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  • Legion could definitely use buffs but I think this is really overboard.

    Increasing Legion's Feral Frenzy speed is something I don't see the need for, to my understanding good Legions can already do a lot off a single Feral Frenzy, and increasing speed further makes things less interactive for the other side because FF becomes even more of a free hit than it already is. Same goes for increasing the vaulting speed, Legion is already better at vaulting than Chucky/Wesker/Ghoul because FF allows for more freedom of movement than their powers.

    Seeing scratch marks/blood during FF is unnecessary. Vecna doesn't have the same disadvantage because Fly is purely for repositioning, and Spirit with ring gets to move faster because she can't see the Survivors during her power either and can't chain hits. This change also doesn't really serve to make Legion better as much as it serves to lower the skillfloor, which isn't really needed on such a popular Killer.

    Removing most downsides of fatigue is a similar way. It doesn't really let good Legions unleash their potential so much as it lets bad Legions get away with sloppy play, mistakes, and bad gamesense.

    IMO if these changes were implemented, Legion would be stronger, but also a much shallower character. It does do a good job demonstrating why Legion is so hard conceptually to buff, though.

    Finally, this isn't important to the rest of your post, but "meta" never stood for "most effective tactic available". It comes from "meta" in other parts of language (eg. "metaphysics") to refer to mean something of a higher kind, so "metagame" means "game of the game", eg. what choices people are making in perks. People started using "the meta" as shorthand for whatever was most popular in the metagame, and someone made up the "Most Effective Tactic Available" acronym afterwards as a retroactive explanation for what "meta" means. It has absolutely no validity in the etymology of "meta", which dates back to ancient Greek. I will die on this molehill

  • Deep Rock Galactic does a thing where the relevant seasonal content is like 10x more common, but sometimes event content from previous seasons will pop up, and it's a really nice surprise when it happens. Graduating some seasonal things to very rare easter egg appearances in trials could be quite cool, as long as it stays as a fun easter egg and not particularly disruptive. Or, maybe this kind of feature could be included in the more casual alternate gamemodes like Chaos Shuffle/2v8.

  • Agreed, it's a less obvious thing lost by the Quests rework but it's definitely serious IMO. Combine that with the Dailies essentially just being "play a single trial" rather than encouraging me to play specific characters, and it's unfortunate IMO.

    If BHVR are absolutely convinced The Compendium needs to go, we need some kind of other permanent challenges system to replace it. Having lots of permanent mini-goals to shoot for is a great thing for this game.

  • I actually kinda like The Game as Killer. The abundance of god pallets can be nasty, but I like how that's counterbalanced by the map geometry being more Killer-sided, it feels like a neat change of pace. It'll never be a balanced map but it has a very distinct identity

  • I agree Fire Up is mid and a buff would be welcome, but I swear to the spidergod almighty that I have turned 0K games into 4K games with Fire Up.

    People focus on comparing the break speed to Brutal Strength because that's seen as the most impactful effect, but the whole thing genuinely does add up over the course of a match. Pickup speed, as people are discovering via Forever Entwined, can save your butt from Survivor altruism (and only needs to do so once to have justified a perk slot- and unlike lightborn, pickup speed can save you from pallets too), and vault speed/break speed both can make the difference between a hit and a much longer chase. I do genuinely believe Fire Up gives value most matches you use it in, even if it's true that it's generally not enough value compared to other Perks.

    One random buff suggestion: I personally like the idea of compressing it down to 4 stacks instead of 5, so you can use it at full power while you still have a 3-gen left.

  • @Emeal said:

    Honestly, this user has a point which is many Addons are just "increase X%" which has the endless issue of becoming a crutch.

    I think if BHVR wants to really get at this issue, I think making Addons be (chaos shuffle) randomly selected is a cool idea to get people exploring addons. I don't want to leave my comfort zone, but I do want to try something new, and its.. its actually pretty hard to try something new on a regular basis cause you need to get in and mess about and look through the huge list of perks and addons and its just confusing. Anyway side issue.

    Yes. I do think addons are generally boring. The addons that just lets you do a thing easier are great, but creates comfort.

    Yeah, it's possible to get stuck in a rut and feel unable to play a Killer without a favored comfort addon. (and unfortunately, there are still some Killers who are actually very reliant on certain addons)

    I don't think that's necessarily a problem with the addons, though, it's very much a thing with Perks, too. There should be more features encouraging experimentation. A version of Chaos Shuffle that also randomises equipment is a good idea (hopefully with a system that excludes meme addons, alongside stuff on the Survivor's end like No Mither) but I'd also be interested in other ideas that encourage people to switch things up.

  • A lot of Addons are bad, but I think you're not giving them enough credit.

    Only very powerful Addons need debuffs to accompany them. Straight buffs allow players to patch up the parts of the power that suit them, eg. A Pig might want to lean into Ambushing or might want to make RBTs stronger, and part of that playstyle choice should be choosing between polarising addons with big upsides and downsides, vs simple addons that just allow you to play more comfortably.

    Addons that are straight upgrades to others aren't ideal, but as long as it's only in pairs, it's justifiable under the idea it gives you the option to stack the effect.

    And IMO the idea that it rewards experienced players too much is wrong. Iridescents aren't always a Killer's best addon (and sometimes their browns are very strong), and even when they are their effectiveness is sometimes gated behind good play, and the bloodweb isn't too stingy about when you get iri addons. Things like the obvious skill gap, and not having many Perks, is gonna be way more impactful for a new player than not having rare addons.

    I think Addons are a pretty cool idea, it's just that their execution can be iffy.

  • If he was always intended to be a Trapper skin, I think he would've released as one to coincide with the game itself, so it does seem to me they were seriously considering a full Killer slot but vetoed it based on the game's reception/sales.

    I'm a bit bummed out about it too… But TBH, he was caught in the awkward trap of Supermassive's other projects being better collaboration material than Frank Stone was. Frank Stone feels "right" because his whole game is trying to sell him to you as a Killer, so him just being a skin does feel "wrong"… But TBH, I would be more hyped for an Until Dawn chapter, that's just the reality of the situation.

  • Please god no boomerang axe lmao. (it seems like his weapon will be a knife anyway!) I think there's tons of potential for the Power and so a "toolkit" power like Dracula makes sense, but a damaging ranged power is IMO incompatible with the license. Every other Killer archetype would be a better fit, at most it might be a nondamaging ranged ability like Pinhead.

