DexyIV
DexyIV
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- DexyIV
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Most of the time the problems I have with sounds is not that I don't hear them, but that I hear them from the wrong direction. Like I'll sometimes hear grunts of pain from an Ace from behind me when he's at a pallet to my right. It's definitely a problem, but probably not as much of a problem as many killers say
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I can never seem to do well with Clown. I don't play a wide variety of killers (mostly Myers and Doc), but when I play Clown I always do terribly
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If you put windstorm on, he's basically a stealthy version of Hillbilly without the instadown. I think he's underrated, and really fun to play against. Much more than the S tier killers.
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@Polychrome_Baku said:
https://forum.deadbydaylight.com/en/discussion/comment/989262#Comment_989262
They toned down her addons and made the other ones memes. Not to mention her new charge system makes traversing the maps clunky. Friend. So she feels horrific to play. Buddy. It's called "overdoing the balancing in favor of keeping one side happy". Comrade. Or does game feel only matter for survivors?
Wow yeah they totally gutted Nurse. Nerfed addons on a killer that didn't rely on them and still doesn't. You have to wait TWO WHOLE SECONDS more to blink again, which is affected by addons! Totally ruined. Survivors never get nerfed. Killer is dead, absolutely terrible. Quitting the game, devs favor survivors too hard. How will I win without my ebony mori 5 blink Nurse against the dirty genrushers?! You're right, Polychrome Baku. My eyes have been opened.
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If you really think Nurse got nerfed into unviability, you either play on console or was never good with her without the additional blinks. Spirit was also not nerfed to oblivion, they literally toned down her overpowered addons. It's called balancing the game, friend. Same reason Balanced Landing got nerfed, and instaheals were removed. This is just sad.
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Why if they cleanse a totem? If they have Inner Strength, they may need to cleanse a totem if you come back to the hook in order to heal themselves. The rest I can agree with but not if they cleanse a totem
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The one I pretty much always run now. Kindred, Detective's Hunch, Iron Will, Inner Strength
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I don't see why. Healing already takes so long as it is
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Better than old DS? No, definitely not. Does it take less skill than old DS (which took like no effort on the survivor's part anyway)? Yeah sure.
The thing with current MoM is that it pretty much only effects M1 killers. No counterplay is offered for them against this perk. It barely affects you if you're good at Hillbilly and other top-tier killers. So it has counterplay, just not for killers that are already weak for whatever reason.
I really think it should be changed to be better against killers that are top tier to even the playing field. If they want it to be a strong perk, they can do it without widening the gap between good killers and bad ones.
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I had a Nea DC when I found her first and started stalking her. Walked over to the nearest generator where a Jake was and he did the same thing. Weirdest thing ever. I didn't even have to down them to make them DC lol
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People that play this game are just overly aggressive due to it being the norm. Just spare yourself the headache and leave the lobby to avoid end game chat as a whole. It's not just survivors either.
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Yikes. Considering the end game changes they announced that are blatantly killer sided, this post didn't age well. Good changes imo but if you really think this, it's kinda sad.
BHVR has a history of making a few select aspects of the game blatantly strong while leaving others in the dirt. They do this for perks too. MoM vs Slippery Meat, BBQ vs Monstrous Shrine, Spirit vs Freddy. This isn't a killer-exclusive problem. It's just how they balance their game. Do I agree with it? Not really, but to claim yourself as a victim of getting a lack of priority in updates is just false. Killers as a whole have gained a lot of power through their own buffs and survivor nerfs in the past year alone.
Yes I do wish there was more variety at higher ranks, and it's something I hope they address in time. They are painfully slow to address problems like this, but they'll get there.
And claiming that survivors have it all just hurts me a bit on the inside. It's statements like these that make me think some killer mains haven't played a single minute of survivor in optimal levels of play lol
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I really like the idea of buffing sub-par perks to increase perk diversity. Some feedback I have on ones I don't really agree with:
Monstrous Shrine: The problem with this perk are the effects in general. Combining the two useless effects won't really do much for it. It needs a full rework.
TTS: The changes would just increase the gap between solo and SWF survivor. Uncounterable blindness that doesn't allow aura perks would make solo survivor dreadful, and have little effect on SWF. Blindness needs to be able to be countered in some way because of this.
