Mochan
Mochan
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WHy would it recharge when not in use?
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@anarchy753 said:
I still believe that if at least 2 gens aren't completed, the 3rd survivor's death should start the end game collapse.
First, it's stupid to punish the killer for doing well. Not only do they get the hatch option, but it only spawns once the second to last dies, meaning the killer has had no chance to see the hatch and it's just random chance who finds it first rather than any play of skill.
Secondly, as a survivor it motivates teammates to actually get ######### done. If the killer is on me there's not much motivation to do gens cos there's always the shot at hatch. There's been so many worthless teammates doing nothing before this, now they don't even need the bare minimum.
It's not a punishment for the killer. The killer has already won you took out 3 survivors. That is a win in any killer's book, even The Entity is pleased.
If you really want 4Ks then go above and beyond and do your thing.
Killers already have a huge advantage finding the hatch, if you think it's easy being the last survivor and finding the hatch before the killer, try actually playing Survivor for once.
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Endgame Collapse is already a huge killer buff, why buff it even further?
All your ideas, especially #1 and #3, make hatch escapes next to impossible, why even have a hatch at all. Let's just remove it from the game instead of going through this nonsense.
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Lolwut? I don't really care since I don't use Adrenaline, but there is nerfing a perk and there is shredding it into a million pieces so nobody will ever dare use it again.
50% speed penalty? For all gens? LOL nobody is ever going to use that perk. No Mither is bad enough giving you 50% less life, but at least it had some amazing benefits you can't get anywhere else.
50% speed penalty on gens for the puny benefit of getting a health state back and a mild sprint after?
hahahhha
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I've nothing better to do with my blood. I have prestiged 4 survivors. Although only one is maxed out with perks at this point. After a thousand more hours maybe I'll have four of them maxed out.
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Personally I think Billy is the most oppressive killer and is much easier to play than Nurse.
Billy is better than Nurse at map control, applying pressure, insta downs, and killing hook divers (both hooked and diver).
Spirit? No comparison to Billy to be honest. Spirit is good but Billy is better. By a large margin actually. And he is like that without Add-ons.
If I hung around at red ranks more maybe I'd be more scared of nurse, but I don't. There aren't many great nurses at lower ranks, but good billies are everywhere. Nurse is pretty easy to Jule at lower ranks but Billy just decimates your team in a minute.
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I disagree with all these changes.
Especially aftercare. The point of Aftercare is you give "after" care to someone who you have unhooked. Starting with the aura is ridiculous and goes against the concept of the perk.
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@ClogWench said:
If a game mechanic itself is changed based on rank, survivors are just gonna derank intentionally to keep the easier mechanics so unfortunately ideas like this can never work
Killers already de-rank intentionally so I why not.
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@SinfulHarlot said:
Bring Franklin's if it really becomes a problem for you, but really you should have ended that survivor earlier on. Key bringers get my aggro over others, so things like this don't happen.
Aggroing the keybearer actually doesn't help if the survivors are smart.
If I'm a survivor and I see my teammates bringing a key, I remember who they are retrieve key from their corpse on sacrifice or mori.
Franklin's Demise is better so you make them drop the key somewhere in the middle of nowhere, so survivors have a much harder time finding the key.
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@SnakeSound222 said:
Now that grabs are removed, yes. You might be able to close the Hatch again when the Survivor reopens it but you’ll probably have to get lucky for this to happen.
No you can't. The game ends after Survivor opens the hatch.
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Just ran into a situation where we both knew where the hatch was. Survivor is full health at the end camping the general area of the hatch.
You accept your "loss" and move on.
Need I remind you that you have already "won" by killing 3 out of 4 survivors? The Entity is pleased. You should be too.
Survivors feel a lot worse than this when you Ebony Mori or use any of your Pink Add-Ons. Most Killer Pink Add-Ons are way more powerful than the Skeleton Key.
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Nurse is fine she is balanced.
I say this as a Survivor main.
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The Wiggle Meter should go up faster. Like by 4/8/12% or something. It should be a counter to Iron Grasp. Since you also mess their movement and Survivor Perks are supposed to be weaker, it should be lower. Maybe 2/4/6%.
When I first got the perk I thought wiggle meter would go up 75%. Oh how wrong I was.
