SkeletalElite
SkeletalElite
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I think the pain res change is fine. It's not like its going to be a bad perk now, the regression on it is untouched and with gens taking longer that means each trigger is getting you 1.5 more seconds worth of regression.
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The bonus BP from the perk should've been basekit rather than removed
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Your characters get a golden shower
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I think they should remove some of them and buff a few others.
Make all the brown rarity ones like a 100% bonus, convert all the other ones into brown ones in your inventory and remove them from the game. Presently, they are basically just pointless blood web clutter that detract from getting something you might actually use or want.
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@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/3044451#Comment_3044451
their current solution doesn't really help much either though its just less of an exponential growth, the grind is still gonna be hyper time consuming and is nowhere near the 75% drop in the grind that was advertised
It is not.
The growth came from the fact that every time a character comes out not only is there 1 more character to grind, but that character's stuff now has to be grinded on every other character, which gets worse and worse withe very update because there are more and more characters getting more and more stuff to unlock.
With the new system, it is linear. Each new character released needs to be prestige 3 times, and that is all the grinding done for the new content. No more going back to older characters and unlocking the newer content.
They should have just made the BP bonus from BBQ/WGLF base kit. They shouldn't have added the 50k cost to prestige and maybe considered shrinking blood webs a bit. Like reducing the cost of 0-50 from around 1.6 million to 1.2-1.4 million
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When I started playing, I pretty much only played survivor because I didn't like the killers very much. I probably had a few hundred hours in killer compared to a ~2000 on survivor. When I did play killer, it was mostly nurse, but sometimes billy.
But then blight came out and since then, I've basically played like 1-2 thousand hours of specifically blight and only ever play survivor for SWF. If I'm playing DBD on my own, I never play survivor and just play blight. Overall my nearly 5000 hours are probably like 60/40 survivor-killer but killer is gaining on survivor since I pretty much only play survivor when friends are also playing.
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/3042922#Comment_3042922
That's the point. They get to crawl to an obscure place to use this feature to deliberately deny the killer a shot at finding them.
It has been proven time and time again that if there is an avenue for abuse, it will be abused.
We've seen survivors DC on last hook, dude. Spite is a measurable metric.
If it's a problem, make it so a survivor who is holding the "succumb to death" button or whatever it's called has their aura revealed to the killer.
Or just make it so a survivor who uses the button gives full sacrifice points to the killer when they die.
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/3037092#Comment_3037092
- How do you measure the killer choosing to do this, versus it being out of their control?
- The killer doesn't always slug because they want to, they should be penalized for some survivor crawling off to some obscure corner of the map?
If you show me how to measure those things accurately, I will take your side in a heartbeat. Until then, survivors do not get this power.
If a survivor crawls to an obscure corner of the map to deliberately avoid being hooked just so they can bleed themselves out, they could have just instead waited for the killer to hook them and then just hook suicided.
A survivor that wants to die won't go to the corners of the map because it's faster to die by being hooked. A survivor that doesn't want to die won't use this feature.
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I think the 90 charge gen is fine.
It's not insignificant. At the very minimum, matches will take 20-30 seconds longer just in gen times.
But that's not all it does.
The more time it takes to complete a gen, the more valuable gen regression is. At 80 seconds, every proc of pain res knocks 12 seconds off the gen. At 90, it knocks 13.5 off.
A similar thing applies to jolt and eruption, which also got separate buffs.
It also has a significant benefit combined with perks that truly slow gen speed like pentimento. A full gen under the effects of pentimento before would take 114 seconds, now it will take about 128 seconds, an additional 14 seconds for a full gen worth of repair.
Not that a base kit corrupt couldn't have also been nice, but you're undervaluing what an extra 10 seconds does to the generators.
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I like it because if a hook spawns in a strong spot where It's easy to defend it and also defend something else of vital importance (like a 3 gen, totem, gate, or 99d gen) it can be basically impossible for survivors to get that objective and as long as there's a hook there the killer has no reason to leave it. Makes sure you can't eternally use the same hook for defense, have to eventually move your hook spot. That way you can't just continue to defend the same spot, it's not like the hook is breaking and you're getting nothing out of it, a survivor is out of the game after all which instantly puts you in a winning position if you're early enough in the game or sets you up for a bare minimum tie in the late game, if not a victory.
