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THE_Crazy_Hyena

THE_Crazy_Hyena

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THE_Crazy_Hyena
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  • Commodious toolbox w/both charge add-ons, Stake Out + Hyperfocus and Built to Last.
    That is your very best bet to get this done.

  • They pretty much halved the corn density sometime during Year 8 I believe. At least they made it a lot easier to see through, as compared to how packed the cornfields were in the past.

  • My top 3 are Myers, Doctor and Demo

  • @random1543 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4042121#Comment_4042121

    I think this factors into it. ive had some strange matches where killers have high ping spikes in seemly convient locations

    holding animation and insta swinning out of it, standing still for seconds longer then they should at flashlight pick up then jolting away to avoid save

    my ping is always 30-40 but in these situations killers ping always spiking to over 200 then conveniently going back down to around 60

    This. I have noticed the same a couple times now.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4042055#Comment_4042055

    Unlikely. They don't like removing content from the game like this, so if there was a way around it, they probably would've done it.

    Good point

  • @ReverseVelocity said:

    The actual design of the map is probably linked in the contract, so I doubt it.

    The map did get totally changed in The Realm Beyond, so I don't see why a few design changes would not allow the map to stay. Like get rid of the things that associates it with the licensed Haddonfield, and keep the map under a different name and realm.

    Pretty sure it could be done in some way, shape or form

  • @AcesSpeedo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/462223/fix-masterminds-m2-hitboxes-they-are-obnoxious

    ngl the funniest thing ever when playing wesker is grabbing a surv on the other side of a pallet that just got dropped and slamming them into it as you hear it hit the floor xdddd his hit box should not extend to his pinky toe though i agree with you, m2 hit boxes are janky asfffff

    I had that happen in a match, only for the pallet to stun the Wesker the next time he approached it

  • @Junylar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041957#Comment_4041957

    Dragon Age has nothing to do with D&D. If you want to use computer games as an example, you could look at BG3.

    Nothing?

    The whole series was inspired by D&D, and Origins was initially going to be called D&D: Baldur's Gate 3, but due to licensing issues from Wizards on the Coast, Bioware created their own universe, loosely based on D&D, and it is regarded as a spiritual successor to Baldur's Gate.

    So to say that Dragon Age has nothing to do with D&D would technically be wrong, as the series has a lot in common.

  • @Amanova said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041949#Comment_4041949

    We've already been downvoted by killer mains, no, we they need to slow down her speed a bit, cuz it's hard to counter especially on open maps and when has green addon to extend lunge with broken ping

    No, we do not want to slow her down more. She is exactly as fast in traversing the map as Trapper is. This is due to her already slow base movement speed of 92.5%, and her charging up a maximum blink, including the following fatigue, is enough to offset the time needed to cover the same distance.

    The green add-on could be reworked if it is deemed to be problematic, but I don't know anyone else who has complained about it.
    The general consensus is that Nurse needs a Blindness status when she is charging a blink, so that she has to do some guesswork (aura blocking). And I mean, counterplaying a Nurse, especially without aura reads is not that hard.
    All you need to do is to break line of sight, and she is forced to follow you blindly, not knowing if you turned back or not.
    Also, if you run Iron Will, she will have a hard time tracking you if you are already injured

  • Dude, you need to calm down. I don't think you have said anything in here that we don't already know to begin with.
    Instead of spamming the forum with many smaller threads, why not make a megathread of what YOU think should be done to better the survivor experience. I'm not being rude, I am only trying to help.

    Yes, Dashslop Myers is unfun to verse.

  • @Emeal said:

    Hi guys, I am sorry to the mods for resurrections this thread but I was looking into this claim…

    In DnD elves are already a bit shorter than humans and are supposed to be more slender, but she has all of the same proportions as a human male in the game.

    and actually its wrong, they CAN be, but are not supposed to be.

    https://us.v-cdn.net/6030815/uploads/EDOVX1RT0BKN/image.png

    They can be the same size, I dont know where you get the idea of elves being shorter, but the rules dont say that.
    Either way im pretty sure DND themselves would have had to sign off on Aestri's size.

    Happy New Year.

