FellowKillerMain
FellowKillerMain
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- FellowKillerMain
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Outfits that are complete sets that cannot be mixed and matched only have to count as one item in the game, rather than multiple. If the items can be mixed and matched, then every time they add a cosmetic to the game they have to make sure that all of the other cosmetics work with the new cosmetic. For really specific/fashionable ones it might be easier to prevent mixing and matching.
On the other hand, this might make it easier to add certain kinds of cosmetics to the game. Like say an artist or something wants to add a cosmetic to the game and the devs hire them to do so, but the artist decides that they don't want the cosmetic being fiddled with, so the devs restrict it to a set that can't be mix-n-matched.
I doubt this means the end of mix-n-match cosmetics, though.
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@hinoutoumei said:
Not sure why anyone would disagree with this statement. The location of all objects in the map only appear to be randomized, but there are patterns due to rules put in place by the devs to prevent collision and unwanted nonsense with object placement related to the randomized map.
But, how does one determine what those rules are, and whether or not the rules used to determine the hatch placement are constant? Like, if you truly want some randomization, make a certain set of rules active depending on the current state of the match. Have those change if the conditions are different. Then within each ruleset, assign a probability for the hatch to spawn on each tile, with that probability specific to that ruleset. Assuming this is one way it could be done, how does anyone determine something that complex? I'm not saying it can't be done, but I'm guessing this video was possible due to a bug or something. Like the survivors could somehow see the aura of it.
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I don't know what's going on, but most of my killers are getting 3-4 cakes every bloodweb, so I have 20-40 on a handful of killers and I've been using one every match I've played since the event started. I don't think i need to save any of them, lol.
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@ManyAchievables said:
What would this change do?
I can't think of anything that would be different because of this change.
@YaiPa said:
wouldn't change anything if they regenerate, especially at that rate.
I was sort of joking at first, trying to draw attention to how survivors aren't really nerfed, but could be, except this is how it would be done. Looks like a nerf, but isn't.
But you got me thinking about it actually. Even if at base this wouldn't impact them much, if the killer had perks to reduce those charges or reduce the rate they regenerate at, it could be effective.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1411164#Comment_1411164
No idea but apparently you didn't get it.
Glad we're on the same page, then.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1411121#Comment_1411121
I love it when the point goes flying right over your head.
Oh, where did it go?
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@PureHostility said:
Kate's booty.
Can confirm.
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We're all addicted to the cake. I haven't had anyone quit because none were used, though.
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Worst map ever.
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@PrettyFaceKate said:
https://forum.deadbydaylight.com/en/discussion/comment/1411036#Comment_1411036
So, does it actually despawn, or only the charges are used up?
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@[Deleted User] said:
The skill of Survivor is being able to work with 3 other randoms. Go play Survivor, if its skill less you should be able to escape 100% of the time right?
Even when you do escape, it doesn't mean you had any skill in doing so. Meaning that escaping isn't what requires skill. Most of the things that entail skill for survivor revolve around interacting with the killer.
Survivors have a lot of things that remove the need for skill, too. No cooldowns, never stunned, are sped up every time they're hit, have a plethora of second chance perks, can be in multiple places at once. It requires very little skill. Hug the wall, and drop the pallet at the right time.
Any time you see a good team of survivor they likely have the same mental model of how the game works. Meaning that they respond to events in the game the same way, so when something goes wrong, they seemingly know what eachother is doing. SWFs can mimic this, but instead of having the same mental models, they just communicate to one another what they're doing by speaking into comms.
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The only thing I think is wrong with flashlights is that there's no cool down between the first time you're blinded and the second time you're blinded. So, if you get blinded, you can be blinded again while you're recovering, but you don't get any indication that you're being blinded again other than by the screen never changing back to normal, and the faint clicking of flashlights in the distance.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1411059#Comment_1411059
better then face camping the person
lol, I suppose so. I was joking mostly, considering Leatherface's backstory and all.
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@Lansen_is_Here said:
Looks like someone just needed to grow some thick skin and get gud, good riddance
No need to be a jerk, jerk.
