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Luigifan64

Luigifan64

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Luigifan64
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  • @moonl1ght said:

    Are you guys sure it’s not bannable? I’m so afraid to do but I’m also getting headaches everytime i play, it’s sooooo blurry

    You need to be reported in game to be banned by them, and no one can really tell that you're doing it. As for EAC, it couldn't detect when people used that script cheat to make themselves go super speed so it's not going to be banable. If they did it be really dumb because the game is super ugly to look at.

  • @bunnibeetea said:

    https://forum.deadbydaylight.com/en/discussion/comment/713015#Comment_713015

    they could redo them over time, granted it would be a lot of resources but they could focus on making them more game-efficient as well as looking better/realistic

    Or they could spend little to no resources and revert the change to avoid all the work it causes seeing as the change does jackshit ¯\_(ツ)_/¯

  • @bunnibeetea said:

    I get it's for optimization, but the newer hair on some of the new cosmetics isn't as bad? I think they should revamp old ones. Laurie's hair looks ######### awful (imo), I wish they would make it look more like the original and maybe give it some dynamic bones lol

    But the "optimizations" don't actually do anything besides make every headpiece look worse than it originally/could have looked

  • @bimegi said:

    Fixated - The Developers have stated that it was a deliberate decision to not apply the walking speed bonus to non-healthy survivors. I believe they intend this extra speed to be used to avoid being found by the killer, not to aid the survivor in chases while their exhaustion perk refreshes.

    Better Together - Buffing the range would allow this perk to reach 2-3 other generators on most maps. The 32 meter range already notifies nearby survivors at double the range that they would normally be notified by hearing the generator be worked on, it's more than enough. Revealing the auras to all survivors working on the generator would make this perk way too powerful, essentially incentivizing one player per team to run it as the dedicated gen rusher.

    Second Wind - Can only be triggered once by design. It's a free heal after being unhooked and all you have to do to activate it is heal someone else. Getting a free heal after every unhook is way too powerful. I noticed during the PTB that this perk required you to heal a survivor a complete health state, not the equivalent of one health state as the text indicates (if they had any progress towards being healed the perk would not activate, even if you healed someone else, unless you healed them for the full duration of a healing action). Either the text is misleading or the perk is not functioning properly.

    Camaraderie - The first hook state is 2 minutes long. The only use this perk would have if applied to the first state is to encourage survivors to stay on gens longer and get away with last minute saves without triggering hook stage 2, leaving the survivor on the hook longer and adding an extra hook for the killer and just making the game more frustrating and less enjoyable for everyone. Pausing the struggle state is also a bad idea because it may end up taking the hooked survivor by surprise if the player with Camaraderie moves out of range and result in that player's death.

    Babysitter - 8 seconds is plenty of time and sounds of pain can already be concealed by Iron Will. The killer's aura is revealed to the player using Babysitter so that they can distract them, silencing the other survivor's footsteps is an unnecessary buff.

    Fixated- Well that doesn't matter because I could just use Vigil if I wanted to recover exhaustion faster during a chase, and Fixated is just being neutered like how UE was for a long time. There's no reason why it shouldn't be usable while uninjured because the perk isn't good enough to be tied to a health state.

    Better Together- The perk only reveals 1 gen at a time, and no, increasing the range wouldn't make it overpowered. 32 meters is a tiny radius and by the time you see the aura you've most likely already heard the gen. Showing the aura of the other survivor to survivors working on the same gen as you is nowhere close to being overpowered. First you'd have to have someone work on the same gen as you, have someone get downed, AND have all 4 survivors. If even just 1 person gets killed then this buff would be useless. Also this perk wouldn't hold a candle to SWF and voice comms so it would still be niche.

    Second Wind- It IS supposed to be usable multiple times, seeing as the perk doesn't say "once per match" anywhere. Plus actually being able to use it more than once is really difficult, so there's no reason why it shouldn't be usable twice. It also has a lot of bugs with it currently so my assumption is that it's supposed to be used twice, but it's bugged to not work. The only "buff" it needs is a QoL for it to charge based on how much was healed rather than how long someone was healed for.

