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FIEND8LOODED

FIEND8LOODED

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FIEND8LOODED
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  • I got Clown. Interesting, I've been considering levelling him up. I'm not sure how I feel about those results though seeing as I main Doctor.

  • @ChurchofPig said:

    That's weird, I wonder why it got changed? Was it back during his rework and just no one noticed? Hm, weird.

    During his rework is when I was thinking, I don't check backstories super frequently though so I can't be sure.

  • @ChurchofPig said:

    Where are you looking in-game for his backstory? He has both archives and backstory lore. The backstory can be found in character info and the archive lore is in the archives. The backstory lore should be the same on the wiki as it is in-game since I'm pretty sure they basically copy and paste it.

    I'm talking specifically about his backstory, and It's definitely not the same. I'll copy and paste both of them so you can see the difference.

    In-game:

    Showing exception aptitude in psychology, Herman was handpicked for special training in an advanced neuroscience program located in a secret black site facility in Illinois known as the Léry Memorial Institute, really a front for the CIA. This is where Herman met Dr. Otto Stamper where under his guidance, Herman began to use strange and ever increasingly vicious methods to extract information from prisoners sent to the institute, which was also a covert prison and re-education center for whoever was the USA's current nemesis. His liberal use of violent electroshock therapy revealed dramatic results and several threats to national security were uncovered.

    Over the years, Herman became known as The Doctor and no one ever questioned if he had even held a medical certificate or even what happened to the prisoners after they had given up their information. It was only after the Léry Memorial Institute went silent for a week that the true horror was finally discovered. The personnel, patients, and prisoners were all found dead with all types of head trauma. All personnel and prisoners' bodies were accounted for, including Dr. Otto Stamper, but no sign of Herman "The Doctor" Carter.

    Wiki:

    From an early age, Herman Carter understood the human psyche. To analyse and de-construct something as powerful as the brain intrigued him. He was an apt pupil and gained the attention of his teachers. He excelled in high-school and was published in "Partisan" - a psychology gazette. Within a year, Carter was fast-tracked into Yale's advanced neuroscience programme, really a front for the CIA. Brainpower is a must if you're about to conquer the world and demolish foes across the pond. The CIA understood this, so interrogation and intelligence became their number one priority. All they needed were brilliant people - like Carter.

    Carter and other top-tier recruits were transferred off-campus and into a secret black site facility in Illinois known as the Léry's Memorial Institute. A protégé craves a mentor, and that's where Mr Stamper stepped in, who taught Carter that information is everything and knowledge is power. He was given all instruments needed, a guiding hand, and more or less everything he asked for. He never realised that sunlight had started to become so scarce, that he too was kept in the dark. Because knowledge doesn't only give you power, it also transforms you into a threat.

    To extract information was his mission. Mr. Stamper encouraged Carter to go further and not to consider this a normal medical facility - no eyes were watching them, there were no rules to abide. The agency just pointed Carter in the right direction, then he started to take a few steps back as he saw how Carter could walk on his own. Docile test subjects were exchanged for real, live spies. People that played a role in the troubles outside the facility. Carter shouldered this new role - Project Awakening took form, and on paper Carter described it as "experimental interrogation". It was approved and over a few months, nobody knocked on his door. Screams and moans filled the corridor outside his lab, but wars skew people and what they accept - as long as the enemy is kept at bay. The fluorescent lights flickered more and more often. Electro-convulsive Treatment became a standard dish on the menu. Prisoners held at the facility begged the guards to take them to any other lab but Carter's. Rumours were disregarded in the beginning.

    Over the years, Carter became known as The Doctor and no one ever questioned if he had even held a medical certificate or even what happened to the prisoners after they had given up their information. It was only after the Léry's Memorial Institute went silent for a week that they finally uncovered the true horror of what had happened there.

    Carter's experimental information extraction had turned to horrific and bizarre torture. Patients and prisoners were found dead or in vegetative states with all types of head trauma. In his office, they found the most terrible discovery of all. Mr Stamper himself, his head peeled open and an array of electrodes and sensors inserted into his still working, but annihilated brain. There was no sign of Herman "The Doctor" Carter, but his research papers suggested that he had been using the prisoners as part of awful ECT experiments as he searched for the panacea of mind control.

    The government didn't want to know. The black site was condemned and all knowledge of the Léry's Memorial Institute redacted forever.

    As you can see the difference is huge! The wiki version (by which I mean the older version) is longer, better written (at least in my opinion) does not include Stamper's first name, and has a different outcome than the in-game version (with some of the patients and Stamper himself still alive, but with their minds irreparably damaged instead of all dead.) His backstory even alludes to his addons!

