ItsDaEmuDood
ItsDaEmuDood
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- ItsDaEmuDood
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@ACoolName said:
@ItsDaEmuDood said:
@ACoolName said:
Wow..............a really....really positive post......with positive replies and comments.............
Am I in the wrong forum?Happy Bday!!!!!
Yes you are, and I love you.
me no green font ?

I love you. Check the previous quotes. -
@Orange_Lady said:
Adrenaline:Adrenaline is triggered when the last generator is repaired. Why is the perk triggered when you're carried by the killer?
This gives some negative points
- The killer sees that the survivor has adrenaline (through the display on the left)
- If you are rescued from the hook, you no longer have any advantage from adrenaline, since the perk was already triggered in the situation before.
Is that right, or should we change it?
Adrenaline activates the first moment after the Exit Gates are open and you are FREE TO MOVE (running, walking, crawling, performing an action you can cancel). If you are DISABLED (hooked, being carried), it will be PUT ON HOLD, and will activate THE MOMENT YOU ARE FREED.
Why the actual hell is this even a post? Did you not read the wiki?
https://deadbydaylight.gamepedia.com/Adrenaline
It states that Adrenaline will heal you if you're on the hook and it should've activated. It also states that this IS TRUE AND DOES APPLY IF YOU ARE ON THE KILLER'S SHOULDER, MEANING THAT IF YOU'RE BEING CARRIED, IT WILL NOT TAKE EFFECT UNLESS YOU WIGGLE OUT. IF THE KILLER HOOKS YOU, IF YOU WERE BEING CARRIED WHEN ADRENALINE ACTIVATED, THEN IT WILL NOT TAKE EFFECT.
Just read the damn wiki. -
@PinkEricka said:
HAPPY BIRTHDAY!!!
I love you.
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@ACoolName said:
Wow..............a really....really positive post......with positive replies and comments.............
Am I in the wrong forum?Happy Bday!!!!!
Yes you are, and I love you.
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@fcc2014 said:
Happy Birthday! Don't follow Leatherface to the basement if he says your present is down there.I love you.
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I LOVE CHOCOLATE CAKE AND HAVE A HUGE CRUSH ON HUNTRESS AND KATE. WHY CAN'T WE ALL BE LIKE THIS? WHY GOOD LORD? WHY? THINK OF THE CHILDREN! THINK OF BALANCE? WHY NOT THINK ABOUT ICE CREAM?
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@Dwight_Fairfield said:
Happy Birthday
I love you.
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@ShrimpTwiggs said:

Happy Birthday!I love you.
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@Runiver said:
https://youtu.be/q2bo_u_YmW8
Happy Birthday. You just got older. And older.I love you.
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I've had this idea for a while for Wake Up:
The sound of the motors of the generators keeps you from falling behind in the process of escape. Each time a generator is completed within 20/25/30 meters of you, the auras of all other Survivors are revealed to you for 4/5/6 seconds, and you gain a 5%/6%/7% speed boost for 5/10/15 seconds. When all generators are powered, the Exit Gates are revealed to you when within 24/28/32 meters, and opening speed is increased by 5%/10%/15%.
Should this activate in chases? That's my only question. -
@Tsukirose31 said:
Happy Birthday!!!I love you.
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Lmao.
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Technician should work like this: Your expertise with machinery makes you very proficient with operations. You repair generators 4%/8%/12% faster, and gain 1%/2%/3% extra progression upon hitting a Great Skill Check. The noise of repairing generators is reduced by 12/16/20 meters.
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Guys, I had an idea earlier about Hex totems. When any totem is destroyed, it respawns after a set time. Maybe a faster time for Hex totems? Anyway, once the totem respawns, the perk's effects will come back into play. This way, you can't just choose to deal with or power through Ruin or Huntress Lullaby (which shouldn't be a Hex, and should be reworked into 10% per hook, max 10 tokens). This way, the effects of the perk are actually in play for most of the game, and you won't be a 3-perked Killer whenever you run a Hex.
