Seraphor
Seraphor
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It's not about it being 'overpowered', it's about it being ineffective against SWF and always effective against solo queue. As a result it is balanced around a less-than-100% success rate, despite he fact that different demographics experience either a 0% success rate or 100% success rate.
Would you rather punish solo queue 100% of the time and SWF 0% of the time, so on average ~50% of the time for x amount.
Or would you prefer to punish all survivors 100% of the time for x/2 amount?
For the killer, there's virtually no difference. But surely you want something you use to actually be effective against your most formidable foes, right?
@Rovend said:
"It even has a cooldown", pfff.
30sec Cooldown to a 9sec instant regression + 25sec incapacitation + 6sec normal regression effect that can be applied to multiple gens
Edit: While being uncounterable without comms
So if the killer is efficient with their cooldown management and allow the survivors to 'tap' the gen once their Incapacitation has ended. You can inflict 40 seconds of regression on a 30 second cooldown. Which means you're inflicting a net regression of 10s every time it's used that (solo) survivors are unable to counter.
The best solution would be to increase the base regression, while reducing or even delaying the incapacitation.
Say 12s instant regression, and 15s incapacitation for 3s normal regression = 30s total regression on a 30s cooldown. At least that's neutral when used at peak efficiency, and still inflicts the 12s regression on SWF.
That's just a slight numbers tweak to make it a bit fairer. To actually make it completely fair, tweak the numbers just the same, but block the gen instead of inflicting incapacitated.
Incapacitated really shouldn't be an effect that's tied to a perk. It should be limited to killer powers that were built for it.
I say all this as a killer main (in theory, though I play a lot of solo survivor as well lately).
TC is clearly coming from the knee-jerk reactionary position of "they want to nerf my precious killer, they cantses!" without actually considering the balance from both angles.
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Could promote a snowball effect, but likewise could be a solution to stalemates.
I think a better solution could be that repair speeds are reduced by x amount until the first survivor is downed. Almost like a basekit Corrupt, but instead of blocking 3 gens it's slowdown for all gens.
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@almofan1001 said:
https://forum.deadbydaylight.com/en/discussion/comment/3288426#Comment_3288426
You have many options. You can regress gens, you can block gens, you can mindgame, you can slug, you can bait certain plays, you can simply outplay them at loops by knowing where they are with auras while they don't know what you are. Try different ways to apply pressure. They might be more fun for everyone.
Tell me how to apply pressure when gens are being done in 4-5 minutes even if I play well. Let me fix your phrasing - you can tunnel, slug and camp and not run an anti-gen build. All those 3 are actually viable choices against good teams (so-so against SWF). Or you can run Nurse, Blight.
Overcharge, Call Of Brine just feels lazy. Now that kicking is time-neutral, there's no downside to it.
Such a lazy perk that requires: 1) Go to gen 2) Kick Gen 3) Patrol that gen so that no one taps it. What do you mean it's not time neutral? It literally requires the killer to spend time doing it, even sacrificing chase.
Slowdown is definitely not required to slow the pace of a game. You can instil enough slowdown by applying enough pressure.
Can I instil enough slowdown to win the game? Probably, but I'd rather not slugfest at 0 gens left or sweat my back against average players even while outplaying them for the whole game. Anti-gen perks actually make chases and hooks more meaningful and reward you for playing well.
Honestly, from reading all those replies, it seems like half of the community can't prevent 3 gen and another half can't hit the overcharge skill check. Then you guys have a fair argument - anti-gen perks are oppressive against such caliber for sure.
Why would you cherry pick parts of my post, and then ask leading questions that I already answered in the parts you ignored?
"Such a lazy perk that requires: 1) Go to gen 2) Kick Gen 3) Patrol that gen so that no one taps it. What do you mean it's not time neutral? It literally requires the killer to spend time doing it, even sacrificing chase."
- You don't need to patrol the gen. Survivors will blow it up due to Overcharge, and if they stick around to repair it then Eruption will guarantee around 40s of slowdown when you score a down. This is what makes it lazy. You kick it then forget about it, and the gen doesn't get done because you trigger around 40-60s worth of slowdown from a single kick.
- It's time neutral because a 2s kick down comes with an instant 2.5% regression. You should be pressuring gens anyway, spending 2s kicking a gen isn't a significant amount of time any more.
