Peanits
Peanits
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DBD mobile is handled by a separate team from the core game, but I'm not entirely sure what you mean. DBD Mobile received a fairly large update just last month. You can find DBD Mobile news on the DBD Mobile website: https://mobile.deadbydaylight.com/
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Wow we're just forgetting about Quentin, huh? We already had a hot male survivor.
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The PTB is not up just yet. It's planned to release at 11 AM ET (a few minutes from now).
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@ZaKzan said:
https://forum.deadbydaylight.com/en/discussion/comment/1548232#Comment_1548232
When people refer to modern infinites, they are referring to loops that take such a large amount of time to negotiate, that it is effectively an infinite as it means an instant loss for the killer.
Sprint burst had a 20 second cooldown. Unbreakable and DS give you 60 seconds of invulnerability, so I don't think bringing up old broken survivor perks matters in relation to how absolutely broken they are today. The game is still not in a healthy state balance wise, and bringing up how utterly insanely badly designed it was in the past does not fix how badly designed it is in the present.
When the point being made is that they're more powerful now than they've ever been before, it is absolutely fair to bring up the many, many examples (these only being a few) of how they were significantly stronger in the past. If you want to say that you still think they're too powerful, you can definitely just say "In my opinion, survivors are too strong right now" and that's totally fine, but exaggerating for effect doesn't make the argument any stronger.
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To say more than ever is a bit of a stretch. Let's not forget that back in the day, Sprint Burst had a 20 second cooldown and recharged while sprinting, double pallets were everywhere, infinites were actually infinites and not just a buzz word that gets thrown around for a strong-ish loop, you could self care faster than the killer could hit you, and Decisive Strike was always active no matter what.
That said, though, as other have mentioned, you can disable crossplay if you feel it's making the experience worse for you. We do not mean to force it on you. If you're in a lobby, the option will appear greyed out. If you head back to the main menu, you'll be able to untick the box and opt out.
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I've been hoodwinked.
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It has not been announced yet, guess away.
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@MasonOliver123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1546333#Comment_1546333
That's good news, I thought the whole MMR system was a great idea, does MMR still apply to the individual killers?
Not at the moment, no. Right now the game is using the old rank based matchmaking. Once the system is turned back on, it'll go back to tracking each killer individually.
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The matchmaking ratings are still hanging around behind the scenes, the issue was more on the matchmaking side in which in was making matches that it shouldn't have. Once the matchmaking is fixed up, they'll be turned back on again.
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@Kyxlect said:
https://forum.deadbydaylight.com/en/discussion/comment/1545928#Comment_1545928
I would typically switch to a different Killer due to the curse of suffering you've placed upon us also known as SWF's. It felt like some Killer's were better at handling them than others or they had more perks unlocked or I had more experience with them or all of the above. So personally, I feel like this change will cause more delayed games due to lobby dodging.
I would like to ask though, how will the matchmaking system deal with SWF's? Will it be based on whichever Survivor has the highest 'rating'? Will it be based on that and match them with a much higher rated Killer? I feel like the answer should be "Psh yeah, I mean obviously!" but I need verification..
It uses the average of the group. The teams you'd be put against should be around your skill level and give a close match. If you're playing a killer that you have nothing on/not a lot of experience with (i.e. your rating is lower with that killer), you're going to be matched against easier teams (SWF or not).
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If your teammates managed to give him T3 and all three stacks of PWYF, you're probably dead. The upside is that he wasted so much time building up those stacks and stalking that you'll probably already have a lot done. That said, I really can't say I see many PWYF Myers outside of people going for their adepts.
Most loops that you use against him in EW2 (or any other killer) still work just as well, only a few are weaker due to his faster vault speed. As long as you play it safe and don't get greedy with loops (his lunge is longer, give yourself some extra distance), you can avoid the entire EW3. If you mess up and he hits you, oh well, it happens. You're not meant to be able to reliably avoid getting hit even if you make mistakes.
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@Slashstreetboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1545928#Comment_1545928
I was under the impression the MMR system had been disabled for now? Did I miss the reimplementation?
