Langweilig
Langweilig
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@OrangeBear said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871505#Comment_3871505
I do think scamper should come back in some form because it does make him more unique and interesting.
At this point they've just taken away everything. I think he needs a reworkA rework is unnecessary in chucky’s case, he’s so easy to fix, but yes he’s a mess now.
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They should bring back a slower manual scamper, which takes 1.7-1.9 seconds and leave the slice and dice scamper as is. That way manual scamper is a lot slower than it was, which gives survivors more than enough time. That’s the main thing I want since it got removed, because he feels so spammy without scamper. There was 0 decision making after the removal, just slice and dice, hit, wait, slice and dice, repeat.
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What would you nerf to compensate the new ability and getting an additional zombie?
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@WholesomeNebula said:
I get that she is weak, and she was buffed for good reason. And a lot of the time, she's okay to play against. But there is zero penalty for her to just spam teleport to mori survivors early. Its like Tombstone Michael, but far worse, because at least Michael has to do a boat load of stalking to unlock his power. I just had yet another Onryu match where the killer with a Midwich offering just spammed TP until she got a mori at 4 gens. I was playing solo, and post match the other random survivors thought maybe hacking, but I'm not sure.
Condemn should work the way Michael's Tombstone does. It shouldn't be possible to just delete survivors early in match.she was buffed for good reason
😂. She didn’t get buffed tho. Both of her former versions were superior to what we have now.
She is only good against survivors, who ignore her power. I give you the point that she has a terrible design, which only punishes unexperienced players, but she really isn’t good. Nerfing her would be beyond reason.
Her only power is basically survivors messing up and you or your team did like it sounds.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869692#Comment_3869692
it is more skillful than vault→m1 hit.
You needed the same amount of skill for both, but both didn’t require much skill.
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869566#Comment_3869566
It would be absolutely pointless, because it will make him almost as useless as it is now. When manual scamper was a thing, you barely make it to survivor, who went around the loop, there was simply no room for making it slower.
I'm glad it's gone, and we focused on skillful part of his chase. Which was gutted as well somehow.Manual scamper with a lower speed (1.6-1.9s; was 1.4s) would still be useful in certain situations like good pallets or …. It would not be as good as it was, but fair for both sides.
I'm glad it's gone, and we focused on skillful part
Old Slice and dice was in no world skillful. Just charge free hit, wait a few seconds and repeat.
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@fussy said:
Yeah, except the thing you can literally stay in the pallet and wait for grab, then instantly stun the dog. Somehow every survivor in my matches knows this, but no one on the forums, as always. Sky is falling and no counterplay. Not like every third killer can hit you through the pallet, only Houndmaster can.
Secondly. It is more about equality. Chucky got manual scamper removed and vecna got his mage hand nerfed. If houndmaster can have an over tuned scamper, then Chucky should get maunual scamper back as well, but this will probably not happen.
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@fussy said:
Yeah, except the thing you can literally stay in the pallet and wait for grab, then instantly stun the dog. Somehow every survivor in my matches knows this, but no one on the forums, as always. Sky is falling and no counterplay. Not like every third killer can hit you through the pallet, only Houndmaster can.
It’s not like there are windows or dropped pallets as well, where you can’t stun the dog.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868116#Comment_3868116
My friend how do you not hear the difference? xD
Then again - I have to remember not everyone has a musical ear.
Well I haven’t played against her since before the holidays and I only remember it has sounded similar to what was in the clip.
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@ObsidianButterfly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868073#Comment_3868073
If it's the post you made back in December, I remember that one. I didn't agree with certain aspects, but it was good overall.
Yes it was that one. If you want, you could post a comment about your opinion there and we discuss it. Maybe I learn new things and it’s always interesting to hear what people think. If you need the link I can send it to you.
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I don’t hear a difference. It sounds exactly like the current one to me.
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@BurnedTerrormisu said:
They have to run across the whole map to return the tape. They can't use items in that time.
Thats the downside.
