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Decarcassor

Decarcassor

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Decarcassor
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  • Myers is more than just a M1 killer with the passive benefit of being naturaly stealthy without effort. You can further increase his stealth with perks and add-ons, but he does not rely solely on it. He also has janky add-ons, with some useless and some very powerfull.

    Ghostface HAS to be stealthy to be more than a M1 killer. If he can't succeed at stealth he has allmost no power. Some survivor's playstyle can make stealth complelty irrelevent. An while all his add-ons are usefull they are boring and unimpressive.

  • Clown is one of the least played killers and does not have the popularity of a licenced character. He will remain in limbo for years.

  • I dont think there is such a thing as THE worst killer. But Clown certainly is among the weaker killers in his current state.

    The reason is that his kit is very limited and underwhelming. He is good at catching survivors in the open and herding them where he wants to, but thats about it. And the way the game is now, its not enough.

    You still have to break safe pallets just like any other M1 killer. You power only help you catch survivors before they reach a safe loop. But some maps are nothing but safe loops extremely close to each other.

    And if you can't end a chase before you run out of bottles, reloading will forfeit all the momentum you had gained.

    The most baffling thing about the Clown his that his gas does absolutly nothing to survivor actions aside from vaulting. They scream once, and I'm not even sure it interupt their progress. You can heal, work on generators, or do anything you bloody want while huffing the afterpiece tonic. There is no action speed penalty or any effect on skillchecks. Why ?

  • Survivors affected by the afterpiece tonic should become oblivious for a minute and ear some circus music.

  • I've said this before and I will say it again. Hex: Huntress Lullaby should start the game inactive, like NOED. The first time you hook a survivor, a remaining dull totem becomes Lullaby and recieve its first token.

    This prevent Lullaby from being found and destroyed before it could affect the match. Also survivors should only get a notification when they get a skillcheck affected by the Hex and not when they just start working on the generator.

  • Clown has one of the best character design of all the killers in the game. But his gameplay is weak.

    His power simply does not do enough. Safe loops will still be safe if the survivors can reach them. And the gas has no real utility. It does not stop survivors from working on generators or cause any lasting effects.

  • Thats what happen when survivors don't screw around on a very unbalanced map against a weak killer. The generators speed by itself is not the real issue, just the symptom.

  • Actually Freddy perform pretty well without add-ons. I've played him a lot with only crappy yellow add-ons at best and he felt strong.

    He has map pressure with his gen teleport. He screw with loops with his snares. And lastly the sleep cycle distract survivors from rushing generators, giving them incentives to wake up.

    None of his abilities are overwhelmingly strong by themselves, but he has all the things a killer want and no drawbacks for it. He might actually be the most balanced killer in the game.

  • BBQ is not strong for all killers its just extremely convenient. It gives you a nice generic detection range and easier BP farming. But the detection aspect is not that great unless you are using a killer capable of acting on it very quickly.

  • Olds maps where not really designed with looping in mind, because it hadn't been discovered and perfected yet. Wich is why they have so many abusable and impossible to mind game loops all over the place.

    Map design is probably the most important factor for the game balance and does not get discussed as much as it should.

  • Part of the issue is the level design. Rank 20 don't know how to run loops, even the busted ones, while rank 1 will milk every centimeter of a jungle gym and move to the next one with their eyes closed.

    I'm prefectly OK with different maps favoring a different side, playstyle or specific killer. But strong loops close to each other and terrible totems are unacceptable on all maps.

  • So what about when the gates spawn far away from each other on a large map against a killer with no mobility ? Thats a very easy escape for a survivor who's team failed at everything else before.

  • @PhantomMask20763 said:

    https://forum.deadbydaylight.com/en/discussion/comment/655092#Comment_655092

    This is probably not the best example but here's one of me playing Ghostface, I have a ton of other ones so just go ahead and look through if you'd like

    https://youtu.be/-kozZnDIoCA

    Watched half of the video and yes. Not a good exemple at all. This is more about the survivors being boosted and making a lot of questionnable choices against a killer with solid fundamentals, rather than highlighting the strenghts of Ghostface.

    Ghostface isn't the worst killer, but he definitly has issues. Being revealed while you are crouching behind an obstacle by a survivor who should have no line of sight feels terrible. And to me there is a huge design problem beetween the use of his power has seemingly intended (hide and peak all spooky-like) and the actual probably better way to make the most out of his power (tap-stalking, Myers style).

