Coffeecrashing
Coffeecrashing
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3027445#Comment_3027445
The way Oni does it is a diagonal 45° mouse movement upwards to the left or right, to turn to the desired direction, then drag the mouse straight down and attack.
I posted the video recently in this thread. There isn't any special trick to it. Just flick your mouse across the table.
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https://www.youtube.com/watch?v=0fYfzHyQeCc
180 degree Oni flicks are still in the game, and they are super easy to do. Just flick your mouse across the table. I don't know why it was important to get rid of Blight's 180 degree flicks, but Oni can still easily do them without needing to object slide.
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Quieter chase music, louder survivor breathing, louder footsteps, and louder grunts of pain, so it's easier for killers to hear important sounds.
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@Object said:
https://forum.deadbydaylight.com/en/discussion/comment/3023519#Comment_3023519
You are taking words from my mouth. I didn't say it's the ONLY counter-play, but it's a possible way on how to counter it. Often times it's good.
You are also missing the point, that this Spine Chill won't deal with stealthy killers at all, because they have to have LoS while stalking you, at least stalking killers.
No, moonwalking 37 meters is never good, and should never be expected from anyone. Just because a killer lacks stealth, it doesn't make it fair or reasonable to ask them to moonwalk 37 meters.
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@Object said:
https://forum.deadbydaylight.com/en/discussion/comment/3022426#Comment_3022426
This is not true. Any killer could moonwalk into you once upon detected that you have Spine Chill. Also, many times it gives you false-positives and it's sometimes hard. Often you don't even know which direction the killer is approaching you from. I'm not saying to let the perk be in the state it was, but make it so the effect is not mitigated completely. If we have more and more useless perks, the meta will probably be perks that barely do anything.
Expecting killers to moonwalk 37 meters every time they want to approach a generator is terrible. How would you like it if killers got a perk where the survivor counterplay was moonwalking 37 meters every time they want to approach a hooked survivor? We could say "it has counterplay! You could just moonwalk to every hooked survivor if you don't want the killer to be alerted!"
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@Remedicist said:
Overall, I am happy with the Dead Hard change and am not requesting in any way that it gets reverted to its past form. I'm simply analyzing how effective it may be specifically against the Trickster.
The old Dead Hard did not matter much to Trickster. Dodging a finishing blow knife did not matter when Trickster has a decent amount in his arsenal. However, this new Dead Hard procs the endurance status effect. This means if a Trickster manages to hit a player with 5 knives and a survivor activates Dead Hard at the right moment of the 6th knife about to land, the survivor instead will enter the deep wound state with a small speed boost and Trickster will have to hit 6 knives all over again.
However, I actually prefer this change. Knowing when to activate this new Dead Hard at the right moment of being hit with any attack will obviously require skill, especially against Trickster's knives. I'm looking forward to going against this in matches and seeing how useful of counterplay it can be against all killers in general. This is assuming Dead Hard still gets used in matches to some degree.
It's likely much better on Trickster. If someone uses current dead hard on Trickster's last knife, they dodge the hit, and you still only need one more knife to knock them to the ground. With new dead hard, they get a free speed boost, and it resets your knife count back down to zero.
It's also much better on huntress, since she makes a loud noise when she throws. Dead hard on reaction to the throw, and instead of a small dash, they get a free speed boost for distance.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/3020697#Comment_3020697
I actually don't have a good answer for you at the moment.
If Predator increased the time of them and people aren't running Lightweight it will hurt your tracking a lot.
I guess this is just another situation where killers are just supposed to suffer with worse tracking abilities, and there’s nothing to be done about it. We’ve had to deal with miserable 0% injured sounds, and now it’s being switched to miserable scratchmarks.
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@Blueberry said:
Longer scratch marks is a bad thing, you don't want that on killer.
Lightweight’s shorter duration scratchmarks seems awful for killers though. So if the survivor drops a safe pallet, and gets a bit of distance and breaks line of sight, then too bad for the killer of the scratchmarks go away before they can follow the trail?
I’d like a counter perk to exist for new lightweight, even if some killers don’t want longer scratchmarks. They aren’t using predator anyway, so what difference would it make if that perk got changed?
