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Right now I am messing around with Mad Grit + Agitation + Iron Grasp. Silly build lets me actually chase Survivors while carrying someone else. It's gonna feel super weird carrying people when I go back to other perks.
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@Ember_Hunter said:
Bingo. Also which hand is it that he opens up so you know he has tombstone?
I assume the one that isn't holding the knife.
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How would this be more fun2play and improve the skill gap? You claim that your idea will do that but didn't explain how.
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@TheHourMan said:
David in a banana hammock confirmed?
Clown in a banana hammock.
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I'd replace Unbreakable with Left Behind. Unbreakable still increases recovery speed, which is technically not nothing. Left Behind is probably the worst perk in the game and is about as close as you can get to a nothing perk.
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If Freddy could not manually put you to sleep in some way, he'd probably be pretty crappy because that would mean he'd spend the first minute of match with no way to use Snares/Pallets (and the first 45 seconds as a flat-out M1 Killer).
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Keyboard and Mouse support would go a long way toward me not wanting to switch to PC.
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1v100.
Which side is the 1? The answer may surprise you.
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I really want to see Pig buffs. I feel every aspect of her comes up short in some way (Traps are inconsistent at stalling, ambush is only useful at certain times, and even then not always, and she has a lot of bad add-ons).
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@eatsumgingersnaps said:
he might have been recording it to show the devs there’s something that needs to be fixed so other people can’t cheat like he did.
Not a very good way to be a martyr IMO.
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@Hoodied said:
No, it is meant to be hard
It was not designed with the Endgame Collapse in mind, though. As is, it is a supremely poor fit for the current iteration of the game because it is something that can and likely will be denied simply by the Killer closing the Hatch, which is extremely likely if you are actively ignoring it.
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100% agree.
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No thanks. I'd rather not spend who knows how long looking for a Survivor hiding all over the Map with no attempt being made to do Gens.
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@venom12784 said:
https://forum.deadbydaylight.com/en/discussion/comment/605561#Comment_605561
Your situation I understand why you would disconnect your have no control over those situations. Which don't happen all that often. I think it's crap when someone gets downed and dc. Cause they didn't feel like being hooked.
Yeah, I pretty much agree with you there.
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Superman 64 taught me to be scared of pallets because they are apparently highly explosive.
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The sounds he makes, obviously.
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Kaboom!
Survivor Perk
You are filled with explosives. After you unhook yourself or are unhooked 2 times, this perk activates.
While this perk is active:
-You are highlighted by an orange Aura to any Survivors within 8/12/16 meters.
-The next time damage is inflicted to you, you immediately explode and are Killed, stunning the Killer for 20/25/30 seconds if they are within 16 meters of you. Any Survivors within 16 meters are automatically put into the Dying State, any Hooks and Pallets (including unused Pallets) within 16 meters automatically break, and any Generators within 16 meters fully regress.
"This was a good plan."
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@venom12784 said:
https://forum.deadbydaylight.com/en/discussion/comment/605063#Comment_605063
How often does this actually happen. I have been playing for a year and Never dc'ed
People DC a lot, apparently. I myself have only ever DC'd twice.
Once because I briefly had a power surge in my house that caused the console to power down, and once because of a freak bug that basically made the game impossible to end and caused me to be trapped in the trial until I DC'd.
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They honest-to-god need to buff Blindness and Hemorrhage. Both of those abilities have been trash for waaaaaay too long.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/601789#Comment_601789
Okay.
I just have a feeling. Nothing more. Just a lil voice in my head saying "they'll do it eventually"
Z-Block: Removed the ability for Survivors to bleed while healthy.
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A manual DC is okay in my book for a game-breaking bug preventing the game from finishing, game being held hostage (actual hostage, like body blocking someone in a corner with no intention of doing anything else) with no end seemingly in sight, or actually having to leave the game due to an IRL circumstance/emergency/etc. Anything else gets a thumbs down from me.
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@martin27 said:
Which can mean good game or get good
I've never heard gg to mean "git gud", but that's just me.
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"hatch doesn’t spawn since gens were untouched"
Am I missing something here?
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Still unsure about the Snares, but I don't like the Dream Pallets.
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@Ember_Hunter said:
Sounds more like a perk idea.
Yes. One where the unhooker would have to make their choice, maybe.
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Game Over - 500
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@BlueFang said:
https://forum.deadbydaylight.com/en/discussion/comment/602381#Comment_602381
The whole point of making it's FOV a default stat for all killers would mean Shadowborn gets a complete rework
Would also have to remove the FOV effect from Monitor and Abuse.
