CosmicParagon
CosmicParagon
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Kindred for survivors, but only the Killer reveal, leave the survivor reveal for the actual perk.
The aura reading of Wake Up, and make the perk boost all actions when the gates are powered
Buckle Up so SoloQ knows if the slug bothered to recover
Totem Counter(seriously, solo would be 10x better with it)
Deerstalker as a bandaid until sounds are fixed
The speed boost part of NOED.
Give full chili/WGLF for both sides at all times(cmon BHVR, we have WAY too many characters to support the current BP economy) and make them add onto that.
Make Windows of Opportunity/Zanshin Tactics basekit until the player reaches Player Level 30 or perhaps rank 15 of the respective side for the first time
BT and DS are good for basekit, but ONLY if the following is done:
- Both are deactivated upon EGC beginning
- DS shuts off if the survivor does any action that isn't mending, gets healed or jumps into a locker, or if another survivor is hooked.
PGTW should also be basekit in a heavily nerfed form, like maybe 10%, or one failed Skill Check,
Hangman's Trick to protect from Sabo Squads. The perk can be re-reworked to serve it's original purpose, or better yet, prevent sabotage entirely.
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It does activate when the gates are powered, it just doesn't notify you until somebody gets hit. Either do more bones or dont get hit when the gates turn on. Also keep in mind that it ONLY affects M1 attacks. Dashes, hatchets, etc do NOT down you unless injured. The sole exception to this is the Deathslinger, assuming he lands an M1 after spearing you
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1225093#Comment_1225093
The rules state when the last survivor is left alive the Hatch Opens
Those are the rules. No if, and, or buts.
EZ Fix: if the 3rd survivor DCs, hatch doesnt spawn.
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@LetsPlayTogether said:
https://forum.deadbydaylight.com/en/discussion/comment/1225201#Comment_1225201
So you think a perk that needs absolutely no input and comes up as a game changer in late game is a good thing? ROFL
If the Killer couldn't catch the survivors without NOED, they probably wouldn't catch them with it. Personally, I'd be fine if they removed the speed boost aspect, since people mainly use it for the instadown.
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Do bones. you get 1k BP per bone, get a free heal with Inner Strength, and remove NOED. Instead of whining about NOED, try and get BHVR to implement a totem counter so solo bones aren't so unbearable
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1222889#Comment_1222889
Two gets unhooked in the basement. You being a tunneling camper downs both and rehooks them. Just because you hooked the saver first, the other two have a dead worthless perk. Don't be sneaky.
If the Killer has two Survivors hooked in the basement, why would they bother to leave? At most I would patrol the nearest generators, but I'm not going to willingly give up the momentum granted by having at least 75% of the survivors busy
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1223713#Comment_1223713
Congratulations, you won the argument nobody made. Obviously, that's not good either. Nobody said it was?
That's the implication when people claim Killers should be allowed to lobby dodge against high ranks
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@Peanits said:
Probably Iron Will or Any Means Necessary for survivor. Killer, I tend to switch it up a bit more depending on the killer I'm playing. Iron Maiden and Deerstalker are always locked in on my Huntress, for example, but I don't use them on others killers often.
Why AMN? Almost any competent Killer will break a pallet that would be good to reset, so you're left resetting unsafe pallets
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All the good Killers left
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"Why do Survivors try to justify toxicity?"
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1222668#Comment_1222668
That's a stupid straw-man argument, nobody unironically says that. If I'm playing with friends, I'd rather not get dodged a bunch of times under the false pretense that we're a 4 man death squad. That's all there is to it. Letting killers constantly dodge until they get their preferred matchup with low ranks not in a SWF is not the play to make this game better.
So we should force low rank Killers to go through matches with high rank SWF. Got it.
And before you claim that's not a thing either, there's a post talking about it almost daily both here and on the subreddit
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Every time the issue comes up, SWF death squads whine that they won't be able to bully unskilled killers. All BHVR needs to do is show SWF and the rank of ALL players in the lobby, then give a BP bonus if the Killer/Survivors choose to play through the match against a SWF/players of significantly (3-4 ranks or more than one color, not sure) higher rank
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@Demonl3y said:
https://forum.deadbydaylight.com/en/discussion/comment/1222447#Comment_1222447
Crashes can happen, but the game cant confirm if it was a crash. Also you dont crash that many times that your penalty will go over a hour.