  • @Mochan said:

    I actually haven't fought pig in a long time.

    I think most Pig mains switched to Ghost Face.

    I'll take Pig over Jokeface any time. Her stealth can't be canceled by looking at her and her traps can put some real pressure on the survivors if they aren't too lucky with the boxes. Pig is no top tier killer but she is super underrated.

    Back on topic, to me there no 1 true worst killer to rule them all. There is however a group of killers in a very bad spot who have no map pressure and various individual problems.

    Bubba has nothing but his sad chainsaw. Wraith announce his presence with his bell and can be seen anyway. Trapper has so many bugbears that keep him down. Clown is decent at chases but nothing else and lose pressure by needing to reload all the damn time. Legion's power ends up being pointless when survivors just spread out and run. Ghostface power can be made completly irrelevant by warry survivors.

  • Good survivors teams will aggresively look out for Ghostface and reveal him all the time. The only moment you will be able to stalk anyone is at the very beginning of the game when they don't know who the killer is. For the rest of the game you will just be a basic M1 killer that can turn off his TR from time to time.

    Also Ghosftface has some of the most boring add-ons in the entire game. They do absolutly nothing interesting, just very small numerical adjustments. He does not have anything that fundamentaly change his gameplay.

  • @Carpemortum said:

    Clown can throw his bottles at a long distance.

    Clown can hit multiple survivors at once.

    Clown can deter peoples paths by simply throwing a bottle even if they dont hit.

    Clown doesnt need them to be asleep to be affected.

    You cant just compare raw numbers when situational circumstances change.

    1. The bottles will occasionally explode in mid air or in his hand and they serve no purpose at extreme range since they don't really prevent survivors from doing anything. They will still have time to finsih a near complete gen or reach a safe loop.
    2. Hitting multiple survivors with the tonic also serve no purpose since it does not do any damage or has any lasting effect. You will have to chase one of them and the others will just leave.
    3. Good survivors will know if they can reach a safe pallet trough the gas. Its only good for detering from windows as the gas will make the survivor do a medium vault.
    4. Clown has only 4 bottles by default and need to reload wich take about 6 seconds during wich he can barely move. Freddy has functionally unlimited snares and does not slow down while placing them.

    So yes indeed, the Clown can throw his bottles whenever he wants and ahead of the survivors. That make him better at catching up to survivors. Thats is the only thing he has over Freddy and pretty much the only thing he has at all.

    Freddy can just spam snares around a loop to his heart's content with absolutly no drawback and get awareness from thoses scattered accross the map. He can set up traps in advance at common loops and quickly reposition himself accross the map. He also has better add-ons overall, adding utility and unpredictability to his kit, where Clown only get minor numerical increases from his own add-ons.

    Laslty, yes Freddy's snares and pallets only affect survivor who are asleep. But the whole sleep cycle is there to force the survivors to waste some time (or progress if they chose to fail skill checks). And unlike the Old Fred, the relief is only temporary has the sleep cycle will restart on its own, and being hit by Freddy waste all the survivors efforts to wake up. So basicly Freddy force survivor to deal with his powers or risk waking up wich might be for naught if they get caught.

  • I really, really hope I'm wrong and the preview was recorded on an old version of the map. But that totem placement is so laughably bad, it as me worried. And also a bit disapointed that such a thing can still happen in the first place.

    If this still exist on the map I really hope it can be changed by the time of the live release.

  • Its not really about totems being close to generators as much as it is totems being in direct sight from a generator. That is the problem. You are supposed to go out of your way and actively look out for totems.

    You shoud never be able to see a totem directly from a generator, or from halfway across the map.

  • As far as we know Nancy's perk will make her obsessed with particular generators for some yet unknown reward.

    I really hope said reward won't have to do with working faster on generators.

  • Also, Amanda is very underrated. She has so much in her kit. On demand stealth with no cooldown, a dash attack that can make some short loops unsafe, and a whole mini game to waste the survivors time.

    The effectiveness of the RBT is random, but as long as survivors don't find the key in the first box, you can feel the difference they make. And once in a while you'll get a head pop, wich ironicaly can be bad for your score, since it can make you miss some hooks.

    Amanda mostly suffer from very underwhelming, to useless add-ons, but as far as base M1 killers go, she probably is the best of them.

