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EridianBlaze

EridianBlaze

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EridianBlaze
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  • Ah, yes. A survivor main is complaining about Killers having a powerful Perk combo that makes it so they can't get "gg ez" wins every game. I personally stopped playing this broke *** game a little while back but still watch YouTubers/Streamers like OhTofu, Monto, and Otz.


    But back on topic, Killers have had to deal with the same BS Perk combos for years now (DS, BT, Adren, Unbreakable) and now the Survivors have to deal with a new troublesome combo and immediately start complaining about it and calling it braindead. Here's the thing you clearly forgot: Ruin does nothing if the Killer is bad, also if Undying gets cleansed first. Plus, the build is easily countered by Maps and Detective's Hunch. That's right, you could literally bring one perk and counter the entire combo. Plus, the killer can only pressure 1, or two at most, Survivors at a time if you don't all stack on a single gen. So even if they scare off the one pair, the other pair can complete there gen, this activating D's Hunch, and you can just walk around and destroy totems until you notice Ruin is gone. Will it take a while? Yeah. But there's still at best 2 survivors on gens cuz the other is being chased.


    Meanwhile, the 4 Surv Perks I mentioned earlier are all pretty braindead, and all give you a second chance.

  • Here's an easy and logical fix for DS. Make it so that if a survivor goes down before you during that 40/50/60 seconds, it deactivates. The Killer clearly isn't tunneling if they downed another survivor.


    "Oh, but what if they down someone right after I get unhooked?" That's simple. Don't unhook in the Killer's face, idiot. "But what if they're face-camping" then say "Well, he's dead" and just do Gens. If the other 3 survivors that aren't hooked do separate Gens, that'll be 3 Gens done before the first guy dies, and a 4/5th can be about half done.


    And also, every Perk has counter play to it. Not all of them are considered "fun" but they do have counterplay. Don't want to be hit with DS? Ignore the guy that got unhooked. If need be, slug them. Don't like NOED or Ruin? Just do totems. Undying keeping NOED or Ruin alive? Just do all 5 Totems. Make sure it stays dead.

  • @skoopydoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1132060#Comment_1132060

    Killer mains don't respond to facts. Don't waste their time with such things.

    And neither do Survivor mains. The only people with their heads on straight in this community are the people who play both sides equally.

  • @underlord99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1122535#Comment_1122535

    the only perks i that have unnecessary cool downs ( my opinion) are surge and thrilling( especially since corrupt pauses gen regression, which i would like to see changed as would most of the community.)

    Corrupt doesn't pause Gen Regression, Dude. And if it somehow does, then someone hacked the game to allow the currently blocked Gen to be worked on. Corrupt only blocks 3 Gens for the first 2 minutes (at rank 3) of any match.

  • @Okoru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1112877#Comment_1112877

    how do you hate clown? LOL prob worst killer in the game.

    The only time I've went against him was when I wasn't as good at the game. Though I did also say (or well, implied it) that I hate going against Doctor more.

    Also, I'd say Legion and Bubba are worse. Though in Bubba's case it's just the player that is worse, since the few times I've gone against Bubba, they all face camped and/or used Insidious in the basement.

  • I rarely go against over half the cast of Killers. The only ones I ever encounter frequently are Legion, Trapper, and Spirit. Though I have gone against every killer at least once.

    I guess my favorite would be Oni or Demogorgon. I only went against one Oni and he was bad, and the few Demos I see are rather easy to deal with.

    As for least favorite it would have to be Clown or Doctor. Probably Doctor though since he's far more common.

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/1111189#Comment_1111189

    Not really sure why Killers feel so entitled to a 4k, there should always be a chance for a survivor to escape, even if its not that high. The hatch mechanics by themselves are still killer sided because all killers have faster movement speed so they can cover more ground searching for it

    "I'm not sure why Killers feel so entitled for a 4K". How is that any different from Survivors feeling entitled to escape? Slugging for the 4K isn't bad. Sure, it can be boring to wait out the timer, but the Killer is simply doing their role in the game: Kill the survivors.


    I personally play both sides, so I've both done and been victim to slugging for the 4K, and I've never really had a problem with it. It's just a strategy for Killers to get their jobs done. And actually, there is counterplay. S4 (Survivor 4) can do gens. If the Killer doesn't camp by S3, then S4 can complete gens. Meanwhile if the Killer doesn't camp S3, then S4 can go and pick him up off the ground.

