Laluzi
Laluzi
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- Laluzi
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Yep, looks like it's back. We had this happen when they gave out Meg's Deathgarden mask too.
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@CyberDragoon656 said:
https://forum.deadbydaylight.com/en/discussion/comment/2772933#Comment_2772933
Come back to me after the event cause I want to see how many are going to keep playing pig and not just dump her for a better option.
Is the point of tomes supposed to be to get people to have new mains? Because I wouldn't expect that to happen any more than I'd expect daily challenges to do it.
We saw a ton of Tricksters last tome. We saw a ton of Clowns the tome before that. Now those killers have retreated back to being rarities. I hardly think that means their tomes were failures or not worth doing.
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The other one is animated, this one isn't. Plus a slit in the center.
Not a very exciting deviation. But the other two pieces more than make up for it, in my opinion.
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@CyberDragoon656 said:
"Why make a tome for a killer that's on the weaker side of the spectrum?" That's my thoughts for now.
A character being strong or weak has nothing to do with their lore. Getting a SAW tome is awesome because it's a full tome of licensed characters, full of goodies for fans of the franchise.
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@Chimp said:
Imo, I think demo is the only killer that does not have a map that hard counters him.
Demo's able to do well on large maps with wide gen spreads due to his portals, but personally, I despise playing Eyrie on him. There's tons of large object hitboxes that'll stop his shreds despite the shred path visually looking clear. The tree branches are the absolute worst, but the stick bushes are also pretty bad when it comes to unexpected collisions.
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Yeah, I'm quite liking it. It's its own form of slowdown on both sides, it's nicely interactive, and the rewards are great. This has been a really nice event so far.
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Swamp, swamp, swamp. Huge, bizarre spawns, unpleasant aesthetics and lighting, cannot see ######### in there. Playing killer versus dark-clothed survivors in those maps can feel like playing with your eyes closed.
Individually, Pale Rose and Grim Pantry aren't the maps I hate most, but the realm itself? Yeah, no, nothing good can come from the current state of Swamp. Ugh.
Coldwind is a close second though. I dislike the new trend of bright daylight maps in DBD, and the corn is awful.
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I'm a little bleh on how many Saint Patrick's Day recolors we have. The Valentines ones are more versatile for the most part, and they seem widely usable, but the St. Patty's Day stuff is way too garish for my tastes and I doubt I'll use any of it. The only one it really fits is David.
Sad we didn't get a Boop the Snoot charm or a Pig doll.
Absolutely love Billy and Mandy's new outfits, though. And Nea's cat charm is delightful. (Why can't I put Rotten on all my killer hooks, this isn't fair)
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That's absolutely hilarious. No, you're not allowed to figure out how your power works and take advantage of anything you learn over countless games. Picking up the box yourself is cheating.
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That's the Blight outfit I want, except I wanted it in classy black, not green. This one... has not taken anything off my to-do list, let's put it that way. Still, the cane will be nice.
Overall I think a lot of the recolors this rift are silly and not things I'll use, and I'm annoyed at a lot of the charms being strictly killer or survivor (I want to put Nea's cat on all my hooks, and a bunch of the survivor-only Saw charms I want on Pig's hook), but hey, I'm not missing out on Amanda's outfit for the world, so I'll take 'em with.
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@ProfoundEnding said:
There is absolutely NO logical reason why that Twins cosmetic is linked.
I've separated it, so have others. There are no clipping issues with any of the pieces, at least none that are even noticeable. And the pieces look great combined with the Twins other cosmetics. If it has to do with the change in skin tone, well you can do even worse with Hags cosmetics and hers aren't linked... If a developer sees this, please unlink that set or give an actually good reason why that decision was made.
I'm assuming with the longer hair head cosmetics, they want them linked so they can't be combined and clip into torsos with backpacks or accessories on the back.
The Twins cosmetic baffled me the most. I can't even begin to figure out why that one is linked. All the others, I can at least guess which part is the problem.
Hair clipping is very minor on the whole. Like, the new Plague butterfly headdress clips through her hair on bodies that don't have a veil draped over her head It still looks fine. It's pretty common on unlinked pieaces that some hairs go through shoulders a bit, or rest on invisible surfaces that are set higher than what you're currently wearing. It's not that noticeable.
Even in cases where it does go straight through an object... Feng has an unlinked skirt that clips massively with most of her tops. Is it really an issue? Players will, for the most part, self-police that aspect and not use cosmetics that look bad together. Unless that's the point and they don't want to enable people that'd make their characters look like hot messes on purpose, but I can already go to Hag and use her bright green cabbage patch hair, her dark blue claw, and her red-veined grey body, so...
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Full agree on the way you divvied those up - with the exception of Jill, but in Jill's case, it's more that they make you pay 1080 when it should be 720. I get why cosmetics are linked when it's a licensing issue, it's a separate character, or when the whole outfit is a massive deviation from the character's normal mesh/clothes seams and it'd have invisible bits if you were to mix them with other cosmetics. (Though in many of those cases, the killer's weapon and the survivor's hair could be quite safely unlinked from the whole.)
Another example of 'why is this linked' is Yun-Jin's blue socialite outfit. And before anyone says clipping, she has other unlinked cosmetics that clip much worse than cosmetic-glitch versions of that. Same with Feng Min's pajamas.
I'm surprised they keep pushing ahead with linked sets, particularly linked sets when the clipping issues are very minor or resemble unlinked pieces that character already has anyway. The feedback on them has been overwhelmingly negative. Sales must show something different.
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@Ghouled_Mojo said:
Boil over wouldn’t be bad if the trolls would stop abusing it.
Trolling is the only way to use the perk. If you're not bringing map offerings and intentionally running into second story areas where you know the killer will have trouble hooking you, it's a bad perk. If you leave it to chance and just play as you would normally, it's very unlikely to do anything.
