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PassarinoT

PassarinoT

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  • @lazerlight said:

    these changes do sound cool. i would increase the footstep audio to 6 meters.

    Yeah it would definitely need some testing first, but I would love to be able to hear some ghostlike footsteps.

  • @Gay Myers (Luzi) said:

    https://forum.deadbydaylight.com/en/discussion/comment/1684933#Comment_1684933

    I moved it to Feedback and Suggestions, the forum is marking moved threads as edited by mods even if we didn't edit them. I edited nothing :)

    Ah okay, thank you! I probably meant to post it there so I appreciate it!

  • @Gay Myers (Luzi) Can I ask what the edit was? I don't know if there's a changelog or something...

  • @SnakeSound222 said:

    This sounds really cool, but her idle animation already resets when she begins phasing. Not sure if your idea would be too much.

    Yeah, it's weird how that happens. I remember it being seamless a long time ago. I think this would be good as even mindgaming would cost her using her power rather than standing still.

    @LuffyBlack said:

    Not bad. It'd be very cool looking and would more to an already insanely detailed character. I think she was the one that cost the most take to make at the time.

    Yeah, I would love to see her get a more aesthetic power look. She definitely did cost a lot, so may as well go all out. If I remember, she was 70K$ to make, from animation rigs, to textures, etc.

  • @NekoTorvic said:

    If they simply make her shards light up a bit when she is phasing it will create a reasonable enough indication that she is phasing but survivors will still need to pay attention to the killer instead of getting gifted all the info in the world by the game. I think this is the better way to go, they just need to make this consistent across all cosmetics. This would give feedback for survivors who pay attention, it would create a different kind of standstill mind game, where you will have to make a read based on whether you think the spirit will try to phase still or phase to catch up to you on the other side and it won't just gift survivors info about what the killer is doing on a silver platter which only makes the game harder for the killer but easier for the survivor, as so many killer do.

    You can already hear her footsteps if you pay attention. Making them super loud when she is close is exactly the same as making her phase sound directional, you'd know exactly where she is, her power would be useless at loops and it will break the killer.

    I kinda like the idea of the sound becoming stronger the closer she is, but i feel it would also break loops. All you have to do as a survivor is stand still, when it's close you vault, when it's far you stand still. It creates the same issue with the standstill mind game, except this time if favours survivors....

    I think while in phase, all sounds should be capped at a max for spirit. I don't know if i agree with her being able to just use Stridor to find people, but i don't think you should remove all sound from the killer who already can't see you, cuz it would make the killer useless (I know you didn't say this as part of your suggestions, but removing all sounds when she phases is a suggestion ive seen from people).

    Sorry I didn't reply, did not see this until I reviewed this thread just now. I like the idea of the shards lighting up, but it's also not very scary. A complete lack of a physical killer with only ambient sounds feels far more scary.

    Her footsteps can be heard, yes, but hardly so. I always have to angle my camera from the ground up if I really want to hear her footsteps effectively. This wouldn't be too much of a range to hear them either, just 4 meters if even that. They would just be very heavy when within 4 meters.

    I don't think it would completely break loops, when you speak of the volume. It's not directional. It does give information, just not a lot of it. The Spirit can come from one side or the other of the loop, but it wouldn't be a HUGE curve of volume, it would just be like a terror radius, from 4 meters being very loud, then 8 being slightly less loud, then 16 being somewhat loud, then 32 or more would fade to zero sound emitted. It would be a subtle effect, just one to increase tension.

  • @PlzDontStabMe said:

    I don't think WGLF needs to be so restrictive, honestly. Increase the maximum token stacks to 4/5/6 (100% 125%, 150% BP for tiers 1/2//3) and just gain a token from:

    • Safe unhook.
    • Protection Hit.
    • Healing another Survivor a health state.
    • Recovering a downed Survivor.
    • Flashlight/Pallet Saves.
    • Taking part in and being on the generator when it finishes being repaired (so you have to be part of the completion at the end; not just tap and go to get credit).
    • Cleansing a totem.

    This would cause WGLF to reward for every Survivor action other than healing themselves; and is more than enough compensation for the fact that BBQ has aura-reading built into the perk instead of only being a BP generator like WGLF is.

    Fair, this still seems to neglect to give tokens to survivors who act as bait but I'd take it over what it is now.

