LastShoe
LastShoe
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@SnakeSound222 said:
Getting an Adept for an instadown Killer in high ranks is hell because you are basically an M1 Killer. Billy and Oni are hit the hardest by this because they cannot use their powers like they should.
Nah... plague is even worse for the adept.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1340099#Comment_1340099
Blendettes are fun to verse. Most likely I get the easy first hit in, because they think they are invisible, when they are not.
My favorite is when they hide in a corner in such a way, that i can just place a trap under their feets with a trapper. :D
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1339426#Comment_1339426
I agree big map with coordinated team is extremely tough to win but only killer like nurse, spirit and billy can win those games I think.
Btw since your a Bubba main what do you think of the add-ons? This was meant to be a Bubba add-on rework discussion and no one has mentioned them once lol
Well... im mabe not a main, but i played him a decent amount of time.
This addon rework won't do much.
As bubba you walk next to a survivor and charge the chainsaw when its shoved inside their asses. Charge speed helps a lot doing so they won't reach window/pallet meantime.
Everything else is more situational. Speed addons? They can work on some loops like the pig's ambush.
Probably his biggest problem is that, his power has no utility, just like hag or huntress, with a simple difference, his power doesen't have as much lethality as theirs.
Except this trio, every single killer has some utility, even deathslinger.
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@[Deleted User] said:
The way devs are doing things, you should expect the graphical update in 1-3 years unless they plan to give graphical changes to each map and release them individually, one PTB at a time.
As for updated character models, there is no way BHVR would not update the clothing of each survivor or at least the default ones a bit.
I, on the other hand, I am more worried about how this will impact blending. What i'm getting at is that will become P3 Claudette heaven, which i'm very, very.... strongly against as both survivor and killer, especially killer...
I personally like facing blendette... if i dont yamoka map of course. They will be a total garbage when looping and often they will perform unsafe unhooks without bt... so.
Blendette swf is a different story
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@Todgeweiht said:
https://forum.deadbydaylight.com/en/discussion/159692/gen-speeds-are-fine
Oh look, another video where a renowned streamer has a poor early game and still manages to obliterate all 4 survivors with barely any gens done, just for some pricks to come on the forums and cry about gen speeds.
You know where is a real power of play like this? Demoralizing a killer.
Also notice how boosted those survivors were. They were playing like ranks 15... Now imagine if this was actually at least decent team.
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Do you realise that, you suggest a nerf to the weakest killer in the entire game?
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Ah yes... totem spots when i use devour hope... too bad that haunted grounds is always completely invisible.
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Thats the problem with this game, only spirit and nurse can deal with the strongest swf teams.
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@WRussoW said:
If you ask me, this is one of the strangest things about the community. We don't have anything special but explicit horniness towards the killers. I mean, what else do we have? "Boop the snoot"???
"Oh, you play a game where the shirtless Myers is nearly the most common request?" Will we have anything else? Anything that will make others go "oh, you're a DBD player!". Our community must have a story hook! But no, now we all want shirtless Pyramid Head.
(Can anyone edit the art of Pyramid Head here?)
Good thing you said that he is neraly the most common request because shirtless Kate even more requested.
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Is this a troll? It sounds like one...
Well... in case it isn't:
Sabotaging hooks is a niche thing to do and there is a reason for it. Sabotaging removes the main objective of the killer. Now think that killer can remove ability of survivors to work on the gens until at least one survivor is dead...
Well yes... self unhooking is a thing that almost never works. You risk a lot but you can completely safe the game with the selfunhook... high risk, high reward.
Well, again. Hooking survivors is the main objective for the killer, making hooks too far will just make all killers slug.
Pig is actually not the best and her reversed beartraps gives her some stall... Not to mention that you have more than enough time to run across the map twice.
He is hardly punished for stepping into his own trap. Distance that survivor gains is not neglectable.
For the last point:
- You aren't supposed to outrun the killer, you should loop the windows and pallets to waste his time, while others are doing gens.
- Deathslinger has a huge amount of counterplay, he is in fact, the weakest 110% killer.