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2771494#Comment_2771494
It's funny, I actually did give Beast of Prey a shot tonight for the hell of it. The only way I can see it possibly working is I get in a chase and, while in Bloodlust, if there's another survivor nearby I can use the Undetectability to switch targets and ambush them instead of continuing the chase on the original survivor. I gave that a whirl and it just seems really difficult to pull off. You have to hope there's another survivor close enough to the chase that your Bloodlust won't end before you get close to them, but also hope they are too involved doing a gen or whatever to not realize you're nearby and switching to them, and it can only be done after chasing the first survivor 12 seconds to get Bloodlust going. At best I think maybe, MAYBE I got a hit because a survivor ran past us in a chase? But I can't even be sure if it was due to Beast of Prey or just a typical altruistic body block attempt or something.
And the funny thing is Beast of Prey is Undetectability which is WAY better than Furtive Chase's effect of just reducing the size of the terror radius. And yet Beast of Prey is kind of worthless too, so just imagine how bad Furtive Chase is!
I think if Furtive Chase conferred Undetectable in chase at enough tokens, it would be... well, it would be better. It would still be a pretty bad perk, but Beast of Prey's main sucking point is that it requires you to get into Bloodlust, which creates its own stack of problems. Furtive Chase giving flat Undetectable would sort of work like a killer version of Iron Will. No directional heartbeat in chase and no red stain. But losing the red stain is something that you can already mostly do by moonwalking, so that's not much, and then you can have maps like Ormond, Badham, or Gideon where it's all 100% worthless because every loop has visibility. It's not a recipe for a perk anyone would run; it'd just be another neverused perk instead of "adept Ghostface is a 2-perk run because #3 does nothing at all."
Mostly I think Furtive Chase just needs to be reworked from the ground up with a new effect. Stealth in chase is not helpful, especially in a meta that discourages switching targets. And when you do want to split (usually to kick someone off a generator), it's generally really easy to ambush nearby survivors from a chase even if they do hear your terror radius, because they think you're occupied and so they're not especially concerned about it or its fluctuations. If they do react quickly enough, they're either very alert and watching entrances, they're using Spine Chill, or they're on comms, and in all of those cases, Furtive Chase's -16m TR still isn't going to help you. It'd help you ambush a scared newbie player that has no idea what's going on and doesn't want to get close to your TR but feels safe outside it, but who needs a perk slot to handle that?
@drsoontm said:
You are only disappointed because you had some expectations.
By now, you should know you cannot expect anything.
The sad thing is - I started playing a year ago, and when I first joined, I was very appreciative of BHVR's work and optimistic about the future, and I'd defend them from what I thought was an overly negative playerbase.
Now I'm as cynical as everyone else. It wasn't even a fast transformation - it was months of "I think that was a bad idea, but I'm sure they'll do something about it when they realize that", "I disagree with that, but I'm sure it won't be too bad", and "They have to fix this soon... right?"
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@dugman said:
The one group of add-ons I really wish they'd revamp are the ones which put the killer at a handicap in exchange for making certain scoring events higher. I really dislike using Bloodpoints as a balancing mechanism, I think it's much better to have the benefit be something that actually impacts the match itself rather than be currency to spend between matches.
For example, Trapper's Padded Jaws makes the traps not injure survivors and the benefit is the traps score double points. They should replace that score increase with some decent in-game effect, like maybe the Padded Jaws traps reset themselves over time or Trapper can carry more of them or even something unique like he can get traps out of lockers and the oldest trap disappears from the map. Basically any strong benefit that makes up for the Padded Jaws handicap.
I'm not quite sure why the meme addons exist. You hit the nail on the head when you outlined how the bonus bloodpoints typically don't matter because they don't climb above the cap and most killers don't struggle to max Deviousness in a normal, moderately successful match. It wouldn't have been good compensation anyway, but without it, they're just straight nerfs. And it's a very rare situation where these addons even pay back their 3000 BP cost, so... they're just straight nerfs.
The only meme addon I really like is Prayer Tablet Fragment because it enables a different playstyle - it actually gives you some power back in exchange for taking some away. I wish that was the model more of these worked on. And Party Bottle, but that's not a nerf, it's just entertaining.
Though I have seen some meme builds before that capitalized on Padded Jaws, The Beast - Soot, and Speed Limiter (Bubba - on Billy, it's a horrific handicap, but on Bubba it's not that bad.) I don't quite remember what the others conferred - Wraith was something with Distressing and TR perks - but I know Padded Jaws could be used to farm STBFL because survivors are still trapped even after you hit them and you get two health states instead of one.
So a couple of these do have foundations to work with if it comes to revamping them. I cannot for the life of me imagine a situation where you'd get any benefit out of running stuff like White Nit Comb or Kid's Drawing, though.
Unfortunately, we've had these addons on killers as recent as Pinhead and Trickster, so the design behind these apparently isn't considered outdated.
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Hey, I actually like Renrijo's Bloody Glove. It's not as hard to get Blood Orbs as you make it out to be and it's super fun. Personally I think it's Oni's other iri that's derpy (though it's less so with this current patch, it's still not a very helpful effect unless you lose people a lot.)
I could not agree more with Nurse's overdose of meme addons needing to be corrected, though. Also, Hellshire Iron is so... bizarre. Like I guess it's possible to do weird hit and runs... if teams clump together... with a 110... when I could honestly just bring Tinkerer and get more use out of that.