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@BlightedDolphin said:
https://forum.deadbydaylight.com/en/discussion/comment/3019902#Comment_3019902
Even the current Predator kind of hurts you as you're less likely to see scratch marks on walls from a distance.
Making footsteps louder would be a better buff.
I wanted Stridor to also increase footsteps, since it was the listening perk.
People don’t run predator now, so I was hoping it could get longer scratchmarks in case people want that. I’d certainly want to try it. Even though longer scratchmarks are sometimes confusing at jungle gyms if a survivor runs over their previous scratchmarks, I’d still want to try it for all the survivors that try to run away from a generator because they hear the killer getting closer.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/3019690#Comment_3019690
I didn't say just killers I said everyone. That means both killers and survivors that had a problem with dead hard.
The dead hard for distance was absolutely the most complained about part. Just look at all the complaints about it though out the forum.
If the survivor use dead hard at the right time they get rewarded for it and that's completely fair now that it takes skill to get the reward. Additionally it has an animation so the killer can bait it out meaning they get counterplay.
The perk is now balanced.
How does an animation allow killers to bait it out, if the survivor can dead hard on reaction to a killer lunge? There’s no baiting it out with those survivors. They’re waiting for the killer to start holding the M1 button so they can press their dead hard button. An animation is only meaningful if killers know it is safe to lunge if they start holding the lunge button before they see a dead hard animation. Bait it out only worked before BHVR took away the startup frames for dead hard.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3019818#Comment_3019818
There is no change to the bloodweb, the change is the way in which prestige and obtaining perks is done.
It's not about "removing" the grind, it's about reducing it - which this change most definitely does.
We’re talking about the addon grind here. None of the prestige changes are helping the addon grind, and removing the BBQ 100% bonus makes the addon grind worse. And unless there are other mechanics that will give us at least +100% BPS per game, then you’ve made our addon grind worse than it currently is.
And none of the prestige changes help my survivor perk grind. I main two survivors. They have all the perks I’ve unlocked. Everyone else is just there for their teachable perks. It’s more efficient for new survivors to be leveled up to 40 (at most), then I do a few blood webs on my two main survivors to get the new perks. Even if I wanted all 3 teachable perks on a new survivor, it’s still not worth it to prestige 1 a new survivor, because that would take at least an additional 10 bloodwebs to do so, and those bloodwebs would be better off used on my main survivors to unlock the new perks.
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@indieeden7 said:
That's what predator used to do, and it actually hurt killers. Scratchmarks disappearing sooner can help you figure out which way a survivor went if you manage to lose them.
If scratch marks disappearing sooner is good for killers, then why is lightweight being changed to remove scratch marks sooner? Do you think lightweight is being nerfed?
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@SAégis said:
https://forum.deadbydaylight.com/en/discussion/comment/3014613#Comment_3014613
WHY DIDNT YOU BUFFED IT LIKE WGLF THEN ?????? explain ?
ho yeah survivor perks can do 10 things at the same time killer have to be so specifics that its not reliable sorry mb
oh yeah and sorry but the bloodpoint reduction is just a BLATANT lie nothing cost less and prestiging character still VERY long your 75% reduction is 30% AT BEST for player that ALREADY have a lot of hours its infuriating how you didnt think about any of the change yall made
BBQ didn’t get a new effect because BHVR wants people to stop using it. They purposely nerfed that, and the information from pain res, so killers don’t have a direction to go in when they hook a survivor.
Get ready for even more camping. Why should a killer leave a hooked survivor if they don’t know which direction to find another survivor?
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It depends on whether or not the survivors have good headsets, or if they’re just using speakers without surround sound. As someone that used to play Spirit, I can tell you that Spirit’s directional audio is so loud and accurate, that as a survivor I can always tell exactly which direction she is phasing from, even if I’m on a generator. And the audio starts from so far away, that Spirit is better off trying to sneak up on people by walking to them.
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@dspaceman20 said:
Unfairness? Really?
This is how you know people will never be satisfied with anything. You guys complained about the distance, and that it took no skill now that they removed the distance and made it more skillful it's a problem.
What more do you want? Honestly?
Killers aren’t a hive mind. The dead hard for distance complaint wasn’t the biggest complaint. It was only the main complaint BHVR gave us. There isn’t interactivity with dead hard for both sides. Some survivors can use it on reaction, and there’s nothing the killer can do about it. And those survivors will get even more distance than before, since they’ll get a speed boost instead of a small dash.