  • I really can't understand why some players have such a high opinion of Ghostface. His power is so easily broken off that he spend most of the games as a basic M1 killer than can shut down his TR from time to time.

    Assuming survivor don't see you coming from miles away because they have the better camera or are using any detection perk, his normal stalking speed is atrocious. He need to lean to stalk anything, but the leaning mechanic is very clunky and don't seem to work on some objects. And your target can just be in some dead angle that make it impossibe to stalk. If you try to move around you will likely been seen/heard or waste too much time.

    The most reliable way to use Ghostface seems to be as a worse version of Myers, micro stalking what you can on an individual survivor basis before they break your shroud.

    This end my Ghostface rant. Thank you.

  • Multiple variations and better tought put into loop placement ? Yes please.

  • I really wish there was another condition for the RBT to trigger. They don't really put much pressure on the survivors while they are inactive, and unused RBT becoming useless after the last gen is done is a bummer.

  • @Jimsalabim said:

    are killers gonna be ranked individually? since when is this information available?

    I'd like to know too.

    Individual killer ranks would make sense, because killers are differenciated by their powers.

    Survivors all play the same. But what would make sense for them is a separate Solo rank and SWF rank.

  • Its especially annoying when you are using logwood dye or tar bottle. Picking up your own traps should not be this difficult. Its another needless waste of time for trapper.

    Speaking of trapper woes: why can you walk over a trap while your teammate is disarming it ? I've seen some survivors pull this trick a few time and its infuriating. They don't even need to commit to disarming the traps.

  • No its not "needed". You can win without Hex: Ruin. But its going to be harder.

    There is no shame in using Ruin to make your job just a tiny bit easier.

  • There was no good reason for this change and it should be reverted. It defeat the point of using overcharge wich is to punish gen tapping.


  • @Exerlin said:

    https://forum.deadbydaylight.com/en/discussion/comment/630859#Comment_630859

    Sloppy is decent on her, but nurse's isn't really useful on her unless someone's healing in a dangerous area, like a corner of the map. That's been my experience with it anyway

    Hag with M&A has a 16 meters TR out of chase. A Nurse's Calling has a range of 28 meters. You will see them healing 12 meters before they can hear your TR. When they finally hear they will have less than 4 second to notice and react before you reach them.

    Anyway back on topic. Ruin is good, just use it. Playing any non-top tier killer without Ruin on a big map is pure masochism against barely competent survivors. Anybody pretending otherwise is hypocritical or does not regularly play at the higher ranks.

  • One thing that bother me about Unnerving Presence is that it does not feel like it belong to Trapper. Disarming and escaping from trap does not trigger skillchecks. Also yeah, great skillchecks should be disabled by the perk.

    One thing that bother me about Overwhelming Presence is that it does nothing to survior that are not using items. Also, all you have to do to counter the perk is not use your items in the killer TR, wich you always know the killer is using because the game give you a big red notification. The only thing this perk is good for is against flashlights who have naturally short use time and must be used in the killer TR.

    And laslty Coulrophobia. It makes healing slower in the killer TR wich is allready a dangerous place to heal. It does not do anything against insta heals however. I also don't think it affect dying survivor's recovery speed, wich it should.

  • The thing to understand with Mettle of Man is this: The ability for a survivor to ignore a hit is OP by nature.

    Therefore the only way this perk can be balanced is by making it difficult and unreliable to use.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/624149#Comment_624149

    Dude, 3 traps. All impossible to step past. This was one of those little nooks that's like 3 survivors deep. You can't disarm all 3 and do the totem before he gets there. You'd be lucky to disarm 2 before he was halfway there.

    I still don't get it. Trapper has always been able to do this. The fact there are 3 traps does not change anything. Disarm a trap after the other. If you ear the TR start running. Then trapper has to make a choice with only bad outcomes.

    1. He chase after you. Depending on the map and how good you are of a survivor this can take a very long time for a M1 killer. Meanwhile the gens are undefended.
    2. He reset the trap(s) you have disarmed. Wich mean you can stop running and just hide. When he leave you go back and disarm again. If he stay to look for you, the gens are also undefended.
    3. He give up on his totem to keep defending the gens wich mean you can cleanse it.

    Also if you have a toolbox you can sabo the traps if they really annoy you that much. Brown toolboxes are pretty common in chests.

    Beside its not like its impossible to work the gens trough Ruin. Could be Lullaby or Devour Hope but thoses perks are a big gamble. So if Trapper brought a very high risk totem and managed to defend it successfully while not being gen rushed into oblivion, I think he deserve to take than win.