Legion has so many useless and outdated addons - I maintain hope that the fabled Legion overhaul will put at least the purples to bed. But Fuming Mixtape is weird. They ported over one of Wraith's iris, but Wraith's activates his power outside of chase for the most part. It's his map traversal hunting state, so seeing what gens are being worked on is really good for him. Legion doesn't traverse the map using their power, they use it in chase or to harass several people at once, so the information is much less useful and probably not even what they're paying attention to when they have the power active. If they try to use it like Wraith and turn on their power to see that someone is working on that gen across the map, by the time they reach the gen, their power is out and on cooldown when they most need it.
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@Kaioken99 said:
https://forum.deadbydaylight.com/en/discussion/comment/2771340#Comment_2771340
Yes, but that's what I mean. The perk should be working properly so it could be rebalanced appropriately.
I'd be okay with nerfing CoH to 50%, but remove the self-care penalty so it's just a flat 50% buff to all healing speeds. That way no matter what it's roughly a 10 sec heal. I think that's more reasonable.
Actually, a 60% buff makes the heal take exactly 10 seconds. In my opinion, that seems fair.
That would make CoH even stronger than it is now. Fast and accessible self-heals are the main reason CoH is so strong, less so the hyperspeed heals on other survivors.
The reason why self-healing takes twice as long is because it removes a person from the equation. Essentially, when you use the perk Self-Care, your heal takes the 16 seconds you would sit there being healed as well as the 16 seconds another survivor would spend healing you. A basic heal may take 16 seconds to complete, but it takes 32 seconds of team time. CoH before today used to halve that - 16 seconds to heal yourself, 8 seconds to heal someone else. Now it's a tiny bit longer, but the double/half time remains.
Making healing someone else take the same amount of time as self-healing means there's never any reason to heal someone else. That just takes twice as much time from the team as that person self-healing would.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2771305#Comment_2771305
That hasn't been my experience.
4 survivors, meaning that the second I head towards one, it pops before I get there. I've managed to get 2 envelopes in 16 games today, and that's with me trying to prioritize them. Wraith can't even open them without decloaking.
Play a few games, note the BPs after. You'll see what I mean, and why I'm legit fuming right now.
I've been playing games all day. I was wrong about survivors not getting full BP when they don't personally complete a generator, and that stands to reason that they could be more generous with the hooks, but I'm still getting healthy BP on both sides.
I guess I've just been having better luck with the envelopes. As survivor, I spawn near others and I have to fight others for them, which I usually don't win. As killer, I spawn on my own side of the map and get free dibs on any envelopes that show up near me.
Wraith not being able to interact with event features while cloaked has always been very annoying, though. I'm still sad about the pumpkins.
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@ad19970 said:
Why do people always pretend BHVR never makes any changes to the patch between the ptb and when it releases to the live game when it doesn't happen once?
I mean fair enough, it does sometimes feel like the devs don't listen enough, and some changes really should happen but don't. But the devs also don't just have to listen to every feedback that people have immediately.
It is weird that Dead Man's Switch made it into the game though. That one I can see becoming very problematic.
They don't never do it, but this is the second time in a row where the community unanimously went "hey, there's a giant problem here!", they ignored it, and surprise surprise, there was indeed a giant problem.
@StarLost said:
https://forum.deadbydaylight.com/en/discussion/306732/i-am-profoundly-disappointed
If you really want to get annoyed, do the math on the BP rewards for the event, or take a look at the BP gains in the postgame lobby.
It's deliberately tuned to give killers almost nothing, while nearly doubling survivor BP gains. 750 BP on a hook (which doesn't even work half the time) compared to 3000 BP for a generator being done. That's...honestly, I'm not sure how to feel about this aside from insulted.
I'm not bothered by this part, actually. The envelopes give hilariously high amounts of BP to everyone and killers have an advantage to finding them (survivors waste tons of early game time if they try), killers earn way more than survivors do on average, and also, you're going to get more event hooks than survivors will generators. You figure each survivor is only personally going to be there finish maybe 2 gens unless they were jockeying.
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@Kurri said:
The only difference you would notice is that one survivor that just runs to be downed in the very corner of the map furthest from the hook, so he can great skill check 1 less second of wiggle time.
Nah, there's way more use cases than this. Survivors are bodyblocking you on the way to the hook. You're on a map like Midwich or RCPD where hook spawns might be in adjacent halls or above/below you and there's no actual close hook near you. The survivors used lots of Petrified Oak. The nearest hook has been sabotaged or consumed by the Entity. You're trying to reach a scourge hook. You're dealing with Boil Over.
In ordinary circumstances, it doesn't matter, but it turns already oppressive situations more oppressive. It's basically a buff to sabotage and bodyblocking, but generally worthless to your average survivor. There was no need for this to be a thing and I don't appreciate it.
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@Mandy said:
Thank you <3
If it's any useful supplement, this happens every Tuesday at some time between 5 and 9 pm EST. It's most often between 6-7. Twice I can remember, it happened on Wednesday instead, but it's definitely a weekly thing that disconnects everyone using the platform. Luckily I was in a lobby instead of a match this week.
@AsherFrost said:
If only they did their maintenance on a schedule, like every week in the same 4 hour window, you would have a chance to avoid these issues.
Oh wait, that's exactly what happens.
"Just don't play DBD during prime evening hours because who knows if it's happened yet" isn't a great solution. It'd be different if it was the same time every week, but it floats all over the place.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2770664#Comment_2770664
It also doesn't seem to have an ICD, so on maps with 'tiered' elevation, you can trigger it multiple times in very quick succession and instantly escape. Eyrie is the easiest to do this on thus far, but I foresee Pantry being even worse.
I've only seen that trigger on Eyrie (it can be nasty; the wiggle itself forces you to take that tiny drop); where would it go on Grim Pantry? I'm not envisioning it... though hooking anyone in that main building was already a mess. You pray basement's in there or you're really pushing things. Same with Badham.