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Please BHVR this cosmetic would be so much better
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I like how there are 2 people arguing about generator speeds with stacking slowdowns and both of them are wrong
Things change the speed at which survivors complete the action, base 1 c/s.
Positive benefits add together before being multiplied onto the base value.
Negative stuff is just multiplied separately, with no addition.
This means with pentimento, max thana, and 3 dying stacks your repair speed would be .7 * .78 * .91 = .49686 c/s.
A full gen at this speed is 90 / .49686 = 181.14 seconds.
You take away dying light and the speed is .7 * .78=.546
90/.546= 164.84 seconds.
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The leaderboard is steam only, but it can be found at https://dbd.tricky.lol/
Used to be something like dbdontehnet, but they changed the domain for some reason.
I was top 75 on it for blight for a while but then I switched to epic games store
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@Canas said:
When was the last time the devs actually changed a perk on the PTB before bringing it to live servers? They have the bad tendency of turning the live environment into their actual testing grounds. The PTB is just meant to promote upcoming content and see if there's anything which can crash the game. Gameplay balance is very rarely even considered.
It's not the live environment is their testing ground, but they need time to make changes.
They have to actually gather feedback, look at the data, and decide what needs to be done and changed. Then they have to actually make those changes and send them through whatever their internal version control process is. Then they have to send that build to consoles and unlike on PC, on console every update has to be certified by the respective company (Microsoft/Sony/etc.)
The certification process alone can take a whole week. So that basically allows them 2 weeks to decide what needs to change and actually change it for live. This leaves them with a small window to actually make changes.
That approval process is not necessary for PC. In fact, once upon a time PC always got updates earlier than console versions of the game because of this, but people didn't like that and so now they slow down the PC updates for console players.
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@ChurchofPig said:
If 24 meters away is your idea of proxy camping, then yes Basement Trapper is completely buffed and so are camping Killers in general
Well, It's not exactly 24 meters because it's 24 meters from the hook and with the basement, some of that distance is in depth. Basement depth can sometimes vary, and I'm not certain what the typical basement depth is, I think it's something between 8-16 meters, though. So, you can be something like 18-22 meters away from the point above the hook in shack. Depending on what that distance is depending on how deep the basement is.
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My guy you are stuck in an animation the entire time you have endurance. You can't vault a window or drop a pallet until its gone.
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@Valik said:
https://forum.deadbydaylight.com/en/discussion/comment/3032010#Comment_3032010
I think we're in agreement.
You can no longer gain distance in the open - but as far as vaulting and pallets are concerned, the perk has been buffed.
You can just wait until the animation stops and hit them during the vault/pallet drop.
Vault is obvious just hit them once they start vaulting, but with pallet drop there is a short window between starting a pallet drop and the stun hurt box appearing. You can hit the survivor in this time.
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I think the dredge is fine, but sadako could use a buff.
TVs have much too long a cooldown when she uses one and too short when a survivor turns it off.
Survivors turning them off should be at least 100 seconds-120 seconds at base. Add-ons, potentially reducing that down to like 75-90.
Her teleport cooldown shouldn't be any more than 45 seconds when she does it, with Add-ons potentially reducing this to 30.
This would give survivors a little more incentive to interact with TVs instead of ignore them, which gives a bit more validity to the condemn part of her power.
As some people may know, the TVs indicate when there is a survivor within a certain range of them, I recommend any survivor within this range of a TV get a slow passive build of the condemn status.
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Overcome is easily the weakest exhaustion perk. There is this, and also it just has a shorter boost than other exhaustion perks. Why would you run overcome when sprint burst exists, 3 seconds instead of 2, works anywhere instead of only when you're hit? If you want something that you can control just use DH or once it's nerfed, lithe.
Honestly, I'd push the speed burst up to 2.7 seconds, which counteracts the nerf to speed bursts and gives it another .5 second just because it's so much weaker than the other choices.
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Yesn't
It should let you press a button to guarantee the appearance of a skill check on a 20-second cooldown.
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@KrazyKat1011123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3031077#Comment_3031077
Okay, but going forward teachables won’t be a thing?