    With that said, I do like the idea of focusing on this "toolkit" philosophy, I can see how it allows the powers of these big licensed characters to be complex without making the complexity mandatory for new Killers trying it out for the license, and new Survivors going against it get a much more varied experience.

  • I gotta say, if Lee Everett's a skin, he might be the first Survivor to give me emotional damage when I kill him.

    At least for a few days, when I've seen him tbag at exit gates enough times my feelings will probably have changed

  • No Survivor surprised me too. Human beings aren't really iconic from the franchise, but I think there's a lot of strong material to inspire a few Perks for Survivors, so I was assuming they'd put one in.

    We'll see how it goes, I was personally mostly satisfied just getting a peek at how the team were approaching Springtrap graphically, which so far looks great IMO. Hope the movie version's legendary skin also comes with an option to have the mask on, and I also hope this is a situation where the license holder is agreeable to revisiting the franchise with more skins down the road. It'd be silly if Cawthon agreed to all those skins in Special Delivery but was unwilling to budge on DbD skins.

  • Forgive me, but I'm not sure where the disincentivisation of tunnelling is? It seems to me like tunnelling would be a bit stronger, because no endurance means Killers can immediately hit people who get unhooked again. They get 10% Haste instead, but a lot of killer powers can deal with that. By "no collision" do you only mean Survivors walking through Killers, or do you mean complete intangibility against all Killer attacks as well?

    One thing I will say that I don't think I need much clarification on: That Power Struggle buff is way overboard, even being generous and assuming by "when a survivor is unhooked" you meant "when you are unhooked". (if that wasn't a typo, this being able to activate on the whole survivor team at once is horrifying lol) It'd mean unhooked Survivors would just walk up to pallets and sit under them knowing they're invincible. I see the logic in trying to make it like a Decisive Strike sidegrade, but no timer & infinite uses is not an appropriate buff. TBH I don't think it needs a special bonus if this is the direction you want to take it, the ability to put a pallet between you and the killer when you break free is already a decent sidegrade bonus in exchange for consuming the pallet.

  • Now I understand there are milestone quests which this first month are going to allow everyone to complete the rift however once these milestone quests are completed unless behaviour want to keep adding to these then these can't be counted for future rifts.

    To my understanding this isn't true, here's a bit from BHVR's news blog about the new quest system:

    image.png

    "Over the course of a Rift Cycle" implies IMO that Milestones will also be restarted when a new Rift begins. It's also worth noting that Event Quests will add an unknown amount of extra Fragments to each Rift.

    With that said, the general sentiment of this post still holds true, right now the Rift Fragment rewards don't seem right. We need generic Rift Fragment earning so people can always earn them on their own terms, the system shouldn't be so reliant on Dailies, and people who mostly play one side of the game should still feel like completing the Rift is possible.

  • Agreed, it feels like a significant downgrade from the old system. I think I would prefer something like:

    • Keep Weekly and Event quests as-is, they become the new player friendly system you complete passively without needing to select anything
    • Revert Dailies back to the old system, just in the new UI. 1 daily and reroll per day, bank up to 3 dailies, and they reward more BP (and if any Rift Fragments, a small amount with more weight on the other quest types) in exchange for being more specific. Being incentivised to play specific Killers and etc was waaay more fun than three dailies that are so easy they might as well all say "play one trial" and awards me peanuts
    • Remove Milestone challenges and replace them with an Challenges system that works similar to old Tome content selecting 1 at a time to complete, with a smaller number of quests and only involving the more complex/specific quest types, none of the ones that have essentially been moved to the Weeklies. Importantly, these Challenges should be preserved in the Compendium like previous Tome content
    • Re-add slow Rift Fragment progress simply from playing the game

    Of course for this Tome specifically it's probably too late to change things, but I really hope BHVR take this on board for future Tomes, because this quest system is a significant downgrade as it currently exists. Dailies have gotten worse and perhaps most importantly, the sensation that Tomes are a form of new content has vanished. It all feels like generic objectives that just boil down to "play the game".

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/444544/new-challenges-quests-eliminate-playing-for-a-goal-reason

    The tome challenges were often toxic, because survivors would sandbag their entire team to compete challenges like “break 5 totems”, or “hide near the killer for way too long”.

    How is solo q supposed to feel like a team, when one of the survivors thinks their personal tome challenges are more important than the survivors escaping the match?

    I'm sure it's true that some Tome challenges went too far, but I think players sometimes coming into Trials with agendas that aren't 100% aligned with the most optimal strategy is overall healthy for the game.

  • @coldflame said:

    2500 almost sounds like a typographical error for 25000, 2500 is just a ridiculously marginal amount of bloodpoints compared to anything else in the game that awards them

    This would track with the 10 Iridescent Shards reward for the "Complete X quests this week" Weekly Quests, which would require ~2 Rifts' worth of weekly quest rewards to rival what a single Iri Shard reward from a Rift tier gives you. Feels like a placeholder

  • @Reinami said:

    What a complete joke. This was the ONE thing that DBD had going for it in the "battle pass" system. Is that it never made me feel like i had to login every day. I was able to play a day or 2 on the weekend. Wait till the new tier launched of the tome, and then could finish up the pass still with plenty of time to spare.

    Unless they are hiding extra fragments behind the weekly challenges, you only get 45 levels from the weeklys and another 38 from the dailies. Basically FORCING you to play every single day, and if you miss one you stand no chance of completeing the rift. And even then i don't see where the other 17 levels are coming from. I guess milestone challenges? But those i'd imagine run out at some point right?

    And even then i don't see where the other 17 levels are coming from. I guess milestone challenges? But those i'd imagine run out at some point right?

    (Edited because I didn't realize how Milestone rewards worked!) The Milestones say "Step X of 10" so presumably there are 70 Milestone Quests in total. Each one provides an increasing +10 in Rift Fragments so I think that's 3850 Rift Fragments total or 38 and a half Rift levels, about as much as the Dailies are contributing. It is getting past 100, but you still need to get a good chunk of those Dailies done, and actually doing every Milestone seems very unlikely for the majority of players, so it'll probably be something like half your Dailies you need to clear to reach 100 in the Rift Levels.

    Besides the concern of Dailies being mandatory, there's another important reason these Quests should be comfortably breaking past 100 Rift levels when tallying them all up: People who mostly play one role. Trust me, you do not want me queuing up to play Survivor every week, I invent new ways to choke every match.