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@Haddix said:
https://forum.deadbydaylight.com/en/discussion/comment/2771028#Comment_2771028
It's not an exploit, it's a perk buff that I am going to use because it's in the game as an intentional feature.
The more people abuse it, the most posts there are about it, the more stats there are, and the quicker devs do something about it. In the meantime, I'm going to enjoy my time doing it because it is an intended feature.
Also, it does follow normal gameplay until you get to the madness of RPD library, which is GENUINE abuse (I overused the "abuse" word way too much, don't think that's what I've been doing). Me going up to Asylum's main building with Flip Flop and Boil Over and hitting all the great wiggle skillchecks is me getting value out of my perks. Of course that's frustrating to face as killer because I'm getting an escape because of perks, but it's not something that I'm not gonna use because it's frustrating a killer for it being a useful build.
RPD library is pure torment, though. That's something that is literally only for making other people miserable because you don't even get an escape out of it. More normal use of it IS going to get you an escape, and that's what I've been doing save for the first 2 games I tried it just to see how insane it was.
When you said abuse, I assumed you meant deliberately trolling with it. You did use the word abuse, after all. I'll agree that the only point of RCPD is pain and misery, and not doing that is several steps above where I thought you were, but I still think that running into upstairs corners where you know the hooks are too far away with the free 25% progress whenever you have a chase is knowingly abusing an exploit. I don't see that any differently than I do survivors crawling into zones where the killer can't pick them up. It's a competitive advantage, but it's also nakedly unfair. Add in that you're in a SWF and I have to assume they're helping bodyblock on top of this, if they're not all running it themselves, and yeah. I suppose that particular brand of karma will come for you when you next play killer.
I guess forcing the devs to look at it within 3 months instead of 6 is the best we can hope for. JFC, I'm learning to dread map offerings today.
@El_Gingero said:
https://forum.deadbydaylight.com/en/discussion/comment/2771028#Comment_2771028
Well, take me for example. I’m highly vocal about how weak killers are and how OP survivors are, and I’m highly critical of the devs, but I still use broken ######### when playing survivor because it’s a video game, and one that really shouldn’t be taken seriously.
DBD is not competitive, it’ll never be balanced, the devs genuinely don’t understand it nor their precious data, it’s starved of basic features and QoL, so on so forth. We still don’t even have loadouts! Taking DBD seriously is just going to cause you undue stress.
I’ll continue to be vocal when I do post, however I still want to actually find some fun in this poorly managed mess of a game (that I only play while I wait for an alternative.)
I can't have fun with anything that I know is aggravating the other people playing the game unless I'm angry at the other people playing the game and aggravating them is the point.
I should edit that if people get aggravated by getting downed or outplayed, that's a them problem. But I think it's reasonable that people will get aggravated if they win four chases and can only get one hook out of them because survivors keep running towards 'I win' spots.
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@Haddix said:
https://forum.deadbydaylight.com/en/discussion/comment/2770972#Comment_2770972
stop blaming players, blame devs.
i'm using perks in a game. i think it's busted. i think it's dumb. but devs breed it and create it. it's not a player's fault for using perks, it's a dev's for making them when they've had many opportunities NOT to.
if i were going out of my way to BM or act toxic in endgame chat, that's a different story. then you can shame a player, because that's on a player's behavior, but that's not what I'm doing. simply using boil over in a swf is not bullying, it's just abusing awful perk design.
You know it's busted and that it's awful and unpleasant to be on the receiving end of, and you're still choosing to do it for your own amusement. I can blame both the devs for failing to heed the warnings and you for propagating an absolutely miserable in-game experience when you could just be playing normally and, y'know, not abusing exploits that got left in.
There's a difference between something like Dead Hard being unpleasant to play against but powerful and with an undeniable utility that survivors are obviously going to flock to, and something like Boil Over trolling that doesn't even have a pretense of following normal gameplay.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2770037#Comment_2770037
It's just tiring. Because it's always something because of "how well it synergizes !"
People have literally cried for tinkerer nerf. Because of "omg billy, Freddy, nurse !!!"
People have literally cried about hoarder(which LOL btw) because of pinhead.
Now it's "omg DMS !!! Artist !!!"
People have cried for this and that..And then when it gets nerfed(rather killer or perks) People come crying because they only face nurse, blight, spirit. They come crying because they only face corrupt, pop, ruin, scourge hook, etc
It's like you just posted in another thread about boil over. It'll be used for probably a week and be forgotten.
So I've thought about this one for a while, and ultimately, I can't fault that. There's nothing I can objectively quantify about how I think something like Ruin/Undying/Tinkerer Blight or Infectious/Starstruck Nurse is fair, but this isn't. All of those killer/perk synergies have counterplay, but so does Basement Bubba and Dead Man's Switch Artist. It all comes down to my personal opinion on what's reasonable to expect players to do and what isn't, and that's a worthless foundation for an argument.
I think my reasons for railing against DMS Artist are very similar to my reasons for hating Boil Over - they're too easy to pull off for their reward, they encourage a cheese strat over interactive or dynamic gameplay, and they stretch games out well past the point of anyone having fun with them. Both of them hinge on just flat out not letting the other team do their objective for obnoxiously long periods of time.
Though that brings up the question of Franklins/Hoarder Pinhead, because he was/is also a stall killer who'd drag matches out to death. I think the issue here is that Pinhead forever-hunt strategies live or die based on whether he's facing comms and they are not universally effective. While they certainly help him, I don't think the issue was actually Franklins or Hoarder - it was that it's stupidly hard to end a chain hunt once it gets going because the chains continue to harass the box holder, and that build made it so that you had to solve the box as soon as you picked it up or you'd get interrupted. All Franklins/Hoarder truly did was prevent a survivor from holding the box hostage and force them to time picking it up well. The fiddliness in actually solving the box, along with the box time addons, was what caused the strategy to work as well as it did. All of that said - I'm quite likely very wrong about this. I was on hiatus when Pinhead was first released and you actually faced him more than once in a blue moon, so I don't think I'm the best person to speak on this topic or how fair/busted that strat was/what was actually the lynchpin versus what was incidental.
