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CoolAKn

CoolAKn

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CoolAKn
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  • It gets very boring having several rounds in a row facing killers that can one hit down (Michael, Hillbilly, Leatherface, or a few others with perks that allows for one hit down).

  • Give me a couple of weeks, and I will be maining Jake until I get him to Level 41. I recently got Dwight to Level 41, and I am in the process of using up all of his offerings, and using the points to level up Meg. The process will repeat with Meg: get her to Level 41, use up all her offerings, then move on to Claudette, etc.

  • Sometimes, it's just very poor RNG. I spawned near a generator, and started working on it, revealing Ruin was in play. Leatherface came to patrol the generators, so I backed away, and I found Ruin in a spot that's actually pretty easy to miss, unless you are coming from a specific angle. Further into the match, I was being chased, and I saw a dull totem inside a "U" wall of tires (I had gotten into the habit of cleansing dull totems), but I got caught and hooked. After I was rescued, I went back to the dull totem (it was near where I was hooked), and this time, it was lit, and someone else just became NOED's first (and last) victim. Both hexes were in pretty good spots, but then, there are other games where the Hex is just sitting there out in the open, literally like a beacon. People (killers primarily) ought to screen shot totem spawns, and let the devs know which spots are garbage (so garbage I feel bad finding it almost immediately).

    @Baklavah said:
    The way I see it, you have 2 options, 4 if you want to be brave. Yeah, I've made this kind of a post before, but it's been long since buried. The reason this post is being made is because all of the hex perks are pretty much useless except for NOED at this point. R1 survivors ignore Ruin, and the remainder of the time Ruin is removed from play within 30s of the match starting. It's not fun to use such decent perks if you're going to be running 3 perks for the entire match instead of the 4 you start with. You're gimping yourself. So, my suggestions are as follows:

    Option 1: Make the totems harder to find. Less obvious. DO NOT PUT SURVIVOR SPAWNS IN FRONT OF THEM!

    Option 2: Remove the light, and allow the unused hex totems to act as decoys. This makes the real totems harder to find, and makes survivors waste time hunting for them.

    Option 3: When hex totems are destroyed, the survivors that destroyed them should receive a curse. This curse can stack up to 4 times, reducing their action speeds by 15/20/25/30 %.

    Option 4: When hex totems are destroyed, a mini-effect of the perk that was disabled remains in play for 180s.

    These options are MORE than fair considering the ridiculous amounts of perks survivors have that counter everything the killers do.

    edit
    Wrote "patch" instead of "match". Corrected this.

    As a survivor main:
    *Option 1: Yes. Make them less obvious to find. There are some excellent totem spawn locations, and some garbage ones. They need to be better hidden especially given how fragile they are. Remove all garbage spawn locations.

    • Option 2: No, but some hexes are revealed too soon, such as Huntress Lullaby is revealed when you start working on a gen, before it's even gotten a token. It should be after the first hook. If they make hexes harder to find, Option 2 is unnecessary.
    • Option 3: Kind of, just have that survivor suffer from the effects of the hex for maybe 60 seconds.
    • Option 4: Alternate (or in addition) to Option 3, give the Hex about 30 seconds to fully dissipate.
  • I had my first experience being part of a SWF, and it didn't feel very special. No outside communication, so really it was just like any other match, except I felt a bit more obligated to save the person I was with (I met them the match before when they were playing killer and I was the obsession facing Rancor and NOED; I was so close to escaping).

  • @AshleyWB said:
    Always doing something is what determines a good survivor from bad survivor. Too many bad survivors are at high ranks, they shouldn't be there. 

    Emblems should consider how much of the match you were actively doing something during a match. 
    I'm tired of being the one doing gens or whatever and getting hooked only for the rest of the survivors to be scared to even move a muscle. I always end up dying in most of these matches.

