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Marc_go_solo

Marc_go_solo

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Marc_go_solo
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  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681545#Comment_3681545

    that is issue spine chill. Spine chill was designed to counter stealth killers. Personally I think the perk they should buff is premonition. Like lower the cooldown to 15 seconds.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681362#Comment_3681362

    Stake out already gives 1% bonus progression. TINH just needs way bigger values, like triple base values.

    Nono, what I am saying is it needs at least 1% extra above the Great Skill total normally given. Stake Out just makes Good Skill Checks Great. I'm proposing This Is Not Happening offers more progression for a Great Skill Check than it currently does.

  • Because of the way I play, BP isn't really a big thing for me. I certainly don't begrudge it and will add bigger BP offerings for the trial, but I don't have any real need for it.

  • "This Is Not Happening" absolutely needs a buff or complete change. Even just altering it to guarantee an extra 1% bonus to a great skill check would be better than simply widening it. There's more they could do with it.

    I think it was on the radar a while back, but not sure whether that's still in the offering since I've not heard much since.

  • Nice to hear the positivity and they have been making some really good decisions and reactions from public feedback, and this has been very uplifting to experience.

    They get a lot of flack, but as a company they're doing a lot of good. I feel DBD - should it carry on as this - has a good few years in it yet.

  • The last year has felt more beneficial to killers in general, with buffs to a fair few and some decent perk changes. Of course, DBD has experienced years which have been focused more on the survivor side too. It balances out somewhat, and recent figures BHVR revealed a couple of months back indicates a kill rate around 60% average.

    BHVR will need to alter perks for either side when appropriate. Also, 4 killer perk slots already can create some devastating builds. Increasing the perk slots would create some very problematic encounters. Same would also be said if survivors gained a 5th perk slot.

    Perks often become crutches, and I've faced many players on both sides who have been poor players, despite adapting the meta, because they lacked the skillset or desire to accept their own errors (judging by some responses). 4 perks is plenty enough.

  • @HINGIRIK said:

    In this text, since I think that votive offerings do not directly affect the gameplay of the game, I would like to give you a few votive ideas that affect the gameplay. As you know, I would like to add Legendary, Event and Artefact rarities, which are not used for offerings in the game but actually exist, to the offering section. But I will not use Event here (as the name suggests, it is a rarity produced for the event and there is no event). First of all, I want to change Ivory Memento Mori from rare to very rare in the game. I can start now.

    | Killer Offerings |

    •Optimus Memento Mori

    It allows you to kill the survivors you hang on a hook once and are on the ground with your own hands. Rarity: Legendary

    •Cobaltious Memento Mori

    It allows you to kill all the survivors on the ground with your own hands. Rarity: Artefack

    • Worn parts

    Increases the charges required to complete 4 random generators on the map by 15. Rarity: Ultra Rare

    • Rotten parts

    Increases the number of charges required to complete all generators on the map by 15. Rarity: Legendary

    • Broken parts

    1 additional generator needs to be repaired to power the exit doors, adding 1 more generator to the map. Rarity: Artefack

    • Torn zoning plan

    Significantly reduces the number of palettes and windows on the map. Rarity: Very rare

    • Fragmented zoning plan

    A killer shack does not appear on the map. If there is no killer shack in the normal state of the map, this offering will be returned to you. Rarity: Ultra Rare

    • Amulet of intimacy

    When the trial starts you start as close to a survivor as possible. Rarity: Very Rare

    • Amulet of ghosts

    You will be undetectable until you hook 6 survivors. Rarity: Ultra Rare

    •Loyalty amulet

    When there is only one survivor left in the trial, the hatch will spawn open only when you come within 8 meters of it. If you enter into a chase with the last survivor or if 60 seconds pass after the last survivor remains, the hatch will spawn instantly. Rarity: Ultra Rare

    • Punishment amulet

    The exposed status effect is applied to the first 3 Survivors you hit with your weapon. Rarity: Legendary

    | Survivor Offerings |

    •Rooted zoning plan

    There is no basement on the map. Rarity: Uncommon

    • Bloody zoning plan

    Significantly increases the number of pallets and windows on the map. Rarity: Very rare

    •Good working parts

    Reduces the charge required to run all generators on the map by 10. One generator is removed from the map. Rarity: Ultra rare