I'm like 90% certain that almost every game with DC penalties either gives a warning or can just tell if a DC was intentional or not, like Splatoon
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@PodgeNotRodge said:
https://forum.deadbydaylight.com/en/discussion/comment/1222183#Comment_1222183
Somebody clearly didnt read the post xD dude, read the post then post a comment. Then you'll get the full picture.
I did, the hooked survivor was farmed, thus the Killer was rewarded by the survivors
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/1222302#Comment_1222302
Didnt he get nerfed to trash tier? I swear he isn't annoying anymore? Since he can't do the moonwalk tactic, since the bar doesn't go down when you're in his terror radius right?
It got nerfed even further lol, now it doesn't go down if you're running or mending, regardless of TR
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/1222182#Comment_1222182
Aw, not that good against him then... But it would be pretty OP if it did prevent the aura...
It's still pretty good because that means that unless he's looking in your direction, he might assume that the snap of the trap was just one of his traps getting disarmed
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Campers are only rewarded if the Survivors reward them. Do the gens and stop giving them free kills.
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I believe it prevents the scream from getting trapped, but he can still see your aura while trapped
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@Respectfulnancymain said:
https://forum.deadbydaylight.com/en/discussion/comment/1221194#Comment_1221194
Or there just a toxic killer whos mad you looped them
I can't help but notice your username and I have to disagree.
INB4 "I'm only pretending to be toxic hurrrrrr"
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@Shocktober said:
https://forum.deadbydaylight.com/en/discussion/comment/1221331#Comment_1221331
"Whispers is pointless" says a baby killer. When plenty of the best killers in the game, including OhTofu, almost never play without it.
"M&A" isn't even a tracking perk when killers like Micheal Myers get to an 8m terror radius with it, allowing them to find anyone working on a generator without spine chill.
"Infectious is counted by splitting up" which discounts the fact that alot of the killers running it are also running monitor, allowing the terror radius to be up to 40m. Good luck hiding from a 40m terror radius on a map like the game.
"Just get in a locker every time someones goes down", except maybe your team isn't doing that. And that means unless you let the killer chase you for free, you might just lose the game because your team is garbage.
"Don't heal inside the terror radius". But what about when nurses is a 28m range, and you can get your terror radius to 8m or 16m with perks?
It's like people don't think before they speak.
Notice how I only said Whispers is pointless OUTSIDE of it's god-tier points. Like you said, getting the first chase done fast can make or break your game. it's the same reason Corrupt and (formerly) Ruin are so common despite only lasting for early game
Being able to get the drop on survivors =/= a tracking perk. Tracking perks tell you where they are, they do NOT help you get to them. You're thinking of stealth perks.
By the same token, perks like Whispers and Chili suck on those maps for the very same reason. And on the Game, Lery's, and Hawkins, there are MANY places to move to and hide before the killer gets to you thanks to the copious amounts of walls and LOS blockers
Teammates being stupid doesn't mean Chili is good, it means your teammates suck.
If you can't guess that a NURSE is running Nurse's Calling, I genuinely cannot help you
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@Shocktober said:
https://forum.deadbydaylight.com/en/discussion/comment/1221197#Comment_1221197
"We" implies you only play killer, which drastically skews your opinions of the game. Whispers with good map knowledge allows you to pinpoint your first chase of the game, which is arguably the most important. It also means the last survivor in the game will never get away from you, especially if you close the hatch.
There is surveillance, which is perfect information, and arguably one of the best killer late-game perks.
There is monitor and abuse, which allows many killers to get to a 16m or 8m terror radius, completely uncountable except by spine chill.
There is infectious fright, which is borderline overpowered on any 1 shot killer.
There is BBQ, which can be countered by lockers but more often than not gives you a wealth of information as well as double bloodpoints.
And finally, there is nurses calling, which is almost uncounterable on any stealth killer, except by spine chill.