  • @CashelP14 said:

    Feel like Cursed Legacy had a lot of hype. People didn't know if it was Rins ancestor, father or other.

    Definitely least hyped was the Chains Of Hate. I hate when they don't show a trailer before the ptb and since no one had any clue about the killer before the ptb it just felt meh.

    LITERALLY! I hate when there's no trailer to hype up a release, or if there is, it's after PTB which is weird.

  • @Elcopollo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1678568#Comment_1678568

    It would be a nerf ;)

    Because 2 tokens are useless. Exposed, Mori and the panic they create are the only valuable things about this perk. And it already has token system to it, so lowering their number at the expense of Exposed status effect can never be considered a buff or an "equal" change.

    Going back to Ruin - it doesn't give as OP effect as DH does (and tokens on TS are purely notional, just so you know how many you have hit, effect doesn't change with the growth of tokens like in DH or HL). New Ruin basically only gives you an opportunity to not kick generators in order for them to regress. Survivors still can rush 5 gens with Ruin up. I did it to killers and survivors did it to me, so I know that it's possible. But yeah, sure, why not, let's weaken killers' perks for gen-defense, without weakening survivors' ability to rush those gens. Seems fair and fun!

    You must be brain dead to have not seen the analogy. Starting weak with strength to follow =/= nerf

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/197683/what-original-chapter-do-you-think-was-most-least-hyped

    I think most can agree that Demise of the Faithful was less hyped.

    As for the most hyped chapter.It's difficult honestly.BHVR did a really good job at creating great original chapters in my opinion.

    Almost all of them were pretty exciting

    Yeah, DOTF was pretty big of a letdown. Sadly so, I was really excited for a nearly religious map. I guess they didn't have it in them to make a real temple or anything.

  • @Zayn said:

    Chains of Hate. While I like Zarina, most players see her as forgettable. Deathslinger has mixed feedback but I was never a fan of him. The map, Dead Dawg Saloon was pretty awful in my opinion as well. My most memorable chapter that was original probably has to be Shattered Bloodline. Adam is one of my favorite original characters and the map wasn't too bad. I dislike Spirit but she's one of the most played killers at red ranks as well. To be honest with you though, my favorite maps and characters for the most part are the originals but for the sake of the discussion I would go with SB.

    YEAH! Something about this chapter wasn't very... identifiable? Like, outside of DBD, I would not recognize Deathslinger right away as originating from DBD. Zarina seems forgettable, but I like her outfits. Although the theme of rebellious female who came to success despite their odds seems to be an overplayed backstory in DBD. SB Is definitely my favorite. It felt like it had a lot of passion behind it in the team.

  • @[Deleted User] said:

    While i can't speak for others, I personally think Cursed Legacy and Curtain Call was the chapters i was most hyped for.

    Least hyped for is probably Darkness Among us and Demise of the Faithful.

    Cursed Legacy was really exciting for me. I was a bit disappointed in the lack of connection between the survivor and the killer, but that's not necessarily expected. I did love Curtain Call, it felt like more of a test run for the new format of chapters, though.

    Darkness Among Us and Demise were so saddening ngl, those felt like they were releasing content bc they had to.

  • @Elcopollo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1678476#Comment_1678476

    "It would start a little weak" while now it starts off strong by default. And it's not a nerf? Ok lmao

    Would devour hope starting with 2 tokens but never grant the exposed status be a nerf? You tell me.

  • @SCP_FOR_DBD said:

    Most hyped was probably Descend Beyond, as Blight had tons of setup. Least hyped was probably Demise of the Faithful, as the only big thing that was added was Plagues perks, everything else was just kinda there.

    Agreed on DOTF, but Descend Beyond... Yes this is kinda true? I guess the same can be said about Cursed Legacy, but the execution on both felt bad. Cursed Legacy had some good teasers, but a boring map. DB had a cool killer and that was like... it. I like Felix, he's good, but the chapter itself feels like a letdown.

    @Boss said:

    I remember people getting hyped as ######### for the first ranged-attack Killer, and that she was going to be free as well.

    At least for the Killer mains, that chapter was pretty hype.

    I don't really know which one would be the least.

