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Shymare_11

Shymare_11

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Shymare_11
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  • Just go after the unhooker (rescuer), if you can’t find them then the rescued should at least have a head start before they’re tunneled. I understand the frustration of bodyblocking with bt but if the person recently hooked is actively trying to escape the bt is warranted.

  • @Shymare_11 said:

    I honestly do not really play pig and just want to put this out as a adding to the collective pot of ideas type of thing not a stand alone, completely balanced and functional rework. I made this in the Pig Rework/Change Brainstorm thread and wanted a wider audience to see since someone out there can probably make this work or at least take some aspect and finally make the right changes for a better pig.

    Well here it is:

    I think that pig’s ambush attack can be changed to where if the pig uses it and they are within hitting distance of a survivor, instead of the survivor taking damage (and the survivor is not in a stationary animation like repairing or vaulting), a short animation (0.5-1 sec) occurs where she places a trap on their head with the survivor remaining at the health state they are at and having the hit cool down (though it will be maybe 30% shorter and it can be affected by unrelenting and save the best for last). Otherwise, if the survivor is already in an animation, already has a trap on, or the pig has no more traps, it is a normal damaging hit or a grab with a shorter cool down for both successful and missed attacks. Traps can still be placed when the survivor is downed.

    Other changes are, her traps automatically activate when placed on a survivor’s head, however, the timer is paused if the survivor is in a chase, in the dying health state, has the deep wounds status effect, or hooked.

    The puzzle boxes are changed to allow for all sides to be used to remove traps, however only one survivor can use it at any given moment. Survivors can no longer achieve great skill checks for puzzle boxes and failing a skill check/completing a search no longer alerts the Pig of their location—however, now the regression penalty is increased (10 or 15%).

    The Pig can go to any puzzle box and sabotage them (3 second cancel able interaction), forcing the next survivor that attempts to search it to perform a tremendously difficult skill check, that if failed decreases the search speed by 10% and removes 15 seconds off the trap timer (will have related addons). If the survivor succeeds, the Pig is notified when the search is completed.

    Pig should also get more traps (9-12) and obviously the roaring should be removed for when she ambushes with more dedicated addons for it as well. 

    Some ideas here:

    •Rusty Blade [ultra rare or very rare]: Ambushing with traps and resulting in the survivor getting a reverse bear trap placed on their head causes the trapped survivor, if the survivor is healthy, to additionally become injured by one health state. If the survivor is injured, to be put into the dying health state. (With a new ambush trapping animation that show her slitting their throats as she traps them).

    •Septic Gears [rare]: Any traps placed while ambushing take moderately (25%) longer to remove.

    •Remote Radar Sensor [ultra rare]: When a survivor removes their bear trap, the Pig can the aura of all survivors that do not have a trap for 5 seconds.

    •Heel Guards [uncommon]: Moderately (+8%) increases your movement speed while crouched and ambushing.

    •Jigsaw Hand [common]: Remain undetectable slightly (+3 seconds) longer after uncrouching or ambushing.

    •Wired Cuffs [uncommon]: Survivors that fail to succeed the sabotaged puzzle box skill check are inflicted with the deep wounds status effect.

    Thoughts?

    Basically, this. Brings more “unity” to her power, or at least makes them somewhat related.

  • I dislike jump scares and find them cheap. Obviously there are good ones out of no where, but for the most part I dislike them. Plus, scratch mirror Myers on indoor maps are likely play FANF on mega hard difficulty. Possible? Yes. Painful and blood pressure raise? Also yes.

  • @Nos37 said:

    So it's in the survivors' favor to purposefully tap the gen and fail the skill check mid-chase if they think the chase will last more than 4 seconds, because a 5% regression penalty of 4 charges and no further regression is better than 1 charge of regression per second beyond the first 4 seconds?

    If it would be better the time to kick generators (I think 2-3 seconds) could be shortened to 1.5 or 1 second.

  • @Nos37 said:

    So it's in the survivors' favor to purposefully tap the gen and fail the skill check mid-chase if they think the chase will last more than 4 seconds, because a 5% regression penalty of 4 charges and no further regression is better than 1 charge of regression per second beyond the first 4 seconds?

    I thought the regression penalty for missed skill checks are 10% like with healing skill checks. If so, then skill checks will be like that. Even then, if the survivor wants to continue tapping the gen, they will lose much more progress, since generators naturally lose 5% progression each time the killer kicks it.