Whispers is largely pointless outside of those two scenarios, as you can generally assume a survivor will be on one of the gens or on the way to the guy you hooked. The hooked person even messes with your Whispers
Surveillance is mid-tier at best, as you almost never want to kick a generator without PGTW, and there are MANY other perks that are better used
M&A literally isn't even a tracking perk so it's not even worth discussing in this context
Infectious is hard countered by simply splitting up, which is already the meta for genrushing anyways due to coop penalties. It's also hard countered by Calm Spirit, which ALSO negates 75% of The Doctor, who survivors seem to love complaining about
BBQ is obscenely easy to counter. when the survivor goes down, immediately move to a locker. if that isnt possible, position the generator between you and the killer to the best of your ability to obscure your aura with the generator's. Alternatively, you can pretend to be moving toward a different generator, then double back when the aura reading wears off. If the survivor was downed near you, you can also try getting closer to simply avoid BBQs range
Nurse is easily countered by not healing in the TR, and you should really be running Spine Chill anyways, since it renders stealth killers into M1 status, and tells you if a Killer is approaching or just chasing somebody near you. It even gives you a 6% speed boost to ALL actions, including vaulting
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@Reborn2020 said:
But according to some players this game is actually hard for killers 😂
Nobody claims Killer is hard, just stressful, irritating, and annoying
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/1220929#Comment_1220929
That's a terrible mindset when the game itself can never match the top 5% let alone has a measure where skill can be represented while throwing rng into mix in terms of maps, items, add-ons etc etc.
The game has so many determining factors where someone in the top 5% of survivors could easily be killed by someone in the bottom 30% simply by having bad rng on tiles spawns and then being camped on first hook.
What shows any measure of skill in that scenario when it was based more on luck?
TF is also a terrible example as its two sets of equal amounts of players and done on the individual skill of the player with aiming, power use and knowledge of the static maps along with each side having the same tools to use.
If you're getting stomped by a grey rank player as a red rank, you probably don't belong in red ranks, just saying. The issue you're describing is caused by DbD's #########-tier ranking system
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@Shocktober said:
https://forum.deadbydaylight.com/en/discussion/145177/theyre-killing-the-new-maps
It's fine, just play immersed against the roster of stealth killers, any high mobility killer, or any killer running some of the super strong tracking perks.
What "super strong" tracking perks do we have? Every single one is hard countered by lockers except Whispers, and that's very imprecise, even at T3
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The only reason a Killer would give two shits about your name is if one of the following occured:
- You were an incredible survivor and they want to use you for practice
- (more likely) You were a toxic POS and they made a mental (or physical) note to never show you a scrap of mercy
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@Yrakaz4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1220774#Comment_1220774
I get that. And just like any other strategy, this could be a counter. Like mad grit is a counter to body blocking survivors or sprint burst is a counter to killer lunges. I never said camping wasn't a strategy. :)
The counter is doing gens. Killers camp because 9 times out of 10, all the survivors will flock to the hook like moths to a flame. Stop rewarding campers and do the gens, and you'll find that camping magically stops. I personally don't camp because it's boring af, but it's incredibly easy to tell why Killers do it
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EZ fix: lock her hatchet count to one with Iri heads. Just prevent it from stacking with other addons like Hag's UR addons
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1214404#Comment_1214404
Even with a build tailored to counter the Spirit, as you've described, she would still down you. Dead hard doesn't work half the time and when it does, its only mitigates one swing. Also, you shouldn't have to tailor your build to counter one killer, when you don't know what killer you're getting. People always say, "Just run X perk...", that's easy to say in a forum, it's not possible mid-match. I find the unpredictability of Spirit really hard to deal with. She is easily my least favorite killer. Because as much as you'd like to say, "guess which way she's going to come from like every other killer..", which every other Killer it is not a guess. There is typically a visual and a sound element to their direction. She does not. So as the OP states, every decision you make is a 50/50 shot, and she is getting more information than you are...so I would argue its less than that.
So what you're saying is you're upset because you can't just use the same strategy for Spirit that you can do for the majority of other Killers? That's literally the entire point of having different Killers. Unlike Survivors, Killers aren't just skins of each other(usually). It makes sense for a strategy for facing say, Trapper or Bubba would be different from Huntress, Demogorgon, Nurse or Spirit
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@Reborn2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1217202#Comment_1217202
I think you lack experience.