    I completely agree. Had a match last night, where I had to be afk for half of it. I mostly repaired a generator, and was being chased by the Doctor, when my mom demanded food (she doesn't care if I'm in the middle of a game), so I led the Doctor into the basement, and I pointed at the hook, but he just hit me once, and left. I went to make her food, and I came back to the game (the Doctor came back, downed me, and carried me to hook by a corner of the map, someone rescued and healed me at some point, so I was just standing in front of a hook). I then helped repair the final generator, and escaped, which granted me a pip. It's rather sad I can be afk for more than half the match and still pip,

  • KILLERS (part 2 of 2)

    Trapper
    Unnerving Presence - hides notification for 5 seconds
    Brutal Strength - generators regress an additional 1%
    Agitation - grants the ability to bump survivors out of the way while carrying a survivor.

    Wraith
    Predator - scratch marks linger 2 seconds longer
    Blood Hound - fresh blood stains are extremely discernible
    Shadowborn - grants 10% resistance to blinding

    Hillbilly
    Enduring - grants 10% resistance to being stunned
    Lightborn - 10% recovery from blinding
    Tinkerer - 5% speed boost when triggered for 3 seconds

    Nurse
    Stridor - grunts of pain happen 10% more often inside terror radius
    Thanatophobia - penalty applies when a survivor dies
    Nurse's Calling - reduce terror radius by 25% when survivors are healing

    Shape
    Save The Best For Last - tokens can be granted after obsession dies
    Play With Your Food - gain tokens from losing any survivor
    Dying Light - other survivors receive penalty while obsession is in the dying state or on the hook

    Hag
    Hex: The Third Seal - each affected survivor grants the killer a 3 meter bonus to aura reading
    Hex: Ruin - Hex Totem becomes 50% darker
    Hex: Devour Hope - Hex Totem becomes 50% darker

    Doctor
    Overwhelming Presence - hides notification for 5 seconds
    Monitor and Abuse - additional FoV increase
    Overcharge - successful skill check will still regress generator

    Huntress
    Beast of Prey - Takes 5 seconds longer to lose bloodlust
    Territorial Imperative - reduces range to 28 meters
    Hex: Huntress Lullaby - Hex Totem becomes 50% darker

    Cannibal
    Knock Out - while in the dying state, survivors suffer from blurred vision and 25% reduced crawling speed
    Barbecue and Chili - auras revealed for 6 seconds
    Franklin's Demise - destroys one add-on per item

    Nightmare
    Fire Up - grants bonus for EACH repaired generator
    Remember Me - obsession becomes affected by Remember Me
    Blood Warden - triggers once an Exit Gate is opened

    Pig
    Hangman's Trick - sabotage action becomes 50% louder
    Surveillance - effect lasts 24 seconds
    Make Your Choice - cooldown reduced to 45 seconds

    Clown
    Bamboozle - ability to block a second vault location for 50% of the time
    Coulrophobia - hides notification for 5 seconds
    Pop Goes The Weasel - time extended to 45 seconds

    Spirit
    Spirit Fury - stun effect reduced by 50%
    Hex: Haunted Ground - reveals all survivor locations for 3 seconds when cleansed
    Rancour - Interactions with the obsession trigger when the hatch is opened.

    Generic Perks
    Bitter Murmur - range extended to 24 meters
    Deerstalker - reveals crouched survivors auras within 8 meters of the dying survivor
    Distressing - bonus 2% terror radius
    Insidious - no terror radius for 5 seconds when starting to move.
    Iron Grasp - stuns will not free survivors
    Hex: No One Escapes Death - Dull Totems become 25% darker; when triggered, the Hex Totem gains an additional 25% darkness
    Hex: Thrill of the Hunt - effects no longer tied to a totem
    Monstrous Shrine - 5% reduced unhooking and healing speed while in the basement
    Sloppy Butcher - adds a second stack of Mangled
    Spies from the Shadows - stillness crows show up 50% sooner
    Unrelenting - increases lunge range by 10%
    Whispers - Entity's voice becomes louder when facing in the direction of a survivor, 45 second cooldown