  • I still to this day find it strange how Survivor's are fine with running super strong, Meta Perks like DS, Dead Hard, Adrenaline, etc., but the instant a Killer uses NOED, they all lose their [BAD WORD]. Is NOED annoying to deal with? Yes. It is. I myself am guilty for complaining about it. But I also complain about a bunch of stuff on the Survivor side of things (again, Adrenaline). NOED does NOT need any nerfs until Survivor Meta Perks get nerfed. Killers just lost the biggest crutch, so it's only fair to nerf one of the Survivor's biggest crutches.

  • @dbizzle said:

    https://forum.deadbydaylight.com/en/discussion/129574/trapper-is-getting-buffed

    He should be getting nerfed. no other other killer can down you when youre on the other side of the map

    The Huntress would like to know your location. The Nurse would also like to know your location. I know the Nurse cant actually attack you from all the way across the map, but she can easily just Blink up to you and give you and smack.


    Also, Trapper definitely doesn't need any nerfs. He honestly could use a few buffs. Also consider the fact he's the only killer who can be fully denied of any sort of power if his traps are destroyed. Additionally, his Add-on should only really work on you once. As in, you should be smart enough to know he has it after the first time it happens. Also, you should be more careful. It's not the Trapper's fault if you aren't perceptive/cautious about the possibility of nearby traps.


    P.s. I say "You" as in just general Survivors. Not you in specific, dbizzle

  • @Scytere said:

    You put MM in C? You are a noob aren't you?

    Or maybe he put Myers in C because his thoughts on Myers is that he's generally weak? And because MM eats pallets a lot, has no extra mobility options, and if you're going against competent Survivors on even a balanced map for Killer/Survivor, they can put a huge delay on you getting out of Tier 1.

    @Waffleyumboy said:

    Myers, Plague, and Demo could be higher but other than that this would be pretty accurate if you bumped everyone by one tier. A good nurse is S, not A.

    The OP did say it's his "Lazy Killer tier list". So I think that's why he just kept it A-D tiers. I could always be wrong though, but it makes some sense to me at least.

  • I rarely got to use Ruin outside of using Hag since I didn't play the game enough. So the change doesn't really effect me much. And nowadays since I just came back after a hiatus to try out new Doc, I've been running new Ruin on Doc and it's actually worked wonders for me. I'm able to constantly pressure Survivors and all the time they spend either being chased by me, going for unhooks, and healing is just giving me more time to kill them.

  • So here's my opinion on Survivor Meta Perks

    -Make DS disable if the following occur: You started a self-heal action, you started working in a Gen, You started doing an altruistic action such as unhooking or healing an ally, and it disables if a Survivor is hit outside of a 16 meter range from your current location.

    -For BT, I don't really got any ideas.

    -Dead Hard is fine, imo. Same with Unbreakable.

    -Lastly, Adrenaline. I think it should get the same treatment that BL got. Make it so you can't get the effects of you're already Exhausted. Why can't I have a soft landing while exhausted, but I can insta-heal AND Sprint burst while I'm exhausted? Even if they make it where the perk waits till you're not Exhausted would be fine. Plus, it'd also give you a new way to potentially use it by 99-ing Exhaustion and sprinting away, maybe even to avoid a hit that would down you mere meters away from the exit.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/120184/can-the-devs-just-rework-boil-over

    OP and @LordGlint

    I was thinking Boil Over should be a perk that makes the killer take longer to hook you (which can waste valuable time).

    Boil Over

    You wiggle 30%/25%/20% slower than normal.

    When in the killer's grasp, all hooks within 32 meters from where you was picked up at are blocked by the Entity and their auras cannot be seen by the killer.

    This will guarantee it takes the killer approximately 9 seconds to reach a hook, but to balance this out, it also takes you 20 seconds to wiggle free. Combine this with Flip-flop to give you 50% free wiggle progress (fully recovered), and this can be very nasty (the killer has 1 second of leeway.

    That seems... Quite broken. 32 meters is WAY too far of a range for the block, given the fact Killers already move much slower while carrying Survivors and it's the entire range of most Killers TRs. Only allowing a Killer to have 1 second is a bit broken too because if any other Survivor even walks in front of the Killer, then the Survivor gets off effectively for free. And if you're on a map with tons of walls like The Game or Treatment Theater, it would be impossible to hook a Survivor with BO. This would effectively force Killers to use Agitation and/or Iron Grasp. And it would encourage Killers to proxy camp the Basement any time they manage to actually hook a Survivor in the Basement, since Basement hooks are immune to stuff like sabo and Breakdown.

