LastShoe
LastShoe
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- LastShoe
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"Either that or just straight up have the EGC kill me when the hatch is closed so I at least don't get a false sense of hope"
Entity actually likes to feed of a false sense of hope... but i agree about that, the gates are spawning too close.
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@Huntar said:
https://forum.deadbydaylight.com/en/discussion/comment/494887#Comment_494887
Make it so that if there are more than 5 totems when the gens are finished, NOED attaches itself to one of them. If the killer already has NOED equipped, two of them get lit.
And thats the bad idea... i won't go into details because im tired.
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Just be a totem jokey and run the small game... problem solved and with enough practice you wont use much of your time, you just go near totem spawn loactions, scan the are and go to the next one...
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/496181#Comment_496181
Haha, great joke.
He has about 6 different conditions that cancel frenzy and leave you powerless for 30 seconds.
Deep Wounds isn't even a threat any more, you can basically sit down, do a gen then mend afterwards and still not stress about it.
His one feature now is meant to be chaining attacks, but the speed with which he casually walks towards survivors in frenzy means that going the opposite direction to them makes it almost guaranteed frenzy will run out before he can land a hit.
Sitting under a pallet counters his power 100%.
Small loops almost flawlessly prevent frenzy from catching up.
He is the only killer with an ambush style attack that then cannot use any aspect of their power in the chase, in fact, worse than that, his power is an active punishment if activated when a survivor is anything but healthy.
He has about 6 different conditions that cancel frenzy and leave you powerless for 30 seconds.
- Missed attack- your mistake
- Pallet stun- your mistake if you didnt traded hit in this scenario
Also, its 20 seconds.
"Deep Wounds isn't even a threat any more, you can basically sit down, do a gen then mend afterwards and still not stress about it."
If you allow injured survivors to not care about you being close, that's your playstyle. Remember, always be completely commited to a chase, even if its endless. /s
"His one feature now is meant to be chaining attacks, but the speed with which he casually walks towards survivors in frenzy means that going the opposite direction to them makes it almost guaranteed frenzy will run out before he can land a hit."
Thats why duration addons are good.
"Sitting under a pallet counters his power 100%."
You can bait pallet drop and hit someone throught it, or hit throught the pallet and with enduring (which is now meta for the legion) get out the frenzy quicker.
"Small loops almost flawlessly prevent frenzy from catching up."
You are just saying that all 115% killers are worthless with their m1 on a small loops and i can see you are still used to an old legion.
"He is the only killer with an ambush style attack that then cannot use any aspect of their power in the chase, in fact, worse than that, his power is an active punishment if activated when a survivor is anything but healthy."
Maybe because his power is no longer a chasing tool, like it used to be used. Instead now its only for what it was supposed to do, putting the pressure on a team of survivors, you hit 1 with ff and move to another one, boom 2/3 even 4 guys are out of the game for some time and so, there is no generator progress.
Also, with the cooldown addons (cold dirt, joes mix tape) you can use this power to close the cap between you and the injured survivor, cancel frenzy and hit them... just like you do with wraith invisibility and also with spirit fury and enduring, you can do this with pallets.
Well, its not punishment if survivor is injured and you hit them, you can see where the others are and then hit also them, so you applying more pressure on a team.
Legion is not a trash, his playstyle is just now different and so you have to adapt, which i admit, sometimes is hard.
And the only change that have to be done to the legion right now is to fix some of his addons... like pins, which are worthless.
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Or when grabbed just make animation where the killer is hitting them just before mounting them on his/her shoulder... I see no point of making being grabbed by a killer better for survivors because allowing the killer to grab them while being in healthy state is just a huge mistake...
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@slipttees said:
Baby killers like EGC. Easy 4k. :-)
Yea, baby killers that menaged to kill 3 survivors and get to the hatch first... are you sure you know what are you talking about?
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@ghostkiller666 said:
dear dude,
you just have 2 (two) options.
- use insidious perk, camp right outside the gate with hex no one escapes.
- just go towards them and hit them, you get points and they finally leave.
Otherwise, meh .. but nice idea, this game should have the option to allow 2 ways of the killer pick a survivor. 1) The deafult one. 2) by dragging them by their foot. << That would be satisfying ... imagin if you can get a survivor close to the edge and you have the hability to drag them holding their foot. :* magick stuff. Nice idea mate
There is nothing worse than an insidious nurse wit a noed waiting inside the exit gate...
