Toybasher
Toybasher
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I'm fine with the system now but I definitely think there should be more incentive not to dodge SWF.
I'm not saying we should dish out punishments for dodgers (Heck the dedicated servers will supposedly make a killer dodging MUCH less inconvenient for the survivors as they won't have to reinvite or have the lobby disbanded) but we should get a bloodpoint bonus as compensation. Something like 25% per SWF survivor. I.E. a 4-man SWF (And possibly two 2-man SWF?) = 100% extra bloodpoints for the killer.
I will say I do dodge if I see something like multiple .TTVs, a 4-man with bright clothing, or a Legacy P3 as those matches tend to go absolutely painful and usually end up with a bunch of red ranks with one low rank acting as a "Bully Squad" whose goal is to make your match as absolutely miserable as possible (4-SWF Sabo Squad with guys who teabag after dropping every hook, Haddonfield Offering + Balanced Landing, etc.) and it's gotten to the point I just started dodging to save me the frustration. I don't tilt easy (People who teabag me as Myers always makes me laugh since free stalker juice) but once I get my buttons pushed and called garbage in post-game I stay tilted for a long time.
If SWF meant extra BP for versing I'd be less likely to dodge.
I know it's silly for a killer main to feel intimidated but I still have minor PTSD of sorts from the closed beta days. Back when people would sabo literally every hook and you were screwed and when bloodlust and the window blocker didn't exist, instablinds were a thing, tons of literal infinites, double pallets, pallet vacuum, 4-man instant DS, insta-gen BNP, Balanced Landing Sprint Burst Wombo Combo, etc. Sometimes when I'm playing I feel like I'm back in the closed beta days when survivors would bring 4 BNP's with less hook offerings, pop 4 gens in 1 minute and sabo the rest of the hooks, and have the last guy refuse to leave and simply run you around an infinite or go to an unreachable spot and sit there teabagging until you're forced to DC.
Those experiences from the beta were what put me off buying DBD initially. Obviously 99% of the super annoying stuff was removed later and survivors (usually) can't bully the living crap out of killers anymore but man those types of matches sucked. And THAT's why when I see a 4-man .ttv SWF with a Legacy P3 Jake with a toolbox, I dodge.
I will say if I see a lot of items I swap to my "Highway Robbery Hag" with Franklin's and trap the items. People always go back for their items and get jumped.
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I agree there should be a option for the killer to chat in pre-game. Either it should be "one-way" where the killer can message the survivor's but not the other way around (I.E. I could say "I wanna farm I'm bringing BPS" and the survivors see it in the lobby chat, but I can't see their messages)
or two separate chats. One "Survivor only" and a "Public" chat option.
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This reminds me of a funny build I used to run (Inspired by several other builds I saw) with Freddy during the Mettle Of Man Crisis.
One Punch Freddy. Old Freddy with Save The Best For Last, Play With Your Food, a third perk (I used Monitor and Abuse) and Rancor.
During the time in which I ran this build, almost every lobby had a "McLoopyPants" designed to waste as much of your time as possible. MoM + Dead Hard + Adrenaline/Deliverance + DS with an instaheal.
Since MoM was an obsession perk they'd almost always be the obsession.
The One Punch Freddy build pretty much meant for 95% of the match, the obsession doesn't exist. He'd click his flashlight at you, teabag you, etc. trying to get your attention. I'd often engage and immediately disengage in a chase with the obsession for a PYWF stack. Otherwise don't hit him yet.
After zipping around machine gunning everyone else down, you'd wait for the last gen to pop, rush over to the obsession, and insta-down and mori him in one hit. All perks and items bypassed in one attack.
