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Marcavecunc

Marcavecunc

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Marcavecunc
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  • @XRuecian said:

    @Raven014

    It's not my argument. It's the devs argument. I'm pretty sure i read a dev's post just a day or two ago saying that they tried to even the challenges out (On PTB i guess? Or maybe one of the tome pages specifically), and as soon as they did, the survivor/killer queue ratio got really off balance since there weren't enough survivors queueing up because they had all finished their survivor challenges and started queueing as killer instead. That's why they added MORE (and slower) challenges to the survivor side than the killer side.

    They need 4 survivors for each killer, even though it might seem wrong, its just natural that they are going to give more incentive for people to play on the 4 side than the 1 side.

    A better idea to fix this problem is everytime you are ready to choose a new challenge, the book will ask you: Do you want to do a survivor challenge, or a killer challenge? Then it will give you that. And you make your choice everytime you choose a new challenge. However, you can only do a total of 12 challenges per tome page, period. That way, even if you do all 12 of them as survivor, you dont THEN have incentive to queue up as killer and do killer challenges (because you can't, you already did your 12).

    I don't think limiting people's ability to complete challenges by picking a side is the way to go..

    I get that they need to keep the 4:1 ratio but it still feels annoying being "forced" to play more survivor to keep that balance. I mean, I know I could just skip those entirely and stick to killing, but as I said in my original post, I'm a completionist.. I do dailies, challenges, unlock all the perks and whatnot.. In other games, I do as many sidequests as possible before moving on with the main story (annoys some friends when we play online games, but hey, sidequests are usually what makes a game last longer than just rushing through the main story)


    Still. As @Tunnel_Me_Please said, balance doesn't have to mean giving killers the short end of the stick.. YET AGAIN.. :/

  • @XRuecian said:

    They specifically make more survivor challenges (and make them take more games to complete) on purpose, because this keeps the survivor-killer ratio of queued players more balanced. If they made less survivor challenges, and made them too easy to complete, too many people would be queueing for killer and not enough for survivor, and the queue times/matchmaking would have problems.

    My problem with the archives is that around a third of them require you to have a specific killer or survivor unlocked to complete, which can feel like a real cockblock. I have a lot harder time earning rift shards just because i haven't payed to unlock all of the survivors/killers quickly.

    That being said, they did ask a whole lot of questions in their last survey to get feedback on what people thought about how tomes work at the moment, so hopefully they will actually use that feedback to improve the next tome/rift.

    Mhm.. good point about needing a higher survivor:killer ratio.. Makes sense.. Annoying, but makes sense.

    Not having the required characters doesn't affect me but yeah it has to suck.. :/ I expected them to go through the free ones first before going for paid ones.. Or at least have 1 free 1 paid on each side, not 1 free 3 paid total.

    I much prefer Tome II over Tome I though. As annoying/boring as emblem challenges are, at least they're doable. Tome I had some pretty bullshit challenges.

  • @Neot said:

    just reduced cooldown to 40/35/30 and it'd be good enough for me. It's boring to use perks that has function to detect survivors around gens for all the time. I want to catch survivor somewhere else too.

    Yeah :/ Requiring generators to be done or hooking people to track survivors is a bit boring when it's all tracking perks ever do.

  • @XRuecian said:

    Maybe instead of lowering its cooldown, they could just make the cooldown reset instantly after downing someone. That way if you down someone right as they were vaulting a window/rushing into a locker and triggering IAE, it wouldn't just go to waste. It's an extremely powerful perk, if they lower its cooldown, it will be way too powerful. Its literally the mindgame ending perk, you can't lose the mindgame when you have wallhacks.

    I would put I'm all ears as one of the top 10 strongest perks in the game for killers, i don't see how anyone could think its underwhelming.

    Yeah but 60/50/40 really is way too long.

    I do agree a reset if you down someone or something could work too. I rather have the Quick & Quiet cooldown though (30/25/20)

  • Mhm good point. Then they need to rework how perk resets work with prestige, not reset everything back to 0 every time, it takes forever to level otherwise.

  • @BattleCast said:

    Agreed, so many killer perks have crazy long cd's for no reason even when the effect is mediocre.