  • @Nos37 said:

    "If a generator is regressing, survivors must complete a NORMAL skill check to continue repairing. [...] Repairing progress and regression is paused while the skill check is given."

    ----

    Will this skill check behave like Overcharge's skill check (where a survivor can tap the gen, walk away, and complete the skill check while walking-- y'know... telepathically)? 👻

    No, letting go will cause the skill check to fail. This is change that will also be made with overcharge as well. However, with both failing the skill will still stop the generator from regressing.

  • Honestly, I also believe that it killer will likely be either Mr.X or Nemesis. However, I still doubt that their power and lore would ever be as interesting or unique as the Dimitrescu Family. The iconic nature already puts them above the pseudo-vampire ladies but their just flat outside that. Large amounts of creative liberty will have to be taken for them and it such a shame.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/2178615#Comment_2178615

    Per the Resident Evil Lore, the Sisters are extremely vulnerable to cold; it kills them. This isn't too surprising since they seem to be comprised of mostly blowflies.

    Ah, makes sense. Hopefully entity daddy gives them a winter coat or something to help with that.

  • @N0IDEA said:

    https://forum.deadbydaylight.com/en/discussion/comment/2178419#Comment_2178419

    Me too

    They seems more interesting and new than Nemesis or Mr.X

    Definitely, imagine getting chase by a tall man that walks slow. Oh wait that Michael.... Different powers but same feel.

  • @N0IDEA said:

    https://forum.deadbydaylight.com/en/discussion/248911/if-one-of-the-dimitrescu-sisters-were-added

    I imaginate more or less the same,except they cpukd cause 0.5 damage to survivs if they came across the mist form

    Ngl, It was either that or the dollar store nurse blink. But that would be cool too.

  • Just realized that the witch sisters are fly swarms, not some ash demons or something. Oops.

  • Just a flat 100% blood point bonus and an additional 100% if the adept is complete (getting a merciless or escaping). It would basically be having bps and 4 stacked bbq (wglf) without actually bringing it. Obviously, if you’re truly are trying to farm bringing a bps and bbq (wglf) on top of adept will be best.

  • @DemoFrog said:

    After reading this, I'm thinking that there's pretty much no bad options here.

    Lol thanks

  • I wish to inquire how. I don’t mean this in a condescending way, or with any malice.

  • @Squirrel_Thicc said:

    I unironically want one of them to be the killer

    Same, honestly, way more interesting lore wise than Mr. X or Nemesis. Even though they are pretty cool.

  • @DwightFairfield said:

    annoying?

    Yes

    Thematically appropriate?

    Yes

    Better than Trickster?

    Yes

    Good job, lad

    With bar set by Trickster, almost any concept with minimal effort would be better. Thanks :)

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/248911/if-one-of-the-dimitrescu-sisters-were-added

    So hyped with the incoming RE chapter, can't wait to see what's in store. Been playing a lot of RE, really loving what can potentially be the killer. 😁

    Same. Hope the killer is both strong and interesting, I very much a lore person. Just counting the days til release.

  • @PerfectlyPink said:

    Would it be broken? Probably.

    Would it be sick af? Absolutely.

    Completely agree :)

  • For custom games maybe, for public games no.

  • @Ghost_Face_Main said:

    Didn't people play the females more because they had better crouch animation than the males, leading to better stealth? Ever since the animation updates, they finally balanced that out, so both have equally identical crouch animations.

    Even without crouching, female survivors are smaller and skinnier (for the most part *Jane*). Thus, making hiding behind trees easier and, when chase, harder to see over tiles.

  • I made a post about this a bit ago:

    @Shymare_11 said:

    Original:

    Sole Survivor:

    As more of your friends fall to the killer, you become shrouded in isolation and the Killer's aura reading abilities towards you are disrupted.

    Your aura cannot be read by the killer within a max range of 24 meters for each killed or sacrificed survivor.

    Rework:

    Sole Survivor:

    Sometimes, you need to rely on yourself to get things done. Others only brings a greater chance for mistakes and that’s something you can’t afford.

    After escaping the killer’s grasp, you leave no scratch marks or pools of blood, your grunts of pain are silenced (100%; trumps all effects), and your aura is suppressed for 6/7/8 seconds.

