Clockso
Clockso
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- Clockso
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I LOVE the second version, a very interesting idea ngl
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I don't like how they're adding breakable walls for the sake of... adding breakable walls???? like they're just "there we added breakable walls"
like in dead dawg you had a lot of breakable walls in which if you break them the advantage is yours, the loop is shorter and no longer an infinite, but in badhm they're in really awkward spots where if you break them you just cuck yourself.. other than that i have no complaints
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it will only apply deep wound, because feral frenzy is not a basic attack, and exposed only works with basic attacks (vanilla M1)
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@BabyDweetMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1634209#Comment_1634209
I always thought she sounded like a dial up motem. But right? She is supposed to be the ghost killer. The vengeful spirit. Why cant she at least sound like one. Imagine walking through Lérys and hearing leaves swooshing around and a woman crying in the distance, echoing, getting closer. How f'ing scary would that be?
oh and a cool little idea is to make it so the survivors starts shaking when shes phasing nearby to make it look like they're scared
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hearing air with cries as phasing has to be the sickest idea i ever heard on the forums, i would LOVE for bhvr to do this instead of having a vacuum cleaner
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@1nsignia said:
https://forum.deadbydaylight.com/en/discussion/comment/1633004#Comment_1633004
Wait you dead harded twice in the same time frame? Or do you mean the killer whiffed. Sorry to sound rude, just curious.
oh no it's ok, i'm sorry i worded that extremely poorly, i ment that i once had a situation where i dead harded the killer and he did a short lunge which has a very low cooldown of maybe half a second which was enough for me to unhook a survivor who HAD endurance's bt, and another situation where i was able to dead hard into the survivor with bt's endurance which allowed both of us to get away.
edited the comment btw
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Desperate measures, i once dead harded the killer and they did a short lunge, A SHORT ONE, where the cooldown is way less and it still gave me enough time to unhook a survivor with bt, another situation was when I dead harded and the killer smacked the survivor with bt's endurance, it was just enough to convince me the perk is good, oh and the extra healing speed is never a bad thing
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@FambinoBambino_ said:
https://forum.deadbydaylight.com/discussion/comment/1628159#Comment_1628159
They changed it so PH can no longer see where he cages people.
oh yeah, that nerf was so minor i legit forgot about it, the point of the cages was to prevent camping hence the aura removal and the respawn mechanic
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- Blight's add on had to, it was ultra rare tier but in green rarity.
- Oni's Flick on the ptb was outrageous, with the right keybinds he can do a 180, plus it's back rn but less crazy.
- How did they nerf PH?
- as someone pointed out, you agreed to the terms, which you can always revoke on the settings
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it got buffed recently to warn the killer that a generator is at 70% instead of 80%
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/1616469#Comment_1616469
Huntress doesn't have a big red line showing where the hatchet is going and a delay before it even starts on top of all that. You also have to remember any 1v1 encounter needs to be weighed on the killers side since there's 4 survivors. Just things like Spirit go too far. He's pretty fair with his power. If anything I hope they buff the actual power and add a slightly higher delay after canceling it.
The Punishment of the Damned Attack Trail will spawn with a delay of 0.267 seconds.
Source: https://deadbydaylight.gamepedia.com/Pyramid_Head
Unless you are a robot and can react in 0.267 seconds, the delay is just for the sake of animation and not rly for balance. but i wouldn't mind your suggestions at all in buffing the punishment of the damned attack, (like long range or sliiightly wider) and in exchange extend his cancel cooldown
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/1616415#Comment_1616415
Not really, coming from the survivor side the big red warning sign on the floor as well as the loud SHINK as he gets it ready is more than enough to waste his time dodging, especially with the long stun and the fact he can't move freely.
Not much a killer can do about the built in limitations to the power.
You can't be careless with your power, huntress has a loud HARGH sound when getting a hatchet out, and a loud SHING sound when she's fully charged the shot, so you get 2 sound cues that she is about to throw a hatchet, does that make her hatchet too easy to dodge? Yes and no, Yes if you throw your hatchet instantly without being patient, and no if you read the survivor's pattern of juking and land your shot. same thing with ph, you can't just blindly use your attack expecting it to land, you have to zone them, force them to be in a tight spot, or even bait your power.
