Shroompy
Shroompy
About
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- Shroompy
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Comments
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449646#Comment_3449646
Maps wouldn't be as bad if WoO didn't give you Google Maps to chain every remaining resource perfectly. The game isn't designed for every chase to be run optimally.
The perk needs it's cooldown back or some other limitation. I'd much prefer that to filling maps with garbage tiles and deadzones.
And allowing a Survivor to chain every remaining resource perfectly isn't how you're supposed to chase. WoO is good for in a chase yes, but as a killer you shouldnt stay on a Survivor long enough for that to matter
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Perk is fine
Maps are not fine
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WHAT A DISGRACE TO THE MANRACE
I PITTY THAT FOOL
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@IlliterateGenocide said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449550#Comment_3449550
unfortunately that means no "jack the ripper" or "muffin man"
tho with the doctor in the game... but i dont know if his irl counterpart actual killed
Oh theyve done several killers that have been based on real people. Ghost Face and Bubba (yes hes licensed, but still counts) are heavily based on real people.
Doctor as you mentioned is also heavily inspired and was actually the winner of a vote made by the chinese community. Originally Doc was going to be chinese and this can be shown in early dev streams where they were teasing the chapter, all the signs on Lery's had chinese writing on them (thats probably not the right term, and i feel stupid rn) and this never reached live.
My guess is they didnt want to make it too obvious that this character was based on somebody who has had a negative impact on so many people to this day, which would explain the change in nationality and (presumably) backstory.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449550#Comment_3449550
Yes they have specified that. Though I do remember one instance were a dev also stated it towards adding a person as survivor. Can’t find it anymore though since the forum rework kinda made it hard to search for older threads.
I highly doubt that considering Cote talked about trying to get Tony Hawk VERY early on in the games life.
The reason why it didnt happen was because his name was tied to the "Tony Hawk's Pro Skater" series.
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@Mooks said:
Still hate the fact that a famous actor has this ‚privilege‘ to just go ‚someone important in my family likes it so I get to be in it‘ (even though it was stated no real people as characters in-game). But well, from a business point of view, it’s understandable I guess. Brings in a crowd and money or course.
i would have loved him just as a character from an actual horror movie.
might be the first content I do not purchase and end my 100% achievement hunt finally
Pretty sure they said "no real people" when referring to killers. It would be an insult to the actual victims of that person being glorified.
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To have a mixture of both current Freddy and Old Freddy, in the sense of how sleeping works
Have all Survivors start awake and eventually transition into falling asleep, doing actions that would normally wake them up will instead put them into Micro Sleep. To fully wake up, they must use an Alarm Clock which now are limited to 1 use, but there are more that spawn.
Dream Pull which would be a "new" ability to Pull Survivors into the Dream World. Tagging them with sleepiness will put them into Micro Sleep which will allow Freddy to hit them. Hitting them pulls them fully into the Dream World and are now affected by his abilities
Dream Snares changed to not only slow a Survivor down, but grapple them for a short time which will prevent them from running outside the Snares radius for a short time.
Dream Projection changed to be able to Teleport to Generators regardless if its finished or not. Faster cooldown for every Survivor in Micro Sleep and Asleep.
This is just a very rough idea of Freddy rework post that I was working on a few months back, but it suffered the same problem of all my other rework posts which was it being way too bloated for a single killer.
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Honestly this whole situation reminds me A LOT of when they were testing hatch closing (which eventually turned into the Endgame Collapse), where it took them roughly a year to finalize things.
Really excited what the final product will look like
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Was actually very pleasantly surprised with this AMA.
Well done BHVR :)
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448498#Comment_3448498
I see far more commodious tool boxes than blights running op add-ons. But I advocate for nerfing all the time.
I cannot tell you the last time I went against a Blight that wasnt using at least one of these:
Double Speed
Alch Ring
Compound 33
Adrenaline Vial
And I go against a Blight at least once in 10 or so games. Meanwhile Survivors have I see a BNP with a strong toolbox from time to time, but just 1 of them isnt too impactful.
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@Shroompy said:
INTRODUCTION
Hello friends, this is Shroompy (at least according to my username) and today I'm going to ruin yet another killer perfectly in my own image
Now Hillbilly is a tricky one as he's probably a community favorite in terms of playing as and against. I'm normally pretty nuclear when it comes to making changes (in a good way of course!) but Hillbilly is more going to be a few number changes. Now of course its not in Shroom Boom Boom fashion to touch up a killer without changing at least SOMETHING. So, I'm gonna be looking at all his add ons and giving him an add on pass!