I always found this super funny because Freddy's aura didn't exist for awake survivors (Sadly it does now) meaning Rancor's "Warning" (Obsession sees your aura after each gen pops) is often easily missed. Most Freddy obsessions also expected to be the Remember Me obsession and would hide in lockers etc. mid-chase to deny stacks or simply play immersed afraid you're gonna tunnel them. They'd NEVER expect you to be running Rancor, and even if they found out they'd suspect "Well maybe he's just running Remember Me and Rancor" and never, ever, ever think you're also running Save The Best For Last and Play With Your Food, and once you get your eight stacks of STBFL and they see the fast hit cooldown animation, it's too late!
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/558952#Comment_558952
The difference was negligible anyway. IIRC, normal Mangled is 20% reduction and add-ons do 25%, which only adds 1.3 seconds to the time.
It makes sense they would make this change eventually. Mangled should be Mangled and that's it. There shouldn't be different levels of Mangled because it's confusing.
Also how is the dude that makes the DBD Wiki banned?
Also also necro thread why? The difference is literally less than 2 seconds, so it doesn't even matter at the end of the day.
IIRC it increased the mangled penalty by 25% and resulted in 50% slower healing instead of 20%.
EDIT: https://deadbydaylight.gamepedia.com/Begrimed_Chains Begrimed Chains increased it by 50%
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Sorry to bump this discussion but is there any explanation why this was changed? It wasn't in the patch notes and it made the Mangled addons much more appealing as you had to choose between an addon slot and much more specific activation (I.E. hatchet or chainsaw hit, or clown bottle) for a stronger mangled effect, or simply use Sloppy Butcher and get a weaker mangled effect but much easier to hit. (Just M1 'em)
Was this change intentional? I get it maybe if it stacked (I remember a very long time ago like during the launch days the chainsaw chains would stack with themselves, and on each hit, similar to the Legion mending bug, where you could chainsaw people down so many times they'd actually regress generators when repairing) to the point someone could run Sloppy Butcher + Begrimed Chains + Rusted Chains and make people's heals take forever that'd be dumb, but can we bring back stronger versions of mangled?
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My issue is WEAPONIZED DC's.
I had a few Blood Wardens cheated out of me by having the survivor DC before I can hook them. I had a streamer's buddy even bring up I had Blood Warden (I was running an endgame build, NOED, Remember Me, Rancor, Blood Warden) since they lost a distortion stack inside the exit gate area, since Blood Warden reveals survivor auras in there. She DC'd, and what could have been a great 4K (the other 3 were in the gate at the time) turned into a 0K.
I have also had tons of survivors DC to give hatch, even though I slugged the 3rd survivor to chase the 4th.
DCing before match starts I agree is petty but at least the match is cancelled. I hate actual "Tactical Disconnects" to give a gameplay advantage. I.E. people who DC on death hook to prevent BBQ aura reveal or Pop Goes The Weasel from proccing.
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Kind have been already answered but I can confirm the lullaby is not affected by anything. I tested it with a friend in KYF (Although KYF can be buggy sometimes) and even with Insidious the red stain goes away but the lullaby does not.
On a side note I do wish the lullaby was affected by pill bottle (reduced to 24 meters) as a bit of a bonus for running it.
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KIller: *Runs Haunted Grounds, Hex: Ruin, NOED, and Devour Hope*
Survivors: *All run less totem offerings, resulting in no totems spawning on the map*
"GG EZ BABY KILLERINO"
They'd have to be killer only. Increase totem amount as a survivor offering would effectively hurt your team if the killer is running NOED and you now have 6 or 7 totems to go find instead of just 5.
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I am mostly curious if Surge will work with Overcharge. I.E. if I down a survivor and it regresses the generators, will the generators also have Overcharge applied to them?
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I agree Doctor being able to grab in treatment mode is pretty cheesy. I don't know if it should be removed though. I used to use it to win hatch standoffs.
To be honest I always found getting grabs off the hook nearly impossible. I'm not lunging, I'm right up behind him, and I just swing and hit them, the unhook animation plays, and the rescuer goes down. 99% of my hook grabs were via Doc Treatment Mode M1 spamming.
