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ChurchofPig

ChurchofPig

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ChurchofPig
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  • The funniest thing is until joining the forums I never once saw/heard of someone dc because of iri head hatchets.

  • Unless someone brings Ace In The Hole the survivor is only getting items which is essentially the survivor version of the killer power. They aren't getting add-ons or offerings from it.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1851993#Comment_1851993

    Exactly my point and why I'm hoping he isn't touched, but they could pull a Billy and nerf him whilst doing nothing about spirit and Freddy.

    They said they're working on Freddy, but it probably isn't going to be super fast depending on what they choose to do with him.

  • It's sad to because they say they don't look at stats but people think Deathslinger needs a nerf and the devs are like "Deathslinger is actually weak, look at our stats."

  • That's the point. Switching developers won't solve anything.

  • I think what they're trying to say that killers are being told that they aren't allowed to play how they want to but they have to follow how the survivors want them to play. Like is it ironic that someone says you aren't allowed to play how you want, play how I want you to play. As if your way would be any better

  • Do you really want to see the toxic threads pc players will send? Especially once they realize they can now bully the console players via ingame chat and they really can't do much about it

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1852120#Comment_1852120

    Considering some of the decisions BHVR has been making lately. Selling it to a new team is getting more appealing every patch. At least the new team will admit they don't know what they are doing and actually do something with our feedback.

    Although that's true, that could still work against us if the new team ends up liking an idea that much of the community doesn't like.

  • The only reason I disagree with this is because as the killer, if you got that 3k and found the hatch first, that's basically your reward for doing well. The only reason survivors are still given the option to open a gate after the hatch is closed is to at least give them a chance to escape instead of it being like "Welp game over."

  • @HealsBadMan said:

    Stephen King has always been against any of his properties in games (or at least DBD), so I doubt Pennywise, Carrie, Jack Torrance, or any of them will come to DBD soon, if ever.

    Jason is practically a guarantee though- you can't have a horror game with icons like Freddy and GF while leaving out Jason. Were it not for the lawsuit, he would be in DBD already- as it is, the lawsuit could be over by then, so here's hoping.

    I think the only reason they'd leave Jason out is the scar the lawsuit left behind on the franchise. I'd want to see Jason too.

  • Year 1 was in between the releases of Doctor and Huntress so it wasn't a dlc whatever it was

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1851808#Comment_1851808

    Oh, re-reading your initial paragraph, yeah. If you really wanted to be heavy-handed that'd certainly do it (disregarding any other balancing concerns).

    https://forum.deadbydaylight.com/en/discussion/comment/1851759#Comment_1851759

    Oh I'm not saying that you should just ignore the Totems just because NOED isn't absolute, I'm just saying that given that it isn't absolute you can kinda take a gamble on it. It's not going to prevent you full-stop from progressing end-game if you don't address Totems, but it'll certainly make end-game on average safer for you if you do.

    Basically I like Totems as they are now because if you choose to ignore them, you can't really complain if they come back to bite you in the ass.

    Fair.

  • @Deadeye said:

    "performs how they expected" - also

    @ChurchofPig well, what is your experience? I would say 50% DC games, 40% selfkill on first hook and the other 10% mostly end up in a regular 4k (except hatch maybe). And so far, the most addons that were complained about got changed. Like omega blink nurse insta chainsaws, Forever Freddy, yoink spirit. All those "builds" that have names got changed.

    https://forum.deadbydaylight.com/en/discussion/comment/1850931#Comment_1850931

    that sounds a bit too easy. I myself say that people shouldn't DC and kill themselves against iri heads because it feels great when you escape against it. But it is not just that people don't like to lose. At least not in this case. It is that the game is starting and you know it is a 95% loss, which highly kills motivation. And what do you mean with "minority"? Accepted that the forum does not necessarily reflect the entire player base. But I can't remember when I saw a gg last time against iri heads. The common chat repsonse is a bit more harsh.

    https://forum.deadbydaylight.com/en/discussion/comment/1850972#Comment_1850972

    I don't agree with higher movement speed being necessary to "compensate" for anything. That would remove the common punishment for failing to use your power. A good huntress can down 2 survivors with 5 hatchets, no need to give her the speedboost on top.

