PigNRun
PigNRun
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- PigNRun
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######### no. Good thing those days are over.
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If something is important, you make it bold or underline it. Capitalising every word is only for names or titles. If your entire post is important, then just write it normally. Sorry for derailing it a bit here, but this format is really painful to read for me. Patch notes are never like this.
Clown:
On top of what you mentioned, he needs a couple tweaks:
- Either Flask of Bleach or one of his Ether add-ons integrated to his kit (I personally prefer the latter)
- Fix his multiple bugs.
- Remove the slowdown from recharging bottles or reduce the time it takes.
- I still think he needs something else to his power, like Freddy does now. I posted about it a while ago. (Basically something that gives him some generator defence. In that thread I thought about making it so that he can tramper with generators, and after being repaired by a certain percentage, they release a cloud of gas around them. Just one idea.)
Sole Survivor:
I disagree that Obsession perks should be powerful just because they are Obsession perks. In the entire game, there are only two Killer Obsession perks that are actually "powerful" (and thats an overstatement) and worth using; STBFL and Rancor. STBFL is literally just not engaging with you (as the Obsession) at all. And Rancor is only useful for its effect during the match, and by the time you get to endgame (I mean proper endgame), the exposed/mori effect doesnt change much.
The problem with this perk idea is that you are giving complete and utter invisibility to the Survivor. That means screw all long range aura reading, screw all "standing on a hill to find someone", screw all "stealth XD lmao". If you are giving such a powerful effect to a Survivor, then at least give the Killer a warning that such perk is present.
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I wish they removed it. The effect is out of place for most perks. It has also happened A LOT that a skillcheck and the effect happen at the same time, making it the notification silent/inaudible.
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The improper capitalisation triggers me, otherwise I agree with most stuff. Some additions though.
Leatherface's rework is just... underwhelming. I see what you were trying to do, but Im not sold on it.
Clown needs way more than that.
If this Legion changes happens, dont forget of a VFX for DW timer about to run out.
Lightborn sounds wayyyyy too powerful.
Sole Survivor should brighten up the Survivor's scratchmarks then. It needs some kind of downside for granting complete visual immunity.
Aftercare... I dont understand. Whats the point of Bond then?
Adrenaline, after it triggers or during the entire match?
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The only time I ever felt cheated out was a match with an over-altruistic SWF. I did almost every single generator, and they opened the hatch in front of the Killer while I hadnt opened the door yet. You can tell what happened afterwards.
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@Atrushan88 said:
I don't like that I can't hide in a locker in time for his teleport ability, and his non directional lullaby is slightly frustrating in jungle gyms but overall I think I like the new Freddy. Except for the bugs involving his action speed decrease addons working while awake.
Are you sure thats a bug? Its stated on the add-ons' description.
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If we were talking about the alpha UI, I would agree. But the current one looks perfectly fine. I do agree they could optimise it to fix the frame drops.
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Make it not depend on Bloodlust at all and just make it like M&A; when the chase starts and no cooldown.
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Left For Dead, escape as the last person after powering the last generator. Honestly, most people have it because it was bugged for a while or from farming with the Killer.
Outrun Evil is probably another one. Really situational. I got it just a few days before EGC was introduced, so I let a Hillbilly down me on top of the hatch (I didnt even know the achievement existed). Its a bit more difficult now that you can close the hatch, but it can be pulled off. I had this lucky as hell game where it happened, but I already had the achievement by then.
Evil Incarnate is challenging. Especially after EGC now that the hatch spawns regardless of generators powered.
Where Did they Go is pretty much impossible outside of SWF. Im still missing that one.
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Running Pharmacy a lot.
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I remember when they transformed certain windows of Haddonfield into doorways. Thats all it really needs, I feel. At least until its this map's turn to be reworked. Or even easier than that. Just prevent the railways from spawning like that and make the other version of Rancid Abatoir the default one (the ones with the railways that dont block off that much).
Other bad loops, like the Ironworks of Misery window, just turn it into a stupid door. Not like there is a pallet next to it. The one in Suffocation Pit or Wretched Shop are probably the ones that would require more work, but thats it, I feel.