  • I don't get it. Its a pretty common strategy for Trapper to protect his totems. Its not like the bear traps are difficult to remove. If he keep coming back every time the trap is popped he won't be defending the generators. And if he is on ther other side of the map he probably won't even have the time to come back before the totem is destroyed.

  • @PrincessPoop said:

    Me looking at ghost face in plain view directly in front of me 5ft away: doesn’t reveal him.

    Me sees ghost face 30ft away crouched hiding behind a rock: Reveals him instantly.

    The reveal mechanic has been super inconsistent for me which is why I don’t like playing as it versing GF

    Its not hard to understand he need to be at the center of the screen with more than 20% of his body visible. Survivors tend to raise their camera angle to look at close things. Just lower you angle a bit and you will reveal him no problem.

  • Billy is faster, wich mean more pressure and will punish mistakes way harder with his chainsaw. But he can be looped allmost like any other average killer.

    Spirit does not have quite as much pressure as Billy and only M1 attacks, but can beat loops with her power.

    Billy can snowball harder, but a good Spirit will get more consitent good results because at the end of the day its all about the loops. And she is better than Billy at that.

  • @Johnny_XMan said:

    Why was OoO never a problem before Ghostface? Why did Michael Myers/Pig players never complained?

    It always was. Wraith and Pig have been complaining about OoO since forever (Myers is allready undetectable in EW1). It was just hushed by other "bigger" issues.

    Then they released another stealth killer who once again is screwed by the same old problem.

    But I think Ghostface pushed it over the edge because he seems pretty popular and his stealth is allready easily broken just by looking at him. Detecting his aura just make him a joke. Just like Wraith BTW who has been a joke for so long that everybody think its normal.

  • The Ivory and Ebony Moris in their current form reward tunneling. They also massively change the whole momentum of the game from "3 strikes and you are out" to "1 strike and you get murdered".

    The Cypres Mori is just #########.

    The ability to take 1 or more survivor out of the game earlier than you normally could is incredibly powerfull. Just like the ability to instantly cancel the killer efforts using a Styptic Agent or Anti-Haemorrhagic Syringe.

    Moris and Insta-heal are way to swingy. They influence the balance of the game way too much and just need to go.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/617522#Comment_617522

    No, just imagine how weird it would look with BS, Fire Up on the Wraith with his speed addon. We don't need killers breaking the speed of light on certain animations.

    I don't know if you are trying to be funny or just missing the point. 😕

    Faster gen kicking might not be necessary, but a small amount of flat regression and a 2 or so second channel to stop it are an absolute must. Its way to easy right now to just overwhelm a killer trying to defend a half done generator.

  • @[Deleted User] said:

    Kicking generators should be 25% faster at base.

    Kicking a generator should instantly regress 5% of the bar (that's 4 of the generator's 80 charges. Survivors repair 1 charge per second).

    Stopping a generator from regressing takes 2 seconds, so survivors can't literally just tap it and keep on sprinting, whether it be in a chase, right about to rescue something and just tapping any gens they see on the way, or whatever.

    Pretty much all of this yes.

  • @toxic_clown said:

    Hex totems and dull totems should look the same

    Hex ruin shouldnt be near gens

    Don't @ me

    Totems should not be near generators, period.

    Neither should they be located around common loops that the survivor will inevitably run to.

    The only acceptable location for totems is where the survivors have no reason to look otherwise.

  • Its a toss beetween Clown and Huntress. Clown is colorfull and gross. But huntress with her cute bunny mask and lullaby is very unsettling.

  • Beyond the clunkiness of switching modes and the unreliability of shock therapy I also think that the static field and the effects of madness need to be looked at.

    Static Field really does not do much beyond giving you that first scream and the effects of madness are all pretty weak unless you are at lvl 3 and need to snap out of it. Off center skillcheck will only annoy new players but don't do anything against decent survivors.

    Likewise, Doc's hallucinations are funny when you experience them first, but they really don't do anything to confuse the survivors and are only usefull if you run a Restraint add-on.

    The whole idea is that currently, madness is not a good pressure tool. Most of its effect are more annoying than effective.

  • I've also had way more succes with the snares than with the fake pallets. The pallets are fun, but they require some set up. On some of the smaller maps there can be actually very little available pallet real estate at the start, so you have to eat some wood before you can place your own and they basicly do nothing for you this whole time. They also don't help at all against window loops.