    Why again does Blood Echo have a cd? Or even Surge to an extent. Killers should be rewarded for completing their goal quickly in succession, not punished.

    And you have perks like Infectious Fright that don't have one. For consistency's sake, please adjust the cooldowns to make the perks viable!

  • Bumping just because that perk is underwhelming with that 60/50/40 cooldown. 30/25/20 please.

  • People need to derank more every rank reset. Possibly back to 20 for everyone, and have every "season" last two months instead of just the one. That way, the super good players will get back to their beloved rank 1, and the rest will end up where they belong, instead of ranking up too easily and everyone being red ranks because they don't derank enough each month.

  • I like the idea.

    Now, for the sake of things being even for both sides how about this..


    Generator progress stops when a generator is being repaired within 40 meters of the killer.

  • @JetTheWaffleCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/1153472#Comment_1153472

    That would be really nice as well. What if self heal skillchecks gave survival instead of Altruism? It never made sense to me that you get points meant to be earned by helping others by helping yourself.

    A lot of things could give survival.. recovering on the ground being one of them, instead of giving nothing at all.

  • I would rather have them give survivors more ways to get Survival and Boldness points, but I'll take points boosts in any category; as you said, gaining points as a survivor is ridiculous.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1152196#Comment_1152196

    Or because it has "technically" the same mechanics as a pallet the perk cannot distinguish what's a pallet or a wall.

    They should code it in a way to make it distinguish it. The perk is there to let survivors see the vault points or pallets so they can head there in a chase, not dead end walls.

  • Disabling the perk after being fully healed or upon entering a locker would reduce the ammount of baiting Decisive Strike players do.


    @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1153386#Comment_1153386

    Better:

    Timer is way shorter.

    Timer does not go down when in Chase or downed.

    Also this. Short timer, but pause it when in a chase (or killer radius possibly), a bit like how Amanda's Reverse Bear Traps pause when someone with an active trap is getting chased.

  • I'll bite

    How exactly do you feel the change is a nerf? Not being able to 99 them anymore and having to spend a whole 2 seconds and a half to do it in the killer's face instead of a single click?

  • @MPUK said:

    https://forum.deadbydaylight.com/en/discussion/comment/1151781#Comment_1151781

    Yes they are a thing but they only protect on death. A killer gets to keep their ultra rare add ons when they have used them all game by protecting them. The point here is the add ons mentioned earlier, once used they get deleted from the trial even if you have a ward on and even if you die.

    Even with Ace in the Hole equipped?

  • @Raven9 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1149792#Comment_1149792

    So can you guarantee that you can escape every game from the game?

    No but that's the whole point of the game.. Win some, lose some. I don't see why that argument has anything to do with the topic though, since, ace in the hole it or not, you'd need to escape to keep the item.


    @MPUK said:

    https://forum.deadbydaylight.com/en/discussion/comment/1149792#Comment_1149792

    You mean like how killers can protect their ultra rare add ons game after game after game?

    You mean like how white wards are a thing? Gee

  • Keeping perks upon prestige would also be good.

    But that's why I put the idea of bonus bloodpoints, to get back to where you were faster

    Keeping nothing on prestige one, losing two levels on prestige two and only one level on prestige 3, or something. (because keeping everything would be ridiculous, might as well make the web 150 levels and give the prestige outfits every 50 levels if they do it that way.

  • @snozer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1148651#Comment_1148651

    But the devs want no counter to sabo. That is the entire point of this.

    This is why they change it to something clearly a bit to strong (while removimg the previous use) and hope we forget what it did. And then nerf the new perk into oblivion to keep the MONEY happy.

    Yeah well that's entirely the wrong way to go at it. The perk was fine the way it was, they had no reason at all to change it.. None! It was literally the only way to counter old sabotage and now that they have sabotage a huge buff, they removed the only counter it had.. A counter barely anyone used in the first place, too! What the hell Behaviour!

  • @XRuecian said:

    Its also useless because assuming you are going against any survivors with more than two brain cells, using a trap in the same place more than once will rarely work. There are very very few cases where using a trap in the same spot twice is beneficial.

    I just wish they would increase the pickup range for traps. I am tired of having to push my toes into the trap before the pick up option comes up. I actually have to waste half a second or a second perfecting my position to pick up a trap sometimes so that i dont accidentally step on it.