- It's not a shotgun, it's a rifle.
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I was checking lately how effective face-camping with bubba is... after a few games (all against were red ranks) i was actually net positive on pips... People were just running for the safes against bubba and gen speed was imcompreable lower all across in all games, swf or not.
It showed me that you don't need skill to climb up... all you need to do is to just play a lot.
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/1329179#Comment_1329179
I was making a joke about wanting a a No Mither rework. There is no substance intended beyond that. 😃
I thougth about it, but i still wanted to the math and i surprised myself with the results as well... i knew the grind was bad... but not THAT bad.
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@Rydog said:
Sounds to me like somebody prefers mithering.
Ok, go on. Create new account and grind all important perks for both survivors and killers.
There is always a difference between a criticizm and mithering... in case of unbearable amount of grind its criticizm.
The safest assumption for bp per match is 50k with B&C + you can add 10k for occasionals bp offerings.
Considering that there are 152 perks (80 for survivors and 72 for killers), you get 2 perks per bloodweb, each lvl of bloodweb needs 100k, you will need 240 for each survivor and 216 games for each killer. There are 20 killers and 22 survivors. So to get perks for all killers you will need 4,320 games for killers and 5,280 for survivors. It's 9,600 games and lets say that avg game length is 10 minutes. It's then 96,000 minutes or 1,600 hours.
For a person, who plays 2 hours daily, it will take over 2 years, not counting survivors and killers who will come out in meantime.
Now think about it and ask yourself, is it still just mithering or actually a valid criticizm.
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/1328515#Comment_1328515
WGLF already does this, so how would you modify both perks in order to just have one bonus BP perk?
Why both? No mither can get 150/200% bp gain increase or just simply 100% at the end of the match + additional 50-100% in boldness category (You kinda have to be bold to run that).
Also all bp from perks should be awarded post trial, so you actually get more, when you are maxed.
And why do i want more farming perks in the game? It's simple... this game actually needs more grinding to max out than warframe. It requires more grinding than a free game that is all about grinding... now, let it sink.
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A viking rider and a drowned pirate killers...
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@matchmakingworksfine said:
https://forum.deadbydaylight.com/en/discussion/comment/1326164#Comment_1326164
https://us.v-cdn.net/6030815/uploads/C6U1LNMM4LMN/43vg32.jpg
Really doubt you want this just for Michael...
3 Man swf always bans (Surprise): Spirit, Nurse, Billy
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Well... constant meta change, thats what LoL is doing.
It certainly makes game more interesting and for people who couldn't, for example not play as billy when he is underpowered this month, would take a break and return to this game after some time.
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All that no mither needs is a BP gain bonus. In fact, many perks should receive it, but smaller one than no mither, to reduce the grind in this game.
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I will also add that there is a nice mindgame for pig:
On some loops you can use your ambush ability to run towards the survivor next to a pallet, often its also a good idea to fake running in one direction and switch so you can hit him after the vault...
Outside that... 2 Gens done at the start is pretty normal, against good swf its normally 3 gens, unless you are playing meta killers.
And if they have OoO... just camp and tunnel the OoO. They deserve this ######### for using this perk.
Can't wait until devs finally rework this perk, trapper is unusable against survivors with this.
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@slipttees said:
https://forum.deadbydaylight.com/en/discussion/comment/1323034#Comment_1323034
When the idea does not benefit the killer, it is a problem. Thanks for comment.
your game balance is only for the killer.
Sprint burst is literally the strongest survivor perk, that in a good hands can work also as dead hard.
It completely counters stealh killers and allow survivors to push gens without a risk of taking a hit.
It only downside is that you can't run without wasting it (which good players negate by 99% it).
And you not only suggest to buff it, but also to lower the skill celling, which is never healthy for competitive games.
I will say even more, exhaustion used to wear off while running and it was just broken so developers decided to nerf it, so you won't have 10 dead hards/Lithe in one chase.
Satisfied? Or in your opinion my game balance is still only for killer?
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Saloon works as well, there can be 3 infinites.
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Well... i hoped for a separate killer that throws his weapon... maybe a norse raider...