As for DMS not being used in a week - yes and no? The difference between Boil Over and DMS is that Boil Over isn't a good perk. If you're not controlling the map and you're not running to areas the killer has to drop and doesn't have a hook right there anyway, it's a waste of a perk slot that will help you once every couple dozen matches. DMS is actually a good perk (albeit probably not meta), and alongside being a good perk, it opened up another powerful cheese strategy ala Basement Bubba. Less instadeath if you get caught, more that the Artist can just keep stalling the game over and over and over again and win through attrition unless survivors counter it with a specific strategy that takes ages or are good enough runners that her facecamp palooza kicks in too late (whereupon the team can sacrifice the facecamped player or grab then at the very last second of the second stage to avoid a second DMS.) Which is tricky, because Artist is an anti-loop killer.
And historically, low-effort strategies that have high returns attract players. Trolling rarely wins you games, but cheesing does. So if DMS facecamp Artist works, we'll be seeing her around.
I'm definitely skeptical that DMS will have a lasting place in the meta compared to, say, Pain Resonance, and it'll probably go the way of Lucky Break when it comes to killers who aren't Freddy/Doc/Artist. Artist is where I'm worried. I could be wrong. On its head, it does seem like it requires a little more skill than Basement Bubba, and it will also take longer, so there's a chance it just won't corner his market and widely appeal to the players that are interested in playing joyless slogs for 4ks. One hopes.
Overall, I'm just really unhappy that they've failed to take any action on any feedback beyond "we're not buffing Solvent Jug then" and that their stance on massive design oversights seems to be "lol, let's just go ahead with it and see what happens."
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I try to only open one (or if it's my own, reveal it and then open another one.) I don't want to hog all of them.
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I'm not sure this counts as a lunar event screenshot, but it's a midchapter screenshot!
These two ran up to me at the start of the match and really wanted me to teleport. They kept leading me to the box and bouncing up and down when I said the thing.
I have lunar event sparkles, so this definitely belongs in this thread.
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If you fall off a ledge while carrying a survivor, they get instant 25% wiggle progress. There's no height minimum; if the fall would activate Balanced Landing, it actives Boil Over. Taking the shortcut into the basement causes it; falling off the step at The Game's exit gates causes it.
Naturally, this resulted in a lot of map offerings and survivors running to areas that were already pushing it to reach a hook.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2770394#Comment_2770394
Those toolboxes are brutal as killer. See gens fly! Fly gens fly!
I'm mostly thinking about the anniversary, how we might actually get at least one cake per web instead of the thing where you'd go from level 1 to 50 and get like 12 cakes on a survivor, but 50 on a killer.
As for the endless Commodious boxes... eh. Not my first rodeo. It's rough, but I figure that's why I was running the slowdown in the first place.
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@Angelicus23 said:
https://forum.deadbydaylight.com/en/discussion/comment/2770430#Comment_2770430
In the contest rules they stated that when you submit your design you automatically give all its rights to BHVR even if the design didn't win
Interesting. I think it'd be weird if they actually made money off of it, though; one of the shticks with community outfits is that they come in Rifts and can't be bought with cells. Would the same thing hold if they decided to use a non-winning skin? I feel like it would have to, but then there isn't much incentive for them to do it - as amazing as some past runner-ups have been.
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I don't think they can actually do that, seeing as they don't own the design and it's outside the bounds of the contest it was created for.
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@tester said:
https://forum.deadbydaylight.com/en/discussion/comment/2770404#Comment_2770404
I was asking if I should pick wraith on the left or wraith on the right.
Exactly. The Wraith on the right is feeling intimidated. Imagine how he'd fare against a Nea with a purple flashlight. The Nea is clicking. He's quivering. Is that really the Wraith you want to choose? Left all the way.
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Definitely pick the Wraith on the left. I like his vibes. Cool guys don't look at cowboy-turned-WWE wrestlers.
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@Advorsus said:
https://forum.deadbydaylight.com/en/discussion/comment/2770180#Comment_2770180
As stated, that's an issue with specific map designs and not the perks itself. The changes to the perk are good, but the unfortunate by product of there's some places on a few maps that have dead zones with no hooks isn't a reason to revert the changes themselves.
It does however give great insight to map balance and spawns that they can look at for future endeavors.
Does it suck that it can be abused in certain circumstances? 🤷 Sure. But so can a lot of things. But the changes to the perk itself are fine.
That's how it works in all games, you add or change something, it breaks something else or makes it more apparent that something else is abusable, so you fix that, which breaks something else, and so on. That's all online multiplayer games. It's a constant back and forth to achieve balance.
I mean, I think it is a reason to revert the changes. Either you have to change how the perk works because it's incompatible with your map balance, or you have to change how the maps work because they're incompatible with your idea of game mechanic balance. They did neither. And really, the RCPD library has been a problem since the map was released and they still haven't made any moves to address it. Going "eh, whatever, we know there's a major problem but let's see how this plays out" is not a laudable game design philosophy, nor is it an integral part of balancing a game. Even if they had intentions to fix RCPD instead of Boil Over but couldn't finalize them before the patch went live - they have a kill switch function for a reason. If you're going to turn off Dead Dawg Saloon because one totem spot is uninteractable or the killer can't fit through a door, then why wouldn't you turn off RCPD for this?
We'll have to agree to disagree on this subject. I've increasingly felt that BHVR has an issue with complacency and today's decisions are not helping.
