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Exerlin

Exerlin

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Exerlin
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  • Make sure you don't commit to chases for too long

    Make sure you are putting pressure on the right survivors in the right areas

    Try to get the survivors' DSs out of the way. Don't ever respect the DS; you will waste your own time more often than not.

    Try to create deadzones around the generators you want to protect

    Try to get someone out of the match as quickly as possible. 3 survivors is much easier to deal with than 4, but be careful about commiting to one survivor for too long. Trying to tunnel someone to death (if the team is good) is going to result in multiple escapes unless the survivor messes up terribly.

    Make sure that you are adapting your tactics on the fly. Learn what to do in what situations and *be as time efficient as possible*, and you will find yourself performing quite well.

    Finally, don't be disheartened. You are the only person on your team, so your performance in each match is all up to you. Sometimes you will lose simply because of rotten luck with map generation, but that is okay. Treat each game as a learning opportunity, do you best, and try to have fun while doing it, and you will eventually become very good at the game.

  • @[Deleted User] said:

    this is something people ignore, behaviour buffed ds stun to 4 seconds because enduring affected all stuns, now enduring only affects pallets, but behaviour didn't revert ds stun to 3 seconds. i remember orion making a post about this but he was ignored too by behaviour.

    yeah, it's a very weird thing that really needs to be addressed. If nothing else, revert DS's stun duration from the **5 SECONDS** it currently has to the 3 seconds it had right after the perk's rework.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1720386#Comment_1720386

    not allowed to post the links on the forums but searching up Reddit Custom Perk Icons DBD should take you to the place I gottem- these were the Pride Pack by SexySenpai

    thank you!

  • @GoodBoyKaru said:

    Okay so, here are all my current builds for everyone that I play right now (my survivor build is basically identical on everyone):

    Survivor

    https://us.v-cdn.net/6030815/uploads/S14S217BD6AO/image.png

    The medkit lets me heal myself twice, sprint burst is very good, iron will because ######### you spirit, and ds because ######### you tunnelers. Shirtless David because, well- look at him :3

    But replace the David with anyone I have P3 50 all perks and it works just as good.

    Wraith

    https://us.v-cdn.net/6030815/uploads/UCTFPKXG6VLB/image.png

    A combination of Windstorm and Swift Hunt helps me uncloak faster, so I can use his SuperLunge at loops easier, and traverse the map easier. PGTW is a great regression perk, BBQ lets me know where to go, Sloppy on Wraith is beautiful for slowing the game, since they want to be healed so your easy first hits don't become easy downs, and Mindbreaker basically kills off Dead Hard and Sprint Burst from a gen. It's really underrated.

    Nurse

    https://us.v-cdn.net/6030815/uploads/DN28JZ8ET7AG/image.png

    Double recharge because, well; it's double recharge. RuinDying because, well, it's RuinDying on a high mobility killer. BBQ helps me know where to go and when, and Shadowborn helps me not throw up as her.

    Bubba

    https://us.v-cdn.net/6030815/uploads/U9P0BRDF8KAC/image.png

    Extra speed add-ons allow me to catch up to people significantly easier and make the chainsaw so much more deadly. Same with extra time per charge. RuinDying because- well- RuinDying. Bamboozle removes Bubba's one hard counter- windows. BBQ for the same reason as usual.

    Freddy

    https://us.v-cdn.net/6030815/uploads/QLGCEHVVEROS/image.png

    Blindness add-on because ######### your OOO. STBFL is godly since Freddy's an M1 killer. Surge is really, really helpful too. Then, the BBQ/PGTW combo on Freddy? Basically wins you games by itself.

    Pyramid Head (Daddy Dorito)

    https://us.v-cdn.net/6030815/uploads/PCA7ESU9P4RZ/image.png

    RuinUndying because- yeah. Double range add-ons makes your POTD even more deadly than it already is. I'm All Ears because wallhacks which, on a killer who can hit through walls, shouldn't ever- ever- be underestimated. BBQ finally for more points and to know which gens to pressure.

    So many RuinDyingBBQ cores; I know I'm really creative.

    yo where'd you get those perk icons? 👀

  • If you're more worried about getting pips instead of kills, Legion is probably the best killer for that purpose.

  • @Hopesfall said:

    https://forum.deadbydaylight.com/en/discussion/comment/1718610#Comment_1718610

    my point is i want to be able to use more than a handful of perks and killers if I want to actually win. The game is not designed in a way that every killer can win at red ranks with builds that aren't meta or ultra sweat. I'm constantly rank 1 so the whole "git gud" is a lazy response, getting good isn't the issue, it's having the ability to use interesting builds on any killer and not getting dick punched because of how the game's designed.