    I have no idea why they would have changed it. It's not like they shy away from long backstories. (Cough cough, TRICKSTER)

  • I'm sorry you got chased in Dead by Daylight by a killer from Dead by Daylight? I don't know what you're looking for here.

  • Med-kits, pharmacy, inner strength, botany knowledge, desperate measures. I hate to break this to you but sometimes to make perks more viable you have to pair them with other perks. This is something colloquially known as "perk synergy." The game even allows you to pair up to 4 perks together! Isn't that great?

  • New Doctor is much better. He looks much less corpse-like now thanks to the skin tone being changed to look like it actually has blood flowing through it, as well as a more discernable facial expression, and one that takes effort to pull off at that. Before I registered his face as being neutral behind the gear, only smiling because he's being physically forced to, but now he looks angry. The visible anger is especially nice on him as he's a character that's easily read as brutal, hateful, and plagued by frustration in his lore. Very nice.

    And this isn't even mentioning the rest of his body! It's obvious now that the gear on the top of his head is actually making contact with his skin, as the skin tone is consistent throughout his head now. His coat now buttons up on the correct side for his gender, his sleeves are very obviously torn off instead of burned off...? His belt looks like it's actually impacting how his coat hangs off of his body, his tie is shiny and looks like a tie instead of a thick hourglass shaped piece of black fabric, and his collar isn't awkwardly curled on his shoulders.

    It's a great visual change across the board. Extremely well done.

  • Honestly I think it's a good thing that survivor auras match generators. This allows survivors to counter the perk without having to get in a locker, but also has counterplay to that counterplay because observant killers may still be able to notice a little bit of survivor aura poking out from behind the gen, depending on the survivor's playermodel and positioning.

  • Oh well when it's that easy who knows why they haven't made 100 perfect killers by now! How silly of the devs, they should have just done better for you specifically. /s

  • Depipping because you got camped isn't a big deal though. Ranks in general don't mean a whole lot, and they'll mean even less if/when MMR gets implemented. (assuming it actually works)

    If you are being camped then the killer will get less points. If your teammates are competent then they can leverage that camping against the killer in the early-mid game by doing gens. If you're being camped at the end game when gates are powered then I don't know what to tell you, other than it's not something that needs to be punished. I'm sorry you've had some rough games, but camping doesn't need to be nerfed just to compensate for an unfortunate experience.

  • These are perks that don't really need reworks though. I don't know what it is with this community but not every "bad" perk has to be reworked to be S-tier. The perks are fine, they're just niche. You can still run them and escape.

  • "I don't like Wraith, nerf him."

    Do you hear yourself?

    1. Leatherface
    2. My first survivor main was Dwight and it's been Dwight (almost) ever since.
    3. I THINK my first main was Doctor, I can't say for sure. Now I still main Doctor, but also Demo and Wraith as well.
  • I thought you meant visual design so naturally I scrolled past everything to find where Doctor ranked. Got upset at him being so low behind actually reading what aspect of design you were ranking. I agree that there's a lot of missed potential there and it's especially sad because he already got a rework. I doubt he'll be getting any substantial changes anytime soon after that.

  • Huntress already exists.

  • @Superyoshiegg said:

    Two of the three best Killers in the game (Nurse and Huntress) are free, and the third can be accessed with shards (Spirit).

    The majority of meta perks on both sides are available on free characters (Meg, Claudette, Jake, Bill, David, Hillbilly, Nurse, etc).

    The majority of Chapters don't contain game changing perks or Killers, and are there to provide variety. Licensed Chapters are paid only for legal reasons, there's nothing to be done there.

    This game is far from Pay2Win. Sure it costs a lot of money to get every bit of content in the game, but the universally agreed best Killers and Perks are available for free.

    And what, that makes it okay? That makes it okay to hide the majority of the game's content behind paywalls or obscene grinds? Because the best killers and survivor perks are free?

  • Just how much this game and its DLC costs sucks for new players and veterans alike. Personally I like making builds centered around specific things. A build made to make the exit gates as hard to open as possible, a slugged build, a chest build, flavorful killer and survivor builds, and it sucks to have to buy every new release just to get perks for these builds. I don't like shelling out more and more and more money on this game just so I can continue to enjoy it.

    And I sure as hell can't recommend this game to my friends because of that obscene hidden price tag.