    Or even better, i shouldn't have to worry about stepping on my own traps in the first place. They are my traps, i should be able to just step over them entirely. Maybe they should only be a risk to the trapper if he is carrying a survivor.

    You're right. It's a bit ridiculous. Imagine if Hag or Freddy triggered their own traps when they stepped into them..

  • @BattleCast said:

    https://forum.deadbydaylight.com/en/discussion/comment/1150286#Comment_1150286

    My ideas may not be the solution to fix these add-ons but I still think they both should be changed to something that actually has an impact. At the very least, they should change instructions to be beneficial rather than harmful.

    True.

    That's the case with many add-ons though, on both sides. Most of them are useless and only waste inventory space (not that space matters but if only we could trade them in or exchange them for something else it would be a start)

  • @Oicimau said:

    As it is now, trap reseting is useless.

    They must change the survivor trapping animation if thats the problem, in a way it doesnt need to move the trap to match it.

    I think anyway that they will adress this soon, cause... trap reset is useless as much as the trap moves...

    Yeah, a good buff instantly nerfed by poor game design :/

  • @Luigifan64 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1150276#Comment_1150276

    If you want to get survivors teachables you have to level them (trying to wait on the RNG of the shrine to get a complete perk setup is far too random and time-consuming to be consistent). Sure you don't HAVE to play them after you get to level 40, but the amount that you would have put into just a singular survivor to get every item and addon you want is far greater than trying to level a killer in the same way. On top of that, that's just getting a couple of the addons you want, if you want to get a stockpile of them, you have to have several thousands of hours to do so which is not optimal. Also seeing as how you can no longer take other peoples addons with you now have no way to get the stuff you actually want without wasting countless bloodweb points. Sure it still exists on killer, but it is not NEARLY as bad and I can almost always double what I had before after one killer match. It's not even comparable nor is it "more fair" now that they lose their addons too, even if the escape and even if they don't use the item once.

    I'm well aware of how time consuming it can be to get teachables, I have them all unlocked on everyone on both sides, and a few on each side fully maxed out at prestige 3 with all perks (minus the two that came out today, obviously)

    But yeah, if you pick one character to level and just put points into that one, you won't run out of items/add-ons unless you stop spending points on that character and use them to level someone else. But that, too, is on you. I have some survivors I play because I like them more than others that are out of good offerings, but it's my fault for dumping the points into other characters, you don't see me bitching and moaning about it.

  • @BattleCast said:

    Why would I ever use these new toolbox add-ons?

    Instructions is actually more harmful than it is helpful. Why would I ever not want to have skill checks? Skill Checks increase generator progression even if it's just by a small amount it's still good to have skill checks. Even if I knew I was going against a killer skill check build I would still never use this add-on because it only works if you are using a toolbox and the toolbox has charges so even with such a lackluster (and harmful) effect it doesn't even last very long either.

    How would I fix Instructions? Easy, just make it so every good skill check is considered great while using the toolbox to repair. It wouldn't be over powered because it still relies on the toolbox to have charges and you need skill checks to get value out of it.

    Spring Clamp isn't actually harmful but it's effect is so minor and weak as well. Spring Clamp is basically a weaker version of Technician and Technician is already a really bad perk, and not to mention it also relies on the toolbox having charges.

    How would I fix Spring Clamp? Make it so not only does it reduces sounds made from repairing by 8 meters but also makes the generator make no noise as if it had no progress at all. That way this add-on could be used to make killers think that the survivors haven't even started on the generator if they aren't using line of sight to tell if someone is working on the generator.

    Just throwing out some ideas because these 2 add-ons are really bad in almost every single situation, and I would much rather just bring Wire Spool or Socket Swivels.

    Your spring clamp idea is bad.

    I mean.. the idea itself is fine. But not for a yellow add-on. Making repair noise less audible, sure. The generator not making noise at all? No.