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@popoles said:
I hate how all stealthy killers still have a giveaway sounds. Pig, while crouching, has a loud breathing sound, the same goes for Myers. Wraith has a shimmer and he is stomping so loudly! I can hear him when he is ~8 m away from me. The Pig also has the loud ROAR sound cue when she tries to do an ambush.The problem isn't the sound. If there was no sound, she'd get free hits. The problem is that the sound is too early. If the sound came at the end of the dash, she'd have no problem with stealth.
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Problem is, you can recover like 75% or 80%, so an instant struggle if you're not in front of a hook is almost guaranteed. How about 25% or 50% of your recover meter gets put towards struggling. Maybe even make it a perk? The point of struggling is to punish the Killer for taking to long to hook you. It's not supposed to be a guarantee in a normal scenario. Get downed in the middle of the Rotten Fields? No chance of getting out. Struggling is a last resort and should only work in certain and specific rather than more general scenarios. Maybe if they rework Boil Over, it'll be a buff.
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Hostility - 7/10 Good for chases
Symbiotic - 2/10 We've got Devour Hope Tier III w/ 2 tokens Change it to where you gain 3%/4%/5% movement speed for each Survivor on a hook.
Hex: Evolution 8/10 Good concept. Timer on it?
Fight or Flight 7/10 People can just randomly drop a pallet for Sprint Burst
On The Edge 1/10 Even worse than DS. When making perks, it's not about difficulty, it's about possibility. Hit this if the gates are open and boom, free escape, at the cost of a perk slot.
Hardened Spirit - 7/10 Great perk for noobs and pros alike. Getting caught out brings your team to altruism, but if you don't have coms, they might come and save you anyway, negating this perk's effects. Have it apply during the struggle phase too.
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kewl
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Don't know. Ignore the Decisive disciples and go on with your day.
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@MegaWaffle said:
@MegMain98 said:
So let’s say that you are being facecamped by Leatherface’s chainsaw or you are the last one left for dead. If you manage to pull of a 4% unhook, do you guys think that if you have the perk borrowed time it should affect your character if you unhook yourself? It would counter the facecamping Leatherface’s and give yourself a chance of escape if you are the last one left. Wouldn’t be a common occurence however since it is only a 4% chance.You were hooked by the killer, who most certainly worked hard, why should the fact that you got a 4%, essentially ruining his work of hooking you, also give you a "free hit" perk? It seems unfair that 4% even exist let alone to add a perk effect to it. I know people will most likely argue that 4% is rare but with how many killer games I use to play I've had way more then feels right. It doesn't make sense that along with DS that can negate all your chase of that person that that same survivor can then potentially save themselves.
I don't believe 4% should exist but its something we have to deal with anyway.Yea, Survivors get enough chances. They really don't need more. I'd understand if you had a better shot by making a dedicated Kobe build, but for those who use more meta perks: nah.
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@azazer said:
The biggest issue with this is survivors complaining about the complete invisibility like they do with Freddy. I'm actually fond of his shimmer. If a survivor is observant enough to see his shimmer, they should be able to run. But I do think wraith should be able to pop out of invisibility and attack. The jump scare of having a wraith appear mace swinging from a direction you weren't expecting would be great. Doing this should have a cool down before you can go invisible again like nurse teleport.Yea, and props to those with good eyes, but the problem is, it's way too easy to spot the shimmer of the Wraith. You can see him coming from two houses down on Lampkin Lane. The thing is, you don't need good eyes to spot the Wraith, especially on brighter maps. You should only be able to detect the Wraith when he's close or uncloaking. So maybe like, the Wraith has shimmer, but it doesn't show until he's within 20 meters (A Nurse's Calling I range) of a Survivor? Either 20 or 16. Sixteen for that Myers effect, like his Tier II Terror Radius, you won't have a chance of detecting him for yourself until he's within 16 meters and he's in Tier II. I hope this helps. The cooldown should be implemented, and there should be add-ons that reduce the cooldown of it.