  • No, you can still go back to the Tomes and work on completing them, I'm doing it right now.

    Unfortunately this new system is incompatible with the Compendium, so presumably Overgrowth will not be archived as a Tome when it's finished, and they've said at some point they plan to remove the Compendium entirely. I really, really hope BHVR change their mind about that

  • I do think a tunedown for both Blight and Nurse is warranted, and I don't think floating ideas like making Blight a 110 Killer should be all that controversial. Blight is also a lot easier conceptually to nerf than Nurse.

    IMO the better point of comparison is Hillbilly, who has been the traditional benchmark for what a well-designed strong Killer with no inherent downsides looks like. Billy is also 115%, gets phenomenal and limitless traversal, a dash that's somewhat limited but quite good depending on the loop, and even instadown potential, but he's not fully overpowered per se. He's also a great case study in what badly implemented nerfs to a strong Killer looks like and how we can hopefully avoid that in future. (though I admit, I kinda like the idea of theming blight more around addiction? like maybe an powered up overdose state vs a depowered withdrawal state? idk, might give people overheat flashbacks)

    I also think "Blight should be about as good as Hillbilly" is a much easier pill to swallow than "Blight should be nerfed". Though with that said, I'd far rather have BHVR focus on improvements to the game's weaker Killers when it comes to Killer balancing

  • 100% agreed. Having a big pile-up of quest content, ranging significantly in difficulty, with 0 time pressure and only minor cosmetic content locked behind it, is an amazing asset for this game. Personally, after taking a long break from this game, the Tome content makes every match feel more productive and interesting in my progress, with or without the Rift.

    The only substitute being offered here are the milestone quests, which are also ephemeral with each season, and will become so grindy at a certain point that players will stop paying attention to them. And so if you've done all the Rift weeklies, and there's either not an event on or you've done your event quests too? Log off I guess, you're done for the day. BHVR aren't just leaving engagement on the floor here, they're going out of their way to bury it.

    The new Quest system should not be incompatible with non-expiring quest content, and I see no reason why BHVR thinks it is.

  • I've always thought it's a shame that Killers have preferences for Perks thanks to their powers, but Survivors really don't. Lots of Survivors and their perks have tried to inspire build archetypes, but at the end of the day even a perk that's reasonably strong and has a clear thematic archetype like Background Player can just slot into a "Seal Team 6" build, vanishing into the other well-rounded multipurpose Perks those builds run.

    So yes, I see the appeal of wanting Survivors to have more clear roles. With that said, I think what I just said would also stop Classes from becoming a permanent alternate gamemode, because the idea doesn't really work for Killers. Killer Classes in 2v8 mostly revolve around your role in the team, because Killer Powers already provide you a playstyle. You couldn't really apply Killer Classes to 1v4 in the same way, so you're either making a gamemode where Killers get nothing special, or trying to make Classes work for Killers which is probably going to turn out feeling much worse than Perks do.

    I personally think the better approach is to try and do things like Perk rebalancing, new Perks that incentivise synergies, Item changes, base mechanic overhauls (eg. making Chests worthwhile!) or etc to try and convince Survivors to specialise. I do think unique Survivor archetypes are possible within the Perks system, they just need to be good enough to tempt Survivors away from jack of all trades builds. Going with Classes feels like giving up on that.

  • I think the EMP dart idea, giving SM an Unknown-like spin as a clear reward for the Claw Traps is very solid, but I still think Drone Propulsion is a miss. Here's my personal random idea:

    • Keep the remote control drones idea, but it's only for quickly repositioning your drones, no drone propulsion dash attack. (maybe a "cruise control" mode that keeps the drone moving forward even after RC is done?) I think it'd also be cool if this compromised her vision in some way, to emulate the drones' inability to see sneaky Survivors. (eg. a terrain scanner view of some kind that is created by the scanlines)
    • If a drone has been around long enough to remote control it, you can also "Blindfire" it, self destructing it to attempt to injure (like in this suggestion, it can't down) and claw trap all survivors within a radius about half as big as the scan radius. Blindfiring isn't totally instant, with the drone briefly beeping before going off, but it should only take a fraction of a second and is more for clarity than it is for the possibility of Survivors reacting to it. Also for fun, SM should be able to stun herself with blindfiring.
    • The transition between RC drones and being able to blindfire should be long enough that SM can't just park a drone on top of a Survivor and blow it up mid-chase, but quick enough that she could RC a nearby drone while she's chasing through a deadzone, park it on an upcoming pallet ahead of the survivor because the drones move notably faster, and essentially lock that pallet off under threat of a blindfire. An SM could try to do this mid-loop as well, but if the drone's far away a Survivor who notices what she's doing should be able to run and make distance. And then this opens up the possibility of an SM pretending to use RC mode as a bluff for mindgame purposes.

    Blindfiring would still serve a similar purpose to drone propulsion, but reorients the power into a trap/zoning power instead of a dash power. And if an SM can correctly guess a Survivor is sneaking under a drone or trying to hack one, she gets a nice reward, leaning into the idea of her being a trap killer who specialises in information and tracking Survivors.

  • Not much of a Tokyo Ghoul guy so I'm mostly relying on my knowledge of the other characters here. Quick rules, 1. It doesn't matter if someone's immortal, "defeating" means a win, 2. No entity interference allowed, so original characters get to keep their Powers and physical states but not the Trial's supernatural strength, and licensed characters go back to how they normally are. 3. These characters chronologically are still from when they got snatched, so Kaneki's not using future powerups deeper into Tokyo Ghoul.

    The short version is that under those rules, IMO Kaneki is the ~6th strongest Killer in lore, with Vecna, Dracula, Dredge, Sadako and Wesker from strongest to weakest beating him. If you remove Rule #3 and say Kaneki gets all his future powers from TG, he would absolutely beat Wesker, I don't personally think he'd graduate to beating the others. The specific list is below:

    Normal/mostly normal humans, even groups, would get stomped. Kaneki is a superhuman in the usual metrics of speed, endurance, etc, can KO normal people in a single strike, and even if he got hurt he can regenerate from most wounds. I'm ruling out Trapper, Wraith, Hillbilly, Huntress, Cannibal, Pig, Clown, Legion, Ghostface, Deathslinger, Twins, Trickster, Knight, Skull Merchant, and Houndmaster here.

