GoshJosh
GoshJosh
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It’s ok, we all go through puberty.
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@Alionis said:
https://forum.deadbydaylight.com/en/discussion/comment/3150659#Comment_3150659
Map design is still arguably in favor of survivors for the most part, despite the reworks.
Enduring was nerfed to no longer affect stun perks with 3.0.0, meaning Spirit had already been in the game for nearly a year.
Agreed on maps, though only because of their size in some cases. There are a lot more dead zones on certain maps than ever before. They stack all the good pallets and tiles in one section, then leave another area barren as can be. It’s really not fun for either role. Some maps are straight up ridiculous though, such as The Game and Eyrie.
Thanks for the info on Enduring! Killers with high mobility are especially the reason that DS should disable killer powers when proc’d. Even if the five second stun was brought back, you won’t make too much meaningful distance.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3150679#Comment_3150679
They could do a catch all solution and just have DS inflict some kind of new status effect on the killer that stops them using their power for a few seconds.
like idk the 'Staggered' status effect
Also I'm glad killers don't really slug to wait out DS anymore, it was such a boring thing.
The game was way healthier when DS was feared, with the exception of the end game. There’s really no need to make the DS stun effect various killers in different ways. A tunneler is a tunneler.
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@Alionis said:
DS was originally buffed to 5 seconds to counteract Enduring affecting it. When they nerfed Enduring to no longer do that, they originally promised to revert the stun back to 3 seconds, but broke that promise and never did it, until finally with 6.1.0.
I mean, how long ago are we talking? Nurse may have been out, but what about killers such as Spirit and Blight? Not to mention all the nerfed maps and tiles. Five seconds is not a ridiculous ask to barely inconvenience a hardcore tunneler - and for the cost of a perk slot.
@prion11 said:
Off the record now does it better and is available to people who don't want to pay for DLC. So why buff it?
OTR lasts longer and has other helpful effects, but doesn’t stun the killer. It also comes at the cost of needing to waste 12 seconds mending if they are tunneled and escape.. and still taking a perk slot. So it’s not as punishing.
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@Aurelle said:
Exactly the point that I keep trying to make. The double standards are absolutely insane. Survivors can't have DS or OTR at Endgame, But killers can have perks like NOED and Rancor. One side shouldn't get free wins, killers and survivors should be held to equal standards.
It’s stupid how Rancor’s end game function works (punishes a player just for being the obsession and the team completing the gens), but NOED is a bad example. It only activates in the end game if one dull totem is still up. Unless you plan to let it activate earlier game, like those survivor perks can?
End game DS, OTR, and BT are 100% uncounterable from the killer’s side, if the survivor is anywhere near an exit gate. So they are free escape, because perk. As much as I hate the two killer perks you bring up, they can still be countered. Rancor less so, but the options are still there.
I think BT should be the only exception, because it requires another survivor to run it for the hooked survivor. That leaves it with a niche OTR can’t fulfill.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3150028#Comment_3150028
Don't remove the skill check but make it near unmissable. DS should be used within the first second or two of being picked up and the skillcheck system is the perfect coatrack to hang that function on. It's got audio and visual cues all baked into it.
The issue is for our console players, who miss their chance to use the perk quite frequently due to performance issues. Don’t see why it can’t automatically proc for them and us all. It has enough other activation and deactivation conditions.
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@Tsela said:
https://forum.deadbydaylight.com/en/discussion/comment/3150028#Comment_3150028
aham. I don't even have to explain why this suggestion is ridiculous :)
Apparently you do, because at least five people on here seem to agree with my buff proposal. Have you considered not picking up a survivor you just hooked <60 seconds ago, who hasn’t had done any conspicuous actions?
Of course you hadn’t, because current DS is a joke.
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@HP150 said:
https://forum.deadbydaylight.com/en/discussion/comment/3150028#Comment_3150028
Yeah? You sure the game shouldn't just uninstall itself too if the killer picks up the same survivor twice in a row?