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Great ideas, but remove the progression from opening Exit Gates by hitting the Gatekeeper skill check. We don't wanna help the Survivors in anyway. Hex: Confusion is great greed buster perk, and good for detection. Territoriality, basically Coulrophobia for totems and chests, which are good for patrolling, especially on Ruin totems, and if you're running Thrill, it's even better.
Summary: His/Her personal perks allow him/her to defend Exit Gates more effectively and punish Survivors for trying to complete secondary objectives.
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How about we make it to where once a Hex totem is destroyed, it has a timer, so its effects still apply so you can get some use out of it even if it goes early. Or, my other idea, of respawning totems. Have all totems respawn after being destroyed. Hex totems after 1 minute, and dull totems after 2 minutes. And all totems have a 20 second immunity/grace period after spawning. This way, Ruin isn't as simple as finding a totem and then gen rushing. You have to find the totem, do generators, and then when it comes back, find it again. It would make Hex perks not something you can just deal with or power through. They're real penalties that suck to deal with, so it shouldn't be a one and done thing to get rid of them. Also, for those wondering, if no totems are available when the Exit Gates are powered, one will be created in a relatively far spot, to prevent early tampering. This would make it so Killers can keep their Hex perks up, and actually allow Killers to have a fourth perk if they're running a Hex.
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@Vortexas said:
@ItsDaEmuDood said:
@SovererignKing said:
Legacy no, however an exclusive would be nice. They said no more exclusives per platform on a dev stream, then soon after announced the PC exclusive Death Garden mask for Meg and Trapper.If they don't add these cosmetics to console, then they're being hypocrites, but if they do, we might as well get a different cosmetic. Devs, please stop dividing the community.
Get a PC then you get exclusives!
Look, not everyone wants to or can play on PC, so we use console. It's not fair if we wanna play our favorite games and get treated differently just because we're using a different platform, because it's supposed to be the same game, and for the most part, it is, but exclusives just take away from that.
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@SovererignKing said:
Legacy no, however an exclusive would be nice. They said no more exclusives per platform on a dev stream, then soon after announced the PC exclusive Death Garden mask for Meg and Trapper.If they don't add these cosmetics to console, then they're being hypocrites, but if they do, we might as well get a different cosmetic. Devs, please stop dividing the community.
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I had an idea like this a few weeks back. I don't know if they're OP, but here's some ideas:
Idea 1 - Your lust to kill is so intense that your connection with the Entity can be momentarily lost. When Bloodlust activates, the Red Stain becomes 50% dimmer/75% dimmer/invisible and you gain Bloodlust 10%/20%/30% faster.
Idea 2 - Your lust to kill is so intense that your connection with the Entity can be momentarily lost. When Bloodlust activates, the Red Stain becomes 50% dimmer/75% dimmer/invisible and you gain 5%/10%/15% more speed from Bloodlust.
Idea 3 - Your lust to kill is so intense that your connection with the Entity can be momentarily lost. When Bloodlust activates, the Red Stain becomes 50% dimmer/75% dimmer/invisible and -/-/you do not lose Bloodlust when you are breaking or stunned by a pallet.
Idea 1 lets you gain Bloodlust III after 32 seconds.
Idea 2 gives you more out of spending time from getting Bloodlust (don't know exact values).
Idea 3 allows you to keep Bloodlust until an interaction is made that you benefit from (hitting the Survivor). -
Guys...?
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@Vortexas said:
Because it's utter bullshit, that I can find and chase someone...then on discord they are all like"Hay guis his totem is by the barn near the vault point go get it while I loop him!"
And such bullshit that needs to be done away with.
Seriously Give Killers the Option to Opt out of SWF, yes I can just dodge, but Killer que times at least for me lately have been ######### long, only to finally get a group..and its a 4 man Ochido wannabe SWF squad.
I think the point you're trying to make here is that Killers shouldn't be forced to run Thrill to have an actual chance of defending their totems without camping.
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@Doom_Punk said:
@ItsDaEmuDood said:
After initiating a chase with a Survivor, every 25/20/15 seconds you spend chasing them and not hitting them, gain a token. Each token increases movement speed by 1%. Maximum 15 tokens. Maximum 3 tokens per chase. Lose 5/4/3 tokens upon hooking a Survivor.