    Like I mentioned in my original comment back when this thread first got published, elves are on average slightly shorter, and more slender than humans.

    20260102154756_1.jpg

    This is an example from Dragon Age Veilguard (applies to the other games in the series). Elves are portrayed to be around half a head's height shorter than the human characters on average, but with a similar range of sizes.
    Side note: Dragon Age is heavily based on D&D, so the designs of the characters are good representations of what D&D characters would look like.

  • @Amanova said:

    Right now is really hard to react to it especially when she sees you because it's too fast and broken ping can also help her to get those unfair long ass hits especially combined with her green addon. Overall her blink speed should be looked at and somewhat reactable

    All Nurse needs is to not being able to see auras when charging a blink.
    That way, the player has to use prediction to know where to blink, if you happen to break line of sight with her.

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041801#Comment_4041801

    when stealth fails i have to loop…. being in these situations has helped me to get good at both stealth and chases. i rather avoid chases and do gens than avoid gens and get chased. thats just common sense in a game where the objective is do gens and escape before the killer kills you.

    you think griefer and solo players that do challenges like escape via the hatch or do stuns or cleanse totems care about being a team player? they dont. you said it yourself you avoid solo because you dont want awful team mates….even if they try to be team players they can still be bad players as you know.

    Basekit kindred or bond….sure, make it easier for griefers to run directly to the people doing gens to sabotage them lol. You say about this SWF being powerful like a myth yet you rarely play solo and everything you advocate for is directly benefiting SWF while not giving solo players a second thought or how it would effect them because you dont play solo. It comes across like your bitter that players like me that actually use their brains and avoid the killer while doing the objective can win but the people that go for chases lose. When you play solo regularly night after night, not just accasionally, you will see why the idea of a team win/loss would not go down well for you as a solo player.

    Base-kit Kindred or Bond would make it easier to know which area to avoid as well.
    Like how many "griefers" do you think are actually running the killer over to a worked-on gen on purpose, or don't you think it could have been avoided if the poor soloQ teammates knew that someone was actually working on that specific gen, and were able to plan the chase ahead, knowing where not to go.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041788#Comment_4041788

    Hear hear! Glad so many of us could come together and hopefully 2026 will be a good year of friends and fun.

    I second this :) Happy to be here, and hoping for more of the wonderful denizens to show up at some point.
    At some point we should get some community games going

  • The scratch mark color change.

    The FNAF chapter … and that's about it.

    Oh yes.. Hook-states as killer. Makes it so much easier to spread hooks.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041629#Comment_4041629

    Mental state is really the number one thing with this game. You can try to cut out emotion and view balance from a completely clinical perspective but that isn't going to work. Where there's humans, there's emotion. I'd venture to say that most people who are unhappy with either role still have stats at the target numbers. It's not the outcomes that matter so much as how the match feels. People want to feel like they had a full experience. As killer, the thing that keeps my mindset from tanking is those shock turnarounds. They are utterly undeserved, but they keep me from feeling beaten down.

    Survivor is more complicated, because there's a lot of moving parts.

    For me, personally, my mindset is actually quite good right now. That doesn't mean I don't think survivor as a role needs help, but I myself feel possibly the best since I was fresh and new. But four or so months ago my mindset for survivor was at rock bottom. My friends were leaving, my matches were miserable, I was burning out and felt like a punching bag. The thing that changed was making more friends. I played with seven different people yesterday, in three separate sessions. Was there tunneling and slugging and general scuzziness? Yeah. But frustration over cheese tactics can cool very quickly when your friend runs over to slap the killers butt while it's happening. Something disheartening becomes funny. The outcome is the same but how you feel about it isn't. This is why I'm a huge advocate for SWF. It's not about sweaty squads for me, it's about groups of friends having fun.

    That's also why I want more for soloq. I'd like a reason to play it as well. More info like basekit Kindred. More in-game tips to develop macro. These aren't game-breaking. They'll just make survivors—especially new and average ones—feel like they have a shot. And yeah, more reason to feel like you accomplished something when things are rough. They had said when the abandon was being introduced there'd be big incentives to stick out rough matches. I don't even know what those were supposed to be. If the only thing they can give us is a free pass to leave whenever things are bad, then the game is not doing a good job with making people happy.