No, prestiging will unlock the perk at tier 1 and also make them appear in the blood web. Further prestige will upgrade the perks without the need to find it in blood webs
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If you unlocked a teachable before you will still be able to get it in the bloodweb. In no way will progress be lost.
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Boons do not function like hexes because they are boons and not hexes.
Boons have a 14-second channel to place + travel time.
Boons take 2 seconds to disable + travel time.
Boons have a limited range.
Boons emit a hymn that can be heard from very far away.
Hexes are on the map by default with no time investment.
Hexes take 14 seconds to destroy + travel and search time.
Hexes affect the whole map.
Hexes emit a faint sound in a small radius.
Have you maybe considered that in a match where survivors booned 10 times, they could have just done the gens a bare minimum of 140 seconds + 10 boons worth of travel time sooner while using an additional second chance instead?
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Haven't encountered any but haven't played much killer this week and I never really see hacking killers, only survivors.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3025453#Comment_3025453
It's 7% of 4.0 - Your math is off.
fixed
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@Raccoon said:
Mini BT gives you 5x7 = 35% more distance/opportunity if killer wants to wait it out. If they swing you get 1.8*50 = 90% on top of that. That's 125% more distance.
BT theory:
7×15 = 105% more distance or over twice as far as you could previously go at vanilla speeds if killer wants to wait it out
Assuming you get hit/attempted to get tunneled out:
105% + (1.8 * 50) = 195%
Total possible distance gain compared to old BT is almost tripled.
Current BT lasts 12 seconds, and you run at 4 m/s. 48 meters.
New BT lasts 15 seconds, and you run at 4.28 m/s. 64.2 meters. That's 33% more distance.
Old BT when you get hit gives you 6 m/s for 2 seconds and 4 m/s for 1 second while the killer is blade wiping. That's 16 meters.
New BT when you get hit gives you either 6.28 or 6.42 m/s (depends on how the stacking works) for 1.8 seconds and 4.07 m/s for .9 seconds while the killer is blade wiping. Even in the more favorable case of 6.42 m/s that is 15.219 meters. Less distance than a successful BT hit before. Although depending on how early that hit is you may hold on to the 7% speed boost for some time after the hit which could be valuable to you.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3022465#Comment_3022465
That is not correct. DH, SC, SC, IW - these perks got absolutely destroyed and will almost completely disappear. Only Self Care with Botany Knowledge will remain to be used - and is "better" than before if you used them together.
Self care and botany knowledge is not stronger than before.
The old self care botany knowledge would heal you in 24 seconds (16/.5×1.33)
The new one heals you in 32 seconds, just 2 seconds faster than the old perk on its own (16/.35×1.5)
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It's still probably going to get used less despite the buff. In a vacuum yeah, the perk is stronger, but when you consider the off the record, base kit BT, and DH nerf, it will still most likely get used less.
For one off the record will inevitably be a popular perk, which will remove the need to have someone with BT save you. Moreover, you get 5 seconds of endurance even without BT, so it's not the end of the world if you get unhooked without either perk. If you are running sprint burst, that will guarantee your 5 seconds will get you to safety, which you will be more likely to do since DH is getting nerfed.
The base kit changes and the presence of other strong perk choices that accomplish the same goal but selfishly instead of altruistically will kill the need to have BT on all the time.
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At the very minimum, her range and recharge add-ons should be nerfed, and blink attacks should be special attacks.
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/2963349#Comment_2963349
If you record the game, send a report in post game and a ticket with the footage, then this has already been confirmed multiple times to be 100% bannable.
As for the actual length of the punishment, I suppose they'd make a judgement call, but it's highly unlikely it's gonna be a perma for a 1st offense. However, I wanna hope it isn't a slap on the wrist either.
They can receive a temporary ban for doing this.
1st strike is typically 24h with escalating length
Also I hope OP updates if their ticket got a reply
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Another thing that makes this feel exploity is it that for certain killers it depends on their frame rate.
I believe hag is one example if I remember correctly, where depending on if you have 60 fps or 120 fps it can change whether or not it is actually possible to pull off
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People have complained about bodyblocking with endurance for ages, just make survivors who have endurance and are injured not have collision with the killer and maybe on the side give a change to mettle of man that allows your endurance effects to retain the old behavior so if you want body block using endurance you gotta run mettle of man.