  • While I'd love to say Doctor since he's my main and I don't see him often, I think Twins is criminally underrated. I'll never forget the time I played against a really good Twins player that really understood them and their capabilities. It was oppressive honestly, but in a way that's fun to watch/play against, at least to me.

  • In my experience it's basically the opposite of BM. When I'm chasing the last survivor and they stop, turn, and drop their item for me, I usually give them the hatch because I found it funny.

  • Technically speaking this is good, it adheres to all the values consistent with exhaustion perks (150% movement speed, exhausted for 60/50/40 seconds) but I also feel like this would make Dead Hard the worst exhaustion perk. That activation requirement is so specific that I don't think it would ever see use anywhere other than low ranks, as in high ranks (at least in my experience on both sides) killers seldom miss a basic attack. Not only that but I personally feel like Dead Hard is fine as is? I don't think it needs a rework.

  • With how you started out I was worried you were going to propose a change that tried to eliminate the searching chests aspect of the perk. That aside, I think what you suggest is a good change. It would make it easier to find chests without Plunderer's but even with Plunderer's too. Plunderer's only works if the chest is closed, if a teammate finds a chest in a generic tile and opens it before you do you might never even find it since there's nothing of note nearby, and Plunderer's instinct won't show the chest location anymore.

  • There are so many problems with this. Firstly, not all survivors are on comms. When I play survivor I basically exclusively play solo, and I would bet my life I'm not somehow the only solo queue player in the game. Secondly, not all survivors on comms are good. Some people are just casually playing to have a good time with friends. Should we be giving Killers an edge just to punish that?

    • only 2 killers are viable at red ranks (nurse and spirit) it's obvious killers need buffs

    No. No, they're really not. Red ranks isn't anything special. I would know as a red rank killer main who primarily plays Doctor, Wraith, and Demo, three killers that aren't Nurse and Spirit, and that aren't even top tier. Red ranks are not all that.

    This isn't even mentioning all of the balance issues adding a fifth perk spot would bring. That would allow you to bring enough hex perks to fill more dull totems than a map spawns with, so they'd have to change that. On top of that a fifth perk slot would also allow killers that are already strong AND that already have strong perk combinations even more room for potentially game changing perks. Imagine a world where a killer could run 5 gen slow down perks at once. Do you want that?

    A single extra perk slot can do a lot. And for what? To combat survivors on comms? I agree that a fair few killers aren't in a great spot right now (cough cough TRAPPER cough) but I don't think the solution is a fifth perk slot for killers.

  • Do you have an example of his PTB walk cycle? I can't remember it.

  • Finally, somebody talking about the real issues with this game.

  • "You can't bait it out"

    But the thing is that you can. I can reliably bait out Dead Hard as Doctor just by charging my shock therapy for a second. Lots of killers can bait out Dead Hard by doing things such as tapping right click to trigger only a second of animation (Wraith, Doctor), holding a hatchet as Huntress, aiming with Deathslinger, or charging a shred as Demo. All of these things, in my experience, have worked well to get somebody to Dead Hard prematurely.

    And if you don't have some action you can do at little cost in a chase (such as when you're playing Hag or Trapper, as they have to stop entirely to place traps) you can just wait for it. Keep chasing, wait for the Dead Hard, then hit them after they use it. If you're right behind them chances are they'll use Dead Hard to try and salvage the situation. Then, when they use Dead Hard and you don't swing, they'll have nothing and you can down them right there.

  • The icon might give it away but I really like him! I think he's got some of the most interesting add-ons in the game. I really like that most of his add-ons have a practical effect (such as reducing cooldowns for example) and ALSO a madness effect (fake pallets, fake terror radius, etc.) because it means you can still get some useful practical effects while also having secondary effects to screw with survivors.

    I ALSO think he's got some of the coolest cosmetics in the game, and that his story is intriguing. Never do I groan when seeing I'm up against a Doctor. He can be frustrating to play at times, but I think ultimately he's fun to play too. He has just so much potential for screwing with survivors.

  • @Mandy said:

    We have not communicated a date as to when the release date will be.

    Darn, alright. Looking forward to the Doctor graphical update going live. :)

  • I agree that keys should be nerfed but "gutted into worthlessness?" Really? That phrasing makes me think you think they should be game changing. The worth of moris is that you get to see a cool animation and you don't have to hook someone a third time. As offerings, the type of item most often used to increase bloodpoint gain and decide the map, don't you think their effect shouldn't be game changing? From what offerings are available it seems the devs want these to only make slight changes to the upcoming trial unless stacked. (see: fog offerings, chest offerings, luck offerings, hook offerings)

    (And yes, I know map offerings can be game changing too, but I'm fairly certain they're not intended to be. They're only game changing because maps are poorly balanced.)