It is currently disabled, but unlocking selection while queuing requires a client update to change. It needs to be left that way so it's ready as soon as the matchmaking system is re-enabled.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1545928#Comment_1545928
I mean, if I only play Pig, I could probably switch into most other Killers that I never play and end up in a position to slaughter newbies for a while.
In theory, assuming you started at 0 with every killer. Though that would not be the case.
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With the matchmaking rating system, each killer has its own independent rating. If you're amazing at Oni but suck at Nurse, the game gives you easier opponents when you play as Nurse so it's more fair. Meanwhile if you play Oni, it gives your tougher opponents. The reason why you're locked is to prevent someone from queuing as their bad killer (e.g. Nurse) and then switching to their good killer (e.g. Oni) to get easy opponents and play the killer they're really good at.
Survivors, on the other hand, are all the same. There is no gameplay difference between Ace and Jane. Perks are shared between all of them and they do not have a power. You're not suddenly going to be a much better survivor because you switched to Dwight. Therefore, you share one rating across all of your survivors.
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The hill bug is known and will be fixed in the next update.
As far as crossplay goes, you are free to disable it if you choose. We are not trying to force crossplay on you; there's an option in the settings to opt-out.
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@redsopine00 said:
https://forum.deadbydaylight.com/en/discussion/comment/1545557#Comment_1545557
Wait so is console to pc cross progression in the works then?
Cross-progression is confirmed to come to Steam, Stadia, and Switch starting in September. We'd like to bring it to other platforms as well, but that's still a work in progress.
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While it wouldn't be impossible, it's not something we're looking to do at the moment. The progression system on mobile is completely different from the core game so cross-progression wouldn't be such a good fit.
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It definitely can be. There's still newer players who go in terrified of the killer, and there's still plenty of people jumping when they get grabbed off a gen or when they catch Myers or Ghost Face staring at them. Though after you've played the game for hundreds (if not thousands) of hours, that scare factor is bound to wear off. The vast majority of people will stop getting scared by stuff at some point.
It's like watching a horror movie. The first time, it's scary. You don't know what's going to happen. The second time, you know what's coming. Something might startle you, but you know who's going to make it and who's going to die, when all the scares are going to happen. Third time, maybe a little less scary. By the tenth time you've watched it, it probably won't even phase you anymore. The same goes for games, even though it may take longer since the game can play out differently each time. Even in a game like Resident Evil 7 which has loads of scares packed in and a very tense atmosphere wears off after a while (I've played it maybe 6-7 times at this point and it doesn't phase me anymore).
As far as making killers way more powerful, though, I don't think it would bring it back. People who have played the game for hundreds of hours are no more scared of Freddy or the Spirit than they are a Wraith (that is to say, they're probably not, they've seen it all and it's just a game to them at this point). Sure, they might want to avoid the killer a bit more, but they're not scared. If you were to buff killers to crazy levels, it would more than likely just be frustrating for people more than scary.
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Just to make one thing clear, we already have zero tolerance for extreme insults (e.g. racism, homophobic slurs, telling people to kill themselves, etc.). These people do not get warnings, they are banned without any hesitation. We have always acted on these sorts of reports. The issue is more so that there is no feedback on the reporter's side when action is taken: You don't get a message in-game letting you know that someone you've reported was banned.
Odds are if you've reported someone for that sort of thing, they were most likely banned shortly after.
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The best advice I could give you is to play a couple rounds with her, get a feel for how long it takes to wind up and throw a hatchet.
Beyond that, stick to tall loops that she can't throw over, and be greedy with it. Often times a Huntress will raise a hatchet at the pallet hoping that you'll drop it so they can get an easy hit over it. If you kept running, they'll have to put the hatchet away and catch back up again, giving you loads of extra loops. Eventually they'll stop trying and go for a normal attack, in which case you'll want to predict when they're going to switch it up and go for the stun.
Alternatively, if you're not going to be able to make it around the corner in time, you may want to switch which side of you pallet you're running around. They'll usually be winding up ahead of time without being able to see you, so that momentary hesitation can often be enough.