    •Very good parts

    Reduces the number of generators that need to be repaired to power the exit doors by 1, dosen't stacks other Very good parts. Rarity: Artifact

    •Luck ring

    You must hang on one more hook to die. Rarity: Ultra rare

    •Luck bracelet

    You must hang on two more hooks to die. Rarity: Legendary

    • Good luck charm

    You must hang on three more hooks before you die. Rarity: Artifact

    •Cursed blood

    When the killer hits you, recovery time is increased by 50%. Rarity: Ultra rare

    | Common offerings |

    •Bronze plated hatch

    It increases your hatch hearing distance by 3 times. Rarity: Rare

    •Brass plated hatch

    The cover becomes completely silent towards the other player. Rarity: Rare

    • Silver plated hatch

    Hatch spawns as far away from the other player as possible. Rarity: Very rare

    •Gold plated hatch

    Hatch spawns as close to you as possible. Rarity: Ultra rare

    Don't forget to leave your opinions below.

    These are like ultra-powered Hex or Boon perks, if Hexes and Boons were meant to be overpowered!

    Most of these don't feel like Offerings at all, simply because of the sheer strength of them. I'd rather Offerings work on a much more subtle level, such as earning extra Iri Shards, completely erasing any realms produced in map offerings, or maybe introducing extra aspects to the game such as this Blood Event and such.

    It's just my opinion, but Offerings should not act as extra perks, but rather alter the trial itself, such as maps or BP.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3679076#Comment_3679076

    Yeah, a Streak of Comp-players against Comp-players would be way more impressive. Sure you would not get such high numbers, but I think if someone has something like a 20 win streak against comp Survivors, this would already be really impressive.

    Funnily enough, ScottJund said the same in his video about the topic. That a streak like this in public games is like Michael Jordan winning against some middle school kids.

    In the end, my empathy towards the Blight-player is also quite limited. They played super-sweaty for almost 2k games, this is the game ruined for 8k Survivors right from the start. Then they should not get upset when they face a comp-team who does exactly the same to them.

    That's good to hear and glad similar thoughts are out there with the streamers and such. Winstreaks I feel should be for competitions only. No idea if those streak people do those competitions and what their successes are, but those are absolutrly the type of streaks I'd moreso be interested in - not pub matches.

  • I would be more impressed if a streak purely involved comp players. A comp killer playing hard in a public lobby where most people are playing just for fun just feels like Kurt Angle entering a junior school amateur wrestling tornament and going completely psycho.

    These streaks I feel are way more detrimental to the game, because the people conducting the streaks play like ######### and probably have pissed a lot of people off. The fact this guy got pissed off because he lost is just desserts.

  • The Unknown is indeed the most sexual killer of all time. Everything it does clearly is something Freud would have an absolute field day with!

  • I did find this a bit strange. I suppose the main reason was to do with mobility, but then the right counter-argument to this would be why not Nurse and Blight too.

    Maybe it's because Wesker is an icon of horror gaming to such a point his Terror Radius is larger because of this? Only reasoning I have and it's flimsy at best.

  • It is a case of learning over time, because despite the surface simplicity, it takes quite some time to learn the game.

    Firstly there is now an FOV slider in the options, which I would recommend altering. Some put it all the way. I put it to about half way across. Apply it to what suits you best, but it will help with the FOV techs.

    Secondly, treat each trial as a learning opportunity and not a quest for victory. Going into a game with the intention of improving a chase skill or learning how best to utilise a perk is far more valuable than a "win every trial" desire. You'll actually find you'll end up winning much more as a result.

    When I started it was the opposite for me. Killer was easier for me, whilst survivor was always problematic. It took some time to learn, but you will get better at it.

  • It's all "espectations vs. reality", whereby some players have watched too many YouTube videos to the point where they now feel every killer or survivor has to be a certain way.

    In the end, if a killer wants to play along then it's down to them. However, it's not that killer's responsibility to have to do this. If a survivor wishes to do this then that's fine, but they have to be able to take the consequences should the killer not wish to play along.

  • @RFSa09 said:

    i agree, also camping should be called ´´looking for my glasses that i lost next to the hook for 30 seconds´´

    Decent! I'll also offer some ideas:

    1. "Keeping good company"

    2. "Your eyes are just so beautiful!"