- In my example of an alternative form of slowdown, I ran a gen kicking perk, Nowhere to Hide. It served me far better than an actual slowdown perk would have, because it guaranteed a survivor didn't just jump straight back on the gen after I kicked it. I didn't lose any time in kicking gens, because that time was made up by info that gave me an edge in chase. I still managed to almost fully regress two gens, with just base regression speed, because I could directly prevent survivors from just going straight back to it.
Regression perks are just lazy. Not even just because slowdown is boring, but because there's so much more to slowdown than flat regression. Forget Overcharge, Call of Brine, Eruption and Pain Res. Block gens with Thrilling Tremors instead, and get a built in BBQ to boot. A blocked gen is far more slowdown than trying to regress them, because survivors are more efficient than any regression perk can be. That's partly why you feel the need to stack multiple anti-gen perks, they're not actually that good, so you need so much more of them.
A good killer can do as much with Thrilling Tremors and 3 chase perks, as they can with 4 slowdown perks, because the info you gain is useful in applying the right pressure at the right time.
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The 'new slowdown meta' definitely feels less fun, for both sides.
Ruin at least gave survivors a counter, that got them off gens. Whether you got the regression by applying pressure, or got them looking for a totem, you had slowdown that required action of some kind.
Overcharge, Call Of Brine just feels lazy. Now that kicking is time-neutral, there's no downside to it. I've had games against killers with this combo who have completely denied gen regression by repeatedly slugging. A few days ago it was a Knight on RPD, and I had a game against Freddy on Ormond today who had the full Overcharge, Call of Brine, Eruption set and 3 of us bled out after 10 minutes of dancing around the final gen.
Slowdown is definitely not required to slow the pace of a game. You can instil enough slowdown by applying enough pressure.
I just 4K'd on Eyrie of Crows as Ghostface with an all-seeing build*, against a full Toolbox BNP gen rush SWF with Boil Over and Saboteur.
You have many options. You can regress gens, you can block gens, you can mindgame, you can slug, you can bait certain plays, you can simply outplay them at loops by knowing where they are with auras while they don't know what you are. Try different ways to apply pressure. They might be more fun for everyone.
*Security Camera and Drop-leg Sheath. Lethal Pursuer, Nowhere To Hide, BBQ and Floods of Rage. It was actually a very fun game, I got outplayed by a few sabo'd hooks and they tanked a few Dead Hards. But I outplayed them at the Shack and in main building, and Nowhere to Hide really showed it's value on that centre gen. Three successful marks and instadowns out of 11 hooks, the rest was simply surprised ambushes.
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She's still better than Freddy.
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@ProfessorDunwich said:
https://forum.deadbydaylight.com/en/discussion/comment/3288051#Comment_3288051
It’s all FOMO. Both event cosmetics and time limited cosmetics in the store demand that you stay engaged. What would happen if legacy cosmetics were in the store? I suspect a lot more people would have and enjoy them along with more money for BHVR. The only people who win with the current model are original players who enjoy their artificially scarce item. I have never understood the mindset of people who get joy out of something because others can’t have it, especially something that can easily be replicated.
https://forum.deadbydaylight.com/en/discussion/comment/3288055#Comment_3288055
That is not a justification. Also Neopets appears to be Free to Play. BHVR is employing F2P tactics in an honestly expensive game.
Because it was something that was earned at one time, it wasn't a free skin you could buy with money.
Same kinda goes for event skins. You need to take part in the event, and complete the challenges, to earn the event skin.
Should the anniversary crowns also be available in the store all year round? Surely that's more of a predatory system than giving away free exclusive skins for taking part in a limited time event.
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Only if you have the corresponding Antibodies.
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@ProfessorDunwich said:
https://forum.deadbydaylight.com/en/discussion/comment/3287162#Comment_3287162
Yes. I thought we could illustrate how it is working here. Dredge is one of my favorite Killers, I love his Masquerade skin but I was not playing during the event. I can’t even buy it with money now. A message has been received. Stay engaged or miss out on more. What a coincidence, his Snowman skin is on it’s way.
Is this not how 'event rewards' typically always work, in DBD history and across most other games?
'Exclusivity' has always been a thing, and some players value that. Consider the legacy skins, what if they were made available in the store at any time?
I understand 'cash shop' items are a little different, but lets not pretend that 'event items' are suddenly a controversial topic because of it.