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I also would have preferred it being the killer's terror radius since I'm a Doctor main and having Surge + double calm addons and distressing would make my 3-gen build even more obnoxious but you also have to take into account it could end up hurting killers like Myers.
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@YaiPa said:
https://forum.deadbydaylight.com/en/discussion/comment/639571#Comment_639571
Every killer could easily counter MoM, especially Trapper, Wraith, Doctor... Only Huntress, Billy and Nurse had hard times against that perk, but nerfing it for such a SMALL percentage in the roster it's pathetic.
Dunno if this is bait. MoM COUNTERED most killers besides killers who could do ability hits like Billy and Huntress. M1 killers had ZERO counterplay (as in perk never activates) besides facecamping, or tunnel off first hook with a Mori. Or Rancor one-punch-mori after ignoring all game.
The biggest issue with MoM was when it was combined with Deliverance, Dead Hard, Decisive, and an instaheal, and all four survivors run it.
I predict out of the 6 survivor perks we're going to see 2 meh perks, 3 average/good perks, and 1 EXTREMELY gamechanging meta perk.
For the killer I have absolutely no idea what the perks will be but I feel at least one will be a detection perk, one chase perk, and one very meme-tier perk that will be niche and cheesy but will do it's job very well and be absolutely insane on a certain killer or combo'd with other perks.
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In terms of Mori and it giving extra BP I think it would encourage using them which isn't really a good thing.
If it would give extra BP I'd look into BHVR's other game, DeathGarden. Originally hunters could execute on first down, but were encouraged to slug and let the scav get revived which builds a point multiplier the more downs you have until you start killin'. This was changed so you have to recycle the scav (Respawn them) once before you can actually execute them. No idea if the point multiplier thing is still in the game.
Ideally something similar can be done with Mori's. You tunnel off the hook to mori people as fast as possible as early as possible and as often as possible (With an Ebony)? No point bonus. You wait until later in the match to use it, only using it on people have been hooked twice and on deathhook? Big point bonus.
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As a former Doctor main disconnects used to make me happy especially if it'd happen as soon as the first survivor screams.
Can't wait for proper punishments though.
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@ElusivePukka said:
Intentional DCing should be punished, and it will be, plus the new husks ought to help with pips.
However, moris by their current design inhibit pipping anyway, nevermind that they're for cowards just as much as instaheals are :P
Ideally the husks should be moriable even if you don't have a Mori equipped. Would make Mori dailies less of a hassle if people DC on first down, and even without a Mori I'd still be able to take out some frustration/anger on the husk. Weird thing to say but I'd feel less irritated about a survivor ragequitting if I have the option to execute them because I like the Mori animations.
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@Groxiverde said:
https://forum.deadbydaylight.com/en/discussion/comment/603987#Comment_603987
Seems like you are a Freddy expert, I like you. I would really like to try these interesting builds but now that freddy has been reworked is not the same :( Did you really get some use of PWYF? I always lose so much time with the obsession to get tokens, I feel like I'm losing my time...
Thanks for the great and well explained comment tho!!
I'd always be sleeping people as often as possible. Freddy was without a doubt one of the worst killers if you simply slept and chased one survivor at a time. If you constantly slept people then ran away, you had good tracking on them. Aura crouched? They're being woken up. Resleep him and the guy who woke him. If you don't actually hit anyone until you're ready to attempt to go for a down, you'd deny self-care wakeup meaning they HAVE to find an awake survivor, or blow a gen, which would alert you to rush back over to re-sleep them. Freddy's main power was literally wasting everyone's time, and as a former Doctor main I like stall, and Freddy had extremely good stall.