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@Gardenia said:
https://forum.deadbydaylight.com/en/discussion/comment/602096#Comment_602096
He and I have spoken off the forum, just to set the record straight this is an experiment not necessarily a challenge.
An experiment TO THE DEATH.
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@Khroalthemadbomber said:
https://forum.deadbydaylight.com/en/discussion/comment/602015#Comment_602015
Oh yeah. I went through EVERYTHING during my testing of the new ambush. You even TAP that ambush button and you lose PWYF stacks.
That is just dumb as all hell.
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@Khroalthemadbomber said:
As I posted in my own topic and a similiar topic to this, the EGC changes were neccessary due to baseline traps have a ticker of 2.5 minutes and with add-ons it knocks it to a flat 2 minutes.
The issue I CURRENTLY have are the changes to the Ambush Attack as only five perks work with it now and four of them are all based around a similiar effects.
Does Work:
Anything that offers 'Exposed,' and Sloppy Butcher.
What Does Not:
Save The Best For Last, Hex: The Third Seal, Remember Me, Dark Devotion, Franklin's Demise
What shouldn't even be tried:
Play With Your Food. You lose tokens the moment you activate the ambush, whether you fully charge it or not.
"What shouldn't even be tried:
Play With Your Food. You lose tokens the moment you activate the ambush, whether you fully charge it or not."
What.
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Can we have the blocks increase the duration of the slow-down?
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GARDENIA VS SCOTTJUND DUKING IT OUT ONLY ON WRESTLEMANIA PPV
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I preferred Leatherface to Hillbilly.
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@Peanits said:
We can't guarantee that at least one killer will get changed with each mid-chapter. We do also need to make time for other changes like perk balancing and various other mechanic changes/additions. We'll see what we can do, though.
For the Pig specifically, I wouldn't want to see Rule Set No. 2 as part of the base kit (on a personal level). I use traps to slow the game down, making it not show auras until a generator is completed would encourage the exact opposite. People would want to do a generator so they can see the auras rather than taking their trap off before doing generators. I think it's better off as an add-on. If you want it, you can take it, but if you want to use the traps to slow, you're not forced to have it.
There are people who already do gens in spite of the traps. Those people wouldn't really be impacted. I'm not sure that the people who don't do that already are would be comfortable enough doing it with Rules Set No. 2 active (whether it be base-kit or add-on). If it really were enough to sway a noticeable number of Trapped Survivors who would otherwise not continue working on a gen to actually keep working on gens, that would make Rules Set No. 2 a completely horrible add-on IMO (though I already don't think it's worth the add-on).
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@George_Soros said:
https://forum.deadbydaylight.com/en/discussion/comment/598268#Comment_598268
Partly yes. But I honestly think it's way too strong. It might make a little more sense to give them the ability to see each others' auras. But to track the killer for free? Closing the gap between SWF and solo shouldn't break the game.
What about a weakened version of Kindred? Rather than giving Survivors exact location of the Killer, it only gives them a simple notification of when the Survivor is within a certain range of the hook (like maybe the hook changes color)?
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Really small sample size, plus 66% of your sample size being a result of overly altruistic Survivors. I wouldn't really say that's enough to support the proposal you put forth.
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@[Deleted User] said:
There are no useless perks
Left Behind.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/595742#Comment_595742
We've mentioned this a couple times already, but we are still keeping an eye out for feedback and we'll make changes if necessary when we get the chance. We have not forgotten about them, we just have a lot on our plates at the moment.
Regarding the Pig's change, this is part of a series of changes designed to standardize what a basic attack is. There's a lot of confusion surrounding what is a basic attack and which perks work with which attacks (with some perks with an attack while other perks don't). We're working on cleaning this up and should have more info to share in the future.
Can you at least briefly clarify what the deal is with regarding the recently changed interaction between Save the Best For Last and the Pig's Ambush attack? Intentional? Bug?
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@Peanits said:
If you have a video, you can send it in to support here: https://support.deadbydaylight.com/hc/en-us/requests/new?ticket_form_id=191426
MAKE SURE YOU REPORT IN-GAME AS WELL.
The in-game report is crucial; support tickets do not replace in-game reports, they are just a means to attach videos to your reports.
https://forum.deadbydaylight.com/en/discussion/comment/294480#Comment_294480
If you are trying to attach the video directly to the ticket, that would probably be why. There is a file size limit on attachments. It should be giving you an error if that's the case. Alternatively, you could upload it to another site (like YouTube) and send us the link that way.