Enough with the chit chat lets get that rework goin'
CHAINSAW CHANGES
- Increased Chainsaw sprint speed from 9.2m/s to 10m/s.
- Increased Chainsaw charge time from 2.5 seconds to 2.8 seconds.
- Decreased Chainsaw successful hit cool-down from 3 seconds to 2.5 seconds.
- Decreased Chainsaw missed cool-down from 3 seconds to 2.5 seconds.
- When initiating a Chainsaw sprint, for the first .75 seconds you cannot bump into objects.
- Changed "roar". Only triggers after getting a Successful Chainsaw Hit.
Overheat Changes
Overheating the Chainsaw no longer disables it.
While Overheated:
- Using your Chainsaw will pause heat dissipation.
- Successfully hitting Survivors with the Chainsaw will only damage them for 1 Health State.
- After finishing a Chainsaw Sprint by any means, you suffer a 3.5 seconds cool-down.
These changes aim to make the Hillbilly feel better to play and make one of the more fun aspects of his kit being curving more accessible
Add-on Pass
The Hillbilly has some pretty lack luster add ons, so lets change that!
Some add ons I think are fine and will remain exactly the same, how ever the majority of them I feel are very situational and even then aren't really helpful.
The new/changed add ons will have an asterisk ( * ), those without an asterisk will be add ons that are exactly the same
Common
* Old Chain Brake (Replaces Steel Toe Boots)
A safety mechanism for the Chainsaw. While its seen better days, its still better than most stock ones.
- Reduces Cool-down time after hitting an obstacle during a Chainsaw Sprint by 17%.
Junkyard Air Filter
A cracked and dusty filter which still manages to work better than the stock model.
- Increases Overheat limit of the Chainsaw by 20 charges.
* Heavy Clutch
A well-made clutch that keeps the chain moving smoothly.
- Increases the time you cannot collide with objects when starting a Chainsaw Sprint by 67%.
* Speed Limiter
A mechanical device that limits the amount of fuel small engines can intake at one time, forcing a constant safe speed.
- Grants 100% Bonus Bloodpoints post trial.
- Reduces Chainsaw Sprint movement speed by 17%.
Uncommon
* Spiked Boots (Replaces Dad's Boots)
Boots with strapped-on pieces of metal which burrow into mud for more stability and control with each step.
- Increases Turn Speed during the Chainsaw Sprint by 28%.
Punctured Muffler
A roughly modified muffler that allows for extra air flow.
- Increases Chainsaw cooling speed by 50%.
* Off-brand Motor Oil
Affordable oil, used to reduce friction as well as increasing the longevity of the chainsaw.
- Increases Chainsaw missed cool-down recovery speed by 12%.
* TV Antenna (Replaces Death Engravings)
An old TV Antenna, it reminds Max Jr of the little peace he had. Greatly motivates the user
- Increases Chainsaw Successful Hit recovery speed by 12%.
* Low Kickback Chains (Decreased Rarity from Rare to Uncommon)
A specialized chain that reduces the likelihood of kickback.
- Reduces Cool-down time after hitting an obstacle during a Chainsaw Sprint by 33%.
Rare
* Ma's Tooth (Replaces Mother's Helpers)
A cracked and bloody tooth dropped by Evelyn Thompson during her murder. Fills the user with rage and sorrow
- Decreases Chainsaw Charge Time by 12.5%.
- Does not stack.
* Thompson's Mix (Replaces Leafy Mash)
A special oily substance used in the lubrication of all machinery, concocted by the Thompson's themselves.
- Increases Chainsaw Missed Hit recovery speed by 20%.
* Glass Shard (Replaces Black Grease)
A piece of glass taken from Max Jr's only friend
- Increases Chainsaw Successful Hit recovery speed by 20%.
* Doom Engravings
Engravings found on the Chainsaw body representing the dark beast that lives in the Fog. Fills the user with determination.
- Increases movement speed during a Chainsaw Sprint by 15%.
* Tuned Carburetor
Despite being caked in dirt and oil, this carburetor has been well adjusted.
- Reduces Charge Time of the Chainsaw by 25%.
- Does not stack.
Very Rare
* Thompson's Moonshine
A strong beverage made from corn and a recipe passed down in the Thompson's family.
- Increases Turn Speed during the Chainsaw Sprint by 44%.