    I also think Killers that are mostly normal humans with strong weapons, or essentially just very dangerous monsters, would also get stomped as even if they are superhuman, they can't overcome this big powergap. I'm using this to rule out Hag, Doctor, Plague, Demogorgon, Singularity, and Xenomorph.

    Nurse brings up the ever-problematic question of ghosts but I'm gonna say for the sake of brevity that Nurse seems physical enough to beat down.

    Myers has the ever-potent "evil incarnate" aspect that kept him out of the two batch eliminations, but even glazing the plot armor a lot, he just can't fight superhumans, he gets beaten often enough by regular humans.

    Freddy is where things get interesting, because of rule #2 he's going to be invading Kaneki's dreams like the movies, where his powers can't help him. Kaneki, especially when he was nabbed for DbD, is very mentally vulnerable and probably has a lot of nightmare fuel for Freddy to work with. However, Kaneki's regeneration would give him a much better chance at surviving Freddy's dream attacks than most, and IMO given the fact normal humans have at least temporarily beaten Freddy, I think Kaneki would beat him in a dream before Freddy can kill him, especially with how many lucid, visualised internal thoughts he seems to have. It's very unlikely Kaneki would banish Freddy forever, but that's why we have Rule #1 to count this as a Kaneki win.

    Spirit is another ghost problem, but once again I'm going to say if her abilities resemble DbD's portrayal, she's physically vulnerable sometimes, and that'd be enough for Kaneki to smash her.

    Oni is very strong, but that's mostly it. If he hit Kaneki I think he'd bash him into paste and win, but I don't think Kaneki would take such a direct hit.

    Lore accurate Pyramid Head would never meet Kaneki in the first place, but if he did, PH can be defeated by normal people with weapons, so this is a Kaneki win. If you argue this battle should be against Silent Hill itself, I think Kaneki has the mental fortitude to make it through Silent Hill. Maybe DbD's Kaneki, who has been torturing Survivors in the fog, could be sufficiently far gone that he wouldn't survive Silent Hill, but that's two layers of mental gymnastics, I'm not counting it.

    Blight is certainly very fast but doesn't have the vertical mobility to catch Kaneki, and he's relying on a finite resource for his speed anyway.

    Nemesis has plenty of weapons but if a relatively normal human like Jill can beat it Kaneki clearly can as well. Kaneki only needs to beat Nemesis' regular form for this to count as a win under Rule #1, but for the sake of completeness, I think Kaneki could fight Nemesis' other forms quite easily, but without using some kind of serious environmental weapons like Jill did, I think Nemesis' endurance would eventually win out and it'd get lucky with a hit. This is still a Kaneki win overall, though.

    Pinhead is a bit difficult to evaluate but I'll say that Kaneki is still probably too fast/strong for Pinhead to stand a chance here. Even if the Lament Configuration is the only way to win, Kaneki could absolutely grab it.

    Artist is also a bit hard to evaluate, but IMO doesn't display any abilities Kaneki can't overcome. Even if we say her ink crows could all move and fight of their own accord, I think his kagune could probably slap them away.

    Sadako, unlike Nurse/Spirit, has a major appearance outside the Trials to cite for a nonphysical, ghostly nature, so it seems like physical attacks against her would be meaningless. I think we can say Kaneki has no defenses against Sadako's psychic abilities or any way of hurting her. If he's cursed and doesn't have the option of passing it on to another person, he's just going to die.

    Dredge is another instance where IMO, lore wise, physical power would not be enough and Kaneki would lose. Its physical segments would be destroyed easily, but its true essence is immaterial. Given how vulnerable Kaneki's mind is and how much he fell to The Entity's fog when up against it, I don't think he stands a chance against The Dredge's actual nature. At some point the shadows will surround him and that'll be it.

    Wesker could truly rival Kaneki for superhuman properties, and I honestly think Wesker's supernatural speed and strength would prove stronger. Wounds that might take Kaneki down would instead likely just mutate Wesker further without defeating him. I do however think a later timeline version of Kaneki from TG would defeat Wesker.

    Chucky regularly gets beaten by children.

    The Unknown is obviously a little difficult to discuss but if physical force does anything to hurt it, and that does seem to be the case, Kaneki should be able to win.

    Vecna would win, no question. We'll assume the Kagune can get through Vecna's immunity to non-magical physical damage, but even then Vecna's skeleton wave is like 20x bigger than it is in game, he can engulf people in necrotic magic for incredible amounts of damage, he teleports constantly and damages others while healing himself from teleportation, and he has a chance of ending the fight immediately via mind control. Kaneki would certainly do some damage but Vecna's simply way too much for him.

    Dracula is very powerful with little hope of beating him without anti-vampire artifacts (the only reason Belmonts have beaten him) or a lot of similarly powerful creatures on your side. Using Alucard as a point of comparison to Kaneki, Alucard needed hundreds of years of experience and a fair few tools to beat his dad in SotN. On a physical level this could've been somewhat fair, but when you add Dracula's magical abilities and vampiric versatility I don't think Kaneki wins.

    Hopefully, someone has fun reading all that!

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918800#Comment_3918800

    It was a buff idea for old beast of prey, but since they reworked it, it’s has nothing to do with it anymore. I would be fine with it being a buff for beast of prey if they want to change it to this version.

    Why would it be too powerful?

    Not sure what you mean about Beast of Prey, it still removes the Red Stain, right? That's part of what Undetectable does.

    Anyway, amongst the majority of players, I think it unbalances the skill gap in looping too much. New Killers would be able to mindgame Survivors easier without needing to learn about using their red stain for mindgames, and new Survivors who rely on the red stain's info in chase would be struggling.

    This is fine for conditional perks because of their associated downsides, they require you to go out of your way to do something, or are associated with you losing something, or etc. When made permanent for a whole match, it adds a lot of stomp potential against casual players.

    In high level play, it should be fine, just not against the majority of the playerbase. It throws off the balance of how much skill is required from each side of the game to perform well in chase.

    I will say that I could see permanent Red Stain removal working as an idea if the Perk had a downside attached, kind of like Dark Arrogance or Rapid Brutality.

  • This idea is essentially a buff idea for Beast of Prey, not really its own Perk. (bear in mind that Undetectable already removes the red stain!)

    Anyway, I like the idea of removing red stain in chases, but it needs to be conditional, having it 24/7 is just too powerful.

  • Welcome to the forum! To review some of these Perk ideas:

    Part of a Team: The cooldown makes this a bit odd. Eg. If you're mirroring Leader's buff back into its user, when exactly does the cooldown trigger?

