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SkeletalElite

SkeletalElite

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SkeletalElite
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  • Once you get prestige 1 you can level up perks on other characters by buying them on tHe bloodweb. Prestiging the origin character will level them up without having to purchase it on others though.


  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3561486#Comment_3561486

    I did read your post, sorry I didn't make my point clear at all. I'll try again.

    The point of deliverance/reassurance in my post isn't that it allows the survivor to unhook themselves... its the fact that you can get both of these perks working for you easily, whereas before, trying to use them against a face camper was a gamble in of itself, you were just as likely to get down before you even got the unhook or the reassurance off.

    If you apply reassurance to a survivor being proxy camped, that hook stage is now 90 seconds instead of 60 seconds. If you then pull them off with deliverance, you get hooked, and thats another 60 seconds the killer wastes. You then unhook yourself with Deliverance and run for anywhere between 10 and 50 seconds. Get downed and hit decisive or eat a hit with off the record. Then loop as long as you can, before using a dead hard.

    All going well, you just cost the killer anywhere between 150 and 250+ seconds, while your teammates have been pumping out generators. Even if you don't have these perks, it is far easier to rotate exchanges, especially with kindred, and by doing that it's buying you an absurd amount of time.

    The main benefit of the AFC is not that you get to unhook yourself against proxy campers, it's the fact that you as a survivor are safer to go for unhooks or use anti-camping perks that you were before.

    Unhooks are not safer to go for though. Killer lunges are roughly 6 meters and moving 10 meters takes a 115 killer about 2.2 seconds. This means if a killer is camping at 16 meters you have about 3 seconds to reach the hook and unhook safely before the killer can successfully intercept you, it's simply not plausible. If the killer knows what they are doing it is effectively no different to face camping.

    The distinction between face camping and "proxy camping" are practically irrelevant as face camping really provides 0 benefit compared to camping from a slight distance. The only difference might come on a map like lerys where there are walls everywhere so you don't have clear lines of sight on the approaches to the hook. Hell for huntress and trickster it is completely irrelevent

  • @UndeddJester said:

    Have you considered taking reassurance and/or deliverance to punish this?

    The 16m radius affords you the ability to use them quite easily now. You can even take decisive strike and dead hard too to waste loads of the killers time.

    You didnt even read the post. This was tested in a custom game. Put someone in a hook, proc reassurance before the 7 second grade period is up and the run away from the hook so you dont slow it down. The killer can simply stand on the edge of the radius and the unhook bar goes up so slowly despite camping the entire hook stage THROUGH REASSURANCE that they will not unhook themselves before stage 2. Nor can you safely unhook because the radius is small enough that the killer is able to react to a survivor approaching the hook and begin face camping now that the meter is slowed by an approaching survivor.

    When camping at 16 meters the bar should go up fast enough that the survivor can unhook after 50 seconds of camping if no other survivors are nearby. There is no excuse to camp someone for that long if survivors are not at the hook That's still enough time that it's easy to camp someone to second stage unless a reassurance is used, and makes reassurance an effective anti camping perk

  • @RpTheHotrod said:

    Killers are supposed to be able to react to a hook save. The whole point was to try to prevent trades from being impossible. Let's face it, 90% of the patch was to address bubba.

    Staring at a hook for 89 seconds from 15 meters away is not "reacting to a save" its literally just camping. The mechanic totally fails to prevent this kind of camping as even reassurance is ineffective as realistically the killer can just step an additional meter away for 2 or 3 seconds before stepping back and a hook stage will happen while camping the entire time.

  • In my experience thus far competent xeno players are basically unphased by single turrets, and they only provide a brief slowdown that gives maybe 1 or 2 seconds worth of distance most of the time. Only double turrets can consistently knock him out of runner mode which takes a decent bit of time and effort to set up and once its done 2 turrets are out of the pool for 60 seconds although the killer is basically forced to drop chase at that point unless the survivor ran into a dead zone.

    I'm not sure if it needs changes yet, but my initial instinct says that if anything a single turret should be more of an obstacle (maybe a bigger slowdown from smashing it) and the turret's targeting range should exclude other turrets from being placed within it.