Mostly importantly, just be unpredictable. Move side to side a bit when you know you can't break LOS in time, randomly decide to commit to one direction (even if it leaves you running into a wall, it can be unexpected and cause them to miss). Sometimes even pretending to dodge and then continuing to run straight will throw off a good Huntress.
This bit's more advanced, but keep in mind that the direction you're running a loop matters. Here's a crude example to show you what I mean.
Say the blue thing is a pallet, and the red line shows the direction you're running.
A: From the moment she rounds the corner, she has clear line of sight on you as you run straight towards the pallet.
B: Once you round the corner, she doesn't know where you are. You can be sitting at the pallet waiting for the stun, you could have run straight, or you could have switched and started running the other side of the loop.
(Neither is 100% unplayable, but B leaves you with more options.)
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It does not reset. It's a hidden number purely used for matchmaking, it's not meant to be something you grind for each month/season. Ranks will continue to reset each month and you'll be able to focus on getting those to rank 1 if you'd like, but they won't be used for matchmaking purposes anymore.
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Originally, the UI did not scale at all beyond 1080p. This meant that on any resolutions larger than 1080p, your UI wouldn't get any bigger to match, it would instead get smaller (same number of pixels but on a larger canvas).
With 4.0.0, we added 4K support for the UI, meaning that it would continue to scale for resolutions up to 4K. That way the UI would be the same size as it would be on a 1080p monitor, which is great for 4K since it would normally be a quarter of the size.
Since people had played on 1440p for years before that, though, a lot of people were used to the slightly smaller UI, with lots of people actually preferring it over the big 1080p scale UI. Due to popular demand, that was rolled back for 1440p and below while maintaining the scaling for higher resolutions like 4K.
It's one of those polarizing things where some people like it smaller, other people like it larger. We're in talks to see how we can strike a balance that everyone's happy with, but I can't make any promises just yet.
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You don't have to be the last one in the match, you can do it over the course of as many matches as you'd like. If you leave after one guy leaves, you'll get 1/3. If the next match you have two teammates leave before you, you'll get the remaining 2/3.
I was a little hesitant when I first saw that one too, but it's not as bad as it seems. Odds are someone's going to get pushed out. Probably that guy who sits in the exit gates the whole time even though someone needs to be saved, then gets "pushed out". (I get it if you just wanna' leave, but you could just say that you don't want to risk it, Johnathan. You don't gotta' lie to me and make it seem like you went out a hero.)
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Moris are on the list to be changed at some point, but I can't any details or dates just yet.
(Before any asks, yes, keys are too. That's not what this thread is about.)
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It's not just Ormond, auras have been changed across the board. The intent behind the change was not to make them harder to see, so we'll be making some changes shortly to make them easier to see.
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We're preparing some changes for auras as we speak. I can't give an ETA just yet, but we're hoping to have them in as soon as possible. The intent was never to significantly change the way auras appear.
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To clear one thing up, the found survivors points shown on the emblem screen there does not mean how many survivors you've found. The number on the emblem screen a percentage of the total points required for an iridescent emblem. In this case, finding survivors gives you 5 chaser points, and you found survivors ten times that match, leaving you with 2% (50 of the total 2,550 chaser points required).
Outside of that, chaser is awarded for having lots of successful and fast chases, where a chase ends when you either lose the survivor or land a hit. The shorter your chase, the more chaser points you bank. Chaser does not award bonus points for downing a survivor, so using things that allow you to down a survivor from healthy effectively halves the number of chases you'll be scoring points on.
You didn't lose any points for camping, so you're already doing great there. If you're looking to get your adept, you might want to slug a little bit rather than hooking right away. That'll give you more opportunities to chase survivors before they die.
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@Artick said:
https://forum.deadbydaylight.com/en/discussion/comment/1486989#Comment_1486989
We could have things to slide under, kinda like reverse windows. I know this was suggested for ages and during the old streams you guys just said "maybe".
To play devil's advocate, though, it would play more or less exactly like a window, only you would go under it rather than over it.
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I mean, I would agree that you probably shouldn't use it on them since it's a waste of a perk slot, but to say that it shouldn't be allowed is a little silly. If you want to blow a slot on a perk because you're so doubtful in your ability to get a down with your power, go for it, you do you.