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The problem with making Whispers base is that its not an easy perk to use properly, requiring map knowledge and awareness. Sure, you could say new players will need to learn to use it, but if a feature ends up being more of a hindrance for them (which is your main objective apparently) due to its improper use, thats not good.
Whispers is also incredibly powerful in 1v1 situations. If its a perk, I have no problem with the Killer using up a slot for it. But a base feature makes situations like hatch closing a bit too much. Because of that, it would have to get disabled during such situations.
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You remind me of that journalist who made a Killer tier list saying Spirit was the best one of all because she had a katana and just that alone, saying that she had a longer lunge.
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Not really hyped for it, not my favourite one. It was well designed, with good details, but nothing special. Her red and default outfit is better.
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About damn time.
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Not only thats my favourite meme format/template, I also love this product, lol.
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@Luigifan64 said:
https://forum.deadbydaylight.com/en/discussion/77122/adrenaline-should-not-wake-up
But falling asleep is now passive so it doesn’t matter if it wakes you up because you’ll just fall asleep again. Plus Freddy can still hit you.
Adrenaline defeats the purpose of implementing clocks in endgame. They are meant to "waste" time by forcing the Survivor to go for them. Now, Adrenaline waking you up means they can go straight to the exit gates without worrying about them. Got found by Freddy? -Laughs in "made your power useless against me"-
Sure, you can hit them and pull them into dream state instantly, but until then you are another M1 Killer, who should have had access to their power if it wasnt for that perk.
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@No_Mither_No_Problem said:
Shh don’t mind me
Sad.
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I dont want them to remove tiers. What I want them to do is adjust the way you gain them. The easiest and best example being letting us get more perks per bloodweb depending on the level. You could even get two birds with one stone and add more based on prestige level (making prestige something outside of cosmetics).
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The only thing I would change about Rancor is that the ability to mori the Obsession is triggered by exit gates being powered, rather than the 5th generator.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/591129#Comment_591129
“Designers, what are you thinking?” “Demon Slayer skin was selected as the winner by the staff and once again, the skin is so bright and colorful that the killer will be able to see it from 1/2 way across the map. Skins like these are literally there to scream at the killer: "LOOK AT ME!", and I personally feel like it doesn't fit the aesthetic of the game.”
He is saying that the Feng cosmetic shouldn’t have won because he wants Feng to have darker clothes.
The closest thing to being rude in that message is directed towards the one who came up with the cosmetic, not the ones who chose it. And even then, that is not rude at all, its valid criticism (which you may agree with or not) that the person doesnt feel the design fits with the general atmosphere of the game.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/589497#Comment_589497
I'm saying No One Escapes Death is inconsistent because you have to hope that you get lazy survivors AKA survivors that don't do totems. Therefore, the perk isn't based on the killer's skill, but more about feeding off the survivors' laziness. I don't care about what the perk does, I care about how it is activated.
I would actually say it the other way round. NOED is one of the most consistent perks in the game. You dont get to trigger it? You gained time because Survivors focused on totems. You got to trigger it? You gain its special effect. I really dont see nothing wrong with that. NOED is a two-sided coin, unlike most perks around. You benefit from having it whether it triggers or not.
If your problem is with when it triggers, I dont really get where you are coming from. Perks are supposed to give you a power up on something. If it capitalises on a Survivor's misplay, then so be it. Just dont run the perk if you dislike the way it works. And if you dont like facing the perk (which, honestly, NOED isnt nearly as common as people make out), then go for its counters.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/589268#Comment_589268
Probably, but I would like some counter points from him since he seems to understand a lot more than I do. However, my point still stands, No One Escapes Death feeds off of the survivors' laziness, and is useless when you get a group of dedicated survivors. My idea for a rework to involve a little more skill, plus changing the perk to not be completely destroyed when you do get dedicated would be great.
I dont see your logic here. If NOED is useless against dedicated Survivors, then are you saying whatever time spent on cleansing totems was useless against the very same teams you can struggle having lack of time.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/588010#Comment_588010
The problem though for a game like DBD, especially compared to games like Evolve or F13, is that survivor have no way to eliminate the killer. Yes, in a 4 vs 1 where the 4 can actually kill the 1, then you would have a point. Otherwise, so long as killers get to bypass health states, then survivors should be able to gain health states as they have no way to kill the killer.