    I actually took a look to see what Perks could be compatible, so here's a list for anyone else who wants to theorycraft this kind of Perk and what it could work with, I think I've got mostly everything. I've excluded perks like Quick Gambit, that would theoretically work but don't make any sense for obvious reasons.

    Perks that would synergise: Babysitter, Bardic Inspiration, Better Than New, Buckle Up, Corrective Action, Duty of Care (especially scary), We're Gonna Live Forever

    Perks that could work, but don't make sense because of the cooldown problem: Empathic Connection, Leader

    Also, don't think about For The People or Shoulder The Burden, or it'll cause a paradox and your head will explode.

    For the record, I don't think BHVR would ever actually design a Perk like this because it'd be such a potential trap for future Perk design (Duty Of Care's synergy with this, oh good lord it would be a nightmare), but it's interesting to think about, and I do like the idea of Perks that essentially give you a 5th Perk under specific conditions.

    Combat Humor: The idea of triggering VA audio from a Perk runs into the problem of silent characters. Eg. Nic Cage IIRC doesn't have any special lines for using Dramaturgy or etc. So, this would have to be reworked into something visual that could be mimed silently by Survivors and still make it clear that this perk activated.

    The effect itself IMO is too powerful. I like the activation condition idea, rewarding Survivors who get away from the Killer but are sticking together, but immediately negating Exhaustion like that, even with a cooldown, is too much. Imagine being a Pig, crouching to get ready to use an Ambush to hit one of two Survivors, then Combat Humor procs on one, Part Of A Team mirrors it so they both get the effect, and they both Sprint Burst away.

    Third Energy Advisor: Considering how scary Shoulder The Burden is while it doesn't even remove hook states, only shuffles them around, I don't think any Perk that would allow the Survivor team to erase up to 2 hook states, under pretty much any circumstances, is gonna be okay. I also think this rewards Killers for tunnelling, because if they got a kill within those 3 unhooks the TEA user is farming, or they just tunnel the TEA user out without letting them get unhooks, those strategies largely counter this Perk.

    Re. Dino Crisis itself, let's rip the bandaid off now, DbD will go for Jurassic Park when it comes to dinosaur horror and I don't think there's any substitute. Dino Crisis would be a way to get around it if BHVR couldn't get Jurassic Park, but I think they'd rather keep waiting than be so desperate for a velociraptor killer that they go for Dino Crisis. I'm sure Dino Crisis will get some love from Capcom in the coming years, considering the Onimusha reboot, but when it comes to Dino Crisis in DbD, I think the best you have to hope for is maybe a Legendary skin to accompany a possible Resident Evil Chapter 3.

  • I appreciate a fellow rocket launcher believer, but I don't think it needs to be a rework to the base character, I would prefer it be an iridescent addon or something. When you hit Tier 3, grab it from a vaccine case, you get significantly slowed while carrying it, and can shoot an AoE instadowning shot only once, then you throw it away and go back to normal.

    While I don't think current Nemesis is the absolute best adapation that could've possibly existed, he's still very, very good, and some other Killers really need conceptual reworks at the moment. I don't think there's any reason to seriously overhaul him, and his balancing can comfortably stay in the range of numbers adjustments and zombie AI improvements.

    I also think it's worth appreciating that even just the rocket launcher would be a absolute load of effort compared to a lot of other rework concepts. I don't think Freddy's rework was that intensive for BHVR compared to making a new Killer for example, but in comparison a rocket launcher would require a lot of new animation work, gameplay balancing, and bugtesting. (as I don't think any current mechanic works like an AoE explosion intended to be blocked by cover, so say hi to a billion more collision issues)

    I WANT that goddamn rocket launcher, the world NEEDS the rocket launcher, but we have to bide our time for the moment, sadly

  • This would've been a totally fine idea around launch, but there are way too many Perks now for this to be balanced, sorry.

    There are some Perks which require that full upgrading for the Perk to justify itself in comparison to others, but many other Perks have upgrades that just make it a bit more convenient, a bit faster to use, or just adds a tiny little bonus. It's a mess, and only avoids being a balancing problem because maxing out perk tiers is a permanent meta-game upgrade.

    I do appreciate that you're trying to make sure running x4 of the strongest Perks that all stack atop each other is no longer possible, but in reality the perks that can shrug off the downside of being their Tier 1/2 versions will just bodyblock for their teammates, and I don't think that much would change in the end.


    My opinion on Perk Tiers is still that they should just be scrapped, so BHVR do not have to worry about implementing tier upgrades into every Perk design. I think the only reason they haven't done it already is probably worries about the progression system and if it will feel sufficiently rewarding for new players without the presence of unambiguous strength upgrades.

  • For the purposes of maybe getting an interesting discussion, I will skip over the usual objections that come up re. facecamping, and just try to throw out an idea on how it could be implemented:

    If a Survivor progresses from hook Stage 1 to 2 via the hook timer, The Entity also creates a "ghost" of that Survivor on another random hook. The hooked survivor can be saved from either the original hook, or from their "ghost", teleporting them there upon rescue. (with a minimum range so the original and ghost aren't too close). This doesn't apply if the Survivor is hooked a second time for an instant Stage 2, and naturally because of the activation condition any Survivor rescued via this will be on death hook.


    The hope here is to avoid interfering with the best Killer/Survivor strategies, but still make an 100% inescapable, no hooks to death facecamp no longer possible. I do see this being potentially powerful in a few scenarios:

    1. At endgame, a Killer that catches a Survivor with no prior hook progress no longer has a guarenteed kill they can fall back on
    2. I could see experienced SWF teams making gambles on these ghost hooks, deciding to focus on gens while their teammate sits on hook, then saving once the ghost hook naturally makes the unhooking apply much less pressure. I'm not sure how much this would catch on though, as it would leave a teammate on death hook and give the Killer a full minute to potentially grab a second hooked Survivor.

    It probably would cause problems somewhere though, and BHVR's already experimenting with/trying out a lot of fundamental mechanics reworks, so eh

  • Various memory entry numbers are skipped all the time. I wouldn't read into it too much, just that the bigger numbers are chronologically later than the earlier ones. So, skipping 1751 indicates there's a small time jump forward.

  • Yeah, I'd honestly want her as the first target of a 2nd Archive to try and wash out the bad taste of her first one. She's all over the place right now.

