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ReikoMori

ReikoMori

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ReikoMori
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  • It's far too fun to yeet people off gens with your bare hands. That shouldn't change as it is literally the best part of playing spirit. Touching people when they think their safest.

  • People don't want to use small game to which all I can say is if you get one shot by noed remember you had all the time and tools necessary. You chose to instead not use them. Though running noed is a pain because the value is limited. If I could just retain the speed boost even if the totem is cleansed I'd actually run it more. That's the best part of the perk. The exposed status is just a bonus.

  • @OGlilSPOOK20 said:

    Yea that's reportable.

    Sad thing here is, that it shows how huge the hitbox is... They can't even walk pass her.

    It was like an invisible wall was there.

    Bodyblocking isn't reportable. THe gam also wasn't technically held hostage as there was a free survivor who could have went and done gens to progress the game. Educate yourself with the posted rules for reporting section.

  • @se05239 said:

    @Peanits Pinging you for awareness. Mori cancelling is only done for the sake of BM, so removing it would ONLY have a positive impact on the game.

    Can we remove unhook canceling too? That would be great.

  • @tt_ivi_99 said:

    If you want to be rank 1 you have to be not just a good killer, you have to be the best killer, it's a competitive zone, you are not allowed to mess up a single time (which he did a lot of times) or you'll go back to purple.

    Also I want to add that I love It when people say "gen rush is not real, just apply preassure"... No one is healing at purple rank and you can see that on the video, so now imagine red ranks who actually know how to loop and know totem-wi dows-pallets spawns... That's the reason I only play Billy.

    The problem here is that if you are the best killer people die too fast to satisfy the emblem score. You're not judged on your actual skill. You're judged on how well you can maximize the emblem which would be fine if it didn't require that you be dependent on survivors being interested in maximizing their emblem score. The current system needs a ton of work on both sides. For killer though, it doesn't care if you're the best most efficient most dominating killer. People complain of depiping or black pipping due to killing too fast all the time. That shouldn't be a thing if you're getting the entire team down.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/459353#Comment_459353

    A better option would be to break killer's collision if they stand still for more than 25 seconds. Then they could do it to wait out BT but can't hold you hostage like this.

    If you do that you mess up killers like Spirit who actually use standing still for long periods of time as a form of mind game due to how her phase leaves a husk with her TR behind.

  • @Jaarthan said:

    There was a forum on the survivor side that was about a guy who depipped from being chased for all 5 gens and killers were in there telling him it's his fault for not losing the killer /shrug

    That was his fault. At the end of the day you know you're not going to be rewarded for running a killer for 5 gens anymore. If you can run a killer for 5 gens then the killer is doing something wrong. The game wants you to break from chases so you can get counted as having 'won' the chase. If you stay in chase for a long time and never escape the killer then you don't get your full score. Not to mention the game wants you do all aspects of gameplay which you can't if you're in a chase. You have have to know when and how to get out of a chase. Just like killers need to know when to stop chasing a single survivor.

    Though, the game shouldn't have your score and rank be so dependent on the actions of your opposition.

  • @snowflake102 said:

    Might be a bug

    It's not a bug. Killer hitboxes are just that big. In fact survivor hitboxes are pretty chunky too. This person just decided to bodyblock in the basement. It's a crappy thing to do, but bodyblocking isn't a bannable offense on either side. You did have one person who was out of the basement who could have just pushed gens so technically the game isn't being held hostage. This is like the perfect storm of "I think we did a pretty good job so far".

  • The scoring system is too dependent on the skill of the other side rather than your own skill. Honestly, I don't even believe that. I feel the system is just set up to force players to give other players opportunities to play the game. Which is borked because if you're truly skilled at the game and just plowing through opponents you should be moving up the ladder. Any other game with ranks is designed that way. This game on the other hands wants your to play in ways that don't reward singular skill.

  • Welcome to Bloodhunts! When ever a bloodhunt event happens the queue times get destroyed because everyone switches to killer. When their is a special holiday event it switches in the other direction and we have to deal with huge queue times because everyone wants to be survivors.

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/458721#Comment_458721

    It's exploitive in what sense? your field of vision? Try looking down and watching your surroundings. not that difficult, my dude

    The killer's FOV was messed with so that when someone is really close, almost inside your character model close, you can't look down and see them. You're only option is to swing, but sometimes that can miss.

