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Marc_go_solo

Marc_go_solo

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Marc_go_solo
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  • It's just hard to see why they extended the headtraps to what is now a minor inconvenience. I liked the changes to stealth and ambush. I even can see the reasoning behind hiding the Jigsaw Box auras from the Pig. The increased time limit though is a mistake though, especially since that I enjoyed those last second escapes.

    Then again, just to remind people this is a PTB and they have listened in the past, so with luck they'll rethink the headtrap timer. It's not that the headtraps made a huge difference to the game (they were more a delay tactic anyway), but making them worse is an odd decision. The Pig doesn't have to always be the meme Killer

  • I've had many more issues with Mangled than Haemorrhage. I remember when they changed Haemorrhage and got rather excited by the buff, but then found it rarely mattered in most games.

    Honestly, I'm fine with the status effects being time-related. Hex perks can probably be perks used for more permanent status effects anyway.

    As for whether I'm for the change or not, I'm not bothered either way. I just don't see this change as a particularily big problem overall.

  • As you probably know already, the current MMR isn't skill-based. So they would have to completely redo the system to make it work more effectively, since even if the current system was extremely narrow in its selection of matchmaking (and plenty of players to fill in these tiny gaps) there is no telling how those players got to that level. Some may be very much based on sacrificing others for their safety. I don't feel the existing system can cater for skill.

    I feel - under the current conditions - SoloQ has to be mainly responsible for their own survival. They need to practice all elements of the game. This will result in many deaths, but treating each Trial as an opportunity to improve an aspect of the game will build the overall strength of the player and result in better successes and a more balanced experience.

    It's those who keep giving up who make it harder for others and perhaps rob those who want to learn of the desire to. Also, people need to be more respectful to newer players. Be encouraging and stop refering to them in derogatory terms or getting pissy in the post-game chat, because it just puts people off, they learn little and nothing will improve.

  • Pig Changes: The stealth and ambush buffs are welcome and I can understand (not necessarily agree) of the need to remove the Jigsaw Box auras from Pig. However, increasing the Bear Trap times feels unnecessary.

    Hag Changes: Mostly fine, but I feel lengthening the time to remove a Phantasm trap was not needed. Now the traps are more effective, removing them could have been left.

    Clown Changes: I really like reducing the Afterpiece Tonic intensity for those who may feel sick from the visual distortions.

    Doctor Changes: Fine. No concerns.

    Demogorgon Changes: It's good, but if they had done nothing about the Shred and focused on improving the Portals, then that would have been better received.

    Huntress Changes: She needed a buff? Granted, she didn't need a nerf neither, but a pass on her add-ons would have been better.

    Blight Change: Yeah, no concerns.

    Mangled Changes: This does put this in line with other effects, so I get it. It's not the bad change I thought it would be. Some say it may result in more tunnelling, but to be fair I doubt this because those who would tunnel already would have the intention in the first place. Seems fine.

    Prestige Change: Anyone who complains about this change may need to touch grass. Nice QoL improvement.

    Overall, mostly fine but some odd decisions amongst it. The ongoing "Nerf Pig" joke is still on though.

  • I like the stealth changes and can see a reason to remove the Pig's ability to see Jigsaw Boxes (I never saw any issue myself, but I do get it).

    However, lengthening the trap timer to 3 minutes was a bizarre decision. The timer isn't such an issue anyway, and since now the Pig cannot see the Jigsaw Boxes to cut the Survivor off, this change did feel unneeded.

  • The Dredge, The Deathslinger and The Doctor shall be bought.

    I'm not that fussed about The Oni. It's a good design, but doesn't stand out like the other 3.

  • Trapper: Business Studies (learn to separate the man from the maggots in the world of business)

    Wraith: Mathematics (because numbers don't burn your villages down, and equations protect you from the harsh realities)

    Hillbilly: Mechanics (because chainsaw)

    Nurse: First Aid (offering the cleanest and best permanent solutions to pain relief)

    Shape: Psychology (...............)

    Hag: Food and Nutrition (learn the exciting methods of preparing liver)

    Doctor: Neuroscience (an advanced course delving deep into the mind - course known as the "Remothered Course").

    Huntress: Agriculture (learn to live off the land and those living off the land - open to girls only)

    Cannibal: Hospitality (family-run business speciality)

    Nightmare: [redacted] - no longer teaching, despite being a dream candodate on paper.

