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TheClownIsKing

TheClownIsKing

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TheClownIsKing
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  • I’ll add that there’s nothing wrong with taking a break for a while. It’s healthy. I’ve had breaks after burnout. I’d confidently guess most long term players have had breaks over the course of this games life.

  • @Dragonshensi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2076912#Comment_2076912

    Then you must be going up against potatoes. All I ever encounter is SWF and constantly get cold wind. No joke tonight I got coldwind seven times in a row.

    Oh yes...

    The magical “potato” algorithm.

    I select Clown and the matchmaking filters to limit I’m matched with only “boosted red rank survivors that pass the controls over to their grandmother specifically for this one match, specifically against Clown”.

    Thanks for clearing that up. I never knew I’m totally clueless and skill-less.


    Look, it sucks you’re having a tough time as killer. Sorry you’re dealing with that. I know it’s not fun. But please don’t be dismissive of another player.

  • @Lord_Tony said:

    but I mean freddy and hag can do the exact same #########, set up a specific area as a death zone.

    But they have teleportation and other ######### going for them.

    Trapper does not.

    If a survivor runs through a snare on the opposite side of a map, that does nothing other than tell Freddy where a survivor is.

    If a survivor triggers a Phantasm trap, Hag needs to be within teleportation range, AND not miss hitting the survivor.

    A survivor running into a bear trap however is at the mercy of luck RNG or a teammate getting their before Trapper does.

  • @Lord_Tony said:

    plague can injure without being anywhere near them too

    I know. That’s why I said “one of few”, and not “the only one”

  • @Dragonshensi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2076885#Comment_2076885

    The only thing that’s changed is the DS to me. It helps but that doesn’t mean the games are any easier.

    Even before the DS.

    For me most matches have been a breeze since Clown got the antidote. Chases are easy mode for me now.

  • @CountVampyr said:

    A Bubba that uses NOED. Jesus.

    (Not that I’m against noed, but on that particular killer....WHY????)

    I went against a Plague running Sloppy and Nurses. The irony...

    They obviously got steamrolled by me and the other survivors.

  • Strangely I’ve never found killer easier than recently. Bad games as Clown or Doc are a rarity for me.

  • @Lord_Tony said:

    Why can't all or at least 3 of his traps be active during the start of the match without add ons?

    Why can't he carry 2 traps and start with 2 traps without add ons?

    Why can't he refill in lockers with a 1-2 minute cooldown?

    1-2 gens are done by the time I collect my second or third trap and before I placed them in adequate positions but then they are disarmed within seconds anyways

    That’s the point. You’re not meant to expect that you can prevent the first 1 or 2 gens to be repaired early in the match.

    You’re meant to identify the best areas to turn into death zones with your traps. A Trapper is meant to be threatening and grow in lethality mid/late game.

    It’s all too easy to get caught up in Trappers weaknesses, whilst overlooking that Trapper is one of the few killers in the game that can injure survivors without being anywhere near a survivor, or end chases without having started one to begin with. It’s easy to forget just how strong an ability it is when survivors accidentally stumble into a trap.

  • I genuinely have no visibility issues on the new auto-haven. In fact visibility improved for me after the reworks.

    I’m playing on PlayStation, so I have my TV brightness, contrast, saturation adjusted accordingly so I can see fine, but not so bright that it takes away all the mood and ambience. I have my TV left at the same settings for all games, so bright vibrant games like platformers still look great. They’re not looking far too bright and too colourful for example.

  • @FrostySeal said:

    I don't know if it's just me or not but recently I feel like survivor just isn't fun anymore. With survivor it constantly feels like I'm having to deal with something extremely unfun whether it be stupid teammates, killers I hate going up against (Looking right at you Deathslinger), aggravating bugs (Like the most recent pallet bug which makes stunning killers borderline impossible), or people using really unfun strategies (Tunneling, Camping, etc.)

    I've always been annoyed by these things but it feels like only in recent times that I've just been avoiding survivor and playing more killer. I still play survivor from time to time but 9.9 times out of 10 I won't have any fun in a match and instead be frustrated or bored. It really sucks because I enjoy looping and the whole team thing on the survivor side, but I just can't seem to get much enjoyment out of it.

    Is anyone else just not enjoying survivor as much recently? Or is this just me taking the game too seriously?