    The dream snares on the other hand really don't look like much but they do make a very clear difference at loops. You can kill the momentum of window vaults and make long loops unsafe. They are very easy to place without losing any speed and you can just leave them around. They also will regularly give you information. They have so much more utility than pallets.

    Now, the block add-ons that apply hemorrhage are extremely dispointing. They are a waste of BP and completly unhelpfull. But the blindness blocks are fine honnestly. Triggering a snare and suddenly losing all aura reading can be disorientating, and the sheep block is really cheap. The unicorn block might be a bit overcosted, however since Blindness is only a minor annoyance most of the time. Make it yellow rarity or make it last 2 minutes.

  • Even with 10 extra seconds of duration and no cooldown, its still very niche. You can't relialbly use it because its tied to the obsession. Maybe there is something very clever to do with it, but so far I don't see it.

  • The grind is doubly aggravated by the fact that there is so much useless junk in the Bloodwebs.

    Chalk and Salt ? Luck only affect escapes from hooks and bear traps. Reagents ? The effect is barely noticeable and who the hell uses the clear one ? Oak Branches ? Once in a blue moon you see survivors use one, wich does not really do anything and killers don't ever need them.

    And then there is the calvalcade of useless add-ons, wich in not going to list because it would take forever.

  • I'd like to see a system where Legion build up their Frenzy, getting faster and more bloodthristy up to the point where they can actually down a survivor with FF, but also power down afterward.

  • Is there a question in there ? Because the answer is: Monitor & Abuse is a good perk, while Furtive Chase is a trash fire.

    Reducing your TR outside of chases with M&A is great to get closer to the survivovrs and catch them off-guard. And the increased TR in chase can throw off other survivors who might think you are closer than you really are and might try to hide instead of working the gens.

    Meanwhile Furtive Chase does nothing until you hook your obsession at least once. The perk then provide you with the complelty useless benefit of reducing your TR in chase only, wich does not actually help the chase in any way shape or form. At best you can surprise another unsuspecting survivor if you happen to run by them ? But then what ? You give up your initial target for the new one ? You don't gain anything from switching targets unless the new one is allready wounded. Oh and if you kill your obsession you lose all your stacks. Amazing.

    Forget Furtive Chase. In its current form its a terrible perk that should never be used because anything else would probably be more valuable.

  • The problem with trying to be sneaky with Ghostface, is that you can spend a lot of time trying a stealth approach only to realize that there are no angle for you to stalk without being seen. In the end you wasted time, the survivors made more progress on the generators and you didn't stalk anyone. If stealth cannot reliably pay off is just a huge loss all across the board.

    Turning off your TR is usefull for sure, but its really weak on its own. At best it give you a free first hit ? The fact that survivors can easily cancel it and that its on a huge cooldown just add insult to injury. Wraith has no cooldown on the Wailing Bell. Amanda can crouch whenever she please and its not even her main power. Myers barely has any TR to begin with and can make it even smaller with the right build. He has an easier time managing his stalk meter and gain increased vault speed and lunge range in tier 3.

    When his power is on cooldown Ghostface has NOTHING, he is just a bare bones M1 killer. And its so easy to break him out.

    If anything the release of Ghostface made me appreciate The Wraith, The Shape and The Pig way more than I did before.

  • @thedevalex said:

    It's killer wallhacks as well. It has a significant downside that the killer can see you.


    Its not as significant as you'd think. The value of seeing the killer is much higher for the survivor than the other way around. Beside, when you run OoO you want the killer to see you.

    But the biggest problem with OoO is just how it completly negate stealth killers abilities and that it can be heavily abused by SWF.

  • Not only is the blindness status pretty weak, but things that inflict it are also incredibly overvalued.

    Amanita Toxin for Huntress and Kerosene Can for Clown, both inflict blindness for 30 seconds when theses killer hit with their powers. Blindness does not really do anything for either of theses killers, especially given how short it last. You can't disengage and attempt to take advantage of the blindness to take them by surprise later since the effect will likely have expired.

    30 seconds of blindness should just be a base feature of the clown gas (teary eyes), as for the add-ons, given how little blindness actual affect survivor it should last at least 2 minutes.

