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Entità

Entità

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Entità
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  • more like too easy mode

    Have you read the entire message? :)
  • I agree. A few weeks ago I asked Lightweight was buffed, in consequence of the remixed sounds and volumes of the 2.5.0 patch: https://forum.deadbydaylight.com/en/discussion/40837/footsteps-sounds-and-lightweight :)

  • @Peanits Could you kindly move this thread to the Balance feedback section? :)

  • EW1 Myers can't get Bloodlust. It was labeled as a "bug" when they "fixed" it a while back.
    Fixed? I don't think so. :(
  • Yes, secret offerings should be hidden to all people but the burner. :)
  • I played with Myers and twice in a row I got Shelton Woods, without offerings. :(
  • @PigNRun @No_Cluie_Louis I'm permanently at the 50th level, and it's very expensive to renew the Bloodweb. :(
  • Master said:

    Cus you can buy the skins with money too :wink:

    No, the event offering is useful to add extra Lanterns in the map, but also to allow the survivor who burns it to gain extra bloodpoints by keeping a Lantern for a period of time or by escaping with it. Golden Coins are granted regardless if you burnt or not the Red Envelope, according to the number of generators repaired by the team and the player's result. In other words, it's not a matter of Golden Coins and correlated skins: it's a matter of a greater amount of bloodpoints.
  • @Mr_Myers Oh, I'm glad you appreciate my personality. I simply want a better Community, to have fun all together! :)
  • @Patricia Thank you for improving every day the game I love. :)
  • Once my friend and I, both of us having a high rank, were matched with a 20-rank killer: at the end of the trial, we wrote to them to apologize for their awful experience. :(
  • It says the names of people/characters on the match details list (under options or whatever). Should still be accessible on the ending screen.

    That's true, but my suggestion makes the correspondence more evident: if you suffer a wrong and the two names (character's and player's) are linked just under your eyes during all the trial, you'll remember easier the guilty to report.
  • Milo said:

    Good idea!
    I mean it wouldn't matter that much.
    Most perks have that acitvation, don't have cooldown (or have it in diffrent icons read exhaustion) and vice versa

    *I guess DWM has both.

    It's just a matter of having a better visual comprehension of the perks functioning, especially if you combine in the same build two perks with the same rotating timers, which nevertheless represent different effects.

    DWM stands for...? :)

  • @thesuicidefox Not a waste of time: an investment, instead. Think about how much the Community could help the Developers with meticulous feedback and great proposals: all people interested in it could do hundreds of tests with a lot of changes and give the Developers something more than vague ideas: they'd give them a kind of project, debated, amended, balanced and supported by many players.

    @TRGraybles You don't get any bloodpoints after playing in Kill Your Friends mode.

    @Ryuhi Yeah, it would be another useful purpose: to practice maps, powers and tactics.

    @not_Queen Oh, great! I want to passionately thank you. :)

    @Master @Watery Yes, the numerical parameters should be unlocked within the tolerance limits of the programme: it should be forbidden to set 30 gens or 12 players, of course.
  • Oh, yes, I suggested Lightweight should make footsteps silent: https://forum.deadbydaylight.com/en/discussion/40837/footsteps-sounds-and-lightweight

    About the stealth playstyle, which I love, I wrote a long list of interesting buffs: https://forum.deadbydaylight.com/en/discussion/31203/detection-and-stealth-perks-buff
  • Other opinions? :)
  • No comments... very strange: the forum is full of bizarre proposals on revolutionary mechanics, and I agree: I would just like a corner where the Community could try these changes to test their beauty and feasibility. :)
  • @Vietfox Thank you for your answer. I don't understand why that issue hits the survivor matches only, without affecting the most heavy killer trials, where my friends' console hosts four survivors.
  • @Entità said:

    Just as a sparrow flies and the moon turns blood red does not mean the clock makers in Sweden eat with the wolves with the trolls underground.