The downside is nothing in comparison to what she loses and gains.
One of her key strengths was, that she could pop up everywhere on the map and get instantly into chases, but she can no longer do that, because TVs are constantly turned off.
Survivors can basically remove her power all day long, without her having any counterplay.
Taking tapes is also extremely short and no one actually runs across the whole map just for the tape (, if they aren’t close to being fully condemned). She loses a lot more time by survivors turning off TVs than she would gain just by teleporting there.
The downside is basically no downside to survivors. It is a huge advantage over the Onryo player and has no counterplay for them.
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@ObsidianButterfly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3867908#Comment_3867908
I disagree.
We don't need more chase killers. We need more macro-focused killers. The problem is she is terrible at both chase AND macro-level play.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868039#Comment_3868039
This is either a lie or a gross misunderstanding of how the power works.
Even with the reduced map sizes, there is not a single instance of TV's able to cover multiple generators or multiple TV's being in range of a single generator without the use of the range increase add-on. And even then, it's mostly only indoor maps with two floors that can attain this with any form of consistency (Midwich, Gideon, RPD, etc.)
I probably expressed myself poorly. I don’t want her to be a chase killer like wesker, blight…., but I want her current chase ability like the flicker and teleport to be as good and not worse than the one she had in her first version. Currently her teleport is much worse than the one of her first version, because her current design encourages survivors to shut down her whole power at all times, which isn’t fun or helpful for condemned or her teleport. The best way to make her good again would be to use her first version as foundation and keeping the number buffs and Quality of live changes from the reworks. The focus shouldn’t be on only improving condemned since this lead to her needing many compensation nerfs, that are very unfun to deal with. If you are interested, I can send you the link of my rework idea from a while ago?
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Is he stronger and better? Yes. Is he fun? Probably, as console player I got no access to the ptb. Did he become more like Freddy and what I’ve wanted? Nope. I wanted them to get back his first version, while somehow keeping the teleport and his old dream pallets.
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Her current version is flawed and you can’t really fix her, because it would remove counterplay. That’s why I suggested a more chase focused version, that worked similar to her first version. Then you would have the best of condemned and for chasing. Sadly they will probably not touch her for a very long time and her problems will remain.
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https://forums.bhvr.com/dead-by-daylight/discussion/435967/perk-buffs-version-2-survivors#latest
https://forums.bhvr.com/dead-by-daylight/discussion/435966/perk-buffs-version-2-killers#latest
That’s the perks I want buffed.
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I don’t know, what to think about it to be honest. I kinda like it, but I want that Freddy can’t attack awake survivors.
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@Choaron said:
Realm repeat prevention is dumb. Not being able to get Ironworks just because you got Shelter Woods previous match is nonsensical.
I’m so glad to not get cold wind, borgo and junkyard maps one after another. Those are my most camon maps and I hate having to bring map offerings only to not get the same maps all the time.
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I bet the ptb releases on Thursday.
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866042#Comment_3866042
I posted a screencap in the OP which lists all rewards. You can also find it in the Q&A.
Ah I overlooked that part, thanks.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865953#Comment_3865953
because they got nerfed twice. the first nerf was from 40% →28% and 2nd was 28%→20%. the first nerf was when demogorgon got his add-on rework. they made rat liver base-kit, introduced barb glass+black heart than 1 week after, nerfed black heart & barb glasses only to few years later do some QOL in 2024 in clown/huntress/pig patch to revert some of the nerfs, put it base-kit and than nerf those add-on's again.
My point is tho, all of those addons had different stats in game before the last update and those addons didn’t match their descriptions in game and from the patch notes.
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866004#Comment_3866004
I believe you’d still be eligible for the standard welcome gift, like all of us. You will still need to claim it through the mobile app, though. You’ll also need a BHVR account.
Do you know what is in the standard welcome gift?
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Do I get something if I already have a dbd console account and didn’t buy something in mobile?
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865953#Comment_3865953
Oh I thought you were talking about Viscous Webbing.