    Camaraderie- But you'll never know if someone has this perk, and even then you'd still have to get close to the hooked survivor in order to prevent them going into struggle. It would just make those cross map runs for a save easier because you can prevent someone going into struggle. This perk is ######### as it is and buffing it in this way wouldn't create the situation that you are talking about.

    Babysitter- Again, the perk is already ######### so this isn't an "unnecessary" buff. Not everyone runs Iron Will and completely silencing a survivor is the only way this perk is going to compare to BT. 8 seconds is a pitiful amount of time that the killer can easily see around, even if the survivor was completely silenced. So no, this isn't an "unnecessary" buff, this perk absolutely needs a buff.

  • They still need changes

  • @Krystress said:

    Not a huge fan of Steve's voice. It sounds exactly like Quentin, which is so distracting. Could they not find someone who matched him more? It's probably entitled to ask for a change, huh?

    I thought they'd fix his voice from the PTB, but they made it worse by just making it more high pitched. :/

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/682666#Comment_682666

    If you know what you're doing, not too rare. I've pulled off quite a few.

    I use Head On pretty regularly and I can honestly say that I don't think it should be a separate cooldown. It's basically like an extra pallet (one that the killer doesn't have to break). With Inner Strength, it's going to be an extra safety net in case the killer catches on before you can heal.

    Granted, I never really use other exhaustion perks in the first place. I can see how you might not want to use Head On if you've come to rely on Dead Hard or something, but being able to stack the two would be silly. I'd rather Head On stay as a fun mess around perk than become annoying. If I get stunned by Head On right now, I can't even be mad. That guy chose to use Head On instead of Dead Hard, and by golly he got me. At least that means he's exhausted now.

    At the very least could you make it allow you to slowly get into a locker 100% faster? Then the perk could be more usable without Q&Q; because unlike Inner Strength, the perk doesn't start activating until you're fully in the locker, and the loud sound coupled with the super obvious "Hey look I'm going in a locker" animation make it fairly difficult to use in situations where it could have been helpful.

  • @Yung_Slug said:

    I think Lithe should have a passive effect, similar to balanced landing that makes medium vaults slightly faster. What do you guys think?

    I agree, however I think it should just have a passive 5% vault speed increase to any type of vault.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/682666#Comment_682666

    If you know what you're doing, not too rare. I've pulled off quite a few.

    I use Head On pretty regularly and I can honestly say that I don't think it should be a separate cooldown. It's basically like an extra pallet (one that the killer doesn't have to break). With Inner Strength, it's going to be an extra safety net in case the killer catches on before you can heal.

    Granted, I never really use other exhaustion perks in the first place. I can see how you might not want to use Head On if you've come to rely on Dead Hard or something, but being able to stack the two would be silly. I'd rather Head On stay as a fun mess around perk than become annoying. If I get stunned by Head On right now, I can't even be mad. That guy chose to use Head On instead of Dead Hard, and by golly he got me. At least that means he's exhausted now.

    And those last three sentences is exactly why Head On shouldn't be exhaustion based.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/652122#Comment_652122

    I mean, you always got to think though that those killers don't have any perk to help them detect survivors or help them in a chase. At least the low rank killers can very much need any perk that slows down the game.

    I can understand your frustration with those builds, but I do feel like there is nothing wrong with using four perks to slow down the game. Generators going very fast can also be very frustrating for killers.

    While that may be true, the most common I see are Ruin, Overcharge, and Pop Goes the Brain-cell in tandem with each other. Killer comes kicks gen, it regresses extra, go on gen, either hit or miss overcharge, killer comes back kicks gen, repeat. It doesn't take skill to do and I can't do much to counter it because so little progress gets done and just leads to a boring loop; hence why I don't want anymore of these perks, the game has a lot already.

  • @Kwanghyun said:

    Not my friend, all of them needs it. That’s how it is. Ruin is a trash and ubalanced perk but you can rarely win without it at rank 1. If you’re a potato survivor playing against potato killers that’s a different story. I personally suck as Billy and only have garbage perks on him but I still 4K every game after rank reset because using my mouse 1 and basic mingames are littearly all you need around rank 12.

    You don’t need Ruin, the people who need Ruin are the same people who use Premonition and Spine Chill on survivor. It does nothing to improve the player's skill and only reinforces bad gameplay practices. I know various streamers who don’t use Ruin and still do very well (and yes, they are high rank); sure I’m not quite as good as they are, but I don’t use Ruin because I want to become skilled enough to be that good.