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@HugTheHag said:
https://forum.deadbydaylight.com/en/discussion/comment/3287807#Comment_3287807
I've played for about the same amount of time you did, but approach the game very differently.
Sure, the goal of the game is to do gens/escape, or to kill survivors. Technically yes, doing your objective as fast as possible is the way to "win".
However, a lot of people agree that playing the game optimally is not the most fun experience. Tunneling takes out one player entirely, who can't play the game at all because in 3 min they're out with little rewards. Genrushing makes the game last 5 min, with no one getting much points/rewards. Both tend to lead to unilateral game where one side stomps the other. And this often leads to frustrations and bad manners : teabagging and clicking at the gate, hitting on hook or sluggin for 4 min, being agressive in endgame chat...
Some people find their fun from "winning" at all cost. Others don't.
As killer, I personally find my fun in games where it looks like everyone is having fun. I don't bring the strongest stuff, I don't play too efficient. The survivors generally notice and chill themselves. We interact more, stay in good spirits, and don't take to heart wins or losses because the game was entertaining regardless. Positive or fun endgame chat is very frequent.
A lot of the frustrations in this game originate form the fact that matchmaking can't separate super competitive players who care for winning more than for fun (for example, a friend of mine went on a 100 winstreak on Nurse and hated every moment of it, but still did it for WiNnInG), and players that are here to chill and just have a good time. =)
Same. Whether or not I enjoy a game is usually unrelated to whether or not I escape or get a 3/4K, unless I happen to be doing a challenge for kills/escapes.
Usually if I've had a good killer game and secured a load of hooks, I'll happily ease off and let the last couple survivors escape. Providing the game has been close enough that they can power the gates without me totally and obviously throwing, because I hate it when they think you're farming and they just stop doing gens and start dancing around you and stuff.
Similarly, if it's been a good survivor game, I've got some repair time in and I've made a few rescues and heals, I'm not going to be tilted if I don't escape. Providing I'm not camped out from the start of the game or my team mates don't leave me to die unnecessarily.
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You want DBD to feel like a scary movie?
You think killers have been buffed?
Sounds like you've just become too good a survivor.
Power creep has made survivor easier and less scary than ever. You can be stood 5m away from the killer and be completely invulnerable due to a range of second chances and strong pallets, and then just heal right back up again. That's why it's not scary.
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Having tried to make use of a map today and finding it severely underwhelming, thought it was a good time to dredge this back up.
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@Lost_Boy said:
https://forum.deadbydaylight.com/en/discussion/comment/3287305#Comment_3287305
What's even more funny is that you seem to think it's pointless playing unless you get 3 gens done without losing a survivor. Basically you're saying it's pointless playing unless you have a very high chance of winning a match lol
Now imagine if killers did this. DC if a gen is done before a hook. Nobody would ever escape!
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@Rulebreaker said:
https://forum.deadbydaylight.com/en/discussion/comment/3287564#Comment_3287564
We're gona disagree on this. The game is built around hunting, chasing, and evading. The humiliation only factors in from the players. We're not humiliated when hit with a pallet as if we need that pallet gone, we'll happily eat it. We arent humiliated when tunneled, camped, 1 shotted, hidden from whole game, etc. This is from each individual's perspective.
That aside though we do agree adding an incentive to be nicer would be a lovely treat.
Sounds like another aspect prone to imbalance.
"Why is it that killers are rewarded for playing nice but survivors don't need to?!"
"Oh so survivor rule book is official now? Killers are supposed to throw games for points but survivors don't have to?"
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@Gizer said:
https://forum.deadbydaylight.com/en/discussion/comment/3287675#Comment_3287675
I literally don't understand. Like the
tunneling I'm new to the game. If I was near and some go for a save I go back to chase the one who made a save if I was far I'm going on a chase. I don't really understand why's the killer fault. Who made the rules. The only thing not acceptable for me is camping like the one I played with Bubba with insideous perk inside the killer shack
Don't worry about it. Survivors will say anything is tunnelling. If they get rescued, then follow you around the rest of the game, and you try to chase other survivors, but they run right up to your face and beg you to kill them, they will then accuse you of tunnelling.
As a killer it is your job to kill them, and their job to avoid getting killed. If they get killed, it is their fault for failing to avoid you. Simple as that. The only way you can fail at your role is by not successfully killing them.