Open Handed: Having it not affect your teammates is honestly a huge nerf. The perk itself has some good uses already when combined with Kindred where your teammates can see the killer when they're 24m away from you. This perk is fine the way it is, it's just super niche.
Autodidact: I think the perk is fine as is, it just needs to have another perk that increases skill check chances instead. Loading that effect onto the perk makes it a bit too easy to hit those 5 stacks I think, especially when that percentage you suggested will be slingshotting skillchecks at you every other second or so at a 75% increased rate.
I think the rest are good though, especially No One Left Behind.
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So it goes from a movement speed stacking perk to a movement speed stacking into an ability augment perk? That's overloaded as hell. It would be like giving survivors the ability to do gens 25% faster after getting all 5 stacks of Autodidact.
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Matchmaking was bad, and people have generally stopped playing because BHVR's ideas on balance is kinda crap at times and are dreadfully slow to make any meaningful balance changes even in the large amount of time between patches. The only people that stopped playing exclusively because of the DS nerf are the survivors that crutched hard on it.
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@Shad03 said:
Doesn't Dance With Me do something like this already?
But I honestly would not mind this kind of perk. And honestly the only thing it would need is a 40/30/20 second cooldown.
DWM procs on quick vaults and leaving lockers. Same effect (like Poised from Jane), but different requirements.
I don't even think it would need a cooldown, unless the killer is eating pallets that are legit right next to each other. Making the duration of the invisible scratch marks scale with perk rank is probably the better choice.
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Looping? An exploit? HAH. Yeah if they don't run in a straight line and drop the pallets the moment they reach them, it's an exploit. Efficient use of pallets? Nah. That's exploiting.
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They aren't overpowered, killers just like to claim that to get them nerfed because they aren't good players themselves. SWF is also not as big of a problem as they say, but it does increase the power level survivors have. Solo survivor is a shiteshow every game.
The best solution is to bring solo survivor up to the same level as SWF since the gap is far too high, and then give the bottom tier killers more buffs to compensate. They don't seem to like that idea for some reason, however.
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It has counterplay and a given niche now (anti-tunnel) instead of a win-all get out of jail free card. It's a good perk and actually comes with some risk of it not being used, but with enormous benefit if the killer decides to play like an ass.
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The leaks aren't even final products of the game, they're LEAKS. Yes, Mettle of Man is most definitely going to be a problem, but it's just a leak of a concept. An idea. It could easily be reworked or changed when released intentionally to the public.
As for the anti-slugging perks, I don't see why they're bad. Buckle Up is fine, just as any aura perk, as it's one more element to close the gap between solo and SWF survivors. Flip Flop is only good at the end game if you are slugging to deny the hatch or their teammates are absolute potatoes when you down a survivor for map pressure, and there is no hook nearby. It's not like it's old DS, so you don't have to juggle or be right on a hook to deny it. It's literally 50% of the wiggle bar. It is not that much and is very situational for the survivor.
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I don't really get it. RM is super bad on Myers because his power doesn't let him get hits off. Even with the extended time to open the gates, implying you even get all the stacks, you would just end up getting looped if you're slowly walking around.
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Nah. Just play around how the hatch functions now, you'll be fine.
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@Wolf74 said:
The 3rd party tool for this is still available. It was whitelisted before and got removed from the whitelist, but is still not blacklisted.
So you can still use it on your own risk, but getting banned for it is almost impossible.
And about killer, stalking at the campfire is already part of the game. Killer are meant to be in the power role here and if the survivor are so cocky to bring multiple torches or lunchboxes and got dodged, that's their fault.
Survivor on the other hand are meant to be surprised which killer they have to face.
I understand the concept of the killer being able to do that, and I'm not saying it's a bad thing, it's just they can do the same thing that survivors did. Maybe not create a blacklist, but dodge in order to get a game that is more suited to their desires and to play an easier game according to their own standards.
Regardless, if the software is still available, the inability to see the killer's name seems kind of pointless if they can just dodge anyway and continue to drive up queue times.
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Weak af, only useful at tunneling and killing one survivor while the others pop all the generators. Can't buff them because their skill ceiling is absurdly low. Terribly designed killer that needs a rework desperately for the sake of the game's health.