  • @TheUnendingNightmare said:

    I couldn't read the whole thing bc right off the bat;

    Babysitter reveal your aura so it give incentive to the killer to go after you and not tunnel the other person.

    It's so you can be a good teammate.

    But it doesn’t do that job successfully, the killer will still be able to hear the other survivors moans and footsteps, not to mention the time it lasts is pitiful. On top of that the aura on the unhooker is just a pointless addition to make the perk worse. I know what they’re intending with the aura, but it just doesn’t work. You’d be better off running BT and distracting the killer the traditional way.

  • @Kwanghyun said:

    https://forum.deadbydaylight.com/en/discussion/comment/651560#Comment_651560

    Yes, Nurse don’t need it. Every other killer does.

    No they don’t; Huntress, Billy, and Spirit certainly don’t need it and the others don’t either. Sure it’ll be more difficult for all the other killers but it’s very doable without ruin.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/646780#Comment_646780

    Seriously? Boosted killers? Just because they use perks to slow down the game? Lol. Gens can go very fast, it's nice to have options to use to slow down the game a bit.

    Personally I think most of these new perks seem quite good. I wouldn't mind small buffs to Babysitter, and having increased walk speed with fixated even when injured would be nice as well. Second Wind though seems fine as it is, allowing you to not have to waste time healing yourself. Maybe a small buff would be good. We should probably wait unil the ptb is out.

    I’m sorry, I was wrong to generalize every killer who uses a perk like that as boosted; I just have had numerous bad experiences with killers using 3 or even 4 in a game that just make a single game drag on and on, making the experience not fun.

  • @Kwanghyun said:

    https://forum.deadbydaylight.com/en/discussion/comment/646780#Comment_646780

    Every killer needs them unless they go againts boosted survivors 🤷‍♂️

    Incorrect not every killer needs them if they were good enough and didn’t fall back on it to make up for their shortcomings

  • @sirnewbington said:

    https://forum.deadbydaylight.com/en/discussion/comment/648783#Comment_648783

    idk man surge and the one that blocks windows seems alright as well, but over all the Surge perk might be a meta changer on the killer side.

    It’s not a meta changer, it’s just going to be another slow the game down perk that’ll be super unfun and annoying to go against; especially if the killer runs multiple ones.

  • @xnes_galax said:

    Ok. This has been an hot topic for a while. Before the nerf it was one if not the best perk in the game. After the nerf this perk is just completely worthless. I am not, and i dont want to argue about this. What i want is finding an agreement on how this perk should be.

    Some people don't want it to be touched again saying "it deserve to be useless forever". Well, this is not good for the game. This is not healty for the game. Balancing is a thing, destroying is another.

    What i want to do with this thread is ask for your opinions, ideas and suggestions for making this perk at least usable.

    I know there are plenty others bad perks out there. Most of them are bad or useless, but there isnt any other perks that gives you such a big disadvantage like mettle of man does... aside from no mither, but that's another thing.

    I have decided to add the best ideas here, so that everyone can see and discuss them as well as mine. I want to make this thread as most interactive as possible.

    I will start it by giving my suggestion. I discussed this a bit on the official discord with other good player and most of them agreed that this is a good change. I want to know your point of view over this as well as others good suggestions.

    Mettle of Man :

    Evil has a way of always finding you.

    After the killer damage you 3 times with a basic attack, Mettle of Man activates.

    Once activated, your Aura will be revealed to the Killer when you are farther than 32 metres from the Killer.

    the next damage inflicted by the killer is ignored and the perk will deactivate.

    So, the biggest changes i made are

    -killer sees your aura before you get hit, so he will know that you have this perk.

    -you doesnt have to be injured to activate mettle of man, this gives more counterplay to the killer, as well as countering all one-shot down.

    -you can use it multiple time in a match, even if is actually really hard to survive after 6 basic attack. Anyways, the killer has now more counterplay to it. (Or maybe you can't. I am not really sure about this)

    -mettle of man doesn't give you the obsession anymore. There wasnt a really reason aside from "letting the killer know you have it" now, the killer will always know if the perk is active.