- Increases Cool-down time after hitting an obstacle during a Chainsaw Sprint by 28%
* Pa's Hand
The severed hand of Max Thompson Sr, used to endlessly beat and shove Junior around when he wasn't listening . Gives the user a sense of direction.
- After getting a Successful Chainsaw Hit, any Survivor within your Terror Radius is revealed by Killer Instinct for 3 seconds.
- Does not work if Overheated.
"Come on! Show 'em Boy!" -Max Thompson Sr.
* Pighouse Gloves
Rancid smelling gloves, soiled with unknown substances. Despite everything wrong with them, they do have thick fabric.
- Grants the ability to trigger the Dying State on Successful Chainsaw Hits while Overheated.
- Increases Chainsaw Charge Time by 25% while Overheated.
"Ain't no mess can stain a hard-workin' man's soul." -Max Thompson Sr.
Apex Muffler
A masterfully crafted chainsaw muffler that outperforms all others.
- Silences the Chainsaw for all Survivors outside The Hillbilly's Terror Radius.
Ultra Rare
LoPro Chains
Light chains that decrease the weight of the Chainsaw, allowing for greater maneuverability.
- Continue the Chainsaw Sprint after breaking a Pallet or Breakable Wall with the Chainsaw.
- Survivors hit with the Chainsaw within 5 seconds of breaking a Pallet or a Breakable Wall are only damaged for 1 Health State.
* Iridescent Brick
Once representative of Max Jr's confinement, this was the first brick to fall when his room's barricade came crashing down.
- While recovering from a Successful Chainsaw Hit, press the Active Ability button to immediately start another Chainsaw Sprint.
- Survivors hit within 5 seconds of The Hillbilly getting a Successful Chainsaw Hit will only be damaged for 1 Health State.
FINAL NOTES
Well, thats all folks! I really hope you enjoyed reading through this as much I enjoyed writing it! The Hillbilly is a killer that has been wronged in the past and while Overheat is something we wish we could live without, I think its time we embrace it. This was my shot at keeping it while still keeping him enjoyable.
Feedback would be greatly appreciated <3
maybe...?
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Ive only save my Shards for a chapter release to get the extra BP to spend so I only got like 14k right now
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@MrMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448147#Comment_3448147
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448148#Comment_3448148
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448175#Comment_3448175
Man it should be 6000 shards for older characters man holy imagine clown costing 9000 shards even though he came out like 10 years ago it's crazy honestly very sad for new players for real.
I dont make the rules- I just- I dont- it-
https://youtu.be/mBP6fd5HiiI -
@Sava18 said:
Nerfing only one side at a time only leads to community uprising. Realistically whats more common, running into a blight with op add-ons or stacked toolboxes? I could easily argue that the more common thing should be nerfed first but I hold any bit of self awareness.
So Blight
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yeah for like a game or 2
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9000
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yknow, my map offerings have started to gather some dust for quite some time
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To add onto that, Steam Summer Sale is just around the corner as well!
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@Ayodam said:
Garden of Joy is pretty good for Dredge and other teleporting killers. At least in my experience. Borgo I don’t see enough to have an opinion on.
For other teleporting killers yes
Dredge cant use his power at all on some portions of the map and this can be even worst depending on which tiles spawn where
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I have also been getting quite the lovely folks myself!
Might help that Im intentionally running meme builds and giving myself a funny name but hey, if people are getting a kick out of it thats all that matters
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Ive been noticing the exact opposite
except i also escape my survivor games
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What?
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446461#Comment_3446461
Throw in map seed so you can get the exact same map everytime and suddenly tournaments become viable.
Id be down for this as well
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Yeah I HATE looking at the ground. Thats why I play as The Walking Menace
The pure dread a survivor feels from looking at a full bloody Nurse slowly walking towards them...
They know I could just blink through that window... but blocking it with Bamboozle makes them question themselves more.
"Is this really happening?"
"Why isnt she blinking?"
"Oh my god ######### just blink!"
"What a min- wha- is that Bamboozle!?"
Once a Survivor knows theyre up against The Walking Menace, they know 2 things. They can run, and they can hide.
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@Luckyfer said:
I like how many of you came to his defence,knowing fully well how busted and in desperate need of nerfs he is.
It is truly sad you guys take that mistake of a killer's defence.
But it is what it is,it's not only the developers that kill this game slowly,but the community aswell,especially the killer community.
Yknow when you start a discussion, its meant to start what its called. A discussion.
