IronWolf115
IronWolf115
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- IronWolf115
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He is literally one of the worst killers in the game, if Freddy and Wraith get proper buffs then he WILL be worst killer in the game.
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@Tizzle said:
@IronWolf115 said:
@Killigma said:
@IronWolf115 said:
Yes, only one appears per web so it would actually be better for you to use a low level character if you want more offerings.This is not correct, I have had more than one appear in my blood web, and watching Oroboros stream last night he had three in one.
Huh, i've only ever had one so far, well if it is true my mistake
Had three also.
I guess i'm just unlucky then.
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@VexTheHex said:
@IronWolf115 said:
I got lucky last event and didn't get trolled.Which means it is only a matter of time.
Good luck. I was constanlly 4K'ing as Hag at Rank 1 for nights. Told this to a lobby of Survivors after game and suddenly I had 2-3 matches of 1-2K.
Then I said at least the matches were still fun.
Switched to Candle Boy Wraith and got bullied to the max.
Don't jinx yourself.
IT HAPPENED> @VexTheHex said:
@IronWolf115 said:
I got lucky last event and didn't get trolled.Which means it is only a matter of time.
Good luck. I was constanlly 4K'ing as Hag at Rank 1 for nights. Told this to a lobby of Survivors after game and suddenly I had 2-3 matches of 1-2K.
Then I said at least the matches were still fun.
Switched to Candle Boy Wraith and got bullied to the max.
Don't jinx yourself.
IT HAPPENED GODDAMNIT! First match of the event I got screwed by survivors.
Serves me right for opening my fat mouth
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@Killigma said:
@IronWolf115 said:
Yes, only one appears per web so it would actually be better for you to use a low level character if you want more offerings.This is not correct, I have had more than one appear in my blood web, and watching Oroboros stream last night he had three in one.
Huh, i've only ever had one so far, well if it is true my mistake
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I would say
OG killer, male
Worse than Clown, comes with mediocre perks
Good survivor perks -
The summer event doesn't work, thats the issue.
All kidding aside, There are the special hooks & generators which gives bonus bloodpoints once you hook/complete. Tyhere are by default 2 gens and 2 hooks, but more can be added in through the offering you mention. Yes, only one appears per web so it would actually be better for you to use a low level character if you want more offerings.
On your hook question i'm not too sure what you mean but I will say a couple of things. It is only the first hook you get a reward for because otherwise you would get the cosmetic WAY too quick.
If you mean bloodpoints then it is the same reason, they dont want you to overdose on bloodpoints.Hope this helps!
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This is how I feel right now

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If it was JUST BL3 then I probably wouldn't mind too much, but because it is 1&2 it worries me a lot more. Maps like Haddonfield are gonna SUCK ( which it already does tbh. )
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I think insidious needs a rework but I don't know how they would do it now because Tinkerer does what I thought a new version of insidious should do. I felt Insidious should be a button activation that removes your terror radius for 8-10 seconds. But yeah I hate DS and NOED.
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@shadowsfall42 said:
I saw an idea that a 5th slot for only hex perks. So you could have Ruin and then 4 perks, or devour and 4 perks. But I honestly would be fine with 5 perks slots and a hex perk slot.The killer should equal 4 survivors, not barely one. However anything above 6 would be overwhelming and probably too much.
Yeah a dedicated 5th slot to hexes would be good because then you can maintain 4 other perks without worrying.
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@VexTheHex said:
@IronWolf115 said:
I got lucky last event and didn't get trolled.Which means it is only a matter of time.
Good luck. I was constanlly 4K'ing as Hag at Rank 1 for nights. Told this to a lobby of Survivors after game and suddenly I had 2-3 matches of 1-2K.
Then I said at least the matches were still fun.
Switched to Candle Boy Wraith and got bullied to the max.
Don't jinx yourself.
Welll, Crap
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I got lucky last event and didn't get trolled.