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@Wolf74 said:
They used 3rd party software to create blacklists, so they get a warning every time they got a killer from their blacklist and could dodge them.
Survivor traded blacklists with each other to avoid all kind of playstyles they did not like.
Anybody flagged at some point for "camping", "slugging" or "tunneling" got traded on these lists.
No matter if it was actually true or made up survivor bs.
Even "not giving hatch" was a point for getting blacklisted.
Also people got blacklisted for playing certain killer (Nurse main, Billy main, Freddy player, Doc player), or using unwanted perks (BBQ user, Noed user, etc.).
So the survivor tried to force all killer to play by their rules or risking to get on blacklists and not finding lobbies anymore.
(Ofc a lot of good killer just made the lists for actually killing someone.)
That makes sense. Honestly I thought that was still a thing since I saw mention of it in a few threads not too long ago.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/355331#Comment_355331
Dodged relentlessly for absurd reasons (perks, add-ons, killers played, etc.) and broke lobbies constantly because of it, driving up queue times for everyone else.
Killers dodge lobbies for similar reasons too though. Too many toolboxes, medkits, flashlights, SWF. That drives up queue times as well. Takes me quite a while to get into games sometimes even if i'm playing with only one friend.
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1: Unnecessary change. If survivors go to cleanse it immediately anyway, what's the point of having a debuff?
2: Fine. It's kinda dumb that it heals you anyway.
3: Unnecessary. Corrupt Plague isn't really even the highlight of her power. She shines by taking survivors down a health state without giving them a speed boost, not being a less skilled Huntress.
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@Wolf74 said:
Survivor abused the crap out of this and that's why it was taken away from them.
What did they do?
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This Lithe change has been needed for so long now. It's actually a viable perk with this change, thank goodness lol
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Killers that are good don't typically need to tunnel survivors off hooks, and honestly it's more beneficial if you don't. Watch streamers that tend to not tunnel off hooks and you'll see what I mean.
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Still waiting on Dance With Me and Surveillance to be on the damn shrine. I swear they need to add a maximum time between perk appearances so at least we can see some of the other perks. Surveillance is over a year old, and Dance With Me is quickly approaching a year old as well
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I don't think they should give Legacy skins, but I think something like getting a blue colored Legacy skin or something would be better. This way, people have motivation to actually get Devotion while not hurting the people that did the longer grind during the earlier days
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Legion is definitely the killer that ######### up the game. The game had some problems before, but playing against a Legion takes the most annoying problems on the killer side and manifests them in one character.
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It's what the current DS makes me want to do. At least I'll easily be able to avoid new DS because downing survivors off hook and slugging them is honestly the best way to easily apply pressure
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You have to be in the locker for 3 seconds before it'll activate. If you jump in a locker mid-chase, they'll just grab you out with no drawbacks
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I mean okay, good luck losing the game if the survivor is even remotely good at looping though
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Why? There's no point. Bodyblocking is literally countered by slugging survivors, and it takes survivors off gens to bodyblock
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You do know you actually lose time on generators when you gentap, right?
I guess survivors aren't the only ones with ridiculous rules the other party is expected to follow, lmao
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I would say something about Small Game, but that would probably require adding something.
Personally I'd like to see Autodidact be more rewarding considering how much it slows at the start of the game, and how it's pretty much a worse We'll Make It. Buffing the % per token from 15% to 20% would probably help it out. I would like to kinda see some more mechanical changes with it, but since the rule of the thread is only editing and not adding, this is the best I can come up with.
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Wake Up is actually really good. Pharmacy is really only used for item farming and is useless otherwise. Vigil needs to be useless otherwise exhaustion perks would be too powerful.
So...eh. Could be worse. Tapp kinda has the same situation where the only good perk he has is Tenacity lol
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Well we have PTB next week, with the patch probably coming ~2 weeks later. They only have 3 weeks to enjoy DS in its current uncounterable state. That's what I'd assume. Needless to say I haven't touched the game for a few weeks and I'll play the hell out of the PTB since DS won't be as broken anymore.
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Nope. No reason for it. Killers have slower MS for a balance factor, since they make up for it by having a really good power. Lack of patrolling ability is part of this.