That makes sense. I have just been uploading them to Youtube.
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@se05239 said:
Considering how many ways there are for survivors to deny the aura reading by BBQ, its hardly "OP". Hillbilly, the one you prefer, and other mobile killers like Nurse and Spirit (and sometimes Huntress) can make use of the aura reading but the rest?
I would argue Pig can as well. BBQ is more difficult to play around when you are trying to get an active Trap off.
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@Chaotic_Riddle said:
@thesuicidefox There’s been no reason to touch Pig at all though. Remember when they had it where her RBT worked similarly to Deep Wound in which, if you were in her TR, it would’ve stopped the timer? There was no reason for that. Granted, they never went through with it, but there was NO reason to even try it to begin with. And yes, we all know why Legion was nerfed, but that’s why we’ve been asking for a rework or some sort of buff that could still use their current playstyle but at least make them viable. And why the silence? Why are they not telling us anything themselves? We need answers for those kinds of things. I don’t want the ‘why we did/planned to do this’ for Legion, I want the ‘this is what we have planned.’ For Pig, I just want them to STOP messing with her. Two of my friends who have been Pig mains from day one can agree that the continuous amount of changes towards Pig are unnecessary.
We need communication.
We need answers and we need to stop being ignored.
I don't agree that Amanda didn't need to be touched at all. I may strongly disagree with how they went about it, but I do understand why they changed her for the EGC. My issue isn't that she was changed to account for the EGC; it's that her change ended up being an unreasonably heavy-handed nerf with nothing to make up for it.
Oh, and #JusticeForAmanda
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@No_Mither_No_Problem said:
"Infectious Fright only gives you the location of someone the moment you put people down. If you choose to Hook the person you downed, that information is long irrelevant by the time you manage to make the Hook. If you try to go after someone else, you are committing to a second chase as a Killer who is not great in chases and hoping that the first person downed isn't back on their feet by the time you finish that second chase. And that's assuming you are actually able to find the second person since, again, the information you get from Infectious Fright becomes outdated very quickly."
Pig is great in a chase because of her dash, but you'll never be convinced of that, so I won't even bother. All I'll say is, you can very easily go after a second Survivor while still keeping tabs on the slug, especially if you get more than one Survivors to scream when you down them. Being unable to effectively use IF on Pig is entirely the fault of the Killer.
Besides, if you down a second Survivor with IF at all (which you should be doing) then the absolute worst case scenario is you got a down while someone else was slugged and a third Survivor had to go over and heal them. A chased Survivor, a slug, and a medic. That's a total of three out of four Survivors not doing anything contributing to their objective.
"Hex: Devour Hope - I struggle to see how Devour Hope is good on "almost any killer without an instadown in their base kit." Far as I can tell, against anyone not a potato, it grants you a speed burst randomly once or twice and then does nothing after that because it is gone."
I agree with this.
"Also, I find it strange that you talk in another post about punishing people who heal in a no-heal meta. That just makes it seem like it's only good against bad players."
The added punishment to those dumbasses is just an added bonus that STBFL doesn't have.
"Make Your Choice - Same as above. It is good on highly mobile killers with no insta-downs like the Nurse or the Spirit because they can quickly backtrack the distance needed to activate Make Your Choice. On someone like the Pig, you are kinda just hoping you are randomly bumping into the rescuer because it is not reliable to make it back in time to see who the Unhooker was unless they decide to stick around healing (which wouldn't be ideal in a no-heal meta and doubly so if you notice that you are suddenly Exposed after rescuing someone). If you focus on trying to find that person and fail to do so, you just wasted a ton of time for no benefit. More often than not, you just continue doing your normal stuff and hope that maybe you score an instadown or maybe two. Most of the time, it is just wasted unless you have a Killer that can make up for having to be a hefty distance from the hook."
If you can't find the Survivor within that entire 60-second time frame, then 1 of 2 things is happening:
1) The Survivor is playing extremely immersed, in which case they aren't actually doing anything useful—soft pressure.
2) Your tracking is terrible.
You need to have the map knowledge and smarts to predict where the unhooked Survivor is going to go. Similar to Infectious Fright, just because a Perk requires you to use your brain a little bit doesn't make it bad.