Hey, I don't mind if there's one less tunneling killer in the game. Sure! 🤷♂️
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I don't like salt on my food, but I'll take an extra helping online. 🧂
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Rebuff to five seconds, remove the skill check, make it worth for both hook states, and make it also disable killer powers for 10 seconds. Then we would have a scary anti-tunneling perk again.
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@Pepsidot said:
I imagine BT will be nerfed because of this, but unsure. If not, I feel like 20 seconds of BT and the additional movement speed at end game is too much. So they should disable BT end game if it really adds up to 20 seconds, but keep basekit BT endgame (10 secs).
Opposite. Survivors should need to bring BT for the end game saves, and not get 10 seconds of endurance in the end game for free. Otherwise we have end-game DS and OTR all over again, even if at a lower duration.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/3148604#Comment_3148604
They get a speed boost to another tile and by then the unhooker has plenty of time to do the same so instead of getting a hook trade or at least injuring the unhooker it's a free unhook for them.
It happens to me all the time I stick someone on the hook walk about 3 steps turn around and they guy off the hook is right in my face bodyblocking for the other person I should of got a hit on.
Don’t think that’s how it typically works anymore, with the 10% faster cool down and reduced speed boost from losing a health state. If they’re that close to where they were unhooked, as you say. Should be getting at least two hits pretty quickly when a fast unhook happens, even if those hits are on different survivors.
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“...disabling all of the anti-camp, anti-tunnel, and anti-slug tools that Survivors possess will equate to ‘free kills’”
I don’t think anyone here advocates for disabling them all. But individual protective/second chance perks following an unhook need limitations once the end game has been reached. It’s unrealistic to expect a killer to go for different and stronger targets once they have nowhere left to patrol. Survivors still have plenty of altruistic options to save a teammate in the end game. Borrowed Time, Breakout, For The People, Saboteur, toolboxes, flashlights - all still available to all survivors for use in the end game. Even Breakdown could come in clutch for that survivor.
And as a survivor main, I think it is healthier for the game’s balance that it be this way. Do we want all matches ending in a 4k or 0k? Or can BHVR better achieve their desired kill rates through one or two end game kills? And those survivors got to play a full game. In no way do I expect anything but camping and tunneling in the end game. I wouldn’t hold it against any killer, because I would do the exact same thing. It’s only logical, not always personal.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/3148587#Comment_3148587
It happens quite often. I've had survivors try and use there 5 seconds seconds bt to bodyblock me.
It's not that uncommon of a strategy and I will guarantee its about to be more common.
BHVR just needs to Remove collision to stop it.
So they take the hit righter after an unhook. Then what? They aren't going to be making much distance to another tile. At the very least, they'll need to mend. At worst, right onto the hook again for them.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3148129#Comment_3148129
Of course you need data. Makes my head explode someone can state this.
Sorry, but why are we even getting caught up in how many people use Bubba to facecamp every hook or not? The fact that it even exists is issue enough. Even if only one Bubba player was out there doing this, it would be a problem.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/3147337#Comment_3147337
If BT doesn’t work at endgame than it gives the killer a guaranteed kill. How is that fair?
I was specifically referring to basekit BT. If survivors want to bring actual Borrowed Time, then that is fair. How are guaranteed escapes by a basekit feature in the end game ok?
Edit: It's also not a guarenteed kill. Survivors still have altruism, altruistic perks, and items to prevent a death hook without DS or basekit BT in the end game.
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@RenRen said:
So what do you do during endgame now?
Does basekit BT apply during end-game? It shouldn't. I would also agree it shouldn't apply to basement unhooks - survivors messed up going down close enough to get hooked there. Every other scenario is perfectly fine.
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All-in-all, this is the best DbD news I've read from the devs in a long time.
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@FilthyLegionMain said:
RPD. Easy one. If you get hooked at the back of the map, you're screwed.
I also agree this is the answer, no brainer. One of the few maps I can die first hook with Kindred equipped in solo queue. Also features some of the worst basements in the game if you get hooked in them, and very campable hooks elsewhere.
We’ll see on the updated maps, I haven’t tried them yet (don’t play PTB).