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There are killers that are the same way lol. I've run into plenty of ######### killers that do this. The community is just not nice
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It probably would lose playability after the first few days or so though. Once again, all the meta players would come here, and it would be terribly boring because it would essentially be how rank 1 is now, but worse since it incentivizes you to do even better than before. Moris, DS, Sprint Burst, Adrenaline, NOED, iridescent addons, crazy efficient toolboxes, etc. Do we really want a game mode that essentially forces players to go full tryhard mode that has rewards hidden behind it? Casual players wouldn't get the rewards I think they deserve because of it, and would increase the burnout even mode. Not only that, but such a small fraction of the community would get the rewards. I don't like this system for just these reasons.
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@ShyN3ko said:
@DexyIV said:
@ShyN3ko said:
@DexyIV said:
@ShyN3ko said:
@DexyIV said:
New DS, you just slug the person you downed off the hook. This has always been the best thing to do, as it applies more pressure, especially if you still have the unhooker in view.Not many run Botany, We'll Make It is simply better. Plus it only applies to your healing, not everyone's healing. As a killer you can apply Sloppy Butcher to everyone you hit.
Survivors can counter everything.
So can killers, now that DS got changed, and even then Enduring was an option.
We'll Make It doesn't even come close to countering Make Your Choice. Unhookers will run when they get exposed, and leave the one they saved to be healed by someone else. I don't know how you could even compare the two. Not always knowing who unhooked is a balance factor to the perk, so that's not worth complaining about.
BBQ already had counters before Distortion, and is still a crazy powerful perk even with the added counters. As a killer, much of your skill is knowing where the survivors will be even without BBQ auras. Sometimes it works, sometimes you don't see any auras.
Ruin is situational, and gen tapping wastes even more time in the long run.
Enduring isnt a DS counter.
And BBQ isnt powerful.
Because if the survivors are bad = it work.
If the survivors are good = it doesnt work.
And if you are alone, you can do a gen in 85 seconds with gen tapping.Enduring is actually a DS counter, but with new DS you don't need it, so debating that is pointless.
Same reasoning you use for BBQ applies to NOED, which is a powerful perk as well. Even without auras always being seen, it has the BP bonus. Good killers don't always need to see every aura though, and not seeing at least 1 aura is fairly rare, so the solution to that is just getting better.
If you only lost 5 seconds from gen tapping, everyone would gen tap, including rank 1 players. So what you say there simply isn't true.
Ok my bad.
23 seconds with gen tapping.
https://www.youtube.com/watch?v=Pm2FBVvu2roAnd btw.
I dont use BBQ, because i know where they are.
Only with Doc, because Bloodpoints.
And i dont use ruin, because gen tapping.
And its a totem.
And good survivors hit great skillchecks.
And Enduring isnt a DS counter.
They can still stun me.
NOED is the Adrenalin counter.
Because Adrenalin is useless versus NOED.23 seconds is a lot of time. Multiply that by 5 and you just wasted almost two minutes tapping the gens. Your teammates would be mad at you. It's not a viable strategy.
If you know where they are, then why do you need BBQ to work every time? Why's it worth complaining about? A powerful perk needs counters. Sorry, that's just how balance works.
Ruin, just as I said before, is powerful in certain circumstances, and needs counters as well. And gen tapping is bad. Don't gen tap. If you think that's a counter, it's not.
Enduring reduces the stun to below 1 second, not the best counter, but it's still a counter. But it's being changed to have counters besides this, so once again, not worth arguing about.
RUIN and BBQ are the strongest killer perks.
But they are useless for me.
Ruin are 110 seconds and its a hex perk.
You can destroy it.
You shouldnt be able to counter hex perks.
Because they are high risk,high reward perks.
Like Devour Hope.
And BBQ have to many counters.
Only for bloodpoints its usefull.
So the strongest killer perks are weak versus good players.
As Killer i only have weak perks.
This is not good game balance.
Because i cant counter Sprintboost,Adrenalin and Selfcare.
And i lose emblem points, if they are healing.
And if they gen rush me.
Survivors can control 2-3 emblem points from the killer.Hex perks can be countered and still be powerful. Devour hope isn't easily countered unless you break the totem. If there was no totem, that perk would be beyond broken. Learn to play defensively and you'll get to use the effects of your hex perks.
BBQ is still useful even with all the counters. You still see survivor auras. At this point you sound like the survivor players that absolutely need their DS to be useful and have no counters. Now suddenly because it has counters, the effect is useless? Incorrect.