    What an idiotic sarcasm! My answer to @weirdkid5 made sense: "The fact that the criminal can use a machine gun is not a good reason to deny the policeman a bulletproof vest" means this: "The fact that in exceptional cases (if everyone uses the same survivor) the addition of the name of the character is useless does not remove that, in the normal and most cases, having it helps the infringements reports".
  • weirdkid5 said:
    What happens if they all 4 just run the same Survivor? 
    The fact that the criminal can use a machine gun is not a good reason to deny the policeman a bulletproof vest.
  • @Mister_xD @JanTheMan Yes, it's a small detail, a small useful detail to improve the symbols fast readability. :)
  • Acromio said:
    Distortion is highway BS and shouldn't even exist in the first place.
    Why? Do you want free Auras? Every mechanic has some counter. Moreover, don't worry: a few players like stealthy playstyle, the majority will keep using DS, Dead Hard, Lithe and so on...
  • @Black_Proximity I understand your disappointment and opened a thread to suggest a reform of this mechanic, which is good and acceptable for both parties. If you want, you can give there your contribution: https://forum.deadbydaylight.com/en/discussion/41981/last-survivors-immediate-sacrifice-a-good-reform-for-both-parties

    @Dreamnomad I'm interested in your opinion, too.
  • There is a huge thread about Distortion possible buffs: https://forum.deadbydaylight.com/en/discussion/32740/distortion-is-unreasonably-too-weak Please, give there your contribution! :)
  • I think BBQ can be countered with a pinch of readiness and is fair as it is now.

    I think also there are too many people who rage in anger when a new player is scared by some game mechanics and come to the forum to ask for help: they, instead of receiving calm and polite explanations, sometimes get irony or group attacks, and feel like they fell in a cage of lions... That's really not good: aside every consideration about human respect, new players are our hope the game will last for many many years, so don't shoot at your feet.
  • I understand your point, but the game isn't able anymore to distinguish solo players from SWF teams after entering the killer's lobby.
  • I rewrote the opening post, adding the following fourth possible solution:
    4) if the solutions 1), 2) and 3) are rejected, at least the three tokens must grant three effective protections, that is Distortion doesn't trigger in any of the following circumstances (aside when you are dying or trapped some way): a) the survivor is asleep or b) the survivor's Aura is outside the killer's field of view (for example, you heal yourself within 28 meters from a crouched Pig with A Nurse's Calling, but you are behind her, so you don't need Distortion to remain hidden).

    What do you think? :)
  • @Peanits Dear Peanits, could you move this thread into the Balance feedback section, provided the 2.5.0 PTB is over? :)
  • Watery said:
    They’re actually looking for a UI designer right now, if you looked at there LinkedIn. They’re focusing on optimization of the game itself before the menus, meaning, perk changes, interactions, glitches, hitboxes, and the game itself. 

    EDIT: Didn’t Peanits talk to you about this on the post about pips?
    Oh, yes, there is no urgency: we suggest a lot of game improvements, the Developers choose the priorities, according to how many teams and resources they have and how difficult the optimization is. :)

    Peanits told me a new player could get confused by too many numbers and currencies on the menu, and I replied the pips should be shown in high ranks only.
  • @Entità said:
    @Rebel_Raven Have you read the following? :)

    Entità said:

    Here I'm not speaking about how to punish guilty people, but how to make this game more enjoyable for innocent players: to be matched many times in a row with a dodger is boring, then the forced waiting time helps good players not to meet the dodger again very soon. Do you agree with this purpose?

    I read your opening post. It's very much a punishment for me. You'll either force me to play in matches where the deck is stacked against me, or increase my wait times. How is that -not- a punishment?