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@bm33 said:
His scream reminds me of Steve's scream that sounds horrible. I notice killers tend to tunnel the characters with bad screams.
his scream is way better than steve's, steve just sounds way too phoned while felix breaks his voice while screaming
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@HP150 said:
The word "nerf" wasn't specifically used.
There are a lot of complaints about PH from the killer side too; His M2 is very clunky to control and too easy to dodge, which is why it is very rarely used outside of locked animations. He's advertised as a "a map-manipulation Killer, able to torment Survivors with the hazards he creates", yet being Tormented isn't all that threatening; Cages are extremely situational and the "mini-mori" only happens when the survivor would be dead anyways. This is why you don't see PHs using his trail on CD to "shape" the map.
I already lost faith in BHVR with the PH "hotfix" that addressed no killer-side issues and only nerfed his cages, but I'm willing to wait and see what his next changes are.
if punishment of the damned is too easy to dodge then the killer is doing something wrong
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1607668#Comment_1607668
If the Survivors are actually good, the loss of that one Perk can and will be huge. Even more so if I were trying to make an actual build that highly depended on Perk synergy.
But let me guess, if I asked you to switch out one of your four second chances for Calm Spirit to counter Doctor, you'd throw a hissy fit and call it unfair?
So you just see 4 flashies in the lobby and be like “eh i aint gonna run lightborn cuz i rly rly RLY gotta run a synergy build without lightborn even though they might locker save, but i aint gonna run it cuz its like uh not fun and intuitive however i will complain in the forums about them”
and also you’re using a stale “wHaT aBOut sEcOnd cHanCe pErks” where if i say “i dont use second chance perks a lot” you’ll just sarcastically say “sure.....”
and for the record calm spirit is a very badly designed perk, no perk should single handily counter an entire power, same thing with slippery meat where it just counter trapper,
and why would i run calm spirit every round when i know there are 15 other killers besides doc? you waste a slot on lightborn knowing well you’ll get use out of it CUZ YOU CAN SEE THE FLASHLIGHTS, but i run calm spirit not knowing if the killer will be doc or not. If you refuse to adapt, run lightborn, check the area before grabbing, then there’s always dodging the lobby if flashlights are too troublesome for you.
and this will be my last comment on the discussion cuz your killer bias is just too strong for me to reason with or argue
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You said survivors can negate an offering by using 4 map offerings but by doing so they can’t use the hatch offering. i say sacrificial ward is pretty balanced and has counter, an expensive counter of running 4 same map offerings, and the hatch offering can be used to the killer’s advantage cuz they can also use it to know where hatch is and possibly guarantee a 4k for like adept purposes
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1607624#Comment_1607624
If you think flashlights are that weak, you're bad. They exist to be annoying second chances that erase the Killer's ability to see.
https://forum.deadbydaylight.com/en/discussion/comment/1607630#Comment_1607630
Ah yes, let me just sacrifice a Perk slot on Lightborn and muck up my entire build because a Survivor clicked on a shiny stick in the pre-game lobby. Such a fun and intuitive counter.
oh no!!!!!! not my 1 perk slot DDDDD: WHAT WILL I EVER DO WITHOUT MY PRECIOUS THRILLING , CORRUPT, SLOPPY AND POP
do remember that by using 1 perk slot you are completely nullifying the survivors items and their play style, and i find it extremely satisfying when survivors hover around me like flies only to realize i have lightborn, idk about you but it’s satisfying af
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1607581#Comment_1607581
Bro do you actually struggle to hold M2 in front of a Killer?
Of course I don't get blinded. Most Survivors are awful.
Do you get flashlight locker saved every game to the point of filling 3 pages of the discussion full of replies on why they are BS?
The discussion was about ghostface not being blinded by the locker’s angle and you wrote an entire book on why they are bullshit, but have you heard the very simple basic trick of running lightborn when you see flashlights in the lobby? it’s an intentional game design to see what items survivors are bringing and strategize accordingly, sure quick switching exists.. but you need to consider how rare this can be.