  • Sometimes it's necessary, sometimes it's not. Do you have a survivor hooked right next to a high priority gen or partially opened exit gate? Are the other survivors all rushing to the hook only seconds after the initial hook to save right in your face? I'd say camping is a good idea then. Otherwise eh.

  • No? People playing a game doesn't ruin the game, the devs that choose to balance the game around them does, and even then it doesn't RUIN the game, it just makes the game worse.

  • Personally I'm not excited, but I don't think it'll be bad or anything, at least I hope it wont be, I just don't know anything about Resident Evil and I've had my fill of licensed content regardless.

  • I've quit the game on a couple occasions, I think maybe 2-3 times over the span of 4 years or so, all times because the unpleasantness and frustration of it all became too much for me to deal with in a healthy manner. Yet here I am, active in the game once again and active somewhat on these forums too.

    As for why it's like someone above me said: there's no other game like DBD out there. No popular ones at least. If I want an experience like what DBD offers then I have to come to DBD itself. Plus I just enjoy the perk mechanic. I always like a good chance to talor the game to the way I want to play it, to make gimmicky builds and try to maximize my ability to do this or that, and DBD lets me do that.

  • Yeah I'm honestly kind of disappointed with the Wraith changes. The new cloaked speed is definitely nice, but I feel like it's changing reliance from one add-on (Windstorm) to another (Swift Hunt). One of his main strengths I feel was him being able to get in that first hit thanks to the speed boost after uncloaking, but with his new decreased speed it feels a lot harder than before. Not to mention it just feels bad to get slowed so severely for a couple seconds just to gain the ability to interact with survivors.

    I feel like it would have been completely fine for him to just have his cloaked speed buffed and nothing more, I don't understand why that had to take something away from him. Do the devs really think that giving him permanent Windstorm is going to bring him up to S tier?

  • @tactic said:

    I feel like dream snares are more powerful as they can be placed anywhere and can mess up survivors at any point in time (not just mid-chase)

    But then again, seeing a survivor drop a pallet to stop me only for it to turn to blood in front of them is priceless, and makes it a lot more fun than using dream snares.

    That being said, dropping a fake pallet mid-chase does kinda suck for the survivor lol.

    Which one would you guys say is more powerful, and which is more fun to play with/against?

    Definitely snares. Dream pallets are just glorified Calm pallets, and are kind of situational. You can use snares on any kind of loop, whether it be one with a window, a pallet, both, or neither, whereas dream pallets can ONLY be used in loops with pallets.

  • @Volfawott said:

    https://forum.deadbydaylight.com/en/discussion/comment/1134586#Comment_1134586

    It was strongly hinted in a dev stream the head gear isn't his doing

    Where? Which stream?

  • @leyzyman said:

    So, I stated a while ago that I am taking a break. Still havent touched the game in around 2 weeks, but I am still getting on the forums a couple times a day around 3-4 days a week.

    When the new dlc comes of, I'm gonna get back on. Idk how much I will play, but I will see what is going on. What I want to know is how you guys are still playing after all this time without a break?

    Simple: I have an unhealthy addiction to anger and frustration. This game easily provides that.

    But even with that masochism considered, I had to take a year long break from this game just because of how awful the people who play this game are to each other. I honestly think you should make the break permanent, and forget this game. There are much better things to be doing with your time, things that aren't frustrating or angering or anything else.

  • @ZoneDymo said:

    Thats a wall of text without really saying much, really need to learn to condense that stuff man.

    And to respond, no, DC penalties have so far had a possitive impact on my gaming experience, for both killer and survivor.

    And those that do DC so much they are timed out for hours....good riddance, quality over quantity.

    They aren't timed out for hours. I'm able to DC multiple times per day without even reaching 20 minutes. I don't know what kind of experiences you've been having, but they're not universal. People still DC, I would know, I've dc'd and had people dc on me plenty since the DC penalties rolled out.

  • @Mikeadatrix said:

    https://forum.deadbydaylight.com/en/discussion/132893/is-this-part-of-entitys-tricks

    https://forum.deadbydaylight.com/en/discussion/comment/1120724#Comment_1120724

    And thus the plot thickens...

    Why do you think the Spirit is so angry when she hunts survivors and slices them repeatedly during her mori? The Entity promised her revenge on her dad... Oh wait... Yeah, if you're thinking she's seeing her dad in the survivors; bingo, we have a winner.

