SoGo
SoGo
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3930822#Comment_3930822
Are we losing our "Best Slowdown in the Game" monikor though? ;🐽;
I do hope the power is good... I've been watching Markiplier's play throughs of FNAF 1-3 to genuinely give the series a shot and build up some hype for myself....
FNAF 1, I kinda lost appreciation for just how good FNAF was. That game is by far the best of the series... well thought out resource management game that makes losing sight of one off camera very unnerving. It doesn't rush you, and as such keeps the mechanics a little tricky to figure out. This encourages you to make mistakes that keeps the tension with a slowly ramping difficulty. Sure once you optimise it it isn't that exciting, but horror games rarely are after you master them and can see the strings, so I still rate FNAF 1.
FNAF2 takes a bit of a dip... the premise is the same but its just not as well put together as the original... silly mechanics that combat each other, where its all about correct input fast enough for whatever happens... its much harder than FNAF1 so you are forced to optimise it early, and at that point it becomes like a game of Patty Cake... its Ok... but not as good as the first game. I stopped watching 9 years ago at FNAF 2...
FNAF3... I finally decided to watch this playthrough as the introduction of Springtrap... I was hoping this would be the last good one in the series (cause the rest certainly sucked hard). After giving it my best shot... I hate this game…
It at least was an attempt at something different, but I got so annoyed watching it with its random cheap hallucinations and crap jump scares (seriously ######### is Springtrap doing in these jump scares!?). Like yes I jump, buts thats mostly cause of the sound... its jump scares aren't earned, they are just annoying... and the general irritation of this system reset mechanic with the clunky need to turn your head is such an artificial difficulty amplifier... even given I wasn't even playing it, the game is just annoying to me... I genuinely wonder how the hell anyone rates it... I can only rrally guess that people love it for the easter eggs and insight into the lore it gives, because outside of that... I've got nothing 😒
So I hope the power is good in DBD... Despite my disdain for the series, I REALLY hope the power is good... because man... watching FNAF 3 did the opposite of hype me up.
If you disliked it at FNAF 3, you won't like how Sister Location ended up.
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I am intrigued what kind of Frankenstein creation will his power be.
He apparently has several powers that don't require the player to use them all (unlike Vecna).
And now, we also know he has a heavy side objective, too.
I am very interested about what comes next.
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Ok, so I'm not the only one who has issues with this.
Thoi happens to me too.
I'm finally in a lobby, then I either get kicked out by the host or EAC.
I thought it was an issue of me tabbing out of the game while waiting to watch Youtube.
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I think you're right. Commodious and Engineer's are almost the same strength wise.
Also, I agree with @UndeddJester that the Mechanic's Toolbox is not worth it and should be removed.
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I think you're right. Commodious and Engineer's are almost the same strength wise.
Also, I agree with @UndeddJester that the Mechanic's Toolbox is not worth it and should be removed
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@Aven_Fallen said:
You get Rift Fragments from playing. But not many, I got 5 yesterday. But I dont know what the calculation for those is. (Of course 5 is laughable low with 100 Rift Fragments needed for a Tier)
This.
What I'd do is add a few of the old Master Challenges into the mix.
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@XDgamer018 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3929987#Comment_3929987
Why should it be basekit? You want the buff it gives equip the perks to do so
So you say we should keep the chests worthless and instead commit 1/4 of your build to just get a not awful item for doing something that most people see as actively throwing the game.
Chests give nothing of value 9/10 times you open them. You actively WASTE time on them. The least you'd want from them is something usable, would you not?
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I want this kind of thing to exist.
I was thinking more along the lines of stronger versions of existing items, that can only be found in the trial.
Also, Plunderer's effect of increasing the rarity of items in chests should be basekit.
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@Xyphus said:
"Stupid hook"
"I guess I'm off the hook"
"I hope that hook isn't rusty"
..
I can't hear it anymore.. By now I'm always tempted to simply let her rot on hook - and that day ain't far away anymore.
I wish there was an option to simply turn off voice lines. I'm not interested in listening to any character talking.
Yep, this.