    I love it. I regularly change my play style, and experiment with perk load outs. So I hardly ever get bored. And when I do, I just switch to killer.

  • What would be the survivor counterplay. It sounds awful for a survivor that’s possessed, they want to play too.

  • Licensed or not, i’d like to see a new AoE killer, or something entirely new. So far the past few powers have either been offensive or mobility focused.

    Something that contributes towards stall, or a new status effect would be interesting.

  • @Crowman said:

    It only works once and the killer can just slug you again. Unbreakable needs to make it impossible for the killer to slug you for it to truly be an anti-slugging perk.

    /s

    There’s already No Mither, which is supposed to force the killer to pick you up.

    Problem solved.

  • @Aven_Fallen said:

    They said they developed the initial idea they had into something else. But no other information given so far.

    Personally, I would not say it is needed. And it is certainly a pain in the ass to balance I guess.

    This is also a good point. How could an early game slow down be balanced around say an Infectious Fright Nurse slugging at 5 gens?

    Sounds like a nightmare.

  • @LazyPayday said:

    If any of you haven't seen it, I strongly suggest you watch Scott Jund's video on his recommendation on how to fix the problem in that killers are weak at the beginning the match, calling it "Trial Warm-Up," later the devs would reveal that they were planning to do something similar in the 4th anniversary stream.

    It's nearly been a year now and I haven't heard anything about it, so where is the Trial Warm-Up?

    https://www.youtube.com/watch?v=LVnWIe-5Lcs&ab_channel=ScottJund

    It was never promised. It was just an idea being explored. Also since he did this video there have been tonnes of map reworks.

    It is of my personal opinion that early game slow down is now unnecessary. I’m a Clown main that rarely uses gen slow down. I manage just fine exerting enough early game pressure that a gen or 2 popping early is never a problem.

    If I can do this as Clown in reds without meta perks, any player can do it with any killer (maybe not Trickster)

  • @[Deleted User] said:

    “Its an exploit so is stretched. Itll be removed mclean confirmed it.”

    Of course it’s getting removed, of course it is. Quickly discovered, quickly removed.

    Notice how in the same sentence we have another exploit that has been around a lot longer yet is given the green light by McLean and the rest of the developers?

    Once again an exploit is perfectly fine as long as it’s on the survivor side. These people intentionally keep the killer experience ######### so that survivors have more fun dunking on them and buying cosmetics

    They can code a turn limitation into Blight.

    How can they possibly prevent a player from stretching their screen resolution?

  • @Dustin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2074363#Comment_2074363

    A solution for this perk and perks like this is the rescued survivor should always see a perk icon kind of like a buff to know this perk is in use. Additionally stuff like this could be avoided if survivors could see each others loadout in the lobby. PC at least has the advantage of being able to speak. On console I'm pretty sure there is no such luxury. In my view I blame this for a lack of diverse loadouts. Why pick new perks when you can use the norm and survivors should just know with how stale the meta is?

    They do. A big blue icon does pop. They sometimes still follow anyway.

  • I haven’t lost a match on this map AS CLOWN, the “just drop the pallet early” killer, since this map rework.

    I do not see what all the fuss is about. Most of these strong pallets turn those areas into death zones once they’re gone, because they’re are so few vaults for survivors to use as substitutes.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2074363#Comment_2074363

    If the killer comes back they’ve come for a reason, and they won’t be drawn by the guy with the aura tbagging they’ll search the area for the injured survivor.

    As I said I tried them all and it was always the same outcome - better off using the perk slot for borrowed time. If the killer comes back you’re safe. If the killer doesn’t come back you dont need any perks.

    Hence why the perk ensures the rescued survivor doesn’t leave blood or scratch marks for 8 seconds.

    The only tracking information the killer will find upon returning to the hook (if they were quick enough) is the rescuers scratch marks.

  • @[Deleted User] said:

    Babysitter is junk. Actual junk. If the killer proxy camps they’re going to come back and tunnel anyway. Likewise for We’ll make it. Seriously I’ve tried all these perks and it always ends up with the same outcome - you’re better off bringing Borrowed Time. If the killer comes back its the only one that matters, if the killer doesnt come back then you dont really need to hide auras or heal faster anyway.