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@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/306751/where-did-i-put-that-world-s-tiniest-violin
unpopular opinion, but haddonfield isn't even that bad anymore. Badham or like, cowshed, feel infinitely worse to play on. Hell, even the gideon meat plant feels worse lol
Removing the Myers House infinite really helped.
I'm cautiously optimistic about Haddonfield getting a design rework, but I'll be :| if it just turns out to be a "everything's the same but there's 10 breakable walls now, have fun" situation.
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@Pizzasauce said:
Wait - will there be another download for the event, or...nah?
No, it's already been uploaded with the update; they just haven't switched it on yet.
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Even if they didn't have a big honking section for feedback about the changes on the patch - how is "this perk makes it literally impossible to hook the survivor in certain areas" not the kind of bug they should be testing for?
I totally agree that trying to listen to every single bit of feedback brought up would be a schizoid endeavor, and that it's natural that most feedback gets ignored - but when most players in the PTB are speaking in unison about something, there's a reason to look into it.
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@PerfectlyPink said:
Dms is going to be like lucky break. People vastly overestimate it's strength because it's annoying to go against.
I don't care about DMS when it's not on Artist. It's good, but there's counterplay against the killers it's especially good on. Doc, you let go of the gen before the hook and anticipate the shock and then he can't use it again for a minute; Freddy, you tough it out with Class Photo and assume he's faking until/unless he shows up. Same with a fast killer like Blight or Billy that races across the map - don't get spooked, tough it out unless they're aiming for you. And for nearly everyone else, it's just going to be another above-average gen delay perk.
Artist's counterplay is "hardcore hide all game, skittering back into the bushes at even the hint of a terror radius, but also team-pile on gens like a mofo and BT-bodyblock unhooks with DS" or just "lol don't get caught."
Lucky Break is a tricky perk, but it's not a 30-minute match perk.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2770024#Comment_2770024
I think a lot of people will use it now, but not so much later.
This. I'm calling it now; we're going to see a wave of troll games in the week following the update, and then it'll become something you'd be exceptionally unlucky to encounter once in a month.
@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2769982#Comment_2769982
Unbreakable is a single use.
For soul guard they need to hope i have a hex.
For no mither they have to run no mither
You'd be surprised how common No Mither is in troll builds. The point isn't to last, it's to delay the bleedout process as long as possible. That's often paired with Unbreakable for faster pickup speed and/or Soul Guard for some immunity while up.
Exponential's also an option. It has huge coverage in RPD and can be very far from the problem area in real distance, and only one of the players needs to bring it.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/306732/i-am-profoundly-disappointed
Oh no. Not a perk that has synergy with literally one killer.
It doesn't matter if it's only busted on one killer - people are going to use it on that killer because of that and it's going to be awful, the same way they're going to use Boil Over with RPD first and foremost. There's 'synergy' and then there's 'way more powerful than it was ever intended to be.'
The issue isn't that it's unbeatable, even if it's powerful, the issue is that it extends games beyond anything that's reasonable and confers a big advantage on top of that.
The DMS buff looked great before this, but I think they need to look at the perk's activation conditions and add a few conditionals that either prevent it from triggering in certain cases, or limit the number of gens it can affect in those cases (so if you're playing Trapper, it can block every gen, but if you're playing Artist, x gens are already blocked by the perk, and a survivor has crows when they let go of another gen, the effect doesn't trigger. Rough hash, but something like this. The other option is to nerf it back into obscurity.)
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@Rizzo said:
https://forum.deadbydaylight.com/en/discussion/comment/2769953#Comment_2769953
So basically, even though it's already been illustrated that there is one map that has an area in which Boil Over flat out makes you unhookable no matter what, and several more where any combination of Breakout, weird hook spawns, petrified oak, sabotage, great wiggle skill checks, and even a single swing's worth of bodyblocking will make you unhookable too.
That's an issue with a map, not with the perk.
I understand that people are afraid the perk will be abused, however if that's the case it's going to be easier to see this kind of results on a bigger scale than the PTB.
Again, I'm not saying you are wrong or that it cannot be an issue whatsoever, I'm just trying to see the thought process behind it.
I partially get that, but then I don't understand why they didn't fix the map. It's been a problem since release and now it's being exacerbated even though this problem was already known. I just still do not understand the thought process at all why they would release something to live that they knew has at least one gaping abuse case, even if I understand that they want to test how impactful Boil Over is everywhere else and that they can't really take the forum feedback at face value when it's so prone to hyperbole. Like... why not killswitch RPD the same way a map gets killswitched if there's a door you can't walk through or an unsnuffable boon? Or at the very least, killswitch RPD offerings?
As for Boil Over and a wider sample - I do understand that, but at the same time I'm not sure how they'll actually see these results from the data unless one of the stats they're tracking is match time. Or DC rates. If I'm a killer and I get a troll squad with this perk - I'll get a 4k if everyone is doing it, because none of them are doing their objective and I'll attrition them eventually, it'll just take me ages because they're picking themselves up or they need to run out of resources to sabo/bodyblock. And you'll get a regular-ish match result if there's a few people doing it and the others are doing gens - either the killer has to commit to slugging and re-downing the trolls if they have something like No Mither, or the killer lets them go to maintain pressure and they keep running to the spot every time they get chased, so they escape or die to endgame collapse, and the other players also escape or die as per usual.
It's not something I expect to have a high escape rate. If anything, I expect the opposite. But I expect a lot of bleedouts, a lot of killer DCs, a lot of mysterious 'crashes' whenever anyone uses certain map offerings, and a metric ton of salt dumped on the forums in the next few days.
I appreciate you trying to shed some light on this' I'm just really dreading playing the next few days and irritated because this seemed so preventable. And I was looking forward to the event and the tome.