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@gunslingers_potatoe said:
Not many people seem to realise, but you cannot be blinded AT ALL. Like NO MATTER HOW STRONG THE SURVIVORS' FLASHLIGHTS are, you do not care because it cant affect you even in the slighest. But the added effect of seeing the aura of the survivor who's trying to blind you? It is even better. You can play around that and act 'scared' of their flashlights, or walk looking down, to give the impression that you do not have this perk equiped and boom: 10 seconds of aura reading. It's not only an updated Lightborn, but it also gives you an "I'm all ears" benefit. Cant wait to see how it actually is on the PTB because on paper it seems extremly good.
I don't know if you ever use it... but like... it already does this IMO. I've never been blinded while using lightborn.
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Ah, yeah... that would be nice. He used to be my favorite killer.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1410992#Comment_1410992
So the point of changing Knockout, which basically is a slugging perk, is to make the perk bad to make slugging bad? I mean, then just remove the perk, or rename it and completely rework it. If they think slugging is a fair strategy, then Knockout is a legit perk to support that strategy. I really don't get the intention of that perk then, or the intention of that change
I... totally agree, actually. I'm just trying to see it from their perspective. They tend to cater to making the game enjoyable for survivors, but I appreciate that they aren't changing the way slugging works. But, yeah... thats the only thing I could think of it is that they want to slow the gains of people who slug. You can still accomplish the same thing with Hex: Third Seal, but we all know how great hex totems are.
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@bjorksnas said:
I'm assuming the aura is only for the killer and only to tell if the item is about to despawn.
Ah, I didn't consider that. I guess I am assuming quite a bit, considering we haven't seen anything in action yet. If that is the case, though, I wonder if we will have any Bubbas camping items like keys.
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I'm better at killer than I am survivor. Also, I like the challenge of killer, even though I feel that VS swf things aren't really fair. If I can overcome a tough SWF I feel pretty good. It's also interesting to see SWFs rage after I stomp them. They will always have some excuse for why I won... it never has anything to do with what they did or how they played which is pretty indicative of an insecure person, meaning they're not worth taking seriously. They're just being emotional.
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Yes, please. Looking at you Red Forest@!
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Custom terror radius, like his music/heartbeat? Or just the size of his terror radius?
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Did you know that you can collect corrupt purge from fountains even when corrupt purge is active? It resets the timer, and wastes a fountain. But, it's better than having all of the fountains reset.
So the next time they start doing that to you, just run around and collect a few fountains. I tend to keep track of how many have been cleansed, and when it reaches a certain percentage of fountains cleansed, every time they cleanse I will grab one so there's always at least 3 open.
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I think changes might be coming, but I don't know. I've just been wondering if the devs are testing out new mori mechanics that are built into pyramid head. Say you equip a mori, and the mori basically gives you the ability to do what pyramid head does. Yellow let's you kill them one third hook action; green lets you kill them after second hook action; pink lets you kill them after first hook. Or something like that.
As a side note, all killers should condemn the use of the survivor rule book. Use items/addons/perks to their fullest extent that you're allowed to, even if survivors don't like it.
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@Kind_Lemon said:
I'm just very confused as to why they are deciding to implement this change. Take a simple perk that's not often used...and make it more complicated and less useful while adding unnecessary bits and bobs to it?
I think it's to reduce the impact of slugging on the match. Survivors really hate it, but the devs see it as a fair strategy, so I think they're trying to find ways to reduce it's efficacy in certain situations. The way knockout is now is pretty OP in certain circumstances.
Like, consider a non-SWF group of survivors going against a killer that can easily down multiple people at a time with their power; bubba, oni, pyramid head(if they're injured). A hooked survivor is saved, but both involved are downed by say, bubba. Let's say he has infectious fright, and another survivor was in range of it, so he slugs the two downed, and goes after the other. The fourth survivor is really far away, say. So, two downed, one now being chased, and knockout preventing the 4th survivor from finding the two that are downed. The match will pretty much be over if the killer downs the survivor he's chasing.
Knockout just makes it really really easy to slug a game to victory when you can down multiple people at a time. By forcing it to be by basic attack, solo survivors will have the ability to at least get an idea of where the survivor went down.
