KingFrost
KingFrost
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- KingFrost
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Comments
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Solo is pretty miserable when you get stupid teammates. Especially when the killer does nothing more than camp, and you depip because you can't get benevolent points, you can't escape because your entire team throws themselves at the killer, you can't get chases because the killer won't chase you until their victim is sacrificed.
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As a survivor, I'm tired of getting camping killers.
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If you nerf DS, NoED has to be nerfed too.
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I don't get too much lag. When I do, it never benefits me. Had a match where I was chasing a survivor out of the shack, almost hit them, only to appear back in the shack. Left me wondering WTH just happened.
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My internet is slow, but this never happens to me as far as I know. Then again, my ping is usually good despite my crappy internet. I never play with yellow or red ping. Are there really people out there with worse internet than me playing this game? My speed is only 2.3 mbps.
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Maybe if all killers had an instadown. But they don't. Styptics are really annoying. Especially for those of us who play lower tiered killers. Should we get instantdowns too then?
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/1201738#Comment_1201738
I don't think gen times need to be increased though. Map changes and the changes we are getting to gens in the next patch would be enough. Killers can already be strong enough without camping to win matches. So a nerf to camping doesn't mean gen times need to be increased.
Gen times increased to compensate the killer for time lost from trying to move away from the hook. (Not to mention time spent breaking pallets and kicking gens in that radius.) It'd also make the idea more palatable for killers.
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Maybe if they make it so long as:
-The last gen hasn't popped
-There are no survivors in that same radius
-There's at least one survivor not hooked
Gen times would have to be slightly increased to compensate. (Maybe 90 seconds instead of 80).
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No, if someone DS's me I leave them alone because I run Save the Best for Last, and hitting the obsession goes against my goals. I'll gladly eat the DS if they aren't already my obsession and I haven't hooked the obsession yet.
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Survivor: Spine Chill.
Killer: Save the Best for Last. I hate playing without it, and hope to have it on all my killers one day.
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DS is a relatively small problem among many. I'd say it needs a slight adjustment -- if the survivor unhooks another survivor themselves, then the perk is deactivated. But if a lot of other issues are addressed for killers, then DS won't be nearly as noticeable.
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So basically a "Play as Killer mode". Nobody would use it sadly.
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I almost never go back to the hook. I'm usually already in another chase (either through BBQ or running into a survivor on their way for a save) when someone gets hooked. I have no time to waste turning around to go back for a guy that's probably going to heal the other guy after unhooking them. Can't leave the other players totally unpressured.
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IMO:
3K and 4K are always wins.
Otherwise, at least 7 hooks is a win. (Enough to hook two people three times each, plus one)
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@Nurgling7 said:
Its probably impossible, but I'd like Survivors to have to actually LOOK for gens a little when they spawn. It's not uncommon for Survivors to spawn literally on top of the gen and the time crunch for the starts within 2 seconds. Even a Survivor needing to run looking for a gen for 10 or more seconds would be a huge help.
The problem with that becomes an issue for the killer in terms of finding survivors. Look at how a lot of games with corrupt intervention goes. Survivors hide, rather than trying to find gens. I think survivors need to be in danger from the get go, to push them off generators early. Either by having a set spawn point (such as the basement) or having the killer see their auras at the start of the match.
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I don't think making generators more difficult to spot is the answer. The real problem isn't how easy they are to find, but rather the amount of safety survivors have at the beginning of the match. Killers have to find them first, and if they go in the wrong direction this can give survivors a LOT of time to work on generators. I find that as killer, when I guess the spawn correctly my matches go much better than when I guess wrong. A survivor can easily have a minute or more to safely work on generators without worrying about the killer finding them.
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Sounds like normal gameplay to me!
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@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/1188772#Comment_1188772
Yeah Amanda had a lot of deep-seated emotional and mental issues with basically her project on the people in the game. As she didn't think she changed especially not to the standards that John was holding her to.
Even before becoming an apprentice Amanda needed therapy not John and his warped philosophy
Plus her drug addiction, which was only the result of being framed. And apparently she had a terrible childhood herself. (At least going by a deleted scene)
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@Kwikwitted said:
Reading this topic I started reading backstories again, most survivors didn't deserve to get pulled in, most were good people.
But what shocked me was how many of the killers didn't really deserve their fate either.
Obviously Spirit and Plague are pretty much completely innocent.