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@Marcavecunc said:
Because they're event generators, same reason hooks are orange, they're event hooks.
Which is ridiculous since every generator and hook are event generators and hooks. But it's a remnant from older events where only certain hooks and gens were event-themed and gave bonus points. So I agree it's weird to have them a different colour than usual if it serves no purpose.
They still do events where there is a limited number of event hooks/gens. They do those specifically on the halloween event I believe.
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This happens when the killer has something causing hemorrhage, because resurgence gives you the heal when you are hooked, and while you are on the hook the hemorrhage status effect regresses the heal to nothing before you even have an opportunity to be unhooked.
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The OG omegablink did mess with your muscle memory yes, but the blink speed isn't the only reason it was powerful. Say a nurse messed up and had blinked too far from you to get a hit with the chain blink, the old omega blink basically the chain blink more reliable not just because of hte speed but because the distance traveleled increased for hte same amount of charge time, your chain blink would go farther in a shorter amount of time and this made the chain blink nearly impossible to avoid when combined with the extra speed.
The problem of distance actually changing is gone, but it still increasing blink movement speed on short blinks is an issue that should be nerfed even if it is intended as the devs claim.
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@I_am_Negan said:
https://forum.deadbydaylight.com/en/discussion/comment/3020138#Comment_3020138
Like I said the changes they made ( I'm sure you read them) are to push killers away from that type of gameplay.
Their give killer players a chance to change the way they play. If they don't want to change the way they play and refuse to interact with the survivors and continue to camp at 5 gens. Then the Devs will do something.
Yes it could be 3,6,9 months before camping is nerf in the ground or survivors are buff to deal with it. Who knows the DEVs could already have something ready sooner then later.
But you have to give killer players a chance to change.
None of the changes they made de incentivize camping. The value of camping comes from making it difficult for the unhooker to unhook successfully and still giving the killer value when they manage to do in the form of a trade.
The changes they have made completely incentivize camping, the only thing they have decenticized is tunelling.
For one, the fact that gens take longer means it is much more difficult for a team to punish camping.
In addition to that many of the perks which rewarded a killer for leaving the hook have been heavily nerfed and on top of that many perks which reward the killer for staying at the hook got by with only glancing nerfs or no nerfs at all.
Deadlock is unchanged. NOED can still be used to get a free down at the end game, corrupt still helps give you a strong early game so survivors can't get too much progress for you to camp someone out by the time you've gotten your first hook. Pain res is still just as good when using it to camp. Campers didn't care about the information anyways. They just want the remote pressure.
Killer powers like bubba and trickster who can camp and you can basically do nothing to stop it are unchanged.
Killer powers that put out remote pressure like artist and freddy which allow you to slow gens in combination with dead mans switch are unchanged.
And on top of that the fact that the basic hit CD is 2.7 seconds now basically gurantees trades at the hook if a survivor goes for it.
The base kit BT changes do not help with camping. You have to actually successfully unhook someone without just getting slapped on the hook yourself for those to matter.
The devs need to increase the hook timer.
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Misunderstand completly what a popular streamer is saying any% speedrun.
Otz didn't say it IS better. Otz said that the information given is absoutely meaningless and that if survivors are able to vault windows/pallets or drop pallets with the endurance the perk would still be capable of creating impossible scenarios for the killer, but the information given about the perk is not sufficient to determine one way or the other
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No killer related power interacts with perks like this.
Pig boxes don't
Pyramid head cages don't
Nemesis Vaccines Don't.
Pinhead doesn't get to have an exception
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I agree with this, increasing the hook timer will not matter to a killer who is not camping 99% of time.
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The fact that it has no tell means its going to be stronger once people get good at using it because now you get 1 second of invulnerability and if the killer falls for it (which he has no way of avoiding because they cant tell if you've used it or not) will result in the survivor getting a 1.8 second speed while the killer sits through 2.7 second hit cooldown
edit: this is assuming there isn't an animation for activating it anymore, if there's still an animation, it's fine.
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ah yes the mystical "dropping player count"
literally tied for 3rd highest peak player count ever in this games lifetime and the meta shifting perk update hasn't even come yet.