"Hex: Haunted Ground - It is random when it triggers (if it even triggers), and at best you can maybe get one down if you are lucky while the rest hide, leaving you with absolutely nothing once the timer runs out. Its only real use is protecting something like Ruin, and even then it is kinda down to chance and nothing more."
Again, it's a 60-second time frame, and unless you're playing Spirit, the suspicion that it may be Haunted Ground will vastly outweigh the desire to remove the powerful effects of a Hex Perk for the majority of Survivors, meaning that it is very likely to get cleansed when found. And that one instadown may be all you need for the early game—something that, once more, STBFL doesn't offer.
"NOED - It only does anything during the Endgame, and against competent Survivors, you may get a down before someone cleanses it. The rest of the game where Pig needs to do well in order to have a chance, you got nothing."
I agree. However, NOED is also good in its own right in the no-heal genrush meta because the instadown effect completely negates the instaheal Survivors get from Adrenaline—the strongest advocate of the no-heal meta in the entire game.
"Rancor - The location reveals you get from Rancor don't really do you much good compared to the aura reveal you give the Obsession, and once the Endgame happens, you are in the same scenario as NOED, only instead of potentially losing your Perk when someone finds the Totem, you lose your Perk when one single person escapes because Rancor only works on that one single person."
I agree with the Exposed part—if you're boosted enough to not find your obsession with the location reveal—but once more, I think the tracking of Rancor is great if you actually know what to do with it. It shows you the location of all four Survivors, regardless of where they are—if they're together or not, their proximity to you, and, if they're at a location of importance, what they're doing. That is a very good utility.
"Then there's the fact that NONE OF THIS is helpful if the no-heal meta is prevalent as you say because NONE of those perks help you at the start, and by the time they could become relevant, the Survivors are likely already injured and don't give a crap about the Exposed status."
Only one of the Perks you mentioned is useless. Half of them work for what I ask, one directly counters the no-heal meta endgame, and one provides extremely powerful utility. Sure, I may not have been absolutely right, but they are all extremely solid and have their own place in the no-heal meta. And the ones I enjoy—HG and MYC—actually do exactly what I praised them for.
"Meanwhile, with STBFL, with each Healthy Survivor you go after (since remember, every Survivor starts out Healthy unless you are running against a full team of No Mithers, something that I can personally say I've never ever once seen before), you will be able to down them faster than the previous one because you'll have more stacks on it allowing you to continue the chase sooner than without it. And with the Obsession, you now have a way to actually deal with them without having to lose those stacks."
But what you seem to forget—or rather, are choosing to ignore—is that the tokens only increase the cooldown by increments of 5%—an extremely measly number. STBFL is only truly noticeable after reaching 3 stacks, and even without pallets nearby, is only actually relevant and useful at 4 stacks at the bare minimum. Four stacks is the equivalent to either downing two Survivors or hitting all four Survivors once. So, at best, half of the Survivors will be injured, rendering its effects useless against them, and at worst, all four will be injured, making it a completely useless Perk in the no-heal meta.
"Pig is great in a chase because of her dash, but you'll never be convinced of that, so I won't even bother. All I'll say is, you can very easily go after a second Survivor while still keeping tabs on the slug, especially if you get more than one Survivors to scream when you down them. Being unable to effectively use IF on Pig is entirely the fault of the Killer."
I don't agree that Pig is great in a chase, but we'll just have to agree to disagree. And I don't agree that you can go after the second person while keeping tabs on the first. Maybe in certain scenarios you'll be able to quickly end that chase and return to the first, but in most cases, doing that will likely cause you to lose track of the first and result in them being healed. Also, having more than one Survivor scream because of Infectious Fright does not really matter because you'll only be able to commit to one at a time unless you're just trying to scare them away from the person you slugged, in which case you really didn't accomplish all that much.
"Besides, if you down a second Survivor with IF at all (which you should be doing) then the absolute worst case scenario is you got a down while someone else was slugged and a third Survivor had to go over and heal them. A chased Survivor, a slug, and a medic. That's a total of three out of four Survivors not doing anything contributing to their objective."
I don't believe the slug and the medic will be wasting as much time as the Pig will trying to catch the second Survivor. Unless you know you are in a position to quickly down the second Survivor (which is definitely not something you can really control), you are likely better off just hooking the first person you downed.
"The punishment to those dumbasses is just an added bonus that STBFL doesn't have."
If they are healing close enough to you that you can just find them and down them using Infectious Fright, you probably don't need Infectious Fright to do it, so that doesn't really mean much of anything to me.