    Here is the answer to your doubts. :)
    Entità said:
    A punishment would be a ban of one or more days: I speak of seconds or minutes of forced waiting. It is not a punishment for the dodger, but a relief for the other players, who will not end up repeatedly with them.
  • @Rebel_Raven Have you read the following? :)
    Entità said:
    Here I'm not speaking about how to punish guilty people, but how to make this game more enjoyable for innocent players: to be matched many times in a row with a dodger is boring, then the forced waiting time helps good players not to meet the dodger again very soon. Do you agree with this purpose?
  • Jack11803 said:

    Dedicated servers. The end


    The Summer 2019 is not tomorrow. :(
  • Master said:

    @Entità said:
    @Master A punishment would be a ban of one or more days: I speak of seconds or minutes of forced waiting. It is not a punishment for the dodger, but a relief for the other players, who will not end up repeatedly with them.

    Moreover, the DCs are punished with the loss of 2 pips: not much, but not even what I propose is so much.

    You do realize that losing pips is actually a good thing?

    I don't think so: I'm not happy to play with people who fail all skill checks and unhook me in idiot moments or ignore totems or BBQ... But I agree 2 pip loss cannot be enough for people loving to derank.

    Here I'm not speaking about how to punish guilty people, but how to make this game more enjoyable for innocent players: to be matched many times in a row with a dodger is boring, then the forced waiting time helps good players not to meet the dodger again very soon. Do you agree with this purpose?
  • @Master A punishment would be a ban of one or more days: I speak of seconds or minutes of forced waiting. It is not a punishment for the dodger, but a relief for the other players, who will not end up repeatedly with them.

    Moreover, the DCs are punished with the loss of 2 pips: not much, but not even what I propose is so much.

  • Entità said:

    @Kind_Lemon said:
    I would quite enjoy if simply 3 other survivors dead meant no aura reading whatsoever from the killer with no rework necessary. I get it @not_Queen (if you don’t mind me addressing you) that you’re supposed to be found in this game, but crows, grass, and breathing among other things are clear mechanics in the game to find a survivor even without aura reading. Killers do not need aura reading to succeed, and since they do not, that makes the argument for (again) immunity on 3 stacks sensible. Additionally, the recent locker change gives a message to the player base that supports the idea of killers not needing auras to find survivors.

    Let's imagine, for a moment, that Sole Survivor gives infinite immunity against the reading of the Aura when three survivors have been killed or sacrificed: such immunity would be useless, would add practically nothing to the defense currently offered. There are two main perks that act on long distances: Object of Obsession and BBQ. The first has a maximum radius of 72 meters, so the current protection of 24x3 = 72 meters is enough to block it. BBQ, however, for how death is conceived in the game, is almost never inhibited by Sole Survivor: in fact, if the penultimate survivor is hooked for the third time and dies on the spot, however, the reading of the Aura for the hooking precedes of a few seconds the end of the Entity's animation, that is, it happens before the game considers the penultimate survivor sacrificed and, therefore, increases the defense of Sole Survivor from 48 to 72 meters, as I reported in the thread: https://forum.deadbydaylight.com/en/discussion/28469/sole-survivor-vs-bbq-chilli Consequently, it does not matter that the defense with three survivors eliminated is 72 meters or infinite: in both cases, BBQ is not affected, because it anticipates the calculation of the third death. Sole Survivor is useful in the very remote case that the penultimate survivor is hooked at a distance between 40 meters (the minimum distance for BBQ to activate) and 48 meters (the defense offered by Sole Survivor with two defeated survivors): it happens very rarely, virtually never.
    Bitter Murmur also acts on long distances, but the last survivor almost always looks for the hatch; if, instead, they work on a generator, their position is betrayed by the ignition of it: I doubt Sole Survivor could save their life.