    I agree. The meta has been very stale, small, and in need of some work. We really need to see a bunch of weak perks get a buff. However, I think that a lot of players gloss over some killer perks that are kinda in the meta because they don't work as well on every killer as the ones you listed.

    For example, Surge is incredibly powerful on killers like Wraith and Ghostface and is still good on all other M1 killers. It gives a modest bit of regression and an excellent amount of time efficiency.

    Surveillance is also a perk that a lot people tend to forget about. It gives you a massive amount of information, especially when combined with perks like Surge, Ruin, or Pop (since you get more out of kicking gens).

    Infectious Fright is a good information provider if you like to play aggressively. This is best on killers like Oni or Billy, and less useful on defensive killers like Hag or Trapper or killers with small terror radiuses.

    I can list some more if you want. You can also ask me for tips on playing a certain killer well and I can give you perks that are good for them and advice where I can.

  • I like playing at red ranks as killer, and I play a lot of Bubba and Wraith with only a couple of those perks you deem necessary. If you want to relax and play for fun, do that. If you get your fun out of trying your hardest to win (like I do), then do that. If you want to relax but get upset when you lose, either become good enough to do that or go play a different game. You need to improve so that you can have fun with your current mindset, so focus on improvement instead of complaining on the forums. The former will actually help you enjoy the game more while the latter will just make you feel worse.

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/1714813#Comment_1714813

    @Exerlin Or the neverending mending Legion, the moonwalk Legion, the no cooldown swing Legion XD

    hey, no cooldown Legion was fun! Although the other two were complete ass

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/1714793#Comment_1714793

    @Exerlin You forgot the infinites and my favorite, permanent sabo'd hooks XD Hooks wouldn't come back after sabo'ing with the perk so you could literally make it impossible for the killer to do anything but slug XD

    oh yeah haha, I forgot about those! All of that was just from memory, so I don't doubt there's a bunch of other stuff I missed, like the Unrelenting + Save The Best For Last combo

  • DS was initially useable by every survivor when they were first picked up. It was later nerfed so that only the obsession can use it that way while non-obsessions needed to reach 33% wiggle to free themselves. Then it got reworked into its current (and more powerful, imo) form.

    You used to be able to sabotage trapper's bear traps permanently. Sabo all of his traps, and he was trapless the rest of the game.

    Mettle of Man activated after 3 basic attacks on its release. This made it incredibly powerful against killer like Wraith and Hag, but nearly useless against killers like Huntress that often didn't M1 survivors.

    We'll Make It used to give you a speed bonus when healing yourself. It was possible to heal yourself faster than the killer could hit you.

    Sprint Burst and Balanced Landing used to be on separate 40 second cooldowns.

    Nurse used to move at normal killer speed and have 3 base blinks.

    Survivors used to vault incredibly fast and medium vaults weren't a thing.

    Huntress didn't lose Play With Your Food stacks when tossing hatchets for a moment.

    Myers could stalk multiple survivors at a time.

    Good skill checks used to give you bonus progression.

    Brand New Parts would instantly complete a generator, regardless of its current progression. 4 survivors each with a BNP would only have to work on 1 generator.

    A very rare and ultra rare addon for medkits used to instantly heal a survivor. The ultra rare one would heal two health states.

    Borrowed Time used to proc only once per match, but protected both the unhooker and the unhooked. Getting hit under its effect caused the survivor to start "bleeding out", and after 30 seconds, they would be put back in the dying state. Only healing would pause the timer, and being healed would simply put you into the normal injured state.

    Dead Hard used to have no special animation. It just looked like the survivor was lagging.

    If you want to see more weird, old features, look up some of these things: Pallet vacuum, dribbling, and insta-blinds

  • Right now it's been Blood Pact and Mindbreaker. Mindbreaker is so much more consistent with its recent change, and Blood Pact is nice for its easy aura reading. Never thought I'd ever say that I actually like Mindbreaker, though

  • @bangbison said:

    https://forum.deadbydaylight.com/en/discussion/comment/1712590#Comment_1712590

    Nice list. I’m never toxic, or at least am not if the killer isn’t. I don’t take op perks except DH if that counts. I just don’t know what I’m doing wrong. I’ll okay normal, and it’s not even like long chases and the others will do about the same. I just keep getting tunneled right off of first hook and don’t get to play much after. And it’s always aggressive. Like, just bolting back after a save. Like they don’t want me to play this match.

    https://forum.deadbydaylight.com/en/discussion/comment/1712596#Comment_1712596

    I don’t use DS, but I always feel like I should. Just never gets use when I run it. I do run to tiles and try my best, but usually I’m panicking at this point. So very easy to mind game me. I take DH, but just for fixing mistakes or getting that little extra distance.

    https://forum.deadbydaylight.com/en/discussion/comment/1712603#Comment_1712603

    I just don’t appreciate getting unhooked and then being chased immediately. I guess just that. Being chased after getting unhooked. Like, not having time to do anything else but run for your life.