Hag, Nurse, Wraith, and Hillbilly, while they did kill before coming to the entity's realm, are products of the abuse they suffered, either through their captors (Hag), their workplace (Nurse and Wraith), or their family (Hillbilly).
Trapper is also kind of a mixed case, thanks to the fleshed out backstory and diary entries from the rift, you get the sense he could have gone down a much brighter path if his father wasn't a Grade A prick and turned him into a monster. He was hiding dark tendencies for sure but originally he was siding with the workers and was just a kid who liked to draw.
Huntress is another one who is a mixed case. She clearly killed for sport but due to her mentality as a seven year old basically she's not really doing it maliciously. I think to her it's a game. She also strikes me as the one most satisfied with hunting forever in the entity's realm.
Bubba, for those who know TCM lore, know he's also a product of his family's abuse, and believes the people he is killing are trying to hurt his family.
Deathslinger also strikes me as someone who like Trapper held dark tendencies but also could have gone down a less dark path if not for cirumstances.
Really the only ones that I think nobody would argue belong in the realm are Myers, Doctor, Clown, Pig, Freddy, Legion, Ghostface, Demogorgon, and Oni.
I'm not sure Pig belongs in the realm, either. At least if you take her backstory from the SAW movies into account.
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@shalo said:
I made 3 for Survivor Ellen Ripley.
Do it with Flare
Standing within the Killer's Terror Radius while not in a Chase for 50/60/70 seconds activates Do it with Flare.
Once Do it with Flare is activated, press the Active Ability button to throw a flare towards a Killer carrying a survivor, this causes the blind effect on the Killer, causes them to drop the carried survivor, and stuns them for 4 seconds.
Get away from her, you #########! - Ellen Ripley.
Game Over
Once the Exit Gates are powered, your Movement speed is increased by 2/4/6%.
Game over, man. Game over! - Private Hudson
Quiet, They Might Hear Us
They Might Hear Us can be triggered once per match.
The vault and hide actions' noise detection and audio range is reduced by 100 % for 15/20/25 seconds
We'd better get back 'cause it'll be dark soon and they mostly come at night. Mostly. - Newt
Isn't Quiet, they might hear us just a nerfed version of Quick and Quiet?
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Really not surprised to see this toxic community have zero empathy for people experiencing issues with the game. While there's certainly a need for the penalty, there needs to be something done about people getting kicked from matches that are no fault of their own. Not to mention the various bugs. I've seen survivors get stuck in lockers, been unable to personally leave through the exit (with no blood warden) and various issues with the game kicking me (and usually at least one survivor) out of the game for no reason at all. (My internet is just fine in these cases, TYVM. I only play with Green Ping and I never have to reconnect to DBD)
It's no big deal when it's just a 5 minute penalty. But when it happens multiple times a day, it adds up significantly. And through no fault of the user. That's a HUGE problem. And I'm sure if it happened to the same people who just say "GET BETTER INERNET" (as if that's even an option, or even part of the problem) wouldn't be so satisfied themselves.
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Killer Perk:
Corrupt Protection
Your prayers invoke a dark power that protects your hex totems.
All Hex Totems are blocked by the entity for 80/100/120 seconds at the start of the trial. Survivors cannot cleanse hex perks for the duration Corrupt Protection is active.
Survivor Perk:
Support
Survivors currently in chase are revealed to you. See the aura of any survivors currently being chased. The killer will see your aura for 7/5/3 seconds if you enter their terror radius if they are chasing another survivor.
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Spirit and Meg.
Spirit didn't do anything wrong. I think she and Plague are the only ones who didn't kill anybody. And Meg just disappeared in the woods. That's a really sad story for her sick mother. (Oddly both have sick mothers.)
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He made a few mistakes, and it seemed like he might've been new to playing Demogorgon. We don't know what experience level he has with the character, what his other perks were, among other things. Demo has a bit of a learning curve. He could've gone after you, but instead turns back to go after a completely healthy character? He had NoED! No reason to go for the healthy guy there. Even then, he nearly gets two kills thanks to NoED. If I had to wager, I'm guessing he had no idea where the person on the ground was, so he checked the exit gate to make sure they weren't there. Also after getting his first NoED down, he picks them up and hooks them instead of leaving them slugged for a bit and going after you.