    Since a lot of people asked which counterplay i am reffering to :

    1- you get a lot of information by seeing a constant aura. These information could compare or even be better than an extra hit in some cases and with some killer. Is important to remember that it still a perk slot for the survivor, and completely counter a perk is something that should never happen (same for some killers perks or even power.. looking at you doc)

    2- you can get a first hit and ignore the chase. The biggest problem with old MoM was that the surivor were able to choose when to use it. Now he can not take advantage of 99% healing or stuff like that.

    So... let me know what you guys think about it

    @Karltastisk suggestion

    You lose all the stacks by getting hooked.

    I really like this one, since it will rewards a more "escape the chase" playstile. We need some variety and this seem a really cool things that unfortunately survivors doesnt do a lot (especially because of map design).

    Just let the perks gain stacks with safe unhooks or let it be used regardless of health state; doesn’t need anything more imo.

  • @sirnewbington said:

    https://forum.deadbydaylight.com/en/discussion/comment/648299#Comment_648299

    i think you're grasping at straws, survs def got 4 solid perks that will combo great with existing perks. killer literally got 1 well rounded perk.

    mind breaker could be good.. its a situational perk that really only works if someone with sprint burst or lithe are found at a gen.. otherwise its a dud.

    But I’m not. All of Steve’s perks are worthless by themselves and there are already pre-existing perks that are far better than any of his (that do a similar job). Nancy’s first two perks are not that good either. The scratch mark one COULD be but they’re needlessly restrictive with it; making it only see your scratch marks and only being able to fast walk while not being injured. I can guarantee you that these perks (besides Inner Strength) will not be used outside of the first two weeks of release unless they get changed.

    The killer perk that blocks vaults is going to be good because it only creates a bigger dead zone for the survivor, and if there’s no pallet they’re pretty much #########. The gen one is going to be annoying because it’s another slow the game down perk (which we don’t need more of). The exhaustion one is going to be equally as annoying because it’s going to waste your time if you want exhaustion back. All of the killer perks are going to be better than you think.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/648296#Comment_648296

    That's a drawback not a prerequisite. You don't need to become broken in order to use the perk, the perk does it automatically.

    Being revealed to the Killer isn't a prerequisite of Object of obsession. Nor is a slower initial heal a prerequisite of autodidact.

    And if you the perk triggers then it is more efficient than a survivor healing you manually no matter how fast they would have done it.

    Fair point, I still think that removing the broken effect could be a potential way to make the perk not as bad. Personally I’d prefer removing the TR prerequisite, because a killer can hard camp or immediately come back to the hook, rendering the perk useless.

  • @Maelstrom10 said:

    Not that this perk really needs many adjustments but I feel like it could be both more useful and a bit more fun if you could see other peoples scratch marks as well. Perhaps in a lighter color like white or green. Allow you to follow other people around.

    Oh also maybe make it work with crouching as well to give it even better synergy with urban evasion for stealth builds?

    I agree with this, you should be able to see other survivors scratch marks; but I think that the 20% walking effects should work when injured as well as uninjured.

  • @Ksoni said:

    Be happy that you guys got 4 okay perks. Killers got 1 okay perk (surge). The rest are trash, seriously.

    4? I wish we got 4 decent perks, we only got one (Inner Strength) with the others being good in concept but horrible in execution.

  • @NuclearBurrito said:

    Being broken isn't a prerequisite for Second Wind.

    You just have to have healed someone and be outside of the terror radius.

    But it is, if you are broken (status effect or deliverance) you have to wait for it to wear off, and a survivor could have easily healed you (with we’ll make it or just normally) in the time it took for the perk to activate. On top of that, the fact that it’s TR dependent means that you’d be better off getting healed by someone because the chance of you taking advantage of this perk are slim.

  • @PyroDude said:

    The point of babysitter is to make the killer chase you and not to tunnel the unhooked person

    But the perk is still awful and the killer can easily find the person who got unhooked. The killer can still hear the survivor’s loud moaning and footsteps and the aura reading won’t do much to distract from the unhooked survivor. It needs a value increase and total sound occlusion for the unhooked survivor in order for it to be used outside of the first week it comes out.

  • @prayer_survivor said:

    totally agree. That’s why there’re only 2 threads about the 6 survivors’ perks and dozens for the killers’ ones

    Yeah because they just keep adding ######### slow the game down perks instead of fun ones that boosted killers will use because they need it to win.