  • @VoodooChild said:

    I go out of my way not to be toxic in this game, theres too much toxicity already....but its mostly from the survivor side. I have only ever seen a couple of toxic killers (may have all been pigs actually, imagine that) but have seen countless toxic survivors. And it sucks when youre messing around with survivors you could have easily killed for the sake of not being a ######### and they taunt you and send hate mail. So with the new ruin change I thought now would be the perfect time to be toxic! And Ghostface is the best t bagger so obviously I had to play him

    Then the first game I go into someone asks to me go easy on them and long story short I ended up letting the whole lobby go and we all butt danced together lol

    BUT my next two games were extremely toxic, I brought a mori to both but it was because a guy caught my eye, not gonna say why. You could probably figure it out tho lol

    So I got his ass easily lacking in a corner, t bagged him for a minute straight, hooked him, t bagged some more gave him a wack on the hook and then downed him again, brought him to the top of the shrine, t bagged a little more in front of his friend, then got out the camera and moried him. Then I went for one last T bag. The party invite followed soon after and as I expected homophobic and racial slurs followed and it was ######### hilarious lol. Although to be fair he said I was lucky he wasn't on his red rank account.

    Called it a night after that, got back on tonight and had a challenge for leatherfaces. Then I see someone else that catches my eye and for some reason......the mori came as swiftly as hate mail. For this one I put the little emoji with a turban in my response and that just set him tf off. He told me to go back to my ######### hole country, called all muslims ugly terrorist, talked about how theyre all gonna die and how I actually lost because, and I quote "You are muslim scum im white and Christian so I WIN👌" .....im a black satanic Texan lol. It literally only took an emoji to set him off on this rant 👳 he ended the convo by spamming the name of a certain political figure he admired

    So yeah both of those were hilarious and I really enjoyed the dark side, the problem is most survivors aren't toxic and you never know when youre going to get one, its like 1 in 5 chance. No idea how I got two games in a row like that lol

    DISCLAIMER

    Dont be a #########. Its not cool to bully someone because of their beliefs or opinions unless their outwardly hateful, no matter what they are or how much you disagree. That's a new level of toxicity. Now there are some people where you can just look at their name or pfp and tell theyre a #########, and you know what.....its pretty fun to make them rage. I highly recommend it lol

    What would it matter if that guy was on his Red Rank account or not? He still would've got t-bagged and Mori'd. So that was a very hollow threat just trying to make him sound big and bad. And the other story gave me a laugh. Too bad Survivor mains can be [Bad word]s.


    I don't play the game enough to really say for Killers, and since I play Killer/Survivor at a rate of about 7 games to 3.

  • @LustForBP said:

    Why is tunneling not penalized? Or hook camping? It’s quite irritating when you play back to back games with nothing but killers that tunnel causing you to lose rank.

    if as a survivor, I loop a killer for an extended period and get tunneled and killed, why am I penalized more than a killer?

    Yeah, it’s part of the game, blah blah blah. But there can definitely be some system involved to not award killers for chasing the same survivor for “X” amount of time or for hooking a survivor “x” amount of times before messing with other survivors. What is more aggravating than playing in a game, spending 5 minutes running from a killer that’s tunneling and end up de-pipping because of it?

    Survivors can be just as toxic with advanced looping but once a killer gets a hold of you, they can ruin your entire game out of spite. It’s happening too much recently on Xbox, to say the least.

    They can penalize Killers for tunnelling and camping as soon as Survivors gets penalized for gen-rushing. I play both sides, so I get that tunnelling and camping are annoying to go against. But if a Killer is camping you, then they don't really benefit from it either. If you maximize it, you total hook time should be 2 minutes. That is long enough for the other 3 Survivors to each solo a gen and be nearly halfway done with another. On top of getting few Bloodpoints, the Killer also gets points taken away from one of their Emblems for staying too close to the hook. Also, if a Killer is chasing you right off a hook because your teammates went for a bad save, the blame shouldn't fall on the Killer. I've had too many games where I'd hook a Survivor, and as soon as I turned my back to walk away, their teammate unhooked them. Should Survivors be punished for unhooking a teammate within a close proximity to the Killer? It shouldn't be the Killers fault if the injured guy gets downed immediately because his teammate didn't wait for the Killer to actually leave the hook.