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@ghostkiller666 said:
the time to repair could be proportionally ballanced to the rank of the survivors team. Like, if they are, like, rank 5 the repair time should be + 35% = at 5-4-3 gens; 25 % = at 2-1 gens.
And players in rank 20-17, should have (-) 10% less repair time = at 5-4-3 gens; 0% less repair time = at 2-1 gens.
players rank 16-12, should have 15% more repair time = at 5-4-3 gens; and 5% more repair time at 2-1 gens.
Good idea, on rank 15-20 killer also should complete the sacrifice with one hook and on ranks 8-15 2 sacrifices.
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Guys... there are websites for that...
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@darktrix said:
https://forum.deadbydaylight.com/en/discussion/comment/496047#Comment_496047
Tried that also. The exit gate auras are more useful than the mere 3 seconds it saves (if the killer doesn't use remember me). So I think the light still comes on with the same amount of time for the killer to react.
It helps if you go for the 'wait by a gate until the killer closes the hatch and hope he doesn't check your gate first' strategy. Lot of times due to bbq/chili you cannot just position yourself at a gate without exposing your location giving the killer another edge in that race cause they know which gate you are near.
Due to the b&C you can't position yourself? Lockers... its possible that killer will waste his time searching the area near the hook.
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Paranoia- I think that this mangled status effect is a little too much, it's a huge counter to the stealth killers, that have an easy first hit, like the wraith... also i see idea behind this perk, that makes it easier to play stealthy when the killer uses noed... but it would impact other perks with exposed status effect a little too much with no real drawback, it would have more sense if it was aura reading limited to the x meters, so it would actually impact the game... of course it wouldn't matter for the swf, while being a very powerful perk.
Final wishes- bad idea, it would really impact only perk make your choice and Myers.
Eyes on me... I don't even want to say about everything that makes it a bad idea, so i will make it short... no drawback, for 30 seconds your aura is revealed and for 15 seconds you have an exposed status effect... almost none of the killers will be able to use this and the fact that exhaustion is ignored would give you an easy escape, especially when combined with the adrenaline, not mentioning problem with a question: "what if the killer is using bitter murmur or rancor"... not mentioning that you actually have a bonus bp for a free killer time wasting, which would make it a terrible perk for the low ranks because it will be a easy down for a killer and high ranks because killer will just ignore you for the duration, while also combination with the adrenaline will just make it way too good for the sfw... like adrenaline just after lithe/balanced landing werent enough, it would make it combo of 3 speed bursts... and after all it wasn't short.
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@anarchy753 said:
It was such a strange change. They nerfed a perk that has long been considered garbage tier because it was too strong on ONE abusive killer, but now they've put that killer in the dumpster alongside thana without reverting its nerf.
Hey, legion is not a trash killer. Yes they have nerfed his chasing ability but they have also buffed his ability to put the pressure on the survivors. Now he is stronger and the only issue he has is that, the cooldown and duration addons are way too good when compared to the other ones.
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@Augustor said:
https://forum.deadbydaylight.com/en/discussion/comment/495234#Comment_495234
So you are saying that the right now the game is balanced? the way NOED it is?
Ok, I simple disagree but I undestand your opinion
Im not sure if i understand you correctly, but im not saying that the game as a whole is balanced, but that the existence of noed make it to be closer to be balanced.
I understand that noed often can be unfun to play against, but there is a thing. It's really hard to make both perfectly balanced and fun games... and in the actual situation when it comes to the noed is that, it have a clutch position in balancing the game on the higher ranks... the importance of the noed is that, it forces the survivors to cleanse totems and making it not a hex perk, will nullify this pressure. Which will make survivors complete gens faster and then make the game more unfun for the killers.
So if you really want to change the noed, you will have to find a way to force the survivors to do other objectives. Also, after this you will have to buff the small game because right now the only real usage of this is to counter noed easier.
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I think that change it so the first and the second stack is more valuable than the 3th and 4th would be alright, just because they nerfed due to this it was too powerful on a legion.
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@drunky26 said:
1) Dumb, survivors already have it on easy mode. Hatch shouldn't exist in the first place and having crows lead them towards it would be too much.