Which means it is only a matter of time.
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@Delfador said:
Hillbilly and nurse are already powerful enough to not even use an ultra rare addon. I would like to see LF and doc getting ultra rare addons. Especially LF since his addons are either garbage or stolen from Billy.Yeah it's just that they have said EVERY killer will get 2 Ultra-rares so might as well give them ideas!
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@Rex_Huin said:
Keep it as a Hex but don't show the alert that say 'Huntress Lullaby'. Let survivors work it out themselves.This also needs to be done. Forgive me if i'm wrong but I believe the devs have said they are working in doing this
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@Peanits said:
I don't think it should be a hex. Once you realize it's active, you just gotta' pay attention to counter it. It's one thing when you hex allows you to instantly down and mori people, or slows down the pacing of the game, but it's another thing when your hex... slightly increases the chance of making someone miss a skill check.One of these things is not like the other.
Might need a slight reduction if it isn't a hex perk though. Maybe lessen the progression penalty. Having it always active would make it way better. Maybe.
Yeah that is what I am thinking, it is certainly not at the level of NOED or Devour hope or Ruin so it feels like a waste to me. Third Seal has the same issue.
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@M2Fream said:
These are greatThank you!
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@Lagoni said:
When I first saw this thread I was sure that it was a bait thread. But now that so many people have joined in, I'm no longer sure. What would more perks solve? If you are good at playing killer, the only "real" threat is multiple people in a team that pallet loops. If they win without pallet loops, its just people who are better than you, and that's okay. More perks would just destroy the game for survivors who don't loop.
The idea for a dedicated hex perk slot is fun, but not needed in my opinion. I have stated this before in other threads, but I think they should try changing the maps instead of the characters (move strong loops further apart).I personally don't agree with most of this statement. The only " real " threat that you mention is literally the survivors prime playstyle, so that makes it an almost constant threat. 1 or 2 more perks would at least give you more options for dealing with said playstyle. And it would not destroy the game for survivors who don't loop because the whole point of the game is 1 power unit against 4 weaker units that have to work together. As it is though 1 survivor is as powerful as 1 killer if they play right, so if the killer DID become more poerful in 1v1 situations then....good. And finally a dedicated hex perk slot IS needed IMO because at the start of the match, they can destroy it and make it a useless perk. There are no survivor perks like that. DS? You only don't get it if you mess up the skillcheck somehow, but with hexes they can be destroyed in literally seconds so having that extra perk slot would absolutely help because then you at least would confidently have 4 perks through the entire game.
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@Ihatelife said:
Regular perk, skillchecks are too ezYeah, my personal take is that it should be a regular perk because it doesn't really do anything MASSIVE to the game like Ruin for example.
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@M2Fream said:
My Idea
Surveilance - the last 1/1/2 generators you kick will be reveiled to you for 38 seconds or until it is worked on. If the generator is worked on before the time is up, the survivor who worked on it will become deaf to your heartbeat for 25 seconds and exposed for 15/20/25 seconds.
While the generator is regressing, it has 1.2/1.4/1.6x regression speed.I like this also. It keeps that stealth/surprise element I was trying to go for.
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@Countfunkular said:
O_o
My God someone with a part change idea that isn't broken that is actually a very interesting and quite solid Edition.To be honest this would seriously help. Especially if you have a anti generator build or you want to make sure that they're not still nearby.
Now just so I have this correct and I know this is kind of a stupid question but I'm pretty sure that me hearing their disgusting fat sausage fingers tinkering away at my generators will be intensified.
Absolutely correct, as I say think of it as a reverse technician perk for the survivors
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@M2Fream said:
I think 2 would be better than 12 would be nice it is just that I don't want to promote this idea that the fix to the issues is just to add more perk slots. When I suggest that they add one more perk slot it is because I just feel killers should naturally have 1 more perk anyway, mainly because of they way hex perks work.