    Well said, and I am glad to have been part of your comeback tour. May 2026 bring better times for everyone who is playing DBD

  • @FerrousFacade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041450#Comment_4041450

    I think customs always has been more fun and always will be. The game has become very competitive, which is fine when that is what you are looking for but that can't hold a candle to an impromptu sandbag competition against a friend in a low stakes match. If we ever get 2v8 customs we are planning some 4v4 protect the president (bots) matches with one killer and three survivors on each team.

    That actually sounds really funny.
    I do hope that special modes become available in custom lobbies at some point (I don't see why those can't be implemented).

  • I have one for you:

    Steroids (survivor perk):

    "You have been to one too many gyms in your life, and to always pursue the title of the strongest, desperate measures are needed. You feel the extra strength from the enhancements, which allow you to slam the pallets with an inhuman force"

    • Increases the duration of pallet stuns by 40/45/50%

    If the killer is using Enduring, the effects of the perks will cancel eachother out.

  • @iOverSpray said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041360#Comment_4041360

    Ghoul by the way can be out played by playing a stealth game, he's not one we can just bully around by using head on and beamers with our friends and that's what people dont like about him. Adapt to a different play style (one legacy players had) and find more success. You legacy player haters forget that til noob3 made it cool to loop killers this was a very different game.

    If you get the right map, you can absolutely bully him. I saw a Youtube short where some guys were bullying a Ghoul for quite some time.

  • @Anniehere said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041438#Comment_4041438

    I feel the same way, honestly. I've been wanting to play for two days now, but haven't. I've never played a game that made me feel miserable even before I opened it.

    That's where custom games with friends comes in. It is probably the most fun time you can have in the game as of now.

  • @BongoBoys said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040823#Comment_4040823

    I'm gonna have to majorly disagree with that before Myers buff path he was absolutely abysmal to play he couldn't get anybody cause his strike was slow and took to long to charge.

    What your asking for in nerfs would severely nerf him like a Skull Merchant treatment severe nerf. Myers would go from a Top B-tier Killer back down to bottom of D-Tier if your nerfs went through. Current Myers can actually compete and be a threat to Survivors.

    Plus Myers still has weird issues with him like why does he have stalk decay? Or why is he 105% move speed killer in stalker mode and not 110% move speed? Or why he has a stalk range limit.

    Then take away stalk decay, and make the stalk take longer. Right now it is too accessible. Like, you can look at a survivor for like 3 seconds and have your power on the ready.

    Also, from my testing with Myers in 1v1 scenarios, if you have the right setup, you can absolutely snowball the match out of control, even against survivors that should be much better than you.
    Pretty sure @Skittlesthehusky and @Shroompy can attest to this

  • @Philscooper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/462119/balancing-idea-scaling-perks

    https://us.v-cdn.net/6030815/uploads/CK1W2DM977AP/rdt-20251220-210326131533930785019770.jpg

    Can do the same with killers or is it just for survivors?

    How would we even do that without everyone defending that s-tiers need gen-regression?.

    Both sides of course.

  • @SnakePVP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/462119/balancing-idea-scaling-perks

    I think scaling would be a interesting idea. They would have to work to ensure that it doesnt make perks too complicated though. As perks having 30 different stats per killer would be too much, but I dthink having perks tiers of say 2 or 3 based on killer style wouldn't be too bad.

    This was sort of my thought-process too. Having 3 primary groups of killers, where the perks scale based on which group the respective killer is in. Also, perk tiers would need to go as a result of this, as all perks will essentially be tier 3 when unlocking them.

    • High-tier - This is where killers like Blight, Nurse, Ghoul etc. are found. Killers that have exceptional lethality and/or very high mobility/map pressure fall into this category. These killers will have the least effective perk tier.
    • Mid-tier - This is the place where most killers will accumulate, ranging from Wesker and Wraith, to killers like Huntress or Freddy, who doesn't struggle too much with maintaining pressure, or traversing the map. These killers will have normal perk strength.
    • Low-tier - This is where killers who primarily rely on M1 falls into, or killers who has low mobility and struggle a lot with pressuring the map on a base-kit level. Trapper, Pig, Sadako etc. would fall into this category. These killers will have increased perk effectiveness.