DbD already has additional health stattes on the Survivors' side. Hooks. In F13th, if the Killer catches you are dead. In this game, you get potentially 4 more health states than "normal gameplay". I dont know anything about Evolve though.
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Despite me agreeing that stuff like Hadonfield and BL shouldnt exist, they should rework the maps, not add another cooldown to the perk. Hell, Springwood is less of an issue than Haddonfield, they should have worked on the other map first.
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/586162#Comment_586162
RNG in the sense of "every attempt is x %".
They're not. When a trap is fit, is gets a box with ITS key. No other trap can be opened at that box.
@darktrix said:
https://forum.deadbydaylight.com/en/discussion/comment/586356#Comment_586356
There's that and it delays you significantly even if you manage to get away. Also the trap themselves make enough noise that makes getting away harder. A lot of pigs just tunnel the guy with the trap on them on top of it.
Small correction here. Keys can spawn in the same Jigsaw box. Its rare, but it can definitely happen. I have seen it, since I like to keep track of who uses what boxes to narrow down chances. Even Devs confirmed it during a livestream some months ago.
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As a Quentin main, I would drop money for Quentin cosmetics instantly. There are some limitations to this however, since they would probably need to come up with completely original cosmetics. We already have his two main outfits from the movie. Even though I would love his swimsuit 🤤, its not happening.
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The problem here is that you are using the most generalised idea of a Killer. The best example is your comparison of Plague, Clown and Huntress (who is the 4th one with range attacks, by the way? Cant think of any other than those 3). Plague is less about range and more about putting the Survivor in a disadvantage (fully infected or having to deal with Corrupt Purge). Clown is area of denial, shortening chases, and most importantly, doesnt have ranged ATTACKS at all. Huntress is a straightforward first person shooter. What you are doing is forcibly putting Killers in the same bag for having even the slightest similarities.
Secondly, Freddy is a rework. He is our first full-rework of a character. Their original idea for this character wasnt well received, despite of the creativity behind it. Whether he needed a full rework or not, thats another separate matter entirely. Freddy has been out for a while now. They wont gain much from reworking an already released Killer. Using ideas they have already used is probably the better option. They have already invested a ton of time on this. They dont need to spend any more time on potentially a whole other chapter's worth of effort which will get them less revenue in the end anyway. Freddy's case is certainly special, thus I would leave him aside in all this.
Thirdly, the only two cases of properly reusing a power I can think of are Hillbilly and Leatherface, and Myers and Ghostface. And thats it. And what a coincidence, the two "replicas" are (licenced) characters that came in the form of a "paragraph" rather than a "chapter". For the first case, we all know Hillbilly is based on Leatherface in the first place. Everyone knows this. But the game grew in popularity, then they managed to get the character's usage, and bam, we have both of them. This is also a case of the movies limiting how much you can do with said character. Leatherface has his chainsaw and... absolutely nothing else. There isnt much more to do here.
Then lets look at Myers and Ghostface. He is a different approach to one of Myers' several playstyles and focusing solely on it. If anything, I see this as a revisit to the older character and thinking a way to isolate said playstyle and adjust the power accordingly without messing with the original character. Granted they could have done more with Ghostface, no denying on that. But, at the same time, they probably didnt want to spend too many resources on the license of just a mask. Not saying thats wrong or right, or whatever.
Finally, lets look at your suggestions. I will use my first point for this.
- "Obsession" killer: How is taking an already existing system and using it as base for another character different from taking an already existing character and using it as base for another character? See what you did there?
- Circumstantially Weaker/Stronger killer: Thats not only Myers. Thats also Legion, thats also Ghostface, thats Pig, thats Wraith, thats Nurse. Again, see what I did there?
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So?
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Dont forget to mention Legion. The first cosmetics that drastically change your Killer.
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BP acquisition is fine. The real problem is PERK acquisition. Once again, solved by allowing us to get multiple perks per bloodweb.