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I don't know about more, but if there were more options and fewer pallets and windows to compensate, I wouldn't mind so much.
That said, though, I never really felt like I needed more things to mix up my chases. I sorta' like the simplicity of it; you have pallets and windows. How well you do is less about how many options you have and more about how well you use what you've got. To give an example:
- A bad player will run from pallet to pallet and drop them the second the killer gets close.
- An alright player will run to a pallet and loop it before dropping it.
- A good player will loop that pallet and use a nearby window to save it as long as possible.
- A great player will link together multiple tiles to create even stronger loops and rarely use pallets.
Four completely different playstyles, all with the same two tools. Beyond that, I use perks like Head On or Lithe + Dance With Me to mix things up.
That said though, what sort of things did you have in mind?
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@Elena said:
https://forum.deadbydaylight.com/en/discussion/comment/1486904#Comment_1486904
Will auras be changed in the upcoming hotfix too?
We've raised it with the team. It's still too early to say if anything will change on that front at least for this first hotfix, but we've brought back a lot of feedback on the auras. For comparison, these add-on changes were being prepared before the release of the mid-chapter, but they would not have been ready for the initial release.
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Just to clear some things up, there are going to be some add-on changes in the upcoming hotfix, as we've mentioned in the past. Some of the updated text found their way into the 4.1.0 release by mistake, but functionally they have not changed just yet. For the time being, the effects are those which are mentioned in the patch notes. After the hotfix, their effects will be changed to match the effects mentioned on the add-ons themselves.
Sorry for the confusion; those add-ons (as well as a bunch of others) will be changed pretty soon.
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They're doing nothing wrong by sitting under the pallet. That's a smart move. That means that if the killer picks them up, they're for sure going to be within stunning distance. Sitting on one side of it means the the killer can pick them up and be safely far enough away from it.
Ideally you shouldn't be leading the killer on a chase around that pallet, and you definitely shouldn't use it at that point unless you're saving them. The only exception being if they're already fully recovered, then it makes sense for them to crawl to one side so you can drop it and pick them up while the killer breaks it.
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Wait, so who was in the casket at the funeral(s)?
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@ShrekTheThird69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1482746#Comment_1482746
I thought you made the initial curve have a delay. Could you inform me if that is correct or not?
No, that's not the case. That was an issue on the PTB caused by the latency issue (which was also the case before when you had high latency).
Aside from the heat and add-ons of course, the controls of the chainsaw have not changed at all.
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His turning is completely unchanged from what it was before the update. If you're noticing a difference, please create a bug report.
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@TheButcher said:
https://forum.deadbydaylight.com/en/discussion/comment/1482186#Comment_1482186
Was any of the issues people seen with this change brought forward? Being able to change Killer's was an extremely big part of the balance of the game, like game changingly so. For example you get into a campfire as Killer and see everyone running med kit's. So you switch to Plague, or you see people running flashlights - so you switch to a Killer that you have room to use Lightborn on. I even know of some streamers that would go stealth killers when they see players with a lot of toolboxes, because a survivor focusing on gen's made coming up on them unexpectedly even easier.
Idk, this decision seems like it's going to come with a few big drawbacks. Not like game crushing, but like a mosquito annoyance. Possibly even have players leaving lobby's simply because they don't want to face a full med kit team with their Oni.
Yes, we take notes on any constructive feedback we read on these forums. Ultimately we have to decide if having separate killer ratings is worth the tradeoffs.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1482186#Comment_1482186
any word on the hack? Survivors can use an outside program AGAIN to see killers and prep perks... last minute switching was the only way to combat it.
If I'm not mistaken, those should no longer work starting with this update.
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It's mentioned in the patch notes, but switching killers while queuing is disabled in preparation for the upcoming matchmaking system. You'll have a separate rating for each killer, so you'll be locked to the killer you have selected when you start queuing. It's not active on PC just yet.
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Definitely not. The alternative to not having the hatch is the last survivor playing hide or seek for half an hour until I lose interest so they actually have a chance to do a generator without me catching them in the process, repeat for however many generators are remaining. The same thing happened back when the hatch wouldn't spawn unless at least two generators were done and it made matches last forever. They knew if they touched one, they were dead, so it turned into a waiting game.