So it’s now a super dead hard for those survivors, where instead of dead hard for distance, they get dead hard for super distance.
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@FilthyLegionMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3015354#Comment_3015354
While I agree with the bit involving that it shouldn't give a speed boost when hit, this will be probably one of the more skillful aspects in the game. Like for instance: take Devil May Cry 5 and how much value you get out of a perfectly timed parry since you attacked just as they swung and the enemy gets stunned. That's an example of a skilled play, the same could be said about this. Would you consider it to be skilled then if it was cut down to half? What would soothe your twisted mind?
The perk should be redesigned so the server favors whichever person pressed their button first. In the survivor's case it's the dead hard button, and in the killer's case it's when they started holding down the lunge button. It's not fair that the server compares a zero frame startup dead hard, to a much larger than zero frame startup lunge.
And comparing it to perfectly timed Devil May Cry parries isn't a good idea. I think they have a 6 active frame window, and that is a much smaller duration than dead hard's full second active frame window.
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@White_Owl said:
Honestly if it has an animation to let the killer know what's about to happen I'm fine with the new version. The worse aspect of the perk was the distance that made safe unsafe spots.
Will it have an animation that will alert the killer before they start to lunge? If the killer doesn't see an animation, then are they safe to lunge?
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As long as some survivors can still use dead hard on reaction to a killer lunge, it's a buff, because hitting someone with endurance might as well be iFrames. They need to add the startup frames back to dead hard, so people have to use it predictively. The perk is broken because it's a zero frame startup, that's being compared to a much higher than zero frame startup lunge.
The perk is supposed to have the counterplay of "bait it out", but I can't do that on all the people that can magically dead hard while looking forward.
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BHVR is nerfing BBQ and Pain Resonance, so that less people can find new targets when they hook a survivor. Killer's aren't supposed to camp, but BHVR is purposely making it harder for a killer to find someone else to chase. Instead, I guess killers are supposed to just randomly wander around the map and hope to find someone?
How is this fair? Why are there so many changes to make it easier for survivors to escape a chase, but killers don't get anything to make it easier to find other targets to chase?
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I’ll never use BBQ again if the change happens. I very often see zero people on BBQ when I hook a survivor. Or if I do see someone, they are often so far on the other side of the map, that it’s not realistic to travel over there when a survivor is on a hook.
BHVR is nerfing tunneling, but they aren’t giving us ways to find new targets more easily. They even nerfed the information part of one of the scourge hook perks, because they didn’t like the killer being able to easily find someone new while a survivor is hooked.
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3015466#Comment_3015466
And that's exactly why you sound biased.
I don’t care what you think.
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3015419#Comment_3015419
You said the perk takes zero skill. Are you agreeing now that it does take more than zero skill?
No, I’m doubling down and saying it takes zero meaningful skill. I’m not playing these word games with you.
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3015354#Comment_3015354
I'm gonna say you sound a little bit biased on this one.
Knowing when to camp and tunnel takes skill, do you think those things should never be nerfed because they take skill? It technically takes skill for Blight to “hug tech”. Does that mean that shouldn’t get nerfed either?
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@Yords said:
I can already see how this would be a problem. Against killers with ranged abilities it would still be a third health state. All a survivor would have to do is just brute force their way through a chase with them. They could use DH right as they vault a window or drop a pallet and the killer couldn't really do anything.
As for if killers get close to m1 them it would just be a very annoying guessing game. Unless I am mistaken this would be pure guessing of when to use DH.
Also, it would still do the same thing. A killer would get close to a survivor about to use a window or pallet, and they could swing and hit the survivor as they use DH right before they get to the pallet.
Also also, stealth killers would have a much tougher time getting survivors who are injured. Stealth killers rely on already injured survivors and if dead hard was a thing then survivors would stay injured and whenever a killer surprises them they could just press m1 to deny them of a quick down.
Imagine a survivor hearing a hatchet being thrown, they hit dead hard on reaction, and now they get a speed boost instead of a small dash.
Dead hard should give endurance, but not a free speed boost if they get an endurance hit.
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3015206#Comment_3015206
Isn't a survivor reacting to a killer's M1 animation skill?