    1. Definitely agree but it should be something more simplified like a ping wheel. Full text can come in the lobby or post-match chat.
    2. Yes, though I don't think grinding currency against the AI should be a thing. At most, it could be time-limited, like 1 AI match per day grants Bloodpoints. Ultimately the progression system tying into multiplayer gameplay is important to keep incentivising people to play it.
    3. I do think that an official "chase" mode should be a thing, BUT I disagree it should be an entire gamemode. The examples you name do genuinely enrich their games, but having temporary seasonal changes to gameplay is something DbD's done before successfully, and is different from a true new gamemode, which is actually something established multiplayer games almost always fail at. League of Legends, for example, has tried several times to create a true alternate gamemode/map to compete with Summoner's Rift and failed almost every time, with only a couple like ARAM actually sticking around and most of the ones liked by the community being the wackier seasonal events. Instead, I feel like this "chasing" mode should be a function of Custom Games, essentially acting as a timer in the match that keeps track of pallet stuns or other relevant chasing information, perhaps with tools like giving the Survivor infinite health, removing injury sounds/bloodstains, removing the Red Stain, etc to play around with different scenarios.
    4. I agree with this, I think a "waltz around while we load" mode is much better than a loading screen. As an example of how this can look, when the game "starts", the current campfire screen is made a playable environment and Survivors can choose to walk/run around a little circular area around the campfire, or into the background where a Trial Grounds gate opens. Meanwhile the Killer can stalk the shrouded areas nearby where Survivors can't see, watching them. It'd kind of play into the idea of the Killer getting into the Survivor's heads from a distance.
  • @[Deleted User] said:

    It would be nice. In the Dead Rising games, certain achievements unlock outfit pieces and even weapons. I can't think of a single other game that does this.

    I think you're probably just blanking because there's a lot of other games besides Dead Rising that give rewards either directly for doing achievements, or as a bonus alongside achievement conditions. (Dead Rising was one of the rare ones to go absolutely crazy with the concept, though.)

    Anyway, while I think rewarding players for achievements is fine and dandy, Adepts are the exact wrong kind of achievement to provide those kind of rewards to IMO. They're extremely frustrating, badly designed achievements that essentially only exist for tradition's sake.

    A lot of multiplayer centric games struggle with this issue, because their achievements usually either rely heavily on random people in public lobbies doing what you want them to do, or end up being really grindy. DbD suffers heavily from both problems. (eg. you can't JUST get an achievement for protecting an unhooked survivor... do it 250 times!!!)

    As a result, I think it'd be for the best if DbD's achievements remained as solely for bragging rights, as I can't think of that many I'd really be satisfied with having specific rewards.

  • A lot of other items also do, but I agree that Flashlights probably need them more than the others. Some generic ideas for what Flashlight addons could do:

    • Reveal the Killer's aura to all Survivors for something like 10 seconds upon blinding (IMO this is what Odd Bulb should do, as "you blind even faster!!!!" is a godawful excuse for an iridescent IMO)
    • Reveal the Survivor's aura while using the flashlight
    • Reveal some specific nearby props (eg. Chests) while using the Flashlight
    • The ability to cleanse Totems using the Flashlight, being twice as fast but consuming flashlight battery
    • Revealing all Injured Survivors using the Flashlight
    • Granting certain small buffs when Blinding the Killer, like a Vigil-esque negative status reduction
  • No, BHVR aren't "planning on introducing a new perk focused on traps", they changed it specifically because they DON'T want any Perks like that, like how they changed Slippery Meat. An anti-trap perk made a lot more sense back when 1/3 of the game's Killers were trap focused, now they're the overwhelming minority. This is pretty evident based on how a lot of the game's systems have evolved, and nowadays the only features really like it are Lightburn, Calm Spirit, and the way Maps can work. (and TBH I think Rainbow Maps tracking Beartraps is pretty nasty too and I wouldn't mind that getting canned as well. it's also worth noting nowadays, calm spirit is primarily an anti-Infectious Fright perk, not an anti-Doctor perk)

    There "is no counter to hag or trappers traps" just like there isn't a Perk that lets you heal from Plague's infection, or block projectiles. It's okay to have counters to an extent, but especially for Trapper having a beartrap notification light was really nasty.

    Counter perks should be things like Spine Chill, that work against all Killers but have extra-special utility against ones that use Undetectable, which can include Killers with specific perk loadouts.


    I also honestly think Small Game is... Pretty good at its job? The issue IMO isn't the Perk itself, it's the general meta. It genuinely fights with Detective's Hunch as a very good Perk for finding Totems. The problem is even if you had a Perk that was a 24/7 Detective's Hunch, there's barely any room for it in the Survivor perk meta, which is extremely restrictive and probably the biggest balance issue in the game right now.

    You have slots for:

    • Any Exhaustion Perk of your preference, but probably Dead Hard
    • Iron Will because it makes the Killer have to sweat much more in chases, is borderline mandatory for juking to be possible, (which, if it happens, has a solid chance of winning the game) and enables Survivors to shrug off being Injured more easily which is also a major contributor to high level Survivor play (because spending as little time healing as possible and maximum time on gens is how you get wins)
    • Unbreakable, because it's not only an amazing Perk, but it's a Perk that essentially gets better the more frequently Survivors use it, creating a kind of unspoken covenant in the Survivor playerbase that at least 50-75% of them must have Unbreakable equipped at all times
    • 1 Perk of your personal preference, which has very high competition thanks to Perks like Decisive Strike, Prove Thyself, Adrenaline, or Borrowed Time, all of which do a fantastic job at helping you either when you're already winning or giving you a second chance in a bad situation


    So yeah, I don't think simply giving extremely situational buffs to stuff like Small Game is the answer at all. If you want people to use Small Game, you need to find a way to fracture the iceberg that is Survivor perk balance, so Survivors start taking niche perks more frequently.

  • Perk 1 feels like it's got Zanshin Tactics syndrome in that Survivors and Killers don't value the same effects equally. Silencing your animation sounds really doesn't have that much value whatsoever except MAYBE for Clown once in a blue moon, and even then it's interfered with by the Terror Radius and Red Stain which'd require too many other Perks supporting it to be that great.

    Perk 2 is a fine idea, I think we need a juking-centric Exhaustion Perk, but the way its set up is way too weak currently. 3 seconds of no scratch marks and making fake Scratch Marks is not worth sacrificing the chase potential from an Exhaustion Perk, you'd need to pump a crapload of power into a juking Exhaustion perk to make it a viable alternative to Sprint Burst, Dead Hard, etc.