If you make a post fully knowing that you arent even going to explain why you have this opinion, you might as well make a post saying "Im ignorant" and itd have the exact same effect.
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I would 10000% be up for this
Hell at the very least just more customization options for KYF. Like the number of pallets, windows, hooks, gens, tiles, speeds, TR, etc.
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@adsads123123123123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446128#Comment_3446128
Otz considers him one of the bottom killers. See https://youtu.be/LJSjlGcjc78?t=2h33s. I know he rates Sadako lower but that's because the rating isn't based on Condemn playstyle.
Otz' opinion isnt fact.
Dont get me wrong tho, he has a lot of good takes that I find myself agreeing with a lot of the time.
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@CorvusCorax86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446038#Comment_3446038
So nothing changes in the end. What is the point then?
To give feedback to Survivors
Spirit barely changed in terms of viability when she was nerfed. All that really changed is Survivors received a bit more feedback, and suddenly the complaints stopped.
EDIT: To add onto this, we can also use Hag. Rusty Shackles is probably her most disliked add on, yet it makes her weaker than basekit when used in chase since you dont get the camera flick. The Survivor was going to get hit anyway, Rusty Shackles wouldnt of made a difference, but the feedback of knowing that its about to happen is what makes all the difference
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2k 6 hooks aint that great tbh
thats quite literally the bare minimum for a 2k
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@CorvusCorax86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445920#Comment_3445920
So please introduce the sound when it comes to all killers and their ultra add-ons?
Also when survivors start with BNPs?
This is a very bad idea.
How is it a bad idea??
A sound to know theyre about to get obliterated will still end up with them being obliterated
Also you can usually tell VERY easily if a Myers is using 1 of these of both add ons
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@AetherBytes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445916#Comment_3445916
Idea: Reintroduce that sound if he's using an iri (Infinite T3 or instakills)
This would be cool
But also I thought of an idea of giving Myers the ability to stalk during T3, doing this would reveal anyone within his TR with Killer Instinct and also play the warning sound to anyone revealed this way
Out of all of the "power up" killers, Myers has by far the weakest ability. Giving him information would not only a unique thing for power ups, but it would also still fit his character and bring him more in line with the rest of the cast
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/21661/should-the-spirit-s-perk-rancor-get-nerfed
I know this is legit 5 years later but this is hilarious to see, given it absolutely had no change yet is a very rare pick for killer
Rancor was a very good perk for its time, not as good as NOED but still VERY solid
@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/144375#Comment_144375
Why dying light tho?
(Yes I know I am 5 years late lmao)
Dying Light worked VERY differently back in the day. It would give a 25% penalty to basically everything once the Obsession was dead
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Myers already had a warning sound that would play when he was close to tiering up. This was removed a few months after his release.
Ghost Face also had a similar mechanic, but it never made it past PTB
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445872#Comment_3445872
Man has not played in a while
Feels just like yesterday...
(I only started at 1.5)
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Well I finished the very last challenge that I needed to get done today
With a bunch of tomes saved up, 2 mil from the BP cap, dailies done, iri 1 on both sides and 8k shards for BP from the shrine
Im looking at almost 11 mil BP ready for Singularity :)
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@Peanits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444786#Comment_3444786
Bingo. We can already tell the difference between someone hitting the disconnect button and someone crashing. The problem is if we don't treat them all the same, then it becomes exploitable. There are ways you can force a program to crash. Once word starts to spread that you can avoid the DC penalty by closing the game in a certain way, you can bet some folks will take advantage of it.
Game crashes are uncommon enough to not have a significant effect on DC penalties, and by the time you can get back into the game, the majority of the penalty will have already passed. Whenever crash rates are increased (e.g. if something broke in an update), we disable these penalties so they don't get in the way. Network issues are a different beast, but again, they need to be treated the same. If your network connection is dropping frequently, you need to address that before playing an online game. It's not fair to expect all the other players in your match to deal with the consequences of your connection.
My god I wanna shake your hand
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@Witchubtet said:
Is it a forever buff or an exhaustion perk?
Forever buff as long as youre injured
EDIT: And not Exhausted
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Well the only Ultra Rares for killer are the Ebony Mori's and the 2 add ons. So every time you get an Ultra Rare in the bloodweb its a 1/3 chance for it to be a Mori
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I highly doubt its "a lot" of your games
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Majority of the Steam Code exclusives became free for everyone back in Fall of 2019 (basically anything thats Ultra Rare)
In addition to that the Event exclusives from the Howling Grounds and Scorching Summer BBQ Event also became available to everyone
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Probably some of my least favorite maps, especially when there are frickin 5 of them
To this day I only remember the layout of the first one, and thats because I had 2 years to learn it before the other 4 came along
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-Shroompy will remember that...