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If all gens are done, I don't mind camping too much. But before that, and it's a bit annoying. I'm just doing gens when people camp. As many as possible, and nothing else.
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50% bloodpoint event, where you earn half the bloodpoints you normally would for a day.
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My first experience with the game was last Christmas. My cousins were big fans of the game, and I went over to visit them and they asked me to try it out. They showed me a game first, both as survivor and killer. Then they let me give the game a try. It was against a huntress (I remember because I hid in a locker because of the humming and didn't come out until it went away). There were many things I didn't understand about the game, even though I had played the tutorial as well as listened to my cousins explain the game to me. Later, I got the game myself so I could play with them, figuring eventually I'd get better.
Christmas day, I played Killer for the first time. And the experience was... really difficult. I had no idea what I was doing. I picked Spirit because I thought she looked the coolest. Had no idea how her power worked. I gave another game of survivor a try, and simply couldn't do anything.
When I played with my cousins, though, things were a lot different. They'd bring Borrowed time to use against the campers. They'd give me useful advice after matches (We weren't playing on Comms or anything). I'd watch them when I inevitably died. It was only through that I started enjoying the game more.
My experience was improved largely by having people I know to play with, and who'd help me out with perks and builds that made my experience better. At least on the survivor side. On the killer side, it took watching videos from people like Otzdarva to really understand how to be a better killer.
I don't think more bloodpoints is the answer. A better tutorial would be helpful. But ultimately the community can help itself grow by helping new players. Especially ones they bring in personally. There's a lot of campers among the Rank 20's. Because that's all baby killers really know what to do.
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No, your computer probably has a virus. You might want to get it scanned.
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These ideas would destroy all game balance.
NOED - Why would a hex totem that can be cleansed to end the effect have a time limit? It's a hex perk, and can potentially not proc at all. It's totally up to the survivors.
BBQ - Nerfing the bloodpoint bonus is legitimately one of the worst ideas I've ever heard on these forums. The bloodpoint grind is bad enough as it is. This would make it all the worse. I also don't see why it shouldn't show survivors who've been downed. This perk needs no nerf. If you find it annoying, that's more a you problem than anything.
Rancor - This change would be punishing to killers who want to actually get use out of it. There's already enough of a downside to the perk. Plus if you want to Mori, you have to let the obsession live. This is one of the few perks that encourages the killer not to just tunnel the obsession.
Monitor - Why does it need a FOV increase nerf exactly? The FOV increase doesn't stack. So what's the point here exactly? I mean nobody uses Monitor for the FOV increase, but the additional field of view is nice.
Nurses - This idea might be worse than the BBQ idea. You know how to counter this? Don't heal when inside the killer's terror radius! It's really that simple. This would nerf Nurses into the ground.
Bamboozle - Also doesn't need a nerf. Once you know the killer has bamboozle, you can play around it very easily.
Enduring - This just makes a fairly weak perk, even weaker.
Franklin's - You already have to M1 the survivor, so I don't think this is necessary. If anything, franklin's should receive a buff.
Iron Grasp - Another perk that absolutely doesn't need to be nerfed.
STBFL - Another perk that encourages you to keep the obsession alive. The nerf isn't needed, unless -- as Otzdarva suggested, they make STBFL with 3 tokens as base. If they do that, THEN you could talk about nerfing STBFL.
Infectious Fright - Would be mostly useless, much like your nurse's suggestion. Especially at Tier 1. Survivors within 6 meters? Do you know how small of an area that is? You'd almost never get anyone to scream. This nerf makes the perk pointless.
PGTW - Pop needs a slight buff if anything, and that buff should be no time limit. It should always be 25%. Let's not nerf one of the few good slowdown perks.
Sloppy Butcher - Why should it have a time limit, exactly? Its countered by Inner Strength. This perk is another decent slowdown perk that should stay the way it is. Plus it would encourage players to NOT heal, which is the last thing a killer wants with Sloppy Butcher. It essentially makes the perk pointless. Survivors, instead of healing decide to work on generators for two minutes, THEN heal at the normal pace, making the perk entirely pointless. Since the idea is to slowdown generator speeds. As the perk is now, the survivors have a choice between not healing, or healing and taking a long time. With your idea, the survivors can either take a long time to heal, or work on gens, then heal up as normal speed with no problem. This makes the perk absolutely worthless.
If you find perks annoying, maybe change your playstyle instead of asking them to change perks that are perfectly fine?