    DS is an incredibly powerful perk if you decide to utilize its minute of immortality, but I find it very boring to use (and a bit unfair at times). Instead, I've been bringing a different exhaustion perk like Blood Pact so that I can be sure that an obsession spawns in each match. This has pretty much the same effect most of the time since a lot of killers try to play around DS even when it's not in anyone's kit.

  • I have found that intentionally tunneling someone to get rid of their DS is valuable if they can be downed quickly. If the only injured player is the recently unhooked one and they are in a fairly unsafe spot, I'll chase them. If the unhooked survivor is the only person I see, I'm not going out of my way to avoid them.

    That's generally why killers tunnel. If you want to avoid being tunneled, make sure you bring an exhaustion perk and learn correct pathing so that you can get to a good tile (or set of tiles). Doing that will make tunneling you too costly, and you will find that smart killers will opt to split their pressure instead of chasing you.

  • Same rules apply to when I have fun with a game in general: If they were meta slaves that used/abused their perks to their fullest extent, then I am going to be upset because I would have had an awful time the entire match. If they didn't and beat me because, you know, they're just better at the game, then I'll probably come out of the game feeling a little down, but not frustrated and awful.

    If the former happens and I've been playing a killer I'm still learning (like the game I had today as Wraith with an ormond offering, hatch placement offering, and key ), I'm either going to stop playing for the day or swap to one of my comfort killers (Bubba and Hag)

  • First one looks like she used Dead Hard

  • @BodamEscapePlan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1711542#Comment_1711542

    Do you have to have bought the "Battle Pass" to be able to do so? If not, I'm not sure why it's not showing up for me.

    Yeah, it replaces the "buy" option when you buy the pass. It's $1 per tier.

  • I mean, Buckle Up wouldn't help much anyway since all it does is tell you how much the survivor has recovered. When you have an 8 second heal, that info's pretty useless anyways.

    I do wish he had better perks though

  • Toss in We'll Make It and see if you can pull off a sweet 5 second dying state heal! Or Botany or Desperate Measures for much more consistent results. If you can get some of your teammates to run Soul Guard, that would be great too, but that's about it for the perk's synergy.

  • Easily Laurie. 1 god awful perk and 2 obnoxiously oppressive perks.

  • @Demonl3y said:

    https://forum.deadbydaylight.com/en/discussion/comment/1702915#Comment_1702915

    I think 100% is definility too much, escpecially since it would completely kill every other heal perk. But 50% is way too bad either.

    Maybe they even should add another side effect

    Maybe it should give you a healing boost while healing someone else while you're injured too. That'd be great

  • Autodidact - Remove the initial healing penalty and reduce each stack bonus to +10%. The initial penalty really kicks my ass

  • take all of their stats with a plate of salt, unless you also want to make the argument that Nurse is the worst killer in the game and Pig is 2nd best.

  • It just doesn't feel good to use. I probably will go the rest of the event without using it again.

  • @indieeden7 said:

    Tbh I was expecting Nea to be the first LGBT survivor (I don't mean to enforce stereotypes but come on, just look at her) but so far there hasn't been any evidence of her being so. Other than that I can't really decide who I would think was LGBT. Maybe Zarina? None of them seem to have any obvious tells about their sexuality.

    yeah, im gonna be super surprised if Nea isn't revealed to be trans or bi or something in this archive

  • welp, there goes my sabo+breakout build for a few months

  • I really liked how you could earn vials and spend them on the blighted outfits last year. That was a very good and engaging part of the rift imo, and it's very sad to see that concept go.

    I love how the special flowers are back, but they don't seem to do anything special. Without the vial system, what's the point of harvesting them? This would have been the perfect opportunity to enhance this annual event and bring the vial that you fill up in-match back. Combine that with some vials from the free track of the rift and you got the best of both worlds.

