PetTheDoggo
PetTheDoggo
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@SpringMyTrap said:
i think it's about time mangled effect gets reworked to nullify all healing speed bonuses survivors may have.
I would keep mangled as is, but would be cool to have this instead of hemorrhage…
Issue is to get use of hemorrhage, you kinda need to always return to unhook. This would give it some passive function instead. -
Have you actually played during first version of CoH?
This is not even close to it. -
@Elan said:
Two abandon scenarios I can think of:
→ 2 survivors are left and one is slugged (survivors)
→ Exit gates are opened (killer)
I hate survivors waiting in exit gates. I'm ok with losing, but I want to go next game and not wait 3mins for your "watch me leavve" and on the other hands when I'm slugged in 2v1 scenario, I want to abandon. The time it takes them to find the last survivor and down them might last the whole 3 mins too, which is where I can already be halfway though another game.
Exit gates are opened
Issue is there are challenges, where you need to unhook during EGC…
So doubt that will be a thing unless they are going to release killer bots -
I don't really see a reason why not, if scenario is 2 survivors dead and 1 on ground.
Last survivor can choose to either try to wait and get hatch, or just run to killer, so they can abandon too. -
@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968345#Comment_3968345
My point was that you can't remove "tech" specifically citing it as being an unintended function of a game mechanic while simultaneously trying to defend similar "tech" that gets deliberately used to… make a power function in an unintended manner. Since they removed hug tech and even claimed to have fixed crouch tech (they did, only partially) when the thing that they removed in the name of that vision was a skill ceiling anomaly, thats bad enough. That said, it makes the half assed attempt at a fix that much more important: They are being given a very clear opportunity to show parity in design, and their approach just fuels people who cry favoritism.
Consistency. Bring back skybilly or hold everyone to an even standard.
Of course we can, simply because not all techs are same.
They all have different difficulties and different outcomes. Some techs were simply busted and easy to use.
Some have use only in specific situation, or very hard to do…
There is simply no way any tech that gets accidently created should say, because some are beyond broken, or remove whole counterplay of killer.
I don't think removing hugtech of Blight was a bad change, it was simply easy and removed whole counterplay of Blight.
I think removing hugtech of Wesker would be a bad change, that is actually difficult and way more limited to use.
Removing all techs would be almost equally as bad imo, simply because game would become so much more boring.
I highly doubt Wesker would be anwhere near as popular, if you removed all techs he has.Sure, there is no standard to this and I don't there should be any. Let's be honest, DBD doesn't really have much of a standard to anything.
Bring back skybilly
I loved to watch skybilly, so definetly up for that.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967955#Comment_3967955
I see you asking people this question very offten. I wont answer this because I have already answered you on another post but good loopers are counter to all killers exept nurse.
Well, I wasn't asking you… and seems like your answer was simply not good enough, I bet something generic and vague, that's all what most ghoul players can offer.
And fact you see that question often ask is also quite telling. It's almost as majority of killers have clear counterplay and people don't need to ask. Ghoul doesn't really have that.
I will prefer to chase with Nurse over Ghoul any day. If you were actually good looper, you wouldn't have an issue with her…
Unless she uses Predator, that's cheap way to play her -
@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968755#Comment_3968755
To be fair its already easy for SWF in this regard lol.
I think it would catch on in SoloQ. If I saw that highlighted locker nearby I am running past it lol. Thanks Jane!
To be fair its already easy for SWF in this regard lol.
Not really, you see very often they don't manage to communicate quickly enough in which locker they are.
They would easily allow them to even use lockers in another loops without communicating anything other than "look for yellow locker".
I think it would catch on in SoloQ. If I saw that highlighted locker nearby I am running past it lol. Thanks Jane!
And it would very quickly pissed off most killers. So you better ask for antislugging option with it.
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Thing it still won't be used by soloQ, but you will just make it braindead easy to use for SWF.
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@TheGoon224 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968597#Comment_3968597
Springtrap I just like the idea of play with your food on him since his grab is a good way to save stacks lol. But yeah, as you can tell it didn’t really work out.
I have played only few games on him, so sadly can't give you many tips. From playing against him, basically play him like a slinger, where you hold axe to see how survivors react. If you always try to throw, then you are going to miss a lot, because it's simply easy to dodge.
Don't overuse doors too much, especially those where survivors have clear LoS on them, because good survivors will prerun as soon you start teleporting.
As for build, I would probably go 2 slowdown, 2 information. So possible combinations:
Lethal, BBQ/Phantom fear, Surge, Pain res
Lethal, Nowhere to hide, Eruption, Grim embrace -
Pain res, gift of pain, dying light, and PWYF
So you use 3 slowdown perks that need you to hook survivors, while you struggle to hook survivors?