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It was reworked essentially because Old Ruin punished newer players, was completely passive and required no work on the killer's part, and could safely be ignored by players who could regularly hit great skill checks. It was also fairly highly dependent on RNG since skill checks wouldn't always appear.
The new Ruin is pretty good. At least if it can stay up. But that was a problem with old Ruin too. You're probably more likely to have gotten use out of old ruin by the time it was cleansed, but if New Ruin stays up it can be a big difference maker. Especially with the synergy it has with Surveillance, which it didn't have before.
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Did you count the matches that are required for completing the challenges in your calculations?
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Mori's are a lot more powerful than Keys. They have a strong psychological effect too, because you have to play way more carefully if the killer has a Mori.
Just had a game. Killer brought an Ebony Mori. When he hooked someone in the basement, did I go for the save? Heck no. To his credit, the killer didn't mori the poor guy when he got unhooked, but we were wiped out pretty quickly. I managed to make a run for it with Sprint Burst, waited for the right moment, and happened to find the hatch. We got two gens done total. But even ignoring that, a Mori can turn the game from 4v1 to 3v1 very quickly. Keys cannot do that. Keys are still a bit too powerful, but they're not on the same level as Mori's. Both still need nerfs, though.
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The trap timer pauses while you are in chase.
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Pig. Before they nerf her again.
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Say what you want about the Switch version, but at least we don't have to deal with post game chat or messages.
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The problem is gen times and map size. Gen times are hard to fix, because if you increase them it makes camping even more powerful. Ideally, if the killer camps, the rest of the survivors can complete a good portion of the generators in the same amount of time. Hook state could be increased to compensate, but I'm not sure how much of a difference it'd make when survivors have 3 hook states regardless. Map size and layout are the big problems, though.
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There are things you'd have to do to make it more balanced, but ultimately I think it'd just make queue times longer for everyone. Killers might JUST want to play competitive so they don't have to face SWF squads.
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@PassarinoT said:
https://forum.deadbydaylight.com/en/discussion/comment/1185726#Comment_1185726
Man I just started a normal discussion and you instantly jumped at it and fired back on just about everything I wrote without even reason or consideration. Done arguing with you and I tried to be a touch kind but you obviously don't care and only contribute to the toxicity that plagues this game's community.
I disagreed with you. That's not toxicity. Don't take criticism personally. Criticism is an essential part of growth.
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@SnakeSound222 said:
You want to nerf Unnerving Presence, a perk which only works on one Killer and can still be countered by being a good Survivor? I run Distressing, Unnerving, and Overcharge on Doctor and against good Survivors, I only hear a failed skill check that's not from a gen or me interrupting a Survivor maybe once or twice per game. I am using up THREE perk slots for something and having it not work because Survivors can hit skill checks. I could be using much stronger perks like PGTW and Thrilling.
STBFL is great on Doctor if your'e not already running it. I always feel like as Doc survivors get across the map after that cooldown. Actually STBFL is great on almost all killers that use their M1's to down people. Less so on Legion because his frenzy doesn't count. With Doc though it feels a lot worse for some reason. Might just be me though.
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I play survivor/killer 50/50 actually, and I think you're the one taking things personally here. There are a lot of counters to almost all of these perks you suggested nerfing. Any survivor with a decent amount of time in the game are going to be able to hit skill checks in unnerving presence very easily because they're used to hitting their DS skill check, which is even smaller (and unaffected by Unnerving Presence, I might add). Franklin's you just need to literally find the item again and pick it back up. If they can't remember, if the item is that important to them, they'll spend time looking for it which gives Franklin's actual value. Survivors don't need the game made even easier by weakening Killer Perks right now. Unless your hope is that most killers just quit and eventually BHVR replaces them with Bots. I mean Hang Man's was made absolutely useless just recently (then nerfed even further to be even more useless). It's no wonder killers want DS nerfed, even though DS isn't that big of a deal. Their perks get nerfed all the time.
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You wanted to change one perk for each killer, and didn't say... think to Buff Overcharge a bit? Instead you decided to take a fairly useless perk and nerf it even more? Unnerving only effects people inside the killer's terror radius anyway. Also you wanted to make an adjustment for each killer but missed Wraith, Billy, Freddy, Pig, Clown, and Oni.