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@ZezryoYT said:
https://forum.deadbydaylight.com/en/discussion/comment/1321809#Comment_1321809
I don't think the Styptic was fair no but getting one healthstate should be fine like 16 seconds to heal is absurd since the killer will probably pick up before then the pink shouldn't fully heal no but it should at least give a healthstate in 7 seconds it's basically useless at this point.
Think about the killer pov... you downed a survivor, you have a cooldown after an attack, another survivors runs to you, instaheals and bodyblock you forcing a hit.
Now chase is completely wasted.
And its not useless, it can be used during a chase... but i quess too many survivors can't loop a kiler for more than 16 seconds.
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Ah yes, adding accounts... quess i will go smurf as facecamping bubba, thanks for the idea.
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/1324290#Comment_1324290
You sound... unconvinced, lol.
It's not my fault, that 90% of the time i get totem spots in places, like on a fecking hill that is visible across the whole map! Even on a fecking Larys i get totem spot right next to a gen, perfectly visible... unless its haunted grounds... then its literally invisible. I hate my luck with this game... in past 12 games as a killer i got 11 survivor sided maps and 1 neutral map (2 times IN A ROW it was legion's map and 2 times in a row it was another one that i dont remember how it was called).
I love totem spots...
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@Rydog said:
Yeah, Hex: Devour Hope lets them start killing people once it has enough stacks. It's been popular lately, and it's honestly one of my most hated perks to deal with in survivor games right now.
Well, it makes many weaker killers actually viable... until the totem is cleansed... which happens mostly before you get 3 tokens...
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So its technically a weaker bodyblocking hag...
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@LetsPlayTogether said:
You need to prevent Camping and Tunneling. Or make it at least easily countered. Rewards for not doing it doesnt solve anything.
It's often more effective to reward than punish.
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@Bovinity said:
That did seem pretty fast, but on the other hand it came out to a "tie", so I'm not sure if I see a big issue here.
Editing makes it hard to see who really did what. Just standard play all around as best I can tell.
Yes it was a tie... in match where there was a good killer vs weak survivors. Now imagine a match between good killer and good survivors.
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@Avilgus said:
https://forum.deadbydaylight.com/en/discussion/comment/1322597#Comment_1322597
I speak from my experience, because i play him every day in rank 1 on PC and 3/4k almost every game using this build:
M&A - Nurse's calling - BBQ - Pop i try to hit multiple target to catch them later with nurse calling.
Then i really envy you survivors like these. Most of the time people are healing in safe places or don't heal at all... or just heal so quickly that i won't be able to capitalize on this... in fact, i dont know when i saw selfcare for the last time.
Personally im using stbfl, devour hope, pop and B&C... my favorite moments are when i spear the obssesion and they are like "nope, i won't break free, you will have to spend some tokens on that".
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No! D: I love flying corpses.
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@MiniPisa said:
Sure, why not. Even as a survivor main I acknowledge that gens go a little too fast, so I don't see anything wrong with this.
Can you believe they added an extra 15 seconds to gen repairs a few weeks ago? It doesn't feel any different
Thats why first gen is no more done in 27 seconds, but in 35... glad to know that. (And yep, thats a real gen speed in many of my games)
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No one left behind-
NO, for good swfs it will be almost much better botany knowledge and it would completely counter builds around nurses calling.
Spinechill- i would say it would be an overnerf. I think that it shouldnt work against killers with undetectable statuseffect and shoudlnt impact vault and palletthrow speeds.
Resilience- its just a flat buff of 6%... i don't agree with that.
Slipperymeat- Its nothing but an overbuff. While increased cooldown is nice, free escape is just a flat no. Way too many maps have broken hook placement, where you dont need any perks to break free, if one survivor is already hooked/sacrificed.
Insidious- 20m with m&a... now every single killer (except the huntress) can sneak on survivors easily.
Monstrous shrine- what is the % of debuff from hindered? And does it impact survivors, who were carried into the basement?
Spies from the shadows- its already a powerful perk when it works... the thing is... it rarely helps.