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@Pizzaman said:
https://forum.deadbydaylight.com/en/discussion/comment/482357#Comment_482357
There's no 80% escape rate and Peanits already confirmed that this number is not correct. Just by looking at the graph, it should instantly become clear that the numbers are skewed.
It doesn't make any sense that the survival rate is about 60% at Rank 2 and 80% at Rank 1. Someone with half a brain would see that (Sadly a large part of the community do not fit under this demographic).
Yeah, can you imagine, most people actually have full brains!
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@Frugl1 said:
You dont balance by nerfing equally. Survivors are getting nerfs because they were, and still are by a pretty large margin too powerful at high ranks, when played by people with half a brain(Sadly a large part of the community do not fit under this demographic).
Keep in mind that there is an 80% escape rate at rank 1.
Then I don't see what the problem is. If most players can't play well there should be no need to nerf.
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It should be baseline as well, not a perk.
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@Laddy said:
@Avariku said:
the only thing I have to say to this is that while I'm about 60/40 as a "killer main" ... Even as a survivor I have NO issue with patrols... hell, that just makes sense... the problem I have is with killers who decide their first victim has no right to play the game at all for the duration of the round.and yet, the community seems to expect that person should now dangle from the hook for 2 minutes of absolute boredom or completely screw the remaining survivors over.
just seems like a bad game mechanic to me.
I have to respectfully disagree. If a killer makes a hook, he's made a hook. It's up to the survivors to weigh the risk/reward of attempting a hook rescue. If the Killer decides he wants to make the time investment of closely guarding his hook, then that is his choice. However, it leaves the Killer vulnerable because it gives the Survivors a chance to complete objectives without being chased.
It promotes two main playstyles: Hook Guarding or Hooking and Hunting. One playstyle ensures kills, while the other prevents Survivors from completeing objectives yet leaves the hook vulnerable to a Rescue.
And when the killer has made a hook, the game is designed to let players unhook said hooked survivor.
Killer camping the hook goes against the very design intent of the game and just makes the game miserable for that one poor guy.
How any killer can even justify this lousy, toxic and unskilled behavior is beyond me.
There's a reason why survivors DC, and the reason is you OP.
As for "a good survivor adapts and overcomes" you play Survivor right? How exactly are you supposed to adapt or overcome being first to hook then camped all game long? You do not have the ability to do anything meaningful to overcome the situation. You are completely at the mercy of your teammates and the killer.
There is no counterplay. Unless you want to run Vigo's Salty Lips every game, and pack Slippery Meat and Up the Ante, and even that isn't counter play it's just dumb luck, and isn't sustainable, and isn't even consistent.
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I don't really care about mettle of man since I don't use it, but lol at comparing things like Gen Rushing to turning a perk into pure trash.
The proposed changes to Mettle of Man is not some bug, it's the equivalent of turning an Ebony Mori into requiring you to let each survivor wiggle out three times before you hook them in order to kill them.
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All the time.
It's especially common if you play Survivor.
I've been in many hilarious and exciting games where we got 4k'd and no generators done with Ruin still up. Too many survivors are too salty over the smallest things. It's a game, not your chance at a promotion at your desk job.
Earlier today we got smashed by a Huntress wearing a pig mask in Haddonfield. Before I died I managed to bust her hex and grab a nice Alex Toolbox from a chest. As she hooked a fellow survivor I busted the hook in her face, she got mad and hit me, then dragged me to the basement. Then she found the guy I saved, dragged him to the basement. But he was too far so he wiggled out. Instead of running away he ran for me, then took me off the hook. She followed and hit him. As I ran out she threw an axe on my back as I ran up the stairs. Then we both got hooked again and we lived happily ever after.
Was a lame escape attempt but it was hilarious and I had fun.
People take this game way too seriously.
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@Raccoon said:
How do you counter DS in the End Game after the Endurance nerf?
By killing survivors before end game.
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@Volfawott said:
Honestly I am not against buffing the perk but everytime someone suggests that thing is it's normally something stupid like make you start the match healthy + don't show the killer the broken symbol.
If you want increase the injured sound reduction to 100% I'm totally down for that
Adding blood point bonus to the perk also completely down for
Hell even adding an extra benefit to it like 3% extra action speed or wiggle speed I'm completely down for.
However I personally can't stand any time someone says they make you start the match healthy.