PWYF is also not very good on most killers and overall not noob friendly perk
You can tell me what killer you play and I will give you some tips and decent build if you want. -
@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968530#Comment_3968530
Ok, let's say you're right. You do realize how long that would take, right? So you introduce your anti-tunnel thing, making the game very unpleasant for everyone but S tiers. Then you start nerfing and buffing killers to current day B tiers, which would take a while, making the game very unpleasant for all killers. Then you can spend even more time buffing basekit killer to not absolutely get bodied every time they face survivors that aren't complete potatoes.
Considering it apparently takes ten months to doodle up some MS Paint pictures for the SM rework, we're looking at years of killer being unplayably frustrating. Do you honestly think the game would survive?
Do you honestly think the game would survive?
Yes, DBD players are masochists…
Considering it apparently takes ten months to doodle up some MS Paint pictures for the SM rework, we're looking at years of killer being unplayably frustrating
True, but they are also not able to balance something of this scope in one patch, not even close to what is needed.
They would need to implement several basekit features for both sides in one patch and handle balance of them all. While they have issue to manage even one killer balance.
Issue is for this to work, designed features also need to take into account huge disparity between killers and also soloQ vs SWF. -
@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968364#Comment_3968364
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968377#Comment_3968377
Better yet, it should force a hardware ban so you can never play again 🙃
sure, as long I don't have to play with those players.
I am simply too stubborn to quit against any build/killer, but it definetly annoys me when others quit as soon something goes wrong for them. -
I would give basekit feature to slowdown the game in some way, but that effect would be stopped, when a survivor is sacrificed.
You could do same and buff majority of slowdown perks. Just buff their numbers, but disabled them when survivor is sacrificed/morried like Ruin had.
Similar feature to 2v8, which would make it easier for the killer to find fresh hooks would also be cool.
If survivor is sacrificed early you could buff gen speed based on number of hook other survivors are missing from deadhook. They wouldn't do gens faster, if all of them are dead hook and them some % for each stage missing. So if you kill someone on 3 hooks total, then survivors will rush through gens.
I think this could work now, when survivors can't just easily give up on hook.
If you add such features, it would be good idea to give custom games a setting to disable them, so it doesn't break comp games.
Also with such features, I would definetly show killer hook stages per survivor, simply because how punishing could be killing survivor early. -
Just increase DC penalty, so players think a little bit more about quiting.
The amount of players I have seen to DC, when they are about to be sacrificed is pathetic. Like you are about to be done in 10 seconds, why the hell would you DC?
Those players clearly don't enjoy DBD, so simply force them to take a break… -
I got her to 50, but then nuke was dropped and I rather put my BP into Jeff :D
Sadly because of current event changes, I was not able to put any prestige into killers. -
@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968189#Comment_3968189
So removing hug tech is fine because it is the power not functioning properly, but its ok if it doesn't function properly if that gives the survivor a chance to avoid getting hit due to the power malfunctioning?
I don't really mind removal of hugtech for blight, simply because that was something that made him too strong and easy to play in my opinion.
I would definetly be against removing hugtech for Wesker, simply because his version is way more difficult and not really that game breaking.
I was annoyed when it was removed from Dracula.
I think removal/keeping of "techs" should be on case to case basis, not keep everything, nor remove everything. -
@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968189#Comment_3968189
Oh, so bugs are fine as long as it benefits the survivor. Bugs that benefit the killer, of course, need to be fixed immediately.
Lol, you won't really get to me with this.
In past I have supported many bugs that benefited killers and many techs stays, sure some were removed in past for both sides tho.
Simply because I think "techs", or "exploits" for some make that game more interesting for me. It adds another layer you can learn to this game.
There were definetly techs that should be removed, all depends on what it does and if other side can do anything about it.
For example Chucky had "tech", where he could basically prepare his power to use it later without charging and I think also cooldown. That is of course absolutely busted.
But then you have tons of little techs on Wesker, where they are definetly not intended, but make the killer so much more interesting to learn, but neither of them is really breaking his power. -
Enduring is must have imo, I just love diving under pallet for instadown, when I end on same side…
Lately I have been playing Phantom Fear and it's quite good on Legion, because as soon you find 1 survivor, you can find anyone else and that's what this perk does. It basically does what UW did for majority of killers.
I always play 2 chase perks, where it's always enduring and then either Brutal, Spirit fury, Bamboozle, or Dissolution.
For slowdown, I like Surge and then sometimes Ruin, Corrupt, or Pain res.