    I both play Huntress (rarely with the add-on combo but it happens) and have gone against it. I've only seen 1 person dc, most of the survivors I go up against are stubborn and want to beat me seeing my add-ons, and although I do end up with 4ks with the add-ons, it's not every game. It's usually a 2-3k, but that's how I usually perform as Huntress.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1851091#Comment_1851091

    Hatch is fine, I would bet more killers enjoy hatch than dislike it (controversial, I know) but nothing is more enjoyable to me than stomping a team and giving the best surv an extra 7K points for giving me the run around and playing well.

    The reason hatch is mostly hated is keys, but if they're more balanced to not do as much around hatch then it's fine as is. You're saying remove hatch without even know what the rework is.

    I'm fine with the hatch mechanic, like you said the keys are why killers hate it.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1851075#Comment_1851075

    Problematic would be, IF survivors would face several times per day a iri huntress. But right now its very rare to see killers use this addon combo. Like the last time i faced a iri huntress was in September. Of course, thats highly subjective as others could face them more often.

    But i don´t think people will see many more iri huntresses UNLESS the devs announce that they will nerf them in the next few weeks. THEN killers would use them up.

    Last time I faced an iri head Huntress was in like June. I don't face them often.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1851017#Comment_1851017

    They could have been working on huntress addons for 2+ months while only working on keys for 1+ month, it would be incredibly ridiculous for keys to be changed first if that was the case, do you not think?

    But keys don't need reworked as I don't plan on using them /s

    I do want to say though that they announced changes to keys prior to the Huntress add-on pass. I don't mean within that one Q&A, it was mentioned a Q&A prior to that (In October I think is when they originally mentioned keys, maybe a little earlier)

  • @TheRockstarKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1850979#Comment_1850979

    I think the odds of them pulling another Object of Obsession and deciding Iridescent Heads are totally fine and leaving them unchanged are really low to nonexistent.

    If they listen to Ranks 20 Survivors they'll change them. If they listen to people on the forums they'll change them. If they listen to their Fog Whispers they'll change them. If they play games against and with them they'll change them.

    The only way they don't change them is if somehow the statistics make it look like they're fine AND BHVR hasn't learned from the OoO debacle that statistically balanced =/= fun for their players.

    And I find it especially unlikely though because McLean has said before that Iri Heads live on borrowed time.

    Yea, it's been a year or two since, but nothing has really changed for Huntress or Iridescent Heads in the interim.

    I suppose it IS technically possible, but I don't think it's likely at all.

    If you're Rank 20 you're probably not facing iri head unless you're swf with people of higher ranks.

  • @Seiko300 said:

    Focusing only on her power (no add-ons):

    She has an unreliable chase tool / ambush ability, audio cue gives alert survivors more than plenty of time to react and reach the safety of a nearby window or pallet.

    Her stealth sacrifices both FOV as well as movement speed, forcing her to crouch low to the ground where you can hardly see above tall grass, as well as slowing her down to 90% mov. speed, which is slower than a survivor.

    Her slowdown tool is 100% RNG based. This works both ways but in general experience it's not an ability that swings a game on it's own, it can help snowball pressure but if you don't have that pressure to begin with it doesn't do squat. It's entirely unreliable because of it's RNG, it can take either all 4 attempts to take it off, or a Survivor gets it off on the first try. With no rhyme or reason for why, if you're a particularly unlucky pig, every survivor can get their RBT off on the first or second attempt. Making it effectively useless in those instances (which are not infrequent).

    And as for the idea that "For those who understand how to use her ability PROPERLY they understand that she is a mid tier killer" like @ChurchofPig said, that's an appeal good players and player skill rather than the actual killer herself. The fact is that anyone can play a killer well enough to make them appear viable, or "higher tier" than they really are. If you look in the right places, you can find godly Trapper or Clown mains who are great at their killers, hell you can find good trapper or clown players with decently consistent results in their own matches, but when put into the grand scheme of the entirety playerbase top to bottom these killers simply are not consistent enough (or consistent in comparison to the alternatives) for the vast majority of players, hence why they are considered lower tier killers.

    Pig is arguably the weakest of the 4 stealth killers. She's also (in my personal opinion) got the most stale gameplay loop of them all with very little to make interesting to play as or against her. What makes Dead By Daylight fun is the interaction between Killer and Survivor, but a major part of her ability is literally about leaving survivors alone to find a key in a Jigsaw Puzzle Box determined by holding M1 and RNG. Not interesting.