    Also given how much easier it is for a SWF to consistently double turret in smart places, this killer will probably be a solo stomper.

  • Well warframe was released in 2013, dbd was released in 2016 so maybe well have cross progression in 2026

  • More than 6 killers are "generally played"

    Here is my last 2 months of survivor matches

    image.png

    there are a few outliers (hag, freddy, twins, demo, artist, wesker) but other than that there is a pretty good variety of killers.

    Here is a chart with wesker excluded so that the other killers bars appear more visually distinct

    image.png

    Sure some killers are not as popular, but its not exessivly so and I would say WAY more than 6 killers are "generally played"

    Here is nightlight's general data fromt he past 28 days

    image.png

    From a sample of 26,500 games we see that the top 6 killers have a combined 33.45% of the play rate. This is quite a bit more than the % of the roster than they take up (about 19%) but not excessivly so and frankly wesker is such an outlier that he alone makes it seem worse than it is.

  • Looked to me like the entire match literally fell apart and any half competent killer would just win on the spot if you did that to me. No different to CJ teching someone

  • Pinhead with original pain to ignore BT

    Deadlock because it gives passive slowdown

    corrupt because its passive slowdown

    use NOED so you can have easy clean up if the other survivors manage to finish most or all of the gens while you tunnel your victim out

    if you are gonna camp until the unhook also use forced hesitation so that you can down the unhooker for free and the person on the hook has 0 chance of getting away. Otherwise this is a free choice.

    The alternative is camping with forced hesitation on huntress.

  • DCs after the first one should have no penalty. That way the killer can leave and so can other survivors if they dont want to play hte bot match. First person to DC should have penalty as normal

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492821#Comment_3492821

    Wait, they have to mess around with the game files to do this? Won't the anti-cheat pounce on them? Aren't they screwed if banned? I seem to remember reading in these forums that the devs can't do squat if banned...

    you won't get banned for custom icons, I have had custom icons for over 5 years

  • @JPLongstreet said:

    I'm guessing this is impossible on console?

    yes impossible on console

  • 81% escape rate for the past 2 months for me (313 matches)

  • @Seraphor said:

    Now that CoH is in line with the other Boons, I agree they could do with a slight edge. Although, while I'd love for Shattered Hope basekit on killers, I think map wide effects would be too strong. This would mean the killer has to search the entire map for the totem to snuff it out, and if they're one time use then they'd have to be strong enough to warrant it (like old CoH was).

    Maybe a slightly increased radius, a quieter sound so they're a little harder for the killer to find, and no thunderclap notification.

    Single use boons would be fine if they were map wide. Maybe increase the boon time a little bit if it ends up being too much. Shattered hope can be reworked to be a perk that helps you find the boons.

  • @GrimReaperJr1232 said:

    Well, there's something I don't think you're accounting for.

    Unlike SB, MFT has a second effect of being an anti slug perk. Heck, doesn't even need to be a slug; just heal someone in general. Heal someone you get 10 sec Endurance. Just because.

    Furthermore, SB exist to help you reach resources. MFT does that (if you're injured, obviously) but also makes those resources stronger since you're still faster while able to loop tighter than the killer.

    I agree it's weaker against the already top tier killers but... so was Original MoM. It doesn't make the perk fair.


    MFT does help you reach resources, but only when you are not cut off by the killer. If you have to run past where the killer is coming from to reach those resources which is often then case when trying to reach a specific very strong area sprint burst is better since you have to wait for the killer to not be between you and the area you want to go. MFT can give you one or 2 more loops usually but that does not outweigh the utility provided by sprint burst. Weaker killers rely on hit and run, dead zones, and 3 gens to win against strong players. Sprint burst is just far superior in all 3 of those situations. Then against stronger killers you generally prefer SB.

    I've used MFT around 220 times and I can count on 1 hand the number of times the endurance effect has been useful. I don't think it's a huge deal.

  • I somewhat agree. Rather than total removal the severity should be reduced for the first few disconnects but scale them up faster.

    Do like 3 1 minute penalities before giving a 5 minute penalty, then 30 - 1 hour - 12 hours and so on.