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@Pizzasauce said:
https://forum.deadbydaylight.com/en/discussion/306732/i-am-profoundly-disappointed
What about "Wake Up" was changed?
It was 15%, now it's 25%. Saves you a few seconds, but it's still wildly unattractive because it's a perk that doesn't help you throughout the match and doesn't have a massive, gamechanging effect like Adrenaline.
It's best used with Left Behind as a selfish strat, honestly.
@[Deleted User] said:
I agree on Boil Over and Dead Man's Switch. Both perks have a very strong annoyance potential now.
Especially in the case of Dead Man's Switch, the Artist, Doctor, and Freddy with Class Photo have too much synergy with the perk IMO. They can run builds like Pain Resonance/Deadlock/Dead Man's Switch/Thrilling Tremors that cause gens to be blocked to an unfun and annoying degree. The game should be fun, and the synergy potential will make survivors feel as if they're hamsters running on a wheel.
This is my biggest gripe. The devs got giant flashing lights that said "hey, these two perks aren't fun at all, look at how they can be abused to create 30+ minute games" and slept on it. Not improving the bad perks is one thing, but not patching the busted ones is a sin.
I'm honestly considering 'crashing' when I see RCPD offerings in the next few days. I've never done that before in my life, but if the devs aren't going to patch their own bugs, then the onus is on me to protect myself from them. And god knows everyone's going to be trying it out while it's still fresh. I just want to do the event and tome in peace.
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@Rizzo said:
Boil Over, like any other perk that received changes, will still be monitored, in case it needs tweaking.
So basically, even though it's already been illustrated that there is one map that has an area in which Boil Over flat out makes you unhookable no matter what, and several more where any combination of Breakout, weird hook spawns, petrified oak, sabotage, great wiggle skill checks, and even a single swing's worth of bodyblocking will make you unhookable too.
BHVR still wants to monitor the situation.
This isn't like Lucky Break where people were freaking out because a perk looked like it would be good. Boil Over isn't a good perk. It's unbelievably situational and that has never been appealing. I'm never going to run it legit because without a map offering it's almost always going to be a dead perk. But what it does do is let a troll squad bring a map offering and some oak and waste 40 minutes of their next killer's life abusing map design.
This was obvious in the PTB, it's obvious now, and I hope to god that the surge of people trying out that strategy in the next few days will be enough to convince the team that yes, this was a bad idea, because the surge of people doing it on the PTB evidently wasn't enough.
Because even when the initial hype fades and a Boil Over RPD squad becomes something you encounter once in a blue moon, it's still terrible for the game.
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@ThePaleKing_ said:
It's a huge map just hide when you hear terror radius. But don't be immersed. You typically want to run to a gen across map when you start. Remember the killer has to patrol heavily on this map. It's huge. Center building is always your best friend on ALL the maps. Just bee line to the center building.
Double L walls are not always safe. The Double windows.
Always look for pallets with a long structure attached to it and loop against that structure. Always loop on a side of a pallet that will lead to the next escape plan. You don't want to dead end yourself on a loop. You usually have 2 to three loops on a loop. 4 is pushing it with dead heard. Tight motions, you want to make sure you are cutting your corners and things as tight as possible to save space around a loop on both killer and survivor.
If they don't break a pallet remember it and abuse them for it. Chain looping into center building is always strong.
Always pack DS, Unbreakable, Borrowed Time is good as well, Iron Will is a favorite of mine. Kindred is a must have if you are soloing survivor.
But there is no center building. There's just a big tree surrounded by open space and maybe 2-3 round rock pallets nearby.
Shelter Woods, Wrecker's Yard, and Rotten Fields all lack a main building, but Wrecker's Yard has abundant structures and Rotten Fields has corn and a centrally located shack. Shelter Woods is just a giant tree-studded deadzone.
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Am I the only person that's never had a problem with Lightburn? You stop uncloaking and move in erratic swirly patterns. I've never met anyone who was able to keep the beam on me (or any Wraith I've played against), and survivors don't gain any ground while they're flashlighting so it's just a big pause button on the chase. If survivors drop a flashbang, pull back or zoom ahead and reposition once it goes off.
I guess it'd be an issue if a survivor was smart and only ever used the flashlight when he started to uncloak, stopped using it as soon as Wraith got cheeky, and had a big juiced up beamer or even BTL to back it up, but I haven't encountered that... knock on wood.
I agree that Wraith doesn't need any more going against him, but I've always ranked Lightburn pretty low on Wraith's list of problems.
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2769467#Comment_2769467
I've honestly never seen that happen.
Huh. I stand corrected and I will change my argument when it's not 5 AM for me. I do think Wraith's burn is unnecessarily harsh, considering the strength of his power.
Also, don't burn the crow :( that's so mean
The crow actually looks down and opens its beak while you're burning it! Crow no like :(
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You really just milk the jungle gyms for as long as you can and pray. Or give up on that, hold W, and drag the killer across the map away from your gen buddies and hope that gets them enough time. It's a terrible map. Massive LoS and barely any structures. Virtually the only map I load into as survivor and think "welp, I'm dead now."
Wish Gideon would ship some of its pallets there.
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@ad19970 said:
I would argue it's because Circle of Healing isn't the only boon perk in this game. Both Shadowplay and especially Exponential do not seem overpowered in the slightest, in fact I don't see them getting used a lot at all. Nerfing the actual boon mechanics in some way or another, would also nerf those perks.
I do agree that snuffing out totems seems a bit meaningless at times, there is no cooldown as to when survivors can reuse the boon perks, and it only takes 14 seconds to bless a totem. Which is definitely some time wasted, but not a lot. Increasing that by just a few second would already make snuffing out a totem more meaningful.
And of course, I can see how multi level maps in particular can be problematic with boons, as it makes it more often a time waster for killers to snuff out one single boon totem.