For Upside Down Resin, I really have no idea why there was such a massive difference between the ingame effect/description and Patch Notes. My only guess is that they could have confused it with something else when making the Patch Notes.
Keep in mind BHVR is a large team of people, there are bound to be occasional mistakes, errors, or jank in the process that sometimes slip through the cracks (or, depending on the update, like the UE5 update, be an actual flood gate of issues).
Probably true, but it happened in the trickster design preview as well and then on almost all demo addons.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865819#Comment_3865819
Yea. Im guessing it just wasnt a priority fix for Demogorgon since there were just more important things, especially when it's only 2% for a single addon.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865808#Comment_3865808
Devour Hope on Demo was oppressive but in the same regard Lifeguard Whistle already got nerfed (deserved) but them nerfing the Sealing Time addons in the same patch makes zero sense when Lifeguard Whistle was the only issue.
Granted we also did have Hex: Thrill of the Hunt buffed so I guess you could maybe make the argument that "they can just manually check now since they have plenty of time," but at that point there are just far more engaging builds that dont require you to do an entire rigamarole to keep your gimmick up the entire game.
It wasn’t even only one wrong addon description.
- Upside Down Resin:
- After: Increases the Sealing time or Portals by 20% (was 28%)
- Before: Increases the Sealing time of Portals by +40 %.
I don’t get how they have different values in their patch notes to what they have in game.
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I bet they upload it tomorrow and open the ptb at Thursday.
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They are always releasing stuff at 17:00. Right now it is 16:30.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865772#Comment_3865772
You reckon 14%? Why a drop of 2%? Are both the wiki and patch notes wrong?
Yes but no.
The ingame values they actually provide has never matched the description when doing speed checks for the addon, when lining up videos perfectly it always amount out to around 14% instead of the original intended amount.
Unironically though, they fixed this when tweaking the addon since they had to change the description and percent to match up, so at the very least it saves time on bug reports.
was 1.5 prior to 4.7.0, and you want 3m? Why?
This Im aware of, it use to have only slightly more range, being 1.5 meters, and not 3 meters.
I think it should be tweaked to 3 meters since the Killer Instinct from Portals could definitely have their addons buffed since they are overall lackluster and awful.
(I dunno where this 28% number comes from, was this a 50% nerf to this add-on? I think the wiki alkso contains an error…
It was 40%. The wiki is straight up wrong in the values since it relied on an error in the Patch Notes, the ingame value was 40% and was listed as such in the ingame description.
changed in 7.2.0, originally was global. Why would auras and longer auras of far away survivors be useful after emerging? There is an argument for "why not?", but even if it were changed, the primary effect and immediate value doesn't seem to alter much, or am I wrong?)
Your viewing perspective is locked into going the direction of the teleport. Meaning you get limited value from seeing Survivor's auras during the teleport itself. The main appeal of this addon was seeing the Auras of Survivors after completing the teleport since you get a full 360* view to take advantage of the Aura Reading.
Keep in mind as well this effect also worked on short teleports, so you could just place two Portals close by and quickly teleport to them to basically get BBQ without using a perk slot, which seemed to be something BHVR didnt like for whatever reason.
Furthermore, the effect isnt even that strong, but BHVR nerfed it for being "too powerful" meanwhile they keep other addons, that are significantly stronger, unchanged.
(Prior to 4.7.0 - Reduces the Power Recovery Cool-down by -2 seconds after traversing the Upside Down. Basekit for this is 10s. Hmmm… seems fair enough… bouncing between portals more in the event you take a bad portal?)
You could stack it with Unknown Egg to get a 5.5 teleport cooldown.
Unknown Egg would eventually get nerfed (and reverted back), and Eleven Soda was changed to overall have a different effect, killing these utility items. Granted, there are still better addons, I personally loved to use them to abuse the global teleport audio to bait Survivors into thinking I left when I didnt, or using it for teleport heavy hit/run playstyles with minimal downtime.
