beta box first so go for it, you get Alpha symbol. You have to find Alpha box to get Alpha key. After that, you're free.
Alpha box contains:
Alpha key+ Gamma symbolBeta box contains: Beta key +
Alpha symbolGamma box contains: Gamma key + Zeta symbol
Zeta box contains: Zeta key + Beta symbol
Im being the 2nd one get RBT, if I search Beta box, I get nothing (because you already get the symbol in Beta box). So I have to find other 3. Say I found Gamma box and get Zeta symbol, I have to find Zeta box to unlock my RBT.
Alpha box contains:
Alpha key+ Gamma symbolBeta box contains: Beta key +
Alpha symbolGamma box contains: Gamma key +
Zeta symbolZeta box contains:
Zeta key+ Beta symbolAt this point, Beta & Gamma no more have symbol. So the 3rd guy gets symbol either at Alpha or Zeta..If he gets symbol at Alpha box, he finds key at Gamma,
if he gets symbol at Zeta, he finds key at Beta.Alpha box contains:
Alpha key+Gamma symbolBeta box contains: Beta key +
Alpha symbolGamma box contains:
Gamma key+Zeta symbolZeta box contains:
Zeta key+ Beta symbolThe last guy find whats remaining. He has to find the exact Zeta box for symbol. Which mean, the later you get trapped, the longer it takes to unlock trap (because you dont know which box still have the symbol)
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There are some challenge like "do 12 Gens" and it tooks age to complete.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/2408869#Comment_2408869
Love the illustration. Piggy is just trying to set you up with a VR headset, why you wanna take it off?
VR shows you this
Of course you dont want to take it off
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My idea for less RNG on RBT
First, search any box that still contain a "symbol", will give a random symbol of different box. Example you found Beta box first and search for the symbol, it gives you "Alpha symbol"
Second, you have to find the exact box to get the "Alpha key". Which is if you run pass a "Gamma box", you can ignore it and continue to find Alpha box.
After you finish searching Alpha box, you're free from RBT. The next survivor will fail searching symbol at Beta box because you already get the symbol (the box will laugh at you).
This way, a survivor will always have to search for 2 but correct box, rather than randomly. But RNG still play a part of it.
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: (
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I have like a hundred of them and refuse to use
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@MyNamePete said:
https://forum.deadbydaylight.com/en/discussion/comment/2407083#Comment_2407083
Its scary how much you know about remember me, and I agree, it's way of obtaining tokens feels dumb to pull off and annoying for the survivor.
I feel like the whole perk should be reworked now, or at least revert the nerf it got a while ago but then itd be stronger paired with No Way Out so I feel it should just be completely reworked tbh.
I never use Gen slow down perk. Doing Gen bored me as Survivor. So I always either use Noed, Bloodwarden, Rancor, Remember me pack; or Noed, make your choice, Haunted ground (I dont want to play Trickster but I want Startruck so bad)
Though requiring 4 unique hooks is impossible for me because I main Trapper, will never able to use No way out at full token.
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@MyNamePete said:
https://forum.deadbydaylight.com/en/discussion/comment/2406628#Comment_2406628
I didn't mean all at once, I was just listing some perks that can shorten remember me but No Way Out cant be countered or shortened by a perk
Remember me definitely not too reliable because of RNG (Gates spawn). As Survivors can cheat through by 24% gate so first light will not pop up. Which the time they open the gate at risk is ~12sec (24sec with Remember me).
As for the last survivor open Gate, 24sec is extremely huge. Thats 100m distance, only Mother Dwelling with Gates spawn at 2 opposite sides can give him a chance to escape.
For me Remember me design isnt so healthy because of tunneling potential (sometimes 4 hits on a single survivor is enough for 3 hooks).
I would change it to "The perk has 1 token, hitting each unique survivor will gain a token maximum to 5, each token gain 5sec to the gate. Each survivor dies will lose a token". The perk would be more fair to the last Survivors, as more Survivors alive the slower Gate opens.
No way out is not that powerful with 60sec block IF more than 2 survivors still alive. They can hide, waiting for timer out to unhook, find Noed. But its absolute OP for the last survivor. Especially 2min EGC counting down.
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@MyNamePete said:
https://forum.deadbydaylight.com/en/discussion/comment/2406561#Comment_2406561
Once they notice there is Remember Me, they get the obsession to open the door at normal speed
Keeping in mind Remember Me can be shortened with wake up, spine chill, resilience, leader whilst No Way Out cannot.
Obsession doesnt even know Remember me exist, you cant tell Obsession to open gate in Solo. If you try to find Obsession to open gate for you. You open it yourself would be much faster. Otherwise, you should make sure Obsession death by then, with Rancor maybe?
Im sure 100% Wake up, Spine chill, Resilience on a single survivor with another guy having Leader while you having Remember me. Is rare to happens a single match, as much as you win lottery.
Lets say you have Wake up, Spinechill, Resilience, Leader on.
The best you can dropped is 20.6sec
And this is if Killer just standing there watching you open gate while being injured, because this number means you benefits Spine chill at all time. The fact you can get use Spinechill 8sec at most.
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Once they notice there is No way out, they can hide. Then open gate for 16sec
Remember me, you have to standing there for 32sec.
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Im willing to have another perk that let your team mates see you in 36m range.
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I dont get it, if he played the game normally he would get 29.000 BP without any kill (missing 3.000 from 4 sacrificed). Why trying to guard a key?
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Is it me or Aura reading of Nemesis perk is useless? Stunned for 3sec, Aura show 4sec, which mean you have 1sec to check where they go.
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If you can already feel the sweat from the lobby, you leave.
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No Gen defend Trapper. Using all End game perks build.
After 5 Gen done, its when the game truly started.