However, as I said, it would nerf Shadowplay and Exponential, which seems bad, given how they aren't that strong anyways. So they would need compensation buffs to their effects. I can definitely think of buffs to Shadowplay, but not sure about Exponential.
The problem really is Circle of Healing, and only that perk. So of course it makes more sense for the devs to look at that perk seperately and see how they can nerf that perk, and only that perk.
Exponential is bad, but that's because Unbreakable isn't a good effect to link to a boon - you have to intentionally go down near the boon to get value (and therefore go down earlier than you normally would, or inevitably clear out the area around the boon and also probably show the killer where it is), hope the killer doesn't notice the boon, and also hope the killer slugs instead of just picking you up. Exponential can only really be a problem when you combine it with unhookable zones and two-story structures (the immediate case being RPD library) or super aggressive SWFs that won't let you pick anyone up (and if they're all harassing you and relighting Exponential, they're not on gens.) Or vs Twins, who nobody plays. So Exponential is going to be bad regardless of boon mechanics and the perk effect itself needs to be looked at in order to be worthwhile.
Don't be too quick to write off Shadowstep, though. On most maps, its effectiveness is pretty mediocre - it can be quite helpful, especially with its meta buddy Iron Will, but LoS ranges from decent to high on most outdoor maps and it's not hard to spot where someone went without scratch marks. It's almost a dead perk on Ormond or Eyrie. On indoor maps, though, it starts turning into a powerhouse. It's very good on Lery's and The Game. It's nasty on Midwich and RCPD, where blood pools aren't very visible and there's tons of doors, hallways, and dark corners to crouch in.
I've gone against a few teams using several Shadowsteps and a map offering and it is brutal. Even worse than CoH. It's a little like Balanced Landing on Haddonfield (as in, average-to-bad perk on most maps, amazing with a map offering), except Balanced Landing gets you to a fresh loop and Shadowstep + IW just flat out makes you lose the chase every time you break a pallet, hit someone, get blinded, or if they just have too much of a head start and turn a corner while you're too far behind. You have to give up the chase to snuff the totem because it makes it stupidly difficult to tell where anyone went and every door is another coin flip, but that's still pointless because a.) there's another one on the other side of the map, which the next person will run to, and b.) the totem with the best map coverage on this side is going to go back up once you leave the area, forcing you to do this again and again until you maybe catch the booner in the act for a fair chase.
Those were the cases I wanted some kind of limit on boons the most, because if I could have just taken a minute and gotten the boons out of those couple of spots that covered half the map, I would have been fine. Would have bought survivors plenty of time, but I'd be fine. Instead, the counterplay is to camp and tunnel the hell out of anyone I catch because trying to chase fresh survivors in those conditions is a Sisyphean task.
And I feel like nerfing the infinite-reuse potential of boons across the board would be better than trying to nerf the effects of a perk that's very situational but has some extremely powerful outlier cases. It's less impactful to Shadowstep itself and allows it to be buffed to be more consistent, it fixes CoH as well, and it solves more problems moving forward with the mechanic (because certain boon spots are always going to be problem cases as long as the killer can't actually deal with them.)
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Woof, came into this thread expecting something else.
Have to mirror what the OP says, though. It feels hard to believe that boons are working as intended, because they seem to be designed with counterplay on the killer side, but realistically that counterplay seems defunct and very rarely worth pursuing - your time in a match against even decent survivors is too thin to go out of your way to look for totems, you'll lose a chase if you stop to snuff one while pursuing anyone or in the very best case scenario give them time to reach another loop, and the boon is going to go right back up as soon as you're clear of the area anyway. Because of all of this, snuffing only feels worth it if you run across a boon after hooking someone or while patrolling generators. And when you play a match against 3-4 CoHs (or Shadow Step, which also has some very oppressive cases), even that much feels pointless because you just can't stop the boons from being everywhere all the time. Your only counterplay is to start tunneling the hell out of people, because trying to keep on top of the totems is like bailing the Titanic with a bucket.
The way it shakes out to me, the killer's time is worth more than the survivors' time because they're the only player on their team and they can't delegate - so even if it takes a survivor 14 seconds to re-bless the boon, if the killer spent more than (14+t)/s seconds to snuff the totem, the survivors won that interaction in terms of time gained (where t is time travelled to the totem and s is number of survivors remaining in the trial.) As a result, boons placed in corners of the maps or in generator/pallet dead zones will not normally be snuffed even if the killer has guessed where they are (because what's the point, they'll lose 30 seconds on several gens snuffing it and it'll go back up anyway) and boons placed on high catwalks or second story structures are downright deleterious to snuff, but cover a wide area of surrounding terrain.
I'm still firmly of the mind that the killer should be able to spend more time performing a break action on a booned totem, but even a cooldown on the perk would be better than this.
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@Shroompy said:
i dont even think anyone has repaired that many gens
Just checked a stats tracker and found a player who's done 79,408 generators. (That's 22,276 escapes.)
But yeah, that's... kind of nutty. I only counted 6 players who had that many on Steam (plus one more who was super close at 53,345.) I've repaired a mere 4,942 for comparison. Let's not make achievements that demanding, please.
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Yes. That's working with the killer, since the killer was actively taking their help. The killer can choose to spare a survivor for any reason, and that doesn't constitute teaming on its own, but it's against the rules to try and show the killer where your teammates are, and it's also against the rules for a killer to 'recruit' a survivor as a mole in their team.
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@lauraa said:
https://forum.deadbydaylight.com/en/discussion/comment/2768848#Comment_2768848
Dont forget Doc!
True! There's also Twins (though... actually good Twins cosmetics, the jury's still out on that one.)
Pinhead can stop to admire himself mid-match, but it probably won't happen during normal gameplay.