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I got some over PSN last night.
Mikaela and David were being your typical bully chucklefucks, pulling off 360s, bodyblocks and flawless loops and using it to constantly harass me as killer. Of course when David is eventually hooked, Mikaela rushes the hook and rescues him when I'm literally 5m away. I down her effortlessly, but David stays to bait BT, so I whack him, he barely tries to use his speed boost, so I down him again.
Of course I get a tirade about how I'm a terrible killer and tunnelled David.
I was playing Ghostface, so I teabagged. Boy did they not like that. Almost like it's bad manners or something.
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It's loosely balanced, rather than finely balanced. In the sense that, it's just as likely to get a 4K as a 0K, but you're not getting regular 2Ks. This is mostly down to RNG factors, and snowball effects.
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Shattered Hope basekit would honestly be the simplest solution to fixing boons, and I don't know why they didn't do it like this in the first place.
- Totems remain a finite resource that need to be managed.
- Blessing and Cleansing become synonymous, so there's no discrepancy between times or points awarded.
- No longer causes any conflicts with Hexes, because if you could bless it you could cleanse it.
- Killer is already disadvantaged by needing to find and kick the totem.
- Nobody enjoys the constant back and fourth of repeatedly blessing and snuffing boons.
It would need to come with a few buffs to boons in general though, particularly:
- No global sound cue for the killer when a totem is blessed. This gives survivors a chance to use the boon before the killer discovers it.
- Smaller audible radius so boons aren't so easy to find.
- Some boons would need buffs, particularly everything but Circle of Healing.
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Sure lets make the game even worse by allowing people to create an unlimited number of throwaway accounts with which to cheat with.
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Playing killer is like Mean Girls
Oh my gawd, she's such a bad killer, she's like totally not killing it today, she's so triggered by my teabags, go eat a dick #########.
Horrifying.
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@GentlemanFridge said:
As funny as they are, they render Twins in particular virtually powerless. That’s a valid reason to complain, I’d say.
Sucks for both Twins players I guess.
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@Thralfazuz said:
https://forum.deadbydaylight.com/en/discussion/comment/3286937#Comment_3286937
To sum up, is like adding to unbreakable the Felix "Desperate measures" perk, right?
Kinda, but it's all or nothing, either there's no survivor standing and it's active, or there's at least one survivor up and it's not.
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@Thralfazuz said:
https://forum.deadbydaylight.com/en/discussion/comment/3286927#Comment_3286927
what if they implemented the unbreakable basekit in the end?
They should implement some counter to slugging all survivors, the system they tested wasn't it though.
Instead of allowing all survivors to pick themselves up at any time, but with a longer default recovery duration, they should instead allow survivors the ability to pick themselves up, with a faster recovery speed, but only when all survivors are either hooked or dying.
This allows killers to maintain pressure by slugging the odd one or two survivors during the course of the game. But if they were to slug all survivors at any stage, or to 'slug for the 4K', then as soon as the last survivor is downed, one of the other survivors would pick themselves back up. This would create a 'whack-a-mole' situation that would make it impossible to keep all survivors down at once, but would only be triggered by an intentional BM scenario.
This wouldn't adversely affect 'regular' killers who aren't trying to play scummy, it would still allow slugging to be used as a form of pressure, and it wouldn't require the rework of all perks that involve the dying state.
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This is like killing via bleedouts, its winning by bypassing your core objectives, and we definitely don't need another way to do that.
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I just had a game that started fairly well. I did a gen with another survivor who banked their Potential Energy, and we completed the gen before the first survivor was hooked.
I had We'll Make It and Kindred so I made my way towards the hook, but this other survivor decided to sprint past me and rush the hook rescue while the killer was still there. They got injured, lost their banked potential energy, immediately went down, and DCd.
We lost the game, all because of that one stupid move and subsequent DC.
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@I_CAME said:
https://forum.deadbydaylight.com/en/discussion/comment/3286521#Comment_3286521
Do all the streamers who win 99% of their matches have low MMR too? Killer is a joke if you know what you're doing AND bring the most busted builds/strategies possible.
The most busted builds/strategies are all boring as hell. No one who actually enjoys playing killer would choose to run a full NOED build or facecamp at 5 gens.