    Ooh I don't think I was in the DBD community yet. I came around Freddy's release. That must've been fun. I just remember being so hyped for the shop and the Clown, then they outdid themselves with Shattered Bloodline IMO. God that was such a cool release, I haven't felt the same since that one. None of the hype. Minus Stranger Things, the chapters since feel so... passionless. Darkness Among Us felt disappointing and quickly thought of. Still good, but it wasn't nearly as good as SB. Demise was... not good, super average. Cursed Legacy was cool, having been intertwined with SB, but still not the same as SB. Chains Of Hate felt so disconnected from DBD, although it was greatly executed, there was something missing about the release. Just felt like they released it to release something, not because they wanted to make it. I don't even want to talk about Descend Beyond.

  • @Elcopollo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1678328#Comment_1678328

    I feel like you don't really understand the meaning of a word "nerf". Giving it tokens makes it a non-permanent perk, which makes it not only weaker, but sometimes even completely useless. Hence - this poorly thought out thing you propose IS a nerf.

    Yeah. It was OP. Not awfully, because you still could destroy it very fast and easy, but OP. Just like any Hex should be. "High value - high risk" is the main rule of Hexes if you didn't know, dude. This is why some Hexes are considered bad - because they don't give high value. And if Ruin gets the nerf you are asking for - it will become one of those "bad Hexes", because it'll be completely useless without Undying.

    Braindead are the people, who think that hitting skillchecks and breaking totems is incredibly hard thing to do. Old Ruin did its job even if it was broken early. Now New Ruin does its job, if used with Undying. And what do people, who can't play around totems, want? Nerf it of course.

    i did not even say ANYTHING about what the tokens would do and you called it a nerf. I was thinking it would start a little weak, but grow to be stronger than it is now. You didn't know a single thing about what it would be and you called it a nerf. Just stop, I won't even care to read the rest of your comment as you clearly didn't care enough to process mine. Glhf.

  • @Pawcelot said:

    WGLF is a very altruistic perk so healing fellow survivors for health states should reward you with a token.

    Right, that's what this does. But not instantly. You have to heal multiple times to gain a full token, if healing is all you do. I think that this perk needs more ways to earn tokens tbh bc a killer's only objective is to sacrifice survivors, and that's what they get stacks for (hooking). Survivors have different roles. I agree with you but I don't think that healing should be a whole token right away.

  • Surveillance:

    When you kick a generator, it's aura is highlighted in white for 16 seconds. If regression is interrupted, the generator is highlighted in yellow for 4 seconds.

    This effect can be applied to up to 3 generators.

  • What happens if someone Any Means Necessary's it?

    Also, seems interesting, but definitely a lot of changing mechanics for a perk. Maybe make it a mechanic that can be used x amount of times in a round or with a cooldown? Possibly add in abilities that are unlocked from each killer, similar to a perk but like an alternate power that can be applied to any killer once unlocked.

  • @Elcopollo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1678257#Comment_1678257

    Oh yeah. Let's nerf a perk, which is already nerfed. It wasn't butchered enough, was it?

    https://forum.deadbydaylight.com/en/discussion/comment/1678253#Comment_1678253

    Half of the time you don't even see those auras if survivors aren't numbnuts. It's not like killers know when to look at the totems exactly. Plus, what would be the point of Undying without a combo then? This is a PERK. Not an exclusive addon for Ruin.

    I'm not saying nerf it, I'm saying make it token based so that if it's broken and transferred by Undying, then it will lose strength, just like Devour and Third Seal. And it was awfully OP before, you had to be a braindead killer to think that perk was fair beforehand.

  • If there was a way to make Ruin begin with zero tokens and gain from there to create the effect, I think that could be effective.

  • @Walker_of_the_fog_96 said:

    More personality in this map

    This is true, the temple definitely had potential but it was lost I feel.

  • At some point, you get to where you can kinda predict it too and then use it to throw out useless perks on the bloodweb and vise versa. I lowkey like it but also the progression system in this game feels so... amateurly designed.

  • I find that running a key with a hatch offering, then hiding through the duration of the match is one of the worst things. I often find PIII claudettes hiding amongst the edges of maps, awaiting their teams death, with a key in hand and an offering in play. When I find those situations, I neglect everyone else for that player.

  • this one i keep on tabs

    hh.PNG

    alongside this one

    sjds.PNG


  • @CharlieChatBox said:

    BT: Why. The perk itself is not really an issue, and only is an issue when DS is abused. Making it so after going for a "tunnel" after hitting the survivor off of the hook disables BT on both survivors just encourages hitting the survivor who got off hook in order to allow you to quickly down the next survivor off hook. Makes it very difficult, if not impossible for Survivors to come back from a disadvantage position.