  • SURVIVORS (Part 1 of 2)

    Dwight
    Bond - survivors revealed by Bond can see your aura when within 8 meters
    Prove Thyself - range extended to 12 meters
    Leader - range extended to 12 meters

    Meg
    Quick and Quiet - all slow actions have no noise
    Sprint Burst - speed boost lasts 4 seconds
    Adrenaline - speed boost lasts 4 seconds

    Claudette
    Empathy - survivors revealed by Empathy can see your aura when within 8 meters
    Botany Knowledge - healing debuffs become 75% effective
    Self Care - reduces self heal noise by 25%

    Jake
    Iron Will - dying state grunts of pain reduced by 25%
    Calm Spirit - disturbed crows will not caw
    Saboteur - reduces sabotage noise by 25%

    Nea
    Balanced Landing - speed boost lasts 4 seconds
    Urban Evasion - walking speed increased by 25%
    Streetwise - range extended to 12 meters

    Laurie
    Sole Survivor - location not revealed if outside terror radius
    Object of Obsession - slows killer movement speed by 2% when revealed
    Decisive Strike - 1% wiggle speed increase

    Ace
    Open Handed - range extended 1 additional meter
    Up The Ante - 1% luck for all survivors
    Ace In The Hole - chest search 10% faster

    Bill
    Left Behind - 2% repair speed for the whole trial
    Borrowed Time - survivors put in the dying state gain 10% recover
    Unbreakable - reduces dying state noise by 25%

    Min
    Technician - 2% repair speed
    Lithe - speed boost lasts 4 seconds
    Alert - give 2% speed increase while active (crawling, crouching, walking, and running)

    David King
    We're Gonna Live Forever - healing rescued survivor grants a token
    Dead Hard - dash forward lasts a bit longer
    No Mither - 10 second bleed out timer when hit

    Quentin
    Wake Up - other survivors can see Exit Gate auras when within 16 meters
    Pharmacy - found items have 10% more charges (in-trial only)
    Vigil - range extended to 12 meters

    David Tapp
    Tenacity - reduces dying grunts by 25%
    Detective's Hunch - gain a 5% interaction speed bonus for revealed items for 15 seconds
    Stake Out - time to gain tokens reduced to 12 seconds

    Kate
    Dance With Me - no scratch marks for 4 seconds
    Windows of Opportunity - range increased to 24 meters
    Boil Over - 1% wiggle speed increase

    Adam
    Diversion - thrown rocks also produce scratch marks in the direction thrown
    Deliverance - while Broken, heal others 10% faster
    Autodidact - +10% skill check chance

    Generic Perks
    Dark Sense - killer's aura is revealed for 3 seconds when a generator is repaired
    Deja Vu - grants 2% repair speed for revealed generators.
    Hope - lasts 135 seconds
    Kindred - range extended to 12 meters
    Lightweight - scratch marks are 25% wider
    No One Left Behind - 1% speed boost when Exit Gates are powered, rescued survivors gain 1% speed boost for 15 seconds
    Plunderer's Instinct - reveals auras of items left on the ground
    Premonition - cone increased to 55 degrees
    Resilience - 1% bonus interaction speed
    Slippery Meat - 1% wiggle speed increase
    Small Game - cone increased to 55 degrees
    Spine Chill - skill check chance increased to 15%, success zone size reduction to 5%
    This Is Not Happening - skill checks trigger 10% more often
    We'll Make It - triggers whenever a survivor is rescued at 50% speed

  • I very much like the idea of gaining a 5th perk slot when you prestige, and gives people a reason to. I'd like it a bit better if it was available to both killer and survivor though. You have a very similar idea I had, where getting to Prestige I made the 5th perk a Tier I perk regardless of its current tier, and the ability to gain a tier when you prestige more. The 5th perk could initially be locked to one of that character's unique perks, with the option to expand and include generic perks (but never teachable perks).