And killer main streamers who are legit good aren't representative of the average state of the game at high MMR. Averages exist for a reason, and that means there will be those who exceed the average, and those who fall below it. For every killer streamer who "wins 99% of their matches" there's another killer struggling to win 1%.
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Actual solutions:
- When a survivor DC's, they get the DC symbol for their portrait but their body remains in the game. This allows the killer to use them to farm hooks, and in doing so takes pressure off the other survivors, who could then choose to use them to farm rescues if they wished. Everyone ends up with more BP, no one is cheated out of hooks or hook rescues, and the remaining survivors aren't as badly affected by the sudden disappearance of a team mate.
- When a survivor DC's, all remaining survivors are guaranteed a black safety pip and a 5K 'Quitters Bonus' per survivor who DC'd.
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He's a revelation for you:
Devs don't intentionally make their game bad. They believe they've created something good. Opinions are subjective and in an effort to create new, interesting and different maps, they will end up creating different layouts. These new layouts may not be to your liking, but that doesn't automatically mean the devs are sabotaging their own game.
These are artists and software engineers who are creating something they hope we will like. While criticism helps improve things, there's no need to be downright rude.
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I've actually had the opposite lately.
I'm used to a small degree of input delay, so when I got virtually none last week it threw me off and I was hitting all my skillchecks too early.
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Eh, maybe DC after a hook state has been made.
But if someone DCs at the start of the game, you haven't killed them, and it makes killing the others easier.
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@BarnesFlam said:
https://forum.deadbydaylight.com/en/discussion/comment/3285341#Comment_3285341
The minority? Have you seen the state of the recent discussion homepage? Almost half of it is threads about this situation. Does it look like a minority to you?
Then why are people buying them?
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3285325#Comment_3285325
https://us.v-cdn.net/6030815/uploads/U0Q1W8T5ELB4/image.png
We're able to complain about both awful anti-consumer business practices and the terrible state of the game at the same time! Magic!
Yes that's exactly my point. It's called being facetious.
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@BarnesFlam said:
https://forum.deadbydaylight.com/en/discussion/comment/3285328#Comment_3285328
The current society show that voting with my wallet isn't enough, so I'm voting by complaining about it here.
Is there a problem with that?
Like I said, it has the opposite effect. All you're doing is proving how much demand there is for these cosmetics.
Voting with your wallet is enough, it's representative of your voice. You get one vote, just like everyone else.
Just because everyone else is voting against you and funding these marketing tactics, doesn't mean your vote isn't worth just as much as theirs. It means you're the minority.
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@BarnesFlam said:
https://forum.deadbydaylight.com/en/discussion/comment/3285319#Comment_3285319
Being normalised isn't equivalent to being justifiable.
From a business standpoint it is.
Vote with your wallet.
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@BarnesFlam said:
https://forum.deadbydaylight.com/en/discussion/comment/3285285#Comment_3285285
The problem was never about cosmetics costing real money?...
You know what I mean. No need to nitpick.
Cosmetics are a high value item. Thus they have all the cause to market them and make them as exclusive as they like, and play on their consuner base.
Every other business works the same way.
Buy the new limited edition 2022 Balenciaga iphone!
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By all means let them know, but do we need to have 100 topics a day about this?
Jesus Christ, they're just cosmetics, all this fuss about them just proves how much of a commodity they are, and how lucrative it is to charge money for them.
If this forum is anything to go buy, BHVR aren't in the business of developing games, they just produce fancy 3D artwork that the masses go crazy over and will pay a high price for.
The more you complain about them costing money, the more you convince BHVR that they should be charging money for them!
Just don't buy them. I'm not.
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@daniel_owenz said:
https://forum.deadbydaylight.com/en/discussion/comment/3285071#Comment_3285071
Buddy those are PERKS not add ons, you just proved my point lol. An add on is next to the offering section, it isn't part of the perks section. 😂
@daniel_owenz said:
https://forum.deadbydaylight.com/en/discussion/comment/3285083#Comment_3285083
Nope those are also perks, the cannibal has a unique perk, we're talking about unique add ons, perks give killers side abilities, add ons are mainly used to BOOST the killers main ability or compliment it, not give it a brand new perk like ability.
Are you serious?
I think the problem here is that you don't do your homework and look up how killers work.