    Babysitter isn’t supposed to be a BT substitute. It’s to know whether or not it’s safe to heal at the hook or see if the killer is immediately coming back. If the killer IS coming back, the Babysitter user is supposed to use their aura to draw aggro away from the unhooked survivor, and hope whoever that is isn’t a total idiot that starts following you.

  • @valvarez4 said:

    These are 2 perks. I can assure you kindred, dh, iron will, prove thyself or resilience are way better

    It would just be nice to see different strategies.

    Also im not sure how Prove Thyself helps with hook rescues.

  • @HellDescent said:

    You can hear wraith from a mile away, that guy needs to invest in some headphones lol. I remember sneaking on a survivor teabagging on a hatch once, the moment he turned around I just slammed it shut in his face. Edit: it was with pig.

    The sentiment still stands. A survivor hasn’t won until they’ve actually escaped. Nobody should take a win for granted in this game until the match is actually concluded.

    This is why most NOED posts leave a sour taste in my mouth because it’s the sentiment behind a lot of these rants: the belief they’re automatically entitled to a win before they’ve even gotten out of a gate yet.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/2074295#Comment_2074295

    stop.

    This is still a GAME.

    A game the devs seem out to make competitive, e-sports ready. This means you have to have mechanics that punish scummy playing, and should undo mechanics like multihit bubba etc.

    You got to separate things.

    Not to mention that countering scummy playing would be good for gamehealth.

    DBD cannot maintain it’s identity as a horror game if those things change. It’s identity is a strong reason why this game has endured the way it has.

  • @MeltingPenguins said:

    Whatever you might think about tunneling, camping and slugging, you have to admit that if DbD would be played officially competitive these approaches would probably get prohibited by the rules.

    And that's the point. the devs seem currently out to make dbd e-sports ready, yet they say tunneling etc are legit tactics, make things more exciting and that frustration is fun.

    Like... if they are aware these elements would get barred in actual big tournaments, why are they keeping them in the regular game?

    (lbr we know the answer is because it caters to all the bloated ego brats who thing basement bubba is skill and will throw a tantrum when someone had kindred and they depip from it)

    Here’s the thing.

    The role of killer is SUPPOSED to be villainous. The devs intentionally allow some freedom for the player (as killer) to make “villainous” decisions. It is 1 vs 4 after all. As long as cheating isn’t occurring, it’s supposed to be anything goes.

    Part of the “horror” experience in this game is for survivors to perceive the killer as a threat and villain, which is only possible if the killer indeed actually is.

    Personally, when I play as survivor I always presume the killer might be a tunneller or camper. The first chase I get into possibly could mean the end of the game for me.

    It is of my opinion that it’s healthy for survivor players to never expect that they’re entitled to 2 extra chances. The possibility of 2 extra chances (2 hook rescues) exist, but the game is not designed or intended around a hard n fast rule of survivors should always be given their 2 extra chances, or that the killer should accomodate that.

  • @Homemade_Cookies said:

    https://forum.deadbydaylight.com/en/discussion/comment/2074203#Comment_2074203

    I never said they were loopholes. I said gun laws in America HAD loopholes.

    Strong/OP addons are pay2win. Simple as that.

    Too poor of BP? You suffer.

    Got loads of BP and want easier matches? Here, buy yourself boosted items!

    Pathetic game design if you ask me.

    BP is not exactly a rare commodity though.

  • @Homemade_Cookies said:

    https://forum.deadbydaylight.com/en/discussion/comment/2074193#Comment_2074193

    Ummmm, private education is one thing.

    I mean, America alone has gun problems that has loopholes which permits individual gun sellers to legally sell their merchendise without background checks.

    I could find more, but these two are the biggest examples I can think up right now.

    Ok, fair enough.

    And unfortunate things.

    But add ons in DBD are not loop holes. They weren’t designed, and added, accidentally. They provide distinct advantages, but never at the expense of the opposition never standing any chance whatsoever.

  • @Homemade_Cookies said:

    https://forum.deadbydaylight.com/en/discussion/comment/2074174#Comment_2074174

    No, that's not wanting to perform their best.

    That's called being "boosted". Trying your best would be done when you're on the same leveling field as everyone else.

    If you get ahead in the game thanks to some item you bought, that doesn't count as trying to perfrom their best.