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Outside of an endgame build (in which case it wouldnt be just NOED), I find it really odd how NOED could turn the game into a 4k from a 0k, unless the Survivors literally allow it to happen. If Survivors do good, NOED should equal to a 2k AT MOST.
If the Killer managed to turn it into a 4k, then maybe its not NOED, but rather the Killer is good and deserves those kills and/or the Survivors played badly.
Let me see, basing it to the situation you are saying, 3 Survivors alive, all generators are powered and the Killer has NOED. One person gets downed, what do the other two Survivors do meanwhile? Wait for the other Survivor to die so they can go for the hatch? Gates only take 15 seconds to open and there are two Survivors not getting chased. Plenty of opportunities to at least 99% gates, look for the special totem or rush for the unhook.
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People said it was fixed on the PTB, but I cant confirm it.
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Tokens from healing. Otherwise, meh, not really interested.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/578621#Comment_578621
And that matters why?
And that doesnt matter why?
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Having NOED after triggering EGC makes no difference whatsoever. If you are found and get hit, you might as well give up.
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@Mat_Sella said:
No and No.
- will never happen since there are multiple perks that could save the last person whether they just got downed or have been downed for a while. You cannot say someone's gameplay should be nullified just because you want the game to end so easily. A 4K shouldnt be something a person easily gets, especially when the game is balanced for 2K's.
I quite dont follow that logic. If a Killer is going for the 4k, then it means having the Cypress Mori offering as base kit would mean they got a 3k (or 3 people escaped, or a combination of both, whatever). If you are downed as the last Survivor, then you are literally dead. I can only think of two perks that would be countered by this, and both are very edge and situational cases.
- DS: If you get unhooked, kill the unhooker and somehow the unhooked person managed to like almost or fully open an exit gate and be downed. All within DS's 60 second timer.
- Flip Flop: Somehow the killer decided to let the Survivor recover fully with a gate almost or fully open.
And in both cases, its just delaying the inevitable on the Survivor's part.
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Getting a Legion daily ritual...
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@TRB124 said:
https://forum.deadbydaylight.com/en/discussion/comment/571172#Comment_571172
Ghostface wasn’t nerfed to the gutter. Even after all this time everyone is crying that Ghostface got nerfed when it was a couple of small tweaks. Survivors have been continuously nerfed patch after patch and everyone remains quiet yet when killers receive a slight nerf everyone goes crazy?!
Pig was unfortunate as introduction of EGC was the cause for her “nerf”. It was to make the EGC more fair for survivors. You really think running around finding the right jigsaw box with 2 mins EGC is going to be fun? It’d basically give her free kills. EGC is already sided towards killer.
Legion nerf was needed, he was unfun to play against and I’d say he’s still unfun to go against now, his power basically gives him free first hits and you have to mend on top of healing yourself which is incredibly annoying. Legion is still useful and pairs extremely well with thana and sloppy butcher to stall games. Admittedly some of his add ons need looking at.
Killer mains playing the victim here when over the past year (at least) survivors have been nerfed. No more insta blinds, less pallets, less safe pallets, healing nerfs, removal of some loops. All these reduced the defences of survivors and loops are being nerfed even further in the future as well, I don’t see many threads crying about survivor nerfs. Yet as soon as a killer gets a slight nerf suddenly it’s end of the world.
Nothing like reading joke material on the morning.
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I actually find Quentin rather attractive, but I exclusively wear Beanie Quin on him. He could be sexier though.
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Leatherface is the most likely candidate. He would be better if he wasnt slowed down so much by using his power, or being able to cancel his power without such a big downtime. In reality, they cant buff him too much either, because then he will become (potentially) OP. Billy at least has the counter of losing chainsaw mobility, allowing dodges. Thats why I think a rework of his power would be better. I just have no idea what to make of him.
Legion is the second best candidate. They could maybe buff a few numbers, like vault speed and frenzy movement speed, as well as remove other unnecessary counters like missed hit penalty or unable to see blood. But, we all know its not happening. At this point, I have given up, and would rather they just go for a full rework. This isnt too bad for Legion though. With a rework comes possibilities to integrate the remaining three gang members to play an actual role rather than just being cosmetics.