My current build is Enduring, Bamboozle, Surge and Phantom Fear. -
I don't really mind it working against Blight and Billy, simply because they can handle this as counter play.
They definetly should fix this for Demo… -
Pinhead, so much work for a hindered effect…
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I mean, I would say it's best on Oni and Oni is going to slug even without Infectious fright anyway…
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@PolarBear said:
I wouldn't mind IF having a cooldown. The perk is already almost exclusively used on killers that have crazy snowball potential so having survivors scream on every down is pretty ridiculous.
That would make it quite bad for snowball killers and still would be very bad for any other killer.
I really don't want to see another UW, where outcome would be park simply bad for everyone. -
If you play soloQ, then I would say Kindred is must have perk to use.
Sure, sometimes you still get left on hook, but definetly way less and whole team can play more optimally with information it gives.
Otherwise not being able to suicide on hook was really good change for soloQ imo. I am someone who never DC/suicide, so only good for me. -
@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967933#Comment_3967933
I would like to see the add ons that do similiar thing to get highrt value as single add on and the second being reworked. Similiar what they done to PH add ons as there were 3x3 add ons with same weaker or stronger effect.
I mean, PH addon pass was done well, so if they managed this again, it would be nice for sure..
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I would definetly want them to look at Slinger.
Addon pass and I still don't think he should have 32m TR. Either than make him 115%, or reduce his TR back. -
@M1_gamer said:
dont mind him or any killer anymore really. tbh i like the killers that make me have to rethink how to counter than just looping.
ok, how do you counter Ghoul?
There is nothing really in chase Ghoul would not be able to deal with. -
Map Reworks
Where is Haddonfield?
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Yes, first killer I actually managed to hate playing against.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967472#Comment_3967472
I always support a full return to Skull Merchant 2.0, it would immediately fix her and no further changes would be needed.
I mean, I would say some changes are needed. There are possible changes that would make her easier for survivors without affecting her that much. I think we have talked about it few times, but again.
- replace broken with mending
- reduce hindered
- drones start in scout module, if you are in chase
- increase slowdown on drone placement
- rework haste, so she gets 5% haste if survivor has claw trap, but not for laser tags
Broken makes her very punishing for new/bad survivors, who get trapped outside of chose, I think mending would be enough instead.
Rest of those are basically focused to nerf use of her drones during the chase, which seemed to be main issue survivors had with her, but laser tag and "trap based" approach would still work as before.
Also survivors didn't like it was hard to tell how fast she is, so if you connect it only to claw trap, it's easy to tell by HUD, if she is faster or not. -
@Elan said:
Killers that need add on pass:
Wraith
Nurse (mainly removal of lunge add on)
Doctor
Bubba
Spirit
Oni
Twins
Who need buffs:
Trapper
Pig
Skull Merchant
Myers
Hag
Why Wraith and Oni? I main those and I like their addons… Sure, they are not really unique, but at least most of them does something for you.
Lunge addon on Nurse definetly feels pretty cheap to use. -
I would be increasing back his range for leap with those nerfs and keep losing only 1 token on pallet destroy instead of intended 2.
I would clarify, that he should be able to cancel his power, but he shouldn't be able to do it before his dash+slide ends.
Just sorry, but if they want his fatigue to be this short, then it needs to be difficult to end near survivor. So either make it difficult or at least match the fatigue of Legion. -
Maybe because some of us enjoy M1 killer gameplay?
You have many M2 killers, so play those. Not every killer needs to be popular using mobility and anti-looping powers.the killer just does fine by running "certain addons + perks"
That's kinda main puporse of perks tho… To help with your killer's weakness.
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@lordnova85 said:
As a survivor main, it’s crazy how killer sided this game is. It needs to be balanced, killers already have the advantage.Every time we get a good perks killer mains complain and we get nerfed, while killers stay just as strong and receive buffs. It’s so easy to forget killers to find you when all they gotta do is open a locker and they can see you or use add-ons to see through walls. But distortion gets nerfed into the ground and made for this just to name a few. Now on to tunneling and camping. To deal with camping all that has to be done is when meter goes up and the survivor jumps off the hook, the killer will lose the hook they’ve just gotten and the survivor loses their hook state as well even in end game stop giving killers kills the anti camp needs to stay on, and expand the camp zone too because killers are perimeter camping too! Now tunneling, when a survivor is unhooked and the killer tunnels them that survivor receives an over shield and it stays on until the killer chases another survivor for a certain amount of time.
Every time we get a good perks killer mains complain and we get nerfed, while killers stay just as strong and receive buffs.