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/3145663#Comment_3145663
Escape gives you 5k points, unhook - only 1750 in total. So it's better to escape than to die for unhook.
Escaping now awards 7,000 survival points. If the gates are already opened, an unhook is worth 2,000 BP - and the additional 500 if it is safe.
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Just had this happen again. Was forced to wait for a survivor lobby.
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You don’t have to keep playing just because of the amount of money and time you’ve put into the game. Just saying. And hey, if BHVR sees the (solo) survivor player base taking a drastic drop, maybe it will lead them to finally do something about it.
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@Mat_Sella said:
Another reason DBD should let us see our teammates perks.
Entity, please assist in avoiding players with builds like this.
Thing is, BHVR is totally onboard with it. As shown in the game trailers and the perk design. Look at the upcoming perk Low Profile, a D-tier Left Behind counterpart.
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It’s a lot less rewarding as someone who previously had WGLF permanently on the build, and more risky now - that’s for sure. We also get 7,000 survival points for escaping now, instead of 5,000. No more end-game DS, base faster killer attack cool down, etc. I’ll only try it depending on who the killer is (Bubba? Forget it.) and if I actively see at least one other survivor willing to try to do something with me.
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This build proudly brought to you by patch 6.1.0. Quite literally and figuratively.
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@feechima said:
https://forum.deadbydaylight.com/en/discussion/comment/3139934#Comment_3139934
That is not a solution and not always feesible on smaller maps. With solo queue you don't even know where your teammate is at until they go down or they can just run in your direction while in chase. You also can't get out of the TR in time to prevent starstruck. And very few people run distortion (I happen to be one of them). You shouldn't have to run one specific perk to counter a very powerful perk combo on certain killers like prenerf Undying, tinkerer, ruin Blight people are going to afk or quit.
Run Empathy and/or Empathetic Connection then. You and/or your teammate will get that information. And Starstruck doesn’t even activate until they pick the survivor up or it finishes its cooldown as they’re already carrying. You can be running away or hiding as soon as your teammate is downed, if you know the killer has it or you suspect they have it.
All of the survivor perks I mentioned give massive value outside of the off chance you face a Nurse or any of these perks. Survivors definitely got the better end of the bargain with Distortion and Vigil. You can run one or two of them, or none at all, and still counter Starstruck just by playing smart. And none of these killer perks come anywhere near the power level of old Ruin, Undying, or Tinkerer - especially when they were used together. Nurse has to get a down for any of the Starstruck build to even possibly give value (the other part of the equation is requiring foolish or greedy survivors to be nearby); those other three perks gave value simply by being equipped.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/3144647#Comment_3144647
I got this idea because I feel like Reassurance will be too strong so the Killers should have a base game mechanic that makes them not want to camp anyway.
Reassurance will be incentive enough to not camp. That’s the whole point of the perk, if the killer wants more than possibly just one kill by hanging around a hook.
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Terrible idea. Killers already get pressure from hooking a survivor. Dying Light takes a perk slot, and only awards 3% for non-obsession hooks (and is lost if the obsession dies). Don’t get why you think it’d be ok to just throw in a permanent 5% slowdown per hook as a basekit feature. The game already gets harder for survivors as the match progresses, through loss of pallets and teammates, and less areas for the killer to patrol as generators are fully repaired.
Why do you think Thana was nerfed? It awarded a killer too strongly just for doing their job. It’s a killer’s job to hook survivors. Are survivors going to get a permanent haste effect for every generator they fully repair?
Killers will already be having a huge incentive not to camp coming right up.. it’s called Reassurance. Slugging is a fine tactic, just needs a way to be sped up when survivors have lost so that they don’t have to sit there for no reason up to four minutes.
Edit: corrected DL’s values.
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@Alionis said:
https://forum.deadbydaylight.com/en/discussion/comment/3142091#Comment_3142091
That is not what the wiki says and you guys really need to read the patch notes more thoroughly.