    There is absolutely nothing that can be done to make someone who has decided they no longer want to play continue playing. If they can't DC, they kill themselves on hook, if they can't kill themselves on hook they'll repeatdly run at the killer until they're dead, and if the killer ignores them and they can't do that they'll literally just go AFK.

    The best thing the devs can do is to minimize the damage someone who is giving up is causing. DC penalities do serve an important role in this, giving chronic leavers a wait period in which they are not leaving more matches. By keeping the penalities more leniant in the beginning but scaling them up faster people who chronically leave matches will still need to deal with the DC penalities but those that only DC occasionally will be encouraged to use the leave match button instead since that minimizes the damage to the game which they are leaving from. This strikes a good balance of minimizing the damage of chronically leaving matches damaging the integrity of many matches as well as minimizing the damage done to matches by those that DC infrequently enough to only ever get 1 minute penalties.

  • DC penalties do not prevent people from giving up.

    No matter what you do, there is no way to make someone who has decided they want to stop playing, to continue playing. They will just hook suicide. You remove kobes/hook suicides and they just run at the killer and let themselves be killed. If the killer ignores them they just wait around and do nothing until the match is over.

    Once someone has decided they don't want to play anymore, there is nothing the game can do that will force them to play. Once DC replacement bots have been implemented, DCing so you get replaced by a bot should be the encouraged method of "no longer playing" because it is what minimizes the damage to the victims.

    DC penalties should only be used for repeat DCers who are frequently DCing from matches. Essentially the penalties should be made much lighter than they are now. Enough to discourage mass DCing from matches, but thats it

  • The problem with this perk is that if it ever triggers on a survivor it means the survivors are playing badly. You should never be going down anywhere near your team mates. You should be running away from them so they can get gens done while you distract the killer. This perk is just going to let you steam roll the type of survivor teams you can consistently beat perkless if you wanted.

    Hell if you're consistently getting infectious fright procs you're playing less than ideally. Talking a 16 meter range? That's just a skill issue on the survivors part

  • @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480275#Comment_3480275

    Killers like Demo though can run STBFL and the obsession cannot do anything about it because he'll use his power vs the obsession. I dunno if there's any other killer who can make use of STBFL as well as Demo. It's just that this is ok because of how rare Demo is.

    You can still force a demo to m1, whether its by taking hits during carry, you can run around an object thats too small for him to use his power until he m1s you, or you can play a tile where you can crouch tech his power like shack

  • Well the obsession used to matter in every game because if there were no obsession perks in play then there was no obsession.

    However, because DS is an obsession perk and every other obsession perk was unpopular (even STBFL) this meant DS was really the only obsession perk that saw use. This meant if there was an obsession in the game, there was a DS and you couldn't tunnel, but if there was no obsession you could just tunnel and win.

    Some obsession perks are very relevant to the obsession though. STBFL is the most common I'd say. If the killer has STBFL a smart player being the obsession can make a huge difference in the outcome of the match. If the obsession tries to force basic attacks in chases they can really put the killer in a difficult spot.

  • Tombstone piece needs a nerf, not a buff

  • Had this happen twice in the past couple hours on EGS. My internet had 0 downtime. One of the matches there was a streamer on the survivor team and I checked their stream, happened to them too. Their stream remained up the entire time

  • Personally, I'd rather the rarely played killers like hag, twins, artist, trickster STAY played not very often because I would rather play against the popular killers over them any day.

    Wesker, huntress, blight, wraith, and legion, to name a few popular ones are MUCH more fun to play against.

    Popular killers are usually popular because they are fun. If the devs want people to play the less played killers, perhaps they should make them more fun instead of slapping bloodpoint bandaid on it, saying "look the play rate is fine" and never touching them again.

  • The one change I'd like to see to saloon myself is to put a guranteed gen spawn near the outhouse at the back of main and adjust the gen spawning in the corner by gallows so only 1 will spawn in that corner so there isn't a mean 3 gen at the gallows every single time.

    Like if you see a killer playing this offering you know there's a high probability you're about to play against the type of person that would rather just wait for your team to get bored and just give up than actually play the game

  • Give a concede option to killers and survivors.

    Conceding for killers becomes available after 3 minutes or 3 gens are completed, whichever comes sooner.