First, you gotta queue up as killer, then you gotta face a swf, the first two sentences aren’t rare whatsoever, but then they need to quick switch, then you need to chase someone and they need to jump into the locker, then the locker must not be on a long wall otherwise no angle is possible, then there must be someone around, and a lot of swf tend to chase their injured buddy who is being chased to get a save which means 2 survivors arent doing gens, then you must grab them, AND THEN they must get the timing right. just look at all these variables and tell me how often you ACTUALLY get them?
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played around 4 games with blight and it happened once to me. the camera kept jittering and he kept running in place
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@OniWantsYourMacaroni said:
The better question would be when is something right with DBD server
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@Mikeasaurus said:
I think DC Penalties are removed so that could explain the random DC'ers. Being DC'd from the host though, not sure on that one.
no they didnt make the DC noise, just a silent disconnect, saw a kate run for a good 10 seconds into a wall before suddenly leaving so i doubt it was intentional
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@TheWarNung said:
Freddy used to be my favorite killer to play as. I don't think he's as powerful as most people believe, but I do think he could use a partial nerf. Allow me to explain:
First off, I think the reason most people hate Freddy is that he's so easy to exploit by weaker killer players. Sort of like bad killers facecamping with Bubba. Everyone hates that, but that only makes the player bad, not the killer they're playing. I've never played Forever Freddy because he is objectively the worst Freddy. Thankfully they've nerfed the crap out of his slowdown addons. They're basically worthless junk at this point.
As far as his sleep mechanic, I don't think it's an especially powerful mechanic as it really only makes you susceptible to his traps. As I've said, his slowdown addons were nerfed into obscurity. People complain about his 'terror radius' while asleep (it's actually a lullaby) and how it negates BT, but any stealth killer can negate BT and Freddy's lullaby means he can't use any perks that alter or remove his terror radius. Also, if you want to bomb the hook for a BT save just wake up first.
As for his teleportation, I think it's the absolute best part of Freddy. It's the thing I never want to see changed. Yes, the BBQ/POP combo gives you some of the best gen defense in the game, but keep in mind that he has a 60 second cooldown after he teleports. It's not a power he can just spam. But even better than teleporting to gens and POP'ing them are the mindgames you can play with him. I can't even tell you the number of times I've struggled to catch a really good survivor, seen their aura on BBQ, teleported behind them, and walked straight up to them from behind for a free down. Or, hook someone, fake a teleport, then watch which way survivors run with BBQ.
Finally, his traps. These are the things that I would nerf. Survivors get a bit histrionic about his snares, saying that all you have to do is spam them for automatic downs. That's only true against survivors who try to keep running the same loop against an anti-loop killer, and even then you do actually have to put some thought into your trap placement. Not a ton, I'll admit, but - y'know - some. Certainly more thought than the survivors are putting into looping the same pallet over and over again. The changes I would make are to give him a bit of slowdown while he places them - like Clown used to have - and add a bigger telltale so that survivors being chasedd can see where he's putting them.
And that's it. Sorry for the wall of text. Now savage me with your criticisms.
First of all the cooldown is not 60 seconds, it’s 45, and the cooldown can differ depending on how far away the teleportation is, secondly it can be reduced depending on how many survivors are asleep, for each sleeping survivor it’s a 15% speed buff to the power recovery, so if 4 survivors are sleeping thats an 18 second cooldown roughly estimated, so you either waste time running to the corner of the map to wake up or you don’t and he gets a super fast cooldown
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@OniWantsYourMacaroni said:
Pretty sure they are only testing the hit validation.
No info on the increased tick rate.
alright thx
(love ur name btw)
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@FrootLoops said:
this game does not have any voice comm features of it's own, and probably for good reason. once you introduce voice comm you take on the responsibility of securing that. I'd suggest just grab your cellphone and be on comms that way. you can either do speaker phone or else use some small earbuds you can wear under your gaming headset
that earbud under headphones is actually big brain lmao, i’ll definitely try it
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@BeyondDisbelief said:
The game isn't designed to support VC for a reason and the SWF group has to be completely newb gallore to lose against a killer as is.