    Just like real life.

    Give me a real life example of something that isn’t considered cheating/illegal in a real life scenario, but frowned upon as an unfair advantage in real life.

  • @Homemade_Cookies said:

    I see almost every killer with at least one purple addon and a red one.

    2 survivors with a purple medkit with yellow or green addons.

    Do you really need to put your chances at winning higher by using boosted items?

    Please don’t shame people for wanting to perform at their best by using things that increase their odds.

    As long as it’s within the game rules, and not an exploit, it’s all fair game.

    Personally I usually only use brown, yellow, or none (except Doc’s Calm Carter’s Note’s + Class 2 stack). But if others want to use a characters strongest items/add ons, that’s fine.

  • This is not a healthy suggestion. The point of the perk is to give the killer more chances. Not give the survivors next to no chance.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/2074103#Comment_2074103

    No. Not against deathslinger. Myers, maybe, but even there I'd argue you'd rather be in a spot where he can't stalk you. And being in a clear LoS is a free shot.

    That’s the trade off though. Myers will get a little bit of stalk but the survivor is in a position to spot, and react quickly to that.

    And yes same with Deathslinger. Better to be easily seen OUT of The Redeemer firing range, and quickly start running away, than be caught out by a Deathslinger you couldn’t see coming due to the poor decision of working on a gen tucked away inside a loop with high walls.

  • @MeltingPenguins said:

    There's still a number of things getting consistently brought up when it comes to Deathslinger, especially when people try to make a case for a nerf. so, here's some common misconceptions:

    • 'He can insta-shoot, it's so overpowered' There is a small delay, but more importantly he has a limited range and a miniscule hitbox. A hitDOT rather. So a Slinger who can insta-shoot a survivor over a distance needed as much practice as a huntress who can do a 4k snipe from the Pale Rose.
    • 'But he can shoot you over loops' And he needs to pull you in. Sure, you get the deep wound, but he'll get a stun. And barely anyone really uses the addons to reduce that.
    • 'He should have a recoil like Trickster. He uses a gun.' He has the reload time. This is also reason he doesn't have a wind-up like huntress.
    • 'People are just faking the shots'. Some do, unfortunately. And these people are ridiculous. But a good Slinger is usually just trying to make the shot count.
    • 'People are abusing M&A on him, the chain should be shorter'. He (and Michael) should be barred from M&A as a whole, I give you that (just like killers with insta-down abilities should be barred from noed and devour)

    Hope this covers the biggest misconceptions

    I disagree with your last point. Survivors need to smarten up and treat Deathslinger and Myers just like other Stealth Killers: do not work on gens with large amounts of LoS blockers, and always work on the side of a gen that offers the greatest amount of visibility.

  • @Ramxenoc445 said:

    If so what does it do? Does it just let you guys ( The Devs) know that said person is a respectful player to others? Was there some sort of reward system planned for good behavior? It'd be a good idea I think to reward people for being respectful.

    Probably not, but I like to do it anyway to any player I personally feels deserving of it.

  • Also, I won’t shy away from being honest that I usually disagree with a lot of Sluzzy posts, BUT it’s totally unnecessary for most of you to be total dicks to Sluzzy.

  • @Moxie said:

    "Only takes a Few Blades to down someone"

    A few = 16 apparently.

    Never change Sluzzy <3

    16....

    In rapid succession...

    If a survivor is caught out without LoS blockers, like the basement example Sluzzy gave, what do you think will down a healthy survivor quicker? 16 knives or 2 M1?

  • @Dragonshensi said:

    Just had a trapper camp constantly throughout the match. I don’t think they are boring killers though. That belongs to Nurse and Spirit. I just want to leave when I face off against them.

    Infectious Fright Nurse is such a pointless match to participate in. I just give up the second she’s managed to slug the other 3 survivors at 5 gens.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2073722#Comment_2073722

    Thanks so much for the tips. I think I will use bond and open handed more.

    It gives WAY more usable information than is given credit for.

    The best, obscure example is the one I mentioned about seeing an injured icon but not seeing who’s aura it is. It’s still giving me a LOT of usable info even in that circumstance.

  • @dspaceman20 said:

    I have made a post before about spine chill and I have decided in order to get better I'm going to play a few games without it. But I have to ask

    To the people who play without spine chill. How is it for you? How often so you get hit or grabbed from stealth killers. Are they a bug problem or not?