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@Runiver said:
@SenzuDuck said:
@Runiver said:
Play With Your Food :
Yet one more reason to allow the obsession to survive. I just dislike the whole system of "Hey, you're obsession, so you're allowed to live longer because reasons" on every obsession perks except for Dying Light.Dying Light :
Yet another "Hey, you're obsession, so you got to live", no thanks.because perks that encourage tunneling are awful for gameplay.
I'm not sure why you think these version will discourage tunneling.
This Dying Light will just make the killer to tunnel the obsession to hook it first, then camp it to death to full exploit the debuff. The limitations (having to hook obsession first) makes the perk even weaker and more situational, and not really worth using since the obsession has 90% chance to have DS, and chasing a DS user first usually mean an extended chase, which is very oftenly a game losing gamble.
This PWYF doesn't reduce tunneling either. Once the obsession is on the hook, it means you downed it and lost all of your stacks, and I doubt letting it to heal to hit it and get more stacks to be a viable option to win a round. You'd better simply kill it at this point, since having a kill is still superior to a "potential buff".
The gameplay itself encourage tunneling and eventually, camping, mostly due to the chase length compared to the generator repair speed.
I have explained to you already that you do NOT LOSE THE DEBUFF once the obsession is unhooked, only when they are outright killed.
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@Nickenzie said:
IronWolf115 said:Surveillance is clearly meant to be a perk that promotes generator patrolling, it just doesn't do it very well. So I have an idea on a rework.
Surveillance
The noise of survivors working on generators is increased by 30/40/50%. Additionally, your Terror Radius intensity is reduced by 40/50/60% when you are within 32m of a generator that is being worked on.
Reasoning
I found it kind of difficult to think of what to do to improve Surveillance but I feel it should sort of be the reverse version of Technician on the survivor side. This rework allows you to hear generators at further range if they are being worked on and allows you to launch more of a surprise attack on them with the muffled Terror Radius.
NOTE: Terror Radius "intensity" is NOT the range of it, but rather how loud it is as you get closer to a survivor.
This is a great idea and can help the perk out. Yes it wouldn't be viable in most situations but it's better than nothing. Nice ideas @IronWolf115
Thank you very much! Yeah I know it wouldn't be the new go to perk but I think it would at least help with generator maintenance a bit.
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He is meant to counter looping. Any movement nerfs to him would really damage him in this respect.
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@White_Owl said:
It's an interesting ideaThank You!
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Acceleration NEEDS some big buffs. It is a useless mechanic on him
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@Tsulan said:
IronWolf115 said:@Tsulan said:
PWYF is currently garbage. Your proposal wouldn't change that. Killer loses to much time tracking, hitting and then losing the obsession.
My approach would be to get a 3 or 4% stack for every first hooked survivor. Just like BBQ.
Lose all stacks when you kill your first survivor.
At that pont though you are inevitably going to lose your stacks for simply doing your objective and then it would be much harder to build up stacks again because it requires multiple survivors to be hooked. The obsession needs to come into play with these perks to add the risk/reward factor to them so that is why I put up these ideas.
No, you wouldn't be able to regain any stacks.
The goal would be to hook everyone twice before trying to kill them. It's risky, because the more survivors are alive, the faster gens get done.
It would drastically reduce tunnelling. Since the killer would want to keep survivors alive as long as possible.
Maybe add a condition, that when all 4 are alive when the gates are powered, killer gets to keep his stacks.I dunno, I dont think it would be worth it personally.
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@Tsulan said:
PWYF is currently garbage. Your proposal wouldn't change that. Killer loses to much time tracking, hitting and then losing the obsession.My approach would be to get a 3 or 4% stack for every first hooked survivor. Just like BBQ.
Lose all stacks when you kill your first survivor.At that pont though you are inevitably going to lose your stacks for simply doing your objective and then it would be much harder to build up stacks again because it requires multiple survivors to be hooked. The obsession needs to come into play with these perks to add the risk/reward factor to them so that is why I put up these ideas.