    Pig: Design and Technology (taught by the best in their field, and pushes the limits of creativity)

    Clown: Chemistry (dip your finger into this colourful world!)

    Spirit: Unknown (we barely see her at school)

    Legion: School delinquents

    Plague: Religion (and just how far we can push religious obsession)

    Ghost Face: Media Studies (journalism and popular culture, as well as what makes a good headline)

    Demogorgon: Quantum Physics (who else better to learn from than from someone who comes from another reality)

    Oni: Military History (who else to learn from than someone who was actually there!)

    Deathslinger: Entrepreneurship (learn how to develop and pitch a product, as well as taking business into your own hands when things don't work out)

    Executioner: Law (specialises in domestic issue)

    Blight: Biology (especially focused on plantlife and how to find the right dose)

    Twins: Culture and society (and how everyone is a judgemental prick)

    Trickster: Music (learn what makes the best sounds and how to replocate those results)

    Nemesis: Astronomy (STAAAARRRRSSSS)

    Cenobites: Physical Education (understand the limits of the body, then go well beyond that)

    Artist: Art (because art)

    Onryō: Film studies (how to make a killer piece of cinema)

    Dredge: Sculpture (if you can sculpt that, you can sculpt anything!)

    Mastermind: Business management (how to get to the top by any means and stay there)

    Knight: History (specialises in Hungarian medieval period)

    Skull Merchant: The Classics (because someone has to teach the least popular subject)

    Singularity: Robotics (become something greater)

    Xenomorph: Evolution (become the perfect organism)

    Good Guy: Family planning (children are the future, so what else better tp learn than use their bodies to increase our future)

  • What helps with the frustration is going into a trial with your own aim. Maybe you want to just play Survivors around loops, commit to hooking each Survivor once, learning when to commit or break a chase, or even defending just 2 gens and other ideas, but when starting out forget about the Survivors and just practice your target.

    Early on, it won't matter so much about losing because MMR will most likely put you in difficult positions woth tough opponents, but just practice to a certain aim. I even would take one of the Emblem or score categories and focus on getting as much BP for a specific Emblem.

    It's always good to come back to this, even when you become more experienced at the game. I still use Tomes for practice from time to time. At the end of the day, people talk about wins and losses, but in reality it's you at a computer, and you set what you want to achieve in each trial.

  • Turning the glyph idea into a perk could be good. Have it so if the pkayer comes across the glyph, either it grants a brief bonus and the glyph reappears throughout the trial; have a one-use only glyph that grants a permanent bonus or pverpowered period of 40-60 seconds when caught, or something else.

    Other ideas of different types of Perk:

    • Variations of Boons and Hexes, with a Hex that the Killer can place or a Boon which appears at the start but cannot be relit.

    • Perks which activate once the player reaches/ goes up to a certain level of BP in a certain category.

    • Perks which grant unique items either alone or from chests, such as (and these are silly, but examples) a proton pack Survivors can use to slow a killer down, or a firebombs which creates a wall of flames to block off pursuers.

    • Likewise, a Perk which grants chests for Killers, so they can get things like (and again, just making these up) a vial that grants a brief stat bonus, a set of beartraps, or tripwires. Basically something to either gather from a chest, or even something you bring into a trial as a little extra.

  • It's all speculation at the end of the day. Whether people talk about high, mid or low tier, the main point is high MMR is for competitive players and such, so if that is about >1%, that high stat area is pretty much irrelevant because it is abnormal compared to the reality of the vast majority of players.

    It's less to do with the Killer and an awful lot more to do with who is playing that Killer.

  • Morenfor my own self-amusement than anything useful, but with Trapper I loved using Padded Jaws and Bloody Coil, because it was dumb and probably confused the heck out of Survivors:

    "Oh Jesus, I'm trapped! Better not have Honing Stone or... wait, I'm free and healthy! Hehe. Anyway, I see another so I'll just disarm this one - as if that matters - aaaaannd *snap* GODDAMMIT!!!"

  • It seems enough good reasons have been given as to why this shouldn't happen, so I won't parrot.

    My solution would be each hook state remains at 1 minute. You can still take 3 attempts to escape on the first hook( 6 with Slippery Meat), but this does not shorten the time. The second stage just remove struggle.