    Survivors have the ability to start a concede vote, the vote must be unanimous to end the match. The concede vote becomes available after one of the following: 4 hook stages, a survivor dies or disconnects, 2 survivors are hooked or dying simultaneously, or 3 minutes have passed, whichever comes sooner.

    Concede will end the match on the spot and award the opponent with bloodpoints.

    For killer the sacrifice bloodpoints awarded are equal to that which would be gained from all remaining hook stages if you were to individually hook survivors for all of them + a flat bonus in the other 3 categories

    For survivor they will be awareded objective bloodpoints equal to that which they would earn from completing all remanining generators, survival points equal to that of escaping, plus a flat bonus in altruism and boldness

  • Same here I signed up for the newsletter and they literally have never sent me a single email. Not in spam folder or anything either

  • Yeah you're right I only thought they removed the passive buildup but it seems they removed the buildup from simply picking up a tape as well

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472792#Comment_3472792

    Yes, which makes the whole condemn feature pointless. Survivors get 3/4 of a condemn stack per teleport (unless they carry a tape) and 1 stack per hit. By the time a survivor gets full condemnation from hits, he would be already dead from normal downs/hooks. Which were never a strong point of Sadako.

    remember picking up a tape gives you 1 stack as well

  • @Tsulan said:

    I wouldn´t call the sadako changes a buff though. The condemn feature just gets completely handed over to the control of survivors. As long as they carry a tape, their condemnation wont increase. So everyone will carry a tape at all times, which will also result in less tvs to teleport to, since the cd also increases when survivors turn a tv off.

    If you hook them the tape they are holding is destroyed and they get condemn every time you hit them. If people just hold tapes they're going to spread condemn onto all of their team mates and htemselves every time they get chased.

    Regardless condemn is not supposed to kill people consistently. The threat of death only exists to make it so you MUST deal with your condemn stacks as they build up. It's a way to force survivors to spend time doing something that isn't gens, not a way to kill people.

    Overall this will be a buff for people who play sadako the normal way and a big ol nerf for people that just slug everyone and only try to kill by building condemn which is a big win in my book.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472198#Comment_3472198

    While it is true that it took some while with Spirit as well, she at least got some Nerfs at some point. The only thing Blight got was buffs. I remember the time where BHVR did a huge Add On-Pass for Killers (which was around the time Mikaela was released) and Blight was mentioned on the list of Killers getting changes. Everyone was running Alchemist Ring because Blight-players know how busted it is. Turns out the only change for Blight was that they buffed his worst Add On (Adrenaline Vial) to one of his best Add Ons.

    Meanwhile, they nerfed Clown in the same patch. And many other Killer Add Ons.

    So while it is true that it took time to nerf busted Spirit Add Ons (MDR should have never survived her first nerf), she at least got SOME nerfs, unlike Blights Add Ons.

    Spirit received buffs in patch 2.2.1, 2.3.0, and 2.3.3 before recieving her first real nerfs much later in 3.4.0 and then 5.3.0 (and now)

    After release blight received buffs in 4.2.2, 4.4.0, 4.6.0, then nerfs in 4.7.1, and 5.0.0 then the adrenaline vial buff in 5.5.0

  • The new version is not any more unusable than the current version

    Area of a 6 meter radius circle = 113.1 m^2

    Area of a 10 meter radius circle = 314.16 m^2

    Number of scourge hooks on a map is 4 , number of regular hooks is usually somewhere from 8-14 depending on the map

    New scourge hangmans will reveal 314.16 x 4 = 1256.64 square meters of the map

    Lets say there's 11 hooks on the map. Current hangmans reveals 1244.1 square meters of the map.

    Obviously if you 12-14 hooks the old hangmans becomes a little better than the new one, but in sutations where you have less (say 8-10) the new one is quite a bit better.

    This is also without considering that checking the entire map for auras while carrying is harder than checking 4 larger areas for reveals.