    This year's event is just a huge disappointment... At least we had some free outfits to choose from last year, but now we just have the neat survivor addons, the ######### killer addon, and 6 new blighted outfits, only 3 of which can be earned without auric cells (for the highest possible shard price...). It's just a mess and it sucks

  • I think both should be useable and obtainable after the event period, but it's whatever. Better to have some then none. The killer addon sucks balls anyway

  • I find the whole tactics part of survivor the most fun. I like figuring out a game plan to help you and your team survive and adapting it to work with the current situation. Execution is simply a test of my plans and gives me great feedback on how I can play that scenario better.

    If you are having braindead chases, then you may not be going against good killers at all. I wouldn't call looping braindead against even a good legion if there are line of sight breakers involved. Maybe since you're almost red ranks now, you'll start to get those types of killers more often.

  • Streetwise and Built To Last. Neither are really worth using by themselves, but combining them would make for a very solid item endurance perk.

  • @Pawcelot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1678390#Comment_1678390

    Its a poor excuse. Its technically true but they should still be a team altogether. DbD is struggling on so many fronts in terms of bugs, some that have been long term, and letting one team pump out new content that keeps breaking more stuff while another team is trying to fix everything.. its not.. a smart decision.

    It's a fine decision and it's probably the best to have separate specialist teams for bugs and new content. Where they're screwing up seems to be in their distribution of the teams, but there probably isn't much they could do without pushing back the release schedule.

  • I think it would simply make the game more fun. It would allow for more diverse builds, and while I'm positive that some players will simply slap on a 5th meta perk, I think that both sides getting the extra slot would balance itself out for the most part.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/1669531#Comment_1669531

    I can also enjoy solo q, the issue is that a lot of times that fun can be cut out not because of my performance but because of a bad team.

    I get that. Have you tried reaching out to other good players and tried to create a little duo SWF or something? Having at least one teammate you can rely on each match would be good

  • I enjoy solo queue occasionally. You don't have to run full meta to do well in it, but just having a couple "good" perks would probably make the game more enjoyable. Personally, I like to run with Dead Hard and/or Adrenaline in almost every build I play with.

    You said it yourself though: You're burnt out. Go take a break and maybe come back to the game when playing it doesn't feel like a weight is being placed upon you

  • Off The record gives you constant aura-blocking for 80 seconds, so I don't think it would need any changes if Distortion got a buff.

  • I buy it if I would feel satisfied with my current progress. Didn't get too far in this rift, but I bought the premium track and got the nice Wraith and Hag skins I wanted

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/1667791#Comment_1667791

    I kind of like this one even better than my own (or the others) but I would think the "cool down" should be 60 seconds at Tier-1, 45 seconds at Tier-2, and 30 seconds at Tier-3. *But with a Cool down I think it should last a flat 10 seconds.

    I'd agree with you if it didn't also get rid of scratch marks for 10 seconds. I think that effect would need to be nerfed if it could proc every 30 seconds.

  • I think that Distortion would be better suited as a cooldown perk instead of a token perk. Allowing Distortion to activate once every 45 or 60 seconds would make it a very useful and consistent perk.

  • Give me a multi-bodied killer that actually has that part of their power. Either have two different people control the two bodies, or allow the sole killer player to swap between the bodies at will. Give us the killer that Legion should have been.

  • I'd implement a more interesting perk, addon, and cosmetic system.

    For the perk system, everyone would get 5 perk slots and 10 perk points. Putting a perk into a slot takes up points, removing it refunds the points, and better perks would generally require more perk points. This would allow for an additional balancing tool and more consideration put into creating builds. This would also come with a save feature that allows players to save, name, and load their builds at their leisure.

    For the addon system, killers can bring in one common addon of their choosing for free each game. This allows killer players to slightly buff their killer in one area of their choosing without having to worry about finding the addon they like in the bloodweb. Killers don't need to play a common addon either, so you can still go addon-less or bring multiple uncommon+ addons if you want to. Each killer would have a total of 5 common addons with 1 of those 5 being a detrimental addon.

    Survivors also get a touch-up on their addon system. Survivors will be able to find a special addon in each realm that is unique to that realm. These can be picked up in the realm and are added to your survivor's inventory if you escape. If you have the item that can equip the special addon in your hand when you are at the pickup location, you can use the alternative action key to apply it to your item if it has an addon slot available. If you have an incompatible item, you can put the special addon in your pocket without having to ditch your current item. These special items could be some like an experimental serum found in Lery's Institute for a medkit or a weathered gas can found in Autohaven Wreckers for a toolbox.