  • @Klatus said:

    In my opinion, there is no reason to Fixated being restricted to uninjured. Imagine the mindgames with Iron Will if it could work while injured too and it wouldn't be overpowered.

    I hope players have the same opinion because I really like that perk but the restriction makes it weaker than it could be, just like old Urban Evasion. Hope for the change.

    I agree with this, and I think that the perk should also let you see all other player scratch marks in addition to yours.

    @DemonDaddy said:

    The restriction helps to break the no heal adrenaline meta going on, atleast for those that will use the perk.

    No it isn’t and even if it was that’s a ######### awful way to try and break that meta. If the devs really wanted to break that meta they’d revert the pointless healing changes that added a long time ago. It is simply a really dumb restriction on a bad perk (remember when UE had the same “uninjured” thing but they changed it because the perk was trash?)

  • @GrootDude said:

    Flip-flop is a good perk. We should be focused on perks that have been bad for awhile, not ones that died recently.

    But it didn’t die recently, it was dead on release. Flip-Flop is useless even if you manage to get max recovery due to how many hooks there are, so getting that half wiggle sooner would just make the perk not a waste to use.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/542438#Comment_542438

    @mcNuggets Im pretty sure someone on forum stated its just a visual bug.

    But still tokens and just gauge is a way diffrent. (Spirit Fury has charges as MoM, BBQ has tokens as WGLF)

    It’s definitely not just a visual bug.

  • @NuclearBurrito said:

    Clean Getaway

    * Unhooking and healing is 100% Quieter. When you unhook yourself or another Survivor the Killer isn't notified for 2/4/6 seconds.

    Note: Killer perks that are triggered by an Unhook are delayed by this perk. Ex: Make your choice.

    Well seeing as we’re getting 2 survivors next chapter this could very well be a perk that one of them have; plus it’d tie into Stranger Things quite well.

  • This is just a nerf to an already bad perk that puts you more in danger than it does help you; I’d rather it just stay as is.

  • I’d be fine with both of these changes

  • @Chocolate_Cosmos said:

    https://forum.deadbydaylight.com/en/discussion/comment/611930#Comment_611930

    Problem is that on last Q&A with Nightmare Rework said that they will not remove Perk tiers (at least for near future)

    I know they did, but they should still do it; them dismissing it is really ######### stupid on their part imo. They didn’t even give a good reason for it either.

  • @xnes_galax said:

    https://forum.deadbydaylight.com/en/discussion/comment/611947#Comment_611947

    Because it wasn't a buff. They made the perk more easy to use, but it always worked as intendeed. If the killer was in range, then he would have got the stun. The problem is that most of the player didn't know the timing and the range.(which were weird, but consistent)

    Why this is a nerf? Well the reason is simple. Less effective stun time. It still 3 seconds stun, but the stun starts as soon as you exit the locker, not at animation completed. This means the first second of stun is basically useless since you are stuck in the animation as well.

    Also, if you fail and don't stun the killer, he will now see the animation and know you have this perk. Is a minor problem, but still a disadvantage.

    This is clearly a nerf. Less effective stun and no surprise effect but more easy to use.

    Is like if they made decisive's skillcheck big as snap out of it but the stun last less time. Would you call it a buff? I don't think so.

    But now the killer can’t grab you out of the animation, so yes it is still a buff. On top of that, I knew the timing for head on, but the perk still wouldn’t work when it should have; so yet again the perk was made actually usable. All they need to do is make the stun time 4 seconds and it’d be fine seeing as you’d then get your 3 seconds.

  • @xnes_galax said:

    All i want for Head on is to revert the nerf and make it how it was originally, but make the range a little bit longer (not necessarely wider) and make so the killer has to be right in front of the locker to open it. This will be a thing for all match and all killer, is not even a nerf since if you want to open a locker you wont mind if you have to take 1 or 2 step more in order to open it, but this will allow to use head on for self defense (right now the head on stun range is the same as the "open locker" promt range).

    What nerf? They just made the perk 100x better because it actually works when it should; why would you ever want to go back to the perk only work 10% of the time?

  • Or just remove perk levels, that’d significantly decrease the grind. If they did that then they could bring back Ultra Rare perks so that there’d be 3 rarity types again.