  • @Chi said:

    Why would BT be included? Just don't tunnel?

    Even if you don't tunnel the nature of bt is problematic, but you'd be hard pressed to find anyone who agrees that the perk needs adjusting. It is potentially one of the best survivor perks in the game as Deep Wounds keeps getting major changes that make it nearly impossible for that to be the thing that kills you.

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/458678#Comment_458678

    Everyone knows rank does not mean much in this game. You have trash killers who camp and tunnel their way to rank 1 and you have insanely good killers who hang out around rank 10 because the queue times are better. Likewise, you have survivors who get carried to red rank by a good team, and you have some survivors who are insanely good but like to hang out in lower ranks for queue times and to bully baby killers.

    Of course the data is not a set in stone indicator, but it still says something.

    https://forum.deadbydaylight.com/en/discussion/comment/458696#Comment_458696

    And yes. that is what the data shows (which is also what I said so congrats I guess for reading??). I ALSO said that the increase in survival rate is insignificant and makes very little difference. 41% solo. 42% with a 2 man group. 46% with 3 man group. 49% with 4 man group.

    So the difference between me running a solo game with no communication and running in a full squad of my friends where all of us can communicate is only 8%. That's not "OP" or game shattering.

    8% is much more than you're giving credit for. A survival rate of nearly 50% for a 4man swf is what the data shows. That stat only is pretty weighty, but on its own it isn't more than a cool factoid about something people already knew. Just like people already knew that the amount of full 4mans was going to be less than every other configuration of swf and much less than solo queue players.

    What we know is that teams that work as a coordinated team increase their chances of survival in the short term. I would now like to see what this information looks like in long term. Maybe over the course of six months. Also don't equate statistics with strength or game feel. For that you need to go case by case which would be a different set of data that would take much much longer to generate and compile.

  • Honestly I have 2k hours in this Game and I play Surv like 60% of the time and Killer 40%. I am losing my ######### right now because when I kill people I get flamed.

    Some become hostile back at the survivors, some close the chat, some collect the salt for fun, and others just stop respecting survivors in general. I had to learn to play the game for myself first and everyone else second. If I can't play the way I want to play and have fun then why bother. I went from people not having much to say to me to people being absolutely horrible. Killer mains are expected to grow thick skins and just take the abuse. If you're the sort to be extremely bothered by it then I'd say stop playing killer as it will only get worse. Once you stop having fun then no matter what side you play it starts to become a pain.

  • @LastShoe said:

    @ReikoMori

    Mess with the game's currency output in an unhealthy way? Why? Because survivors that got camped and doesen't receive anything will start getting something, especially when you make it a balanced bp/minute gain?

    The thing with switching off to get themselfes camped... maybe it will be abused, but if a total amount of bp for getting camped during the whole stage would be, lets say, 3k?

    It wont really hurt economic but it will also reward camped survivors for a job well done... because lets face it, camped survivors are giving valuable time to the others, when they don't suicide, while not gaining anything for themselfes.

    It's a bad idea. You're paying someone to just accept the camp at that point. You've not addressed what will happen to the other measures that are currently in place, nor offered a solution, a viable solution, that gets rid of the need of camping. The game shouldn't just hand out 3k bp cause you're stuck on the hook with someone being near you. Also you can't just brush off the potential for abuse. It's one of the few things that greatfully the devs did avoid when their previously tested ideas.

  • Survivor is easier for me. I have to do way less work and have way less stress. The biggest threat to my enjoyment as a survivor usually came from SWFs who wanted to be jerks. No matter who the killer is the game is usually just much easier to deal with since survivors aren't really forced to interact with the killer unless they just want to double pip. You could avoid the killer while doing gens and heals to get your single pip.

  • @LastShoe said:

    @ACESMONEY Then there is another idea: a hooked survivor gets bp overtime when the killer is nearby.

    Then survivors will switch off trying to get themselves camped as now they gain a financial benefit. Not only do you mess with the game's currency output in an unhealthy way you also start to incentivize bad habits. You can not make a solution that is just simply a reward for survivors. The game's history has shown that it always leads to abuse rather than fixing the original issue.