    While being carried by the killer and with no other survivors within a 16 meter radius, your wiggling speed is increased by 10/10/15%.

    All survivors within a 16 meter radius, while you are being carried, is notified that you have Sole Survivor.

    Increases your chances of becoming the obsession.

    Reasoning:

    All of Laurie’s perks seem to be meant for a more selfish and extreme survivor play style. As such, the new version of Sole Survivor is meant to reinforce that idea by making the user want to be alone when being carried to a hook or, if coordinated enough, have their team preemptively sabotage hooks to preserve the effect.

    The additional stealth aspect of Sole Survivor is meant to shift its original synergy with OoO and instead place it with DS. As while DS punishes Tunnelers, it does not prevent tunneling itself. After being stunned, the killer can still find and continue tunneling the survivor if they really want to. Defeating its assumed purpose as an Anti-tunneling perk.

    It also adds more weight to perks like whispers and spies in the shadows since only those perks will be able to track someone with Sole Survivor once they escape your grasp.

    It’s an attempt to change Sole Survivor to be more productive and rewarding in a solo play style. Sadly, it doesn’t pertain to it’s original effect of aura suppression, but it’s IMO more powerful than before.

  • Yes, I’ve tried my best to adjust my play style to better fit against most killers; though I admit that there are some that require more “adjustments” than others and sometimes I just am unable to. However, personally, the tactics to counter some killers are either annoying or boring to do.

  • I’d love to see a Nurse + Hag duo, the Nurse goes for quick chases while the Hag holds down generators and chase survivors away from them. Also, if a trap is set off and the Hag is occupied, the Nurse can quickly go over and chase whoever set it off. Even better since Hag can also protect hexes, hooks (technically camping), and slugged survivors (a big part of Nurse gameplay).

  • Yes, probably. Likely to demean those who say “Press E to outplay” for when they argue to nerf/remove dead hard.

  • Nurse (I am ignoring her Darwinist gene cleansing because I don’t like it and personally doesn’t fit her already established lore). This woman lost her husband then was forced to work in a toxic work environment (mentally). Though, I will say that going insane stuff from just being around insane people is pretty weak. Also, this totally not bias because I main Nurse.

  • First, removing gameplay options for playing with friends isn’t the right way to go about tackling this problem.

    Second, object is already getting nerfed to be both healthier and more useful outside of being in swf; so why is being barred from being used?

    Additionally, map offerings have their own problems when it comes to how impactful they can change a match. Which is more of a design issue of both the map and the offering.

    Finally, why nerf swf when we could buff solo que to have more communication and planning options to the same or similar level of swf, so killers can be buffed collectively and/or individually to better fit the new CONSISTENT power level of survivors.

  • I hate it, feels so depressing when you’re taken out of the game no hooks because you’re the unfortunate one who happened to be the closest when he pops tier 3. It’s feels like you’ve been cheated out of an entire game, not fun.

  • @RenDesune said:

    https://forum.deadbydaylight.com/en/discussion/comment/2145878#Comment_2145878

    That's so counterintuitive. I understand it that's the way whisperers is supposed to work but if a killer knew that the hook was being swarmed by survivors by the time the killer already hooked then what's the point of leaving the hooked survivor?

    The killer will stay and look for the survivor if they saw scratchmarks nearby and it's not camping, it's focusing on the objective as hand which is to hunt down survivors.

    Having whisperers not include hooked survivors would be a nice qol buff for anti hook swarm... and for one im for it

    That’s the point, in this case, the killer hooks a survivor and doesn’t know that another survivor is nearby. As in no scratch marks, didn’t see them when downing and hooking the survivor, nor seeing them after hooking the survivor. The only tell is whispers which for this example disregards the hooked survivor. The killer has no indication that a survivor is around and should leave to find another one, but because of whispers can camp the hooked survivor knowing that there’s a survivor waiting for them to leave to unhook. That is why it shouldn’t be like that. Even if the survivor wasn’t around and the killer was leaving, whispers would feel them if a survivor is around trying to get by to get the save. Almost guaranteeing a 1 for 1 or even two hooks if the killer wanted to. It would literally be on the level as insidious, even worse because when used with it, camping will be an absolute breeze.

