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Rezblaze

Rezblaze

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Rezblaze
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  • I woulda like to seen perks that, like DbD, encourages a particular playstyle (and unlike DbD, actually makes said playstyles viable).

    Like Fleshripper. Increased damage against AI? Boring.

    Maybe something like, for every AI kill, you gain 2% increased damage against AI for a maximum of 100% more damage, which encourages you to take out as many AI enemies as you can. Instead of just a standard stat increase, it rewards the player more for killing AI and it can encourage better team dynamics, as you got one guy who just worries about taking down AI.

    IDK, I'm just used to DbD perks having a unique factor (but also being so unique that they're essentially worthless) that I wish something like that was in this game. I won't complain much tho.

  • @Aneurysm said:

    I was happy that I killed the predator on my first try, gg ez baby predator etc (then I got caught in the self-destruct blast)

    Fireteam seems to be stronger but that might be just because everyone's new to the game and it's the less complicated role to pick up.

    After playing Dead By Daylight, seeing 'perks' having such a boring take is kinda disappointing tho.

    Say what you want about DbD and how the perks are to the game, you have to admit they are usually pretty unique.

    Ones in Hunting Ground seems to be mostly boring stat increases.

  • My impressions from just watching others play it is that I would definitely pick this up as another asymmetrical game to play. It seems fast paced, both sides seem pretty ######### fun.

    Predator queue times will be ######### but that's the case for most asymmetrical games. But I can see myself playing the other side pretty frequently.

    I like you can choose between quick and long kills too.

  • @SnakeSound222 said:

    I see myself mainly playing the Predator. It looks like it's going to take a long time to learn how to play it, so I'd like to get a head start by playing the trial.

    One thing that I really don't get is why can the Fireteam bring back their dead members? It just seems so weird how they can get a second chance at life. I can understand the Predator getting that because they're an advanced alien race that's been all over the galaxy, but why should a group of normal human soldiers? I would think reinforcements would be some kind of buff to the remaining soldiers.

    Gameplay wise its to encourage the Predator to stay aggressive, and it avoids Snowballing or just giving the enemy team a permanent disadvantage.

    Honestly think the Predator's Second Wind should be a perk or something.

  • The game quality hasn't gone down. I would argue it's improved.

    But so little has changed too late in the game.

  • @Leachy_Jr said:

    The fact that people still think old Freddy was the worst killer. Oh my god imagine how much pressure he would have today in this gen rush meta. Its hard not blaming these "7 sEConD fEDoRa mAN BaD" people for ruining such a good killer. Right now if old Freddy was in he'd easily be at least a top 5 killer.

    Wow, an actual unpopular hot take.

  • @ZoneDymo said:

    I feel that fits the perk, Maybe more movement ability when you are harpoon'ed or somthing

    No. Slippery Meat is already broken in the sense that it directly counters a killer that has so many counters already its not even funny. Having any perk that directly counters a killer's power is just bogous.

  • Yeah, I agree; the perk tiers really do nothing except to prolong the bloodweb and grind of the game.

    Since there isn't a benefit for having lower tier perks, theres no reason to have them. They're redundant, just used as padding.

    It would be different if they gave us maybe some small drawbacks in other areas once we take on higher rarity perks. Or gave us benefits or reasons to take on lower tier perks.

    Like, if you take on uncommon Corrupt Intervention, it only lasts 60 seconds but it activates multiple times throughout the match as gens get completed, whereas highest tier activates once but for two minutes. Stuff like that.

    but yeah, as it stands, there's no reason to take low tier perks, therefore it only acts as padding.

  • @DeadbyDeathGarden said:

    https://forum.deadbydaylight.com/en/discussion/comment/1169336#Comment_1169336

    I never said it stopped camping, I said it gave MORE incentive to campers

    How? If they're using Insideous they're already hell bent on camping.


    If they see nobody's auras popping up it may incentivize them even more to head out and actually play the game. If they do..? Oh well.

  • I would like this idea, if the fundamental game itself wasn't so busted.

    The issue is, both sides rely on snowballing. And if one side doesn't get going, its hard for the other to come back. A killer can bounce back, but survivors? How can you bounce back from two dead and three gens remaining unless you uber stealth? It also acts as free info to the Killer during the collapse itself, as beginning repairs on a gen slows it down.