It's not fun listening to your character yap over and over again and not shutting up. Also, forget stealth with these characters. They will throw a "funny" remark and you get a knife in the face.
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Edit:
Made some adjustments, removed some more offerings, and also made a potential change for the Hook Offerings
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I hope for a giant overhaul of things you can get from the Bloodweb (perks aside, so Offerings, Items, Add-ons).
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@CautionaryMary said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3929703#Comment_3929703
Yeah, smoke bombs would be fun to play with! They're more situational I find in 2v8, but I'd love to see them in the regular gamemode like they were for Haunted By Daylight!
Edit: I do think they should be an item! We need more items in the game and I'd hate for it to be slapped on like a perk.
@SoGo , I think the main problem with maps is the overlap with tracking with keys! I don't know how I'd change keys, but due to the fact that keys track things often collide with maps as a whole.
I feel like maps need another factor to make people use them more, hence my suggestions. I am open to viewpoints on those things, I'm not dead set on them but I do feel like the soloq portion would help with soloq, especially as most of the playerbase is that. I'd use the map with my healing builds as I mostly play soloq on my end. 🥲
We've all seen the grievances of soloq and I think either of them would be great to have. I liked the BloodSense maps because it would prevent me from accidentally sandbagging someone in chase or find other survivors to heal and I'll be sad once I use them up for sure.
Yeah, the overlap between Maps and Keys is a problem. I'd make it so Maps can track Objects only (aside the Bloodsense Map tracking injured survivors) and leave player auras to Keys.
I would like to add some very unique add-ons to Maps, that would allow them to create a second objective with a reward (for example, I would adore an add-on that creates a Glyph once all gens are done, and the one who has the map can interact with it, gaining about 40 Iri Shards). This would further distinguish them from Maps.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3929642#Comment_3929642
About which offerings are you unsure? Is would like to hear your concerns.
The second basement/remove basement ones seem a bit too weird, and maybe OP.
Imagine a two basement situation with Trapper. I feel like keeping one would be fine.
Chests should have good loot in them in general. I feel like they should have made Plunderer's or Ace in the Hole basekit a long time ago.
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I agree that items and their add-ons in general need an update, and that things like Maps need a buff.
I would start by evening the playing field between Maps and make them track the same things, then add some new add-ons to create more options.
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These would be nice changes. Not sure about the new offerings, but the changes to the existing ones would be nice.
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I adjusted the effects of Amnesia (my survivor perk) to this:
Amnesia
You know from experience how much harm can medicine do if it's used in the wrong way.
You start the trial with 2 vials.
You can throw these on the ground causing them to break and slowly start releasing a cloud of gas. Anyone in this cloud of gas will be affected by Blindness and Amnesia for 30/40/50 seconds.
Amnesia conceals the player's HUD, hiding the amount of generators remaining, the states of survivors, status effects etc.
• Amount of Vials reduced from 4 to 2.
• Adjusted the way the vials are used, to make them more like the Void/Fog Crystals or Virginia's Boon from TCM.
• Duration of the effect nerfed from 30/60/90 seconds to 30/40/50 seconds. -
I think that there should be a 4th Challenge category: Master Challenges
Basically the simpler parts of the former Tome challenges, Glyphs, Memory Shards, ect.
These would award you with a higher amount of Fragments, between 100 and 125, to give a concrete number.
Ideally, there would be 2 new ones every week.
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This system would work with a Hide and Seek mode, like Lights Out.
Not 2v8 tho.
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@CautionaryMary said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3929533#Comment_3929533
Yeah, I understand the Shroud of Binding being a survivor offering as Behavior's ideal at the beginning was a hide and seek game.
However, the game has evolved and many higher experienced players know to space out and do separate gens. Making Shroud of Separation a survivor offering — especially with the changes to survivor spawns would be a smarter alternative.
This gives survivors a point of counterplay. Lethal Pursuer is one of the most used perks, and with the spawn change, it will become even stronger. Making a counterplay Shroud of Separation more valuable.