"If you can't find the Survivor within that entire 60-second time frame, then 1 of 2 things is happening..."
Do not agree. Unless the Exposed Survivor is being dumb, they are not going to make it easy for you to just find them. A decent Survivor can easily play keep-away and wait out the 60-second timer. Even if they are found, the Pig has already used a decent amount of time to find this person (it is naive to think you'll consistently find that person and still have plenty of time on the clock), so they don't even need to survive in a chase for the full 60 seconds to make the perk go to waste.
"Again, it's a 60-second time frame, and unless you're playing Spirit, the suspicion that it may be Haunted Ground will vastly outweigh the desire to remove the powerful effects of a Hex Perk for the majority of Survivors, meaning that it is very likely to get cleansed when found. And that one instadown may be all you need for the early game—something that, once more, STBFL doesn't offer."
Just because it is likely to be cleansed when found does not mean that you will reliably be able to get the down in that time frame unless you are already in the middle of a chase when it happens. It can certainly be good when the cards line up right and you do score a down with it, but simply by the nature of what it is, it is not consistent/reliable.
"I agree. However, NOED is also good in its own right in the no-heal genrush meta because the instadown effect completely negates the instaheal Survivors get from Adrenaline—the strongest advocate of the no-heal meta in the entire game."
In the scenario where multiple people are running Adrenaline, you'll snuff out maybe one before the totem is knocked out (assuming you aren't dealing with potatoes). Did it do something? Sure. Was it worth being down a perk for the whole game as one of the weaker Killers (IMO) in the game? Not really, no. That's why I don't like NOED even on weaker Killers: It makes the Killer even worse during the majority of the game under the hope that maybe you can make up for it in the last leg if the Survivors aren't competent enough to take it out or just leave anyways.
"I agree with the Exposed part—if you're boosted enough to not find your obsession with the location reveal—but once more, I think the tracking of Rancor is great if you actually know what to do with it. It shows you the location of all four Survivors, regardless of where they are—if they're together or not, their proximity to you, and, if they're at a location of importance, what they're doing. That is a very good utility."
I don't agree. Just getting the location of the Survivors doesn't do much good IMO because that info quickly becomes irrelevant unless you are right there by them already. In that regard, I think it is just a worse Bitter Murmur with a worse NOED tacked on.
"Only one of the Perks you mentioned is useless. Half of them work for what I ask, one directly counters the no-heal meta endgame, and one provides extremely powerful utility. Sure, I may not have been absolutely right, but they are all extremely solid and have their own place in the no-heal meta. And the ones I enjoy—HG and MYC—actually do exactly what I praised them for."
Sorry, I personally don't see it that way. I don't think any of the perks you mentioned are useful. If you find success with them, more power to you, but from my point of view, they just do not cut it on the Pig.
"But what you seem to forget—or rather, are choosing to ignore—is that the tokens only increase the cooldown by increments of 5%—an extremely measly number. STBFL is only truly noticeable after reaching 3 stacks, and even without pallets nearby, is only actually relevant and useful at 4 stacks at the bare minimum. Four stacks is the equivalent to either downing two Survivors or hitting all four Survivors once. So, at best, half of the Survivors will be injured, rendering its effects useless against them, and at worst, all four will be injured, making it a completely useless Perk in the no-heal meta."
The way I see it, it is putting in work after downing the first person. Starting with the second person, it is showing off its results and allowing you to end chases quicker. Then, while people are all injured, you can still accumulate tokens for later when everyone does get their Adrenaline. From there, you've got a bunch of tokens that can be used to get those two hits in quickly, and unlike something like NOED, they can't just take that away from you.
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@No_Mither_No_Problem said:
https://forum.deadbydaylight.com/en/discussion/comment/594668#Comment_594668
If that’s all you have to say, then all I have to respond with is “git gud”.
Well, alright, I guess I can say more.
Infectious Fright only gives you the location of someone the moment you put people down. If you choose to Hook the person you downed, that information is long irrelevant by the time you manage to make the Hook. If you try to go after someone else, you are committing to a second chase as a Killer who is not great in chases and hoping that the first person downed isn't back on their feet by the time you finish that second chase. And that's assuming you are actually able to find the second person since, again, the information you get from Infectious Fright becomes outdated very quickly. Also, I find it strange that you talk in another post about punishing people who heal in a no-heal meta. That just makes it seem like it's only good against bad players.