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@SenzuDuck said:
@Runiver said:
Play With Your Food :
Yet one more reason to allow the obsession to survive. I just dislike the whole system of "Hey, you're obsession, so you're allowed to live longer because reasons" on every obsession perks except for Dying Light.Dying Light :
Yet another "Hey, you're obsession, so you got to live", no thanks.because perks that encourage tunneling are awful for gameplay.
That is what I want to try and eliminate from Dying Light
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@Mesme said:
What I would have done is the speed buff but and a max stack of 20% maybe 15% but only against the obsession and I would have added another passive with it like "each time they get away" you have an increased chance of doing mangled or something you know? Punish the obsession.A 20% or 15% movement speed increase would be too powerful if it is going to be a constant factor into the match so that is why the speed buff should be lower
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@Boss said:
No hard feelings, but i don't like these at all, especially your PWYF.If I may ask why?
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@Mercury said:
I had one in mind for PWYF if you guys are interested. :PIt would be like this:
You become obsessed with one survivor. Chasing your prey and playing with it fills you with excitement. After letting your obsession escape a chase, gain three tokens instantly. Letting a normal survivor escape grants one token. Doing an offensive action against a survivor takes one token. An offensive action that doesn't down your obsession doesn't take away tokens.That's actually quite good.
Damn you I wish I had thought of that
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@Runiver said:
@IronWolf115 said:
@Runiver said:
Play With Your Food :
Yet one more reason to allow the obsession to survive. I just dislike the whole system of "Hey, you're obsession, so you're allowed to live longer because reasons" on every obsession perks except for Dying Light.Dying Light :
Yet another "Hey, you're obsession, so you got to live", no thanks.I consider obsession perks to be a unique form of perk like hexes, if you use a hex perk, then there is the risk of it being destroyed but if it stays active it is a very powerful perk.
Obsession perks are a case of a unique survivor that if you meet certain parameters then you become much more powerful, but if something happens to the obsession then you lose that power. Save the best for last is a great example of this
What's the risk for DS ?
STBFL is actually different, because it FORCES the obsession to bodyblock and such to make the killer to lose stacks, which can eventually put the obsession at a risk.YOur version of the perks is just like "Hey, you already got DS which is a second chance perk, take more chances as I have to let you get unhooked because reasons"
Not to mention it also empathize hook rushing for your Dying light stuff, which will nullify its effect for the most part.DS is just a broken perk i'm sure we agree so taking that out of the discussion, then yes STBFL is exactly as you say and that is how I feel obsession perks should be, risk and reward, which is what I want to accomplish here.
I don't want PWYF to be this weird perk where you have to keep finding then purposely losing the obsession for it to take effect, and then you can easily lose stacks. I want it to be that you find your obsession, hit them, get stacks but then still be able to apply pressure by hitting them without losing stacks.
Dying Light I replied to you on a seperate post so I hope that clears any confusion.
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@PigNRun said:
For Dying Light, cant we just make it so the debuff is applied to everyone permanently after you hook the obsession? It is what you were suggesting, but without overcomplicating the perk. The biggest problem I have with it is that if you just happen to not find the Obsession early on (because RNG, unless you are Freddy), the debuff is potentially useless depending on the generators left.Yes I see what you mean' I just wanted to think of a way to add some uniquness to the perk rather than it simply being that Dying Light is useless unless you completely tunnel someone. If everyone is on board with the idea of Dying Light being able to be activated at anytime during the match then absolutely I will change the description to match that, I just want to make sure Dying Light is not a tunneling perk really.