Well, at least you get some good perks in first place…
Also wanna talk about gutting Ultimate weapon and Skully? That was surely not done, because of survivors, right? -
@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967727#Comment_3967727
That system is going to get some changes and it will come back.
Same thing with this system, try fail and try again.
Thing is you really don't want to fail at such a system, because it can cause a lot of damage to your player base. Luckily they were able to disable it fast.
That doesn't change the fact they clearly are not able to balance such system. So trying to "fix tunneling" with system that would get disabled anyway seems kinda pointless. -
@PigWithTvs said:
So….nurse is fine now?
a killer with no couterplay to anything is perfectly fine right? a killer that u cannot be loop, tricked or anything if they are good is fine?
RIGHT ?and from your post what u want is to erase him….yea maybe learn to play sometimes?
not being to outplay the killer the whole time isn't an issue its meant to happen sometimes, something this community refuses to understand
Only thing I would change with Nurse is to not see survivor auras while charging blink.
Unlike with Kaneki, you can at least double back against Nurse and even objects that are absolutely useless against other killers are good to use against Nurse, like walls/rocks around the map.
I personally like playing against the Nurse, unless she has Predator and some other info perks. Those make her almost Kaneki level easy to play. -
Yeah, he managed to become first killer I actually hate to play against.
So far it was always about specific addon, or build. But Ghoul took it whole other level. -
I would definetly like that for my Alucard…
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@SpringMyTrap said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967463#Comment_3967463
its only killer players who are at fault and boosted for playing optimally © mandy
I mean, if you want to punish killers in any way for tunneling, then you better show killer hook stages of survivors.
I would take the trade personally, it would make 8 hooks so much easier for me. -
@Emeal said:
Here is my own take:
Tunneling Penalty/ Fatigue System for Killers
This a in-game mechanic that discourages killers from immediately downing and rehooking the same survivor right after they’ve been unhooked. Instead of preventing tunneling outright in any game, which would remove killer agency, it adds temporary penalties (fatigue) when the system detects that a killer is serial tunneling.
It isn't about just one tunnel because its the best solution right now, its if you tunnel again and again.
It should be easily detectable in large quantities.Once we got that, slowdown and other effects can be added to make it much harder to continue. ala Orange Glyph.
I think this is a flexible system that does not punish any tunneling, but will hit the serial tunneler Killers the hardest.
We just had issue where survivors were getting wrongfully banned and you want to do exactly same thing with killers?
That simply could never end well.
Also suddenly survivors giving up, could very easily trigger this system, so this would be another reason for survivors to give up in their games, which we want to avoid. -
First issue is majority of possible systems are either useless, or can be heavily abused by survivors.
Second issue is they also want anti-slugging feature along with anti-tunneling feature.Thing is usually if you down a survivor and don't want to tunnel, or they are just dead on hook overall, you just leave them on ground for some preasure. But what the hell are you supposed to do, if you can't slug or tunnel.
Anyone who says just don't go after that survivor simply never played killers more than few games.- other survivors hide
- unhooked survivor body blocks the killer
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Hmm, I wonder why my experience is so much different…
Is it server thing? I usually play EU, during evening and games are quite chill. Sure, sometimes we get tunneling killer, but we have perks for it, so doesn't matter that much. -
I think Legion, Dredge, Wesker, Xenomorph, Huntress, Nemesis don't need any changes…
Blight: make him lose some tokens when he destroys the pallet
You forgot Nurse: she can't see survivor auras while charing blink
Ghoul: can't cancel during his first leap -
@Stibfa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967050#Comment_3967050
Im all for nerfing his vault. Thats the main thing i want nerfed because it dumbs ghouls anti loop down to pressing 1 button. giving him a Legion type slow will hurt his skill expression i am very much against it.
I don't mind it that much now, because I learned two tricks.
- if you are not mending and he used 1 leap to get there, you can just stand close and force him to bite you
- it is possible to vault back with correct timing, you just need to make sure you are not close to pallet/window while he is in middle of his animation
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@Stibfa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967050#Comment_3967050
This is a tripple leap block which is only possibe on very long loops,
https://us.v-cdn.net/6030815/uploads/NDVOTQ05STLB/1000025880.gif
This is a more standard block on short loops where you use the slide to get infront of the survivor and CANCEL, you see the issue with your nerf now? This is exactly my point, you people claim the killer has no skill ceilling yet you can outplay loops like this without ever touching his vault. I almost never use enrage vault simply because i dont need to use it. So again ill repeat my proposed nerfs for ghoul.
1. Revert enrage vault speed to ptb values
2. Grab should only injure you within 8 meters
3. If you REALLY want to nerf his cancel only make the cancel longer or not possible on the first leap only.
Revert enrage vault speed to ptb values
- Grab should only injure you within 8 meters
If you REALLY want to nerf his cancel only make the cancel longer or not possible on the first leap only.