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@daniel_owenz said:
https://forum.deadbydaylight.com/en/discussion/comment/3285113#Comment_3285113
Yeah the point is if we're all inside the gate area and the knight is at the door and he initiates a "chase" then you're dead. Most people on this forum misinterpret the problem frequently don't they lol, I'm communicating it in Englsih, the language we all speak, in multiple different ways and with examples but somehow they still miss the point. shows you what kind of people we have in this world in terms of intelligence and common sense.
Or you can all just leave instead of teabagging?
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It's an Iri add on, that's what they do.
Many killers Iri add ons do things like reveal auras or inflict Oblivious or cause Undetectable, things that many perks also do.
Myers has a Mori for an add on.
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I'd also agree that another survivor DCing should guarantee safety pip.
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So killers who correctly guess where survivors will be by chance are good, but killlers who correctly determine where survivors are guaranteed to be are bad?
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3283193#Comment_3283193
What? No Wake Up?
Not really necessary.
Open to 10%, hide, wait for the killer to check and leave again, then open it all the way.
Sole Survivor is a solid perk all on it's own, and can benefit you before the endgame. You still get 3 perks to help you out in general play this way.
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1. Bring Sole Survivor.
2. Aim to open the exit after the killer has closed the hatch.
3. Raise your MMR.
4. ???
5. Profit
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Ghostface. If I lose I can teabag them back.
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Still better than most give credit for. Probably better anti-loop than Artist and Knight despite being countered more or less the same way.
His map mobility is only rivalled by Nurse and Blight imo. Don't need to place portals like Demo or Hag, aren't limited to gens like Freddie or Sadako. Lockers are much more numerous, and there's always a chance you grab someone too.
Even an M1 killer is decent if they can get from one side of the map to the other quickly, and can shut down loops.
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@JustAnotherNewbie said:
https://forum.deadbydaylight.com/en/discussion/comment/3283078#Comment_3283078
Slugging for the 4k should be more difficult. This is where basekit UB would be useful. As it stands right now, slugging for the 4k seems like a low risk (you'll get at least one kill) and high reward for the killer. Especially if there are like 2+ gens left. The only argument you can make for it is that not all killers choose to do which for me is not much of an argument if I'm being honest.
Sure, some form of basekit UB would hinder slugging for the 4K. The version tested in the previous mid chapter PTB isn't it though.
A better form would be if survivors got basekit UB, complete with a boost to recovery speed, only when all survivors are hooked or in the dying state.
This wouldn't penalise killers for applying pressure mid-game by slugging the odd one or two survivors, but it would make slugging for the 4K virtually impossible. As soon as you knock the last survivor down, the other one can get right back up again.
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@JustAnotherNewbie said:
https://forum.deadbydaylight.com/en/discussion/comment/3282915#Comment_3282915
50% chance is different than the guaranteed survival final girl has in the movies.
It has to be more or less even.
If it's in the killers favour, survivors will just give up.
If it's in the survivors favour, killers will always slug for the 4K.
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@JustAnotherNewbie said:
https://forum.deadbydaylight.com/en/discussion/comment/3282637#Comment_3282637
But they'd still have to meet the same conditions. I would simply choose if Lithe should activate when I decide to vault this window or the next one.
You can, you can slow vault the window.
You can choose to not drop off a ledge and activate Balanced.
In any scenario where you're choosing not to activate them, you're not being chased by the killer. You have zero reason to drop off a ledge in chase and not take the speed boost, and if the killer is close enough that a slow vault will result in a hit, then you'll want to trigger Lithe.
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Other Exhaustion perks are just bursts of speed that occur under a certain condition. If these were on demand, not only would they all be identical, but they'd all be far more effective than Dead Hard is, and would be more broken than the old Dead Hard.
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Stupid GF, I revealed him now he's powerless, I'm gonna bodyblock the hook!
Of ######### Agitation and Mad Grit!
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@BringShaggytoDBD said:
https://forum.deadbydaylight.com/en/discussion/comment/3282548#Comment_3282548
Yes definitely, my point is that last survivor still has a much bigger chance at surviving than the others. The chance can definitely decrease rapidly lol, or be improved with perks (which is a waste of perks imo)
Sole Survivor is actually a pretty solid perk.
Most games will usually see at least one survivor sacrificed, which means you nearly always benefit from range-based Distortion towards the end of the game (not just at EGC). Then the added bonus towards unlocking speed as the last survivor is a solid insurance policy.