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@Peanits said:
I don't know if PWYF would work well like that. There's really nothing forcing you to lose your tokens, so it's more or less a permanent 12% speed boost. Even if the obsession catches on and tries to block you and force a down, they're going to have one hell of a time catching up to a killer moving ~5.15m/s.12% does a lot more than it seems. (Assuming 4.6m/s base in this example) You'd go from closing distance at 0.6m/s to closing distance at 1.15m/s (catching up almost twice as fast). That's a little too much for something that can always be active. I would maybe lower the speed boost a little (taking notes from NOED, where the lower speed boost still makes a massive difference), but otherwise that sounds way better. The current perk is too hard to get stacks and too easy to lose them.
Dying Light sounds okay, but maybe a little awkward to use. I don't like the current perk. Like you said, it encourages tunneling that one guy, and that's not fun. Taking someone out early in the match is already a huge deal, having a perk reward you for doing so just promotes something that's not fun.
The part I find awkward: You have to hook the obsession first. So you'll see killers walk up to survivors on generators and then 180 like they should have knocked first when they notice it's not the obsession. I would just make it "the first time the obsession is hooked" and get rid of the token system here. That way you'd still have a reason to go for the obsession, but not so much to ignore everything just to find them.
With that said though, that might be a huge buff to an already pretty good perk, so I'd maybe see how that plays out first. Currently it's not that great because it takes a pretty decent amount of time to activate, but with this, you'd just need one hook, allowing you to get that bonus much sooner. Might need a slight reduction to compensate. A slightly smaller penalty over a greater period of time to balance it out, basically.
I like the ideas though, they sound like huge improvements. The numbers might need some tweaking though.
Thank you for constructive criticism! And yes I agree with what you said on PWYF. I don't know exactly what the numbers should be for the speed but it is mainly the concept of the speed being hard to lose that I wanted to put forward.
With Dying Light I was trying to think of ways to make the perk effective for prolonging the match, without it being the strenght of ruin and I just kind of thought that if you get the obsession first, it would be a quick way to get Dying Light into play without forcing any tunneling afterwards.
But thank you for the detailed response and the ideas here are just food for thought so obviously this is not me saying that this is exactly how the perks should be.
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@Runiver said:
Let's also talk about a simple scenario. You have dying Light, and you catch your obsession early game. What do you do ? Stay by the hook to exploit the debuff as much as possible, or allow the survivors to unhook and get rid of the debuff ?
How I would use it would be pretty simple : camp the obsession till the end, so people have hard times to repair with the debuff, and take minor advantages, and then, get NOED to clear up the remainings.The debuff does not go away when the obsession is unhooked, only when they are killed. I apologiswe if there is a miscommunication there but that is what I meant
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@Runiver said:
Play With Your Food :
Yet one more reason to allow the obsession to survive. I just dislike the whole system of "Hey, you're obsession, so you're allowed to live longer because reasons" on every obsession perks except for Dying Light.Dying Light :
Yet another "Hey, you're obsession, so you got to live", no thanks.I consider obsession perks to be a unique form of perk like hexes, if you use a hex perk, then there is the risk of it being destroyed but if it stays active it is a very powerful perk.
Obsession perks are a case of a unique survivor that if you meet certain parameters then you become much more powerful, but if something happens to the obsession then you lose that power. Save the best for last is a great example of this
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LF sucks and needs big buffs and an add-on rework
This is coming from a LF main BTW
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The Game.
Great for killers and has a real creepy atmosphere to it
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I'm on board!
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All I can say to the complaining side of the survivors is

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@Dwight_Confusion said:
@IronWolf115 said:
@Dwight_Confusion said:
I'm not going to rank them individually because people will use that to hijack it. 3 tiers just like the perks.. but in reverse. Tier I, II and IIITier I being the best in this case. This killer list is considered without addons. Just the base setup of what a killer is. Addons and perks can change this list a bit. I'll do both versions.
WITHOUT ADDONS/Offerings/Perks
Tier I
Nurse
Hag
Hillbilly
ClownTier II
Huntress
Pig
Trapper
Myers
Doctor
LeatherfaceTier III
Freddy
Wraith(Note: These are not ranked, but grouped in tiers. Without addons)
WITH THE BEST ADDONS/OFFERINGS/PERKS etc...