    The only good thing about her, is that she gives stealth and / or high mobility killer mains one of their favorite perks of all time (surveillance). That's about it.

    My point when I made that wasn't so much if you're good at Pig or not. I just see a lot of people complain about Pig being really weak and then when you ask "If 1 or 2 survivors have a trap on their head, what should you be pressuring more? Gens or boxes?" They'll say the boxes, but if you're only putting pressure on people who already have pressure on them (regardless of when they get it off) instead of the people working on generators... you're still letting the game progress. I'd rather have 2 people trying to get off inactive traps than I'd have 2 people trying to get off active traps. That's only because it shows I'm keeping up pressure.

    PS: I can agree with the 4 stealth killers part as far as Michael and Ghost Face, but Wraith is debatable.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1850950#Comment_1850950

    I'm not saying that cleansing Totems doesn't help you Survive, I'm saying that they are not necessary for escape. Generators are necessary. (barring The Hatch). Now, they certainly can be oppressive enough to make it so you can't complete generators, but they don't prevent you from escaping the way Generators do.

    I suppose that you can argue that they become Main Objectives when it makes the Killer extremely powerful (such as the case with Devour Hope), but at the very least the Killer has to put in some effort to get that to work. With the proposed NOED, its trigger is literally the game progressing as normal, with no input from the Killer needed. At least the current NOED leaves the gates untouched.

    That is also true. Although there are certain signs that should make survivors think more so "NOED is a real possibility" (such as being weak in the sense of keeping up generator pressure) or just not being good at that killer. It is fair to say a killer who has lots of gen pressure or just a really good killer in general doesn't have NOED and gen rushing should be the unwavering priority.

    The problem lies (as some in this thread of said) are survivors who are aware NOED could be possibility and then still choose generators over totems. (If you can't find totems because it's a bad map for totem hunting that's fair, but the strict "it's secondary so it doesn't matter" mentality is false).

  • @TheRockstarKnight said:

    Maybe it is premature to celebrate, but let's be real; there's no freaking way they're gonna just let Iridescent Heads stay the way they are.

    They invite disconnects as much as Spirit with Prayer Beads used to - even if you're only using Deerskin Gloves with them.

    They're as good as gone.

    -

    My hope is that they don't nerf them, but instead make it change her power in a fun way.

    Like maybe she throws smaller projectiles, like knives, or she uses a bow and arrow instead. Or maybe it silences her Lullaby and reduces her TR so she can be a stealth Killer. Or maybe she can see Survivors that are hiding in lockers.

    Y'know some cool and unique effect that changes what you thought you knew about how Huntress works.

    Not just keep Instant Down Hatchets but tag on an extra downside like 'they only work past 18 meters' or 'they only down if the Hatchet is fully charged' or 'she can only throw Hatchets when the Moon and Venus are in alignment' or whatever.

    To be truthful though, like my original post said, it is way to early to start calling what they're going to do. We don't know what devs see and the Huntress add-on pass won't be for a few months at the very least.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1850970#Comment_1850970

    I don´t see what one has to do with the other.

    If you don´t use iri hatchets, then whats the problem? Good killers don´t use them, because they are to expensive/not worth the effort.

    Bad killers use them, but can´t hit with them.

    Although there are some killer mains (in this specific scenario being Huntress) who do just like to watch the world burn. (Most don't but there are Huntress mains like that)

  • @NightWolfsFury said:

    https://forum.deadbydaylight.com/en/discussion/comment/1849338#Comment_1849338

    I remember having to literally mash my face into cars and trees to get myself to slam into them or I would just slide right past.

    The biggest offender I think is Swamp. I literally couldn't collide with anything on the map. I had to stare at the center of the tree stumps and be directly parallel to the boxes not to slide off anything. It was a bit annoying.

    I personally don't like his play style (playing as him) and don't think I'll really play him again, but these collision issues need some serious fixing. It was super frustrating. His power is already maddeningly anxiety inducing, adding on top that the collision sucks on it.

    Nurse Part 2 just with M1 potential.