    Perhaps instead of having a boosted T3 perk when you get to Prestige III, each time you reach Level 50, the 5th perk becomes boosted (something like half a tier), so getting to Prestige III, Level 50, grants you a boosted T3 perk.

    Alternately, just have the 5th perk be boosted when you reach Prestige III-50. For your Devour Hope example, it could have varying effects, such as require 1 less token to mori survivors, extend the cleanse time by 25%, make the totem blend in better with its surroundings, etc. I think the boosted aspect should just be a slightly enhanced perk, not just an additional tier. I can make several suggestions for boosted perks.

  • @michaelmyers87 said:
    SenzuDuck said:

    No you don't.

    I bet you don't have a screenshot within the last month of playing a match like that.

    So, to show you face 4 DS and 4 BNP, you post a screenshot of 1 DS and 0 BNP?

  • @MrMyers said:

    @kate_best_girl said:

    @MrMyers said:
    There's already something exactly like this that exists: teachable / unique character perks. Unless you mean adding a 5th perk slot, or just buffing survivors outright, this idea wouldn't do much good for killers. Now, even if it was for killers too, killers already have their own unique abilities, so it would be much more useful for survivors. This would anger those who play killer even more, and in my opinion this idea is destructive and quite dangerous.

    Exactly teachable perks which can be taught to everyone and I did talk about various debuffs which would come to certain survivors with the passives like for example Feng vaulting 10% quicker but her exhaustion recovery speed is reduced by 10%. This would make it so Feng can easier survive killers like the Huntress or The Nurse while also being weaker towards killers like Wraith, Trapper, And Doctor. It would make an actual Meta and provide actual reason to play new survivors other then "They have a nice coat."

    So you just want to add an extra teachable perk for survivors?

    I imagine they would do something similar for the killers for the sake of balance.

  • I'd be fine if you (as a survivor) had to play the character you loaded in with, and only with whatever item you selected beforehand. Survivors would still be able to change their clothes, perks, add-ons, and offerings when necessary.

  • @kate_best_girl said:
    But you see thats the problem is that there isn't any reason to even add new survivors to the game because they have no purpose

    Variety of appearance. I pick who I main based on appearance, and I would not like it if my character is given a crappy trait, and I am made to choose a survivor I don't like, because their trait is better. That's one of the issues I have with killers, some of them just look better than others, but their powers force you to choose based on your play style, and you end up playing a killer who you are good with their power, but you don't like their appearance. If killers can pick and choose their powers like survivors can pick and choose items, that would be a very interesting change.

  • @Dabrownman1812 said:
    With passive gains comes passive losses to balance them out. This also creates a meta and you'll see a character tier list so it encourages variety to a point. Anyone who vaults faster or has any extra performance in chase will be picked due to them having a higher rate of survival. 

    Agreed. I like just being able to pick a survivor that I like based on how they look, instead of having to grind for a survivor I don't care for, just to have a bonus trait. F13 was a mixed bag because everyone had different stats, and it can be difficult finding one that suits your play style. The character that I mained was good at repairs, but terrible at stealth. Survivors are very balanced between one another because there aren't any significant differences between them (aside from females being smaller than the males). Killers are unbalanced because they do have specific traits (powers) with their character, so you don't really get to "pick one" like you would with survivors. We already have meta perks, I don't want to see meta survivors (Claudette is already a bit of a meta survivor).

  • Just...don't use it if you think it's unfair. There are a lot of killer add-ons I probably will not use because I don't think they would be fair, but I won't advocate they be removed from the game.

  • I've always thought the Basement was the Entity's room, and (s)he probably doesn't care for decor.

  • @DemonDaddy said:
    I run Technician , self-care, sabotage and leader. I don't have many of the meta perks, but technician has allowed me to go unnoticed more times than I can count

    Technician is one I would like to eventually get in my build, for the same reason.