    No punitive or incentive measures are going to end camping. Only by the base gameplay changing can camping be truly tackled.

  • @TheBean said:

    Couple of problems here...

    Stop going in with the assumption you deserve a 4K every match and you won't be upset when you don't get it.

    The survivor escaping out of the hatch isn't a win for that survivor, sure they get points but that is it... It is a draw between killer and survivor, since they never finished the gens to escape.

    But doesn't matter cause hopefully the EGC will be out next week and this will all be moot.

    That isn't how the game calculates victory. The only time the game calculates a draw is when someone receives the black pip. If someone gets out the hatch and go on to pip then they are by the games actual metrics victorious.

  • This is a terrible idea.

  • @Arroz said:

    https://forum.deadbydaylight.com/en/discussion/comment/448443#Comment_448443

    Most killer that stop playing have the same excuse "It's too stressful", they just want to 4k every match.

    You are not entitled to 4k every match

    That isn't true and your lack of caring for others is very telling.

  • @ApeOfMazor said:

    Why can't they just buff monstrous and make it apply to all hooks? Even applying it to all hooks it would still be a weak perk. Someone did the math and its barely a decrease in time spent on the hook.

    Cause they don't much in the way of looking back on old perks. If they did Monstrous Shrine wouldn't be a waste of a perk slot and Insidious would actually work better in the game we currently have.

    As for the proposed Tenacity buff: No. Tenacity on its own is already good perk. Not every perk has to have some amazing ability on its own. A lot of perks are meant to shine when combined with another perk. You could run Tenacity and Flip flop to move away from a killer and start recovering at the same time. When the killer picks you up you'd already be that much closer to wiggling free.

  • Don't waste time trying to signal a farm. Just play killer and you'll get your points just fine, but you're gonna be in queue hell. Everyone switches to killer during bloodhunts.

  • @Arroz said:

    https://forum.deadbydaylight.com/en/discussion/comment/457348#Comment_457348

    Some people in 2019 still think that Adrenaline and DS is broken?

    Adrenaline is annoying, but it isn't broken. My issue with adrenaline is that it may affect too many things. It heals health states and removes some forms of special injury states along with speed boost. All the same though if the whole team is able to just get their adrenaline off then it is just time to let that game go.

  • @tresbandeiras said:

    I can see a Lot of campers around this forum . LoL.I dont know whats up with you guys. If you are a good Killer you dont need to camp or tunnel, Just Go sweeping The players Little By Little , having Fun and letting everyone have Fun and be The protagonist. I know I am gonna have a Lot of vote down here but that's because we r Full of toxic players around . There's no excuse to camp (maybe at The end ok) , you complain About loopings and tea Bags but that does not affect the game , Just learn How to be a Killer that you won't bother with those staff. Campers are bad players , they Just dont know that yet and think they r good.

    Not everyone has fun the same way you do and most players aren't campers. The issue is that this sort of thread gets thrown up everyday and it is always the exact same. The game isn't going to have an even dispersal of 'fun'. Some players have fun dominating other players, others have fun increasing their skill, others have fun just watching the world burn. Camping is going to happen at some point and the game already gives out massive penalties for it. At some point you just start to learn as others have that penalties aren't going to stop the people who make it a habit to camp.

    Yet, the game being designed in such a way that it can even have a camping situation is something that can be addressed if everyone who made these threads to complain about campers started to instead ask the devs to change who the base game functions. Killers are reliant on hooks, it is their sole objective. That in an of itself is a problem. Survivors are reliant on doing gens and that is their sole objective and it is a problem. The game needs more mechanical incentive to make players not engage in loops, camping, etc. If there were more things to do in game that required both sides attention then we'd have these issues less. Killers specifically need other basic gameplay mechanics that can constitute them winning the game. Using the hooks should be an option, but no longer the only way.

  • @fast9881 said:

    @DocOctober You're right but can we at least agree that's really annoyng? Could it be a fix to, let's say, after 2 or 3 minutes let a survivior get up to an injured state?

    Run the damn perks! Why are you asking for something they've given you not once, but twice?! Anti-slugging builds 101:

    Tenacity, Unbreakable, No Mither, Flip Flop(for if they actually come back and pick you up before you've stood back up)

    This is exactly what is going to kill the game because this is the sort of thing that the devs seem real partial to listening. It shouldn't take so many people saying the same thing over and over.