DBD's most important resource is auras/information and voicechat completely circumvents that, so no I don't see this happening.
i understand that comms can be pretty nutty bro, but swf needing balance is another topic, my friend just got the game on ps4 and i would love to finally play with him and teach him, some swf love to mess around and just have chill conversations, it just seems wrong to punish them
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Yeah voice chat between parties is needed, not in solo though cuz it would just make the game more toxic
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Um isn’t the surge change a nerf? Unless I run distressing absolutely nothing in making it terror radius based is a buff, 110% killers will suffer, and you can’t run monitor anymore.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1520221#Comment_1520221
No it's not. I do it almost every game, and I play solo exclusively.
And as for feedback - it's glaringly obvious (comes with experience, as all things should) that a killer is running NOED by how they play during the match. Plus, if NOED has actually proc'd, you can see it. The killer moves FAST.
I’m sorry but I find it extremely hard to believe that someone who plays solo survivor will defend the ever living hell out of noed, I can say I’m a full 100% killer main and noed is op, not to mention you are only 1 person and we can’t just say noed is fine just because of 1 person’s experience if it’s even true out of thousands of players
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Get a teammate to mend u
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1511975#Comment_1511975
Lucky you.
But I do.
Well if you say u went against them (which is extremely hard to believe that you went against a swf that somehow “abused” camaraderie and breakdown) you are 1 person, and they can’t just nerf these already garbage perks just because of 1 person’s experience out of thousands of players, and as a side note the issue is not with soul guard or whatever, the issue is with 4 man swf which can even make deja vu look op
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@[Deleted User] said:
I’d just say it’s outright disgusting.
It’s another in a line of highly abused SWF perks.
DS + Unbreakable + Soulguard + For The People is incredibly broken across a team of all 4 players running it.
It’s alllllways the “4 mAn sWF wILL aBusE it” argument, ppl said the exact same thing about breakout, breakdown, for the people and camaraderie, And let me tell you I have never went against any swf that abused any of the mentioned perks (1.5k hours btw) they mostly use meta perks or just chill and play with their low rank friends.. the only potentially abusive perk for swf is object of obsession
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i main laurie cuz shes the first survivor i leveled and im too lazy to level another survivor
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Recently played with
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same thing with mother's helpers, i got stunned by a pallet and my chainsaw charge time was the same, it's probably a bug like when doctor was gonna get reworked his new power description accidently got written in his old power description
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@IIITweedleIII said:
Wow, it's hard to. Believe how many KILLERS say they have trouble with a 2 story ring around the rosey map. Which seem dont bother pre-breaking for future references.
Ya all do realise there are holes on the floors to fall through right?
what does a hole leading to the first floor have to do with the 2nd floor being a literal square where survivors can see u coming from far before the terror radius and with no way to cut them off?
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you're kinda conflicting your points, you just said that survivors will be able to run more meta perks since they don't need aura perks anymore, then you said tht we should buff killers to compensate, so then meta perks won't be as strong if killers are buffed and there's nothing to worry about
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@anarchy753 said:
I watched McCote streaming when he talked about it and he was like "it's easy, if you want to go upstairs just go to the corners."
Well every damn time I go to a corner it turns out to be the one the killer has to open up first or some nonsense.
funny enough, the 2nd floor is even worse than the first floor, at least the first floor has a field with 2 doors and u can kinda cut survivors off, the 2nd floor though.... is just a square
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@MusicNerd_TC said:
Midwich, more like "Haddonfield fences, the map".
Featuring Breakable Walls
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I would LOVE her 2018 old skin as a legendary set
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@tactic said:
https://forum.deadbydaylight.com/en/discussion/comment/1475909#Comment_1475909
Coincidentally 2 killers who are currently struggling
admittedly halved gen speed might be boring for survivors, but getting into a first chase shouldn’t take too long (but this depends on rank)
hag is no way struggling, everytime i see a swf or a team that looks like it's about to bully me hard i just switch to hag cuz she is strong as hell, i don't remember the last time i didn't get a 4k or a 3k with her
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@Kumnut768 said:
until the first chase gen speeds are slowed 50% percent
That is an outrageous buff for trapper and hag
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@Nos37 said:
Buff for Left Behind:
Same effect, plus a Bloodpoint bonus multiplier if you struggle for the entire struggle phase on hook without being unhooked.