  • @Tactrix said:

    Right now Whispers perk makes it so that you detect survivors in an are INCLUDING hooked ones. Can you please make it not include hooked survivors. My reason is that first off when a survivor is hooked you already know where they are because you can see the hook light up, but more importantly it takes away from the perks largest use which is to find survivors that are in the area.

    It’s supposed to do that. A hooked survivor is still a survivor and it being able to disregard hooked survivors could encourage camping since, if a survivor is near the hook and the killer doesn’t know they’ll leave, with the changed whispers they’ll just hang around the hook until the rescuing survivor reveals themselves or the killer finds them. Not fair for the person the hook of the one that is stealthing to save after the killer leaves.

  • Predator: I’d change it to where using it would remove scratch marks and replace them with foot prints which fills the survivor with the same delay that it takes for scratch marks to appear. So basically:

    Predator:

    You are no longer able to see scratch marks. When a survivor is running, they will instead leave behind red glowing footprints, only perceivable to you, that trace their movement. These footprints last for 8/10/12 seconds before fading away.


    Gearhead: I’m fine with the old ruin skill check version, however I think it would still be bad since it is very RNG based while being too short to do anything worth while.

    Gear Head:

    While in a chase, Gear Head is active. When a survivor performs 2 consecutive good skill checks, the generator they are repairing is highlighted in yellow until every survivor repairing it stops or a survivor achieves a great skill check. While a generator is highlighted by Gear Head, any achieved good skill checks regress the generator by 3/4/5%. Generators remain highlighted even when not in chase.


    Blood Favor: It is a bad perks since it has too many down sides for such a small benefit that can be countered by utilizing the speed boost from getting hit. Even more useless if the pallet was dropped while/before getting hit.

    Hex: Blood Favor:

    When a survivor is injured by your basic attack, all pallets within 32/40/48 meters are blocked by the entity preventing them from being pulled down or vaulted. Once Blood Favor is activated, it enters a 30 second cool down.

  • I’d use it. Just because I like be able to have some awkward moments where the killer is just staring at me while I stare back at them.

  • I’d buy it and play it multiple times. Probably could also be a place to get more lore outside of the rift, lol.

  • Martyrdom

    When you are put into the dying health state while taking a protection hit, Martyrdom activates. After a collective 30/25/20 seconds left in the dying health state without being picked up, you are healed by one health state to the injured health state.


    Grabbed By the Reins

    When healing a survivor from the dying health state to injured, the survivor being healed gains the endurance status effect for 8 seconds.

    Gain a 10/15/20% mending speed bonus.


    Fixer Upper

    Each time the killer near misses an attack, gain a stackable 5% vaulting speed bonus, up to 40/60/80%. When you are put into the dying health state, reset vaulting speed back to normal.

  • The last time I used RA, I got camped and tunneled for “denying the killer’s PGTW”. I don’t wanna go through that again. NGL, tho, it is fun to use.

  • @[Deleted User] said:

    1. I like.

    2. Interesting, maybe for level 3?

    3. No. Sounds too similar to spirit fury.

    You cannot work on a generator at tier 3

  • @Hex_Llama said:

    I would prefer if Carl let me exchange some of my brown items and add-ons for a yellow.

    That could probably be an option, likely in this case you’ll get back at most 50% of the blood points spent on it and will have to buy those yellow addons yourself.

  • Literally just remove the blood point limits in match and increase the value of score events. Or alternatively make all blood point increasing perk awards bps after the match and rework the perks so that they grant it to their respective category.

  • @Yords said:

    Like what I did with the Oni addons, I wanted to rework some of the more useless or underwhelming addons for the Executioner, but only make them more useful and not OP. He is a strong killer, but good addons won't completely break him. He can definitely be dealt with even with addons.

    Pyramid head for a strong killer, does not have that many good addons to back him up aside from the range addons. I thought I would tend to this problem.

    Addon changes:

    Leopard print fabric: Uncommon addon

    • Hitting a survivor with punishment of the dammed will inflict the mangled and hemorrhage status effect on them until healed.

    Misty Day, Remains of Judgment: Rare addon

    • Hitting a survivor with punishment of the dammed will inflict the broken status effect the "broken" status effect on them for 45 seconds
    • Hitting a survivor with punishment of the dammed will reveal their aura to you for 4 seconds.

    A simple buff to an otherwise useless addon. Not too shabby.