    Of course, if someone wants to quit then they will regardless. However, it's far easier to report a Survivor who just runs to the Killer to be killed. It's too easy to put forward escape attempts as genuine, as sometimes they are.

  • The reason I play SoloQ is because I don't want to hear kids ruin the experience for me, as well as I like that element of the game to be about survival and immersion, which I'd lose.

    The idea of it being optional also os problematic, because if someone doesn't wish to join in and the others do, I don't trust the others to work together to screw me over.

    There is already a solution in going to forums and finding people to play with. Many do this and look for others to team up with. I believe this is how it should stay as you can communicate well enough without with pointing, teabagging, nodding and such.

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651316#Comment_3651316

    He is without question the best SH protagonist in the entire franchise. Cheryl is good as well, don't get me wrong, but James is far more interesting as a character because of all the things he has done and how he is as a character.

    Also i don't think you're in the minority like you claim to be about James, in my experience from what i've seen, alot of people considers james to be either the second best or the best protagonist in the entire franchise.

    On a side note: I am of the opinion that Survivors who have made bad choices in life, done horrible things or committed selfish actions makes for far more interesting characters than morally good Survivors does, it's why i find Potrait of a Murder & All-Kill to both be some of DBD's best chapters narrative-wise. Hell, i wouldn't mind if we got a Survivor who is complete and utterly morally bankrupt as it make for an interesting twist on things both on the narrative and their motivation for surviving along with the theme of their perks.

    Oh, by minority regarding James I meant that I didn't consider him as a horrible individual within the game. A lot of comments about him relate to him as a villain and a terrible persom, whilst I felt he did what he did because of a few reasons, not just selfish. After all, he kisses Mary before he does what he does, which doesn't imply to me as something a cold-hearted individual would do.

    Certainly, James and Cheryl are the top 2 characters, and my choice of Cheryl is based on her being the most real and relateable in how her character is and evolves, but likewise I can very much see why people prefer James as the best protagonist.

    Also, I do see what you mean about the protagonists of Jonah and Yun-Jin. They both weren't the typical good guys. Mind you, a lot of Survivors have levels of grey, but those two definitely are more edgey than the others.

  • I believe Slipknot were always going to come out after Iron Maiden, although I haven't kept up with any licensing issues Slipknot have been having.

    It's probably safer to believe it's still coming unless BHVR announce otherwise.

  • My favourite Survivor character is probably Ellen Ripley, because she is badass in every single way. Shout out also to Cheryl Mason who was a hugely under-rated as a character. Her VA was brilliant in SH3, and still stands as one of the best voice-acted character in video games, even now.

    Perk-wise, it's Nicholas Cage. His perks were refreshing, fun, useful, and he also acted it really quite brilliantly (as should be expected!).

    Also @Smoe, I'm glad to see James Sunderland mentioned! I'm with the minority of Silent Hill fans who doesn't think he is just a bastard and actually was mucu more complicated. Nice to see him getting some love!

  • It's certainly as logical as other suggestions. Although I'm thinking that is the Killer that does something with the skins of its victim, you are absolutely right that - when BHVR are on form with chapter teasers - they have thrown a twist in.

    It's good to think out of the box like this, and who knows! As a side, that's what I love about these build-ups without leaks: it's just a lot of fun guessing!

  • UK server and cross-play enabled here. Normally play in afternoons or evenings when I do. My wait times haven't been long, especially not as Survivor. Even as Killer it's been a minute at most.

    Maybe it's the time of day? Oh, also I'm on Xbox S. Not sure if that would make any difference, but that's just for extra info in case it does.

  • What those players need to understand isn't just the impact but also the missed opportunities they're losing out on.

    Even recently, I was hooked twice really early in a trial. Had I have been the to give up, the odds are the Killer would have made light work of the rest. However, we still got a 3-person escape including me.

    This is far from an isolated incident, as there have been many times where Survivors have escaped, despite the early hooks. If those players who give up improve their resilience (because - above all else - it is weakness of character which results in killing themselves on hook), they may realise they could get a damn-sight more successes than they realize. Yes, there will be some trials where it goes tits-up, but fight on and they'd be quite surprised.

  • The latest teaser of that found-video footage was really good as well! The build up has been excellent and whatever the hell that creature is, it looks like it's wearing someone's skin. It's very ill-fitting.