  • PS4 playerbase is seemingly starting to suffer a great deal. DC issues on top of poor game optimization, tons of bugs, and controller usage just in general being far worse than it should be is driving people away. Don't feel bad though, pc wait times are pretty crap too.

  • Doubled posted.

  • @Fab said:

    Perks

    • Discordance
    • Corrupt Intervention
    • Bamboozle
    • BBQ n' Chili

    Add ons

    • Cold Dirt
    • Green Smiley Pin (Dunno the name of it.)

    It's called Legion Pin and it won't be of any use to you. You can inflict the broken status on a survivor you hit with deep wounds twice, but it only lasts for 60secs and wasting time and power to frenzy attack someone with deep wounds isn't worth it. You can no longer affect the timer so You're giving people a free BT infused SB. Which actually hurts Legion due to their ridiculously long cooldown. Also Cold Dirt was nerfed from giving a full second of CDR to giving only .6 CDR. So Cold Dirt by itself isn't worth anything as you've still got a 3.4s cooldown.

  • I understood well enough, but I just don't see the idea being of any use to the Pig. Optimally you don't want a survivor finishing a box to begin with. You want them to start one, fail the skill checks, and scare them off so they have take longer to do the boxes while being at risk of being hunted down and ambushed.

    Deciding which box is the box they need doesn't serve her any better than the game picking it at random for her as it does now. It's a change that gives her control of something that doesn't actually aid her much. You'd be able to stop people from getting it off on the first search, but why not just give an addon that makes it so it can never been the first box you search?

    Would be easier to implement and not give the player extra junk to fiddle with on the side. Gotta keep in mind that you want to avoid as much time waste as possible even in the scale of seconds.

  • If you could trust the balancing of the game to not absolutely go to hell in a hand basket I'd prefer this. The issue is the game is too static in its core gameplay for that to be a good thing to add. I survivors can fight back actively then it means they need a more dynamic win condition and that killer absolutely need to be made either stronger or more versatile. Like a player being able to pick two or three killers are a sort of killer loadout or team. Then being able to switch between the killers freely or cycle to a different on upon death of the current killer.

    Survivors would also have to be given more than a singular life in that instance. If the game stayed with only one killer per trial then survivors would have to be slightly harder to kill, but should be able to be killers without need on hooks. Transition hooks to high risk scoring event that if successful the killer is awarded more points or a buff from the entity during the trial.

  • @Mat_Sella said:

    y'all know you can plug your M+KB into the PS4, right? what in tarnation is your logic?

    You can plug them in, but the game has to have functionality support built into it or they won't work.

  • Remember if Legion isn't fun to play against then he's getting nerfed again.

  • We're Gonna Farm Forever, No One Left Behind, Prove Thyself as you get bonus bloodpoints for coop actions.

    You get alot more farming tools on the survivor side of the fence and you can run them all in the same build with not many downsides if you know how to keep yourself alive.

  • We have all heard of it for one side of the population its one the most if not the most hated perk in the game... Franklin's demise.

    I care. I was actively yeeting people's items out of their hands so they wouldn't have them anymore. Get another one you rich muthasucka!

    Seriously though, I just don't want people running around with multiple of things like flashlights and boxes. You're getting on person with a box and one person with a flashlight. If I saw you with a medkit you'd not be having a medkit that could heal you regular style and have an instaheal on in. I'm smacking it it outta ya hands till you gotta pick one. I hate medkits. I hated them even when I played survivor. It's toolboxes or bust for me.

  • Ranking, Emblems, and matchmaking all need more passes taken at them. Honestly, I'd like to separate matchmaking and ranking altogether. Ranked Matches for players who want to gain Rank. Casual matches for people who just want to play the game casually and get bp. We've been doing this in fighting games for years now and it in general makes for a healthier game environment. We already have player levels which is a step in the right direction. If you want to chase ranks you should have a place where you can be matched with and against like minded people. It would also help to give new players to the game some breathing room to learn.

    Right now the game is just not friendly to new players. There is a lot to learn and no good low pressure environment to learn it in while getting the bp you need to get the perks and offerings you need. With having Ranking be a separate mode of play it gives you the ability to set a barrier of entry as well. To even do ranked you have to reach say Player Level 20 or 25 then that opens you up to ranked play. Playing ranked puts you in what should be tougher games, but with ranked season awards and maybe slightly more bp payouts per game.