    Finally, I'd touch up the cosmetic system. I would add a fourth cosmetic option so that stuff like the fourth anniversary crown can be used with any cosmetic. I would also allow for 2-piece cosmetic sets so that we stop having the issue where an un-obstructive head cosmetic is locked into two items that should be in a set with themselves. For example, this allow let Jane and Nea's set heads to be used outside of that set and possibly use a child model to fix any missing features (such as the back of Nea's set head cosmetic being completely bald instead of just having very short hair).

  • It's really useful when you're up against Ruin since blocked generators pause regression.

  • I know very little about Native American culture and folklore, but I'm sure there are some cool creatures there that could make for some really cool killers

  • LOL I play one character in every tier in this list (Nea, Yui, Dwight, Nancy, and Jeff). My builds reflect that too

  • "Effect timer stops in chase" - Oh god not this again

    Your idea for Hemmorhage sounds good, but I think that it should apply a small hindered status effect after 90 or 120 seconds. Hindered is a very powerful negative effect and handing it out after the survivor barely got a chance to heal would be too powerful, and downing the survivor automatically after 90 seconds would just be awful.

  • Slight buff. Just slap on +5% to each of its tiers for a max of 25%. 20% is good and all, but back in my Brutal Strength + Fire Up days, I'd get one stack and already feel a little difference.

    If we're looking for perks that need a buff though, I think Fire Up needs it much more than Brutal Strength does. BS is nice on its own and is always somewhat useful in a match, but Fire Up by itself gives too little too late. Much rather touch that perk up, yeah?

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/195803/psa-healing-speed-bonuses-are-not-and-never-were-capped-at-100

    Thank you. I was getting tired of the fallacy shared by many about the 100% cap, and the misunderstanding of how We’ll Make It works.

    I'm also glad that this is getting clarified now. I guess I missed that bit in the video when I was watching it the couple of times I have.

    I guess We'll Make It can actually be useful in healing builds after all

  • Lullaby now doesn't notify the survivors that it's in play until it gets at least 1 stack, so I'd say that's quite a big buff. Now the survivors will not have ample time to clear the totem before the killer can get pressure out. Unless of course, someone just stumbles upon it at the start :/

  • @KingFrost said:

    Features and Content

    • Added a New Killer "The Slasher" Jason Vorhees
    • Added a New Survivor Tina Shepard
    • Added a New Map Camp Crystal Lake
    • Adjusted the FPS for Console to 60 FPS