    So I reckon it's reasonable to presume the killer won't be a shapeshifter. My guess is that it wears the skin (for whatever reason), and maybe uses Survivor voices as a mimic to lure them. Perhaps the terror radius is replaced by injured survivor sounds? I reckon leaping will be a part of the power too.

    Whatever it is, these build-ups remind me of how BHVR used to promote original chapters, before that leaker idiot ruined it.

  • Especially now the most problematic aspects have been dealt with (the face-camping and grabbing a Survivor who is trying to rescue), it's in a good place.

    Of course it can still be frustrating, but there's really nothing else that can be done at this stage which wouldn't be problematic. It's fair.

  • It's a sound and well-developed argument.

    Unfortunately, there's not a way to really rebalance the core game. SWFs have been a good idea in bringing more to the game, allowing players to play with friends and increasing the growth of the game in general. This came with the negative side-effect that the thematic horror elements were reduces, stripping the game of some of its identity.

    The new modes the game brings in is a way to bring back horror. Lights Out was a great start, and within this mode lies the key of bringing horror back. A mode could be made specifically for Solo players only, but remove any perks or offerings so there's an incentive to play the main game (as an example).

    I still believe DBD is in a good position, with millions of gamers still playing it, and I feel new game modes is absolutely the direction they should go to improve the health, theme and gameplay of DBD.

  • For the game, that period from Stranger Things through to Silent Hill was glorious! It was a fun time with fun Killers, interesting perks and the whole vibe was one of intrigue. I still remember the Silent Hill reveal and me saying aloud "You bloody brilliant bastards, you did it!". Such good times!

    As for the forums, I'm not so sure if there's been much difference other than the topics targetted. Oddly, maybe when the Tools Of Torment chapter was released and nearly everyone - no matter what side or opinion they held in opposition to each other - joined together to oppose the poor design.

  • Nothing based on this data, since the period covered is only one month's worth and changing functionality over such a short period is short-sighted.

    If there are to be changes, it will be because this has been the case for several months, not just one.

  • Firstly, the build up is great! I'm enjoying this CreepyPasta theme and the way the chapter is being shaped. It makes me wish for a future chapter to use analogue horror as a set of teasers, like Greylock.

    As for the power, guessing by the teasers I'm going to have a punt the Killer has the ability to leap in various directions, able to cut off escape routes. Maybe also has a stealth ability that replaces the terror radius with survivor injured sounds, using the ability to lure people to it. This may not be the case, but just an assumption.

    As for the reception, there will always be people disappointed. Some may feel misled (even though there would be no concrete evidence to suppose they were). It would be natural that such a big build-up may lead to disappointment, even if it's a good Killer design.

    Regardless, I'm looking forward to next week and seeing what this Killer is like!

  • This info is fun to see, but an important aspect that doesn't seem to be mentioned much is that this data only covers a month's records.

    It would be fantastic if they could release this data on a more regular basis; give a clearer picture of what's happening so we can better understand some of the decisions they make.

  • I am still loving the build up fpr this chapter. It definitely feels like a Creepypasta style, which I'm all for.

    As a side, I'd love for BHVR to do an original chapter utilising analogue horror as a medium. If Creepypasta is a theme they're experimenting with, I'd love an analogue horror selection of videos in future.

  • He is an absolute breath of fresh air and much needed uniqueness to this game. His perks are insanely silly, yet also pretty useful (I still remember the early days of using Plot Twist to duck a Wesker attack and him hurtling over a vault!), he did a tremendous job with his voice lines and it was just so much fun!

    I'd really like to see more like this. Chucky's Two Can Play perk is probably the closest we have gotten to that quality of fun perk. Basically, his inclusion was superb and even now he's just so enjoyable.

  • FINALLY!! A buff worth discussing that we can all get behind!

  • She is extremely powerful. Wasn't there a vaccine that was created which defeated her? A vaccine that protected people from her, and another virus which infected only Sadako copies, resulting in them aging really fast? She was really powerful, but science defeated her, unless I'm missing something?

  • The Killers I enjoy facing are:

    • The Hillbilly

    • The Shape

    • The Demogorgon

    • The Oni

    • The Deathslinger

    • The Executioner

    • The Onryō

    • The Dredge

    • The Singularity

    • The Xenomorph

    The rest I either am fine with, have no real opinion, or don't enjoy.