In terms of PWYF, I got SOME use out of it. As mentioned I'd never attack the obsession (Again, typically a "Meta Of Man" McLoopyPants at the time I began running this build out of frustration) until Rancor was active so I'm always high in STBFL stacks. (And once I do hit the obsession, it causes an insta-down and leads into a Mori because of Rancor) Sometimes I'd repeatedly break and re-engage in the chase to max my stacks on PWYF and run off after the non-obsessions. The speed bonus from PWYF (Even though you lose a stack with each swing) and fast hit cooldown from STBFL allowed you to machine-gun everyone else down pretty quickly since max PWYF stacks (3) made you move at 130% speed. Once you're not at max stacks, go find the obsession, and farm stacks off of him again.
It was a dumb build but somewhat viable even in mid-high ranks. Nobody expected a Freddy with such a lopsided build, and by saving one player (Typically the one designed to draw agro) for a one-hit mori at the end allowed you to focus 99% of your attention on the other 3.
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39 votes and 6 comments so far on Reddit
Was it something like this? OP of reddit post claimed whenever he went to pick one survivor up the screen would go blank and the survivor would instaheal.
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With Old Freddy I used to run Monitor and Abuse with Red Paint Brush and Z-block for 0 Terror Radius and 3 second dream transition.
Another particularly funny build was what I called "One Punch Freddy"
Old Freddy with Save The Best For Last, Play With Your Food, Rancor, and a 4th perk. (I used Monitor and Abuse because you ain't getting 4 stacks with BBQ and NOED undermined the cheese-factor)
Ignore the obsession. If you see him you'd sleep him, chase for a bit (if I had zero PWYF stacks I'd swing a few times to make it look like I'm trying to hit him) and break chase for Play With Your Food.
Target the 3 non obsessions, rack up those STBFL stacks and you'll hit max stacks and remain there for 99% of the match. Again if you find the obsession or he wakes up rush over and re-sleep him and break chase again for PYWF but don't hit him.
Normally, people ALWAYS suspect the obsession vs Freddy to be Remember Me so they go immersed worried you'd tunnel the crap out of them or hide in lockers to deny you stacks. Since Old Freddy wouldn't show his aura to awake survivors, they'd NEVER suspect you to be running Rancor, and if they did (they were asleep) they'd think you were just using Rancor and not Save The Best For Last, until they notice the super fast cooldown animation and then it's already too late.
After machine gunning the other 3 down with STBFL and zipping around from Play With Your Food, and the last non-obsession is on deathhook go find the obsession and initiate in a chase, waiting for that last gen to be done. As soon as it's done, instadown and Mori him with Rancor.
I used to run this build all the time during the Mettle Of Man Crisis. Survivors would always have a McLoopyPants running MoM + Dead Hard + Deliverance/Adrenaline + DS with an instaheal and they were extremely hard to sacrifice and their goal was to get your attention and easily keep you occupied while their 3 SWF buddies rush gens.
As soon as I realized MoM was an obsession perk, my first thought is "The guy running MoM will always be the Rancor target."
One Punch Freddy allowed you to target the 3 gen jockeys, ignore McLoopyPants (Again his entire goal was to otherwise get on your nerves and keep you distracted, he would never be worried about gens as his build was designed explicitly looping and wasting as much of your time as possible) and get a bonus every time you find him, remain at max STBFL stacks machine gunning the others down, and finally one-punch-mori McLoopyPants right as he's about to escape. This counters literally every perk and item he has, including his 3 SWF buddies with borrowed time.
I chose Freddy because I saw a similar "STBFL + Bamboozle + BBQ + Rancor" build and finally a "STBFL + PWYF + NOED + Rancor" build and exchanged NOED with Monitor and Abuse for better tracking. Also, the aspect of the "Worst" killer in the game instagibbing someone with a meta-loadout was amusing to me, and Old Freddy's aura immunity came in handy for hiding the fact I was running Rancor.
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I agree Disconnecting should never be a game mechanic for an advantage.
In Rainbow Six Siege, there is a defender with a completely silent pistol who is designed to knock an attacker down, rush up to them and interrogate them. If the animation completes (A few seconds) all attacker positions are revealed to the defenders.
A "meta" started to alt-F4 as soon as you were downed, as it'd cancel the interrogation and deny your team being revealed.