Nine times out of ten those people just want to use it to prevent slugging and if those changes to get implemented they're going to use the Perk about once before they realise unbreakable still vastly out performs in that aspect then drop it.
Leaving it as a less convenient perk for people who genuinely use it on an injured build as they have to go out of their way to get themselves injured for the perks to work, rather than the convenience of it being active from the beginning of the match plus the other benefits no mither gives you.
We just dont to give away our hand to the killer from the get go. Is that so Much to ask?
The Killer knowing were broken makes us a prime target to tunnel from the very start of the game.
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Welcome to last November when all Survivors were nerfed with the Lighting changes.
Devs didn't care what we thought.
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For three years, killers everywhere have, on occasion, given survivors the hatch.
I have on occasion let the killer kill me after a bad trial. I only do so if I'm not carrying anything valuable I want to take home, and only when the killer was a good sport and didn't tunnel or face camp. Funny thing is, when I do, usually the killer picks me up and throws me to the hatch anyway. One good turn deserves another, I guess.
I think it's rare because it's impossible to communicate to the group to turn everyone in (unless you in SWF I guess) and survivors tend to have a herd mentality.
Further, you need to look at the economy of it. It's heavily favoring the killer. If the trial went bad for the survivors usually that means killer killed everyone before any gens popped and Killer already amassed 25k bloodpoints or so. So giving one survivor a mercy hatch of 7k is no big deal to the killer, he just loses out on an extra 1k BP.
But if Survivor gives himself up he usually has only earned some 10k blood points, and gives up 5k bloodpoints, unless he was the MVP of the match and got racked up some 15k-ish or more BP before the escape (which is very rare).
Giving up that 5k BP from the escape is a huge deal if you're trying to amass BP.
So in short, if a Killer gives the last survivor Mercy, he gives up less than 5% of his BP. If a Survivor does it, he gives up about 50% of his BP. So you can see why Survivors are more hesitant to do it.
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Tunneling is evil and the devs need to change the mechanics of the game more to discourage it. Getting less pips is not a punishment. It's a reward for killers. It become an unholy synergy:
- Tunnel Camp
- Get Less pips
- Kill more Surivors (Win the game)
- Profit!
So of course more killers are going to do it.
I'm pretty sure most DCs in the game occur because of tunneling. Getting first downed in the game is like 75% chance of you getting tunnel-camped and dead without even getting a chance to do anything.
I certainly feel like DCing when I'm first to get hooked and I see the killer just tunnel camping me, and my idiot teammates just farm me for unhooks.
You want to fix the DC problem? The first step is to fix the tunneling problem.
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@PigNRun said:
Yay for useless aura reading that you have little control over.
Seriously though, all WGLF needs is more reliable ways to get stacks. Not aura reading.
Unhook is fine. It's hard but that's fine, Survivor Perks have always been weaker than Killer perks. I have no trouble getting to 2 stacks per match usually (unless I mess up and die first) and in many cases I can get up to 4 stacks.
I just want WGLF to do something other than just give a BP bonus. Even a tiny aura-reading benefit like this is fine.
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My thought is about still make NM a risky perk, but make it more hidden from killer side.
This is how the Perk should have been from the beginning. The Broken Sign on your name is like a big target painted on your back. Killer will always tunnel you because you are an "easy kill."
A little anonymity would be good, at least until the first hit.
It still needs a way to synergize with Dead Hard though, so David King doesn't look like an idiot (easily fixed by making Dead Hard work with it as an exception).
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WGLF doesn't need any extra conditions to gain stacks.
What it needs is to actually do something. It's really dumb that it has absolutely no effect on the trial.
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@Orion said:
Let them quit. What use is a large playerbase if half of them don't really play the game?
Pretty soon you won't have any survivors to catch, is that what you want?
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@GrootDude said:
Even my purple rank teammates often don’t work through ruin and they waste pallets. I play both sides at rank seven and imo killer is easier ‘cause I don’t rely on teammates.
This is the real reason Killer is easier. It's all you and your skill.
Survivors cannot survive alone they must rely on teammates whose quality is often questionable.
When I started Survivor it took me like 10 games before I could even escape.
When I played killer I got 4Ks in my second game.
MAybe at the highest ranks killer is harder,but I don't know anything about that.
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@TheRoyalOwl said:
https://forum.deadbydaylight.com/en/discussion/comment/473033#Comment_473033
So basically the survivor almost always wins?