    Recharge addon changes:

    Dead butterfly (common):

    • It now takes 2 seconds instead of 3 to send a survivor to the cage of atonement or kill a survivor using final judgement.

    Forgotten videotape (uncommon):

    • The aura's of survivors sent to the cage of atonement will not be revealed to the other survivors for 20 seconds.

    Valtiel sect photograph (rare):

    • You gain the undetectable status effect for 30 seconds each time you send a survivor to the cage of atonement or perform final judgement.

    Egg addons: Very rare

    Rust-colored egg: Very rare

    • A survivor who has been rescued from a cage of atonement will suffer from the broken status effect for 45 seconds.
    • Survivors who rescue a survivor from the cage of atonement have their aura revealed for 5 seconds.

    Scarlet egg: Very rare

    • Healthy survivors who are hit by the punishment of the dammed attack will be afflicted with the deep wound status effect.

    Lost memories book: Very rare addon

    • Survivors that step on your rites of judgement have their aura's revealed to you for 5 seconds
    • Survivors suffer from the oblivious status effect for 45 seconds when stepping on your rites of judgement

    This one still seems weak, feel free to come up with your own suggestion.

    CRIMSON CEREMONY BOOK: VERY RARE ADDON (IDEA FROM @XTR4ME)

    • The punishment of the dammed attack can now break through breakable walls and pallets.

    Obsidian goblet: Ultra rare

    • (Pending)

    Iridescent seal of metatron: ultra rare

    • When sending survivors to a cage of atonement, the aura's of all tormented survivors are revealed to you for 6 seconds.
    • A survivor who rescues another survivor from the cage of atonement while being under the effect of torment will not have it removed

    I need some help with the obsidian goblet addon, I have no idea what it could do while not being OP. I think it should be something that buffs the Executioner rather than acting as a utility for more variety in his ultra rare's.

    With that I come to a close with yet another addon pass of my own. As always, feel free to add your own ideas if they seem good enough or critique mine.

    Why aren’t there any addons that increase the width of punishment of the damned? It would make dodging in narrow areas almost impossible and still make it hard to do so when in spaces with more room.

    Other than that, the goblet could make so stepping in his trials grant him a 5-10% haste effect for 20-30 seconds. Maybe even with undetectable while with the haste too. Makes it more value and forces survivors to think twice when trying to loop him.

  • I just want to ask, what would be the use of her traps then? With the teleport delay, only those with the reflexes of turtle would be hit by her, and much less the absolute nerf she would get since now any good survivor would not trigger a trap. I cannot see any good situation of her traps being used besides spamming them closely in one area of the map and preceding to chase survivors towards it; with 110% movement speed, too. This would make any Hag HAVE to camp to get kills. Since she’s already weak in chase and thus making her much more pathetic.

  • @Typedragonfly0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2143077#Comment_2143077

    A dash is more than enough for an exhaustion perk, the appeal is that you can use it whenever you want, there aren’t any conditions for it other than being injured. I agree that the current appeal is that you can be invincible for a second, but that definitely should not be the case. It’s like if the killers had a perk that allowed you to automatically hit a person in your sight just by pressing E. Requires no skill unlike the other exhaustion perks.

    I’m pretty sure the iframes are to prevent the survivor from being hit while dashing since hit boxes are weird and lantency can really mess with this. Almost no amount of time can predict the unpredictability of ping.

  • I mostly play survivor and only sometimes I play killer, but I only play Nurse. If other killers felt as rewarding as Nurse would I play them and thus killer more often. Also more blood points.

    1. During the silent hills dlc
    2. then Meg, now Cheryl
    3. Then Hag, now Nurse
  • @twocansofbean said:

    So it seems like a big reason why legion is so weak is because functionally his ability is useless at the top level. Though also at bottom levels noobs heal against it and waste time making the ability decently useful. Plus mend is a boring interaction that just consumes 12 seconds. With this change Legion will be an m1 killer + intel, similar to the doctor.

    Legion should instead stab a knife into your body during feral frenzy and you will remain broken until you pull the knife out(12 secs). While this knife is in your body you'll be unable to complete tasks like in Doctor's Madness Tier 3. This knife is in between the shoulder blades so it's near impossible to remove by yourself without screaming.