    It think it would be better if we just rework the sacrifice mechanic altogether. I address that here: https://forum.deadbydaylight.com/en/discussion/138783/addressing-all-current-concerns-with-these-changes#latest

    I think you commented on my last thread discussing a rework of the Sacrifice mechanic.

  • Its not gen speed that's the issue, its gen efficiency.

    The Killer should still be put on their toes, and yes, some killers should be better at addressing certain things in a match than others. That's why they have different powers; they all have different playstyles.

    Nerfing efficiency means that teamwork on gens doesn't have as great of an impact, meaning they are slowed, but not so much that it just encourages even more teamwork and changes nothing except giving the killer like five extra seconds.

    If we max out generator speed for four survivors to 45 seconds, rather than 27 seconds it is currently, it effectively doubles the time a killer has to find a survivor and prevent a gen from popping early game. And really, early game is where most Killers struggle the most without perks.

  • @DeadbyDeathGarden said:

    It's still a camping perk. But now, you can stop survivors before they do whatever your camping as you see them coming! Wow! You made the problem you described even worse as theirs even more incentive to camp!

    No amount of 'incentives' is going to stop camping. IDK why this has to be reiterated; it doesn't matter, because the fundamental design of the game is flawed, relying on one side or the other snowballing rather than having a back-and-forth.

    Camping doesn't get "better or worse" unless something is done about the game's fundamental design, and it doesn't reward the Killer so heavily for getting early kills.

    I address this here:

    https://forum.deadbydaylight.com/en/discussion/138783/addressing-all-current-concerns-with-these-changes#latest

  • @maximizer12 said:

    Maybe add a trample mechanic which crushes the corn, bushes, and high grass when a killer walks and a survivor runs on it. This way by endgame, survivors can't just crouch right next to the killer and get away. The amount of lost matches I've had because of the corn or blendable brush is so unecessary. This way we can nerf the blendettes and make the farms more tolerable for killers

    You know how useless the Trapper would be if you could trample grass?

    Furthermore, why are we punishing stealth?

    I could see this being a perk. Not a base mechanic.

  • Look, let's stop making this into a "Survivor vs Killer" issue.

    The fact is, the core gameplay rewards RNG and Snowballing way too much.

    The mechanics lend itself to snowballing both survivor and killer side. The survivors gain permanent pressure throughout the match, the killer only gains permanent pressure by killing someone.

    Because of this, survivors are encouraged to gen rush, and killers are incentivized to tunnel, camp, and secure a kill early, especially against those who don't know how to punish it or aren't coordinated enough to do so.

    So, in conclusion, this isn't a player issue, it's a dev issue, one that has been an issue for years.

  • The fact is, the game loop doesn't reward the killer enough for leaving a kill. If a killer can secure even one kill, he's usually in the clear unless the survivors are well coordinated, and unless you're out of the low ranks, this isn't usually the case.

    Sure, people can say you can "just punish the killer" for wasting time, but often times the pug team isn't coordinated enough to identify, punish, and secure a win for that behavior.

    The sacrifice mechanic needs a complete rework before tunneling and camping can be actually addressed, as well as game pacing in general. I had an idea for a sacrifice rework and made a thread on it a while back.

  • Feel like this is less of a megathread and more of your own comments on hot topic issues.

    Not that the latter is wrong but I thought it would be a list of common complaints and ones they've addressed or ones that continue to go unanswered.

  • @Junebug said:

    It's weird how many trapper-specific rules there were. The concept of "killer's posessions," the only killer who could have their power sabotaged. Kinda gives an insight into what their plans for the future might have been around the time of first release.

    Were? There still are so many Trapper counters.

    Slippery Meat. Small Game. Object. Pretty much any bad timed aura reading.

    People don't use them a lot because the Trapper is no longer 1/3 of the killers.

    But Slippery Meat and Small Game are still out of date perks made in a time where perks against specific killers we're somewhat viable.

  • @ZoneDymo said:

    Ya know something else about Otz? he is part of one of hte problems with this game.

    "ok Ill eat the DS...oh she did not have it? bless her" and then still just proceeds to hook her.

    Even this oh so non toxic otz tunnels people and makes them run DS which is a perk we all hate....