  • Territorial Imperative is not just a perk which badly needs a rework, but could be the basis for a new variant of a Hex.

    If they made it so the Killer could light a totem at will, so anywhere within a set radius of that totem gave some sort of boost or aura reading for the Killer, that could introduce a Boon-style perk the Killer can use strategically, rather than just dealing with where the Hex appears at the start.

  • It's not killing the game, but I think it does affected an important part of the playerbase - the newer players.

    People who have been playing this game for time may or may not be bothered, because they know it's not always the case. Doesn't make it any less frustrating, but it's something they've grown accustomed to.

    New players wanting to try the game out, only to be tunnelled because a Killer identified them as the weakest player, is going to become rather frustrated if their first experiences revolve around this.

    I feel that excessive tunnelling at the lower end where newer players are just wanting to learn the game is the most harmful, because it actively reduces those coming in. If some solution was made for tunnelling which drastically reduces it, I believe way more players would stay.

  • That a Killer tierlist would be harder to make. Killers like Nurse and Blight can suffer a bit, blinking or bouncing into darkness makes them a little trickier, whilst Doctor and Myers become a fair bit stronger.

    The game - for me at least - is just so much more enjoyable and feels like a survival horror game again. Being perkless really does balance things out

  • I feel no matter what incentives or penalties are presented to Killers, tunnelling will always be there.

    The only way to remove it entirely is by making it impossible. Remove collision until either another Survivor is downed, the Survivor in question performs a conspicuous action, the Survivor in question presses an active button so they lose the non-collision (so they can choose where to get healed, instead of an over-eager fellow Survivor insisted on healing there and then, or once the Exit Gates are powered.

    Even then, this will probably not be right and will have detractors. However, this is the only way tunnelling will end. Anything else will not stop players who want to do so.

  • Random facts people may know, but newer players might not:

    One of the beds in Lery's has a cow on it.

    The edges of the Red Forest are spooky, as close to the boundaries you can hear screams.

    The big, central tree in Sheltered Woods also emits strange sounds if you get close enough.

    The Midwich map has numerous references to in-game events, but one lesser mentioned are the toilets. In Silent Hill, visiting the women's toilets in the Otherworld teleports you to the other floor when you exit. Likewise, there are not only holes for you to drop down on the DBD map, but a hidden passage going up, representing the teleportation.

  • Depends mainly what's available on Steam, alongside what PC players are enjoying currently and a whole host of other stuff. It's too wide to pinpoint one particular thing.

    As you say rightly, this is just the Steam charts. According to Activeplayer.io DBD had the most players in a single day that it has ever had since a few years back, across all platforms (~1,600,000) and although the average monthly player is a bit down than usual, it's still well over 7,000,000 averge players a day across all platforms.

    So I'd conclude the Steam drop (albeit it's really around the lower number of the average it's had for some time) is a Steam-related scenario. Steam may have games coming out people want to play more, or are burned out from DBD. However, there is no singular reason why this is the case.

  • Xenomorph: Be my Valentine! I shall rip thee a bigger hole to get myself into.

  • Yes, please. This would be a great mode to have, or even make it an Offering (it would do more than those fog modification Offerings do!).

  • "GG" is only toxic in the mind of the individual who believes it to be.

    If you say "GG" and are sincere, then there's no toxicity there. If somebody perceives it as toxic, it says far more about the damaged mindset of the person taking offence than the person just wanting to be nice.

    It's like offering a handshake at the end of a football match, only to get slapped around the face.

  • Not only possible, but this has happened and still happens.

    It's all to do with the attitudes and maturity of those involved. It's just that each trial has a randomized setup of people, so you cannot guarantee the level of quality-of-character you'll be facing.

  • @FilthyLegionRevival said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647046#Comment_3647046

    I'd love to add a little choice between ending it with either a hook, mori or mercy hatch. Got the three buttons for it. Picking up, M1 for mori and M2 for sparing. Seems pretty cool to me. Three cutscenes for each action would be neat.

    I remember reading the feedback and this suggestion came up a few times, since some Killer players wanted that freedom, whether it was for challenges, mercy or just choice.

    The problem for me was the change in mechanic promoted slugging. Even with the basekit Unbreakable (which very few agreed with), it wasn't a viable counter because once that final survivor fell it was game over, even if one Survivor had nearly fully recovered.

    Some liked it, but for me it was a horribly ugly mechanic.