    3. "Protecting you from the other toxic survivors"

    4. "Fishing Tech"

    5. "Therapy Session"

    6. "The English art of queueing and waiting patiently whilst mumbling profanities just out of earshot"

  • There are a few alternatives:

    1. "Stanning the Survivor"

    2. "Obsessive Fan Tech"

    3. "The eternal quest to remove the dirt from an unhooked survivor's clothes"

    4. "I will make you feel special!"

    5. "My Only Fan"

    6. "1v1 Tech"

  • I'll recommend a podcast: "The Magnus Archives"

    In short, it's a cosmic horror podcast which focuses on The Magnus Institute: an institute which examines and investigates statements from people about various paranormal phenomena. Alongside the series being a series of extra creepy tales, there is an overarching storyline featuring recurring characters and a heavy lore. I'd also say it's one of the scariest media I've ever looked into, and even links pretty well with Dead By Daylight!

    Other than the Entity's realm feeling like a Fear Domain, the two actually have a fair bit in commom, from each having their own "Archivists", to the many different characters that inhabit. The villains are unique and the protagonists are very relatable. There is some humour, but the darkness is both creative and a real threat.

    Currently, a follow-up series dubbed "The Magnus Protocol" is currently being aired.

    Anyway, I've selected 3 episodes to give an introduction of sorts which I feel shows off the surreal type of horror this delves into:


    1. Do Not Open

    https://youtu.be/vvmC2lq2TLQ?si=XoKuVT_V--paJ7xB

    2. Lost Johns' Cave

    https://youtu.be/7T0qCUxTyHg?si=XG12h642iClFYTbW

    3. Freefall

    https://youtu.be/vNyljAcH3yo?si=ZkIoa2ksi7eoZjpz


  • Whatever happened, I hope we do see something of him. Alongside Vigo, he was a real driving force of the lore early in the game's life and he's one of the many mysteries which I'd like to have a continuation on.

    What would be neat would be if he appears in the game being developed, which is meant to be within the Entity's realms but not in the trials. I can't recall offhand which company is making it, but even a mentions within this would be nice.

  • I dom't think that would be a good idea. Being limited to use something you enjoy feels rather restrictive and frustrating.

    What they could do instead is introduce more events which are optional but perhaps do things like randomize every setup, or categorize perks into points (based on strength) so a build has x amount of points maximum you can use.

    The game should always have freedom to choose what you want, but I don't see any issue with competitions or events in-game which do have restrictive or randomized modes which are optional to play.

  • There definitely will be. It's nice to see these new ideas and I'd hope to see more of this, as well as even more new ideas.

  • An easy "yes" from me on this. He'd have to come as part of a fully chapter though - missing out on maps and killers from the diversity presented from "The Evil Within" would be criminal.

  • This would be rather fun information to have, so yeah I'd absolutely back this up!

  • @AhoyWolf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676077#Comment_3676077

    I would probably have one Perk slot locked for my love Fixated, and the other 3 random, that would be fun :)

    They could also have options to randomize offerings and items and add-ons too. Complete chaos! :D

    Honestly, this would make for a brilliant event like "Light's Out".

  • That would be a very cool, optional addition. Save having to use randomizers all the time.

  • The simplest solution would be to designate sets as male and female sets, so you can mix and match sets which share the same sex, but cannot combine beyond that range. That way, it prevents the option of transphobia, whilst not removing any cosmetics from the shop. It would restrict the variety, but I'd rather that than any removal of cosmetics.

    The most ideal way would be to perma-ban, but banning IP addresses or accounts are often countered because people just make new accounts or change IP. Although I'm not well-versed in what can be done, I'm unaware of any thing that can be done to ban a player by putting a lock on their console or PC. Accounts and IP addresses are free, and so long as the game is downloaded they don't have to pay again to use it.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675348#Comment_3675348

    The cosmetics should not be reworked to cater to people with such an awful mindset. With that we can also remove the Pride Charms, simply because people get upset about them and start to tunnel people with the Pride Charm equipped. And you know as well as I do that this would be the wrong direction to go. (And it would also not solve the problem)

    You dont cater to people like this, you ban them. If someone thinks it is funny or necessary to make transphobic nicknames while mis-matching Unknowns cosmetics to send some form of message, they can do that in another game. If someone thinks they can be transphobic on the DBDTwitter, they should be banned from it. Those people should simply not be part of the community, easy as that. There is freedom of speech and there is just being a dick. And just being a dick is enough of a reason to remove those people from whereever platform they operate, even in the game itself.