    @LustForBP said:

    https://forum.deadbydaylight.com/en/discussion/comment/944955#Comment_944955

    penalizing for gens done during a chase? That’s an ignorant statement. Considering a survivor will always be chased while gens are being repaired. As a killer main, I drop a chase if it lasts too long. If you’re not smart enough as a killer to do that and they knock out gens, that’s your problem. There are also perks to counter gen rushes. Ruin, Thrilling Tremors, Corrupt Intervention, Thanatophobia, etc. Killers have plenty of counters to survivors and vice versa. The topic is penalizing hook camping and tunneling more. You can’t penalize a survivor for looping when that’s their only survival tool besides hiding.

    Pretty sure that was 100% sarcasm. But he does have a point. The OP is stupid and is honestly just a biased, salty Survivor main who just had a few bad games. Don't get me wrong, I've definitely had bad games as Survivor cuz I got tunnelled/camped. But I've also had bad games as Killer where I was looped for 4-5 gens.

  • I don't really care to get good at the game, nor have I ever for any other game. I personally would like to be Rank 20 again just so I can get some of the more difficult/tedious achievements and Tome Challenges. I play games to have fun. If I win, cool. If I lose, I generally don't care if the game was fun. As for the broken rank matchups... If Behavior wants to fix this, do something like what Overwatch had done: Make it so higher rank players can't que with players X number of Ranks lower than them and have the Killer search be determined by the highest rank member of the group. So, let's say you are rank 6. You can't que with your rank 13 friend, but you can que with your rank 10 friend and get a Killer at roughly rank 6. If none can be found within 6 ranks (3 above and 3 below the highest player), then you just gotta wait. It'll be annoying to wait, but it's what needs to be done to allow SWF but not allow games where any given Survivor is drastically better than everyone else.

  • Keys, in my opinion, are the closest equivalent to a Ebony or Ivory Mori (not Cypress cuz that only becomes available for the last living Survivor who was dead if they got downed regardless). Mori's let the Killer remove a Survivor from the game extremely early, and Keys let the Survivor escape from the trial early.


    And both are actually equal if you consider this: Both sides must work and do their primary objective (chase/slow/injure/kill Survivors or complete Gens) in order to get the Mori/Key to work. A Killer can't just Mori someone if said Survivor hasn't been hooked yet, and Survivors cant use their Key if X number of gens haven't been done. Additionally, an Ebony (correct me if I have Ebony and Ivory mixed up) can only Mori 1 Survivor, while any Purple/Iri Key can let the ENTIRE team of Survivors escape. If the Killer wishes to Mori all 4, then they must run an Ivory (again, correct me if I got them mixed up) and get lucky to find the last Survivor before that Survivor finds the hatch.


    Edit: My suggestion is make it so that Purple Keys only allow for 1 Survivor to escape, instead of all 4. Make it so that Skeleton (Iri) Key is required for all 4 Survivors to escape.

  • Here's the thing. Does the Trapper's add-on to auto-set a trap give Survivors a warning before the trap right in front of them auto-sets itself? No. Does Myer's give you a heads up that he's about to plunge a knife (or pipe) into your abdomen? No. Does Spirit give you a way to know she's tracking your blood via Glasses add-on before she spooks you with a katana across your back? Nope. So realistically, Iri Head not having any tell isn't bad. Plus, it actually requires the Huntress to be good at aiming to get good use out of the far-range one-hit down.

  • I agree that DS needs to be changed. If another Survivor is downed before the 60 seconds is up, then DS should deactivate. The Perk is meant for anti-tunnelling. And if someone else goes down, then the DS user isn't being tunnelled.


    As for BT, I don't personally mind it. I run PWYF a lot, so that just gives me an extra stack. I can just catch up to them and give em a nice slap on the butt and call it good.


    And lastly, Iri Heads. They're fine. They have their upside, and they have their downside. Upside being that do 2 hits of damage instead of 1, and the downside being that the Huntress can only have 1 hatchet. Yeah, they can run the bag to let them carry +2 for a total of 3, but it's an Iri Rarity add-on, so it deserves to be powerful.


    Before anyone says "Oh, but BNP and Iri Syringe are both Iri and...", here's the thing. There's only 1 Killer vs 4 Survivors. The 4 Survivors can run much more items/add-ons than the Killer. Higher quantity = lower quality per thing.