Other killers, like Doctor, Plague and Trapper, dont need a full rework. They just need a couple of fixes and buffs. Doctor probably needing an add-on overhaul and base kit tinkering. Plague needs a penalty for not cleansing (and maybe a few buffs here and there as well). Trapper... we all know.
Im a bit biased on Clown, being my second favourite Killer, and I would like him to have a secondary ability of some kind, giving him map pressure, along with his (not-bugged up) main ability. Not a full rework, just an addition to his power.
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Pharmacy only needs the medkit to come with additional charge add-ons. Vigil should get a full rework (definitely not the one suggested here). And Wake Up needs to have its numbers increased.
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@Jdsgames said:
https://forum.deadbydaylight.com/en/discussion/comment/570157#Comment_570157
BT prevents camping the hooked survivor and that is it and doesn't even do a good job at it.
Dark Sense - I didn't specify in the new change you had to be on a generator. I simply said when one is completed.
Dead Hard: Even at high rank this perk fails frequently. It my get you a bit of umph to a pallet but that is it. Almost not worthy of it being on exhaustion type level. (SB, Adrenaline etc)
Autodidact: Use a medkit with healing addons that increase skillcheck chances. If you buff it swf will abuse.
DS: I added two nullifiers to the perk. It prevents tunneling them to the ground it is a QOL change on both sides. Killers that are actively getting hooks and not tunneling will almost never be hit by it. That sitting on a gen after someone got hooked because your 60 seconds is still live is gone. It simply gives them the chance to get away. You can also choose to eat it like now at any time.
The buffs to weaker perks are to mix up meta. Give more variety which at the same time lowers the functionality of the current meta. While giving buffs to other perks to make them viable but not god tier. With the balance inclusion of can swf really abuse this.
BT encourages lazy thought out and unsafe unhooks. Thats the problem I have with it. There is little you can do about the perk's core problem, but at least they can revert the stupid decision of changing it into Deep Wounds, and leaving that status effect exclusive for Legion.
For Dark Sense, you should have specified it. The current version doesnt specify the requirement either, even though its there.
Have you never used Autodidact? The perk description literally states it doesnt work with medkits.
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BT doesnt need a buff. If anything, it needs a nerf, such as reverting it back to the Endurance status effect, before Deep Wounds.
Dark Sense doesnt need to last longer. It needs to trigger like Poised does. It activates regardless of whether you are on the completed generator or not.
Dead Hard is perfectly fine as it is.
Autodidact should increase skillcheck chances.
Decisive Strike... no.
Other than those, I agree on these changes.
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@darktrix said:
Killers get to dodge lobbies based on what survivors are in them. Not only do they enjoy a latency advantage being host, they also get to cherry pick their games with absolutely no penalty. Survivors are held to a double standard and are left with the options DC or kill themselves on first hook taking de-pips along the way and lost offerings/items, once they learn they are versing the same toxic killer again.
Almost like SWF dont get to cherry pick their lobbies either...
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@katoptris said:
https://forum.deadbydaylight.com/en/discussion/comment/568922#Comment_568922
They actually block offerings for the osmond map tht came with legion.
They disabled the map. Offerings could still be used. I remember this because there was a warning that said "Dont use offerings, they will be wasted".
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@MrsPiggyIsSoSneaky said:
If it is then mmmmm, I can smell a broken survivor perk again
Calling it.
"Remaining outside of the killer's TR for 10 seconds grants a token. Each token gives you an additional hook state. Once you escape through the exit gates, your aura is revealed for the Killer for the rest of the match."
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Honestly, I have lots of fun with Ace in the Hole. Imagine looting an insta-heal... because that isnt too rare with it. Its a very fine perk for the most part. Getting charge add-ons while using Pharmacy is amazing as well.
Open-Handed, for what it does, I think it works nicely.
Up the ante is the one that needs attention.
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@Kebek said:
I think PWYF is one of those perks that is completely fine to be left alone. It's good in very specific builds and servers it's purpose in them while beiing unable to break the game with that incredible 15% movements speed.
I don't think that it needs any changes at all.
Wouldnt you at least agree that you shouldnt lose tokens for being stunned by a pallet?