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@Zeus said:
It's just adding a skill cap to billy. Probably won't affect his performance all that much
Iunno, the way I understand it is that they're putting a hard cap on how much the killer can mind game revving the chainsaw. If they mind game too much, the chainsaw overheats. Basically forcing the killer to use their chainsaw within a certain amount of time near a loop, giving the survivor a ton of control over the situation. More skill will help in knowing WHEN to use the chainsaw, but it makes it so much easier for the survivor to punish the killer around loops.
Hopefully they're doing this to further reduce the safety of loops in the future. Remove the passive strength of safe loops and apply it via penalties to killer's that abuse their power(?).
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@hanibel said:
Pyramid head players who are actually good never put people in cages cause how garbage they are and punishment of the damned is a joke on how slow and easily telegraphed it is so when some is tormented your gonna get slapped super quick when you get afflicted and if you aint running meta perks like bt or ds your gonna get tunneled faster then a camping leatherface which i believe is unfair cause you have no other ways to cleanse yourself of tormented other then cages which good PH won't use so in short tormented needs another way to be cleansed or the mini mori just need to be longer to be fair
I decided to main pyramid head for a while and I've been finding that saving torment for later isn't always beneficial. If you use rites near a survivor that is tormented, they know you're about to do punishment, basically giving them 1.3 seconds to prepare for punishment. There's no other reason to use rites near a tormented survivor.
Also, I think that more killers would use cages if they counted as hooking actions for perks like BBQ, and Pop goes the weasel. However, that would mean that DS and borrowed time would work from cages too.
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@Frareid88 said:
No. You can get chased the entire game by the killer and do no gens or heal anyone and die and your team will get more points than you by doing gens and escaping
Yeah... running a bad killer the whole game just to leave with 13k BPs, or 8k if you don't escape. Takes an excellent player to pull off chases that long, and it happens lots.
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@Tjiani said:
https://forum.deadbydaylight.com/en/discussion/comment/1393977#Comment_1393977
I know there are toxic survivors out there playing killer during this event. But I am rank 2 survivor, I doubt that players who normally play survivor, has reached rank 1-5 of killers with all meta-perks for this event.
I'm normally rank 1 as both roles, aaaaand in my personal experience, I encounter a lot of people I know to be survivor mains playing in a toxic way as killer. Sometimes, it's those players that talk the most smack! On top of it, they will even be toxic towards me when playing as survivor! I don't camp, I don't tunnel, and I don't even use NOED. I especially don't do these things to survivors with the gold flake aura thing.
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@SurvJoe said:
yup he can tunnel and camp cage even more if u stepped in his blood pool and he hooked u instead of cage next time u downed he can insta cage you again not even need to pick you up so that blood pool not even resetting . So i guess thats what devs wanted: no counter play 115% speed killer which can remove window or pallet looping (you just hoping he will miss his wave attack) also good camping + tunneling killer without any chance for save that person once u stepped in pool . Exhaustion not reset , borrowed time or decisive nope , even adrenaline what a great balanced (no) killer
Nah... if you're tormented then you will always know when the killer is about to use judgement. There's no reason to use rites near a tormented survivor unless the killer is about to use judgement. Meaning, if you're tormented, and the killer saves it, they are basically giving up their ability to use judgement... I mean, it takes 1 second to use rites, and then judgement has a .3 second delay. So... 1.3 second reaction time to an ability that has a propagation time, too? Not gonna hit a tormented survivor very easily.
Sending a survivor to a cage also gives up bonuses from perks like BBQ and Pop goes the weasel, which is really bad.
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@silvio00 said:
So is it supposed to be that a survivor doesn’t get BT, DS, Adrenaline, WGLF Stacks (person who unhooked) when removed from the cage? Literally all these Pyramid Heads will put a survivor in the cage then run right to the cage and camp. They know the survivors can’t get DS or BT so the rest of the team is supposed to just let their teammate die because the killer resorts to strategically standing in front of the caged survivor? If it counts as a HOOKED state then make it so for the rest of the perks.
Or am I asking for too much? I play both survivor and killer but once I notified that it seemed kind of off.
If y'all get hook activated perks, then sending players to a cage should also activate BBQ, Pop goes the weasel, etc..
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Yeah, it's pretty silly to have to spend 2 seconds kicking it, just to have a survivor run up behind you as you run away to stop the regression with a quick little tap. Or, stop the regression during a chase for god's sakes.