Not in any meaningful sense. And it certainly isn’t enough skill to justify a free speed boost for anyone that can do this.
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@dspaceman20 said:
People were complaining that it wasn't skillfull. now it's more skillful and its a problem. What more do you guys want?
The perk still takes zero skill for the survivors that can dead hard on reaction to the killer pressing M1.
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Against some survivors (the ones that can dead hard on reaction to a killer pressing the M1 button), the new dead hard gives them MORE distance, since they get a free speed boost from it. And I know they are using dead hard on reaction when they magically dead hard even though they are looking forward.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/3014545#Comment_3014545
We're very aware of that (we actually mentioned exactly that in the dev update). However, we do not want people to always have one perk slot locked in just for bloodpoints. Your perk choices should be the perks you want to run, not the ones that make the grind manageable. There was very little reason to run other aura reading perks when this one gave both information and doubled your bloodpoints.
We made sure to pair this with a huge grind reduction and new ways to earn bloodpoints to compensate, but this is ultimately a step that we need to take.
Unless the bloodpoint incentitives are going to give me at least +100% BPS per match, you’re making my addon grind worse.
I only have two killers that are prestieged at all. I’m so far behind the prestige grind, and there are so very few killers I play because of SBMM, that it’s a waste of time for me to prestiege more killers. Most my killers only had enough perks unlocked to be “good enough” for the pre-SBMM era. Unless you’re going to P3 all my existing killers out of pity, the prestiege rework isn’t going to help me at all.
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@Mandy said:
I think that's a pretty well acknowledged complaint with the perk, hence the whole "dead hard for distance" reference.
It's not so much that the survivors make a mistake and then Dead Hard for distance, but they know they have that ability so can get an extra loop in.
I truly want to see these survivors that want to waste their dead hard for an extra 3 seconds of looping, instead of dropping the pallet earlier and saving the dead hard for later, when it could potentially extend the chase for much longer than 3 seconds.
Your story is absolutely not my experience at all. I get survivors that dead hard towards my rushing Blight, which might as well be an automatic 3rd health state most of the time. I get survivors that wait until my Nurse blinks directly on top of them before they dead hard. I get survivors that run from one tile to another, and use dead hard if they need the extra distance to reach the next tile. I get survivors that dead hard when they misplay a loop.
I also get a lot of survivors that can magically dead hard my lunge attacks, even when they are looking forwards. Since BHVR is aware of the dead hard hack, I’m hoping the rework will be something that isn’t hacked so easily.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/3009958#Comment_3009958
Really? Does it sound different to killers?
@Raptorrotas said:
Not to dismiss your issue, but arent survs hearing themselves differently than killers?
Its been quite some time but i remember my first survivor round because i was surprised at claudettes loud gasping when i played her compared to hearing sirvivors in my previous killer rounds.
Yes; survivor noises are greatly affected by distance and line of sight. Sounds get muffled if line of sight is blocked, even if it’s an unenclosed wall that’s blocking the view of the survivor.
This also means a survivor’s noises can be muffled if they are crouching on the other side of a vault, because the killer’s line of sight is broken, even though sound really should be able to travel over the vault.
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@Seraphor said:
The range is too big, it covers such a wide area I can spend minutes searching for the survivor triggering it.
The noise is too loud, it drowns out the noises survivors make, making it harder to find them.
There are better perks to locate survivors.
I also really hate the whisper noises. The perk description says it's supposed to be "sporadic whispers", but it's really non-stop whisper noises. I'd be fine if they buffed the perk so it didn't add any noises, since we still have the perk icon to tell us when someone is in the area.
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@Shooby said:
https://forum.deadbydaylight.com/en/discussion/comment/3005251#Comment_3005251
No need to attempt a whataboutism here. My point in creating this post is that if Nurse is still the best killer in the game uncontested after the Perk Overhaul, there's no excuse for her to not receive some changes. I don't really think that's debatable from a game balance perspective of which I'm coming from. She has the lowest kill rate at all levels but she is regarded the best killer by all players in all roles at all levels of the game. That is not good game balance, at all.
This whole thread is a whataboutism. It's literally "If perks get overhauled, whatabout Nurse".