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@FancyMrB said:
https://forum.deadbydaylight.com/en/discussion/comment/2405093#Comment_2405093
Those are fantastic ideas!
I like the skill check idea a lot. His traps are a joke right now. The 'increase disarm time' add-ons are useless and should be changed to accommodate your skill check idea.
Just gonna add some addition ideas on top of yours ^^
- DH should not ignore traps.
- the Dye add-ons need to be reworked. There are too many light maps now that the increased darkness does Trapper a disservice. I think they should be more camo so they get lighter on light maps and darker on dark maps.
- if a survivor is injured and they land in a trap they should go down, or if that is too op they should have a lower chance of escape.
I feel like the go down on injured is a bit too much, since if my ideas are applied, the trap itself is already great.
Beside, I think the Darken addon should be replaced with "the traps go 10pixel (for Yellow) / 15pixel (for Green) deeper into the ground". Double addon will make it invisible haha
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@HaunterofShadows said:
https://forum.deadbydaylight.com/en/discussion/comment/2404179#Comment_2404179
If you take requests can you do Kate cosplaying spirit
Is Pepsi ok?
Check my profile for more sauce : D
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@FFirebrandd said:
None of what you posted is incorrect. However one thing I feel like I should mention is that Trapper can potentially snowball way harder than any other Killer in the game. Seriously, every single armed Trap is essentially an insta down waiting to happen. As much as I'd like Trapper to get some consistency buffs and QoL buffs, he can't get too much because a consistent Trapper would bring copious amounts of death to literally everyone.
This is exactly why Trapper should never starts with all trap. He can 3 Gens in under 1min and the game already end right there. The way he can carry 1 trap and trap spread everywhere is meant for traps to spread out of the map.
But the problem that he carry 1 trap makes him impossible to shift his traps to remain Gen areas (imaging you lay 2 traps near a Gen at a corner for a good play there, then 2min later that Gen done. You can not walk there 2 trips to pick up 2 traps over there).
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/2405141#Comment_2405141
Myers can't stalk in Evil Within l, and Evil Within ll is just the same old Scratch Mirror.
Don't see anything wrong.
Wait, how Scratch mirror would work then?
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/270614/how-would-you-buff-myers
Micheal Myers
Evil Within l
Gain the Undetectable Status Effect, moving at 4.6m/s with a normal lunge range. Once a survivor is damaged by any means, automatically go to Evil Within ll.
Evil Within ll
Same effects as Evil Within l, but you lose the Undetectable Status Effect.
Gain the ability the stalk ability, which allows you to mark survivors after stalking them for a short while. Having at least two survivors stalked will allow you, at your will, to progress to Evil Within lll.
Evil Within lll
Same effects as Evil Within l, but you lose the Undetectable Status Effect and gain a 5% haste effect.
Gain the ability to enter predictor mode.
Predictor Mode
Usable after being out of the survivor's line of sight for a few seconds.
While in predictor mode:
- You cannot interact with anything
- Cannot attack survivors nor grab them
- Gain a tremendous speed bonus
- Become Undetectable
- Completely invisible
- Unlocks the Ambush Ability
Ambush Ability
Usable after being out of the survivor's line of sight for a few seconds.
Lose all effects of being in Predictor Mode, but all survivors within 24 meters are exposed for 45 seconds.
Once a survivor is put into the dying state by any means, regress back to Evil Within ll.
That would make indoor scratch mirror OP.
For me, hes suffer of range stalk & takes too much time to get out of Tier1. But keep stalking rate the same at all range would help both.
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Trapper needs massive QoL improved (not giving 2 purple Bags as basekit and call it a rework).
- Start with 1 trap, but able to carry 2.
- Traps need to be spawn at least 30m away from the map boundaries.
- Disarming trap should spawn a skill check to make it risking doing so, fail skill check will get trapped. Coil addon change from longer Disarming into smaller skill check.
- Escaping should not relied on RNG, also adding skill check. 10 degree for first skill check, failed will get 15 degree skill check and 20 on the next one until success. Green stone addon reduce skill check zone be 5 degree
- Yellow jaw cause both Hemorrhage & Mangled. Green jaw cause Hindered. Add Purple jaw cause Broken for 30sec.
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Nerf all you want, just do not nerf the curve
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@Junylar said:
Better idea: make all the survivors share 12 hook states, so that the order of hooking does not matter: to kill all 12 survivors the killer has to hook any survivors 12 times in total. There will be no point in tunneling, and the game will still be fare for killers (for those who play to play, that is, not who play to be toxic and ruin the game for other players).
I have similar idea before, but its a perk that allow you to share a hook stage to another survivor.
So if I see my team mate being tunneled and already get 2 hooks, me with the perk can share you a hook stage. Which you get 1 hook, I get 1 hook. Once per match.
Most of the time Killers cant afford first kill at his 9th hook. Though first kill at Killer's 3rd hook is certainly not fun for the tunneled survivor.
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Yes
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@CornHub said:
The male characters in Spirit's outfit. Gender equality is greatly needed in this game
I do you one better. Everyone in Demo's outfit.
Except Demo doesnt have any
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I cant believe I drew this weeks ago and there is a topic suit for it
Yui cosplays Spirit of course
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A hook is only 500 BP. 3 Hooks from a survivor will have 1500 BP, with 250 Caught on 1st hook, 250 Summon Entity on 2nd hook, 250 on Sacrifice on 3rd hook. Even if you completely remove hook point from the tunneled survivor, they merely lose 1000 BP.
Killer can still earning point from using power, hitting ect on other 3 Survivors to fill up all the categories.
Otherwise, Killer tunnel because they want 4k, not BP.
If anything, there should be something to add more BP for the tunneled Survivor so they dont get out of a match with 6000 Boldness.