  • I’d be down for that idea. I personally just wouldn’t have the perk be an exhaustion perk, but that’s just me.

  • I mean it reveals the survivor’s location to you, all you have to do is go at get them. This perk has never bothered me, even as a stealth killer. Plus when I am a stealth killer it allows me to track their exact location; if anything it’s more of a hinderance to them than to me.

  • @EldritchElise87 said:

    No, No no.

    Because any ability to recover exhaustion in a chase, and we have infinites again. Even at 60 seconds.

    If the maps are reworked to the point where recovering exaustion while running won't create infinite loops again, sure, but as is now, no. Surley survivors realise theres no fun in chases that are 100% safe for the survivor, it was boring before because there was no risk.

    You’re missing the point, the exhaustion would be doubled, like how it used to be before it got nerfed. Vigil would cut the time down, sure, but it wouldn’t make it 60 seconds.

  • I already posted this in the PTB feedback, but that section is gone now. Survivors have a reliable way to wake up now, the clock stand.

    But falling asleep is now passive so it doesn’t matter if it wakes you up because you’ll just fall asleep again. Plus Freddy can still hit you.

  • @[Deleted User] said:

    Sure, as long as both perks are free or both perks are paid DLC, And killers have as many counters as survivor have against BB&C then we can buff WLGF to be truly on par with BB&C

    You can get BBQ in the shrine so it is free, plus paying for a killer/survivor to get a perk doesn’t have (and shouldn’t have) any impact on how worthwhile the perk is.

  • About a year ago, I made a post in the steam discussions for Dead by Daylight about how the survivor perk, "We're Gonna Live Forever" needs a bit of a buff to be equal the killer's version of that perk which is, "Barbecue & Chili.

    I just want them to bring back the 200% bonus BP and fix protection hits.

  • The only reason (that I can think of) is that it’s to have people who haven’t played in a while in lower ranks I so that they can get reacquainted with the game.

  • Before the nerf the perk was to good i agree. Right now Mom is litterly useless, nobody uses it anymore.

    Two things can be done, 1) You should be able to get stacks of MoM from Safe Unhooks OR 2) You can use the perk while uninjured (when you are able to use the perk). Both options would NOT be at the same time, either it would be one or the other, either of which would make the perk better without making it how it used to be before the nerf.

  • @Krustykerbz said:

    What ranks are you guys who are saying “ Learn to win without ruin.” Seriously!? Have you ever been to rank 1-4 in your life !? It’s high level games we’re talking about here. Try playing a game with wraith or anyone else who can’t traverse the entire map within 10 seconds, see how much it’s about “ just being good with the killer without ruin”. Ruin unfortunately is incredibly necessary and slows the game down which is essential to gain at least some momentum at these ranks because if you don’t you lose. This problem is especially apparent with swf. In my opinion, and I would like to hear other suggestions as well, the time it takes for a gen to be completed when more than one survivor is on a gen needs to be reduced. That’s where gen rushing happens, or at least make skill checks a lot harder with more than one person on a gen. I’m also not opposed to the secondary objective idea.

    "Ruin is incredibly necessary" now that's a funny joke. Here are three streamers that play at high ranks who don't need to use Ruin because they're actually good at killer: Scorpianz, Unumz, and Sverkeren. They think that the game is far too easy even without ruin and they prove that Ruin is far from a necessity.

  • I have an interesting proposal for Lithe. it would be interesting to put a speed bonus of when you climb over a windows / pallets. Lithe:

    Suggested this same thing a while ago, and yeah I would really love to see Lithe get some sort of secondary use while exhausted similar to Balanced Landing. That way it would be less mediocre and reliant on other perks to be good.

  • Oh and all of Ash’s perks, I almost forgot how garbage all of them are.

  • I specify teachable rather than just putting perk because I think most of the replies would be monstrous shrine

    All of Quentin’s perks, all of Kate’s perks, and Left Behind

  • @Milo said:

    @Luigifan64 reducing its cd to 30 seconds would do the trick too

    I would like that, but it doesn’t solve the issue of a killer that has a very small or no TR seeing as getting the perk would still be tricky.

  • Yes to this

    in Hope Comment by Luigifan64
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