  • @Luigifan64 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1150216#Comment_1150216

    The "making it more fair" argument is dumb because it already is far easier to get those good addons on killer. If you read my previous post at all, you would have know that I am FOR killers having the ability to keep their addons through just playing the game regularly. Idk how you think survivors have shared addons, but they don't each survivor has his/her own addon pool that is far bigger than any killer; just getting one addon you want (I mean yellow and above) is a crazy waste of points that I could have spent leveling another survivor or getting a whole bunch of killer addons that I want. Survivors have equally as many bad offerings as killers do, but the only thing killers get are offerings and addons (which is from a MUCH smaller addon pool, meaning they can get what they want easily). Killers also have a much larger point gain (even if they do badly in a match) meaning that those lost addons can be easily bought back, so it balances itself out.

    Didn't say survivors had shared add-ons pool.. sorry if it sounded that way when I mentionned the fact that killers didn't share add-ons between them, it was a counter-argument to your argument about leveling 3 separate survivors.. which is your choice, not a problem with the game's design.

    I do agree that getting points on survivor is much harder than killer. I'm all for an increase in how many bloodpoints different survivor actions give, or having more ways to gain points, to both level faster and get more stuff from the bloodwebs.

  • @Rivyn said:

    Now they're going to save their toolboxes for saboing hooks. which might be even worse.

    And with the Hangman's Trick nerf, you won't be able to bring that perk to counter sabotage by having the hooks repair themselves in 10 seconds anymore. But hey you'll get an aura read and notification to watch them do it in your face instead! It's win-win!

  • @Luigifan64 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1149735#Comment_1149735

    It doesn’t equate though, killers have like what, 15 total addons that can be obtained far easier due to their less cluttered bloodwebs. Survivors have triple that in addition to items, and that’s if you just count one survivor, trying to do EVERY survivor (or hell just 3 of them) is ridiculous. Also seeing as how you taking someone else’s item means you won’t get it’s addons, you’re going to get even less because now the only way to get them is in a bloodweb where you can literally waste 500k and only get one addon you want.

    I don't see the point of counting every survivor to make it seem as if it's so bad for survivors. So you can level more than one survivor at a time. Well guess what, you can also level more than one killer at a time, and killers also don't share add-ons and offerings. And most killer add-ons and a bunch of their offerings are garbage, but they're all wasted after a game, no matter if the killer wins or loses. It just makes things more balanced that way that's all.

  • @TAG said:

    Now whenever a hook breaks, instead of being broken for 10/20/30 seconds, it will be broken for 2/4/6 meters. /s

    How many seconds is a meter? If I play a killer with a 4.6m/s movement, does it mean it breaks the hook for around half a second, a second, and a second and a half respectively? Makes no sense to make it take longer at level 3 to repair!

  • @KillerKiller said:

    ARE YOU HIGH?

    Nerfing the toolboxes has me considering deleting the game.

    As killer I always get 4/4. I never hook anyone twice till everyone is hooked once. I never kill till everyone is hooked twice. When I down you a third time I leave you to be healed and only kill on your fourth down and I get 4/4 EVERY TIME.

    KILLERS ARE TOO OP SURVIVORS ARE TOO WEAK and they keep making it easier.

    On top of that, as survivor I'm a red rank #1 and I escape one in 20 matches. Sometimes I go days without a single escape. The game is too easy on killers but killers who aren't good blame the game.

    Nerfing the tool boxes is the worst thing they could have done.

    I think it's time for me to stop playing.

    They allow killers to bully survivors with no consequence, they coddle killers who simply need to get better.

    This game just isn't fun anymore.

    It's become a guaranteed4k every time and it's absurd.

    If someone here's high, it has to be you.. Reading this had me rolling my eyes and wondering how delusional you can be.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1149905#Comment_1149905

    Recovering takes 30 seconds to recover fully.

    Hook respawns in like 30 seconds (according to wiki). And Sabotours CD is 60 seconds.

    So the survs must've had a toolbox/you took 60 seconds to try to hook again.

    Breakdown also breaks the hooks for 180 seconds I think.

    There could have also been more than one survivor running saboteur if they didn't use a toolbox to sabotage.

  • @Cheers said:

    I'm fine with all of these except the stun duration.

    It's not like the legion where you have no power in the chase, with this killer you do.

    Everything else seems positive.

    You do, but after the stun, you need to reload and that's another extra nearly 3 seconds.. on a 110 killer.