Just like DBD, abusing an "out of game" mechanic (Disconnecting) for an "In-Game" advantage. (Prevent interrogation/Open Hatch/Deny BBQ Stack/Deny Blood Warden/Deny Mori/whatever)
Was later patched out so DCing keeps you in the match for a bit, and if it happens mid-interrogation it'll still go through anyway.
I am hoping the husk thing solves this problem. If I'm slugging you I'm doing explicitly because I don't want the hatch to open. You disconnecting completely denies the point of my actions. If I hooked you and you suicide to open hatch fine, that's an ingame mechanic and you're not obligated to not-attempt escape and struggle the entire time. But if I'm slugging I'm doing it because know the last person will likely suicide. I've had times where someone lead me into the corner of the map and DC'd so his buddy could get hatch, and they called me a trash killer for not getting a 3K.
I don't see DCing to open hatch comparable to slugging to prevent hatch from opening. One's an out of round mechanic (Disconnecting) and the other is ingame. (me downing the third survivor and looking for the hatch/fourth.)
Frankly I wouldn't call DCing like that an outright exploit but unsportsmanlike and maybe abuse of gameplay mechanics. Dribbling old DS, waiting out borrowed time, etc. were still ingame mechanics. Survivors who DC to open hatch are usually the toxic ones and I guess they'll do absolutely anything to get that small petty victory, even if it costs 2 pips and all the bloodpoints they would have earned up until then that match.
One other thing, the DC husks should absolutely be Moriable even without a Mori. Or tombstoneable if you have one equipped. Would at least let the killer get some frustration out on the ragequitter, (Who wouldn't want to Electro-Zap that P3 Claudette's brain after a first down DC) prevent DCing to deny Mori's (Which is a huge problem with Mori dailies) and also make Evil Incarnate less of a pain in the rear. (95% of the time, the last guy will always hide in a locker or DC mid-mori to screw you out of the achievement.)
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I don't like the sound because it overpowers the Myers EW3 music.
I also dislike the fact the sound is reused from Ghostface as a generic sound effect. I liked the unique "Oh #########" factor when you realized Ghostface managed to expose you, especially if you had no idea who the killer was until then. With time people are just going to associate it with NOED and nothing else. Just like how whenever I hear the "Player has died" sound effect the mental image I get is a Claudette teabagging at a dream pallet spamming the flashlight, getting downed, and DCing. Heck most people call it the "DC noise" so there you have it.
Same thing will happen with this. Exposed chime will be associated solely with "Baby killer running a crutch perk" and not Ghostface. The "EXPOSED: Hex: No One Escapes Death" was scary enough of a notification and it doesn't need the chime.
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Mine's just Enduring and Spirit Fury to chew through pallets super fast (Really good with a pallet addon) and BBQ and Pop Goes The Weasel for both more points, and so after hooking someone, I can see which gens are being worked on, teleport over to it to scare the survivor off, and kick it to regress it with Pop.
Pop has always been a weird perk. Originally deemed a "Well it would have been good if the timer lasted longer!" perk, the timer was buffed and it became a solid perk on most killers and not just Nurse and Hillbilly. On Freddy it is absolutely nuts.
It's one of those things were a perk really shines on one killer. BBQ N' Billy, Ghostface with Nurses Calling, Thanatophobia on Plague, MYC on Hag, M&A on Myers, and now Freddy with Pop Goes The Weasel. Heck I think Tinkerer instead of BBQ would be even better because you could maximize your pop kicks on gens about to be completed.
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@Aikanaro said:
I dont like DC, but sometimes its good nobody wants to waste time in a solo match vs a toxic killer and bad team mates...
Recently I just had a match were the killer had the Gideon Offering, it was a Freddy with fake pallets, Ruin, Tfobia and he was toxic as hell, didnt DC and didnt lose pips but it was stupid and unnecessary.