    Although you do have a point about some of the collisions being bs and just sliding when they shouldn't.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1850966#Comment_1850966

    I'm not sure how doable it is, but I'd like an addon where she gains speed for every hatchet she uses up to the full 115% most killers are, whether that's basekit or an addon I think it would make up for her lack of chase protentional once hatchets are gone.

    Something that regenerates hatchets every 15 - 20 seconds but maybe removes 1 / 2 like current iri head.

    Maybe a hatchet that when hits / misses a survivor reveals surv auras within 16m of impact zone.

    The first idea really should just be part of her power. There's no reason someone playing Huntress should have to reload midchase.

    I like the idea of cutting the amount of hatchets down but they regenerate over time.

    I feel like the third one would have potential, but something I've learned from other similar add-ons is they aren't always helpful.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1850962#Comment_1850962

    Which doesn't mean it isn't a problem add on, the killer I play the most is huntress, the iri heads need to go.

    You're either a good enough killer where you don't dare use them because you know they're op, or you're just bad at huntress and run them and just get right up to a survivor so you can't miss.

    She deserves a more interesting iri addon than something that either pros won't use because op, or bad players only use bc they're bad.

    Since you play a lot of Huntress I must ask then, if iri head goes (or at least what it currently does) what sort of add-on would you replace it with? What would it do?

    When she gets her add-on pass they'll adjust the number of add-ons so she'll have two ultra rares.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1850955#Comment_1850955

    "shows one screenshot as definitive proof that that X isn't a problem"

    I think the point of showing that is that not every iri head game ends in a 4k like some people exaggerate it to sound like.

  • @[Deleted User] said:

    They're supposed to be Secondary Objectives though, not Main Objectives.

    They'd still technically be Secondary Objectives given a Killer still needs to slot the Perk, but when used it makes them a Primary Objective. It'd be like making Blood Warden activate as soon as the Exit Gates are opened, rather than once you've hooked a Survivor.

    That's false. The survivor main objective is to survive and help your teammates. Surviving does not equal just generators.

    I don't disagree that generators should be the main priority, but if a hex is getting in the way of surviving then why keep it up? If there's a chance of NOED why are you not looking for totems? It's part of surviving.

  • @Slashstreetboy said:

    A jungle map with ancient ruins would be great

    @Rockotheawesomepug said:

    There's several maps I would want to see actually.

    A church with a graveyard would be really cool imo.

    If they ever did an Alien or Dead Space dlc, It would be awesome to be in a spaceship. (I really want the ubermorph and the USG Ishumura)

    An abandoned carnival would be awesome, having a giant ferris wheel, all sorts of buildings to go into or just run around. Think of the L4D2 3rd level on Dark Carnival.

    Some sort of map (maybe the cabin from Ash VS The Evil Dead) with a blood moon so it gives a bit of a red tint

    It would be terrifying to be in a catacombs or in the sewers

    Being at some sort of camping area would be great! (Could be Camp Crystal Lake for Friday the 13th DLC)

    A subway system (preferably) or maybe a map with a train on it.

    Ill stop here since I could go on for days haha

    All these ideas are really good. I feel like the devs have touched on some of these ideas, but not in the ways people want. Like why didn't Clown get a full on circus? Why wasn't Temple of Purgation more like ancient ruins in a jungle? (The temple feels overly misplaced to me)

  • I feel like in this game it's actually really hard to determine if the game is killer sided or survivor sided because every match is different and that goes for everyone.

  • @ukenicky said:

    It's too bad she's terribly flawed. Her blood point system is awful, dedicated servers screw her over often and she's very buggy. That's not even to mention the problems that arise with fountains being in the 4 corners of the earth. I could go on complaining about her but bottom line you're right.

    Plague has the best perks Imo from a consistent value stand point. My favorite is Infectious Fright followed by Corrupt Intervention. Dark Devotion is neat but not always practical to use- that being said it really does cause mass hysteria when used properly. So satisfying.

    But yeah I hope they fix her up.

    Half of what should be deviousness for her is under brutality which I don't understand. That plus her inconsistency makes her a pain to get bp for.

  • @Mooks said:

    I guess with all the complaints and feedback regarding this addon from both sides, it’s safe to say they will at least change something about it. Maybe not in the scope people are hoping for though..

    Personally I just think they'll change it so the amount of hatchets can't stack. It would make it the same amount of risk using it as most of the more current instadown add-ons.