The devs didn't reverse course. Yes, the gen explodes again. Yes, survivors scream from that again. But what does not happen anymore and what both the patch notes and the wiki say, is that the killer does not get a notification from that scream anymore, which was the main thing the devs had wanted to address with the perk for 6.1.0.
The wiki must have finally been updated sometime after my comment. It still had 6.1.0 patch notes as the current state of the perk. Which said the gen “sparks”. I don’t think it ever sparked during that timeframe. But there was definitely a gap where it regressed the furthest repaired gen being worked on, without making the survivors scream. Read the below from the devs in June 2022. They have definitely reversed course from when they released this dev update - this isn’t debatable.
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Garbage-tier perk that only selfish solos will run (if anyone at all), outside of Adept Ada. Would be great to not get more perks that encourage this play style.
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3142087#Comment_3142087
Solo survivors do not have a META when going against a PC Nurse running purple range and Iridescent Torn Bookmark.
I think you’re confused. The OP is referring to a perk, Sole Survivor, and how it is/can be used in solo queue to escape when the rest of the survivors have died.
But to bite, meta perks help just as much against a PC Nurse than any other killer. The range add-ons are also getting nerfed/fixed next update. 🙂
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Devs said in the June developer update that they were removing the scream effect and the gen would “spark” (URL below). Not what we got at all. Can confirm myself from a match just today, it’s still causing survivors to scream. Devs need to reverse course and remove the DMS synergy, as they originally did.
https://forum.deadbydaylight.com/en/kb/articles/337-developer-update-june-2022
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@Sava18 said:
The information got removed but yeah It's the best gen regression compared to the rest. At least for me if I am running it It's because I don't want to kick gens, eruption, call of brine, overcharge is probably a lot better I just don't care to kick.
Nope, the devs reversed course. It still causes the survivors who are repairing the affected gen to scream, and will cause the generator to be blocked if they are running Dead Man’s Switch as well. The wiki gives false information for some reason.
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Just wait until they pair that new game-changing perk Low Profile with it! 😂
@Alcuin said:
Solo survivors need buffs. Just went against a PC Nurse running purple range and Iridescent Torn Bookmark. lol.
He’s referring to Sole Survivor, the Laurie Strode perk.. but in the context of solo queue.
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Oh, I thought this was gonna be about the new vault speed build: the killer one. Superior Anatomy + Bamboozle + Fire Up.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3141521#Comment_3141521
I wouldn't even say thats needed. Pinhead ironically has one of the most information heavy powers in the game. You can see the box, you can see how far chain hunt is progressed at all times, you can see who is carrying the box, and you can even see when they are attempting to solve it. They already gave tons of information for his power for solos to silently coordinate with.
Pinhead only sees the box’s aura with a very rare add-on.
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@Kolitra said:
https://forum.deadbydaylight.com/en/discussion/comment/3141272#Comment_3141272
Well, it will be 3 differents perks who affect vaulting for killers, but anyway, if you take the three, you will have to sacrifice anothers good perks so it will not be this much powerfull, this knowing the wesker one got a big cooldown.
Doesn’t really matter if it ends the chase a lot sooner. Vaults are a permanent map resource for survivors as pallets dwindle. If you can remove those from the equation too, you’re really putting them in a bind.
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Franklin’s is a ridiculously overturned perk for how easy it is to activate. Survivor spends thousands of BP on an item? Brings perks to boost their item? No worries, just hit them once and watch it all go away.
When do I get a survivor perk to quickly drain a killer’s add-ons the longer they chase me?
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Superior Anatomy seems like it will be crazy stacked with other vaulting perks, or even by itself at certain vaults (especially window drops when the survivor doesn’t have Balanced Landing). Not sure how long it will make it without a change.
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Solo queue is terrible and needs help. But if I am being honest and real with you, I can typically attribute what went wrong in the trial to one bad teammate. That’s really all it takes for everything to go downhill. And if it’s not that, it’s an entire team who, somehow six years into the game’s life, still don’t understand what a gen lock is, and don’t do everything in their power to not let it happen. I groan every time Suffocation Pit, Azarov’s Resting Place, and RPD are selected in solo queue for this reason.