    For this reason, I insist on the thesis that Sole Survivor should be reworked or, at least, buffed: I do not think it is reasonable to conceive a perk useful only in combination with another (Object of Obsession), and practically insignificant in any other build. If the protection offered for each survivor dead were 24/28/32 meters, depending on the tier, then Sole Survivor could be a valid alternative to Distortion: inactive at the beginning, but destined to become powerful in the end, if the survivor who runs it is smart enough not to die first nor second, then a fair reward for the player able to escape the killer for half the trial with their Aura practically always visible. Right now, Sole Survivor is rubbish, unfortunately. :(

    Aura perks to be countered by immunity from 3 stacks on Sole Survivor are as follows:
    - Bitter Murmur
    - OoO (with open handed)
    - Blood warden
    -Territorial Imperative

    Killer Addons affected are as follows:
    - Willow things x2 (Hag)
    - Glowing Concoction (Huntess) ; not really that important
    - numerous mirror addons (Michael)

    Killer Powers:
    - Freddy 

    ...and others I’ve forgotten. Sure it may not have all that much use, but it does have a place and would affect more than people would think.
    Your list is great and I thank you for that detailed work. :)
    Many people complain Freddy is too weak: I don't think the Devs will nerf him again by buffing Sole Survivor in the way you suggest.
    Territorial Imperative? Who uses it? It's an extinct perk, like the dinosaurs.
    Blood Warden... yeah, maybe in that case an infinite immunity could save your life until the gate unlocks, but what a situational perk it should be!
    I gave you my opinion about Bitter Murmur.
    OoO with Open Handed and Sole Survivor? Yeah, it could be useful, but it's almost rarer than gold.
    Do not Myers' mirrors and Wraith's all-seeing operate on short distances?
    I don't remember those Hag's add-ons: she is not a common killer to find.

    Wouldn't you prefer the rework or buff I suggested or something else not too situational? :)
  • Orion said:

    @Entità said:
    I was answering to weirdkid5 about their HUD idea. I believe the HUD should be complete for both parties, with some, fair differences: for example, it's not relevant for the killer to know that a survivor has a Broken status, because it's not the killer's business to heal them; it's not relevant for the survivors to know when Bloodlust triggers: they should try to evade the chase without this information. Perks and mechanics balances are not related to this thread. :)

    You were answering on the basis that any Killer buff must be accompanied by a Survivor buff, which only makes sense if you believe the game is perfectly balanced. You can't have it both ways. Either establish that the game is perfectly balanced, or concede that buffs to Killers do not have to be accompanied by buffs to Survivors.

    I believe and reiterate that the HUD should show complete, relevant information for both parties, so I believe and reiterate that the unilateral reduction of this information, to the detriment of the killer or the survivors, deserves compensation. I am not referring to the balancing of the game as a whole, but to this specific area, clearly outlined. Any attempt to extend my thinking to other aspects of the game is a strawman.
  • @WaffleFalafel Could you kindly link me that particular devstream? I hope they will reply to the announcing thread ( https://forum.deadbydaylight.com/en/discussion/31987/new-matchmaking-system-information ) to explain their choice: not all people follow the devstreams.
  • Orion said:

    @Entità said:
    It's a huge question and that's not the right thread to discuss it. I think you believe the killers are too weak, then open a new discussion with your analysis and suggestions.

    You're the one who brought it up by implying that any buff to Killers must be accompanied by a buff to Survivors. If you want to drop the subject, then you must also acquiesce that buffs to Killers do not have to be accompanied by buffs to Survivors.

    I was answering to weirdkid5 about their HUD idea. I believe the HUD should be complete for both parties, with some, fair differences: for example, it's not relevant for the killer to know that a survivor has a Broken status, because it's not the killer's business to heal them; it's not relevant for the survivors to know when Bloodlust triggers: they should try to evade the chase without this information. Perks and mechanics balances are not related to this thread. :)
  • @DwightsLifeMatters @weirdkid5 @Boss @TigerKirby215 @Milo @Vietfox I opened a very passionate and solidly motivated petition regarding the restoration of the 5-level rarity (and color) system for all the perks: https://forum.deadbydaylight.com/en/discussion/28110/about-restoring-the-5-level-rarity-system-for-perks

    Please, read and subscribe it! :)
  • Every forgotten mechanic or strategy should be made viable again: this game requires variability and longevity.