  • @Junylar said:

    Actually, if 80% of players played survivors and only 20% played killers, that would give a perfect equilibrium for the lobby queues, since one game takes 4 survivors and 1 killer.

    Right now the killer lobby queue can take from 2 to 15 minutes in the afternoon with instant survivor queues, so that means there are not enough survivors for all the killers in the daytime. In the evening and night the situation changes to the opposite. I have no idea why it's like this, but it's annoying sometimes that I have to wait for ~21 pm to play the Killer with short queue times.

    Although that is true, their question was what percent of players play each role. Which is more general.

  • @HollowsGrief said:

    This is fake don't be fooled. Never mind the stuff that makes no sense (giving Freddy a weaker lunge than every other killer in the game) but lets all be real here for a sec, there is no way they are nerfing DS at least not any time soon.

    they literally said in a Q&A they're nerfing DS. Also, along with what you said, an actual data miner said it's fake.

  • I'd assume more play survivor than killer seeing how it's 4 survivors and 1 killer in a match. Idk the actual stats though.

  • The only way to know is to wait and see. If I know where you got this, the data miner said that this patch is coming out on January 5th, which is Tuesday.

  • @Heartbound said:

    I think you should get your item back from the Entity after the match is over, yes.

    Originally they wanted to prevent item duping but...who cares?

    I have to disagree with this. The point of the White Ward is to keep you from losing the item you are carrying when you die. Which means you need to find a way to keep your item in order for White Ward to work. If you care so much about your item then jump in a freaking locker. If there's none nearby than that's to bad.

    Note: I play both sides and plenty of times have lost good items due to Franklin's after using a White Ward on it

  • A few weeks ago I went afk for a second as Hag because something short but urgent came up. I come back to the game and a Zarina was shuffling over to me very slowly and stopping every few seconds. I let her continue and I laughed my head off. She got downed, but I didn't kill her since I was having toxic games all day and she deserved the hatch for making me laugh.

  • @redsopine00 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1849153#Comment_1849153

    That’s why I always run light born people play like that waste of a flashlight

    At the time I didn't have Lightborn or Franklin's on Freddy and I didn't want to lobby dodge cuz for some reason that day wait times were exceptionally long.

  • I feel like people are jumping to conclusions. Although there's a huge possibility that how iri head works will be changed, I highly doubt they're physically going to remove iri head. It's more like "bye bye CURRENT iri head".

    (Also I feel like Huntress is a weird killer to think of add-ons for so I wouldn't start jumping for joy until her add-on pass comes, it's too soon to celebrate)

  • @Trashmaster said:

    https://forum.deadbydaylight.com/en/discussion/comment/1850110#Comment_1850110

    In midwich you have to take a slightly different approach but not too long ago I did an easy 4k on it with burger king myers

    The map is literally just a square on a square so survivors have pretty limited options when moving around and if they can't tell where you are, they'll eventually run into you

    Honestly Midwich is fairly Myers friendly, it's just some builds aren't the best for Midwich Myers

  • I feel like part of it is "What am I supposed to do against a stealth killer that can see my aura?" I guess he is slower but it's still crazy on the survivor side if you face him on the wrong map (all inside maps except maybe Midwich)

  • @TheBus4K said:

    https://forum.deadbydaylight.com/en/discussion/comment/1850092#Comment_1850092

    I think I haven't been wrong with any of the speeds that I have said, right? I hope I'm not crazy xD.

    https://forum.deadbydaylight.com/en/discussion/comment/1850095#Comment_1850095

    Good thing, I was starting to worry that I was going crazy. I've played this combination several times and this slow going has never occurred to me 😂.

    You were correct about the speeds

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1850056#Comment_1850056

    Yes, and it's working fine for me- that's why I can catch a sprint burster who is moving at 6.0 m/s even though it's technically just a teeny tiny bit slower than that; because of the charges.

    If I was moving at 4.6 no way in hell would that be remotely possible.

    What's Leathreface's top movement speed? According to the wiki, Carburetor Tuning Guide decreases Leatherface's speed while in the dash by "-4.35%" which I understand is not a lot, but could be why he feels slower unless it's bugged.