@Man_of_triangles said:
This has been my experience. I rarely feel like I'm actually playing a videogame. The killer snowballs in the first minute and people give up quickly. Doesn't help that over 80% of killers are playing Starstruck Nurse now.
Gee, I wish I had that number of Starstruck Nurses in my survivor matches. Sounds easy.
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Heck I’m all for it, but I’ll tell you right now that it’s way more irritating when I “killer stun” a Bubba, who proceeds to destroy the pallet with the chainsaw sweep and continue chasing me anyway.
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Don’t even know how you can open a thread with that title without mentioning Bitter Murmur, Rancor, Coup De Grace, Deadlock, Fire Up, and most of all... NOED.
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Like others before me have suggested, just take away the stupid efficiency penalty and make it not activate when using a medkit. ‘Hee hee, I’m so smart with plants that I make medkits do worse.’ Like that really makes sense for a “perk”.
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I can’t even remember the last time I saw an active Pentimento in my survivor matches like a month past Artist’s release... the perk is not particularly good or strong. It’s entirely in the hands of survivors to have cleansed at least one totem to activate at all - in the age of boons especially now. I know when I’m playing killer, I’ll definitely stick with something more reliable that I don’t have to go out of my way to activate.
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@Aneurysm said:
I played her for about the first time in 6 months for the rift challenge, sure everyone had a great time
https://us.v-cdn.net/6030815/uploads/RXL8LREB1QUP/20220817220334-1.jpg
Well, I sure did in my survivor match against Nurse on RPD today! Two man out. Got hit once.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/3139934#Comment_3139934
What other killer can punish grouping up as much as her though?
Oni has good snowball but has to earn it through M1 hits. Still has to play around pallets and windows
Plague has to first infect and then get her fountain. Even then a well placed stun will remove it.
Myers is M1 and has to hope the survivor messes up or is in a deadzone. Starts off insanely weak and has to charge throughout the game and can even run out
Nurse equips a perk and gets the best snowball because of it
You didn't even mention Bubba, who (potentially) can down up to all four survivors in one chainsaw sweep. Which, with chili add-ons, outlasts Sprint Burst. All of the killers you mentioned either have built-in exposed, or a power to keep survivors consistently injured, with a limited-time ranged attack. Myers can just pick up a survivor he's never even hooked and immediately kill him or her. Nurse can't do any of that.
Which perk are you referring to? Because everyone and their mother on these forums is complaining about some perk on Nurse - all of which have basic counterplay, as well as perk counter options. I've discussed just about every one previously.
Edit: typo.
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@feechima said:
https://forum.deadbydaylight.com/en/discussion/comment/3139913#Comment_3139913
I've seen and had Nurses get two or three downs from Starstruck when a Nurse 'doesn't' immediately know where people are. Picking up the survivor and getting starstruck effectively paralyzes all survivors in the TR. No flashlight saves, or for people working on the gen or just happen to be in the vicinity they are forced to run far away (which is usually why the nurse catches them after hooking a survivor-seeing scratchmarks). Now the survivor will either have to run to get Starstruck off them and risk leaving scratchmarks or try and hide in which case she will know where you are with AA. Also, a nurse does not have to commit to hooking. She can simply pick up a survivor, get starstruck and AA value, drop the survivor and then blink onto the survivor standing nearby. Unlike BBQ which you can anticipate, AA is not something you will be alerted to unless you have Distortion.
The moral of the story is the same as almost every other killer on the roster: split up. And as you said, Distortion and Object of Obsession can be used to hard counter the perk. Vigil can also be used to counter Starstruck.
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They’re getting ready for Superior Anatomy + Bamboozle + Fire Up vaulting builds. But survivors couldn’t have the 6% from Spine Chill.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3137848#Comment_3137848
So you'd agree that Iron Will shouldn't be what it is because it counters Spirit?
So you’d agree that Lightborn shouldn’t be what it is, because it completely stops certain survivor perks and items from working at all - and instead punishes them for trying to use them for their intended function?