    About the 2.5.0 changes, I'm waiting for tomorrow, to enjoy them: I'll say my opinions about them only after a good experience with this upgrade.
  • weirdkid5 said:

    @Entità said:

    @weirdkid5 said:

    @weirdkid5 said:
    The game shouldn't give the Survivors all the information that it does. The game used to be a little more challenging for it when you weren't sure what Hex was up, or if there was even a Hex at all until you find one.

    The proficiency indicators I'm fine with, but anything that tells the Survivors what debuffs they have on the right hand side should be removed, as well as the indication that the Killer is chasing the Obsession.

    What kind of HUD do you suggest, for both parties?

    The Killer should be able to see which Survivors are injured and what debuffs he currently has in play and on which Survivors they are affecting, which perks he has set on himself, in addition to the noise indicators that are normally present, where the gens are, and who the Obsession is. Your add-ons should also be present to remind you what your build is.

    Survivors shouldn't be able to tell who is injured until they see them. Seeing allies through walls when they go down is fine, and any buffs the Survivor receives from other Survivors should be indicated so that you can take full advantage of the buff. But anything that warns the Survivor of an "Exposed" or "Hindered" status should be removed. Obviously seeing your own perks and item is also fine. Survivors should NOT be able to tell who the Obsession is until he has gone down at least once, unless you are the Obsession, in which case you can see that always.

    This change would drastically benefit the killer: what would you offer in exchange for the survivors, to balance it?

    Nothing. The game needs to be harder for Survivors.

    Thanks for your opinion. :)

    Orion said:

    @Entità said:

    @weirdkid5 said:

    @weirdkid5 said:
    The game shouldn't give the Survivors all the information that it does. The game used to be a little more challenging for it when you weren't sure what Hex was up, or if there was even a Hex at all until you find one.

    The proficiency indicators I'm fine with, but anything that tells the Survivors what debuffs they have on the right hand side should be removed, as well as the indication that the Killer is chasing the Obsession.

    What kind of HUD do you suggest, for both parties?

    The Killer should be able to see which Survivors are injured and what debuffs he currently has in play and on which Survivors they are affecting, which perks he has set on himself, in addition to the noise indicators that are normally present, where the gens are, and who the Obsession is. Your add-ons should also be present to remind you what your build is.

    Survivors shouldn't be able to tell who is injured until they see them. Seeing allies through walls when they go down is fine, and any buffs the Survivor receives from other Survivors should be indicated so that you can take full advantage of the buff. But anything that warns the Survivor of an "Exposed" or "Hindered" status should be removed. Obviously seeing your own perks and item is also fine. Survivors should NOT be able to tell who the Obsession is until he has gone down at least once, unless you are the Obsession, in which case you can see that always.

    This change would drastically benefit the killer: what would you offer in exchange for the survivors, to balance it?

    That rationale only works if we assume the game to be perfectly balanced. Are you suggesting the game is perfectly balanced?

    It's a huge question and that's not the right thread to discuss it. I think you believe the killers are too weak, then open a new discussion with your analysis and suggestions.
  • @weirdkid5 said:

    @weirdkid5 said:
    The game shouldn't give the Survivors all the information that it does. The game used to be a little more challenging for it when you weren't sure what Hex was up, or if there was even a Hex at all until you find one.

    The proficiency indicators I'm fine with, but anything that tells the Survivors what debuffs they have on the right hand side should be removed, as well as the indication that the Killer is chasing the Obsession.

    What kind of HUD do you suggest, for both parties?

    The Killer should be able to see which Survivors are injured and what debuffs he currently has in play and on which Survivors they are affecting, which perks he has set on himself, in addition to the noise indicators that are normally present, where the gens are, and who the Obsession is. Your add-ons should also be present to remind you what your build is.

    Survivors shouldn't be able to tell who is injured until they see them. Seeing allies through walls when they go down is fine, and any buffs the Survivor receives from other Survivors should be indicated so that you can take full advantage of the buff. But anything that warns the Survivor of an "Exposed" or "Hindered" status should be removed. Obviously seeing your own perks and item is also fine. Survivors should NOT be able to tell who the Obsession is until he has gone down at least once, unless you are the Obsession, in which case you can see that always.