I mean you can gaurd that one door but what if they find the hatch or just do the other door?
So you go to the other door to find out, Oh never mind they were just waiting at the open door for you to leave.
Just accept that when you are the last survivor the odds are stacked against you for obvious reasons, and it should be unlikely you make it out, again for obvious reasons.
Let's not forget that three survivors already died. The killer has already won.
This is just a Mercy for the last survivor. Being the last survivor.isnt easy either unless you are purposefully screwing your team and just doing nothing the entire game but hide in lockers.
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@DarkWo1f997 said:
You can always, I don’t know, try to open the gates and loop him around until you’ve got a wide enough opening? Hello?
Only an ignorant killer could make a comment like this.
Looping doesn't give you more time. It stalls for time so that others can do stuff. If you're the last survivor it doesn't work that way.
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It's seriously not that bad. I actually find it easier to survive now using a Plunderer Build, because I can fish keys out of the chests.
Now I can escape games with zero gens done if I can avoid the killer enough.
My bigger issue is getting fellow survivors to follow me down the hatch, most of them refuse to follow.
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Literally every game at least one person does this type of DC.
This is as old as DBD itself.
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@ThirdSealOPplzNerf said:
https://forum.deadbydaylight.com/en/discussion/comment/471853#Comment_471853
Lol if you think survivors should be equally balanced to the killer in an assymetrical game LOL
Killer is already a lot stronger than survivors. So I don't know what you're talking about.
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That's fine but Survivors should also get 5 perk slots.
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@KateLover said:
https://forum.deadbydaylight.com/en/discussion/comment/472315#Comment_472315
It's weird because it seems to be one of their core design philosophies; X happens and the killer is punished for Y seconds. I really don't get it.
The inverse is also true. X happens and the survivors get punished for Y seconds.
So not sure what you're point is.
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No Mither is actually a good perk, not as a "hard mode" perk (that's dumb as rocks, if you want Hard Mode don't play with Perks) but because it gives some nice benefits -- including being the only counter to Bloodhound.
The main issue is it has too many drawbacks. It's just badly designed. The noise reduction needs to be fixed to 100%, and the Broken Indicator should not be shown so that it's at least a surprise until your first hit or first sighting and the Killer sees your injured.
Perk needs to be reworked, it is sadly in need of some kind of change.
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I can ######### understand why survivors are so god damn salty all the time... Playing survivor is nothing but ######### aggravating...
Thanks for understanding. I'm a survivor main but I do play killer every now and then.
Killer is like a cakewalk compared to survivors. The time pressure is a little pressuring, but if you don't get kills it's at least not frustration. I'm not too attached to "winning" so I don't mind not getting 4Ks. But you generally still get yo enjoy the game regardless.
As survivors sometimes you can't even play and are spending most of your time on the hook then getting farmed by opportunistic teammates and camping killers. If it happens once or twice it's not so bad but sometimes I get tunnel.camp.farmed five times in a row (or more - my record of bad luck is I think 11 games) and at that point DCing is so tempting.
I'm sure Killers at high ranks against organized 4-Man SWF is also frustrating, but it's nothing compared to the Baptism of Fire newb survivors go through, and how even veteran survivors at low ranks struggle. And many high ranks, skilled killers de-rank on purpose to avoid high level survivor play, so yah it's rough.
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I've taken to packing Plunderer's Instinct in all my games, it's a required perk now so I have a chance at nabbing a Skeleton Key and cheating the killer in the end game.
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@mintchapstick said:
Yeah, I keep running into this issue where I'll be chasing Claudettes in brown shirts and they'll just straight up disappear. It's not even a juke, they're just crouched somewhere in the dark and are almost impossible to see on console (and yes, I did up my brightness, but since the last few updates everything has been dark & blurry as hell), especially while trying to manage time.
It's ridiculous, honestly.
Get good, dude, get good.
Or maybe you're playing Legion and in Frenzy, so the scratch marks disappear? Legions are really easy to juke when in Frenzy mode unless they go Moonwalker (thankfully patched).
You can't just "insta disappear" in a chase without a good juke, because there's something called scratch marks. If you miss the Claudette despite that you are just bad at tracking.