Watch the last game .Even optimal swf like depip squad couldnt do much against camping arond 3 gens.
https://www.twitch.tv/videos/280601532
When you know the game very well you realize how camping can be strong. Especially against poor solo players. Especially with perks that are going to help to know where everyone else : about to save or doing gens.
On topic: camping is viable strategy.
That was not camping. He had a hook with 3 gens within spitting distance. Do you honestly expect him to ######### off to the other side of the map and let the survivors do their thing with no interruptions?
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I'm getting really tired of people bitching about Doctor while refusing to run the perk that counters him. It's been proven time and time again that you don't need to run the meta perks to succeed, so you have nothing to lose by switching out one of your four second chances for the oppurtunity to delete a Killer's power and heavily reduce the strength of 2 others(clown and freddy). It's no different than Killers running Lightborn or Franklins for flashlights, blindness perks for OoO, etc
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@ClickyClicky said:
the way to think of NOED is like the blue shell in mario kart. Its there only to ensure that bad players have fun too and feel like they did something.
I think you mean it's there to give Survivors something to ######### about after they get killed for rushing gens without doing bones
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@Mijureas said:
https://us.v-cdn.net/6030815/uploads/872/5KBJ2CVABP47.jpg
This is the games I get as survivor, dude was legit a hacker on PS4, he knew where everyone was at all times no matter what. But if I play as killer (rank 10) I get rank 2's and 1's EVERY game, this dude rank 3 gets an 18, 13, and 13... like ######### is this matchmaking? Do yall really just look at it and think "eh let's SCREW over mid rank killers but let's TRULY bless high rank killer!" Such BS.
What perks did he have?
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@[Deleted User] said:
There should be an optional notification in the menu whether you want in-game hints on or off. Give people the option to have notifications revealed to them in the match (Thana, Lullaby, Hex' perks etc). With this you give new players the help they need and allows more experienced players to toggle it off in the menu if they so choose.
To bad BHVR is allergic to expanding the settings menu
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Don't get caught first. If you do, just enjoy the fact that assuming your team has an IQ total higher than warm porridge, the Killer will only get one kill
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@Fibijean said:
It is important to take into account the run-on effects from that. The more limitations that are put around totem spawns, the fewer possible locations there are for totems to spawn, and therefore the easier they are for experienced survivors to find. There are seven generators scattered around every map - if totems were forbidden to spawn within LOS of any one of them, there wouldn't be a lot of spawn locations left.
Make more spawn locations then?
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First of all, you can't complain about doctor finding you while simultaneously refusing to run the perk that negates his power. Calm Spirit has the added bonus of keeping crows from giving you away. Secondly, his lunge is the same as every other Killer. So is Freddy's. The ONLY Killer with a modified lunge in Myers in Tiers 1 and 3. Nurse used to have a modified lunge when blinking, but I'm not sure if that's still the case. And if you can't hit skill checks just because they go the opposite direction, you probably shouldn't be in red ranks. Screwing up the skillcheck a couple times the first few times you go against Doc is understandable, but you should expect the reversed skillchecks the instant you go up a madness tier. His AoE shock only works once every 60 seconds, and to my knowledge cannot be sped up with addons. It also ONLY affects his TR. Therefore, you can count out the 60 second timer(sound familiar?) and try to stay out of his TR or stay near a locker when the timer is up.
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@Monika said:
https://forum.deadbydaylight.com/en/discussion/144372/is-spirit-that-skilless
See here's my issues with spirit that destroyed her skill cap. Stridor, and Predator. Tighter sprint trails and they always moan and such. Literally if they make noise it destroys the kill scap.
Its not like nurse, where nurse is about constant prediction, and just having to read a survivor and react, where the spirit is "With these two perks, and pop and BBQ, you can now almost 4k every game even if they bring the things that counter her like iron will"
Now of they have someone with Q&Q that's a whole new ballgame, but as a seasoned killer it's just about remembering who has it and what mind games they would play with it, as did they jump the pallet or bait the window. It turns into a lot of 50/50 chances that you can spike to a 75/25 leaning killer side with the right movements.