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2998808#Comment_2998808
AFAIK it's been a thing since god knows long, since nurse's traveling speeds are determined by the relative to current charge and maximum charge, having range addons increases that for same distance.
Exactly. I’ve seen zero evidence that Nurse’s blink times are different than they were a few patches ago.
In order to prove that a change was made, we would need video proof of Nurse’s blink times working differently. Instead, we just get clickbait videos made by people that get money when you watch their stuff.
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@Phasmamain said:
Tbf RPD is pure pain for both sides and besides the main building dead dawg is pretty killer sided
Dead dawg is one of the Voice comm SWF favorites, because of how easy it is for survivors to play lookout for each other, and warn their teammates are so they can pre-leave the generators and hide. The main building balcony is a lookout point with a generator, which really makes it easy for the survivors to do their objectives while constantly announcing the killer’s position.
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@MandyTalk Does anyone have any videos that show the blink times are different than they were a year ago? If the claim is that blinks are different than they used to be, then video proof needs to show comparisons to older videos, to show that the blinks are working differently.
TD;LR When people only show current patch videos, it doesn't prove things are different than they used to be.
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To be honest, I only use it as a meme addon, and I would always combine it with a very open map offering like autohaven. It might sound like an OP addon, but remember that the 2nd and 3rd blinks have a very low max distance, so if Nurse misplaces a 1st blink, it’s unlikely she’d be able to fix it with the 2nd or 3rd blink.
The addon feels awful to use if the survivors are good enough to know how to use line of sight blockers to force predictive blinks, because the increased recharge time punishes Nurse more if she predicts incorrectly. And if Nurse is unlucky enough to get sent to Lery’s while using this addon, then Nurse should be prepared to have a very awful terrible feelsbad experience.
The addon does have its useful moments, which usually involve catching survivors that panic dead hard on Nurse’s 2nd blink, and I’m sure it creates a lot of survivor salt every time Nurse lands a hit on her 3rd blink, but the increased charge time makes the addon impractical if Nurse wants to maximize her chances of winning.
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@KA149108 said:
People say nurse is fair because of her skill ceiling but if people played against a god nurse for 20 straight matches they'd realise how busted the killer is. A killer that can basically ignore pallets and windows so the only counter is hope she messed up her blinks.
This is the only game I’ve ever seen where people admit their opponent is better than them, but still complain they lost.
If you admit someone is a god nurse, but you aren’t claiming to be a god survivor, then you absolutely should be losing.
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It's an anti-tunneling perk, because it doesn't show the aura of the unhooked survivor. It also gets zero value if the killer is face camping. Perks like these are good for the game.
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@Mandy said:
You have not gone blind! We made the decision not to publish release notes as these only give links to the Patch Notes etc anyway and we went straight to publishing the Patch Notes instead.
I think the issue is some of us access the patch notes via general news in these forums, and we didn’t bookmark the location of the actual patch note releases, because we’ve never needed to before this patch. I wish there was a general news post telling us that BHVR was no longer going to link the patch notes, to save us from this unexpected confusion.
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@Valik said:
The MMR system needs to be overhauled as is - this change doesn't do much.
I would say, a gate escape takes a lot of skill from survivors - but it's such a narrow line, I'd say that both killer and survivor should earn MMR from the interaction.
I think something should be done, so we never have a situation where there is an MMR hatch standoff, where neither side wants to interact with the hatch. On maps like RPD, it’s too difficult to patrol the exit gates as killer so I want the survivor to get hatch since it’s MMR neutral. But as survivor I don’t want the hatch on RPD because I think there is a decent chance I could make it through an exit gate if the killer closes the hatch.
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@Mat_Sella said:
Why does a survivors mmr matter to you?
Because this is a PvP game, and being interested in how the ranking system works in a PvP game is a normal thing.
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@KateMain86 said:
I'm more interested in knowing how a survivor got the gate open after the hatch was closed because I've only ever done this maybe 10 times before. Its very risky.
Some of the maps have exit gates that can't be patrolled well at all (like RPD). Others can sometimes have gates that are in line of sight, but are so far apart that Nurse often has to rely on whether or not she sees any lights on an exit gate. On those maps, a survivor will try to 24% a gate (exit lights don't start until 25%), wait for Nurse to patrol away from them, then try to finish the gate and leave. This has happened to me often enough since SBMM started, that if I know the gates are too far apart, then I'd rather just let the survivor escape through the hatch since it's SBMM neutral.