  • @lowiq said:

    People often argue that pre-cleansing 5 totems is a good way to counter NOED, however it's equivalent to throwing the game if you're against a killer of the same skill level. Put another way, if there was a perk that made it so exit gates could not be powered until 5 totems were cleansed, it would hands down be the strongest perk in the game and extremely overpowered.

    That being said, NOED itself isn't really overpowered. It's just frustrating. I would tune the movement speed so it still requires a bit of skill to run. Since the current iteration gives you permanant bloodlust tier 1 and allows killers to hold W without much thought.

    Although that's true couldn't you also argue if the killer is about your skill level there's a good chance they won't have NOED so doing totems would be a waste of your time?

  • @TheBus4K said:

    https://forum.deadbydaylight.com/en/discussion/comment/1850046#Comment_1850046

    You don't know what the "Award-winning Chilli" and "Carburettor Tuning Guide" addons do, right?

    It just, like I said, feels extremely slow when going with the chainsaw (like it's 4.4 / 4.6 speed). If you can play a game with Leatherface, give it a try.

    Carburetor Tuning Guide now decreases his speed when he's using his Chainsaw that's why. I was going to comment "I played him the other day and he was fine" then I read the add-ons you used.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1849153#Comment_1849153

    So you are ok with it and the teams have to be good for you to feel bad. Now let me ask you this. Would you prefer those good teams that harass you or bad teams that rarely challenge you.

    If I had to choose between just those 2 I'll take the bad teams. Why would I choose a team that's going to harass me even if it is a challenge?

  • @TotemsCleanser said:

    https://forum.deadbydaylight.com/en/discussion/comment/1849124#Comment_1849124

    I agree with all you've said.

    The thing about the rank 1 Spirit player is completely true. Many trials, as a survivor, you can kind of predict if the killer will have NOED or not. For example, if the killer is playing extremely well, with my friends we assume that this guy is not running NOED and decide to focus on gens because 1. sometimes killers are just SO good that you know your only chance of escaping lies at genrushing them 2. the situation has already gotten so bad that you just know that you're, most likely, not reaching the end game, so what even is the point of touching the bones lol. You can also sometimes track the killer perks, and if you manage to identify four different perks, you already know that the killer is not running NOED. This must of course be done with care, because some killer perks are tough to track sometimes (many times have I claimed "this guy definitely has Nurse's/BBQ/etc" when in fact they didn't, lmao), but sometimes you can just know like with idk R+UD+Sloppy+Tinkerer for example.

    Then many times we face a struggling Wraith, Trapper, Clown or Myers (the killers that run NOED the most, from my experience) and we just know there's a huge chance that they are running NOED. Specially if they don't seem to care too much about gens being done, or if it feels like they have no perks at all. But also if they are just bad at chases and need a little help from that perk.

    And yes, definitely, in my killer matches, totems are rarely getting done. When R+UD is up, survs definitely try and go for totems, but when there's no hex perk up, they rarely do. I don't really run NOED on any killers but Deathslinger because I'm learning to play as him and need that extra help, and also because I feel that he's the killer that can take the most advantage from this perk. Yesterday I was doing this archive about hooking people during the endgame collapse, so I picked Deathslinger and the times we actually reached the endgame collapse, NOED always lit up. And most of my matches happened in weak totem maps like Coldwind, Crotus Prenn and MacMillan if I recall correctly?? But totems were just still standing there. I wish more people actually did the bones honestly. I try to encourage every person I meet in the game to do so, but then again there's just so much that one maniac totem cleanser can do, lol.

    I honestly just heard a rumor that the next release patch will come with a NOED gut. They're taking away it's hex status and timing how long a survivor is exposed.

  • oh great. How come it was better in the test than now?

  • Is hit validation back on (again)? I thought they disabled it shortly after turning it on for good because it was really broken.

  • I believe they said they would look at the previous chapter and see if anything needs changing. Since Blight makes everyone happy, I don't think they'll do anything to him. I think this will probably be Clown's rework midchapter.

    Like @AhoyWolf said, they'll probably just change his PoV and some perk nerfs/buffs from that chapter, but that's about it. That chapter only really needs minor changes, but nothing dealing with Blight's actual power as far as gameplay.

  • I want them to decrease the number of charms and give cosmetics/shards/bp for our progress. That would feel more worth it than 90 charms I don't care about.

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