  • @Raven9 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1149526#Comment_1149526

    Anti-Haemorrhagic Syringe, Styptic Agent and Brand New Part can we remove the deletion event? As a result, we will lose add-ons while escape. I think it would be nice for the White Ward.

    Why? So you can bring Ace in the Hole and re-use your one use only items more than once? How about no?

  • @AlsendDrake said:

    https://forum.deadbydaylight.com/en/discussion/comment/1149729#Comment_1149729

    Let me know if you want me to tell you a bit more in depth, I'd be happy to tell you, even add you and maybe show you some of the things in custom matches sometime. (They do have bots for 1v4 custom matches even if they're not the best)

    Seems to be mobile only, unless I run an emulator on PC?

  • @AlsendDrake said:

    https://forum.deadbydaylight.com/en/discussion/comment/1149665#Comment_1149665

    There's a good number of differences too.

    Survivors aren't just skins, way less grind, 100% free if you want, 2v8 mode. I highly reccomend it.

    And Joseph is one of my favorite characters. Built in cipher regression via his photos and the games health system is different allowing partial hits.

    Guess I'll look it up, if I ever need a change of scenery.

  • @AlsendDrake said:

    https://forum.deadbydaylight.com/en/discussion/comment/1149585#Comment_1149585

    Meanwhile Identity V is going quite well.

    For reference, the cipher's (generator) light pole is not only visible in the aura, but starts to shake as it's more progressed while being worked on, meaning Hunters have a better version of Gearhead at base basically.

    :P

    Had never heard of that game.. it's literally a cartoonish version of Dead by Daylight, from the trailer I saw ;p

  • @AlsendDrake said:

    https://forum.deadbydaylight.com/en/discussion/comment/1149562#Comment_1149562

    Like how Gearhead needed a Nerf. Even though it could aparently be made completely useless.

    How dare they make a good tracking perk that's actually useful for killers, better nerf it before it goes live, wouldn't want to ruin the experience for survivors! Nevermind the fact that they said themselves generators were going too fast.. but as soon as perks come out that would help counter generator speeds, they nerf them to the ground. And wonder why everyone runs the same boring perk combos.

  • @AlsendDrake said:

    https://forum.deadbydaylight.com/en/discussion/comment/1149427#Comment_1149427

    Still, if it had even been like, 10-12 meters max it may be worth it.

    Tbh that sacrafice hook Regen was why I used it when I did anyways. Rip.

    Yeah same.. I was trying to get all 4 sacrifices done on the same hook, max I achieved was 3, but I guess I'll never be able to get 4 now that death hooks don't repair anymore. And I like how they never addressed those changes anywhere to try to justify them.. they just put them in the patch notes and hoped no one would noticed.. but they never bothered answering the few of us who did notice and complained about it..

  • I agree it makes no sense to not give points for recovering on the ground.

    Don't you already get altruism points for healing up someone from the ground? Or you mean bonus points on top of the healing ones? (though I never really paid attention maybe it doesn't give points at all but that would be weird)

  • @Rezblaze said:

    It was explained that resetting traps is a bit more complicated and would require some dedicated effort to make possible, as when someone steps in a trap, it shifts slightly.

    Why not have a "reset zone" around the trap, maybe a meter long, to where you can position a darker orange highlight of a trap and reset it in that position with M2?

    Or have the game remember where the trap's original position was, and put it back there after the survivor got released from the trap, either by escaping or getting downed/grabbed by trapper

  • @AlsendDrake said:

    Don't forget that sabo only has hooks broken for like 39 seconds if I heard right.

    30 I think.

    Still a moot point. The perk worked on more than just sabotages (death hooks and breakdown hooks as well) and it was 10 seconds at level 3.

  • Pretty sure they said something along the lines of next summer.. Forgot when that was mentionned though.

  • @avilmask said:

    https://forum.deadbydaylight.com/en/discussion/comment/1149270#Comment_1149270

    Removed repair of hooks and added 2/4/6m aura reading around them. Now it's even less useful than it used to be. Apparently it overperformed in PTB so much devs decided to nerf even its live version.

    Well to be fair, aura reading 16 meters around every hook was a map wide aura read.