    CL: What? What do you even mean by this? You mean after every gen the nearest 3 windows are blocked? That does not help, and may not be any better than the current effect. If anything it should apply the 32 meter window blocker around both the gen and the killer for the 30 second duration, and then for 30 seconds after all gens completed, block all windows, making it akin to Bitter Murmur.

    IF: Why? Calm Spirit exists as a hard counter to this perk. If anything more perks should have their cooldowns removed, not have cooldowns given to perks. I understand the struggle of being slugged, however, many killers cannot and do not have the mobility or the power to slowdown the game, and slugging is one of the few ways that people can gain pressure.

    Solidarity: This, but also allow Solidarity and Autodiadact to be used with medkits.

    Dead Man's Switch: What if instead it just was no longer an obsession perk. And just activated everytime you hooked any Survivor. Blocking gens does not allow regression, and while annoying, is in place for good reason.

    Zanshin Tactics. While helpful, a 4 second aura reveal for every interaction makes it just a better I'm All Ears. If it was an Aura reveal only while they're interacting with the highlighted object, it would still be a substantial buff, while keeping I'm All Ear's use intact.

    Lucky Break: Good idea.

    Forced Penance: On principle, don't mess with speed. This game is super finicky when it comes to speed. However an indefinite Broken until downed after a protection hit, with an aura reveal for 4/5/6 seconds after hitting a survivor when they protect another would be interesting, because then you have the choice of nailing the survivor they protected, and knowing where the broken survivor went for later, or committing to the broken survivor, having some early knowledge on them during chase.

    Thank you for genuine feedback, much appreciated.

    Im not sure what you are trying to say with the BT feedback, you're confusing me with your phrasing. But basically, when a survivor is unhooked and BT is applied and used (killer hits unhooked), both survivors go oblivious for 45 seconds. This would just be an effort to prevent survivors from farming with BT in front of a killer and make them actually consider what they're doing.

    Cruel Limits was an attempt to make it consistent, so that regardless of how many windows are within 36m, there will always be the 3 nearest ones blocked. I've had times when zero windows get blocked with Cruel Limits, and with the Crotus Prenn map, I don't think that's going to be a rare occurrence even with the 36m buff.

    Infectious Fright was to stop killers like Billy, Oni, and Myers from using their power to slug all four survivors in a moment with distressing/any other TR perks. Happens too often. Maybe a better idea would be to momentarily reduce the terror radius by 8m or something.

    Dead Man's Switch would definitely need a time nerf if that were the case, or some other limit such as the first gen that was stopped work on. If you could use that perk 12 times per round for 45 seconds, that would be intense.

    Zanshin would still reveal pallets and windows, this would just be a slight addition to potential synergize with Nemesis. For example, you are chasing someone and they stun you, then vault a window. Their aura would be revealed for 4 seconds (on second thought, nemesis already reveals for a bit, but this way you can continue to reveal your obsession during a chase) unless the perk is inactive from a recent hit. It wouldn't be much but it would be a little more use to the perk IMO.

    Forced I'm honestly whatever with bc that perk I will never find a use for regardless.

  • @CharlieChatBox said:

    A QOL buff for it could be where it would save while you are on the hook like Adrenaline, instead of being burnt while your buddies slam gens. That would be a convenient QOL change for it, and help it be somewhat useful if the killer is near you after being unhooked. Just a thought.

    Ohh I see. That would be a good one, maybe allowing it to stack too? Could be interesting. Thanks.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1660289#Comment_1660289

    I'm not objecting to the buff itself.

    I'm objecting to the language used to describe it.

    Hope is a lot of things, but QoL is not one of them.

    QoL changes aren't buffs in the traditional sense. So when you are adding raw power to a perk or power, calling it QoL is inaccurate.

    Ah sorry, never really understood that term fully. Thanks for telling me. Did not understand.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1660209#Comment_1660209

    What? Did you read what I just said?

    This is a huge power buff and not a QoL change.

    QoL would be something like revealing to other Survivors you have the perk or telling you when a gen is about to pop.

    Giving you 10 seconds of haste is improving the effect of the perk rather than just the feel and/or usability of the perk.

    My bad, misread major as minor, but 120 seconds of haste is fine but 5x a 10 second 7% boost with removed scratch marks isn't? Ok lol.