    To compare to a similar perk, Awakened Awareness which reveals a 20 meter radius around you, reveals an area of the exact same size as the new hangmans at 1256.64 square meters. Of course AA has the advantage that it moves around with you thus revealing more area as you move, so to make the perks on a similar level, the new perk should have a little bit bigger radius. Say up to 12 instead of 10. This would increase the per hook area 452.39 square meters for a total 1809.56 square meters

  • I'd like to see 2 more meters added onto that range and I'd like to see the aura read persist for 2 or so seconds after they stop being affected by it

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472162#Comment_3472162

    I really doubt that. They nerfed Nurse, after all (even if they did not do it effectively). And she has the lowest Killrate and was probably not overperforming overall because players who pick her up really struggle with her.

    There is really no logical explanation why Blight gets to have so many strong Add Ons and is allowed to keep them all.

    Spirit released in 2018 and has had busted addons ever since she was released. Here we hare nearly 5 years later and she's finally getting some reductions so that her addons are just "really good" instead "completely insane"

    Given that's how long it took for spirit blight will probably have addons that "really good" instead of "completely insane" in 2025

    Even nurse had a similar time frame, released late 2016 and had completly insane addons all hte way up until January of this year so it took them about 6 years to do it for her

    edit: moral of the story is that top tiers get to hold their place for 5 years before they get their insane addons nerfed

  • skill issue

  • can you even pull a tape from a disabled TV? My concern is that without the cooldown in place if she just spams teleports as much as possible all the TVs will be off and therefore survivors wont be able to pull tapes from them, eventually condemning everyone with absolutely nothing they can do about it

  • Either 5 second stun or 4 second stun but it applies a new status to the killer that completely disables using their power for 15 seconds.

    Killers like hag and trapper have their traps stay on the map, but hag cannot teleport to her traps or place new ones while affected and you already recieve a brief window of trap invulnerability when escaping trapper's shoulder that also applies to DS so his existing traps still function the same as before basically, except he just cant reset, pickup, or place new ones for 15 seconds.

    Myers can't stalk and if he's already in tier 3 any tombstone/exposed effects are nullified during the 15 seconds.

    Any recharge effects will also be paused for these 15 seconds. So blight/nurse/wesker/spirit/etc. not only can't use their power to instantly down the survivor again but if they still need to recharge that won't happen until after the status expires.

  • Resurgence is a pretty good perk you don't see often. Bring a medkit with some extra charges in case the person who unhooks you doesn't heal you. If the person who unhooks you heals you at least once though, you'll still be able to get 1 medkit heal without the use of resurgence with the +12 charge addon. Reccomend +12 charges and +15% heal speed, having the medkit also means you won't have to worry about your resurgence getting ruined by hemorrhage unless the killer comes back to tunnel since you can just heal yourself the second you come off the hook

  • Her high kill rate is because less skilled players suck at playing against stealth killers and she also has a teleport for map mobility which means average players don't keep up with her pressure. It's not the slug condemn build carrying her win rate. The average sadako player is not using that build. This means BHVR will likely never buff her signficantly because any buffs are pretty much targeted at a minority of the player base and would make the killer feel oppressive to the silent casual majority.

    I do agree regardless that this should happen. But BHVR wont do it.

  • I love strategy and the action of a chase.

    Planning out how I'm going to play around the map and resources given to get the best result possible and choosing when and where to take risks with mind games and when to make safer plays, as well as how I am going to approach a match to get the best end result possible. Although to me the fun of chasing survivors is more important than the end result and that is reflected in my prefernce of killers, I prefer killers whose optimal play style is aggressive fast chasing.

    The most fun killers to play are those that have aggressive powers directly influencing the chase with limitations that provide counter play while changing up how the survivor must approach the chase. Killers like blight, oni, billy, and wesker are the best at this IMO.

    I won't play killers like skull merchant where the optimal strategy is to play defensively and take easy hits or killers like wraith where the best way to play is to sneak up on survivors and get easy surprise hits with out much outplaying in the actual chase. Powers that shut down or simplify looping are also bad. ie. Killers like knight and artist who activate their powers and effectively completly invalidate the loop you are at removing any strategy from the survivor side other than run away in a straight line and for the killer to follow in a straight line. Hitting survivors in this manner is unsatisfying and it is not satisfying to win against these killers either.

    As a survivor, I enjoy coordinating together as a team to make plays happen that I just can't do with random players, which I mostly play survivor when playing with friends and play killer otherwise.