Exposed Perks:
Hex: Devour Hope - I struggle to see how Devour Hope is good on "almost any killer without an instadown in their base kit." Far as I can tell, against anyone not a potato, it grants you a speed burst randomly once or twice and then does nothing after that because it is gone.
Make Your Choice - Same as above. It is good on highly mobile killers with no insta-downs like the Nurse or the Spirit because they can quickly backtrack the distance needed to activate Make Your Choice. On someone like the Pig, you are kinda just hoping you are randomly bumping into the rescuer because it is not reliable to make it back in time to see who the Unhooker was unless they decide to stick around healing (which wouldn't be ideal in a no-heal meta and doubly so if you notice that you are suddenly Exposed after rescuing someone). If you focus on trying to find that person and fail to do so, you just wasted a ton of time for no benefit. More often than not, you just continue doing your normal stuff and hope that maybe you score an instadown or maybe two. Most of the time, it is just wasted unless you have a Killer that can make up for having to be a hefty distance from the hook.
Hex: Haunted Ground - It is random when it triggers (if it even triggers), and at best you can maybe get one down if you are lucky while the rest hide, leaving you with absolutely nothing once the timer runs out. Its only real use is protecting something like Ruin, and even then it is kinda down to chance and nothing more.
NOED - It only does anything during the Endgame, and against competent Survivors, you may get a down before someone cleanses it. The rest of the game where Pig needs to do well in order to have a chance, you got nothing.
Rancor - The location reveals you get from Rancor don't really do you much good compared to the aura reveal you give the Obsession, and once the Endgame happens, you are in the same scenario as NOED, only instead of potentially losing your Perk when someone finds the Totem, you lose your Perk when one single person escapes because Rancor only works on that one single person.
Iron Maiden - No.
Then there's the fact that NONE OF THIS is helpful if the no-heal meta is prevalent as you say because NONE of those perks help you at the start, and by the time they could become relevant, the Survivors are likely already injured and don't give a crap about the Exposed status.
Meanwhile, with STBFL, with each Healthy Survivor you go after (since remember, every Survivor starts out Healthy unless you are running against a full team of No Mithers, something that I can personally say I've never ever once seen before), you will be able to down them faster than the previous one because you'll have more stacks on it allowing you to continue the chase sooner than without it. And with the Obsession, you now have a way to actually deal with them without having to lose those stacks.
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@No_Mither_No_Problem said:
https://forum.deadbydaylight.com/en/discussion/comment/594639#Comment_594639
Infectious Fright is good on any Killer, even if their TR is tiny, with the exception of maybe Faceghost.
Exposed Perks are also good on almost every Killer without an instadown in their base kit.
STBFL is a QoL Perk at best unless your name is Freddy Krueger or Herman Carter.
So that’s gonna have to be a no from me, dawg.
Wow, no. I disagree with just about everything you said.
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@No_Mither_No_Problem said:
https://forum.deadbydaylight.com/en/discussion/comment/594548#Comment_594548
Sloppy Butcher is useless in the face of the no-heal genrush meta and STBFL is a QoL Perk at best, but ok, you do you, man.
None of the other perks you mentioned were worth using on Pig before this change IMO. STBFL is. The only one of those perks that was improved by this change is the only one that would be good on the Pig anyways. Therefore, assuming this isn't a bug that will be patched out soon, this is a plus for the Pig overall.
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@ArecBalrin said:
The real puzzle for me is: once a survivor has used a key, is it now removed from the game? No one seems to have bothered checking, because it seems that if each RBT has a specific key, you know that if someone has got one off their head at one box, the key for another RBT can not be in that box.
No, it is not removed from the game. One box can in theory hold the key to multiple traps.
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@Peanits said:
Huge disclaimer
Consider doesn't mean it will happen, it means consider. Please don't get upset if it doesn't end up happening, we can't promise that it will.
Translation: "Sorry, PS4 players."
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I only follow rules that I set for myself and the actual game's rules, not anyone else's.
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@No_Mither_No_Problem said:
@GrootDude Considering that STBFL is a QoL Perk as long as the Survivor you hit still has another loop to run to, I would say that the downsides of not being able to use her dash with Dark Devotion, Infectious Fright, Sloppy Butcher, Remember Me, and literally every single Exposed Perk (including her own teachable one!) definitely outweighs the QoL buff she got with STBFL.
Especially when her dash as a chase tool just, you know, exists.
Can't say I personally see it that way. I wouldn't use any of the perks you mentioned with the exception of Sloppy Butcher and STBFL, so for me, this is upside.