    The point of the perk is to ease your get away from a gen site or from the killer and this helps, that's all.

  • @NuclearBurrito said:

    OP: "Small QoL change"

    Also OP: *Suggests a major power boosting effect that doesn't improve QoL at all

    It's not much but it can be useful, for example, if you're hindered any amount less than 8%, this can mean the difference between a fast and slow vault for 10 seconds. Not much, but it does more than you might think. Do you want a full out exhaustion perk to be in play here? It already has another effect at the same time.

  • @arcnkd said:

    Not bad, but I'm not a fan of Haste effects on Survivors.

    Poised isn't bad - it's useful if you finish a generator the killer is near (terror radius faint) and high-tail it out of there. It's a situational perk; or useful if a generator finishes while you're being chased.

    If anything, I'd put a: You see the aura of unfinished generators for 1/2/3 seconds; as part of the effect as well.

    Ooh this could be good. Maybe stopping blood trails could work too? Or too powerful?

  • @RocketPenguin said:

    i think that they were supposed to but they changed it to look more like pallets after saloon was released and it was very very difficult to see.

    Guess they decided that clarity is more important than visuals here which i dont really mind.

    I kinda wish they didnt add them to some of the reworked maps like they are already perfectly balanced basically

    Tbf I really love them, but I wish that they were themed better. In fact I wish there were more of them, but not in significant places. Just like Z walls on the edge of the map with a breakable wall on the outer side.

    But I wish that Yamaoka got paper breakable walls, badham got drywall or something, and maybe even metal sheets for macmillan. I think it woulda been a nice touch.

  • How so? Currently, it usually blocks 1-3 windows at best when I use it, and I have tried to use it regularly, this way it would be consistent and guarantee a window block. Some maps don't even have windows block at all when certain gens pop. So, how so is it worse than currently?

  • I think that maybe if it were like the nearest 3/4/5 windows to the generator popped, that would be more fair and useful.

  • @Taiga said:

    Isn’t his default one a teacher outfit?

    Sorta, suit and tie apparel seems to be more of the norm for teaching in Japan. While I do like his default, it's weird he doesn't get any other formalwear.

    @Generator_Repairer said:

    What do you mean by "Teacher outfit"? Adam has an ugly christmas sweater with math.

    That's not formal, that's what I'm asking for here. Formal suit and tie apparel, that's more commonplace in Japan.

  • @arcnkd said:

    https://forum.deadbydaylight.com/en/discussion/193846/can-we-choose-our-own-menu-music

    Ditto to this because I personally think the Silent Hill DLC's music is the best theme so far and it's sad I can only listen to it if I go sit on Killer-selection screen with PH. XD

    Me with Stranger Things lol, cannot ever get tired of that retro DBD theme.

    @Mat_Sella said:

    I would like to hear it while queueing up for survivor as well, some of the menu music is great ambiance

    Yeah, the survivor's music is very annoying especially bc it's all the same.

  • @Heartbound said:

    Rancor Roulette is how I did it.

    Nemesis/Furtive Chase/Deathbound/Rancor

    Survivor approved, Entity hates it!

    Wouldn't bring furtive bc tokens are lost upon obsession death.

  • @SMitchell8 said:

    I've barely used them and I don't really understand them. Are they any good?

    They can be! Usually, they're there to make survivor's routes better but once you break them they make the route tremendously harder to escape with.

    @ringwinning said:

    I really like that it's a feature but I'm always wondering whether I should break the wall because it gives the survivors other routes.

    Same. On badham preschool, the wall near the hole in the ground seems to be better left untouched. Survivors don't know what to do once they've run to that dead end.

  • I've always wanted a ghost similar to Wraith but a far more western-styled ghost and when invisible, it still casts a shadow behind it's body but nothing else. I think that would be cool.

  • It's supposed to make you consider breaking them, if it was instant, you would have no hesitation during a chase and you would obviously break it, but if it's not then you have to consider distance and timing of the chase.

  • @AhoyWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1616458#Comment_1616458

    Where is it beneficial for Survivors to break Breakable Walls on Dead Dawg?

    The window room that can be turned into a god-loop until another wall is broken. Y'know, the room that can only be entered by window unless a wall is broken.