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Mettle of Meg all the way :)
My build has evolved over time, how ever its current itteration is; MoM, WGLF, DH and FTP. Its such a fun build to use
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443432#Comment_3443432
Sprint Burst and Quentin's perk about exhaustion combined are just a pain...
Absolutely, because now youre turning an already pretty versatile perk into something thats even MORE versatile.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443432#Comment_3443432
Old dead hard was the most powerful perk in the game, for both sides, bar none. It had the ability to extend a chase to the point that you can lose the game immediately if landed at a good time. Even if you only landed it 50% of the time, it could easily add 20+ seconds to a single chase, almost guaranteeing that the killer will lose 3 gens to the other survivors if they continue to do the chase.
Sprint burst is overrated and nowhere near as powerful as people think it is, just look at the math behind it. Lets assume there is an injured survivor 32 meters away from the killer and they immediately start running. Lets look at 2 scenarios, one WITH sprint burst, and one without.
WITHOUT Sprint burst:
Survivor starts running at 32 meters. Killer gains 0.6 meters of distance. They need to close a gap of 26 meters to land a hit. This means it will take them (excluding bloodlust because i can't find consistent information about how far a chase starts exactly). 43.3 seconds to down the survivor.
WITH Sprint burst:
Survivor starts running at 32 meters, but for 3 seconds, they run at 6 m/s instead of 4. This means they GAIN 1.4 meters of distance per second for those 3 seconds on the killer, meaning now the killer needs to close a gap of 26 + (1.4 x 3) = 30.2 meters of distance. Gaining 0.6 per second, this takes the killer 50.3 seconds for the killer to catch the survivor.
The strength of sprint burst is not in the "hold w" because it adds 7 seconds to the chase. Where it is strong is when survivors use it to hang around a dead zone, then during those 3 seconds, they run to a safer area. Which doesn't really add a huge amount to the chase, all it does is make the chase more standard rather than free as it would be in a dead zone. Additionally, because this chase extension happens RIGHT at the start of a chase, the killer can make a more informed and useful decision to continue the chase or to abandon and go after someone else. It is also easier to bait once you know the survivor has it than dead hard is. Sure, you can 99 the sprint burst, but then you can't do ANYTHING, a gen, stop and heal a survivor, you can't even fall from a high place, or you aren't 99'ing it anymore.
Lithe is actually better than sprint burst, because it has nearly the same effect, slightly less distance because of the animation. But, it puts a structure between you and the killer, meaning you probably end up gaining as much or more distance than sprint burst, and it lets you do some of the same things as sprint burst and hang out in dead zones as long as there is some window or something nearby to activate it. Which even on edges of the map isn't hard with things like z-walls.
You mentioned what is probably the strongest part about the perk as if its nothing.
"Where it is strong is when survivors use it to hang around a dead zone, then during those 3 seconds, they run to a safer area. Which doesn't really add a huge amount to the chase, all it does is make the chase more standard rather than free as it would be in a dead zone."
A chase in a deadzone is a death sentence against a good chunk of killers. Sprint Burst turns a death sentence into an actual chase and depending on the map that can be much more than DH.
Another thing is regardless of where its used, SB almost always guarantees you value. The only time DH ever guaranteed value, was before the rework.
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Ive always prefered DH over Sprint Burst since its much more interactive.
Just waiting for people to realize just how strong SB really is
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Nothin beats Turkey Doc
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The only ones I agree with here (and I say agree VERY lightly) are Blight, Nurse, Trickster and Skull Merchant
The rest have some unfun aspects to them but are usually not the most optimal way of playing them (such as Dredge constantly using his ability at loops instead of spreading pressure to allow for an easier snowball during Nightfall)
A killer having 2 aspects to their power also isn't a bad thing, it adds more depth to the character and has more skill experession being able to juggle between both abilities (again, Dredge is a perfect example of utilizing the Remnant, and Teleport)
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@killeriseasy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442806#Comment_3442806
Also, if he's so weak then why is every other killer I face a legion?
Because theyre fun to play
Its like how majority of Survivors bring Flashlights because theyre fun despite being the worst item Survivors can bring