    Also, super fun fact that all but confirms this theory, both the Spirit and the Deathslinger have a very distinct white glow to their eyes, unlike any other killer (yes Wraith and Billy have it too but Wraith was heavily tortured and Billy kills everything and anything, most likely just aesthetic). They are seeing LIES...

    Final note that again, confirms this theory: the Spirit and Deathslinger have no signs of torture on them, whereas the Trapper and Hag are super messed up. Difference between these two parties? The eyes... One group was beat down to serve the Entity, the other is being manipulated by an illusion... Plus, the Pig and Legion both have normal eyes and no signs of abuse. They want to be here and they didn't have to be convinced.

    What about the Doctor? His eyes glow too, and we can assume that the headgear he wears is self inflicted.

  • @CLAUDETTEINABUSH said:

    So, I've noticed lately that killers who are "toxic" get flamed more than survivors. If I camp, equip noed, Mori, slug or camp as killer, which goes against the survivor rule book, in the post game chat I'm prepared to see some real 💩. Survivor will write things such "toxic killer", "baby killer", "noob", "waste of an offering" and such.

    BUT

    If I play survivor and teabag, flashlight click, flashlight save, genrush or infinite a killer, guess what will happen in the endgame chat....NOTHING.

    Why? Because if the killer is toxic, then 4 survivors will tear him down. But if a survivor is toxic then....what can they killer do? He is one. This is literally bullying with extra steps xd

    So, for you who is the most "toxic"? Let me know below.

    Both sides are toxic. I think Survivors are more likely to be toxic, and I think they're more easily toxic, but ultimately both sides are pretty toxic.

  • @GHOSTfaceP3 said:

    It’s very overused at this point and I’m just kinda starting to hate it I mean your a killer people are not supposed to “boop your snoot” I don’t play pig a lot but when I do I show no mercy especially those who try to boop

    How overused it is is completely subjective. It's just a funny little action you can do sometimes. I don't see what warrants full on hatred towards it.

  • @IAmShadowZzz said:

    So I think most of us can all agree that Hex: Ruin doesn't slow down the game as much as it used to. It still does help slow down the game, but I feel like it is much weaker. To the point where maybe it was over nerfed? I mean it's great to pair with surveillance, but personally I prefer the old version, because I feel it was way harder to get gen rush than it is now. But really my question is, what do you guys think about the new Hex: Ruin? Do you like it how it is now or how it was before? Do you think it should be changed back? Or how can it be better?

    Although it's not nearly as effective as before, I honestly don't mind new Ruin. Old Ruin wasn't fun to play against at all, and playing with it got stale incredibly quickly.

  • The community, definitely. It actually already made me quit once, I only came back a month or two ago at the request of a friend and I've found that it's just as bad as when I left! The people who play this game are just awful to each other. Each interaction that isn't hostile is like a nice surprise in contrast to the wave of ######### in every post game chat. Slurs, insults, literal threats of violence, all of those and more I've found are common in this community. It's on par with Rust and that's HORRIBLE. Have you ever interacted with the Rust community? Once a Rust player literally added me on Steam just to insult me after stealing all of my stuff, because those are the kinds of people that play Rust, and those are the kind of people who play Dead by Daylight too. Everyone is angry at everyone else and they will not hesitate to make it known. The flaws with the game don't even infuriate me, it's when people give me ######### after the match that get to me. Like 80% of the player base needs to go to therapy.

    But so yeah, the community. Hitboxes/latency are a close second.

  • Wait, why am I even asking, yes he can. Hooking the survivor itself won't down them, but it shouldn't. What would you even do, reel in their downed body? Once you hook a survivor, reel them in, and hit them, then they go down.

  • @MrPeterPFL said:

    While I agree on the pallet thing, however, I do believe he’s weak, Death Slinger should be the same level as Huntress but with a different play style, the buff I would recommend is to allow his power to down injured survivors.

    Can he not already down injured survivors with his power?

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1109567#Comment_1109567

    Because at 110% you are wasting a lot of time getting both you on the same side enough to where that is reasonable.

    Okay, again, I'm literally describing what I've personally done in game that seemingly works, so I'm not sure what else I'm supposed to say.

  • @Blueberry said:

    Your recommended strategy would be reasonable if he was a 115% killer, but he's not.

    The counter play is avoiding the hit in the first place which is reasonable since he's 110% and his hit box is much less forgiving than Huntresses.