    NEW FERAL FRENZY EFFECTS

    • Disables Survivors' ability to perform any Repairing, Healing, Sabotaging, Searching, or Cleansing interactions until they successfully "Remove Knife"
    • The survivor will remain broken until the knife is removed.
    • The survivor will scream revealing their location if they pull the knife out by themselves
    • The survivor will stay silent when the knife is removed by another survivor

    This will add a bit of intel legion will need while he is on his chase. And it wouldn't be too broken because legion still can only chase one person.

    There's actually a decision making process in "mending" now. Tell the legion where I am or find a teammate. Or even mend when the killer is far away so he's not encouraged to chase me.

    Same with unhooks now. If the survivor wants to get unhooked without repercussions of getting caught again he has to stick with the other survivor. If the knife is removed instantly after the unhook legion will know where they are. Also if the survivors sticks together more chain stabbing and survivors can't effectively stay spread out anymore.

    If legion also chain stabs two people on the same gen at 95% there's the benefit of the gen not getting completed immediately after legion tries to get the second chain stab.

    With this change legion is still an m1 killer with the same 12 second "mending", but now he has a greater intelligence advantage and a bit more effective in slowing the game down.

    I just thought about this. Isn’t this just a better version of victor.

    Since one, your power can’t be stolen for 30-45 seconds. Two, it grants tracking in unless the survivor does not want to progress the game and be vulnerable in chase (basically incapacitated), and three; it can affect multiple survivors at once.

    1. Create a dedicated team of devs and testers (likely made up of fog whisperers) that make weekly or biweekly balancing updates, hot patches, and general health fixes for the game. All of which includes reviewable surveys accessible to all dead by daylight players for such changes.
    2. Rework of the blood point and iridescent shard system to reduce grind and allow for more rewarding game play. Such as increasing/removing blood point gain limits, increasing blood points gained from dailies and challenges—as well as including iridescent shards as possible rewards—and allowing players to gift each other currency (likely with a limit); maybe even encourage nicer play by making players gain a small amount of shards and blood points for thumbs ups (forgot its name).
    3. Improving the menu UI and options. To allow for perk search bar, saved load out menu, player gifting menu, and item/addon/offering/perk menu filters (type, rarity, use, item)
  • @Dragonshensi said:

    Can’t tell you have many SWF I’ve encountered that swarm you the minute you down one of their friends. Constantly trying to pull them off right in front of you. Grab animations 9/10 don’t work and purposefully cause the Killer to hit them instead. Just leaving them to unhook and get away. There needs to be a perk that if the killer is around the hook and a survivor is right up on the hook and pulling them off, they can get insta-downed. Grabs down work, just freezes you in place. It will stop this toxic behavior of hook swarming.

    Easy.

    Renewed Agony:

    After hooking a survivor, Renewed Agony activates for 10/15/20 seconds or when the hooked survivor escapes. Any survivor that is within 8 meters radius of the hooked survivor is exposed, this effect lingers for 30 seconds when the afflicted survivor either leaves the hook radius or Renewed Agony deactivates.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2134370#Comment_2134370

    Really? I thought making it activate when a generator is nearly completed instead of fully completed would be good.

    I think it’s a buff, since it is technically usable over 5 times since generators can regress and the time without scratch marks is longer. Kinda useful against tinkerer since when the killer tries to interrupt the generator, the poise used can escape the area.

  • @RiskyKara said:

    https://forum.deadbydaylight.com/en/discussion/comment/2132216#Comment_2132216

    Hey whatever way works. Both, either, neither.

    All of trappers traps will automatically reset themselves but he now loses the power to lunge.

    Discordance.

    Instead revealing the aura of the generator, it reveals the aura of the survivors repairing it and shortly after letting go, however it only applies to one and prioritizes the generator with the most survivors on it or—if two generators with equal number of survivors on it—the closest generator.

    Dying Light

  • @ItzZane_ said:

    I wonder how plague's chase music will be

    I’m think more ritualistic but in a mythological sense and less demonic worship. So like ritual drums and a like a shrill choir maybe some type of Babylonian wind instrument. Idk, but it will probably feel like you’re being chased through a large and grand temple with a lot of dark music.

  • @Yords said:

    It would be really cool

    I’m hoping the Nurse’s will be fire cuz that all I’m gonna be hearing. Plus she’s my favorite:)

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