Agitation- it would be a huge nerf for agitation. Right now its maybe not the best perk, but it helps to get basement more often or just to save time when hooking/punish survivors who want to bait a hit.
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Skill floor reduction... even thougth this one is so neglectable that it doesen't matter... so why not.
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Notifications would be nice... it would help a lot for people who snipes challanges in game, after which they start to play normally
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@slipttees said:
https://forum.deadbydaylight.com/en/discussion/comment/1321299#Comment_1321299
Sprint Active with action button. ;-)
Then sprint burst would be just broken and there would be no difference between weak and good survivors...
After ideas like these all i can say... please, don't try to impact games balance.
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@SnakeSound222 said:
https://forum.deadbydaylight.com/en/discussion/comment/1320035#Comment_1320035
For this level, the other starting challenges are annoying. Freedom Fighter (unhook 12 different Survivors, likely to take hours due to Survivor queue times and the likelihood of unhooking all of your teammates each game), Bullseye (Basically relies on you having played Huntress enough to be somewhat decent at hitting hatchets from 15 meters away), or Dwight the Brave (hide within 10 meters of the Killer for 60 seconds without getting caught, extremely difficult unless you're on The Game or with a really bad/AFK Killer). I managed to complete Destroyer of Hope today though. I'm dreading the Darkly Obsessed challenge because of how tedious it's going to be (hook the Obsession 15 times, not everybody has DS and I don't have Furtive on a lot of my Killers). Same with the gen grab one because grabs suck.
https://forum.deadbydaylight.com/en/discussion/comment/1320086#Comment_1320086
I'm pretty scared of that challenge. I'm probably just going to use Wraith with a Clapper and the All-Seeing add-on and go for a map with cover.
https://forum.deadbydaylight.com/en/discussion/comment/1320389#Comment_1320389
I tried NOED and Blood Warden today and it actually didn't work that well. First game, I got to the gate a little too late. Second game, I got one EGC hook after getting lucky with the Hatch. Third game, I actually have Survivors that can get all five gens but I down someone too far from the doors and they immediately rush out once they knew about NOED (I've seen Survivors stay in the game and go for saves even if NOED is active). Fourth game, I got the last hook needed. All but one game had Survivors that needed a lot of help to even reach two gens and my hooks didn't come from NOED and BW.
I fear that wraith may not work. The worst part about grabs is that you get stuck in animation for a second and then survivor just runs away... they are straigth forward broken and the best way of getting them is to grab disrespectful survivor with ds 2 times.
And when it comes to hooking during egc... when i tried it i was like "just do the gens fools" for like 20 minutes, while intentionally missing all the attacks...
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I will just try it with the game map offerings and try to be above the killer most of the time...
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1321388#Comment_1321388
Non-sequiter. What does the existence of perks like devour hope have to do with the manipulation of continuous numbers?
Devour hope tokens are discrete, not continuous. And they aren't even altering a single value.
PWYF would be a better example, but is still irrelevant. Perks are not developers. The devs are not restricted to using specific increments when making changes.
It was example of power spike.
And speed would still have powerspikes when it reaches the point, where certain loops become unsafe.
@Avilgus said:
To be fair, and surprisingly, the Deathslinger is on a good position right now, maybe he has 0 map control but his 1vs1 is very strong with some stealth potentiel, instead the devs should look at her very and ultra rare addons (and maybe at her teachable perk)
How good that he is in a good spot (which suprisingly, he isn't) in 1v1 in an assymetric game. Just think about it...
And when it comes to that if he is in a good spot, way too many loops become safe when you are injured and all that deathslinger can do is to break the pallet.
And when it comes to his stealth... 16 TR is too big for 110% killer and his TR addons are just garbage, they are not worth it.
Before you say "you can go close enough to shoot them with your gun", trust me. Good survivors position themselfes on a gens in such a way, that you often have no los of them and they will look around, so they won't get surprised. Especially that DS still has red stain.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1321313#Comment_1321313
If he is underpowered at one speed and overpowered at another, then because strength is a continuous line connecting those points, there is guaranteed to be some movement speed value at which he is perfectly balanced.