It doesnt help that the current Eleven Soda is just an objectively worse version of Leprose Lichen, since it requires Survivors to actively be working on a Generator in the same direction that you are teleporting to as opposed to it just being a generic Aura Reveal… which frankly it is just better to bring an information perk at that point.
While I dont take wrong teleports with Portals, since I have thousands of hours on Demo, they also served as new player friendly addons that encouraged them to use Portals since they wouldnt be punished as harshly for doing so, which I think is a positive thing to have for Demo.
That’s so messed up. So they had the wrong values in the game for a decade before the update and then nerfed the already weaker wrong values. Wow
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865759#Comment_3865759
Fire Up already increases pick up speed.
upsi
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865754#Comment_3865754
Just cause I like DBD history, a plebian Demo and am confused but also interested, would you guys mind explaining why your numbers differ to the patch notes, and why you want some of those changes?
The Demogorgon - Addons
- Viscous Webbing:
- Increases the Sealing time of Portals by 10% (was 16%) (You reckon 14%? Why a drop of 2%? Are both the wiki and patch notes wrong? https://deadbydaylight.wiki.gg/wiki/Viscous_Webbing)
- Thorny Vines:
- Increases the Area of Effect of Active Portals by 1 meter (was 1.5 prior to 4.7.0, and you want 3m? Why?)
- Increases the Sealing time of Portals by 8% (was 11%) (was 14% prior to 4.7.0, understand this, but thoughts would be interesting)
- Upside Down Resin:
- Increases the Sealing time or Portals by 20% (was 28%) (I dunno where this 28% number comes from, was this a 50% nerf to this add-on? I think the wiki alkso contains an error… https://deadbydaylight.wiki.gg/wiki/Upside_Down_Resin :S)
- Leprose Lichen:
- While traversing the Upside Down, the Auras of all Survivors are revealed to you.
- After emerging from a Portal, the Auras of all Survivors within 16 metres of an active Portal are revealed to you for 3 seconds. (changed in 7.2.0, originally was global. Why would auras and longer auras of far away survivors be useful after emerging? There is an argument for "why not?", but even if it were changed, the primary effect and immediate value doesn't seem to alter much, or am I wrong?)
- Eleven's Soda:
- Shows the Auras of Generators being repaired in yellow while traversing the Upside Down. (Prior to 4.7.0 - Reduces the Power Recovery Cool-down by -2 seconds after traversing the Upside Down. Basekit for this is 10s. Hmmm… seems fair enough… bouncing between portals more in the event you take a bad portal?)
The patch notes were wrong. Ingame those addons had different stats than what they’ve wrote in the patch notes.
- Viscous Webbing:
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I want pick up speed added to it.
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@DancewithmeKate said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865377#Comment_3865377
BHVR probably realized that nerfing maps is easy way to nerf survivors. They don't have to worry about survivor meta if maps are super weak. I don't like this direction.
Badham and GoJ are the last survivorsided maps. They both already confirmed to get changes. And maybe the Game for last, it's bad map for m1 killers but most killers are doing just fine.
The things is their map direction only leads to more problems and an even more unfun experience, because survivors adept to whatever behavior does. At first survivors started hiding → killers complained → Distortion nerf and now the only thing left is gen rushing, which you have to if you want to win. The game will eventually reach a point of no return, where players will leave if behavior continues that way.
The map “The game” is not even survivor sided, it is killer sided, if you don’t play dumb as killer. You only need to break some pallets and the whole map is a deadzone.
Badham is a very easy map in my killer matches. Most people just want easy wins and not balance. GOJ is also trash outside of the main building since its rework.
Badham will probably be the new haddonfield after next patch, because they are changing most things related to the nightmare dlc.
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@Adrien said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865391#Comment_3865391
Exit gates are powered and hatch is closed, the EGC triggers. So now you need a key to open hatch basekit and there is less incentive to slug.
Sorry I forgot about that, but the killer can still just slug for the 4K since it is safer to do than giving survivors a chance to escape. It wouldn’t change much.