    I pretty much never use Spine Chill.

    I just make sure to pay attention to everything around me before deciding to engage in anything. I.e. I observe before making decisions.

    This said though, I do use Bond + Open Handed frequently in my builds, which acts as a great substitute to Spine Chill or Premonition.

    It can tell me:

    • When a chase is coming my way based on a running survivors behaviour, and to get ready to make some snap decisions.
    • If i DON’T see a chase occurring but hear the TR, I can be pretty confident the killer is coming my way and I need to immediately move away.
    • If I see a survivor icon suddenly change to injured, and I don’t see that survivors aura within my 44m range, then I know the chase is occurring really far away, and gives me a good idea which 2 to 3 areas the killer could be.

    Amongst those things its also great to eat to know who needs healing, where I can get healing, which gens I can help on, which gens I SHOULDN’T jump onto if I know the killer is running Discordance. Very useful perk combo. I can’t wait for the Open Handed buff so I can get 52m Bond.

  • @Igbylucy said:

    Is it possible that all you trapper fans can find a different way to kill survivors other than the killer shack basement? Then camp the hell out of it waiting to see if a survivor steps on a trap trying to unhook. Yes survivors unhook. That’s what we do. If not people die and the game ends. Please relieve us of our boredom. Find another more creative way to kill us. Maybe even play another killer? Just a suggestion. Thanks.

    There’s a degree of responsibility on the survivors here. It’s the most ideal play for Trapper to get a survivor down into the basement, but that can only happen if the survivors take chases near there, or do their repairs near it without Trapper being distracted on the other side of the map.

    Once survivors learn they’re up against Trapper (or another excellent basement defender), they should make it a priority to find out where the basement is (when the killer is distracted), and always repair as far away from the basement as possible (and lead chases as far away as possible). Likewise, if the killer is successfully lead away to the opposite side of the map, gens near or above the basement should be repaired as fast as possible (so that there will no longer be a need for survivors or the killer to be near the basement later in the game).

  • @Venzhas said:

    Because I dont. I assume the trickster is speaking corean, I was curious about all the things he says during a game

    There are probably people here that speak Korean.

    I don’t think anybody can speak corean. It doesn’t exist.

  • @Fenn said:

    yeah i see this alot too when i play Plague. And when i rarely face a plague when im survivor my team always cleanse, and we end up getting detroyed by corrupt purge.. every single time!

    I mean... if someone decides to do a save in the basement, BEFORE I’ve even had a chance to leave yet, then they probably should have cleansed first.

    I play in such a way that NOT cleansing is the biggest mistake the survivors can make, hence why they always eventually do in my games once they realise trying to deny me CP is hurting their objective.

  • @BioX said:

    Lack of experience, its what you get when killers arent used much and again also the reason why new killers immidietly are called OP and UP depending on the side, people just dont know yet how to deal with it.

    And if a killers is rarely played, like plague, they never had that experience, twins is another one where survivors have no clue.

    Yeah that could be a contributing factor.

  • @OrangeJack said:

    Probably overconfidence in their abilities + BT with hooked survivor taking the hit.

    ”Overconfidence” is when I’m Clown, and they behave like I’m not a threat, until they realise the mistake they’ve made.

    This with Plague though... it’s like their brains turn to mush once they’re fully infected.

  • @Lord_Tony said:

    devs said they'll go over data for the next month and a half before they think of adjusting him

    what a joke they had time during ptb plus the additional delay

    Yeah...

    Because they had the ENTIRE playerbase across ALL platforms playing the PTB...

  • Whenever a Shattered Glasses offering pops up I immediately know it’s a Myers running his mirror add ons.

    Drives.

    Me.

    Mental.

    It’s why I occasionally run Sole Survivor.

  • @PGJSF said:

    So, I just got destroyed by some kind of master Leatherface who was probably the best killer in the entire game, lol. The guy didn’t need any slowdown, he just went from a surv to another, instantly downing them, hooking them and move on to the next one. He also literally never tunneled anyone. How is that even possible, you might ask? Well, first, in solo we can’t be coordinated to unhook/do gens/heal, so we weren’t efficient enough to beat him. Second: Play With Your Food paired with Nemesis.