Not that a rework couldn't also be used to solve the same issue of course. I just don't want you to be too hasty in discounting the MS alteration idea.
The thing is... When it comes to character strength there is something called a powerspike. On graphs its often shown as continious line, but its not aa continous line in reality.
You can see it perfectly with devour hope, there is not power increase with each token, there is a huge powerspike at the 3 tokens.
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@NuclearBurrito said:
Guys. There are numbers between 110 and 115.
If 110% is too weak, and 115% is too strong, then make it some 3rd number between the 2.
Yep, hag with a shoe has 112,5% speed... the thing is... change of DS speed alone will be either too small of a buff or too big.
He either needs a rework or a buff that will allow him to play in the chase better and the idea of longer lunge come into my mind when i recently played Myers and just thougth of how impactful his lunge in different tiers really is. I would say that its often more important than his instadown.
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It would mean that you need 2000 seconds for exhaustion to wearoff while running. It would be more of detremental perk, that doesen't allow you to hold sprintburst at 99%
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1321250#Comment_1321250
But it's still a pallet you're forced to kick with very little to none counterplay.
If you break the wall earlier (which is a must), you can get a hit there.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1321220#Comment_1321220
I just love to get those blind shots through the corn.
And coldwind farm really isn't an issue anymore in terms of size after the map reworks.
an... personally i often can't even hit m1 in corn... and even for a few seconds leaving the corn, i have serious problems with cornblindness.
@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1321213#Comment_1321213
You forgot about the killer shack pallet
Breakable wall makes it to be not a god pallet anymore... the only good breakable wall for the killer on the entire map.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1318179#Comment_1318179
Give me your luck ༼ つ ◕_◕ ༽つ
I love Coldwind Farm as survivor and killer.
Especially when i play Deathslinger
Ugh... deathslinger on corn maps... especially with his 110% movement speed... It hurts to even think about this... i think i have PTSD
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1318333#Comment_1318333
Actually Dead Dawg Saloon is arguably one of the more balanced maps in the game imo.
The Saloon can be a strong loop if the Killer hasn't bothered to spend time breaking down the walls, and the side areas are pretty interesting loop locations that aren't just deadzones which is basically what most of the middle map is. It's a dirt road with not much in it, so it's more or less a dead zone, meaning generators that spawn on the road should be top priority.
The safest gen spot in the entire game.
2 very safe gen spots.
Loops where you are just forced to break the wall against not braindead survivors.
Very limited line of sight blockers making stealth killers very eazy to spot.
It's, in fact, eazy to even spot where the trapper/hag placing the traps.
There is the dumbest basement spot, which makes it useless unless you run agitation and bitter murmur.
Well, at least i belive there are no god pallets on this map.
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@CashelP14 said:
I was killer and I told a survivor after the game how running self care really wasn't really good. Especially since I'm playing Bubba where I've literally gotten every down except for one or two with the chainsaw.
There reply was that they were devotion 17 and they can run whatever they want 😂 I asked for a picture of their rank, what a shock I didn't get a reply.
They played like a devotion 17 *cough* *cough* lol
If you dont heal against bubba he will just m1 you.
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@Taler said:
https://forum.deadbydaylight.com/en/discussion/comment/1320076#Comment_1320076
And what if the error is with the provider and not with me?
Cases like this are extraordinary rare, so they will have to eat 5 minutes and nothing more (queue times sometimes can be longer ;)
And when it comes to the loosing the internet... people actually were doing it, when you were able to keep the offerings and items when doing so.
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@Raptorrotas said:
I'd say it'd be better to lessen all his current slowdown than to give him that conditional normal movement speed.
Or make his ability better so that he doesnt need a conditional or permanent normal movement speed.
Have some thought into it. Making him a 115% speed with his power would make him just OP.
Buffs to his power either would make it uncounterable or they would be insignicifant.
With this character something else needs to go into the play, to make him better.
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2 Grabs off the generators is still worse.
Grabs from gens are rare... and they don't work most of the time.