    @Topic:

    Does not surprise me in the slightest. And this is the sad thing. I honestly did not think that the cosmetics can be used in that kind of way, but it makes sense that some people think it is needed to do that.

    Sadly I cannot say from my experience that BHVR is really taking action all the time. At some point I got tunneled out by a Doctor for wearing the Pride-Charm. And it was simply because of that, since they said it in Postgame-Chat and also called me names, from the F-Word to even worse things. And yet this person was not banned (I kept looking at their Steam-Profile for a few weeks after the incident, but nothing happened).

    Yet I hope that they decide to act if it is clear that someone is doing that to hurt trans people. And I think transphobic nicknames should be a quite clear indicator for that.

    Trust me, what I said wasn't some desire or belief of what should happen, but it is a potential response that BHVR might consider.

    Not saying they will do, but as a playerbase we'd need to report every single transphobic case and eliminate them from the game before BHVR are forced to consider those options.

    It would be horrible if something bad were to happen because of some insignificant, backward cavemen.

  • If this was put in the lobbies, I could guarantee this would make waiting times worse. The way quite a few survivors are currently, they'll dodge everything. This would be a horrendous implimentation.

    During the loading screen or perhaps revealed throughout the trial may be better, but many players are so fickle that they'll probably kill themselves the moment they know somebody is running certain perks.

    I would say the best thing is just having icons appear at relevant times, such as We'll Make It. Otherwise, this would probably cause more harm than good.

  • There will always be some rejects, and I'd just like to bring up the Bubba scenario when the survivor skinned faces were removed because of racist vermin using it.

    The cosmetics could be reworked if things continue, and I would understand it. It would be a shame though. Perhaps reporting these players and some IP bans may help avoid this if possible though.

  • @scachich said:

    this actually kind of worked, i know this is a very old post but now i don't get angry anymore.

    Whilst reading the thread I was first impressed with how necroed this post was, but then I read this particular comment and will say it's really good to hear you've managed to get over that anger you felt back in 2021. I'm also hoping your general experience of the game is more positive towards you too.

    Really great to see people working on themselves and reaping the well-deserved benefits from it. It's far from easy to do. Props 👍

  • I don't have a survivor escape based on their character. It's more how they were during the trial and - even then - it's moreso whether they made it to the gates or were close to the hatch when I caught them.

    If the player has done well and not been a prat, and I catch them by the exit gate, for me it's clear they would die and they understand that, so thay's good enough for me. Of course, if there's a challenge at stake, then the challenge takes priority.

    There are other examples, but mostly I judge my kills based on events within the trial and not the look of the character.

  • For me, gen blocking feels more frustrating to deal with as it stops the flow. Gen regression certainly has a stronger impact on the game (that, I don't feel there's any argument over), but that sudden jolt of being forced to stop and then blocked feels far more frustrating.

    So controversially, I'm going to say gen blocking is more frustrating for me than gen regression. At least I can hop straight back into the saddle with a gen regression. However, it's clear which one is the deadlier of the two.

  • Rob has some fun cosmetic opportunities, which may even borrow from movies he made, as well as the music.

  • It could become too strong amd problematic. With so many perks being able to sync with one another, I can just sense it becoming a shitstorm of too many perks were allowed.

    People have enough issues with 4! Imagine an extra slot for another second chance or slowdown perk!. It wouldn't be fun and some players will become even more perk-dependent than they already are.

  • Sore winners are the worst - perhaps even moreso when you know they probably got lucky.

    Those types of cretins don't really go far in the game. They end up trashpiles, complaining when beaten and mocking when winning.

    In the end, they show their fear and insecurities far more than most. Ignore those weaklings, keep enjoying the game and you'll soon find those players who are a bit more intelligent and mature.

  • Red Herring for me.

    It's not that it's a useless perk, but it's one of the exceptionally few perks that could actively screw the team up. Distracting the killer is one thing, but accidentally leading the killer to your team mates with no warning can be pretty problematic.