  • @wownicedeadhard said:

    https://forum.deadbydaylight.com/en/discussion/153994/killer-concept-the-hazard

    GEEZ WHY ARE CONCEPTS NOT GETTING VIEWS!! THIS IS REALLY GOOD!

    ps i made one about fallout and it got like 4 veiws

    I dunno lol. It's been ages and it's finally getting some traction. The forums are indiscriminate in what they ignore lol.

    I'll take a look!

  • @Toybasher said:

    I love the idea. I think Up In Flames is a little too similar to Bitter Murmur's final gen completion effect. (Bitter Murmur reveals survivor auras for 10 seconds. Up In Flames reveals it for 14 seconds and gives you a 2% haste for the duration, but only reveals them if they're 36 meters or more away from you.)

    Any lore on him? An exterminator who became increasingly unhinged? A bio-terrorist? A sewage treatment plant employee who went postal after being fired?


    Yeah, that perk was going to include an exposed status effect to revealed survivors that lingers for 12~ seconds after they are no longer revealed (whether that be going within the 36 meter range or the perk deactivating.

    I did have lore! But I did not include it because it was a backstory in police-brutality/corruption and, at the time, it did not feel appropriate to include. Now I'm still skeptical of releasing it but I may soon!

  • The entire time you play there's music playing, I just don't think this would be the best idea for a horror game. Just turn your own music on, that's what I do.

  • @SleeplessAni said:

    I love this concept. Would have so much fun playing/going against them!

    Thank you! Inspired by some hazmat aesthetics and jumpscares in the smoke would be fun.

    @Godot said:

    I truly wonder if some of the devs actually look at these Killer concepts and say something positive about them.

    Oh I hope so, I would love to have any influence on a chapter.

    @IshinSolarc said:

    I really liked it. Balanced and fun, would be really cool to play with him.

    Thank you! I think it has it's kinks that need be sorted but I hope it would work if implemented. :)

  • He's rated Hard, not Easy. Try and get good with him before commenting harshly.

  • @Zani22 said:

    Maybe there just firm now

    Spine Chill but it's Breast Tightening

  • @RakimSockem said:

    I love how people are rushing to say "slugging is necessary. blah blah blah" when the OP already said that and knows that because they are a killer main.

    We're not talking about tactical slugging for pressure. We're talking about just knocking someone on the ground for 3 whole minutes and never even attempting to pick them up with hooks nearby and no one else alive. That's not tactical, that's just being a dick.

    THANK YOU. Nobody seems to read past where they want to, it seems. If you're a good killer, you won't be reaching a 25% bleedout timer on dying survivors. And if you do, that's just gotta be so boring for them that at that point you may as well have a second chance.

  • @DeeJHansen said:

    That isn't slugging. That is griefing/trolling. Your best perk there is the report button and to rate them down.

    It's sadly nothing bannable. Slugging in endgame is just as allowed as anything, but it makes you choose to wait x amount of minutes or DC, losing all your BP

  • @Orion said:

    It's called "Unbreakable".

    You shouldn't need a perk to stop a killer from being toxic...?

  • @Maperson said:

    You have unbreakable if you don't like slugging. Slugging is necessary again good survivors..

    @Blueberry said:

    Slugging is mandatory against good survivors.

    Slugging has already been nerfed numerous times and a multitude of anti-slug perks released.

    Most survivors don't run anti-slug perks because they aren't good enough that the killer needs to slug so they don't find them activating enough to warrant running.

    All the really good survivors run Unbreakable because as I mentioned earlier, you have to slug against good survivors if you want to win and they know this, which is why they run into slugging more often and why they run the perk.

    @Kees_T said:

    No? You can't generalize and punish one Killer that abused it while other needs to use it. On my opinion, while you're in the dying state, you should have an option to make your bleed-out timer go more fast by holding a button.

    The bleed-out timer is 5 minutes, so by pressing the button, it could accelerate that timer by 80%.

    @The_Krapper said:

    Free unbreakable for all will turn into free escape for all, it's fine how it is

    For all of you who seem to have not read thoroughly,

    I mentioned only being able to fully recover if the bleedout timer reaches 25. If you are slugging a survivor past 50% then you are just being toxic or unskillful. This won't punish slugging until an extreme degree and it can even more useful for when you may slug a survivor for the 4K and, instead of them bleeding out, they will be able to pick themselves up. It's not to disable the ability to get up throughout the round, but only once if someone has been slugged extensively.

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