It could be a fixed point of distance too. This ensures survivors spawn at a reasonable fixed distance, rather than being placed on the four edges of the map, which often leads to unfair chases right at the start.
I feel like the following changes to Shrouds would be great:
Shroud of Separation:
- Now an Ultra Rare (or Visceral if you want to go with the "new" name) Survivor offering
Shroud of Binding/Union:
- Removed, as they will be basekit.
(New Very Rare Killer offering) Stitched Shroud:
- Spawns all 4 survivors in the Main Building, if there is one.
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I sincerely hope that this will get reverted.
It's ridiculous.
The one thing Event offerings had going for them was the fact that they were cheap. Taking that away makes it so every new event offering will be an overpriced, useless trinket that people will avoid.
REVERT THE EVENT OFFERINGS!!!
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@CautionaryMary said:
Over the years, certain offerings in Dead by Daylight have lost their impact -- or outright become redundant due to game updates. Many of these changes have made previously useful offerings feel like wasted slots. As I explain here:
- Fog Offerings: Once used to manipulate map visibility, these no longer stack and have minimal effect, making them an outdated mechanic that serves little gameplay purpose. With the absence of the fog outright, you could argue that these offerings should be retired.
- Hook Spacing Offerings - Petrified Oak/Mouldy Oak: These offerings no longer stack, meaning killers and survivors can't meaningfully alter hook distribution anymore. This limits strategic hook manipulation and reduces their usefulness, warranting another offering to be retired or tweaked.
- Map Offerings / Sac Ward: With a *flat 20% chance* instead of heavy influence over map selection, these offerings are much weaker than before. Since players can't strongly dictate where they play, Sacrificial Wards (which block maps) have also lost effectiveness.
- Shroud Offerings (Shroud of Union & Separation): The upcoming update that makes survivors spawn closer by default makes these even *more redundant*. Separation should favor survivors, and Union should favor killers -- but they tend to work in reverse and soon won’t even be necessary, causing another offering to be even more useless. Shroud of Union should be retired and Shroud of Separation should be swapped to the survivor side. If not this change, retire both.
At this point, many of these offerings are just taking up unnecessary space in the Bloodweb. Players rarely pick them, and those that do quickly realize their impact is negligible. If offerings can’t stack, influence matches meaningfully, or serve a unique function, why keep them around?
With offerings losing stackability, control, and direct impact, do they even have a place in Dead by Daylight anymore? Should Behavior remove them entirely or rework them to be relevant again?
Most of these should be adressed sooner rather than later.
Fog offerings are pretty redundant on most maps (with some like Eyrie being an outlier funnily enough), since the fog changes. I feel like their effects should be amplified by a bit, or be allowed to stack to a certain point.
The Oak offerings are pretty useless, mainly the killer ones since hooks are everywhere. Petrified Oak can be effective in certain maps and when stacked, but by itself it's pretty bad. I just thought of an extra effect they could have, that being increasing/decreasing the time needed for a broken hook to respawn.
Map offerings losing their power is a good thing. I don't want them to be outright removed tho.
Shrouds should get a rework, I agree.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3929288#Comment_3929288
They're changing the % for the map offerings, that's what I'm referring to
I think they also wanted to make them into Secret offerings alongside nerfing the percentages.
Edit: They do. It's in the QOL Initiative post.
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@Coffeecrashing said:
The important detail is what happens when the player's killer queue is ready? Will they be immediately replaced by a survivor bot? Because forcing survivors to deal with more survivor bots, just so killer players can have a better quality of life, might not be good for queue times.
I also really don't understand why BHVR is putting so much time and effort into making the killer's player experience so much fun in 2v8, when the killer queues are already too high. It's like all the stuff killers want in 1v4, get added to 2v8, then we wonder why so many people want to play killer in 2v8?
For example, Nurse feels horribly clunky to play in 1v4, regardless of how good she is in that mode. But she feels amazing to play in 2v8 because they gave her so many buffs in the 2v8 mode. Of course I'm going to want to play Nurse in 2v8, because it's the only time I get to play Nurse where she's actually fun to play as.
That's a valid concern.