  • My prefered Killers are what I call the "bruisers", regardless of the role. Killers with a powerful presence around the map such as Hillbilly, Oni and Executioner have always been ones I love facing.

    I'm not so much a fan of facing the more comical human-like characters such as Trickster, Ghost Face or Legion, because it feels less like a horror and more like dealing with unruly kids (although I've admittedly enjoyed playing as Ghost Face recently).

    It's mainly about the presence of the killer which I enjoy most. Although he doesn't have the presence, the Shape also ranks highly for me in terms of enjoyment - not because of weakness - but he's one of the genuinely scary killers and also very unpredictable. I do admit his stun sound is very derpy though. They need make that something like a less-annoyed Ghost Face sigh.

  • It would be a great addition, even if it came when buying the Killer and getting a short, introductory tutorial with it, it would make for a nice little extra.

    I'm all for anything to help newer players or introducing tutorials for newer mechanics.

  • First point: This is something which happens a fair bit, and whilst I can understand newer players falling for this due to learning the maps and the game, this still happens at many levels. There's this rush to complete the gens, rather than planning the best course of action. The game has veered into a faster-paced experience, but there is still the opportunity to think things through.

    The second point about pressure and learning when to take a chase or when best to go for a save (alongside perks) can also be assisted by using the HUD more. A while back, BHVR made a brilliant change with the HUD, allowing players to know what's going on. This isn't used (or indeed refered to) nearly as much as it should be. With better attention this this element, it improves both coordination and chances of survival.

    Final point regarding tunnelling, whilst anti-tunnel perks and such are useful, more of a responsibility should be laid at the hands of the unhooker. Unhooking in front of a killer (with the exception if they catch you offguard by stealth) is asking for it. Players need to be far more cautious when unhooking. The hooked player has a full minute on there (with the exception of Monstrous Shrine) and perks such as Camaraderie and Reassurance can extend this. Survivors need to judge when to save safely, and whilst this does have exceptions to the rule, this can be achieved far more often than it currently does.

    Speed is as much an enemy as a friend.

  • @Sngfun said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670822#Comment_3670822

    There are exceptions. Dead Dawg is barely changed by the entity, with only the exit gates being the only "dream logic" that doesn't make sense. Same with the swamp maps.

    Of course, there are also others that are fully filled with entity dream logic, azarov being filled with a stupid amount of dead bodies, rpd and midwith having a lot of "entity mist" and so on.

    I can see your point, although I'd counter that many of the structures of Dead Dawg Saloon are abstract - mimicking buildings, but being nothing other than a disordered connection of walls and vaults, with only some of the buildings fully-formed, yet impossible to enter (except the main saloon).

    It's still confused, but in a different way. The mind fills in the missing bits but, as a map, it's still fractured. Like a snapshot of a memory.

  • The Entity has been depicted as some type of creature which doesn't fully understand how the real world is set, and the maps are born from mixed memories mostly. Even licensed maps such as Midwich or RCPD are corrupted with stuff there, not linked to the original counterpart (gore heaped in mountaons on tables around Midwich, for example).

    That's why the order isn't apparent, as the maps are a type of "dream logic", conveniently constructed for the trials and not a copy of the real thing.

  • Survivor Perk: False Lead

    The people you protected were thankful for the risk you put yourself in.

    This perk has 2 main sections:

    A. Whenever you unhook a survivor, even if you are healthy, you start to leave blood stains and make injured sounds identical to the survivor you unhooked. The rescued survivor no longer makes audio clues nor drops blood for 10/14/18 seconds.

    B. For the next 30 seconds, you gain the endurance status effect is injured, and a 5% haste if healthy. This effect has a 60 second cooldown.

  • For Survivor, it has to be Cheryl. She's the bench mark for what makes a great hero and continues to be so.

    For Killer, it's probably the Artist for the design and interesting ability.

  • Most likely they notice you had some dirt on your clothes and decided to remove it for you. The nod was them saying: "There you go, mate! All spick and span!".

    Those maps can be quite mucky areas.

  • I'd just suggest a more comprehensive training section, allowing survivors (and killers) to practice looping, playstyles and such.

    It's notable many people aren't adept at understanding the HUD, nor practicing their own game. Blame is often thrown at anyone other than themselves.