    Wraith also has "Blind Warrior"-Mud. An add-on that inflict blindness for 60 seconds after a succesfull surprise attack. Once again too specific and to short of an effect. Make it like sloppy butcher where wounded survivors suffer from blindness until healed and make it work on any attack.

    Amanda's Face Mask is kinda fine. The Blindness effect persist as long as the trap is on. But maybe it should also make the aura of the survivor invisible to his teammates, since the purpose of this add-on is to isolate the trapped victim.

    Next we have the Legion's Smiley Face Pin. This one's problem is not the duration of Blindness itself wich is 60 seconds. Its how it triggers. You need to hit a survivor with feral frenzy while killer instinct is active, canceling your frenzy and stunning yourself. It would be fine if it just inflicted blindness of regular feral frenzy hits. All the Legion's pin could use that buff.

    And last, we have Hex: The Third Seal. You inflict blindness on hit survivor as long as the totem stands. So once again we have an active totem that does absolutly nothing at the start of the game and inflict and incredibly weak effect. It can be cleansed within the first 20 seconds of the game, and even if you blind every single survivor it does not do anything to slown down generators or hinder chases.

    If the perk was changed so that 2/3/4 survivors start the trial with the blindness status, thats still woudln't make it worth it. But it could be a niche pick for stealth killer who want to avoid survivors detection, maybe ? The real issue with this one is really that blindness in its current state is just to weak to attach to a fragile totem.

    So yeah, in conclusion, Blindness need to do more and the things that can inflict it need to be less conditional and last longer.

  • The big problem with obsession perks is that being the obsession is often not a drawback at all but an advantage. Survivor obsession perk have powerfull effect with very little actual to no drawback and killer obsession perks are not threathening enough or downright poorly designed.

    Decivise Strike is very impactfull and make you the obsession when you use it. But being the obsession by itself has no effect.

    Mettle of Man is not designated as an obsession perk, yet increase your chance to be the obsession ? Also the drawback is meaningless compared to how powerfull the ability to ignore a hit is. Thankfully its been nerfed.

    Object of Obsession has kind of the right idea. You can see the killer but he can also see you. However the perk complelty screw stealth killer but can also hose trap killer and make mindgames around walls impossible. The value of seeing the killer is much higher for the survivors than the other way around.

    Sole Survivor. Nobody use that thing. Its not very usefull and has an obsession perk, has no actual innate drawback.

    And thats it for survivors obsession perks ? Really ? So few ? And Mettle of Man does not even really count.

    On the killer side its not much better.

    Dark devotion is just to damn awkward to use and does not last long enough. Its not worth using. If it triggered when you initiate a chase with your obsession it could be half decent.

    Dying Light reward the killer massively for tunneling the obsession. Its effective but not very fun for the survivor player. They get an altruism boost that does not do anything if you just tunnel them. Also now that some perks can make the obsession change during a game it can be completly invalidated. Lots of problems with this one.

    Furtive Chase is quite possibly the dumbest perk ever designed. The stacks are very tedious to get for a completly worthless benefit. Reducing the killer's TR in chase is useless. The "synergy" with Make Your Choice is also not worth it. You pay a full perk slot for the ability to tag the unhooker ? Its just crap. Also it does not actully affect the obsession in any way. It should not be an obsession perk to begin with.

    Play With Your Food, is only good for 1 specific gimmick build with Myers where you don't expend the stacks. In every other cases its too much effort for too little benefit. The time you waste gaining the stacks is not worth the small, temporary speed boost.

    Rancor is just a worse Bitter Murmur (wich is allready not that great itself) with a mini NOED attached to hit. And it announce to the obsession that you have it. It does very little for you in game and just encourage the obsession to leave the trial asap when the gates are powered. The only reason killers use this is for dailys that require you to kill a survivor with your own hand and they don't have a mori available.

    Remember Me, is actually half decent, but barely. Once again it does nothing for you during the game, only at the end. I guess the drawback is that since the obsession is not affected by the gate opening penalty, you really want to kill them before the gates are powered ? But its just too niche.

    Save the Best for Last, is possibly the best killer obsession perk, because the condition to gain stacks is to hit anybody but your obsession, wich is considerably easier than having to single out a specific survivor. It actually turn being the obsession into an advantage, since the killer will tend to ignore you. But all your teammates are going to suffer for it.

    So its just a huge mess. Some obsession perks are good, some are bad some are stupid and some have actually very little to do with the obsession. The whole concept could use a revamp.

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