  • Honestly, I don't mind getting DS'd. I'll just eat it and Chase them again to punish them for their teammate going for a bad save. I'm either too far away for DS to be needed or I get the occasional "unhook as soon as I turn around". Or I've also had a few times at Endgame while I ran Rancor. DS is quite annoying, but it's something I am fine having to deal with.


    Also, I do agree that it should deactivate if another Survivor gets downed. Not hooked. Since that way it still works as an anti tunnel perk but also has counterplay/can be punished if a Survivor tries to unhook right in front of the Killer.

  • @DetailedDetriment said:

    https://forum.deadbydaylight.com/en/discussion/comment/887999#Comment_887999

    I'm not saying Balanced Landing needs a buff; I'm saying it needs to lose the exhaustion aspect altogether.

    You literally said in the OP that BL needs a buff. Also, if you want to use the "it doesn't balance your landing so blah blah blah", then NOED should just instantly kill all Survivors. Otherwise it doesn't do as the name says "No One Escapes Death". I've seen plenty of Survivors, myself included, escape death while NOED was active. And as a player who has used Balanced Landing since the day I started playing Survivor, I am sad to see a nerf, but it's a sensible nerf. BL is one of the only 2 Exhaustion Perks that have a secondary effect. Sprint Burst, Lithe, Dead Hard, and Head On all have 1 effect. The only other Exhaustion perk with 2 effects is Adrenaline. But that is fine as a perk how it is since the effect only ever activates once during any given trial.

  • Here's the thing, Killers have their insurance Perk in the form of NOED and maybe Blood Warden (but that's a stretch). While Survivors have Dead Hard, Adrenaline, Sprint Burst, Balanced Landing, Lithe, Borrowed Time, Mettle of Man, and Decisive Strike all as insurance Perks, and they also have the Purple Insta-Heal add-on that gives a free hit too. So does it make Survivors noobs for using Perks that are super useful? No. But then it somehow makes Killers noobs for using their single super-powerful Perk. And as a reminder, NOED can be destroyed and can only be used at the end game. While all the Survivor perks (and add-on) I listed can be used throughout the entire trial and CAN'T be disabled in any way that will last the rest of the trial (with the exception of Adrenaline).

  • This is extremely rare. A topic that both Killer AND Survivor mains can agree on.


    Also, it is going to be hell on Earth for Survivors since so many Killers will be running NOED.

  • I found that, now I might just be crazy, but the cooldown for hitting a Pallet with Demo's Shred just feels too long. Billy and Bubba can break them in an instant and get moving, and currently Oni just slaps it and starts moving like the Pallet was never there to begin with. But then Demo's Shred recovery is as long as just breaking it regularly. Why is it that the worse attack option (Shred vs Chainsaw or Oni club) also has the slowest Pallet break along with the least directional control AND doesn't instant-down like the other 3? The Shred lunge distance isn't even comparable to Billy's Sprint speed or Oni's Demon Dash (which mind you, he can use like Billy saw and also attack out of it).

  • @DuckApproved said:

    https://forum.deadbydaylight.com/en/discussion/comment/864437#Comment_864437

    @Sairek Being out of the jurisdiction of their powers in only temporary, there is no consistent way to actively outplay and counter their powers. Hence why they need a nerf.

    Also to all those thinking this is satirical, it isn't. I have provided a facts based argument with not one of you providing any real evidence against it.

    Side Note- Also a consistent rank 1 killer.

    Well if that's the case, then every other Killer needs a Nerf to their power. There's no counterplay to Clown after I've been hit by his gas. The only escape would be to either take the hit or use map awareness to know "Hey, I'm right next to a window" and vault it. There's no counter to Myer's when he's staring at me and pops Tier 3. And since being outside the jurisdiction is only temporary, you can't just say "Oh, just break LOS with Myers" since that means I'm not currently effected by his power. Plus he can just walk around the wall/tree/rock. You can't counter a Bubba who is right behind your with his Chainsaw ready to slice you to bits. Oh, here's an idea! Let's Nerf Killers so that they can't walk!