2) Sounds fun but could be abused by survivors, they can all type in lobby chat that everyone brings same offering. I wouldn't mind this if the rewards don't affect gameplay, like thicker fog.
3) OhTofu has some videos on totem spawns and similar, check him out.
1) Wow, have you played a survivor without swf against a good killer? It's not an easy mode, hatch is not a free escape... unless 0 gens are done and hatch pops in front of a survivor's locker. But i still agree that its a dumb idea.
2) Ok, i lost all respect for you... how the heck thicker mist wouldn't affect gameplay?
3) It's not even connected to what he asked about... he wants to see where this totem was in this particular scenario, no where totems can spawn.
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@Augustor said:
https://forum.deadbydaylight.com/en/discussion/comment/494873#Comment_494873
Ok, lets make some points more clear, the idea its NOED not longer being a hex, no totems, it will be like a regular perk... completely change it, but at the same time keep the purpose of the perk (instadown survivors after all gens are finished) thats why we call that a REWORK, because will change the perk but keep the essence.
This discussion its about NOED cause I did have an idea about it, I play both sides killer and survivor 50/50, so when I'll have something that I judge interesting to say about adrenaline, trust me, I WILL, for now... its just about NOED.
Thank you for let me know your opinion! :D
"Ok, lets make some points more clear, the idea its NOED not longer being a hex"
Ok, but how does it impact with what i said?
"This discussion its about NOED cause I did have an idea about it"
Ok, but you can't change only 1 perk and not expect to completely break the balance... trust me, PTB will be a hell.
Also the change you are talking about would just kill the actual game balance by making rushing gens more effective... that's the thing that i believe people are forgetting, with any nerf to noed, you make survivors care less about the totems and therefor making genrush more common.
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@bomb1720 said:
I just knew somebody would reply with " this isn't the real world " No it isn't but people try to make games realistic.
I'm just saying survivors have it hard when the main thing to do is run away when the killers are faster, invisible, can instantly go from one side of the map, bury things underground, have perks to make them move even more faster, have perks to make survivors slower. oh, and on top of all that get cursed too.
what ever those claws do aswel ?
- It's not a real world, its the Entity's world.
- Actually... killers are probably always have a headache due to all those pallets and flashlight blinds... don't forget on that, they have to pay for their powers dearly... nurse for example feels an immense pain each time she blinks, that's why she screams... I think that the most killers have a worse time than survivors.
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There is also a bodyblocking hag, pretty powerful build, with a good pallet denial, 115% speed and hindered status effect on the survivors... also, basement hooks are the death sentence on her...
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99% is only a problem when he menages to close the distance to you on a open field, so you can't also use cover...
It this case is perfectly reasonable for him to down you in one hit because you allowed him to get you in so ######### situation.
When he 99% on loops you have to know if this loop is a good for you in this scenario, if no... you should have moved when he was preparing his chainsaw.
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I tried getting the adept nightmare achievement for fun and I got a 4k with 28k total bloodpoints and ended with ruthless killer, should that not be merciless killer?
Yea, merciless is kinda broken right now...
To get iridescent for gens you need to have 4 gens left or survivors have to do them slow, to get iridescent for hooking, you need 8 hook actions, all survivors needs to be hooked at least once and have 4k.
To get malicious you need to hook survivor and hope they won't heal themselfes, which is stupid when they have self care because the game counts it as normal healing.
To get chaser... well, you need to win many chases quickly... which is broken because you wont even get silver if you stomp the survivors too hard.
The best way of getting the adept for killer rn is to find a team of potatoes and just play with them... maybe even farm with 2 last survivors.
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Its just a premium mode where you get things you paid for overtime while playing the game.
You will get more stuff than playing for getting it instantly tho.
How it will turn out to be... it depends on how it will be done, in some game battlepass is p2w in some its just some more stuff that don't impact game balance in any way.
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Good idea... will you like to watch a 2 hour long movie while waiting for a game? Because on certain ranks there is already a problem with a long queue time.
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Does pig needs some attention? Yes.
Does this answer to the problems she has is good? No.
Right now her key system is alright, the only thing that could be changed is to give her 1 more box without any key.
In my opinion her main issue is that outside her ambush attack she is just m1 killer and well... her ambush attack is actually really easy to avoid by just listening for the sound she makes.