  • @DemonDaddy said:
    Not gonna claim I win every game, but when I do win it is because of stealth every time. The only way aura reading kills stealth is if it is a constant ability with no with no way to break the visual. The only way that happens is when the survivors play right into a build and refuse to adapt.

    Just curious, what build to you typically stealth with? I am currently running Dwight, and the only "stealth" perk I have access to is Spine Chill. I am slowly trying to get all of the teachable perks. Right now, only Bond is unlocked.

  • @Wolf74 said:
    I just mock anybody stating that "aura revealing is killing stealth" in this game.
    Heck, I can stealth against Doc!
    Survivor defend broken mechanics like looping, because "stealth is dead".

    I see, so you opt to take a condescending tone instead of a constructive one. Then, I see no point to further discussion with you.

  • @Wolf74 said:
    Because it is KILLING stealth. Not just "countering".

    Now you've lost me. I don't understand what you are trying to say, because it seems like you agree, but don't agree about aura reading and stealth. Which is it?

  • @Wolf74 said:
    You brought that up as someone said that "aura reading is killing stealth".

    Hardly a statement suggesting they are OP. Aura reading is supposed to counter stealth, how is that saying it's OP?

  • @Wolf74 said:
    lol
    Restraint 1
    Restraint 2
    Restraint 3
    Yea… that way you get over 12.^^
    And 1 - 2 sec aura reveal is so op. Totally gamebreaking. rofl
    Along all those add ons with terrible drawbacks.
    Sorry, I totally underestimated the power of aura revealing add ons. :D

    Enlighten me, show me where I said these were OP?

  • @DemonDaddy said:
    Again most of those have conditions; range within tr, survivor has to trigger, killer has to tag/ stalk you. There are few if any circumstances that allow the killer to just see you without an interaction of some type. In regards to addons, yes there are some powerful one but those are lost after every game. Killers are not able to spam these to make a consistent issue, so please don't claim survivors are incapable of stealth or other counter measures.

    I never claimed survivors are incapable of stealth, but it becomes completely negated with the right killer build, unless you are running Sole Survivor.

  • I believe it is 5 seconds, but I'm not sure.

  • @Wolf74
    Hag - when survivors trip the trap

    • Pussy Willow Catkins (3 seconds)
    • Willow Wreath (5 seconds)
      Doctor - when Madness increases

    • "Restraint" - Class II (1 second)

    • "Restraint" - Class III (2 seconds)
    • "Restraint" - Carter's Notes (3 seconds)
      Freddy - when putting survivors to sleep

    • Class Photo (see all survivors during transition)
      Michael - when survivors have been stalked for at least 1 second

    • Glass Fragment (EWI - 2 seconds)

    • Reflective Fragment (EWII - 2 seconds)
    • Mirror Shard (EWII - 5 seconds)
      Michael - while stalking

    • Vanity Mirror (16 meters)

    • Scratched Mirror (32 meters)
      Huntress - hitting survivors

    • Glowing Concoction (5 seconds)
      Pig - Removing Bear Trap

    • Amanda's Secret (6 seconds)
      Pig - while crouched

    • Amanda's Letter (12 meters)
      Clown - while intoxicated

    • Tattoo's Middle Finger (6 seconds)
      Wraith - while cloaked

    • "All Seeing" - Mud (6 meters)

    • "All Seeing" - White (8 meters)
    • "All Seeing" - Blood (12 meters)

    I count 18 add-ons that give killers aura reading abilities that tell them where survivors are without perks.

  • @DemonDaddy said:
    Sorry survivors but aura perks don't work how you think. Every perk has conditions that must be met before activating, thus your argument against stealth only applies when you create that condition. Lets not pretend killer have omnipotent vision from the start, we have to work hard to earn a few seconds of it.

    You are forgetting about the dozens of killer add-ons that give the killer aura reading abilities just from using their power.

  • @Raziel said:

    @CoolAKn said:
    Several people use Self Care because they don't have confidence in their team, or they like the independence it provides. I personally don't care for Self Care, I would rather equip Pharmacy and find a med kit to self heal instead.