Stuff like these makes you wonder, why even play? the game is so pro killer that the terror radius is mono, so you cant hear where is he coming from, thats the dumbest decision ever.
Risking you to get that hit that can take you down for free, like if it was impossible to hear were is he coming from, nah you need to see him...
That's not that toxic. It's just a killer using a map offering that would pair well with the fake pallets.
Toxic would be a Dr. Worldwide (Unnerving, Overcharge, Ruin, Distressing with Double Calm addons) using a Jigsaw Piece and 3-genning from the start.
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In terms of teabagging one idea I saw that would be sort of funny would be to turn teabagging into an actual game mechanic.
You teabag in rapid succession in a chase (3-4 crouches in a row) while healthy, you "taunt" the killer. Doing this inflicts the exposed status effect for a duration of time while you earn double boldness points.
Basically people can still teabag, but they better be confident as heck in their looping ability. High risk, medium reward, but toxic survivors who teabag after every pallet stun etc. have to accept they'll be one-hit-downable.
This is more of a joke idea, but maybe if a survivor continues teabagging constantly, over, and over, and over and ignores the exposed proc, and they're teabagging their little pants off (Well beyond "Excessive") the killer could get the option to forfeit 25% of their bloodpoints that match to Mori them. Same type of idea, if they're going to teabag and be an [bad word], karma could bite. (Killer gets fed up, decides screw this and simply kills the survivor themself, Entity doesn't like it and you are punished with a BP penalty.) Limit one "Salt-Mori" per match.
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I miss Old Freddy. I miss Red Paint Brush, Z-Block, and Monitor and Abuse Freddy for 0 TR in the dream world and 3 second sleep transition on Lery's. Survivors would piss themselves since they expected an easy game only to get Mirror Myers on crack.
I also remember the One Punch Freddy build I ran during the Mettle Of Man crisis. Save The Best For Last, Play With Your Food, Monitor and Abuse, and Rancor. Ignore the Obsession all game (Often a McLoopyPants with MoM + Dead Hard + Decisive Strike + Adrenaline/Deliverance with an instaheal or purple flashlight) and target the 3 gen jockeys, then One-Punch-Mori him at the end.
I loved the salt I'd get because I was pretty good with him even at mid-high ranks. Dream transition mindgames, max range addons and spinning in circles on Rotten Fields to sleep everyone, Pill Bottle gen grabs, etc. I liked the old playstyle of sleeping everyone only to re-engage them later and waste everybody's time so I could get every pallet dropped then survivors were in trouble.
I like New Freddy alot though. Feels way more like Freddy. Just miss the doctor-y playstyle he used to have.
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@FredKrueger said:
Just literally had 5 matches in a row SWF, and got my ass kicked every time. Each team practically had tool boxes, BT, MOM, Adrenaline, Insta-heals,OoO, and sprint burst. Clearly they we're using mics too So, how do you counter that I guess is my question. I'm not complaining, but I would like a seriously rational explanation on how in the hell to counter that? And [bad word] your get good and play better. I'm trying with what I've got!
Take a break or try a different killer. If I'm in a bad mood I like to run Dr. Worldwide (Double Calm addons, Overcharge, Distressing, Unnerving, and BBQ/Coulrophobia/Franklins/Dying Light/Sloppy Butcher/etc.) with a Jigsaw Piece and 3-gen the survivors into submission.
Franklin's counters instaheals being used mid-chase.
Mettle Of Man is nowhere near as bad as it used to be. I've never seen it proc once post-nerf (IMHO it was nerfed too hard but the perk was basically a free extra health state + OoO for cross-map teabags against M1 killers for playing the game. Absolutely crazy with Dead Hard, Deliverance/Adrenaline, Decisive Strike and an instaheal) but pre-nerf I liked to use One Punch Freddy (Freddy with Save The Best For Last, Play With Your Food, Monitor & Abuse, and Rancor) to insta-gib the Meta Of Man user after ignoring him for 99% of the match. Bypasses all their perks and items. Otherwise I used to bring a Mori for Ash Williams.