    Perk 3 I think is the best idea of the bunch, but I don't really get what the effect is truly supposed to accomplish. Screwing over Survivors if they pre-drop a Pallet while the Obsession is a cool idea, especially because the Obsession switching acts as a way to stop it from being used multiple times, but I think the consequences of doing it could use some serious thought. It needs to strike a balance of being worth the Perk Slot, without feeling oppressive or unfair to the Survivor. As one concept I think could work, how about triggering a speed boost for the Survivor a la Sprint Burst, but at the cost of inflicting Exposed for a while? (and it won't trigger if they're injured) This way Survivors need to rethink how they predrop Pallets and use them intelligently to move to safe tiles, but if they don't do it well enough and the Killer catches up, they get downed quickly and the Killer gets lots of pressure.

  • Hello Dwight,

    I want to play a game. You're a coward, so I want you to stick your hand into this jigsaw box. It's a dangerous contraption, but if you are to survive, you'll have to power through the pain.


    Of course, what Amanda/Billy the Puppet doesn't tell Dwight is that if Amanda has the chance to prep games, she no longer believes in "saving" anyone and would 1000% just hide an IED underneath the floorboards in front of the jigsaw box to blow Dwight up. She's only into the jigsaw cult for the aesthetic nowadays.

  • Like all legitimate currencies, they're made in Yung Venuz's image, because Yung Venuz is cool.

  • Well, The Entity messed with his powers so I don't think it's a guarentee.

    I actually think Pyramid Head has the highest chance of an escape, as he's already carving up the fabric of the Entity's Realm and allowing Silent Hill's influence to break into it constantly in Trials. And, based on the fact he alongside Myers can Mori survivors of his own will, it's also pretty clear he's not just doing The Entity's will because he feels like it. If every Survivor in The Entity's realm did an Accept responsibility for your part in your wife's death and realize that you don't need to be punished anymore manuever, and Pyramid Head thus decided there were no more people here that needed punishment, Pyramid Head would probably tear its way back to Silent Hill without The Entity exerting a lot more effort than it's worth keeping him.

  • I don't think the issues here are as bad as you think they are.

    Dwight spends almost his entire story being terrified and only tries to do something once he's put under high pressure, gaining a kind of surreal confidence before reverting back to his timid self. Fits his Archive to a T.

    With Ace there isn't really a conflict at all especially because his bio is so short, but it's established that he's a gambler who 1. Is prone to making enemies and 2. Risks a lot of money frequently and despite losing tons of it often, still makes it through despite all odds. Goes with his Archive pretty well.

    Kate I'm not even sure where you're getting this from, her Archive barely mentions her career. In her bio it makes it pretty clear she was popular as a career musician and her Perks all imply that too, she just wasn't a superstar and mostly avoided going that route.


    If we wanna talk about Archives/Biography disconnection or character assassination, hoo boy, the Killers are the kings and queens of that camp. (most notably, Nurse and Legion)

  • There's actually a fairly large ongoing theory thing regarding some of the Killers without that much of a motivation, specifically the "white eyes" theory. Some Killers' designs appear to have supernatural elements to their eyes, some people theorizing this hints towards the Killers lorewise seeing an altered version of reality to make them more prone to killing.

    Specifically, Wraith sees horrible murderers and/or the people who slaughtered his people, Hillbilly sees cops and other people trying to lock him away, Spirit sees her father or other people she despised in life, Oni (maybe, his connection is more tenuous and it's mostly based on his mori) sees people calling him an Oni or that he isn't a real samurai, and Deathslinger (almost definitely based on his bio) sees the people who mocked him and got in his way.


    These Killers have no real motivation to kill random people, but they all have strong motivations to kill specific people and it's not unreasonable to think The Entity might be messing with their perception to better motivate them.

  • I've suggested a similar Perk in the past and so am definitely in favor of the concept, but it should work exactly like a regular Exhaustion Perk IMO. 150% speed, regular duration for the effect and the Exhaustion, no Obsession chance increase. The Perk is already more than balanced out by the specific Item requirement and Killers having counterplay to being blinded.

    IF it turns out to be underpowered even with regular Exhaustion Perk stats, a special bonus (a la Balanced Landing) could be added, such as "If the Killer Blind causes the Killer to drop a Survivor, this Perk triggers even while Exhausted."

  • Survivors carrying 8 toolboxes into a match would be a bit much, BUT I could see it working as a Perk like:

    Pack Mule

    You can carry a second Item in your "Pack Mule" slot. The Pack Mule Slot is always empty at the start of a Trial.

    To swap items between your Pack Mule slot and regular Item slot, while remaining still and crouching use the Active Ability button. This requires an 8/7/6 second Interaction.

  • Milo did a pretty good job point by point so I'm just going to focus on the most impactful thing here, the good old "just make gens take longer!" idea that needs bonking again.

    But not before saying, seriously dude, "removed spine chill for being ineffective/filler" has pretty much revoked your Common Sense License.


    Okay, look, we've all been there. I play Killer almost exclusively and I'm not the best Killer in the world, I know what it's like to be gen pressured, we all do. It's probably the biggest fundamental problem with the game, because against a lot of Killers, it really feels that Killers physically don't have enough time to beat the Survivor team if the first Survivor they find is a great looper and if the other 3 are co-ordinated at generator repairs.

    I'd LOVE if this problem got resolved. The way to do it is NOT by just increasing flat gen speeds, at least not by any more than ~10 seconds or so, and here's why:

    • Despite this fundamental issue with the game I just acknowledged, the actual stats for survival rates aren't actually that out of whack and if you trusted them mindlessly, it'd prove Killers are overpowered. (And also that Nurse is the weakest Killer in the game so you know, don't)
    • This is because Generator "rushing" is primarily a co-ordination issue. The primary skillcurve here is how much time Survivors are dedicating to barrelling towards gens at Mach 1. It's a "skill" that's more like a form of application of priorities but it's the #1 factor that determines survival in games IMO.
    • And, because Survivors do not start the game with a secondary objective that distracts from this in any meaningful way. Killers can create one using Hex Perks, and they will create one upon getting a hook, but expert Survivors only engage with Dull Totems, Chests, or exploring the map in general if they're messing around and not taking the game seriously.
    • In fact, Survivors start the game with every advantage concievable, and while this is part of the intended design, with time being on the Killer's side, depending on Survivor spawn conditions, the map, and looping skill, getting a hook before 3 gens pop can prove genuinely impossible for non-meta Killers.
    • And that's all without bringing up the obvious fact that Survivors are already finding 80 second gens boring.