    96% = several?

    I said several, because not everyone has the same purpose of running self care. That's why SOME people, not ALL, use it for the purposes I described.

  • @kilas2megas said:
    @Orion 11.5% is pretty ridiculous, considering that, in all the other 9 games that you don't unhook yourself successfully, your are immediately in the second phase of the sacrifice sequence. That is very discouraging. I also hate when someone gets hooked 30 seconds into the game, and they try to escape the hook, and boom, they're already in the second phase. So everyone has to rush to get the person rather than do gens. And if they get hooked one more time, there's one teammate gone already.

    I think, rather than wiping out your HP on the hook, after 3 attempts to escape, Exhaustion should be triggered. When Exhausted, you can't attempt an escape on the hook. This would make games more balanced and last longer.

    Any thoughts?

    I don't really think there is anything you can do if that first survivor is so impatient they attempt to free themselves immediately. I would only try to unhook myself if I see my team make no attempt to come get me (I'm usually close to stuggle anyway), or if there is only one other survivor alive, and they might need my help. Otherwise, I'll just hang there.

  • Several people use Self Care because they don't have confidence in their team, or they like the independence it provides. I personally don't care for Self Care, I would rather equip Pharmacy and find a med kit to self heal instead.

  • @George_Soros said:
    No it's not. It's just that there are better ones. The only time I would equip NOED is when I see a group that looks like an organized 4 person SWF team. But even then, Blood Warden is so much more fun.

    If you have fun with Blood Warden, you would love my idea to rework the perk. Pretty much, the perk triggers when the Exit Gates are powered, and last between 1-2 minutes depending on the perk tier. Within that time frame, any survivors you hook will extend the timer.

  • NOED is a mixed bag for a lot of people. For some people, NOED rewards failure because it triggers after all of the generators have been repaired, something the killer is supposed to prevent. In several matches, the ONLY reason they got any kills was because of NOED. I can understand why people would call it a "noob" perk because some killers rely too heavily on it.

    I don't think it's a "noob" perk, because there are also a lot of killers who would have it, either because their build is for the end game (Remember Me, Blood Warden, Rancor, etc), once the Exit Gates are powered, they want survivors to just leave, or some other reason.

  • @Khalednazari said:
    CoolAKn said:

    @Orion said:

    How does looping help one escape, exactly? The whole point of looping is that you're being chased indefinitely.

    I think the OP is referring to the fact that some killers will quickly lose interest and seek a new target if a survivor engages in infinite looping.

    The OP is actually asking whether looping is justified when survivors can rely on stealth play?
    The answer is no. I stated my reasons above. 

    The OP stated looping was a useful tool to escape, to which Orion asked why they thought that.

  • @Radiant said:
    Everybody prefers longer match than short ones. I wouldn't complain having to do 1 gen more, but would killers accept some superpower to be taken away?

    A possible suggestion is slightly decreased movement speed while slightly increasing vaulting speed (have chases take longer, but not make it impossible to catch them).

  • To what end, might I ask? They added offline mode to F13, and it ended up not amounting to much. You could only play as killer going up against horribly incompetent bots, and you didn't really gain anything from it. What would you do different?

  • @Orion said:
    How does looping help one escape, exactly? The whole point of looping is that you're being chased indefinitely.

    I think the OP is referring to the fact that some killers will quickly lose interest and seek a new target if a survivor engages in infinite looping.

  • Infinite Looping? I would only loop to try to break line of sight rather than occupy their time. I would much rather be focused on my objective to repair generators and provide unhooking and healing whenever necessary. If people want to infinite loop, and the killer falls for it, more power to them, but I'd rather not partake in that, whether playing survivor or killer.

  • I was actually wondering how people might feel about a suggestion to increase her movement speed (I was thinking more 110% initially), in exchange for slightly less Blink range (ultimately, it would cover the same distance, but the Nurse would be far less dependent on her power to move around).