It would be cool if every time a gen was kicked, it took longer to repair it like how waking people from sleep works with freddy. That way, survivors can actually use that new silent hill perk for something. They would have to be more considerate about which gens they fixed, too.
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The judgement ability has a delay of .267 seconds, which is more than enough time to react. On top of that, the attack needs to propagate over .6 seconds, meaning that there is almost .5 seconds to dodge the attack if the survivor is more than 4 meters away. Then, after all of that you get a nice long 2.75 seconds cool-down... for an attack that is pretty hard to use and requires some really specific conditions to give you confidence when using it. I find that I really only use it in corridors, or when survivors are animation locked. I'll use it outside of those conditions if the person isn't tormented, but I usually try to only use rites during loops, then save torment to counter DS.
Saving torment for DS is dangerous though, because if the survivor is already tormented then they know you're about to use the judgement if you use rites, making it extremely hard to hit them. You could get rid of torment when you down them, but you have to choose to forego perks like pop and BBQ. I've found that the cages usually end up near an exit gate, or next to a survivor that's far away, anyway.
I like how pyramid head is designed, but I really don't like the cooldown of judgement, or the delay before casting it. It's just too easy to dodge. I'm all for any positive changes, although I don't know about a flick, because I play on console XD and controllers are soooo bad on full sensitivity.
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Spine chill is one of the most powerful perks for a survivor. Mainly because it gives a survivor almost 8 seconds to respond to them coming. If survivors run away, it can give them a 32 meter head start in a chase if the killer doesn't see them run away. Or, walking at 2.26 m/s, the survivor can walk a little more than 16 meters in that time. can Most stealth killers have the majority of their power built into stealth, and when one perk can basically negate that, it's a bit unfair. So, for you to complain about it, is just insane.
Honestly, if they were to change spine chill, I think it should only work when the killer is within 24-36 meters, or when the killer is within 0-6 meters. That way, survivors still get a notification of the killer being near, and the benefits of the vault speed. But the killer has an opportunity to actually sneak up on the survivor, and really only punishes them if they choose to be cocky.
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I agree with this. Even if not adding skill checks, at least require them to engage with the gen for 1-2 seconds.
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@SkeletalElite said:
Spirit's biggest problem IMO is that it's basically all guess work for survivors. It gets to a point where you basically just roll the dice to see if you guess what shes doing right. This change maintains the mind game of phasing while giving survivors a little bit more information to work with.
Remember how with old freddy when you were being put to sleep how freddy would appear in and out of existence and good freddys could use that to mind game survivors?
They should do something like that with spirit.
First of all, rework passive phasing addons to affect this new mechanic. Passsive phase can stay or go, it's not really useful anyways.
Basically every 2 or 3 seconds while phasing a "ghost" of the spirit appears revealing the immediate position of the spirit to the survivors. When this happens there will be an affect on the spirits screen so they know the survivors just saw where they were, thus initiating a mind game every 2 or 3 seconds.
Passive phase addons can be changed to make this occur less often
When survivors approach a pallet, it's guess work to determine whether or not they're actually going to vault it. When you use the spirit's power, it's guess work to determine where they are if they start walking. When putting down traps as the trapper, it's guess work to determine if the survivor is going to step on it. When you try to interrupt and grab a survivor, it's guess work if the server is going to allow you to do it.
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@LetsPlayTogether said:
Yeah and they get tunneled every game. Seems fun. DS is necessary, cause killers play as scummy as possible. I got tunneled 3 games this night by Spirit players. Was sooo much fun. They also didnt care a bit about the laughable stun.
'Killers.' As in all of us? :o
Iunno, that DS stun makes or breaks games a lot of times.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1382281#Comment_1382281
That shouldn't be possible. Did you switch from Deathslinger to Pyramid Head in the lobby?
I realized what happened. So, the login reward for June 23-25 is the 'Pecan Crown' which is a cosmetic for the deathslinger. The crown that the deathslinger gets from interacting with a pedestal must be different?
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Survivors have been quitting while the game loads when I use my gateau. That's a bit extreme.