    Perk example - Bamboozle

    • Normal (mid-tier killer): Increases vault speed by 15%, and blocks the window vault for 16 seconds.
    • High-tier killer: Increases vault speed by 10%, and blocks the window vault for 12 seconds.
    • Low-tier killer: Increases vault speed by 20%, and blocks the window vault for 20 seconds.

    Perk example - Lethal Pursuer

    • Normal: Reveals survivor auras for 9 seconds upon the match start, and increases the duration of subsequent aura-read by 2 seconds. (this could be reduced to 8 seconds for the base perk, giving it a 10 second total effect at the start of the match)
    • High-tier killer: Reveals survivor auras for 6 seconds upon the match start, and increases the duration of subsequent aura-read by 1.5 seconds. Total duration: 7.5 seconds.
    • Low-tier killer: Reveals survivor auras for 10 seconds upon the match start, and increases the duration of subsequent aura-read by 2.5 seconds. Total duration: 12.5 seconds.

    In other words, small changes to the perk strength, based on the killer's tier. Granted, the numbers could be tweaked more in either direction on a more individual level, based on the individual killer's strength. Similar to how Riven mods function in the game Warframe. Stronger weapons gets a low disposition value, meaning that the stat increases are much weaker than those of a weapon with a high disposition value. And that system works incredibly well.

  • @R3b3l54TTV said:

    Like a neked mode (0 perks). Or a dark mode (no aura reading perks). Or slow mode (no booster perks). ANYTHING other than the hard tunneling and complaints from both sides. Mix it up. Let's go.

    Lights Out was a thing, and that mode was plagued with tunneling as far as I know.

  • @Classic_Rando said:

    This type of thing has been suggested many times in the past, but people always complain that they are “being punished for playing with friends.” I fully realize that not all SWF teams are sweaty comp squads, but it’s also dishonest to pretend that there is no advantage from coordinating on comms. Good teams on comms are incredibly difficult for the average killer player to deal with without using tactics that survivors consider as “unfun”.

    Also, what I had in mind was to not make the game balance totally unbearable for either side.
    I know that playing in a 4-man squad is a significant advantage, since we can always tell eachother where the killer is going.
    Even as a 3-man, and getting a decently good soloQ teammate can often lead to a 3-4 out as survivor.
    And yes, I know all too well about the "good teams on comms" when playing killer, as I have encountered quite a few during my killer matches, and the gens fly fast, especially if there are toolboxes present.

  • @TicTac said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040823#Comment_4040823

    But with that reasoning Wraiths uncloak boost can also outplay Sprint Burst.

    Wraith does not have an insta-down ability though.

  • @Junylar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040799#Comment_4040799

    You need tunneling to win against a decent SWF.

    You don't need tunneling to win against soloQ.

    But if they make tunneling impossible, winning against decent SWFs will also become impossible. As you can see, the problem is once again not in "killer vs survivor" balance, but in "soloQ vs SWF", this is what needs fixing first and foremost.

    It also shows how flawed the current matchmaking is. Usually tunneling in the past was something killers in the red ranks were doing, and most killers below that were rarely tunneling, because the survivors were also more casual below the red ranks.
    I remember many times getting super-close matches where anything could happen when the last gen popped.

    This is something that hardly ever happens anymore, because it is one extreme against another.
    I have many times been matched up against baby survivors who stood zero chance against me, and I have also been matched up against countless comp killers who insta hard-tunnel at 5 gens left. It seems near impossible to get actual balanced matches nowadays, which is probably the reason why the game is growing increasingly toxic.