I'd rather just take my win and move on to the next match, personally.
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@RedditUser69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1481929#Comment_1481929
I'm disappointed that you came into a thread that has a genuine complaint just go call someone out on making stuff up... but also completely ignore the main complaint of the thread.
Why not also talk about the issue at hand?
We've taken note of the feedback quite a while back, but creating lies to make a point isn't going to fly.
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@anarchy753 said:
I watched McCote streaming when he talked about it and he was like "it's easy, if you want to go upstairs just go to the corners."
Well every damn time I go to a corner it turns out to be the one the killer has to open up first or some nonsense.
That's very impressive considering he hasn't streamed in about seven months.
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It's a fair strategy. A very risky one to do at 5 gens unless you're confident you'll be able to get another down quickly, but if not, you're risking that guy picking themselves up with Unbreakable and completely undoing any momentum you've got right at the start of the match.
I don't see the point in complaining about it either way; it's totally fair game, and if it backfires, oops, that's the risk you take.
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If they played really well and I pass by the hatch, I'll give it to them. I usually won't go out of my way to find it unless I feel really bad for them (like their teammates screwed them over).
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I would say they're worth learning. While yes, it's true that you're probably not going to get a save on a good killer, they still have their uses.
- If they are out in the open, facing a wall isn't going to be an option. This is something you (as the survivors) have control over. If you know you're going down and you're not going to make back around to the pallet or window, you can split off away from the loop to make the flashlight save easier.
- If going somewhere open is not an option, being in front of a locker or window will also suffice. The game prioritizes the thing you're looking at, so they won't be able to pick you up while staring at the locker/window. This gives you some control over which direction the killer faces.
- The threat of a flashlight can be enough. If you can keep the killer occupied for long enough for the guy who's on the ground to use Unbreakable, the end result is more or less the same (minus an Unbreakable being used).
- If you find a flashlight in a chest and nobody brought one in, most killers are going to have their guard down and not bother facing walls.
Short version, yes, smart killers will play around them, but the survivors can also do things to make that harder for them to do. It'll never be a guaranteed save (as it should be), but it can completely change the game when it does happen.
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Seeing Tenacity makes me think they've got Unbreakable for sure. What I tend to do when I run it is sit still as long as the killer can see me, then crawl when they decide to leave me slugged. That way by the time they come back, I'm long gone.
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I honestly can't imagine anyone missing a swing and then going, "Pft, doesn't matter, I have unrelenting. I'm not going to try to hit it next time."
It makes it a little less punishing, but even a shorter cooldown could give them enough time to get to the next pallet and drop it.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1470009#Comment_1470009
Rare? Every camping bubba ive met runs noed because of that scenario lol. Unless you rarely deal with campers so thats why your saying that. Which i do myself but yeah otz literally made a noed camping bubba stream where he got solid 4ks the whole time. It was pretty atrocious and i hope you guys have a plan for that. Also totem counter on detectives hunch would solve the 1st problem buffing solo.
Right. Me, personally, I don't go against that many actual campers. Actual campers, at least. I do get a fair few "I don't get it, I sprinted right at the hook before the killer could leave and now he's camping" campers, but that's totally fair and I'd blame my teammates in that situation, not the killer.
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@DTJObe said:
https://forum.deadbydaylight.com/en/discussion/comment/1470009#Comment_1470009
So, should we be expecting more killer perk nerfs because of survivor main complaints? I mean, some of the most recent perk changes were pointless attempts to try and cushion the blow of the Billy massacre... Should we just be ready to have anything with a high pick rate be decimated instead of trying to address underlying issues?
No? I never said anything like that. If you disagree with the points people have made, please feel free to explain why they're wrong. Immediately jumping to "Woe is me" doesn't make their feedback invalid, it just shows that you're not really interested in having a discussion about it.
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Going to stay 100% impartial here, but any effect of that change would be completely negated by Insidious, which also takes away your terror radius if you stand still at a rate of 8m/s. You still wouldn't be able to tell if she's phasing or just standing there with Insidious.