    This change would drastically benefit the killer: what would you offer in exchange for the survivors, to balance it?

  • @FoggyDownpour said:
    I'm a little torn on this. I completely get what you're saying about the hexes, but at the same time they aren't meant to be a complete information hub. Part of the fun is trying to figure out which hex was cleansed and generally guessing which other perks the killer has. 

    Just as an example, I find it exciting and intimidating when I only knew ruin was there and a hex is cleansed, but then the hex symbol remains. I tend to try and figure out which hex it could have been, which would typically leave Devour Hope or the Third Seal. A DH build is usually far different than a TS build. 
    I know you're talking about the hex symbol stacking for multiple hexes being marked, but I feel like that's part of the fun. Guess and check if you will.

    As for the perk rarity, it drives me crazy that they still only have three. Iirc, they changed it to three due to the web being somewhat broken and being more likely to give rarer perks than lower tier ones. I really want the old colors back, I've always liked them better. It's a lot clearer, more organized, and more rewarding to have more than three tiers.

    If there are Thrill of the Hunt, Huntress Lullaby and Ruin, you don't know what hex has been cleansed. Devour Hope gives you the skull for the Exposed status, at least. You receive a specific notice when a hex is triggered, so you should receive a specific notice when a hex is destroyed. I support the idea of a kind of hardcore mode, alternative to the classic one, with no HUD, no Aura, no scratch marks, no stain and no terror radius, but it's quite different from leaving a HUD with partial information.
    Oh, yes, yes, yes: I have many dreams about this game, which I sincerely love, but two are overwhelming on the others: to see the 5-level rarity system restored for all the perks and the six perks system implemented. Please, support my petition here: https://forum.deadbydaylight.com/en/discussion/28110/about-restoring-the-5-level-rarity-system-for-perks
    If you like the other proposal, too, then you can support it here: https://forum.deadbydaylight.com/en/discussion/28160/six-perks-system
    Thank you very much in advance. :)

    @KillerRaccoon said:
    Common and ultra rare perk rarities were way too hard to get. If you were above P3L50, you’d almost never get any common perks. If you were P0L50, you’d almost never get any ultra rare perks.

    The current rarity system for perks works very well. Just show the perk tier instead of just the rarity colour.

    That bug, now over a year old, is history: the developers devised a hasty remedy for the urgent need to immediately remove a fault that afflicted the availability of perks in the Bloodweb, but now the algorithm works beautifully and the Common and Ultra Rare perks can finally be restored. Look, as proof of what I say, at the last event, The Winter Solstice: our beloved developers have significantly altered the rarity of resources available in Bloodweb, also replacing the classic Mystery Boxes with the Christmas Gifts, and the system has worked great, no one complained. Finally the time has come to bring back to the throne that masterpiece of conceptual and artistic design that is the 5-level rarity system, a jewel of this game! **

    @weirdkid5 said:
    The game shouldn't give the Survivors all the information that it does. The game used to be a little more challenging for it when you weren't sure what Hex was up, or if there was even a Hex at all until you find one.

    The proficiency indicators I'm fine with, but anything that tells the Survivors what debuffs they have on the right hand side should be removed, as well as the indication that the Killer is chasing the Obsession.

    What kind of HUD do you suggest, for both parties?

  • @Raptorrotas said:
    Sorry but its completely balanced for the killer to get that free info he could get by observation himself. Afterall it is the same for survivors.

    What's the meaning of a perk you can never use, because the killer knows you have it and won't leave you bleeding on the ground? It would be useful only if all survivors ran Breakdown, Saboteur and No Mither, to prevent being slugged; otherwise, it cannot be used. I proposed a No Mither rework here: https://forum.deadbydaylight.com/en/discussion/37284/no-mither-rework

  • What? O.o A rank 2 team against a rank 18 killer? O.o

  • @WaffleFalafel said:
    If you're talking about the one where they put survivors in one bucket so they all showed up at the same time at the lobby, then no. They said in a devstream that it wasn't the way they were going to go. This was likely because people would lobby dodge thinking everyone is SWF because they don't read the forums. That's everyone's best guess as to why at this moment. 