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Why is Pig's Ambush no longer considered a basic attack? AFAIK this means it no longer procs from exposed, Franklin's, etc. and just seems like another nerf besides extreme cheese such as going after the obsession with Save The Best For Last, etc. Heck I think even Huntress's hatchets gain/lose stacks, yet Pig's ambush doesn't.
If Ability Hits don't count for exposed can this also be applied to Nurse's Blink Hit, Doc's Shock-Hit, and chainsaw hits?
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Yeah it's an arrow now and no longer a white aura, so you can feel free to use whatever aura-color-changing perks you like such as Discordance, Thrilling Tremors, etc.
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I think they'll get changed eventually if enough people complain.
I completely agree the current blocks are very underwhelming. Either do something else (Faster sleep cycle maybe? Like classic Freddy?) or better status effects (Exhausted, hindered, maybe even broken or exposed.) because the current ones are not worthy of their rarity.
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@LordGlint said:
@Condorloco_26 Did you mori EVERYBODY, or just the ppl you spotted using the exploit?
I'm not him but I also brought Moris and Mori'd every Quentin I could find.
#QuellTheQuentin
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Devs plan to add DC husks eventually that can be hooked. I imagine it wouldn't be hard to make them Moriable too.
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I use franklin's all the time on Hag, even if I see few items. (Minimum of 2 or more items, or one flashlight period)
I find Franklin's slows the game down quite a bit because survivors looking for their items after being hooked or losing me in a chase are survivors not doing generators.
I especially find Franklin's fun on Hag as one can place a trap down right next to the item (I often do it mid-chase as the items are hard to spot on the ground sometimes or someone else might grab it) because survivors tend to tunnel vision on the item (Especially McLoopyPants and their purple flashlight) and activate the trap, getting jumpscared or netting me a free hit.
One could also do it with the Trapper and place the bear trap directly ontop of the item. Survivors can still grab it without even having to disarm the trap if they're close enough from testing in KYF but it's possible they might just run up to it and get their leg caught. I've never tried it with Trapper in an actual match.
EDIT: Plague can also make use of Franklin's. Hit a survivor, and then puke on the item and you can infect it. If a survivor cleanses and goes to pick it up they get reinfected, although the duration is pretty short (35 seconds without addons, 45 seconds with the best duration addon although I am not sure if they can be stacked) so I don't know how useful it is, just something to consider.
Rework Freddy might be really good at this considering the Snares are pretty large and look like they ought to be big enough to completely cover the item's pick up zone, meaning a survivor HAS to wake up if they want to get their item back without giving their position away.
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My only problem is how DS often makes a "Decoy" obsession at the start of the match.
Many times I got DS'd out of nowhere and the OG obsession wasn't even running Decisive.
I hate it both as killer and survivor. As killer it's easy to get your Dying Light disabled esp if the actual DS user rushes up to you once the decoy obsession is dead.
As survivor, I got freakin' tombstoned 2 minutes into the match when 2 lauries were running DS, yet I was the Dying Light obsession anyway! Geez, thanks Laurie.
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I'd play her but she's currently bugged where you crash as the match ends.
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To be honest you can still open the exit gate in madness 3.
It is true snapping out of it takes priority over mending though. I don't know if this is balanced or a bit too strong. Arguably the old version of Deep Wound (Timer only paused in a chase) would be a bit too strong with Doc's madness but the current version (Timer pauses in the terror radius, even if you're not in a chase) seems less broken.
So I don't know if it should be changed or not. Madness 3 is supposed to block all actions and item use but keys can currently still be used, and the exit gate (Which is a "channeled" action) can still be opened in Madness 3.
So I'm not sure if it should be changed. There's already other actions that you can still do. It doesn't seem like it's overpowered considering you can have another survivor mend you or hide near doc's terror radius as you snap out of it, then mend.