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@pemberley said:
https://forum.deadbydaylight.com/en/discussion/comment/466920#Comment_466920
No, because Adam is still a large model, his hair is pretty distinguishable, and while he has black and navy coats, they still flow. You can spot him easier than Claudette who literally can hide in plain sight. Also the brown is actually better because it blends in better with the earth tones of the map.
Claudette can only hide in plain sight if the killer is bad at searching.
Maybe your eyes are bad or your monitor is lousy, but many killers can find claudettes hiding in bushes and tall grass. Heck even I can find Claudette in the corn fields and I don't even play Killer much.
And for the record I have used other survivors to hide in "plain sight" bad killers will miss you and good ones will find you regardless of what skin you're using.
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If you are getting consistent 3k-4k (your words, not mine) I don't see the problem.
Sounds like Survivors need more buffs actually. Clearly survivors are dying too much if you are consistently getting 3 or 4 kills per match at Rank 1.
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@FireHazard said:
You complain about MoM yet we have a system where every match is EZ mode for killer if they know what they're doing. By simple giving them a option to close the hatch it allows both players at the end a 50-50 on who finds the hatch first.
And guess what? If the killer finds it first you're screwed. Don't believe me? I had a match where I killed 3 survivors and one was left, I found the hatch almost instantly and closed it and had a clear vantage point over both gates. In the end I just felt bad and let the survivor open the gate, but it was too late since after they finished the Entity came in and killed them anyways.
Now I can agree MoM is kinda busted under the right circumstances, but if you now how to NOT tunnel its not really an issue. But to say you need Billy and or Nurse 99% is a gross exaggeration, and this is coming from a killer main...
There's actually a way to get around the Endgame Collapse problem, but it's not a sure thing.
If you go Plunderer build there's a good chance you'll get a Skeleton or Dull Key. It's priceless trailing the Killer as he goes around looking for the hatch for you. He shuts the hatch then you just come over and jump in.
Sacrifice of 2 perk slots though, it's not a sure thing, and you get screwed if your other teammates are fast at opening chests.
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Stop doing headphones and get a 5.1 or 7.1 speaker system. They are loads better for positional awareness than any headphone.
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@thrawn3054 said:
There are way worse things then Billy. Spirit with prayer beads for example.
Here's the thing. Billy is a terror without any add-ons whatsoever. All he needs are perks and he is lethal. Add-ons just make him even more dangerous.
@FireHazard said:
A competent Billy is more fair than a Pro-Nurse, but hey that's just me I guess.
Yeah, but I can easily beat a competent Nurse, but a competent Billy is already a challenge. There are few Nurses which are really scary to fight (the Pros) luckily they're not too common. At least not in the low ranks where I hang out.
@thrawn3054 said:
Or how about a Nurse with an Ebony Mori and with Noed. There are way more op things then Billy.
And like I said! People deflect talking about Billy by using Nurse as a scapegoat.
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People don't talk about BIlly because they use Nurse as a scapegoat.
Billy is almost unstoppable at high ranks. Even at low ranks he is a terror. I don't play at high ranks anymore it's a pain in the butt, but a lot of Killers also de-rank to play with us at lower ranks so whenever he shows up I just pray its a noob who doesn't know yet how to Billy.
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I feel bad for Pig, but killers were crying for endgame changes so there you go. Sorry.
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She's really easy to see in that screenshot. What are you people on? And this is one of the darkest maps in the game post-2.4 lighting nerf.
It's not that different from say Feng Min hiding in the darkness. You can see her face more because it's white, but it's seriously not a deal breaker.
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Hiding Claudettes also need to go all-in with their build for stealth. Contrary to popular killer opinion, you can't just stand still and the killer won't see you.
For the record, I use Feng Min for stealthing. It's very effective. Feng Min doesn't have brown clothes but she can blend in just the same. I have gotten away with the exact same jukes as I do with Camou Claudette using Ninja Feng Min. And on the flip side, many good killers have found me in Camou Claudette mode even when I hide in the bushes in Haddonfield or hide in the shadows at McMillan.
Claudette's clothes are seriously not a big deal. If they are, you just need to get better at the game.
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@ClogWench said:
Not many things cause exhaustion and it's literally the only thing in the game that counters exhaustion perks so honestly it's not a big deal. If you're that reliant on Balanced Landing you should work on your own skills.
You don't take Balanced landing for its Exhaustion effect....