This would allow you to keep the benefits of the speed for you to actually do something with it. Don't make it an obsession perk, as not only one Survivor is your "food", and so you don't have to follow one person around and have no pressure on anyone else.That is really bad and time consuming. Even getting 3 tokens right now takes an absurd amount of time.
Yea. I feel bad for perks like this. They're good concepts, but the devs take it the wrong way.
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@No_Mither_No_Problem said:
@akbays35 said:
@No_Mither_No_Problem said:
@ItsDaEmuDood said:
Just give it a built in Iron Will. That's all we want...All I want is not telling the Killer from the start of the match to tunnel you.
I feel like you guys can't take a joke and it makes you feel wounded all the time.
The first post beneath the OP is literally me making a joke like—
I would count actually running the perk enough, because No Mither itself is a joke already. Like, they had a good "hard mode" in mind, but they stopped putting in effort when they only reduced sounds by 50%.
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@No_Mither_No_Problem said:
@ItsDaEmuDood said:
Are you a Monstrous Shrine? Cuz there's some bonuses if you come with me into the basement.That’s actually really good tbh
I love you.
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Great ideas, great balance. Getting out of the Dream World was a struggle in the movies, why not here? Get punished for taking risky chances, and no more of that free Adrenaline BS.
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Make this a thing devs.
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Totally a great Freddy buff. Devs, please listen to bright minds like this. These are the ideas that are gonna keep your game interesting at the least, and a growing playerbase at the most.
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@Hillbilly420 said:
@ItsDaEmuDood said:
Let the devs focus on the balance that will stop ripping a bigger hole in the community for now. I say a hole should be added to the house by the time the next Killer is either revealed or released into the game.Uhm, the map design is part of the balance. So many maps have horrendously bad loop spots or dead ends and that contributes to the bad balance.
Coming to my senses and realizing how true this is, what I meant to say was to kind of let the devs focus on the new Killer, but they have separate teams for new creations and for balance, so what the actual hell is the balance team doing at this point?
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@Hillbilly420 said:
@ItsDaEmuDood said:
They hinted towards Jeepers Creepers
They're making at least two more original Killers, and then they either make another original or drop more hints about Jeepers Creepers.
No. Not_Queen confirmed they have no interest in the character due to the fact that the character was created by a pedophile.
Thanks for teaching me something new, and now that I think about it, Jeepers Creepers probably wasn't fit for the game anyway. By the way, Horvath probably got slapped in the face after going off stream for making that reference, or was that tease made before Not_Queen confirmed, or rather debunked the possibility of interest in the franchise.
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Maybe only make this for Killers, like you can trade out a Hex after it's destroyed. Maybe you'd have to offer something, like a mori, or it'd cost shards or Bloodpoints? Good idea, just hope it isn't too overpowered.
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@No_Mither_No_Problem said:
@ItsDaEmuDood said:
Just give it a built in Iron Will. That's all we want...All I want is not telling the Killer from the start of the match to tunnel you.
Also a good quality of life change that is LITERALLY THE ONLY THING THAT GETS YOU TUNNELED AT THE START.
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Are you a Monstrous Shrine? Cuz there's some bonuses if you come with me into the basement.
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Just give it a built in Iron Will. That's all we want...
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They hinted towards Jeepers Creepers
They're making at least two more original Killers, and then they either make another original or drop more hints about Jeepers Creepers.
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Guys, please take a second look at this discussion. I'm lonely.
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Being a dirty cop, you'd think Stanley's perks are based on smuggling and betrayal, which they are, but on super effective levels. Three bullets to down your own mates?! That's a bit outrageous? All for what? A Sprint Burst? If you're that greedy, just run the damn perk itself. Dirty Money isn't that harmful, but still a d*** move. Stealing Bloodpoints? What if you unhook everyone? It's free Bloodpoints, and you're STEALING it from other players. There are better ways to get Bloodpoints than stealing 25% from each of your teammates. Walk With Me sounds like another perk that's introduced as a Hex, but turns out to be a one-shot perk. Trained Senses is too weak, and can be easily exploited and ridden of if it has a cooldown. Hot Blooded is also a perk just for baby Killers. Bloodlust comes fast enough as it is, and it only hits tier II or III if you suck or are up against a good looper, which has a bad Killer 6 out of 10 times in that position. Weak perks, and an interesting Killer, but the wrong set of tools are being used here.