  • @Eelanos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647046#Comment_3647046

    I honestly think it wasn't a bad concept. They just needed some sort of scaling recovery speed for survivors depending on how many are on the ground, and maybe a Kill / Mercy trigger for killers that wanted to spare the last survivor.

    Most new mechanics BHVR tries to implement into the game tend to suck because they never plan some backup mechanics to prevent bad actors on both sides, and are very prone to one-and-done update stuff and not add community feedback despite insisting they'll be "monitoring the new feature in the upcoming months and act accordingly".

    Besides, I really liked the transition to the mori.

    Oh, I really didn't like the transition at all. Granted, it was an early indication, and maybe things would have changed had the continued, but the original idea was jarring and empty to me. The trial ended with a damp squib and felt unfulfilling to me. Not saying that you're alone in what you say (I'm sure others also liked it), but for me it felt way too rushed.

    I think the other thing which really didn't appeal to me was it promoted slugging as a primary tactic, because once all 4 Survivors were down it ended so quickly. Of course, one way to deal with it was basekit Unbreakable (which went down like a cold bucket of sick), but even if people were bringing in that perk to counter, the Perk was being brought in as a necessity, not a choice.

    It really did nothing for me. Some may like it and I respect that, but for me it would have really hurt the game had it gotten through.

  • I am a bit surprised. Having played both, I enjoyed both playstyles.The Artist has some creative styles of play, especially double-gunning and using angles to even herd Survivors. The Dredge is map-specific, but is a lot of fun to play as, especially when getting locker strikes!

    There are other, less interesting Killers out there. Then again, flavours change a lot. Things may change in future - we'll see.

  • I think you'll see him a bit more once the Iron Maiden Collection comes out; the Pharoah outfit looks really neat from what I've seen!

    Presently he's not common, I agree. I have seen him a couple of times though. I see far less of The Pig, The Skull Merchant or The Trapper.

  • I'm hoping the idea has been dumped, at least with how it was. That PTB was terrible.

    Just make Cypress Mori basekit, if they really wanted to end the trial with a Mori. It was the simplest, least problematic solution.

  • Wiggles fine. It can stay. I'm no Killer's rucksack and besides, sometimes that wiggle gets an escape or two, especially if hooks haven't spawned nearbu and others have been used, or a good team helps block the Killer.

    I cannot think of any half-decent reason not to have wiggle!

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646495#Comment_3646495

    This line made me laugh. "others suggest that Chapter 31 could be another alien such as Predator" I don't see how any of the teasers even lean towards this being Predator. If it was. It would be the most obscure tease ever.

    I agree - that line is clutching at straws. It feels like some sort of mimic creature, or one which doesn't fully understand how to mimic fully. It's not Predator skulking around the garbage bins! :D

  • @GentlemanFridge said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646475#Comment_3646475

    Do you have a source for that? I can't seem to find it on facebook, twitter or insta

    Yup

    Dead by Daylight is back with another teaser week, this time hinting at Chapter 31's next killer.


  • These are 3 Perks for a Killer who was a former Influencer who never really made it and jealousy turned to murder. Just thought it would be funny to think how influencer Perks may be incorporated:


    Bandwagon. You become obsessed with a Survivor. Every time you hit the Obsession with a basic attack, the last conspicuous action the Obsession did before being hit is recorded. The next Survivor to start performing the same conspicuous action will have their aura revealed to you for 6/8/10 seconds.

    "I never underestimate the ability of stupid people in large groups" - Kurtzzz


    Trend-Setter. You become obsessed with a Survivor. Every time you hit the Obsession with a basic attack, gain 1 token and disable a random Perk for 15 seconds. The next Survivor (which is not an obsession) to be put into the dying state will have 1 of their perks randomly changed permanently. This can be applied 1/2/3 times per Survivor. The Killer can only carry 2 tokens at a time.

    "I don't have to care. I just need them to believe I care" - Kurtzzz


    Keyboard Warrior. Once the Exit Gates are opened, all area within the gates and within a 16m radius around the gate become affected by the Perk. If a Survivor does any gesture, crouch or perform any action other than healing in that area, the gates are blocked for 30/45/60 seconds. The only exception is if a Survivor is picked up by the Killer then Survivors can use items to attempt to blind the Killer without ramifications.

    "Bad Decisions" - Kurtzzz

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