  • Pokemon GO has a feature to tell who you are friends with when raiding (the glowing lines around the person). DBD could have something similar to indicate a SWF group.

  • Unnerving Presence already adds the chance of a skill check appearing.

  • @kilas2megas There are 2 other perks that can help you jump off the hook.

    Up The Ante (Ace Visconti Perk) - at Tier 3, increases luck by 3% for each living survivor (12% if all survivors are still alive)
    Slippery Meat (Generic Perk) - at Tier 3, gives you 3 extra attempts to unhook yourself.

    There are also several luck offerings that boost luck by up to 3% (Considerable increase).

  • You can try pointing at the switch to indicate you want to open it. If they are paying attention, they should understand that you want to open the gate (most of the time, people would want to do it for points). Other than that, it's not a bad idea.

  • The button mashing for wiggling makes sense, though I agree that it's tedious for struggle. I don't know what I can suggest to be an alternate to button mashing for struggling, but for wiggling, I can suggest a few things for alternate controls while on the killer's shoulders.
    W key - press and hold to fill the meter needed to break free.
    S key - press and hold to slow down the killer's movement speed by a small percentage.
    A key - press and hold to force the killer to drift to the left.
    D key - press and hold to force the killer to drift to the right.

    Boil Over would greatly increase the drift to the left or the right, while Iron Grasp would reduce the drift to either side.

  • Yes, there are slightly less windows. They adjusted some of the maps to try to prevent long loops.

  • @Tsulan @Aari_Piggy66 @yeet That is a fair point. I would think Pop Goes The Weasel would be a better one for Freddy due to less risk, but I also think PGTW should have its timer extended.

  • I'm not sure why a Freddy would use Overcharge, especially since Overcharged gens are easily identifiable, and guarantees a Skill Check asleep survivors can use to wake up.

  • This was brought up before, and I think many people in the community thought it would cause tunneling by killers because they would know if someone's hook was their last hook, just to secure the kill. If it was a survivor-only feature, that would be fine, because if someone is getting chased and I know it's their last hook, I would be more inclined to try to take the heat off of them.

  • From what I remember reading, the Entity can affect human hearts to corrupt them (as evident with Rin's father), and also feeds on hope. So, when Lisa was drawing the protection symbols, she was most likely displaying hope that she will escape or get rescued. The Entity would have fed on that hope and used it to corrupt Lisa's heart to slaughter her captors, which appears to be the opposite of her demeanor.

  • I don't see anywhere in the patch notes where being hooked removes Exhaustion, so it seems obvious this is a bug that needs to be fixed.

  • That's because the "units" are not universal, each instance can have different values depending on what is being applied. For example, these are the numbers according to the DBD Wiki for Toolboxes.

    • Slightly - 10%
    • Moderately - 15%
    • Considerably - 20%
    • Tremendously - 25%
      However, these are the numbers for the Reagent (Mist) Offerings, also according to the DBD Wiki.

    • Slightly lessens - 50%

    • Slightly thickens - 25%
    • Moderately thickens - 50%
    • Considerably thickens - 75%
  • Not really the "funniest," but certainly "recent funny." I joined a lobby, and someone in the chat asked if I had a mist thickening offering, so I checked and I had 2 "Slight increase" offerings, so I applied one. When the offerings showed up to be burned, I saw "Slight," "Moderate," "Moderate," and "Considerable." The match didn't start because the killer quit (I can't remember if it was a Hillbilly or a Spirit). I felt bad because the killer had 1 perk and no add-ons, most likely it was their first time trying the killer out, but it was still situational humor.

  • Only time I've ever "bullied" a Killer, I joined a lobby, and someone in the chat asked if we had mist offerings. I told them I had a "slight increase" offering, so I applied it. On the offering screen, "Slight," "Moderate," "Moderate," "Considerable." Match didn't even start because the killer quit. Kinda felt bad for the killer, but it was situational humor.

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