Also, there are other killers that are more of a need of some tweaks.
Also, small tip, if you pay attention to where survivors disarmed traps you can stop patrolling these boxes because they have no key now.
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- Agree... sometimes its bullshit how close they are (had a game where i could just stand in one spot and watch both gates).
- There is a perk for it: wake up.
- Won't change much, you can just remember without a problem where the gates are and as the killer you can have sometimes problem to spot them, when you are in mid chase.
- Good only if it was a separate perk to open a hatch in certain circumstances and you need a certain amount of time... killer would be forced to patrol the hatch as well, which could take a place of of the point 1.
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Additional objectives are a good way to go... maybe 3 more totems per game, survivors can always ignore them and risk meeting the mighty NoED.
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@Atrushan88 said:
I mean, if there are scarecrows, there shouldn't be crows near them. That's the entire point of a scarecrow >;/
These crows are servants of the entity, so they don't care.
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"unlimited and unfair instadown."
- Its a hex.
- Do a F*CKING totems instead of rushing gens.
Congrats, you completely countered noed.
But if you are still into nerfing it, i have an idea for you... why not nerf adrenaline as well? Its so unfair that survivor gets a "free" health state and "unfair" sprint burst?
And here have a video that i hope will explain everything:
https://www.youtube.com/watch?v=JfXsr4BL5B0 -
I agree... the killers have same issue as well... you are no more feeling this thrill to stop survivors from completing 2 gens, now its... whatever, there is no difference between 5 and 1 gen...
Wait, there is a difference, you actually want the survivors to complete enough gens, so you can find the hatch and prepare to close it instead of looking for it when its opened... its actually better to not do your job of protecting the gens of being done.
But well... it necessary evil to prevent 30+ minutes long games of urban evasion.
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@List_of_concerns said:
https://forum.deadbydaylight.com/en/discussion/comment/493585#Comment_493585
These perks wouldn't murder Michael. Survivors can't kill killers. That'd be crazy to see, though. Don't you agree? 😆
Also, these Perks wouldn't basically delete his power when a survivor chooses to use them. Michael would still be benefiting from Tier 1 (immune to to detection perks) and Tier 2 (115% movement, small terror radius, and faster vaulting). In other words, Michael would still be benefiting from two thirds of his power. Tier 3 would be the only part of his power that is getting countered by these Perks.
Thanks for the reply.
Have you played as a myers a lot? His t3 is a very important part of his kit and without it you wont do too much against good survivors.
Also the idea of perk that single handedly counters exposed status effect is bad. Why? Because of how exposed status effect is actually working his way in the game.
What do i mean? This perk will completely nullifies any reason to do totems and so survivors wont care about them and will focus gens because noed will be no danger anymore... yeah, you will get a speed boost of 6%... good luck with that against the adrenaline.
What's more, it will also completely destroy make your choice, rancor, haunted ground, devour hope and readhead's pinky finger.
All these perks have an actual counter and adding this perk will put them all in a bad spot.
When it comes to a second perk its still bad especially if you combine it with the adrenaline , which will make it again, a direct counter to noed, rancor and what's more: billy, leatherface, myers.
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Don't worry, now most of the killers just want to see this new animation... it will be much rarer soon.
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@NuclearBurrito said:
@LastShoe hold on now. By your own admission, both protecting gens and chasing survivors gives the Survivors control of the game.
But besides those 2 actions what else can a Killer even do? If you aren't patrolling a gen and you aren't chasing a survivor then what ARE you doing? And how exactly is whatever this hypothetical action is going to put pressure on the survivors?
Not protecting gens, over focusing gens protecting... look at the lower ranks, where some killers are patrolling gens kicking them and way too often abandoning the chases for it.
When it comes to the chases, yes, you are giving the control to the survivor and the good survivor will lead you far from important objectives and try to loop you because of that you have to end chases quickly to regain control and you should almost never be overcommited to the unfavorable chase.
You can see this in games when a survivor loops the killer way to long away from the gens/hooks... and even can be blamed by his team if he don't do that.
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@Tru3Lemon Well... huntress have an ability that helps her to deal with the loops and endless, which are mainly dealt thanks to the bloodlust by many killers.
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WHAT?!