PWYF isn't really insanely unbalanced. You miss an attack, and you lose a stack. You hit someone, you lose a stack. Any offensive action loses a stack. Seems like a fair trade off. Plus you can only get it against the obsession.
Third Seal is a nerf because it's time restricted. Especially since its already a hex perk. It can be cleansed. There should be no time restriction on a hex perk that could easily be cleansed.
Franklin's SHOULD make the survivors drop their items. How else are you supposed to counter Keys, and sabotage with Toolboxes? And your nerf would make the perk absolutely useless for the reasons described. Also, you don't really sound like a killer main.
Iron Maiden should keep the exposed status. The long aura reading is just too long.
Infectious doesn't need a cooldown. Killers don't need to be stopped from slugging. It's a completely legitimate way to play. It even has a counter: Run Calm Spirit. Or once you find out a killer has it, stay away from other survivors. The killer can only snowball if you let them.
Cruel Limits as you mentioned is just a weaker bamboozle. Might as well just run Bamboozle.
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/1183460#Comment_1183460
You weren't tunneled though. They chased and downed 2 other survivors before they even saw you again. There's only 4 people in the match, do you really think the killer should have to chase every survivor besides you before they're not TuNeLiNg? Ridiculous.
They didn't down two survivors in this scenario, they downed one while you were on the hook, and then after hooking came straight for you off the hook. Which is definitely tunneling.
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Why Would you NERF Unnerving Presence? It's incredibly weak as it is!
I think the only buff Thana needs is a percentage based one. Up to 20% penalty would be great.
Play With Your Food doesn't need a nerf either.
Third Seal feels like a bit of a nerf.
Overwhelming Presence DEFINITELY doesn't need a Nerf. It's pretty useless as it is. If anything it needs a major buff.
Franklin's Also doesn't need a Nerf thank you very much. If anything it should consume MORE of the charges. This would be a 100% useless perk, because chances are that survivor is going on the hook, not to use their item.
Iron Maiden - That's WAY too strong. Their Aura revealed for 24 seconds? Absolutely ridiculous. Even Retribution can't show the aura for more than 10.
Infectious Fright doesn't need a cooldown.
I like the Thrilling Tremors Buff.
Cruel Limits sounds like a nerf.
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I play on switch, and it's not THAT bad for me, though every day I do get kicked from a match which leads to a DC penalty. But matchmaking times vary, I don't think I've ever waited 30 minutes for a match on either side. Might depend on where you are.
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Happens to me just about every day. One match, sometimes more, I get disconnected by the server. Now I get one hour penalties (6 if it happens twice in a day) because the server is having an issue.
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@elvangulley said:
https://forum.deadbydaylight.com/en/discussion/comment/1185071#Comment_1185071
With the way gens pop no a killer cant wait 60 seconds and your not entitled to time
There are other players you can go after in that 60 seconds, believe it or not. I do it all the time! You're not entitled to a 4K anymore than survivors are entitled to an escape.
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@elvangulley said:
The entitled is so gross my team sucks so i should have god mode reeee even though you didnt tunnel me i should still have 60 seconds god mode reee your killing us to fast give me fod mode
The entitlement is so gross. I deserve a 4K I can't wait 60 seconds Reee I can't kill you straight off the hook reeeeeee
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@Peanits said:
It would be an easy win in some ways, but not so much in others. For what it's worth, there are people out there who prefer the longer cooldown. Having a loud noise go off every 8 seconds can be distracting and cause you to miss other loud noises (failed skill checks) or impair your hearing in a chase.
Pros:
- T3 would arguably be better afterwards, and it would all make sense.
Cons:
- Everyone who left it at T1 would have to get the T3 version on all of their killers.
- Anyone who does like the longer time in between can't downgrade.
That said, we are aware of Discordance. We know that there's people out there who prefer tier 1 over tier 3. But at the same time, it's a low priority since it's not really hurting anyone as is and you can choose not to level it up if you prefer the lower tiered version of it.
People who like the quicker notifications though can't downgrade either if the entity forces them to take tier 2/3. The explanation makes sense, though.
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I'm all for making it easier to get stacks for WGLF. But it's not like you can't just play killer to get BP to level up survivors.
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It makes sense. You use the add-ons up in the trial. Also while survivors have WAY WAY more things to invest BP In, you only need to get all perks on ONE survivor because they all play the same. Whereas if you play more than one killer, you have to spread that BP among different killers.