Tier I
Nurse
Hag
Clown
Huntress
Hillbilly
MyersTier II
Freddy
Wraith
Trapper
Pig
Doctor
LeatherfaceTier III
None
Note: WIth the best addons there isn't a definitive "weak" killer anymore. All killers are less likely to get looped as hard. Freddy with a 5 second dream transition and any other nice addon is clearly mid tier
I agree with this mostly, all I would personally say is that Leatherface should be with Wraith and Freddy.
He sucks
The chance you get someone in the basement is very very strong with him, and he still has 1 shot.
He's strong in the basement sure, but sucks at everything else.
No map pressure
His chainsaw is really slow and clunky and unless you are completely out in the open, there is a high chance you bump into something
His acceleration mechanic is awful and barely gives him any speed
Most of his add-ons are uselessIf you camp the basement LF seems like one of the best killers in the game, but if you try to run around and do chases with him, he's a terrible killer
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@Dwight_Confusion said:
I'm not going to rank them individually because people will use that to hijack it. 3 tiers just like the perks.. but in reverse. Tier I, II and IIITier I being the best in this case. This killer list is considered without addons. Just the base setup of what a killer is. Addons and perks can change this list a bit. I'll do both versions.
WITHOUT ADDONS/Offerings/Perks
Tier I
Nurse
Hag
Hillbilly
ClownTier II
Huntress
Pig
Trapper
Myers
Doctor
LeatherfaceTier III
Freddy
Wraith(Note: These are not ranked, but grouped in tiers. Without addons)
WITH THE BEST ADDONS/OFFERINGS/PERKS etc...
Tier I
Nurse
Hag
Clown
Huntress
Hillbilly
MyersTier II
Freddy
Wraith
Trapper
Pig
Doctor
LeatherfaceTier III
None
Note: WIth the best addons there isn't a definitive "weak" killer anymore. All killers are less likely to get looped as hard. Freddy with a 5 second dream transition and any other nice addon is clearly mid tier
I agree with this mostly, all I would personally say is that Leatherface should be with Wraith and Freddy.
He sucks
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@Jeeperrs said:
I stopped playing DBD after update, its now unplayable as survivor now. Tunneling killers, camping killers, God Mode for killers, they made it not fun for survivors and probably now killers now the main focus of game. DC this game everyone.This right here is when you know the devs have done a good update for killers
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Killer main here, and I have to say I had given up on this game 2 months ago but now they are reeling me back in.
Best patch they have done in months IMO, just hope Leatherface, Freddy and Wraith get buffed next
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LF is in DESPERATE need of help so I hope it is him and freddy
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@jiminie said:
Hello everyone, so, this patch is trash, why's trash you may ask?
Well, now the killers are flash 2.0, picking survivors up at the speed of light, trash exhaustion nerf, flashlight saves gone to hell, can't juke/escape nurse (or extremely hardly to do so) , oh, did i say trash exhaustion nerf?i don't mind the BNP nerf, but why you touch all exhaustion perks if little baby killers complain about SB, ofc you couldn't just increase the cooldown right, why even bother?and yeah, i'm triggered
sorry not sorryAll these reasons are why I actually LOVE this new patch. It actually focuses on helping killers for once
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Leatherface is one of the worst killers in the game, behind Freddy and Wraith
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@Aari_Piggy66 said:
They're probably going to do it in groups of 2.
We have Trapper and Hag this patch
Next without a doubt is probably going to be Freddy and Wraith.
After that we might get Bubba and Amanda
Doctor and Myers
Clown and huntress
And I feel like the last two would probably be Nurse and BillyI doubt Nurse or Billy will get anything, but I do agree they seem to be taking it two by two. So hopefully LF and Pig will be together!
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I would also like the LF from the remake along with all of these ones.