Your perks are not weak, you just probably aren't a good killer and don't know how to properly apply pressure. Perks aren't the only thing that matter. For survivors, most of their power is in their perks. Killers have both perks and addons, ones that change the flow of the game, so of course your perks aren't going to always be the most powerful. -
You don't always have to tunnel. If you hit someone off an unsafe hook save, slug them and go after the unhooker. Someone else will have to come pick them up, forcing them off a gen, while you work on getting another survivor down. Only one survivor would be on a gen. The new DS promotes more efficient gameplay in general, and forces killers to learn the concept of properly applying pressure, or they'll get punished heavily for it.
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This is a great change. Though I think the negative effect of the perks should be different for each one, just to keep it unique and to balance out the positive effect depending on the power level.
I would also like to see a reverse obsession perk that makes it less likely to be the obsession. This would of course be overridden by using any obsession perks though.
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@ShyN3ko said:
@DexyIV said:
@ShyN3ko said:
@DexyIV said:
New DS, you just slug the person you downed off the hook. This has always been the best thing to do, as it applies more pressure, especially if you still have the unhooker in view.Not many run Botany, We'll Make It is simply better. Plus it only applies to your healing, not everyone's healing. As a killer you can apply Sloppy Butcher to everyone you hit.
Survivors can counter everything.
So can killers, now that DS got changed, and even then Enduring was an option.
We'll Make It doesn't even come close to countering Make Your Choice. Unhookers will run when they get exposed, and leave the one they saved to be healed by someone else. I don't know how you could even compare the two. Not always knowing who unhooked is a balance factor to the perk, so that's not worth complaining about.
BBQ already had counters before Distortion, and is still a crazy powerful perk even with the added counters. As a killer, much of your skill is knowing where the survivors will be even without BBQ auras. Sometimes it works, sometimes you don't see any auras.
Ruin is situational, and gen tapping wastes even more time in the long run.
Enduring isnt a DS counter.
And BBQ isnt powerful.
Because if the survivors are bad = it work.
If the survivors are good = it doesnt work.
And if you are alone, you can do a gen in 85 seconds with gen tapping.Enduring is actually a DS counter, but with new DS you don't need it, so debating that is pointless.
Same reasoning you use for BBQ applies to NOED, which is a powerful perk as well. Even without auras always being seen, it has the BP bonus. Good killers don't always need to see every aura though, and not seeing at least 1 aura is fairly rare, so the solution to that is just getting better.
If you only lost 5 seconds from gen tapping, everyone would gen tap, including rank 1 players. So what you say there simply isn't true.
Ok my bad.
23 seconds with gen tapping.
https://www.youtube.com/watch?v=Pm2FBVvu2roAnd btw.
I dont use BBQ, because i know where they are.
Only with Doc, because Bloodpoints.
And i dont use ruin, because gen tapping.
And its a totem.
And good survivors hit great skillchecks.
And Enduring isnt a DS counter.
They can still stun me.
NOED is the Adrenalin counter.
Because Adrenalin is useless versus NOED.23 seconds is a lot of time. Multiply that by 5 and you just wasted almost two minutes tapping the gens. Your teammates would be mad at you. It's not a viable strategy.
If you know where they are, then why do you need BBQ to work every time? Why's it worth complaining about? A powerful perk needs counters. Sorry, that's just how balance works.
Ruin, just as I said before, is powerful in certain circumstances, and needs counters as well. And gen tapping is bad. Don't gen tap. If you think that's a counter, it's not.
Enduring reduces the stun to below 1 second, not the best counter, but it's still a counter. But it's being changed to have counters besides this, so once again, not worth arguing about.
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I'm fine with the rewards, but I don't want to play an alternate game mode to get them. Especially when the devs struggle to balance the primary game already. The rewards you mentioned should just be worked into the normal ranking system.
Also, considering it doesn't allow SWF, the killer queue times would be horrendous. Most players would just want to play the base game, and this game mode would just have killers and survivors running the most powerful setups and builds. People derank to avoid the red rank sweat, so why would people play this besides the rewards at the end?
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Sounds fine. WoO needs a buff like this. It would be good for newer players similar to Deja Vu without it being overpowered or anything.