    You play killer and do well a few games in a row.. Here, have a comp-level survivor team that you can't ever hope to beat, unless you play like the sweatiest comp player yourself.
    Then you lose a few games in a row, and you end up against Little Timmy who just installed the game, and proceed to absolutely stomp his team, because your mindset is now instilled on tunneling.
    Then you decide to play survivor soloQ, and you get matched with a lot of Timmys, where the game expects you to hard-carry them against a comp Blight, who eats them for breakfast, before you even get a chance to work on a gen.
    And a few matches later, you get put on a team of super-cracked teammates who knows every little trick in the book, where you are matched against a Timmy Trapper, who doesn't even know how to place traps.
    That is how inconsistent the matchmaking truly feels like.

    So, with all of that in mind, this is where we go to the forums or whatever channel we like to use to relay our problems to BHVR, and start complaining about tunneling, genrushing and whatnot, when the real issue is the matchmaking itself.

  • @TicTac said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040789#Comment_4040789

    He just lost and wants to vent.

    I hope, bc randomly getting the urge to complain about Myers, would be worse.

    I like Myers. Without my randoms getting tombstoned, its also more enjoyable.

    As a Myers main (when I play killer), I would go out on a limb and say that they went too far with his buffs.
    Slaughtering Strike is much too forgiving, and it can completely bypass exhaustion perks like Sprint Burst, Lithe, Balanced Landing etc.
    Flicking on PC is also way too easy to do, and you are almost always guaranteed a down whenever you use it, since there is no counterplay to it, other than pre-dropping.

    I'd say they need to tone down Slaughtering Strike's duration of the charge itself to roughly 65% of what it is today, and also make stalking take 2x or 3x longer, as compared to what it does today, since it is way too easy to get fully stalked, and gain access to a very strong ability.

  • I would have loved to see the Cold Prey movies being adapted into DBD.
    Considering how the killer in those movies fits the classic slasher stereotype, being a man of unnatural strength, with a somewhat sad backstory to go along with him.

    This killer would be fairly easy to implement too, as his primary ability is stealth-based, and he also is known to set bear traps, like the Trapper does.

  • @TicTac said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040539#Comment_4040539

    I wont say that Spirit is not balanced, but if you take 4 really good survivors even nurse is balanced.

    Which killers are balanced in your opinion? I would say Artist, Oni, Plague etc are in a good spot (and that makes half the cast too weak) and Spirit is a bit ahead of them.

    I don't fully agree with Oni, considering how easy his power is to hit nowadays, as compared to how he used to be like. You know, when flicking actually took skill to pull off.
    Old Oni was pretty balanced, current Oni is not.

  • @BongoBoys said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040394#Comment_4040394

    https://us.v-cdn.net/6030815/uploads/GK9DZW8ITIJ9/20251225-191147.jpg

    Yeah I'm kinda excited for the new Vecna after seeing what happened to Dwight in the trailer can't wait to see what he does.

    He has a power similar to Sadako's. Strong telekinetic abilities

  • I know in the old Haddonfield, it was sitting under a park table.
    Maybe we haven't looked in the right place

  • Be careful guys, and girls.
    Not everyone is being nice, even during the Christmas week.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040074#Comment_4040074

    Of course it's real. You can find it in every reliable medical journal.

    Ladder anxiety is a very real thing

  • Trapper, Hag and Skull Merchant. All of which are set-up/trap characters.

    Can they be strong? Absolutely, but they need a lot of things to go right if they want any map prescense.

    Do they have unfair ways to win? Yes, 100%. Basement-builds or unbeatable zone control can be challenging to deal with, especially for uncoordinated teams.

  • Personally, I would wish for a full on rebuild of the game. Similar to how Valve did it with Counter-Strike, when it was time to move CSGO over to the Source 2 engine. This proved to be a great success.

    Other improvements I would like (that has not been mentioned by others in this thread):

    • Better BP and shard rewards overall.
    • Improved matchmaking / or return to ranks.
    • Rewards for P100 / rewards for reaching certain Devotion milestones.
    • Being able to select the main lobby theme (similar to what PUBG did).
    • Better performance optimization (comes with the rebuild) / moving the game onto Unreal Engine 5.7
    • Unbinding of certain actions with framerates, like movement, skillchecks and such, to make the experience consistent across any framerate and platform.
    • Christmas themed Sable skin ❤
  • UUoYO5aH.jpg

    Not my artwork, but it fits the Christmas spirit. I feel that we need a Christmas themed Sable outfit in the game though.