    Basically the most satisfying feeling is that of having outsmarted your opponent. Momment to momment that comes from the chase, but it can also come from making a strategic play to benefit yourself in the long run, or working together with your team to do something you can't do alone.

  • I don't solo queue very often but I have had killers like this in the past.

    Using SWF as copium for why you lost is extremly common in this community. Not every good team you play against is a SWF and not every SWF is good.

    Sometimes you just encounter a group of good players that don't know each other. Hell sometimes not even the entire group is good but by focusing too much on 1 or 2 good players when the other players in the match are much weaker and easier targets it can make the match seem more stacked against you than it really was because you didn't get the opportunity to see how fast the team would crack if you pressured their weaker links.

    A lot of the times I have been accused of SWFing as solo q that's precisely what happened. Killer over focuses me when I'm a 6000 player and typically the strongest looper in the team, maybe one of the other players also happens to do decently well, the gens get done before the killer pays much attention to the weak links and the match falls apart for them. Then the end game chat hits and they justify their loss by saying it was SWF/perks/items/maps when the reality is they could have played better and made less mistakes and better decisions, not that they do this maliciously but it's a bias people need to overcome. Accepting that sometimes a loss is your own fault is a strength.

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460925#Comment_3460925

    Nightlight uses the statistics of last 14 days, do you remember when the patch with made for this released?

    here are the stats on nightlight from the past 9 days

    image.png

    14.8%

  • MFT hope troubleshooter windows of opportunity, medkit with a syringe + abdominal dressing

    maybe not the most original build but its what I used in the last survivor match I played

    Last killer match was blight with bbq infectious lethal agi and slam duration addons

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459749#Comment_3459749

    I agree, and MFT is harmful for M1 killers for this reason, considering there's strong chains on maps as it is. And Trickster on maps with high walls, arguably. I think Huntress has a better chance, but my main argument against MFT is for M1 killers and bloodlust is a very weak argument for having it.

    I was just noting that the original post failed to account for bloodlust and could potentially be misleading as a result.

    For example I recalculated the 115 killer vs MFT example: The OP calculated that it would be 20.2 seconds to catch up, but because you start moving 5% faster after 15 seconds, it's actually 18.55 seconds compared to the standard 15.73 seconds to catch up.

    In the example of MFT + Hope the OP calculated that it would take 51.92 seconds to catch up, but because of bloodlust it would actually take 29.67 seconds to catch up.

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457893#Comment_3457893

    Bloodlust isn't the 'gotcha' you think it is. Even that has multiple things to deactivate it.

    The thing that deactivates blood lust is breaking a pallet or using your power.

    In the context of the post (distance made after pallet drop) this means it is very significant because it will legitimately reduce the amount of time needed to reach the next pallet drop and restart the process.

    As for power usage, most powers will result in injuries or otherwise provide a benefit that removes the need for blood lust. Perhaps doctor is the most notable exception to this, he is notably weak against MFT.

  • lery's is actually pretty killer favored for most killers. It's bad for singularity and a little bit unfavorable for blight and nurse, but those 2 are so strong they can handle it.

    The game also depends on your killer somewhat but I'd say for most killers it slightly favors killer

  • You have not accounted for the fact that after 15 seconds of chase the killer gains 5% haste, then 10% at 25 seconds, and then 15% at 35 seconds.

  • it's just a bunch of skins who cares

  • "Obviously we will be getting some form of Mettle of Man v2 (It was busted when they first released ash) in order to maximise sales."


    Me when I make up something to be angry about

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453181#Comment_3453181

    Dark theory IS a problem, it's just that people won't properly use it often.

    And at least it can be extinguished unlike MFT which can not be disabled in any way, unless using exhaustion tools which is extremely limited.

    this is how you know you can just disregard someone's opinion on balance. Anyone who thinks dark theory is a problem should not be taken seriously in any manner regarding dbds balance.

    That perk is straight dumpster fire garbage

  • I think it would be cool if dark theory instead revealed the killer's aura to survivors while the killer was within the boons radius instead of buffing the speed boost aspect of it. That way it makes it so the killer can't really win any mind games while chasing in its radius.

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