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Let the devs focus on the balance that will stop ripping a bigger hole in the community for now. I say a hole should be added to the house by the time the next Killer is either revealed or released into the game.
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I hope not every item is not tolerated by Killers. For instance, I have a guaranteed hatch Map setup, where I can pretty much get a free escape AND be lazy. Green Map w/ Green Stamp and Black Silk Cord works very well. Just do 2 gens, and then you can hide, do nothing, or help everyone else escape. I usually just do gens or function as a first responder for my team.
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Love this idea. We need something to mess with Survivor intel, but then this would encourage SWF, and give less info to the Solo Survivor.
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After initiating a chase with a Survivor, every 25/20/15 seconds you spend chasing them and not hitting them, gain a token. Each token increases movement speed by 1%. Maximum 15 tokens. Maximum 3 tokens per chase. Lose 5/4/3 tokens upon hooking a Survivor.
This would allow you to keep the benefits of the speed for you to actually do something with it. Don't make it an obsession perk, as not only one Survivor is your "food", and so you don't have to follow one person around and have no pressure on anyone else. -
@ABCBABCBABC said:
@ItsDaEmuDood said:
Great idea. Are the perks flat rates? Or are they tiering up like the rest? For Eviscerating Strike, would it be 50%/60%/70% and 5%/10%/15%? For Adept, would it be 3/4/5 seconds and 20/15/10 seconds? For Decimation, would it be 15%/20%/25% or 15%/30%/45%? I also have mixed feelings about Adept. Like, a fast action is pretty much guaranteed in a chase, and you get the notification afterwards, so it's not that hard to find them. I thought it'd be overpowered because of how much people do fast actions, but an aura reading is kind of like icing on the cake in a chase. So maybe you should rework it to something like this:
Unlocks potential in one's Aura reading ability. When a fast action is performed 40/50/60 meters away from you, then that Survivor's aura is revealed to you for 20/40/Until they enter your terror radius. And to balance Decimation, maybe have it return a generator to 45%/30%/15% progression? And maybe remove the automatic pallet destruction from the Fed state. Other than that, great idea.Thanks for your comment!
These are the "Teachable" versions of the perk, so they reflect Tier 1 in their values. Adept would increase the length (the cooldown remains the same through all tiers). And Decimation increases Gen Regression (total amount of Gens destroyed remains the same).
Adept's purpose isn't just to keep track of the Survivors, but to react to whatever and where ever they may be going and potentially help cut them off. But, it can be more useful on indoor maps where it can be hard to maintain line of sight to see where they're heading (the scratch marks aren't always reliable).
I sort of insist that Decimation remains the way it is for the Generator destruction. I view it as the Killer's Decisive Strike. If all four Survivors can have a perk that lets them break free from the Killer, thus undoing all the work they did in a chase, then why can't Killers have a perk that lets them fully undo some of the Survivor's work? It's also a counter to Brand New Part and the general fact that Generators are way too easy to do and can be completed in record amounts of time if the Survivors focus on them (which many do now to get Lightbringer points).
Also, the Shadow is the right hand of the Entity. Her lore is that she is the one who brought the Entity to our world after she discovered the energy in the human soul, which attracted the Entity. Her playstyle is doing as much damage as possible, growing in strength each time she feeds. Once she's fully fed, she's meant to be practically unstoppable.
Survivors want to escape fast before she gets fed. Slugging is a very powerful way to play her as you don't need to hook right away with her (in fact, it's best you don't). This is why she has perks mean to stop Survivors and help her slug better.