    Merry Christmas to all 🎅🎄

  • @Zuiphrode said:

    VHS is basically the survivor main dream game, and unsurprisingly no one wants to play killer in a game like that

    You could say the same was true for Deathgarden, but for the killer side. And that game didn't last much longer either.

  • To me I would say that Dustin, Eleven and the others would work better as legendary skins.
    Hopper / Joyce would be the better choices for the actual survivors.

    But yeah, those images don't lie. Considering how Dustin and Steve pretty much wore the same outtfits in Season 2, which is referenced in the first image, and the Eggo waffles are a 100% clear reference to Eleven.

  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4039320#Comment_4039320

    I have got reports on exploit reports that state action have been taken.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4039360#Comment_4039360

    Well you were lucky then. I am not talking about trying it out I am talking about people playing several matches in a row clearly abusing the bug and if you did that then clearly nobody reported you and you got lucky.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4039398#Comment_4039398

    Action taken reports I got when reporting people abusing glitches or bugs.

    Speaking of exploits.
    I have noticed an uptick in Deathslingers lately, after it got widely known that the quickscope animation bug is still in effect.
    And I have seen a lot of players exploiting / abusing this bug for a while now.
    I would say it is mildly irritating that this bug still hasn't been fixed, even though it has been present for so long now.

  • Ran into one myself last night.
    Epic or Xbox app player (PC) - Won't mention any names though.
    Loaded into the match, and as soon as I gained control of my character, the gens were done, and the Dwight was already out of the gate.
    Needless to say they were promptly reported, and this morning I received a message saying that actions has been taken.

    cheater game.png
  • I haven't seen a single Ghoul today. Had a couple Blights, but mostly Myers or Ghostface.

  • I have noticed this too a lot lately. Like an imposed delay on the "Drop Pallet" action specifically.
    Also, not directly related, but close: Skillchecks are highly inconsistent when it comes to timing, where they will sometimes have a small delay, and other times, they are instantaneous.

  • @pickle4juice said:

    I think something that would be very cool to see in Dead By Daylight would be a military themed survivor, or maybe some military themed cosmetics for survivors, I personally would really like this. I just think it would be cool, that's it, what do you guys think?

    Well, we do have Bill, who sort of fits the theme.

  • @Classic_Rando said:

    Actually, allowing people to select their region would result in a worse experience because you would have even more people cheating with an artificially high ping than we already have with the VPN abuser problem. This is a bad idea.

    What we need instead is ping limits enforced in lobbies so that players cannot abuse high ping by playing outside their home region.

    That suggestion would also cause problems for players who are friends with people from other regions, and play with 100-200 ping.
    But a solution would be to have an upper limit of around 200-250 ping, so that VPN abusers with over 500 ping are not allowed.

  • @AbsolutGrndZer0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038701#Comment_4038701

    Yeah, totally agree. But let's face it… Easy Anti-Cheat is… well, bad.

    EAC is probably the worst anti-cheat software in use today. No joke.

  • Cowshed has always been problematic, ever since it got shrunken down so much.

    Two issues:
    1. You get lots of pallets in very concentrated areas a lot. Especially on the path between main and shack.
    2. The corn fields areas has almost nothing for survivors to work with.

  • @Pulsar said:

    https://youtu.be/JnhC4bu0KLA

    Collector Set is 250 USD, btw.

    Hmm.. That collectible set is very tempting
    It had to be Sable
    And a real life DBD flashlight, to embrace the good old flashlight clicking

  • Survivor:
    Invocation (both).
    Giving Invocation perks the ability to stack the effects from a single ritual, and changed the permanent Broken status into an Exposed effect that lasts for 120 seconds.
    Increased the time required to perform the Invocation by 20 seconds if both Invocation perks are present.
    1 invocation perk = 60 seconds
    2 invocation perks = 80 seconds

    Killer:
    Bamboozle - Disables when used in conjuction with a traversal power (examples: Legion M2, Cloaked Wraith, Kaneki leap, Vecna Fly etc. will not trigger the entity-blocker created by Bamboozle).

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