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Object of Obsession's downside can easily be negated by hopping into a locker for 7/6/5 seconds at the 9 second mark of seeing the killer, and the devs wouldn't let perks use the Activate Ability function without specific circumstances (to prevent it from activating the wrong perk). Instead, Object of Obsession should work as it currently does, but the two-way aura read should only work while cleansing a totem (short cooldown period after stopping or finishing a cleanse action; longer cooldown for non-Obsession users).
thats actually great? At the 9 second mark the survivor can hide and counter it and I don’t see why that would be absurdly op since most ppl will just use the perk mid-chase to see if the killer is mind gaming or not
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when u finally get a good zucc
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@DetailedDetriment said:
Mettle of Man and No Mither definitely don't need nerfed.
No Mither no longer makes you injured which means the killer has to hit you twice, however you can no longer hear their heartbeat, you can still infinitely pick yourself back up from the dying state but the recovery is slower, and it grants you double blood points, and mettle of man had its requirement changed instead of taking protection hits just unhook them since protection hits are kinda situational
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yep it's confirmed that the next patch will have server side hit validation
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1473083#Comment_1473083
You don't use BP bonuses as a balancing factor. That's why WGLF is the 2nd worst perk in the game right now (1st is no mither).
But anyways, the issue isn't that you are adding additional effects. But that those additional effects have nothing to do with the primary effect.
Take your Any Means Necessary buff as a counter example. Seeing the aura of dropped pallets makes the ability to pick them up stronger.
But Babysitter is a perk designed to make the Survivor you unhook safer. Giving them endurance when you pick them up from the dying state doesn't make it better at that.
When improving a perk you're supposed to make it better at what it does.
Same issue applies to breakout. Your buff doesn't make it better at what it does. So someone bringing the perk for it's intended function won't benefit from the buff. So the buff ends up being irrelevant and better served on boil over or something.
it's just that i can't buff babysitter without making it too similar to borrowed time, the purpose of babysitter is to unhook them safely and what better way to do it without giving them endurance? hiding scratch marks and pools of blood isn't gonna help against a facecamping legion in the basement, however they might slug them and thats where babysitter shines instead of bt, oh and i'm not sure if i worded breakout poorly but the 33% wiggle drop is for the carried survivor not for you since the killer will usually give up and drop the survivor instead of letting them wiggle out.
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well i doubt they will leave the gen just cuz of iri button's terror radius, since it becomes very obvious that the killer is running it and they'll just continue on the gen, don't get me wrong though, it could actually work considering they have to leave the gen to mend
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@Uistreel said:
Wait, so lucky break is just the same perk but with built in iron will 3? Why would anyone ever run iron will?
it has a limited duration unlike iron will
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@NuclearBurrito said:
So many of these buffs are so random.
Like why is Babysitter getting a buff to Anti-Slug? It's not an anti-slug perk, that's not why you'd run it.
Same goes for breakout. Your giving a buff to when you are grabbed by this Killer but that's not what you use the perk for. The perk is for breaking other Survivors out.
Also your WHLF buff is objectively worse than Kindred
The reason why they are so "random" is because i'm not the one who made the perks name/logo in the first place, i have to stick to something related to the perk's name and characterization, like for example when bhvr added freddy his power had to be something sleep-related, they can't just add the character then give him a chainsaw or something, they have to stick to the idea, anyways you're saying that people won't use babysitter cuz that's not the point of the perk right? well the current point of the perk is too niche to even be considered worth taking, it's just a way worse borrowed time. so it needed a secondary function, this same argument had to go with breakout, i can't just increase the wiggle speed, that would be borderline broken, so i had to buff it in a way that affects wiggling cuz that's the perk's name and characterization, and as for WGLF i wanted to make it an exact equivalent to bbq & chili, with bbq you gain more bps and you see survivors aura when hooking right? so when the killer hooks someone you see their aura with wglf, the reason why it's not infinite like kindred is because it grants you bonus bloodpoints so the aura reveal is just a secondary function, like a mini-kindred with bonus bps
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@supersonic853 said:
I like the vigil one brings a way to have old sprint burst or deadhard but takes a lot longer. The only problem is vigil you have goes by percentage which exhaustion perks go down to 40 seconds anyway. So 40+16=56. So if your a decent looper you could get 2 dead hards 2 lithes or 2 sprintbursts. But it definitely is better than current vigil.
yeah you're right actually this can be absurdly op, gonna hard nerf the percentages