Predator is an awful perk on literally all Killers. The tighter scratch marks mean they generally wont show up on walls or trees, you you wont see scratches unless you're right on their ass anyway
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@Seanzu said:
Spirit is a brainless killer, stick on stridor and there isn't a single thing survivors can do.
That's not a Spirit issue though, Stridor isn't even her perk
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@Carpemortum said:
If all survivors could hide inside each other, they would do just that. 4 people in one bush, behind one rock. They would be able to hide with no fear of "theres notnroom for 4 of us, theyll see''.
They could stack up and prevent the killer from hitting their intended target.
They could all jump the same window or pallet at the same time.
None of which makes sense or is balanced at all.
Besides, even if they changed THAT, ######### people will find a way to be #########. Theyll hide and run pebble, point you out in lockers, etc.
Tl;Dr: it prevents more bullshit game breaking possibilities than it causes problems. It's the people, not the mechanics you have an issue with.
Easy fix for that is to cause M1 attacks to affect all survivors in range, but ONLY if their hitboxes overlap. You want to hide inside your buddy? you'll BOTH lose a health state
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@Galklife said:
https://forum.deadbydaylight.com/en/discussion/comment/1217298#Comment_1217298
remember after lvl 40 you get 2 perks per bloodweb xd they almost cut grind in half xd
Except at level 40 you've already gone through 80% of the grind. Not even that, considering Bloodwebs get bigger and bigger at higher levels
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Kindred, Borrowed Time, Decisive Strike, Adrenaline if the gens are done, Babysitter is decent if you can get a blind off as you unhook, Styptic gives a free borrowed effect as well
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Neither of those reworks help much. WoO is meant to be a "training wheels" perk to show you the loops, and AMN is useless because a Killer will NEVER leave a pallet down that would be worth using it on
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@Snowstruck said:
https://forum.deadbydaylight.com/en/discussion/comment/1216511#Comment_1216511
It's a good perk, but I do say it could use a rework. Just slightly, to give people a reason to actually cleanse totems.
You get 1k BP per totem, 1.5k if lit
Inner Strength gives a free 8-second heal per totem
If ToTH is active(admittefly uncommon), you make cleansing future totems quicker
You can even leave one totem alone so you KNOW NOED will be there
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@LetsPlayTogether said:
No one stated that the update is the "ruin of the game". You obviously cant comprehend criticism of how they did what they did.
DOZENS of people have said that, if not more
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Honestly, it's not worth it. Play the way YOU want to play. No matter what you do, SOMEBODY is going to get pissed. That's just how this community is, on BOTH sides
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I've said before and I'll say it again: do dem bonez
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@MadLordJack said:
I'm sorry to break this to you, but punishing an unsafe unhook isn't really a bad/toxic thing. There's a reason it's called 'unsafe'. Constantly going for the same person even when there are other people around? Immediately re-hooking the survivor without trying to chase the idiotic unhooker? Yeah, that's tunneling. And yeah, it's getting more common because killers need to take shortcuts and often lose all empathy.
Imagine complaining that the Killers aren't empathetic enough. Our job isn't to make you feel good, it's to make your insides be on the outside
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@KigeAno said:
https://forum.deadbydaylight.com/en/discussion/comment/1215885#Comment_1215885
I'd agree if the totems were more consistently placed, but unless you KNOW you got all 5, by cleansing you're just making NOED more likely to spawn in the god-forsaken corner of the map that no-one went to the entire game. Unless you get a lot of info about the hexes in play that survivors don't usually (and maybe should) have, it's often better to make a note of the locations and then check back later. It is a good tool when looked at as slowdown but only as a bandaid. None of that really changes the main point though, because the main point is that it's just not FUN to go against.
You DO know Totems have set spawn points, right? If you're having that much trouble figuring out where they are, run Small Game and/or Detective's Hunch. SG also has the benefit of warning you about traps set by the Trapper, Hag, Freddy, and Demogorgon
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Just do the damn bones and you wont have to worry. NOED is an anti-genrush perk. All BHVR has to do is just implement a damn totem counter so that doing bones in solo-q isnt so awful
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Run Iron Will and/or Fixated to delete her power entirely. Spine Chill also tells you if she's phasing or faking it. if she's at a pallet or window, you can also see the shards on her legs/body light up blue