    This way you incentive the extra difficulty and learning needed to play at that level for those who actively seek the challenge while players who just want to enjoy the game more casually or may be new can get time to learn the game without being heavily stressed or demonized.

  • Frame rates make a big difference in this game. Console players get like 30fps locked and it makes the game feel sluggish. Also sensitivity of control is way difference. You are able to make much finer aiming adjustments on the mouse as we have a higher sensitivity available to us. Sony is terrible with crossplay. Rocket League spent a huge some of money and Epic really pushed the issue for their game as Sony was actively messing up their game by not allowing crossplay. Also, another thing to point out is that Overwatch while sharing account data isn't crossplay enabled as the game is played so differently between people of mouse and keyboard to those on controllers on console that they take the time to balance both versions of the game separately.

    You should also consider the skill gap between pc players and console players. People who tend to be highly skilled on pc tend to remain strong on console, but console players lose strength initially when coming to pc as they have to relearn certain aspects because the controls so much different. It would be nice to have a setup where the gameplay data I had on pc would also be accessible on console, but I'm against crossplay.

  • This doesn't really do anything for her one way or the other. She just knows the correct box ahead of time, but since the game is designed to pick a single box the moment the trap is attached she could get the sort of info this would provide through process of elimination. Not that she cares as you're just making them do searches to stall the game and get them outta position.

  • I understand that yea it ends the game quickly for the last survivor and we all can move on to the next game, But can we at-least have the escape attempts for the last survivor?

    If you are the last survivor then your job is to play as hard as possible. If you spent the entire game avoiding being hooked then you've played a solid game. Though if you're the last survivor and get hooked the game is over. Quite simply the game isn't meant to allow a continuous 1v1 of cat and mouse. If they were to do as you suggest people would simply do the things that survivors already hate. People would get tunneled and face camped just to make sure nothing can help you. Or the game would simply just up and damn die cause dedicated killers would be gone.

  • Because killers don't get to have things that would make them better equipped to deal with the game. Killers get one shot at having working perks.

  • On the killer end spirit does have a vaulting animation. Though, Onryo type monsters tend not to much other have walk or phase through objects so it is in line with the archetype.

  • Yeah that would be ok if the game didn't have roving bands of players who hack. The current setup necessitates that players be completely responsible for in game moderation and that only works if you can pull someone's steam profile page. Also since steam in general just lets people change their name on the fly it makes it even more important to get the profile page link as that doesn't change.

  • @NurseMainBTW said:

    https://forum.deadbydaylight.com/en/discussion/comment/449961#Comment_449961

    It's not a power, an item or a perk. We're talking about an offering, offerings shouldn't be so much game-changing as the green/red mori. Ebony mori, in my opinion, is one of the strongest items in the game... if not the strongest.

    It's also very expensive, only good for one trial, and doesn't show up that frequently on bloodwebs unless you P3 a killer so you can get a higher drop rate for ultra rare addons and offerings.

  • @Tru3Lemon said:

    https://forum.deadbydaylight.com/en/discussion/comment/449027#Comment_449027

    just adapt and thats it if you dont like the change then play civ 5 XD

    Get with the times Mathieu wants killer mains to play Civ 6. Which I actually own and will probably play more of since I'm not playing this game till something major happens.

  • @PolarBear said:

    @ReikoMori You don't need to learn to make reads or even survivor routing if you can blink 5 times in a row.

    By your logic if anyone wanted to play in any way they should have that option without considering the enjoyment of other. So why can't I just get an infinite medkit if I like playing that way? It's not like the killer is also a human being or anything. Why can't I just get an infinite use ds?

    We already play the game without considering the enjoyment of others. THe game is being designed and balance with little consideration to others. I wouldn't be shocked in anyway if they make an event medkit for survivors that does exactly that. I pretty much only played killer and I'd prefer not to see even more options for play diversity taken off of a killer's plate. So I have no clue why you came at me with the survivor rhetoric. The game already lacks diversity of play and asking for a killer to get steadily funneled into only or two styles of play isn't helping balance anything.