Amazing.https://me.me/i/144p-perfection-360p-perfection-480p-the-person-reading-this-1080p-22998391
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@MegMain98 said:
Killer mains are SALTY over decisive strike. It is a crutch perk but so is BBQ and Chill, brutal strength, and nurses calling...not to mention all of the aura reading add-ons that could be called a crutch on the killers side. There are both crutch survivor perks (DS, sprint burst, self care) and crutch killer perks. If it works then why ######### about it? If the player using DS acts toxic, don’t assume everybody who runs DS is a toxic player.First of all, the reason us Killers use BBQ and Nurse's is because we're going to find Survivors anyway, and it just gives a head start on the hunt. Besides, it's REWARDING US for DOING OUR JOB. You have to earn that hook to get the reveal and stackable Bloodpoint bonus of BBQ. What does Decisive reward you for? Getting caught, most likely after a few loops. The point is, there's nothing you have to do to be able to use Decisive. It rewards the Survivor and punishes the Killer for DOING THEIR JOB. It's a crutch, a get out of jail free card. Is there a downside to using Decisive? Well, the only thing you could consider being a downside is the fact that you're injured when you gracefully hop off of the Killer's shoulder. On the other hand, Nurse's is used to punish Survivors for healing within the Killer's Terror Radius, and if Wraith is invisible, or Pig is crouching, then it punishes you for healing in a generally unsafe spot, or is used to catch Survivors off guard, which IS THE POINT behind abilities that remove the Terror Radius of a Killer. To catch Survivors off guard. which is a different type of playstyle. What does Decisive do? Give you a free get out of jail card, and you get to keep running. The only real way to counter Decisive is with Enduring, but even then, depending on where you're at, you might still have to go through a loop or two. And how the actual hell is Brutal a crutch? You damage pallets, and now generators, 20% faster. Where's the problem for Survivors in that? Oh, what's that? You get around... 3/4 less of a second to run from the Killer? Damn, what a trash Killer, using a crutch. They should nerf it ASAP. Hell to the no. Breaking pallets 20% faster is only a small buff for Killers, because in the end, breaking a pallet is a 2 second barrier between the Survivor and the Killer, and breaking pallets should be a fast-paced choice, where you weigh out the consequences and benefits of choosing to do it. Brutal Strength relieves some of the pain of choosing to break a pallet. Simple as that. So now, let's review:
Point 1 - BBQ is not a crutch. You have to perform a key action to be rewarded with extra currency and the location of your targets. Half of the benefits of the perk are not even involved during the trial.
Point 2 - A Nurse's Calling is used to catch and punish Survivors for healing within your Terror Radius, and if you're playing stealth by having no Terror Radius, you're merely using a different playstyle.
Point 3 - Brutal Strength is not a crutch and is not as popular of a meta perk as BBQ and Nurse's, and even Make Your Choice. It relieves some of the pain when breaking pallets and generators. Simple as that. Nothing game-breaking or overpowered.
No point in calling these perks crutch as they lead to things that are going to happen eventually in a trial, and you actually have to DO SOMETHING to get rewarded. Decisive requires the Killer to do their job, and get PUNISHED for it. So, if you keep looping, it's just making it harder for the Killer when they actually do catch you.
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@Sinister_Fury said:
Should the trapper be able to refill his traps from the locker. Since the Huntress can refill her axes from locker I know it possible. It would eliminate having to look for traps.There's no point in this change. If you're saying this because you want to carry more traps, they're adding the Trapper Sack (brown), which is a common version of the Trapper Bag (yellow), and they're buffing the Trapper Bag and Stitched Bag (purple). So you have more traps on the map, you've got standard movement speed, what more do you need. Of course, if you're setting traps, then you need to go pick them up. If you could get them from lockers, then there would be no penalty of leaving to go get a trap after hooking a Survivor, because then they'd be on demand. Not to say Trapper doesn't need buffs, but we don't need anything that changes him that much. It'd be a useless change, because those Trappers who set traps on a loop during a chase, and then Survivors continue around that same loop and get trapped are the only Trappers who would benefit from this kind of change. It's not needed.