A few times I've even had a survivor 24% a gate, wait for me to patrol away from them, then tap the gate so it's 25%, and immediately run away from the gate, so they can try to bait me into searching that gate long enough for them to sneak to the other gate, open that gate, and escape.
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I can’t wait to find out of all my surveys got rejected because the instructions were vague, and I used the number on the last page instead of the first page, and none of the mods would confirm whether or not I needed to redo all my surveys!
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@TheArbiter said:
Isnt it harder to get a gate escape at that point though?
If hatch escapes give the killer more MMR then post-hatch gate escapes, then the optimal play is that if the gates aren’t easily patrolled, that the killer refuses to close the hatch, because guaranteeing zero MMR is better than risking the loss of MMR.
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@malloymk said:
Why do you care whether the other players MMR goes up or down? Worry about your own MMR.
Worrying about my own MMR means I absolutely should be trying to slug for the 4k as much as possible. A killer’s MMR shouldn’t go down when a survivor gets a second second-chance pity escape.
If the last survivor was always worth zero MMR points for both sides, then killers could play competitively without sweating for the 4k. This would also be a nerf to face camping. If a killer is face camping a survivor at the end of the game, and the other survivors leave the game, then the face camped survivor won’t lose MMR, and the killer won’t gain MMR for the facecamped survivor.
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Maybe it would be a better suggestion that the last survivor is always zero MMR points for the killer, regardless if they die or escape?
Currently, if I want to increase my MMR or grade, I’m absolutely encouraged to slug for the 4k. That 4th survivor is still worth MMR points and grade emblem points. Imagine if BHVR made the 4th survivor always worth zero points for the killer, so that the killer isn’t punished if they aren’t slugging for the 4k.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/2983093#Comment_2983093
Both are bugs, both need to be fixed.
However, this does not mean both had to be fixed at the exact same time. We shouldnt just keep a bug / exploit in the game "because there are other bugs too" - if we followed that mentality then nothing would ever get done in this game regarding bug fixes, because you will always find another one that is not being addressed right now.
If a bugfix is ready, push it out.
IMO the real problem here are the people who see this as a nerf to Blight.
The Devs arent nerfing Blight here, they are fixing an exploit. And no one is entitled to receive any compensation for that.
If they fix hug tech without fixing the short object collision, then people will complain that hug tech is still in the game, because Blight would still be able to functionally hug tech by starting a rush while facing a short object.
And there are a lot more things that are considered short objects than you think there are. By short object, I don't mean the entire object needs to be small, I just mean that some part of it needs to stick out, at a very slight distance below Blight's waist, for the collision detection to get confused. For example, the tractor on Ormond is huge, but certain parts of the tractor are considered short objects.
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@dspaceman20 said:
I'm curious if Blight is an s to a teir killer that takes skill why fo you need the hug tech?
A lot of people argued that hug tech should be removed from the game because it's not intended. This implies that BHVR should make Blight work as intended. It's not intended for Blight to have major collision issues with short objects, so that should be fixed too.
All the people that are super interested in a hug tech nerf, but aren't interested in a short object collision fix, don't actually care about Blight working as intended, and are just saying "fix hug tech because it's not intended" as an excuse to get him nerfed.
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@Gcarrara said:
Stepping in just to clarify: IT INCLUDES THE POST-OFFERING BLOODPOINTS.
So you need to input the total amount (first page of the tally screen) of Bloodpoints you earned.
We Are Gonna Live Forever, Barbecue & Chili, and any Bloodpoints Offerings are included.
Yes this means the value can go above 32K.
I entered the amount on the last page, since it didn't specify which number to use. Should everyone that entered the amount on the last page redo all 7 surveys?
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If it’s going to pause the timer for that long, it should require the survivor to remain within range, and it should alert the killer when the perk is active (a small icon on the side of the screen, like how survivors get an icon when they are affected by a hex), so the killer knows there is a survivor in range they should look for.
Reworked perks should encourage both roles to interact with each other more often. Your rework just lets someone sneak into range for 1 second, then sneak away, avoiding all interaction with the killer.