    Could not such a change be reported in large letters in the patch notes, for the benefit of all those players who do not consult the forum? I know that the change of the matchmaking system does not require a patch, because it operates on the servers, but it can be made to coincide with the release of a patch, to have the means to inform everyone in a clear way. :)

  • Other opinions? :)

  • @AetherBytes said:
    I think it would be a good idea to slightly buff no mither so that you start the trial in the healthy state, but once in the injured state cant go higher, as well as hide the no healing icon from killers. No Mither is a great perk for a solo player like me who works both alone and altruisticly, but it's problem is it's too obvious. If a killer sees you go down, 9 times out of 10 they'll just ignore every other survivor and hook you immediately so you can't revive yourself as others get chased, effectively making the perk useless.

    I subscribe every single syllable of what you wrote: No Mither is a sign hanging on the head of the survivor with the words "BRING ME TO THE HOOK NOW, OTHERWISE I WILL FULLY RECOVER FROM THE DYING STATE!".

  • @Kind_Lemon said:
    I would quite enjoy if simply 3 other survivors dead meant no aura reading whatsoever from the killer with no rework necessary. I get it @not_Queen (if you don’t mind me addressing you) that you’re supposed to be found in this game, but crows, grass, and breathing among other things are clear mechanics in the game to find a survivor even without aura reading. Killers do not need aura reading to succeed, and since they do not, that makes the argument for (again) immunity on 3 stacks sensible. Additionally, the recent locker change gives a message to the player base that supports the idea of killers not needing auras to find survivors.

    Let's imagine, for a moment, that Sole Survivor gives infinite immunity against the reading of the Aura when three survivors have been killed or sacrificed: such immunity would be useless, would add practically nothing to the defense currently offered. There are two main perks that act on long distances: Object of Obsession and BBQ. The first has a maximum radius of 72 meters, so the current protection of 24x3 = 72 meters is enough to block it. BBQ, however, for how death is conceived in the game, is almost never inhibited by Sole Survivor: in fact, if the penultimate survivor is hooked for the third time and dies on the spot, however, the reading of the Aura for the hooking precedes of a few seconds the end of the Entity's animation, that is, it happens before the game considers the penultimate survivor sacrificed and, therefore, increases the defense of Sole Survivor from 48 to 72 meters, as I reported in the thread: https://forum.deadbydaylight.com/en/discussion/28469/sole-survivor-vs-bbq-chilli Consequently, it does not matter that the defense with three survivors eliminated is 72 meters or infinite: in both cases, BBQ is not affected, because it anticipates the calculation of the third death. Sole Survivor is useful in the very remote case that the penultimate survivor is hooked at a distance between 40 meters (the minimum distance for BBQ to activate) and 48 meters (the defense offered by Sole Survivor with two defeated survivors): it happens very rarely, virtually never.
    Bitter Murmur also acts on long distances, but the last survivor almost always looks for the hatch; if, instead, they work on a generator, their position is betrayed by the ignition of it: I doubt Sole Survivor could save their life.

    For this reason, I insist on the thesis that Sole Survivor should be reworked or, at least, buffed: I do not think it is reasonable to conceive a perk useful only in combination with another (Object of Obsession), and practically insignificant in any other build. If the protection offered for each survivor dead were 24/28/32 meters, depending on the tier, then Sole Survivor could be a valid alternative to Distortion: inactive at the beginning, but destined to become powerful in the end, if the survivor who runs it is smart enough not to die first nor second, then a fair reward for the player able to escape the killer for half the trial with their Aura practically always visible. Right now, Sole Survivor is rubbish, unfortunately. :(

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