    But yeah unrelated

    You mistake symptoms with the problem itself.

    If you want to win as a Killer, you have to snowball. And, the reality is that this game rewards tunnelling more than anything else for the Killer.

    Otz even addressed the issue in OhTofu's podcast about how the game is designed in a way that makes tunnelling one of the best options a killer can do if they pull it off, which is severely unhealthy for the game.

    I don't go out of my way to tunnel, but when I do, what, do you want me to put on a funeral over it?

  • @Ghoste said:

    Newer perks seem to come with pointless conditions and restrictions to keep them from ever being meta.

    Furtive Chase is one of those perks, so I'd just avoid it entirely.

    We know at least Peanits said they design these perks in a way to avoid power creep so you're actually not far off.

  • @Ksoni said:

    Everytime otz releases a new video a new thread about how broken survs are appears. Im not saying that it isn't but this format is kinda getting boring

    The format exists because we see this ######### reiterated time and time and time again.

    And yes, when a video is made, it beings or to light again. As it should. These aren't new issues. We wouldn't be talking about this if BHVR could fix their game.

  • Killers don't have second chance perks. More like insurance perks. Old Ruin and NoED were insurance perks for early and end game.

    And since this game relies so much on snowballing...

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1161478#Comment_1161478

    Rush down survivors so fast that by mid game they became far too preoccupied with saves and heals to continue repairing gens at a break neck pace.

    The more altruistic and heroic they are (hello flashlights) the faster they tend to fall.

    I’ll still have bad games where this doesn’t work out so well. But by focusing solely on the tracking, chasing, and strategy of where to land bottles, 90% of the time the survivors have a very tough time against my Clown.

    So snowball. Like what every killer has to do to keep up in this game.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1161417#Comment_1161417

    The devs are right, Clown is underrated and also underestimated.

    Most of the playerbase think he is a joke, but it is THEM that cannot see how his power should be properly used.

    And you demonstrate none of it.

    You're essentially one step ahead of just saying "get good" which proves nothing.

    The Clown cannot apply pressure anywhere except in chase. He closes down a loop, and can zone people out, but he isn't underrated. He's underwhelming.

    What exactly is the strategy you use for him that makes him anymore viable than other killers?

  • I mean, the devs themselves have said (Almo I believe) that they think the Clown is an underrated killer.

    With that mentality in mind they're going to be in the "if it isn't broken, don't fix it" state of mind.

    Of course, the Clown is a joke, but they don't see it.

  • @ZoneDymo said:

    • Claims they are not comparable
    • Proceeds to compare them

    Thanks for recognizing the absurdity and understanding the point I was making.

  • @LordEmrich said:

    Of course they're not comparable. One is a good Killer and the other is Huntress.

    download (9).png


  • @Peanits said:

    That change for Insidious would be a little nutty. You can already get a very small radius on some killers with just Monitor & Abuse. If you stacked this with it, you'd be able to turn just about any killer into a stealth killer. In any case, it's basically just stealing M&A's thunder at that point, I don't think there's enough to set it apart.

    Fire Up I think might be too much. I can't see how you could possibly play around someone moving at 5.2m/s, and I don't think you should ever expect the other survivors not to do gens because someone's being chased.

    As for the NOED one, that's a neat idea. Though I don't think it needs to replace NOED, you could probably just cut out the speed part and make it its own perk.

    IMO, this new NOED should just replace Beast of Prey, since as far as I understand we are trying to move away from Bloodlust anyway. And seeing as Beast of Prey rewards you too little too late often in a chase, I think it would be better if it were a progressively stronger stealth perk as time goes on.

    Something like a token system for the mid-late game.

    • Whenever you enter a chase, Beast of Prey activates.
    • When you hit a Bloodlust tier, lose your terror radius and red stain, becoming completely undetectable and unpredictable.
    • Every time you hit a Bloodlust tier, gain a token.
    • For each token for a maximum of 10 tokens, gain 5 seconds of Undetectable after ending a chase.

    NOED is fine, it just needs to not be so much of a crutch perk. If there were stronger options in the game for the Killer to use, we might see less of it, but often times, especially in early ranks, the Killer is forced to take insurance perks because of gen speed.

  • Correction: you have to hit a survivor TWICE with your basic attack.