    Why would it only be reasonable if he was 115%? I'm literally describing what I do with him right now that works for me.

  • @oh_0k said:

    Since all of the other 110% movement speed killers have strong power to back up I think Deathslinger should have his power buffed to match the other slow killers

    1. Let him drag survivors over pallets. His power is kinda like clowns in a way that it doesn't really stop loops but just makes survivors throw the pallet down early
    2. Increase hitbox size. The fact that you only get 1 shot and survivors have the possibility to escape the chain there really isn't no reason it has to be harder to hit than huntresses hatchets
    3. Reeling a survivor in with the chain should push other survivors away. When reeling survivors in with the chain other survivors can easily block the chain. While I can agree that standing infront of the chain should make it break fast it should stop the speared survivor from moving closer to the killer

    Letting him drag people over pallets removes one of the only defenses survivors have from him. Windows are already not entirely safe since he can hit caught survivors through them, without pallets then your only choice is to break line of sight with him, which isn't always possible. And without breaking line of sight you have to just hope you can dodge and get to a tile with some kind of obstacles.

  • @dont_ask_me_again said:

    They’re bad without add-ons and now add-ons disappear if you escape.

    But they're almost identical without addons. Addons only affect durability, blind duration and brightness, and accuracy. They don't need a buff, you just need to learn when and how to use them.

  • @WTBacon said:

    Mangle.

    ^

    Although I doubt they'd fit in the game, it's something fun to think about.

  • @TelegraphRoad said:

    I'm agree with archimede. Cuz everything LF does, Billy does it better. They've got the same gameplay (addons are the proof)

    He needs to have more/différents mechanics to be interesting. If he could breaks infinite loops zone for a few seconds it would be really intersting to play with and against

    But they DON'T have the same gameplay. Their play styles and strengths, while similar, are not the same. Enclosed spaces with multiple people are EXTREMELY dangerous against a Bubba. The basement for example is a death pit if the Bubba you're up against is competent. He's good at punishing hook saves if he can get there in time as well. Billy is kind of good at that too, but not NEARLY to the degree that Bubba is. And Bubba doesn't have the mobility that Billy has. The addons are proof that they have a similar power, not the same gameplay. I would never play Bubba like I play Billy, and vice versa. Sure, maybe he needs a new mechanic, but adding a three step program, new objects to interact with, and changing his power entirely I don't think is the way to go.

  • @ZaKzan said:

    So lets break this dev update down and understand how this will ultimately buff survivors and nerf killers.

    First of all, breakable walls, the devs have stated that these new breakable walls will be on the new map only, and not all the other maps in the game. This means, on average, you have what about 1/25 or so chance to get this new map with these new breakable walls with no offerings burned. The devs have also gone on to say that this is a test, so we don't even know if breakable walls will make it into the game, as they don't want survivors to be too unsafe. This does signal, however, that the devs aren't ignoring all of what killers are saying, just most of it. So this is a very slight buff to killer roughly about 2% of the time and we don't know how many breakable walls there will be in a map.

    Item retention. Very obvious survivor buff here, albeit very small. The intended side effect of this update is to encourage survivors to use their rarer items, which are more powerful. Maybe the devs are wanting to balance the less used but more powerful tools of the survivor kit.

    Sabotaging. While killers get a buff to their efficiency 2% of the time, survivors get a buff to their efficiency 100% of the time as this will affect all maps.

    Toolbox changes. This is debatable, it depends on the exact numbers. If a toolbox gives you, say 20 seconds of repair speed over its life and the new changes make it 15 seconds or even less, we must understand that the original 20 seconds is staggered and the new toolbox changes are going to be very quick. 20 seconds over 2 or 3 gens vs 10 or 15 seconds over one gen. Is this a nerf, a buff, or will it effectively leave toolboxes unchanged in their efficiency, time will tell. This is certainly not a clear nerf to toolboxes. The item retention change is going to encourage survivors to bring better toolboxes as well.

    So even if breakable walls make it to all the other maps, survivors are getting huge efficiency buffs and they are also getting buffs to allow them to sabotage hooks quickly enough for the struggling survivor being carried by the killer to wiggle free while also having a greater chance of retaining the stronger, rarer items they bring into trials.

    The devs literally said that the breakable maps are going to be added to every map. Did you read the dev post?

    "For now, they will be exclusive to the upcoming map, where we’ll be experimenting with different uses."

    "When breakable walls are added to other maps,"

    Seems like they're saying pretty clearly that breakable walls will be added, and they'll be in every map.

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