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Totally useless pallets should be dumpstered too I think yeah. Pallets like the one in the basement of temple of purgation that will not save you unless the killer is stupid (not the god pallet that you earn by completing the gen down there, that is 1 god pallet that I actually think is fine because you have to complete the gen to get it, wish that was a mechanic the devs played with a bit more)
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The c33 nerf suggested is a little overkill, the speed isn't a huge difference, it's only .12 m/s slower, speed addons makes the blight himself .55 m/s every single time he rushes, but I could see them removing the break and buffing the slowdown. Maybe better would just be reducing the break speed of the addon to like 2 seconds instead of 1.5.
For alch ring personally what I'd like to see is to make it like billy's charge speed addon where it makes him 110, so you are now RELIANT on your power to get remotely useable chases but it significantly strengthens that power.
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@TAG said:
I've always liked the idea of having Bloodwaren trigger as soon as the first gate is open if you managed to hook a Survivor before a gate is opened.
That would work too
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@Mazoobi said:
https://forum.deadbydaylight.com/en/discussion/comment/3011152#Comment_3011152
mmm I'd rather have them focus on more impactful aspects of the game if that was the case.
The new prestige system isn't optional I think. You are automatically prestiged when you hit level 50, but you don't lose anything anymore. All it does is show your dedication to a character.
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You also won't be losing any perks in addition to hte catch up mechanic.
The devs have stated that once you have the 1st level of a given perk unlocked, it will still appear in the bloodwebs to max that perk out, it just wont be givent o everyone for free at max until the source character is p3d
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@[Deleted User] said:
I wish gates would just automatically regress to a certain state if 99d, say it goes back to the first red light or something which is around 25% or so.
I don't like that idea personally, I think it's more fun if the survivors can choose to 99 the gates but they always have to have bloodwarden on the back of their minds if they do, since it can get them killed if the killer has it.
edit: To elaborate, If the gates just regressed there is no gotcha from the killer, no risk/reward consideration from the survivors. Instead of trying to make altruistic clutch plays to bring the game back as killer, survivors will open the gate they'll maybe make a single attempt at rescuing but more likely they'll just take the 3 out. They won't even try to make a clutch play because the game gets boiled down to a straight forward binary decision, is the survivor hooked near the gate? If so open and try to make the save. Is the survivor not hooked near the gate? Oh well they're dead just take the 3 out and let the match end.
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He's certainly not my favorite to face, but hes pretty far from the least favorite too, by design once has his blood rage there is very little you can do to stop a good player which is fair because that is not an ability that he just gets for free, but that doesn't mean it can't feel bad either.
I do like onis that for flicks though, I rarely encounter onis who struggle to pull off even simple 90s, much less 180s.
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Yes prestige level of your opponent will inevitably shape to some extent how fair you believed a match would be but is that really such a bad thing.
Yeah sometimes people improve quickly and sometimes they improve slowly, but for the most part, as someone plays a game more and more they get better at it. With grades showing the issue was that it only showed this to a certain extent. It shows how much you've played hte game within a one month time peroid, but doesn't really show how experienced you are.
However if you play against a blight that is prestige 72, well uh yeah, clearly they play a lot of blight which might help to validate or even allieviate some of your opinions of the match. ie. It can change, "blight is clearly broken" into "wow this guy plays a lot of blight, he must really understand the complexities of the rushing mechanic and use it to its fullest potential."
On the flipside, if a killer is playing really badly and reach the end of the game and they're prestige 1 or 2, Well clearly they've only recently picked up the killer.
The problem was that ranks were not a good indicator of anything meaningful, where as someones dedication to a particular character is actually meaningful because it denotes experience with that character;s mechanics or for survivors, general experience since most survivors stick to 1 or 2 characters.
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for simple changes:
Well for one her blink attacks should be special attacks. In addition to that her addons should be nerfed. 3 blinks and range should all be dumpstered. Cooldown should be a little less good.
Another small change would be to make the recharging more like blights where her cooldown doesn't start charging until AFTER her fatigue ends.
For more complex stuff:
make it something like oni/plague, she is a 110 move speed killer but she has to do something to get her lethality with the blinks. Perhaps she can't actually attack after blinking unless she's in her "more powerful" mode or maybe doing something earns tokens and you have to spend those tokens to actually perform blink attacks, but otherwise you just blink without attacking.