  • @YourFather said:

    https://forum.deadbydaylight.com/en/discussion/comment/1155551#Comment_1155551

    I will play the game tomorrow again, and then i will show you multiple screenshots of a scoreboards.

    If its anyone above Rank 10 and you're using a camping tactic, you're not playing the killer well.

  • @YourFather said:

    I disagree i get a 4k everytime, on top of that i get also 50-70k bloodpoints.

    I use Insidious,Beasts of Prey,Distressing,BBQ and my Gameplay Knowledge to completely destroy survivors match after match.

    He is considered the worst killer for survivors.

    There's no way you're destroying anyone with Insideous, distressing, and beasts.

  • @honestlybaffled said:

    https://forum.deadbydaylight.com/en/discussion/comment/1155311#Comment_1155311

    Forced bleed out or waiting for ages until the killer gets all 4 down is not fun.

    Neither is having quitters who think their matches is all about their individual idea of "fun" and throw games.

  • @honestlybaffled said:

    I agree with the bleed out button, even if a survivor is on hook, they're given a way out, but on the floor, you can only sit and wait, which survivors do a lot already (doing gens).

    Only to encourage people dying instead of recovering?

    Isn't this the kind of plays we should actively be trying to avoid as they often ruin games and lead to what is essentially an unpunishable DC?

  • @thenegativone said:

    I think this game is ruined when survivors coordinate on coms. Thats why i only play solo when i play survivor. Makes it more challenging not knowing what is going on in places out of sight.

    I think the efficiency bonus is impossibly easy to accomplish, especially in the Early Game.

    Halfing the time it takes to complete a gen should take a full team. Instead it goes from 80 seconds down to 27 seconds. If the killer doesn't immediately disrupt early game pressure gens fly like mad.

  • @EvilJoshy said:

    Most issues have been said about trapper. My issues is he is countered hard by headsets. When one person see's him plant a trap they all know where it is. I wonder if it would not be better if his traps were deployed like freddys snares. Move your hand, push a button and the traps is deployed. Slowly arms itself after a time.

    Maybe not that instant. I don't think making him a supernatural killer would do him any justice.

    His set up is fine. SWF counters everything in this game anyway. The problem is that he has to wander around trying to put down traps and pick others up.

  • @Alice_pbg said:

    We all played this game ( at least I hope so :p).

    We all had that match where nothing was getting done and you really wish it would just end. On both sides.

    So I got an idea to end these, add a time limit to the match.

    This should solve all issues with "X player(s) took the match hostage and I had to dc".

    And even bugs, with a time limit the match must end no matter what, so you can just brute force the end.

    Pretty simple on the lore side, the entity gets bored if it takes too long and just ends the trial to start a new one.

    And what is the time? Simple. 20 minutes.

    That is more than enough for probably 99% of matches where progress is actually being made.

    I wanna post this on feedbacks and suggestions aswell, but first I wanna see what people think about it and get a more "popular approved" version of it.

    Okay, but like, that doesn't "fix" hostage taking.

    I don't want to waste 20 minutes stuck hostage in a match, only to have my reports mean nothing just because "the match technically ended without a DC".

  • I'll be honest I kinda went on about one topic and kinda flopped to the next with little transition, this was just rambling.

  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1148961#Comment_1148961

    ...That's all you got out of that whole thing? Bruh.

    "It also sounds like you've never had someone step in a trap a bit too far and have them escape first try in front of you. Hag and Freddy don't rely on RNG. Trapper does."

    You make it sound like I just got the game yesterday.

    And I mean sure, you could increase the amount of traps Trapper can hold at one time at base from 1 - 2 and then make the addons increase even further to allow him to hold 3 with the Trapper Sack 4 with the Trapper Bag and Stitched Bag add ons. But that's a pretty surface level issue if I'm honest and I try to dig a lot, lot deeper than that with my response. You just kinda said "Eh" and ignored most of the whole thing...

    Its because I had nothing else to add or comment about to the rest of your post. I wasn't going to nitpick your points, I only really wanted to comment on your thought process of keeping him from just starting out with all his traps. Which I don't understand. I get you think that "streamlining" his ability would be "boring" but in reality it only sounds like you want to keep the gimmick because its a gimmick, and not because it does anyone any benefit to the gameplay loop of the Trapper. Being forced to pick up traps is one of the worst things about him, as his set-up time is already very long and requires a lot more strategy than a Freddy or even a Hag.