Getting yanked out of a match because the queue found a lobby for you to play killer sounds awful for all parties involved (unless you're getting pulled from a really bad game), so I really don't want that.
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@OnryosTapeRentals said:
People would just leave once they see they've rolled survivor.
An valid concern, and one that also plagued Friday the 13th.
I would add it, but as an optional feature, and maybe gave a small reward for using it.
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Unfortunately, there isn't. The only solution is VPN-ing to the area you want, which causes lag and ping issues.
It may be caused by the queues being too long, and the game backfilling you into a different region.
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It would be funny to turn them on and get: "Furiously praying in Sumerian"
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The main problem of solo Q is that you get teammates that are like orange cats searching for the collective braincell, regardless of your skill level.
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My opinion is: NO MORE NERFS, or you'll end up with a Freddy situation for the 3rd time.
Maybe some tit-for-tat changes could be done, like reverting his leap range in exchange for nerfing his vault speed, but not just plain nerfs.
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The buffs I would give it would be:
- Increasing the hook stage progression speed to 30/35/40%. (This means a 50 second hook stage)
- Making it so it no longer disables while you are in a 24 meter radius, BUT the whole area counts towards the Anti-face-camp feature.
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I was falling asleep playing as him in the PTB. It's probably the same now.
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3928846#Comment_3928846
Trickster definitely doesn't need a big buff, he only needs to be reverted to his old state because of how clunky he feels to play now.
Chucky is already strong, but fine, he doesn't need any more buffs.
Spirit is already bugged again, only thing that should be done about her is accessibility option for players with hearing problems that play against her.
Plague is like...completely fine? But taking in mind how bugged she is, she needs her bugs fixed asap.
Dracula just has overloaded kit.
Billy is completely fine atm and doesn't need any kind of nerfs.
Nurse just needs small tweak to kill her synergy with aura reading perks.
Blight needs quite some nerfs, maybe token deduction on pallet break, a bit increased token recovery time and longer fatigue.
Hux just needs tweaks that dumbed him down to be reverted, not a big nerf.
I agree that Spirit nor Plague need nerfs. Spirit is only a big problem with Dried Cherry Blossom, and Plague with her iri add-ons. Take that out, and you have a high tier, but a manageable killer.
ALSO Plague has an audio bug where her puke always has the swallow sound at the end, and it's really grating to the point I stopped playing her. This should've been fixed MONTHS ago.
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She doesn't have a unique theme?
That's really sad. I didn't buy her yet, so I didn't know, but that is really unfortunate.
Especially given how her trailers all have this amazing spin on the DbD main theme, which I'd LOVE to have in the game.
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@イエローミント said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927989#Comment_3927989
Let’s keep fighting here to bring back the yellow!🤜🤛
Q: Why don’t you use icon packs?
A: I don’t want to use icon packs unless they are officially integrated and supported as a feature within the game, and even then, it wouldn't provide a fundamental solution. This rarity color change has harmed communication between users. That’s why I want this change to be reverted.
(Especially in the Asian community, icon packs are considered as data manipulation and are disliked within the community.)Plus, there aren't many packs that only revert the colors back to normal, since most of them work on a theme, AND they may or may not get changed to the new colors by their creators.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3928772#Comment_3928772
The lore compendium is staying it's getting its own section supposedly
Yeah, I did catch that. Hope that it will be soon.
I just want the old challenges to stay in the game.
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I agree with you on how many useless add-ons and offerings there are. It's extremely bloated.
On Toolboxes, the Engineer, Commodious and Alex's Toolboxes all have their own uses. I feel like the Mechanic's Toolbox should be removed, since it's outshined by the Commodious, which is the same rarity. Add-on wise, I feel like only the Instructions and Spring Clamp are not worth running under any conditions, and even that can be fixed by making them a thing you can apply on a gen forever, making them independant of the Toolbox.
Medkits, yeah. There are no ups or downs, they are all the same.
Keys and Maps are so outdated that it's not even funny.
Petrified Oak DID get a change. It initally removed 1 Hook entirely, and now it increases the space between the hooks. Currently it's useless unless stacked on a bad map like Badham.