    From this, I would say the "fundamental game problem fix" would/could probably come in a few forms.

    1. If we're going with big rework time, adding a major secondary objective that incentivises exploring the map and is part of the basegame would be the obvious thing. Some people have suggested "generator parts" or fuseboxes that slow down gen progress if you don't do them but can speed them up if you do, you could tie Totems into generator delay in some form as part of their basekit, this could be part of a Key overhaul, ecetera, the point is that this should make optimal Survivor play involve more than just repairing gens and unhooking. Ideally, this will also help wandering new Survivors be more useful to their team.
    2. Survivor spawn logic refinement. ScottJund made this pretty good observation based on Lethal Pursuer, and how it kind of reveals how hopeless map spawns can sometimes be, even when you know where every Survivor is immediately.
    3. Map refinement and overhauls. Infinites are (mostly, I've heard the RPD has one so maybe the map being disabled is a blessing in disguise) gone but some map features like L-T walls can still be really nasty without requiring Survivors to expend any resources, there are still some maps in the game that are too big, "dead corners" that don't have enough hooks nearby are often still a problem, and so on.
    4. A general change in looping philosophy. This is part and parcel to what #3 would ideally be, but let's be honest, BHVR in their current state are already reworking maps, they're just honestly not doing it well. We consider ourselves lucky when the outcome is relatively neutral. The two major issues are that god pallets should be kept to an absolute minimum and that breakable walls are currently depending on placement either near-worthless additions to the game, or effectively god pallets without the Survivor decisionmaking that makes god pallets excusable, and need a rework. Please don't necro this thread because it's old, but I've got what I consider a good rework concept here alongside a deeper analysis of breakable walls and why they're making the game worse.

    The final 3 points, if executed well enough, I believe could largely solve or at least greatly allieviate the problem all on their own. The first point is more ambitious, but could also solve the problem on its own without absolutely requiring the other three changes. I think all of them, however, could contribute to making the game more fun if done correctly, which is probably more important than any big picture balancing discussion.


    All that is why, given a serious analysis of the game's systems, a flat increase to gen repair times (at least not without a major compensatory mechanic that acts as a secondary objective) is NOT the solution to the game's problems or necessary to fix the "genrush" issue.

  • Technically buffs and nerfs, at least when the Killer enters the Realm, ARE canon, due to the Nightmare on Elm Street chapter stating Freddy's powers were altered by The Entity.


    The answer's pretty straightforward too and pretty similar to BHVR's, it's just to keep everything interesting.

  • I want a shark costume for Trapper now.

  • Nah, The Fog's pretty clearly not from a seperate being, but comes from The Entity. It can be used against The Entity's wishes, but that's because The Entity is such a sprawling dimensional behemoth that it doesn't have absolute control over every part of itself. Talbot Grimes' wacky torture adventures prove how big its blind spots can be.

    Though I don't think The Fog is actually a direct part of The Entity. Based on my impressions of it, it's more like the substance that enables The Entity's Realm to exist. Like the sticks that form a beaver's dam. The Entity probably manipulates/manufactures it, but I don't think it's directly part of the creature.


    Observer stuff does generally state that The Entity isn't alone in its crazy elder god powers, though. I very much doubt any of those other creatures will ever be explored though, unless Behaviour get the rights to add the State of Maine as a playable Killer in a Stephen King themed chapter.

  • You're not describing Prove Thyself though? You're just describing Survivors playing the game in general.

    All Prove Thyself does is make teaming up on gens less inefficient for Survivors but it's still inefficient and carries risks. I'm far more afraid of 3 Survivors split on gens while I'm chasing someone than 3 Survivors on the same gen using Prove Thyself.


    Instead of running Discordance I would recommend Corrupt Intervention for this kind of thing. It's very good at giving you a breather in the first couple of minutes and delays the Super Gen Repair Squad just long enough for you to get a hook and start getting pressure before they get too much of a headstart. From there, it's your job to leverage that pressure into getting more downs and keeping things going.


    Oh, and I'd like to call out "You can only chase 1 survivor" briefly. Yes, you can only chase 1 Survivor at a time, but there's no limits on how much you can pressure them.

    This isn't just in the obvious form of being on the hook, going for the save, being downed or healing, this can also come in the form of proxy chasing. Your main target is someone else but the other Survivors still can't afford to ignore you and will have to scatter to an extent. If you chase two Survivors off a gen, consider briefly looking back at where the other guy went and if they greedily started working on the gen again, go straight for them and get the punish, for example.

  • First, before even engaging in this conversation, it should be said that playing Killer SHOULD inherently be more difficult than playing Survivor. As a 1v4 symmetrical game, the team of 4 NEEDS more wiggle room for inefficiency to create a balanced game, because a team is going to make more mistakes than a single person. The idea that this game's ideal balance should involve equal effort from both sides is already a bad premise.

    Second, uh... No?

    Yes, if you're doing extremely basic looping as Survivor, and the Killer is playing in an extremely basic way in response, it doesn't take all that much attention. If you're an adept player, you'll be managing elements like:

    • When/if you should abandon the loop and move to another one, this is the #1 thing that seperates good loopers from God loopers and you can get an absurd amount of distance
    • Using your Exhaustion perk correctly (at the highest levels this will involve things like holding in a Sprint Burst or etc)
    • Where to take the Killer next, because you need to minimise the risk of bumping into a friend, especially if they're in the middle of repairing a generator, you need to avoid deadzones or areas where pallets/walls are gone, if the Killer downing you is imminent avoiding a place where the Killer can hook you to get lots of pressure, and you need to move between and recognise strong loops like L-T walls
    • Specific anti-Killer tactics, which are too varied to list
    • Keeping medium/fast vaults in mind, which can mean making sure you loop in the right direction (clockwise/counterclockwise) on a tile or just changing your approach a bit
    • Sizing up the Killer if it's the beginning of the match, trying to analyse how they're playing and how good they are
    • Fighting against Killer mindgames which is a borderline infinite skillcurve
    • Recognising and calling out Killer perks, some Survivors are good enough to almost immediately recognise stuff like NOED or STBFL based on animation speed alone


    When you're just on gen repair duty, there's far less to keep track of, but it's still involved and there's an undeniable skillcurve to it.

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