    The latter is not a bad thing, but when its piled up with a mechanic that's only been lightly touched on since when I joined the Beta (having to pick up his traps) its an unnecessary feature, not a unique thing about his power.

    I mean, the Plague has a better gimmick; she gains more from breaking chases or using time to drink up from a Corrupted Fountain. But that's a portion of her power, and its powerful enough to stand on its own so that she can make up for the loss of time.

    The Trapper doesn't have any immediate gains. He has to trap everything just right, and be careful that nobody is watching him. On its own, that's not a bad thing, but as I said, that adds up with the having to find traps and setting up.

    Making him go pick up traps would still harm him significantly, even with the rest of your changes in mind. Its not a unique mechanic, is a bad gimmick that stunts him in the game, and should be reworked to keep up with the other killers. Call it "boring streamlining" but I'd actually want this game to not be hair-pulled-out frustrating for once.

    As for the rest of what you said, as I stated above, I have nothing more to add. I agree with most of it (Though I think the Trial Warmup fixes little to nothing, I don't agree with Jund's 'fix' on that end).

  • @FireHazard said:

    @Rezblaze

    It's a confirmed bug yes, my original answer to this question went in-depth about it to see what it did with Surge, but upon further investigation and talk with some people, it was brought to my attention that it's a bug that's not intentional what-so-ever.

    So please, don't use Surge with Pop Goes the Weasel, they don't work together and Surge actually deactivates Pop Goes the Weasel.

    That seems a pretty significant bug. Why is it not patched out already?

  • @lazytension said:

    https://forum.deadbydaylight.com/en/discussion/comment/1151825#Comment_1151825

    I can see where toolboxes needed to be slowed down, but not this slow. They are basically making 'very rare' items almost useless.

    I've played four games in a row where people were communicated. One toolbox. These gens were popping as fast as they were starting.

    Teamwork in this game on gens makes them go by faster than most slower killers can't keep up with. That's why Trapper is usually seen in such a negative light, and to do well you need to make these insane big brain plays.

  • @lazytension said:

    It feels like DBD is finally going in the direction it should be going in. A new killer and survivor with pretty balanced perks, a map with very cool features (the aesthetic, breakable walls, new doors, etc). They finally got rid of splinters. And I also like how we can hold on to our item, even if it's depleted. If they keep this up: I will have my faith restored with this game.

    My only issues is: How fast tool-boxes deplete.. I had an engineer's toolbox and it was just about as useful as a brown one, even with add-ons. It was gone within 20 seconds of straight use. I understand they want to prevent gen-rushing, but isn't completing gens the point of the game? But luckily, it's not that big of a deal, especially if you are working on the same gen as someone.

    Overall: Great job, devs. You're getting there!

    It is the point of the game to complete generators.

    That's why it needs to be slower.

  • @OtakuBurrito said:

    As a survivor main I say either change spawn locations of hex to be a guaranteed down if you get caught in/by them or make it make 2-3 times as long to do a hex totem. IF they remove the ability for everyone to see the hex then add in a perk to be able to see Hexs.

    That's the best way I can think of it to make it balanced for both sides. Because survivors already have ample perks to speed up totem cleansing.

    I proposed this as a solution:

    • The killer will be able to see all Dull Totems on the map. All Hex Perks are deactivated and there are no Hex Totems active on the map.
    • When a killer is within 32 meters of a Dull Totem, they can look at it and see a red arrow above it. Holding F will allow them to select that Dull Totem for a Hex Perk.
    • After selecting the totem, the perk becomes active like normal.
    • Hex Perks that do not have a Hex Totem selected will not activate nor will they gain stacks.

    This makes it so that Hex Perks are more strategically placed by the Killer, rather than a thing that happens by chance. It gives every killer Prep time, which allows them to reap rewards of hex perks. It also allows you to hold onto certain Hex Totems until late game (assuming they don't cleanse all the Dull Totems) if you want to use Ruin for a 3 gen strategy, or if you want to get some pressure going before selecting a totem. It puts it in the Killer's control, and prevents a Hex Perk being cleansed 20 seconds into the match.