    People don't have fun with most things killers do. Nurse blinks too much, Trapper has too many traps, Wraith isn't noisy enough when cloaked, Spirit phases too much, Legion just exists, Doctor has too much tracking, Billy shouldn't insta down and be fast, Plague doesn't respect walls, etc etc. I respect your opinion, but I've been around this game long enough to know that some changes are just bad if the goal is for people to have fun. I'd love to see people take this sort of desire and start asking for the game to just be made better. It's got more pressing issues than someone having 5 blinks.

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/447807#Comment_447807

    https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system

    DISCARDED REPORTS REASONS

    THE FOLLOWING ARE NOT CONSIDERED BANNABLE OFFENSES - PLEASE DO NOT REPORT

    * Camping

    * Slugging <-------------

    The reason why it only says just slugging and nothing more is because literally every form of slugging is allowed.

    Because slugs WILL die after 4 minutes.

    Your reasoning for calling it hostage-taking would also apply to the Pig keeping someone in the Basement who has a Reverse Bear Trap ticking on them.

    Even though they'd die, it'd take long and they can't do anything about it.

    Yet that also isn't bannable.

    RTB is only a 2:30 timer without Tampered Timer addon. That's not a great deal of time to weight to die.

  • Even with maximum amount of blinks it takes time to get used to playing her. You still need to learn to make reads and how to use survivor routing to your advantage. Also if you aren't using the addons that it great for you, but it seems like lots of players in this game can't make a distinction between their way of playing and someone else's way of playing. If someone wants really long range blinks they should have that option. It someone likes playing with five blinks they should have that option. Game's already dying in the diversity department anyway.

  • She's a high skill cap killer whose strength is in mindgaming survivors with her movement or at times lack thereof. I think she's fine considering what could have happened to her. She started off extremely weak.

  • The nurse already has this. People never seem to take notice of it because it isn't a perk and they are too busy being bothered by the fact that she has multiple blinks at even though there was a time when she had 6 blinks because her base amount used to be 3.

    Anyway, the Nurse's vision was passively altered to be locked downwards and heavily darkened during fatigue. Her fatigue recovery is also dependent on how many times she has blinked. It increases by something like .5secs per extra blink past the initial two blinks.

    People against Omega Blink also seem to forget that the nurse has the worst walk and vault speed in the game. She does need pink addons though. She's the hardest killer to use because of the fact that she can't fall back on normal m1 strats. If she doesn't use her power then she's the absolute worst killer in the game beside Freddy whose gotta use his power to just play the game at all.

  • @MJ_Out said:

    https://forum.deadbydaylight.com/en/discussion/comment/447411#Comment_447411

    Yes and if it's not pop up than u have to assume that someone is in the near... and is NOT working on a gen.

    I think that BBQ are really more powerful than WGLF because it gives you a knocklegde advantage AND gives more blood points. And if you have a 4K than it didn't matter if you were camping or not.

    Survivor earns less BPs anyway so why you should give killers more advantages for a BP farming perk than survivor? I am the opinion that a BP farming perk SHOULNDN'T give you any advantages at all.

    Survivors have way more ability to generator extra BP. You have WGLF, Prove Thyself, No One left Behind. Though the reality is this: Killers are meant to have strengths survivors don't have due to being a singular player trying to fight against 4 other people who all have their own perks, Items, addons, and the benefit of team coordination. WGLF was made to get people to save each other off the hook more often as people used to just let you die on first hook all the time. The normal point generation wasn't enough incentive. Not everything a survivor gets is meant to deal with the killer or even has anything to do with the killer. This is a perk for survivors to focus on other survivors.

  • If the Doctor doesn't hit you with his shock therapy, you're survivor shouldn't scream.

    The killer whose decision to do nothing but track, shouldn't be allowed to track. The doctor is generating a passive madness field through their terror radius. You can do several things to avoid that.

    1. If you see your madness ticking up calmly move away from the area and get in a locker. Lockers block Shock Therapy and his passive madness generation.
    2. You can use calm spirit. Its a decent perk to run in general and gets maximum value against the Doctor.
    3. Understand that the screaming isn't random. It happens in set intervals and to have it happen less often you need to manage your madness. Keeping it below tier 2 will greatly lengthen the amount of time between screams.

    Adapt to the game.

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