    Balance

    • The Trapper can now carry 2 traps at base. He can also summon disabled traps from a distance of up to 32 Meters.
    • The Wraith now moves at 5.8 m/s while cloaked. Add-ons have been adjusted accordingly. Uncloaking Speed is now 2.5 m/s. The Wraith's "Shimmer" can now no longer be seen from a distance further than 12 meters.
    • The Shape now moves at 4.4 m/s in Tier 1 and enters Tier 2 20% faster. While in Tier 3 The Shape will break pallets 50% faster as well.
    • The Hag can no longer place traps within 2 meters of a hook.
    • Iridescent Head now only works from a distance of 15 Meters or further
    • The Pig's speed while crouched is now increased to 4.0 m/s. The Pig's Ambush Attack now lasts for six seconds. The Pig's traps now have the timer increased by 15 seconds. 5 Jigsaw Boxes will now spawn in every trial, and survivors must find TWO keys in order to get traps off their head. Her addons have been adjusted as well.
    • The Clown is now quieter when vaulting. Survivors hit by the Afterpiece Tonic are now affected by the "Drugged" Status Effect. Drugged Survivors hallucinate skill checks, and will intermittently have blurred vision. Survivors can slap each other in order to get rid of the drugged status effect.
    • Stridor no longer works while The Spirit is going into Haunting Phase.
    • The Legion's stun duration is reduced by one second per survivor hit during Feral Frenzy. The Legion no longer loses all of their power when they miss an attack. The Legion no longer loses half of their power if they make a basic attack. Their addons have been adjusted as well.
    • The Ghostface's power now only takes twenty seconds to recharge. His add-ons have been adjusted accordingly.
    • The Demogorgon's speed opening Portals and Of the Abyss have been adjusted to match his brown add-ons Rat Tail and Rat Liver. The Demogorgon is now quieter when Undetectable after coming out of a portal.
    • Memento Mori offerings have been disabled until the Update Patch. The New Memento Mori will require each survivor to be hooked in the trial before you can kill a survivor by your own hand.
    • Keys have been disabled until the Update Patch. The Hatch will no longer spawn until all 5 generators are complete, or only two survivors are remaining and 4 generators are complete
    • Decisive Strike's stun time has been reduced from 5 seconds to 4 seconds
    • Cleansing Hex: Undying now causes all Revived Hexes to revert to dull totems
    • Created a visual effect for the Endurance Status effect
    • Scratchmarks are now more visible on Grass
    • Added an Indicator in the H.U.D. if the killer is within 16 Meters of a hook.
    • When a Survivor Disconnects, they now leave behind a 'husk' The Husk will disappear after 120 seconds.
    • Brand New Parts now cause the gen to turn green for the killer, notifying them that its being worked on
    • The Perk No One Left Behind now no longer has the exit gate requirement
    • The Perk Solidarity now works with Med-Kits
    • The Perk Poised now works for 8/10/12 seconds
    • Lucky Break now activates only for 40/50/60 seconds, but is activated whenever you enter the injured state. It then becomes disabled until you heal fully.
    • Visionary now also shows the aura of the Exit Gates within a range of 32 meters
    • Boil Over now disables the killer's ability to see the aura of hooks. Struggle effects on the killer are increased 50/75/100%
    • Stake Out now only takes 10 seconds to gain a token, and can get up to 8 tokens.
    • Deja Vu now reveals to you the aura of any generators you have interacted with, and the aura of the 3 generators closest to you for 30/45/60 seconds
    • Added a Totem Counter to the perk Small Game
    • When Camaraderie is active, other survivors receive the Camaraderie status in the HUD
    • Autodidact now doubles the chances of receiving a skill check while healing
    • Diversion now has a 60 second cooldown instead
    • Babysitter now allows the survivor you unhook to see the Killer's Aura as well
    • Repressed Alliance now only takes 70/60/50 seconds to activate
    • Hope now also gives you the "Haste" status effect for 10 seconds every time a generator is completed as well
    • Off The Record now also hides your scratchmarks while active
    • Lightweight now makes your foosteps 25/50/75% quieter as well
    • Second Wind now activates after 30/28/26 seconds
    • We're Gonna Live Forever now gains tokens for healing a survivor one health state as well as picking a survivor up from the dying state
    • Buckle Up now allows you to heal a survivor in the dying state faster
    • Distortion regains a token whenever you're unhooked
    • Object of Obsession now has a cooldown of 30 seconds.
    • Flip-Flop now converts 100% of your recovery to your wiggle bar, at a maximum of 40/45/50% You can also see the aura of hooks while in the dying phase
    • Fixated no longer requires you to be healthy to walk faster
    • Monstrous Shrine now gives survivors the oblivious status when entering the basement
    • Territorial IMperative now includes the Killer Shack
    • Mindbreaker now works on all generators, not just ones with less than 50% progress
    • Beast of Prey now causes you to gain bloodlust faster
    • Predator makes scratchmarks turn from red to yellow to indicate the direction (with older scatchmarks fading to yellow)
    • Insidious stays active for 3 seconds after you start moving
    • Cruel Limits is now map-wide
    • Hangman's Trick now reveals auras within 6/8/10 meters of the hook.
    • Unnerving Presence removes the great skillcheck area
    • Dying Light Obsesion's healing speed is reduced to 20%
    • Surge no longer has a cooldown
    • Unrelenting now reduces the cooldown of basic missed attacks by 40/45/50%
    • Blood Echo now lasts 60 seconds
    • Bloodhound allows you to see the aura of blood with 4/6/8 meters
    • Overcharge now instantly regresses a generator 3%. An additional 6% is regressed if the survivor misses the tremendously difficult skillcheck.
    • Survivors are no longer notified of Huntress Lullaby until at least one Token has been earned
    • The Bloodweb has been reworked. Once you've unlocked a teachable perk either through the shrine or through the bloodweb, all characters will learn Tier 1 of that perk. This will carry over into prestiged. This is in an effort to reduce the considerable grind for new players and old.

    Happy 5th Anniversary! And good luck in the fog!

    Woah that's a lot of stuff. I read it all, and I'm a pretty big fan of a lot of your proposed changes, especially the Flip Flop and Fixated ones. The only ones I think are too over-buffed are Off The Record and Cruel Limits. I can easily see those two becoming deeply ingrained into the meta if those changes went through.

    Also, I'm pretty sure Hag already can't place traps within 2m of a hook? Or at least 1m

  • I'm sorry to hear that you're not having a great time. Hopefully we get a good MMR system soon

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