    There are people out there who just want more and more, but it won't change much because they still won't spend time learning the game; they'll still give up on 1st hook; they'll still make mistakes. As a SoloQ player myself, the main thing that will improve the solo experience is the opportunity and congruence to improve their own basic game.

  • The competitive scene and the constant barrage of meta builds on streaming services has taken the game away from its previous iterations and more suspenseful play into a series of races.

    The best trials are those which take longer, but you don't necessarily notice the time because the trial is so involving. Stories evolve within it, yet the trial never overstays its welcome.

    I still greatly enjoy the game, but the storytelling has become less and less in trials. Quite a few players become two-dimensional, paint-by-numbers predictable. Predictability bring boredom. If BHVR created a permanent game mode whereby every trial within the mode was 100% randomised, I doubt I would ever leave that mode.

  • I don't see the relevancy of high MMR discussion anyway. It's not the majority of where players are at. Where the majority are grouped - that's the important part which has the most relevancy for me.

  • @sinkra said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666418#Comment_3666418

    When the devs straight up say they want the killer to be "an unstoppable force", that doesn't imply they care about survivor gameplay.

    Direct quote from them:

    "To ensure the Killer feels like an unstoppable force to be feared, we’re making slight improvements to many aspects of Killer gameplay."

    Of course it doesn't, since that quote is specifically directed towards the Killer role. Why would it have to include survivors? There's probably quite a few quotes about survivors which don't imply they care about the killer role ... because it's not about them.

  • Some Legendary cosmetics would be good too. The Evil Dead series had some great characters!

  • I do really enjoy Dead By Daylight. Especially because of my playstyle of randomness which makes every game a learning curve. Each trial is a mini slasher movie. It's just a game I get a lot of fun out of.

    Do DBD care about survivors? Considering they are 4/5ths of the game, they do. Balance changes do not have to be "Well, they got it so we need something", but some don't see that. The whole "BHVR doesn't care about x" malarky is a joke; always was, but it's more recognised now. For every claim of bias for one side, there's also evidence on the other.

    As for why I enjoy it? I've explained it roughly, but basically it's because of the variety. Granted, there will be certain builds some Killers prefer, which becomes more common and makes it a bit more predictable as to how to deal with it, but that's understandable, just as much as the other way round. I find plenty of variety.

  • @Skillfulstone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665500#Comment_3665500

    1: That's actually a decent idea, 2 minutes is a very long time but depending on the team it can be a decent investment.

    2: Also a pretty cool idea, however it should be map-dependant OR be percentage-based to be fair (some maps are stacked with pallets while others are barren wasteland).

    3: Absolutely not, this would equate to remove a Killer's perks. It's bad enough that all regression perks (and non-regression kick perks) except for Pain Res & Pop were made redundant (especially for weaker Killers) but outright being able to remove a perk shouldn't be a thing (Hex perks are enough), this would cause massive backlash.

    4: Good idea, however the time and penalty for this should be smaller than the current one we have.

    5: Absolutely not, see n#3 for reference.

    6: Way too weak of an effect to warrant time-investment AND a penalty, there's offerings for that exact effect. What it could do is make every chests contain a purple or Iri quality item (for a small time-investment and penalty since chests themselves are time-investments).

    Yeah, I thought some would be dodgy but was throwing them all off the top of my head.

    Of course, if someone was chaotic enough to think 3 and 5 were fantastic, I would also suggest a similar type of perk that would grant a Killer some really nasty style of perk which does the same back.

    I think the main idea is that there's a lot of ideas which can be made, should thinking be outside the box a little. Many more ideas, besides. It's interesting how many possibilities there still are!

  • A few rough ideas (probably op in some cases, but hey)

    1. Recovers 1 hook state.

    2. Reconstructs x number of pallets and uprights any fallen ones.

    3. Permanently sabotages x amount of Scourge Hooks.

    4. Permanent increased recovery speed of any exhaustion perks/ removes negative status effects quicker.

    5. Removes a Killer Perk permanently, in exchange for a hook state.

    6. Generates extra x chests around the map.

  • If it's nerf, my guess it's probably going to be timed, so once a chase starts it shows for a bit before going.

    Unpopular opinion, but I'd be fine if it's nerfed. I'm not fussed either way, but I'd like to see more variety in builds and meta shake ups, alongside buffing weaker perks, just makes things more interesting.

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