How does some people call it a good balance or that it will destroy nurse?
Did you read what this ######### is?! It would by so huge buff, that the nurse would be able to kill entity by herself...
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@Bravo0413 said:
This again....
If you're the last a live the situation should be next to impossible to overcome......... it's a 4v1...... meaning when it gets to a 1v1 situation its supposed to be a pressure time for the survivor..... this is the entity's and the entity wants the survivors dead.... why on earth should anything be done to the exits to make them safe?
You know why killer is really a power role? Not because he have better powers than the survivors... It's because he controls the game, survivors have to respond to the killer's actions... and its lasts until gens are done, then killer is forced to respond to action of opening a gate, he isn't a power role anymore, unless he is using endgame perk that blocks the exit because now survivors have to respond to this one perk.
That's why killers so strongly focused on protecting gens are losing (without a build that was made around this), they are responding to survivors actions of repairing gens, so survivors are controlling the game.
So what about the killers who are committed to a chase too much? At this point they are giving the control to a chased survivor because he is deciding where the killer will go.
That's the truth why the killers are the power roles, they are controlling the game by applying the map pressure and as soon as they can't do that, they are becoming weak and the only way of applying pressure against the sole survivor is to chase him, which is stupidly way too easy when the gates are too close.
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@bannzay Ive didn't bring it up on the first page because it was already here... and you just bring it up again...
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@Kiskashi There is a trick to prevent people from wasting pallets... Just use OoO, or if its not enough you can add No mither to it... You can be sure that the killer will start chasing you... or he will just leave you to be because he will be intimidated by OoO and No mither combo...
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Or when after unhooking they both start to teabag you from a safe distance... with 3 gens left and they are teabagging Myers... everyone died this round...
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@drunky26 said:
https://forum.deadbydaylight.com/en/discussion/comment/492066#Comment_492066
Also when Myers is stalking them and they drop it UHH i wanna commit die.
Its even better when they wait on the pallet for you to lunge at them.
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As a Myers main... thank you to all potatoes that are wasting all the pallets, especially when you are being downed just after that because you weren't looking back.
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No, but you are talking about a new feeling into the game, which is already in the game...
Ok, i watched some clips showing some traps and... well, what would be this new feeling? Only thing is that, it would be a new trap based killer. Yes, it would be a nice thing for fans, like you, but nothing more.
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@ReikoMori Yes, you can escape in this scenario... but there is a catch... you will escape only if there is no light of sight for both gates and they aren't too close together... outside this all you can hope for is to find a key.
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Trapped pallets/windows?
Trapper/Hag: Am I joke to you?
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The game... in my opinion this is too small map...
Lery's... well, its good... as long as you aren't playing with billy's sonic build.
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Maybe just add a strongbox that always have an item of green or higher rarity, but it has to be opened with a green key. Maybe there could be also added a new item that can be found only in the mentioned strongbox.
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@Raptorrotas said:
While the idea might somewhat work in theory, it will not in reality.
For strategy, "chatting" and yelling orders at friends, there are multiple 3rd party softwares.
Ingame voicechat will only be used to hurl insults at the killer without waiting for endgamechat.
Not necessary... it is possible that survivors will only be able to understand others and the killer will only hear a random sound, like entity whispers.
Also i see someone was watching:
https://www.youtube.com/watch?v=Becb2P2Fl90 -
I don't care if i pip or depip as long as i have 4 stacks on B&C or We are gonna live forever.
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I will tell you something... this is much better than hatch standoffs... I'm glad that they are over...
The only thing that could be changed is to add a perk, that would allow survivor to open the hatch if the egc started and with 30 seconds action time and with a complete reset... It would actually give a chance to escape because killer also should patrol hatch as well.
Also, don't forget that now killers have to worry about the hatch even if 5 generators are left.
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TBH... i like this new hatch, even if its annoying when 1 person escapes with 5 gens left... but i prefer this, than fecking endless hide & seek.
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@BarpleBapkins said:
Holy, I was not aware this many people would be so against it, normally whenever I run the perk I get a ton of heat from it.
Guess just reworking the perk to be solely a massive speed buff doesn't cut it, eh? Fair enough then, just thought I'd throw out an idea for it.
While in most of the trials its not even used or used against the sole survivor, where it doesn't really do anything.