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@bigbeefynacho said:
https://forum.deadbydaylight.com/en/discussion/comment/1382311#Comment_1382311
Wishful thinking.
This is what they did between tome 2 and 3, so... I'm hopeful :D
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@Alpha8512_Xbox said:
Survivors can't safely vault or use pallets, making it frustrating to get away. He can bait his attack if he taps his power making it a guessing game if you're trying to 360 or something similar (*EDIT: This is ONLY in open spaces). If someone is going for a yolo save, he can hit both of the survivors with the ranged attack if timed correctly (I know this is a survivors fault for doing this but a tip nonetheless). Also if Pyramid head does tunnel someone off hook, you can't body block if he uses his power. I personally think you should use his power for a certain amount of time before he can use his ranged attack, making pallets and vaults not a guaranteed hit everytime. *EDIT: OhTofu made a video that relates to some of the points made here and in the comments. ALSO Cages are terribly OVERRATED. There are only certain situations where you'd cage. DON'T WASTE TIME TRYING TO TORMENT.
Aaaand survivors can feint vaulting to confuse the killer into running the wrong way; they can also 'dumb tech' a killer at a pallet after stunning them. Survivors can blind a killer multiple times at once if the killer doesn't look away. As the killer recovers from blindness the survivor shines the light again, blinding the killer again, restarting the duration and cooldown. This can be done back to back to back. Survivors don't have cooldowns on anything they do, etc.. There are issues on both sides, but this is also sort of how the game is balanced.
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They will prolly do the blood hunt after the rift closes to keep people active until the following rift is released.
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Nice. I was wondering if it would be wise to get the crown later in the match as survivor to avoid having gold flakes all over me, and to avoid the killer from tunneling me for some reason.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1382281#Comment_1382281
That shouldn't be possible. Did you switch from Deathslinger to Pyramid Head in the lobby?
Nope... The first game I played I didn't collect a crown because I didn't know how it worked. After reading this post - thank you by the way! - I realized how it worked, and got it on my second match. I didn't see it for pyramid head, and wondered what happened to it. I hit L3 (on PS4) to switch over to deathslinger, aaaand he had it. So... dunno! I've only played pyramid since turning the game on.
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The rights to the character are owned by Konami, so they have rights to do whatever they want. However, this is not what the person who designed pyramid head intended him to look like. The original picture is what the creator intended, the rest is Konami taking liberty with their licensing.
If you really want to get in deep, Max Derrat's youtube channel does a great job exploring the character and it's background.
https://www.youtube.com/watch?v=wjTk5S6LojQ -
@NoShinyPony said:
Xbox seriously has such a system? What a bad idea.
Seriously... it's like that episode from that black mirror show.
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Not sure if this has been mentioned, but I just completed a trial on Pyramid Head and received the crown on deathslinger.
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@Orion said:
Can someone find me a different way to explain what "at any given time" means?
I think your wording is fine. But to take a stab at it anyway...
You could say: 'There is always a single pedestal somewhere on the map'
I had some difficulty with rewording/explaining 'at any given time' on it's own, so I had to include some of the ohter bullet points to help myself contextualize it. I don't know if it helps, but I'm including what I wrote, which is pretty much exactly what you wrote.
During the 4th anniversary event, every trial will always contain one single pedestal that respawns at random locations on the map. The location of the pedestal changes after some time has passed, or when a player interacts with the pedestal. A player can interact with a pedestal only once per trial. Once a player has interacted with a pedestal they will emit gold flakes from their body for the rest of the match.
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The quickest way to failure is to dedicate all time and effort to avoiding it. Because, when meditating on negating a negative to get a positive, is still meditating on the negative, garnering negative energy. Like when learning to ride a motorcycle, keep your eyes on where you want to go, not on what you want to avoid. Take risks, learn new things, get better, have more fun.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1325859#Comment_1325859
Spine Chill would be almost S+++ tier
Ohhh, locking cameras/perspectives would make the game much scarier. I bet enough to slow down gen completion. This is what this game needs! Survivors already get too much information.
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I agree! There are alternatives, too. Like, force a first person view while interacting with things, so their view is limited to 180 degrees. Or, to make them focus more on interactions, make skill checks more frequent, except increase skill check success zones and decrease points per skill check.