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@Adrien said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865278#Comment_3865278
An idea : the hatch spawns closed and the end game collapse triggers as soon as the third survivor dies.
So the game will end in 2 to 4 mins max. The killer wouldn't have the feeling that a random survivor got a free escape by finding the hatch.
And how is the survivor meant to escape if he doesn’t have a key? There needs something survivors are able to do and in your proposal they need to be lucky in finding a key, which is not a good thing.
@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865278#Comment_3865278
An idea would be that hatch opens after charging a progress bar by the survivor hiding near the killer or while being chased. Then instead of having killers be able to close the hatch it becomes a race of the killer finding and downing the survivor before hatch opens and they can escape via it. The hatch location should become visible so killers can try to run survivors away from the hatch and survivors know where they need to escape once they built up the progress.
This way you get a sort of final confrontation that you see from Horror movies while removing the rng nature of the hatch.
Sounds interesting and better for both sides, but killers would probably still slug for the 4K. The last two survivors would still need some counterplay to slugging.
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Hook spawns are ridiculous more often than not, especially that some maps have fixed locations. You perfectly sabo a hook, wait until the last second to do it and the killer is still able to reach 4 different hooks. They should adjust hook spawns since they’ve added the finisher mori and made hooks respawn.
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It’s funny, how I’ve been saying this, since I created my account here in the forums and everyone argued against me. Now those complains start to become more common, it just took a while.
Hadddonfield 2 is incoming with the badham rework, which I’m very certain will be in January.
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+1
There is no way anyone could confince me this was a good change to hide it.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865273#Comment_3865273
Hatch is what leads to slugging for the 4K which is the criticism that Finisher Moris have. As long a hatch is an RNG mechanic that can gift a survivor an escape by being lucky, killers will feel forced to slug to earn a 4K.
And what is your solution? Just removing it would lead to long dragged out matches and you can´t expect that survivors won´t do that.
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They will probably stay like they are for quite some while.
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I wouldn't get the best teammates all the time, but often the Killers sucked enough
That was my highlight in your post. It gave me a big laugh.
the game has changed so much that Ive slowed shifted into a "Killer main" since the Survivor role that I use to like has become miserable to play.
Same for me. I started the game playing more survivor and then majorly killer, but more often then not killer feels too easy, so I don’t enjoy it as much anymore.
I agree with your whole post, but I doubt behavior will change their direction anytime soon.
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@Dwight_Fairfield said:
Yeah I don't think you're going to see anything til next week at the earliest.
They have to release it next week, otherwise they won’t be able to release it in January like they’ve announced on their roadmap.
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Same. Looks like the devs are still in their Christmas and new year holidays.
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I just hold the opinion, that maps are not good enough to warrant a nerf and I also don’t like that behavior removes all kinds of interactions with killer powers.
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I like everything, only the map nerf feels a bit unnecessary.
I would additionally suggest, that the traps spawn armed, so you can catch someone off guard at the start.
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It’s still unbelievable to me, that they nerfed it, before it reached live! Even without the exposed it wouldn’t be a good perk, because if the killer decides to go for you, you lose TWO hook stages and you are instantly on death hook. It also doesn’t help, that your teammates will die immediately, after you gave them your hook stage.
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We have no confirmation whether or not they’re going to revert him.
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Killer related Props now take priority over chests when spawning.
It’s actually not a downside for all of the killers. For pig it is actually nice and for others as well. The only killer where this shouldn’t be the case are Sadako and Xenomorph. Basically it should only prioritize those, whose power relies on a specific location.
I don’t think the coin offerings need changes and I would let 2 chests spawn in basement (with better loot) and 4-5 outside of it.
I like the rest.
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I’d make two chests in basement and 4-5 outside of it.
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Congrats on prestiging everyone to 3. It took me so long.
Hopefully the Freddy rework will be good, otherwise you will have a lot of fun.
I honestly have no goal in dbd and spending bloodpoints to reach prestige 100 takes too long for me.