    Guys, he looked like he was on steroids. Thanks to Nemesis he kept changing the obsession and letting them go, just to be at PWYF max stacks for every chase.

    Thing is, he/she got the absolute best out of a niche build, using perks that are not meta at all.

    Now I ask you guys, what niche builds do you successfully use, and on what killer? I bet (and hope) lots of you will say things that’ll blow my mind.

    I always do extremely well with Clown running Coulrophobia, Sloppy, Forced Penance, and either Distressing or Agitation.

    Lots of slugging, lots of hit n run.

  • @FireHazard said:

    Introduction to The tricksters Prestige 3 showcase

    Hey again and welcome to another Prestige 3 showcase for the new Killer The Trickster! I'll keep this brief as there isn't much to really discuss in terms of wording, this time I want to take an approach that focuses more on visuals than vocals (if that makes sense).

    I will say though that I decided something after this DLC. If I can get this post out day 1, then I can. If I can't like with this DLC, then I post it on the 3rd or 4th day. Due to some issues getting The Tricksters adept, I couldn't complete my day 1 P3 challenge unfortunately (though I could've if I got the adept much earlier in the session.)

    And though I still got the adept day 1, I did not with the prestige. But besides all that, I do hope you enjoy this show case!

    Format changes

    • Removed the screenshots of the close up mug shots and replaced them with a short video clip. Future integration into one video instead of separate ones is pending.
    • Side-Segment on the P3 outfit will be removed. Additional opinions on the outfit can be discussed in the comments.
    • New side videos showing various animations of each new specific Killer was added. Currently pending if this will become the new norm of the showcase.

    The Tricksters Prestige 3 Outfit

    https://www.youtube.com/watch?v=Tn4jOmqHqCc

    The Tricksters Mori

    https://www.youtube.com/watch?v=mqt71hTTm9Y

    Prestige 3 mug shot

    https://www.youtube.com/watch?v=9Z5Ja0kzV8o

    Prestige 3 Locker Reload, Locker Grab, & Basic Attack

    https://www.youtube.com/watch?v=wgSao0cKU1c

    https://www.youtube.com/watch?v=OYUQp79EMHU

    https://www.youtube.com/watch?v=LyxSLqbA5Rs

    The All-Kill Chapter achievements (Pending Completion)

    https://us.v-cdn.net/6030815/uploads/43A0BHJOJA4S/image.png

    Basically, the adept for The Trickster was probably the hardest adept to get for me in my 2.5k hours in DBD.

    The Killer themselves required me to really focus on basic hits and then knife downs near the mid/end of the trial. Not to mention the right add-ons and team to face that didn't abuse every loop I couldn't do anything at.

    As for the achievements I've yet to finish, they'll be finished at a later time and this image will be replaced with the final product. These achievements are what I like to call "situational achievements" which basically means they take a long time to usually finish due to the right time needing to unfold, even with the proper perks.

    Conclusion

    That's basically it. Some new additions added and a new showcase for all to see and enjoy. Eventually these will become more streamline when I potentially get editing software to compile these clips into one video, but for now this'll have to do.

    If anyone has any suggestions then I'll be glad to hear them for the next showcase. If you're just here to see the skin and leave, then enjoy! As always I hope everyone who came enjoys. And as always-

    Stay safe out there, see you in the fog...

    I’m more impressed that you bothered P3’ing Trickster.

  • I play equal 50/50 killer and survivor i’d guess.

  • A skilled Demo that uses portals very aggressively is very scary.

  • @Profezia said:

    No way out - Survivors can't open exit gates for 34 seconds after gens were repaired.

    Remember me - All survivors except obsession open exit gates 16 seconds slower (28 seconds in total)

    Bloodwarden - Survivors can't leave through exit gates for 60 seconds.

    In total this gives 122 seconds of no available exit. Slap noed on that and it seems to be pretty good.

    You have these numbers wrong.

    T3 No Way Out can block switches up to 42 seconds (10 seconds at base, 4 tokens at 8 seconds each is 32 seconds = 42 seconds).

    Base gate opening time is 20 seconds. So 4 tokens on T3 Remember Me brings gate opening time to 36 seconds for survivors not the Obsession.

1 … 36 37 38 39 40 … 110