  • @Fibijean said:

    I would agree with you, if Quick and Quiet had the power to blind the killer or knock them out.

    Hex perks give notifications for two reasons: firstly, it's pretty much a rule across the board that anything which has a direct (physical) effect on the player displays a notification when it activates (Decisive Strike being one example). Secondly, hex perks are designed to be powerful and dangerous if left unchecked, and the notification is there to give new players in particular a fighting chance against them.

    Okay, we can drop the act that this game is new player friendly.

    Maybe if DbD offered a more in-depth tutorial there wouldn't be an issue with new players. But who are we going to cater to? The guys who know what they're doing or the players who are new?

    Survivors should have to learn and adapt, not be literally told what they're up against, especially since the Killer has no such thing until the perk already has done its job, like Decisive Strike or Head On.

  • @Reborn2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1151359#Comment_1151359

    Survivors on comms are not considered to be in a game. Thats why we have perks that gets crushed by comms.

    Hex can easily gain strength if you bring all of them in as one will stay for sure and considering all hexes are strong its clearly strong build.

    So lullaby is strong. The thing is its strong only on Doctor.

    Thrill of hunt can save you a hex how come its not strong?

    You realize you only have four slots for perks. Why would you waste it on Thrill? Opportunity Costs; that could have been used for anything else.

  • @Reborn2020 said:

    You re just bad. At the moment i m failing to see any weak hex. Also you didnt say anything as to why they are weak which just proves that you re bad.

    Third Seal? Afflicts blindness after hitting someone and only after hitting them. Blindness is a useless status effect that's easily countered or removed unless against solos. And it's a Hex perk, meaning it can be removed at any time.

    Lullaby? Only really a danger at full stacks. All those hooks needed AND it's a Hex perk.

    Thrill of the Hunt? Not worth the perk slot unless you're very adamant on a hex build, which if you care about your pip you don't do.

    Should I go on.

  • The game forces players into a sickening FoV for "gameplay" and you think they're gonna think ADS is any different?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/136382/tell-me-if-this-makes-sense

    The reason a notification is immediately given for Huntress Lullaby is because it has 2 effects. The additional 6% regression on failed skill checks is effective without any HL stacks.

    Okay but who above rank 15 actually misses Skill Checks?

  • No you're right. It's worthless. Can't even really combo it with Pop as it will likely expire before the gen can be touched again, or be too close to call.

    The Devs seem to think that giving us these increasingly niche perks is somehow preventing power creep but it's only reinforcing the same tired meta for all killers and survivors even.

    And they still want us to utilize these incredibly situational perks WITH FOUR PERK SLOTS as a killer.

  • @PokemonGOPlayer said:

    I find this Perk the most garbage situational thing that has happened to Killer since quite a lot of time except Blood Echo.

    After I find the Obsession of create one via Nemesis, I have to down them and hook them. Then, after a big neon sign notified Survivors I have this Perk, if anyone dares to leave a Gen, it will get blocked until 45s have passed since the Obsession hook.

    Why would I ever run this Perk? Why would the Survivor feel punished about the Generator being blocked when they DECIDED to leave it? When it can not even regress? It's not like it kicks you out or blocks other Gens as well.

    I don't get it.

    On a side note, why do new designs have such specific requirements and/or work only with other Perks? New Ruin is worth running almost only with Surveillance, Hex Retri is worth running almost only with Hex Haunted Grounds and Blood Echo is worth running only on Killer that can injure multiple Survivors easily (Legion and Plague?).

    I just don't get why the devs keep thinking that displaying the Killer's perk is... At all, a good idea.

    It would be good on a Billy or Nurse or Freddy or any high mobility killer who can easily force survivors off gens.

  • @GoodBoyKaru said:

    The only issue with this is the same as the issue with swf and OoO. They used to have hooks be customised based on the killer, not the map, but since survivors could easily know exactly which killer it was early on then they changed it to keep the surprise. If they knew immidiately it was a spirit, then some would just instantly dc, or verses a plague they'd know to double down on gens before she'd even found someone.

    It's a cool idea, but I'd rather have the customisation be player specific not killer specific for this exact reason.

    Except that logic falls apart when they grant each killer their own unique theme.


    You know a Pig or Plague moments upon entering a game.

    It's not even a good gimmick.

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