BP offerings are half good, half bad. The ones that give a bonus in all 4 categories are perfect, and the sigle category ones should get some adjustments and maybe a removal of one out of the three types.
The bottles suck because they can't stack, plus the fog barely existing. The brown one that increases fog should get removed, it makes 0 difference.
All shrouds will soon become obsolete because of the spawn changes, except the one that spawns you away from the killer. So, we can expect some to get removed.
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My solutions:
Make playing survivor reward you with XP, which gets you Shards faster.
Give survivors new classes and things to do (the Herbs were a nice change when they weren't taken away by bots, and the Crystals would be good if not for the RNG element.
Make it so killers can just queue up as the ROLE, not the specific killer, with specific killers selected as their favorites.
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Yes, I agree.
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I feel like the Compendium should stay. The old challenges should stay.
The lore should also stay.
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He needs buffs for sure, just not the ones you mentioned.
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@Jtflorencio said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3928484#Comment_3928484
The exposed is not the "big" problem, the problem is the cooldown, the ease with which it is revealed, the speed to expose a survi and this addon that should be base, but come on it is Behavior and GhostFace will continue to be useless, but remember that they are already crying for the Billy, Oni, Legion and Blight that are very strong in this mode which is the reason why you always see the same killers
Making it so I don't get revealed as much would be nice.
The Expose duration being worse sucks tho, because you can't expose multiple survivors without it running out on most of them, and you can't make them an easier target for the other killer with it, because the timer runs out before they get there.
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I don't get why the Exposed was nerfed.
He's fine mostly, but the Exposed nerf makes it so you can't just Mark multiple survivors without wasting it.
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@MechWarrior3 said:
@SoGo Since the hotfix is it any better for you?
Well, nothing that I thought should be changed has changed, so I'll unfortunately have to say no.
The hotfix was mostly bug fixes, no big changes have been made.
Still, there are next patches so I still have hope.
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It's not the end of the world, imo.
As someone who plays her, I barely noticed the difference.
What IS a problem is how clunky the Search is, how useless and bugged Houndsense is, how the Redirect is worthless 9/10 times you use it, and how her add-ons are just the most worthless thing ever outside of select few of them.
The many clunky features and the horde of bugs make her severely unenjoyable.
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Most of the issues are caused by dumb teammates not knowing how to play.
On survivor side, no one doing gens, people getting downed easily even tho there are 3 Escapists, people 3-genning themselves, ect.
On killer side, people are trying out Oni and Ghostface and failing miserably.
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It's a trick, I assume.
You think to yourself: Oh good, I get shards too!
And don't notice the small number, saying it's only 10.
Edit: It should be 50 at the VERY LEAST. Probably more.
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927921#Comment_3927921
I'll keep fighting for yellow :(
Yellow FOREVER!!!
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@PetTheDoggo said:
If you like to play Artist, it's better to not ask devs to touch her, even for small changes. Look how it went for Trickster…
Unfortunately, you're probably correct.
I'd rather have a functional killer with small imperfections than a complete overhaul of something I like.
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It's probably for the beśt to remove this.
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The main is extremely survivor sided, there is no denying that.
The upstairs window is an almost free escape agains any killer that has normal vault speed/isn't Hag or Nurse, the dining room window is a great chase extender too, plus the pallet at the porch is a great one.
The rest… eh. It's your average map. The no window thing might be a bug.
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@Xord said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927697#Comment_3927697
If I go to a store to buy a PS5 and I give 1 cent to the cashier twice, they're not going to let me walk out of the store. Yet I paid for it twice.
The number of nerfs the Ghoul has had is the worst possible argument to make. What matters is the total amount he's been nerfed. And it's really close to zero. That's the problem. You can have 10 more of these nerfs and you'd still have a top tier killer.Really?
His enraged timer was nerfed twice, he now goes into a cooldown after every broken pallet, his "free hit" hitbox got nerfed, his range got nerfed, his add-ons got nerfed, what ELSE do you want?
For him to have a 95% chance to just die after a leap?