    But the way they nerfed it just killed it, it's next to useless now.

    I don't care about the aura reading, either.. I want the hook repair back. It was literally the only counter sabotage had, and they nerfed the ######### out of it in the same update they gave sabotage a huge buff. Wouldn't want to make those sabotage teams complain their builds are being countered by that one perk barely anyone ever used in the first place.

  • If you play a whole lot and have no challenges started and do all 4 levels of them.. yeah, maybe you have a chance.. but honestly I'd try to get everything done and see how far you are once there's only 1 day left before buying it.

    You do get back some Auric Cells from the Rift, so for someone who plays a lot it's worth doing since you basically only pay one time and get to re-use your Cells from Rift to Rift

  • @Peasant said:

    Don't worry about the vulture, how long do you think they'll keep the menu western for?

    Usually until mid-chapter. So a month and a half.

  • @99gameknight said:

    haven't seen changes to hang man's yet, what did they do to it?

    Used to give a notification when people were sabotaging a hook, and had a 30/20/10 seconds autorepair on sabotaged/sacrificial hooks

    They left the notification on, even if it's useless now that sabotage takes 2.5 seconds to complete, and gave it an aura reading around hooks so you can see if a survivor's around trying to sabotage them. But removed the autorepair, which was, honestly, the main/only reason to run the perk in the first place.

    So now, if you pick up someone, you can see the aura of the person sabotaging the hook, AND the audio notification, too! But the hook doesn't come back faster anymore, so you're just forced to slug. They made the perk go from one of the weakest/underused perks to levels nearing Monstrous Shrine.


    @Todgeweiht said:

    The third seal is a bit weak for.a hex, it could use a tweak.

    Only weak thing I find about it is that it's a Hex, and it does get destroyed early on a regular basis.. but when it doesn't, oh boy does it pay out. But making it a non-Hex perk would be way too much, blind for the entire game without any way to remove it? Yikes no. I mean, I wouldn't mind if it did more than it does now, but it's one of those high risk/high pay perks. And it's fun just going for blindness hits before going for hooks (if I see more than one target nearby of course.. if there's only one person I'll chase them) only annoying part is, since I use that one on Pig, I have to stand up before stabbing, since the Ambush attack doesn't apply status effects anymore. But it's a very minor drawback.

  • I'm not giving anyone ideas.. it was YOUR ideas, if I recall!

  • Read the patchnotes. Survivors lose their add-ons upon escape, unless they're running Ace in the Hole.

  • Pretty sure Splinters were only for licensed killers, as a free trial, since you had to pay actual money to get them, as opposed to the non-licensed ones that could be bought using shards.

    I did try out killers that way before buying them back when I got the game. I eventually ended up buying everything on a sale afterwards, and get new releases as they come out, since I play the game a lot anyway.

    One thing that would have been nice would have been if the killer you played using the splinter came equipped with their 3 perks.. but nope.. vanilla killer, no perk or add-ons, just their power. But anyway that's a thing of the past now.

  • @Rezblaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/1149089#Comment_1149089

    It's not useless.

    It tells you not to go for that ######### hook. Or to drop the survivor sooner and spread the pain.

    You have the aura reading, you can see someone's crouched next to it. No need of a notification for that, my eyes work just fine.

  • Your progress is saved on the servers, not your computer.

    Your computer is probably redownloading the whole thing if you got an error downloading/installing the game, rather than just redownloading the update.

  • @PyroGL said:

    My suggestion for Hangman's trick:

    • Gives notification when sabotaging a hook
    • Hooks respawn in 30 seconds after a sacrifice or sabotage.
    • While carrying a survivor, Increases sabotage time by 100% (So sabo would take 5 sec instead of 2.5 sec)

    This way, you can try to pre-sabo a hook very quickly, but the killer will know ahead of time and plan accordingly. If you attempt to sabo in his face, it's extremely risky, and you definitely cannot sabo after taking a hit.

    The notification is next to useless with how fast new sabotage is.

    The hook respawn needs to be back to the 30/20/10 it was before the nerf.

    I like the idea of increasing sabotage time, but make it while within the killer radius, not just while carrying. But auto-repair was the main reason most people ran the perk in the first place.

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