I am fine if he can't do it during first leap, that's where it is most used. Second etc he at least need to flick his camera and you can work with that more.
I really don't intend to gut him like Skully got, but leap cancel is just so cheap way to down right now and definetly what I hate most about him right now.
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@Stibfa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966794#Comment_3966794
Horrible changes. Im sorry but have you played ghoul at all yourself? You want to make his cancel longer and remove its usefullness. Congrats you killed any skill ceilling the killer has. How about we keep ghouls skill ceilling and nerf the mindless parts of his kit like enrage vault and grab attack?
Im sorry but have you played ghoul at all yourself?
Yes, seemed very easy to me… Thing is your fancy blocks are simply not needed. The most annoying aspect for me is when he catch up, you can't do anything about it. You can't continue running and you can't double back. That's what I want to get rid of.
Congrats you killed any skill ceilling the killer has. How about we keep ghouls skill ceilling and nerf the mindless parts of his kit like enrage vault and grab attack?
Well, I want to remove his mindless part and that's exactly what instant cancel during his dash does. You don't need to aim at any specific spot and know distance so you end near survivor. You just leap anywhere close to survivor and then just press button. Wow, so much skill.
Most of your clips you showed, would still work. For example the one you posted above. That was using 3 dashes, so that would still work.
You could still use it in loop, but you need to use know where to leap to get result you want. That seems as increasing skill ceiling instead… -
@Teroo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966476#Comment_3966476
Wesker can down you with his power, Ghoul can't it's not comparable at all...
It would genuinely make him D tier killer, you almost never want to use all 3 dashes in chase and you shouldn't want to
Well, just match his fatigue with Legion and make it so he can cancel only after dash and slide ends, not during it.
He would keep his high mobility, free injury and vaulting. I think that should be more than enough to keep him viable, but he would suddenly have some counterplay at least.
For all I care with those changes increase back his distance for leap. -
@PR0BKA said:
Skill issue. Ghoul becomes m1 in 90% of loops after getting first hit. If you cant loop m1 killer please consider learning how to play of quit the game.
I have feeling you are not very good at math…
Also have no idea what M1 killer is, at least in your context. -
@Eon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966532#Comment_3966532
yes, but the annoyances kaneky does are basically the same, their counterplay is basically the same, but the counterplay is not as effective against kaneki, thats why im saying it, also you cant complain about kaneki when blight and nurse are still over him, Kaneki needs a debuff, yes. Should he get nerfed before nurse or blight, hell no. Nerf the S++ shitshow those 2 have going on first. because those 2 dont care about your exhaust, they dont even take them away, they laugh at you and you perish.
- Exhaustion perks work against Legion, maybe except SB when you are healthy… but all of them work very well, if you are injured
- Pallets work against Legion, Legion's vault is very limited and you can usually vault back way easier than against Kaneki.
- Legion's first hit actually can be denied unlike Kaneki, simply because you can outrun it, stun him under pallet, bodyblock for others.
- Kaneki has lower fatigue than Legion for some unknown reason
Counterplay is not same as against Legion, because you can't take protection hits, hold W, drop pallet against Kaneki.
At least for me even Blight and Nurse are more fun to play against. They already got their nerfs, there are things I would like to give them like:- Nurse can't see survivor auras while charging blink
- Blight's tokens are set to two lower than maximum unless currently lower, whenever he destroys pallet
Those two changes would increase their skill floor, but not really made them feel worse to play imo.
I don't think they have anything to do with Kaneki tho. It's again trying to bring attention away from him. Do all changes in one patch for all I care, not like they are difficult to do.
Main topic is how to actually make Kaneki more fun to play against without making him feel bad to play. I think removing cancel during his dash is way to go… -
@Eon said:
your complains apply to legion as well, and if this killer takes away exhaust, guess why other killers are much worse than him because you can use the exhaust. The problem is not only the killer being overpowered but is the survis depending on exhaust to not ######### themselves. The moment you take away survis toys most people have no idea on how to play.
Legion is so much worse than Kaneki….
Trying to hide Kaneki behind Legion is like hiding SWF behind soloQ.
Kaneki is better than Legion at everything except information. -
@OrangeBear said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966456#Comment_3966456
Get rid of the ability to cancel his power? What, so he would have to wait 7 seconds or do unnecessary leaps to end the power?
I mean mid dash, so he can't fully cancel his dash and slide distance. I am fine with canceling after whole animation ends.
Issue is right now, he can do it on spot whenever he wants → right next to a survivor.