  • I had a really fun time earlier with DS. Whole team had DS and I had Rancor. End of the game, I had one guy on the hook, then my Obsession came and saved them. I downed and Mori'd my Obsession. Then I went to find the remaining two Survivors. I found one, downed and hooked them and went to find the last Survivor. They saved their friend, I found the Rescuer and downed them. The other survivor then decided to try to be ballsy with DS. So I downed them, got DS'd, they unhooked. I then chased, downed, and Mori'd the new Obsession.


    My thoughts when it happened "Nice DS ya got there... It would be a shame if I was using Rancor"

  • So, here's my 2 sense. BBQ can be countered by a non-Perk game mechanic (Lockers). While Distortion doesn't ONLY counter BBQ, but it also counters any other Aura Reading done by the killer. This includes The Plague's add-on to see vomiting survivors, I'm All Ears, Dear Stalker, Myer's mirror add-ons, and probably more that I can't remember. Difference is that everything else I just listed is stuff that helps the Killer during a Chase, while BBQ only activates after a Hook action. So it makes sense why Distortion only has 3 uses (though I feel buffing it to 5 is within reason).


    Also, on the note of DCing, I personally only DC if I need to take care of something IRL or if the game is lagging like crazy. There is no other real reason to DC. If you DC, it doesn't help you in the slightest and only really benefits the Killer, since it makes killing the other 3 Survivors easier since they have so much pressure. So realistically, DCing is kind of a middle-finger to your teammates. And since you DC'd, you also don't keep any BP you gained. Also, any progress towards challenges (dailies and tomes) isn't saved. So you wasted your own time and Blood points (if you brought any Offerings or Items/Add-ons).


    Get slugged? So what, deal with it. The game will be over for you in about 2 minutes. Also, getting 4-man slugged and the game being "held hostage" by the Killer is so extremely rare that it's not even a valid argument. No Killer that has slugged my team ever just held us hostage, since they go around picking people up if they manage to find the downed survivor. If you really have that much of an issue doing nothing for 2 minutes, just grab your phone and wait it out. It'll go faster than you think. Getting camped? That's easily punished by gen-rushing. If the Killer wants to watch you die for 2 minutes, let them. They aren't gaining much from it. Lastly, there's one more thing about DbD people seem to forget a lot: Survivors aren't supposed to survive every round, and Killers aren't suppose to 4K every round. So don't DC just because the round wasn't in your favor, or because you made a fatal mistake and want to blame the game for your death.

  • @TAG said:

    Your Killer perks need to have something to differentiate them between tiers.

    Also, Overconfidence is just bad design. It basically just turns every Killer into a Stealth Killer

    Also also, imagine 3-gen Doc or Swing Chain Freddy using Underperform. That would just be outrageous. Forget that. Imagine Corrupt Intervention + Underperform. That's a major yikes.

    Maybe for In the Dark, it could be like, 2 Survs at tier 1 and all 4 at tier 3, similar to Third Seal. And/or maybe the perk has a timer on it, and each tier increases how long it lasts? Say 60/70/80 seconds(?) For the people it's spread to.

    For Underperform, maybe the time required is reduced so like, 150/145/140 or 150/140/130 or something like that. And also change it to only 1 Mori during the match. I don't got many ideas for it.

    And for Overconfidence maybe have it where you can only sense the Killer at an extremely reduced range? Which would effectively cut their TR to maybe 16/14/12 meters?

    Writer's note: all numbers above are purely for sake of examples. I'm not super deep into the game and the META and what's like, broken, so I'm just throwing random numbers that sound good.

  • @Mochan said:

    It is way too OP, surely you can see that? It's like having a free Ebony Mori every match.

    The blindness perk is also ridiculous to be honest.

    Here's the thing though. If the Killer is doing badly and can't get a down, then the perk is useless. No map pressure means Gens get done, which would reset the perk. And if the Killer has a ton of pressure (say two downs/hooks and a Chase) then the perk is still pretty useless because he's already in a great spot and doesn't really need it.

    Although I do agree the Mori part should not be a thing. Or reduce it to 1 Mori per game with the Perk.

    As for the In the Dark, I feel the only tweak it would need is to remove the Blindness transfer or have some way of curing the Blindness while keeping the transferring part.

  • As someone who just recently picked up the Spirit, I can wholeheartedly agree that Spirit needs some kind of change. I'm not generally that good as Killer (despite somehow getting to Rank 12), and managed to get a (nearly) Perfect game (32,000 BP and Double Pipped) on every one of my first few (my first 5) public games (at Rank 13) as Spirit.