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Trwth

Trwth

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Trwth
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  • @laurelstroodle said:

    This would be a nerf to demogorgon.

    Could you elaborate? Why would this be a nerf?

  • @terumisan said:

    He'd be kinda awful tbh since you wouldn't really know where survivors are across the map and not to mention like current demo if survivors don't get rid of it it just ends up being in a useless dead zone never to be used

    Tracking is your own job using your senses and perks such as Discordance, BBQ, etc.

    Also, I don’t get what you’re saying for the last part. You worded it strangely. This post is about what it would be like if the portals couldn’t be closed. Survivors can’t close them, so you don’t have to worry about them.

  • The perk concept here is spot on, but I feel like it needs a few QoL changes. Lemme put it through the refinery:


    Big Hunt

    Your hunger for blood is only satisfied by fresh prey.

    Any time you injure a healthy Survivor with a basic attack, this perk activates for 60 seconds. Injuring a healthy Survivor while the timer is active will restart the timer and you gain a token, up to a maximum of 3 Tokens. While the perk is active:

    • 1 Token: 10%-15%-20% faster action speed.
    • 2 Tokens: Grants Undetectable.
    • 3 Tokens: Increased movement speed by 6%.

    All tokens are lost when the timer is depleted.

  • @Fibijean said:

    I don't mind most of these suggestions. Perhaps some of the numbers could use tweaking, but I'm all in favour of luck being a much more impactful stat than it is right now.

    One note, as TAG mentioned above, the way RBTs work is that the key is hidden in a random box and you have to find which one. It's not a percentage chance of finding the key when searching any given box. Perhaps a better alternative for how luck could affect the Pig's power is by granting a 0.5% chance, per luck point, that the trap will not activate whenever a generator gets completed. If that's too strong, maybe a 1% chance, per luck point, that the activation timer will be slower than usual when the trap activates.

    For RBTs, I have two solutions:

    1. When the timer runs out, there’s a 1% chance that the trap will not activate until 10 seconds later for each Luck Point.
    2. Or, remove any effects at all and keep it as is.

    I’m also on Mobile right now, so I can’t edit my message for some reason.

  • @TAG said:

    "The Pig: An additional 0.5% chance to remove a reverse bear trap when completing an interaction with a Jigsaw Box."

    Not sure if you are aware of this, but that's not how Reverse Bear Traps work. You either pick the one box that has the Key, or you pick any of the others that do not. Just thought I'd point that out.

    Whoops.

    Uh, I’ll just remove that. Nobody saw anything. 😉

  • @MegaTyranitars said:

    https://forum.deadbydaylight.com/en/discussion/comment/935563#Comment_935563

    Thanks for the feedback.

    I like the idea of revelation being more similar to other proximity perks. Maybe just a bit more range? Keep in mind you need other aura perks to make it useful (like open handed) and you dont know if your teammaets will use them if you play solo.

    Tireless sounds a bit risky... But i could see it working especially at high ranks.

    The clutches of evil sounds good. Tho pallet stuns require you to have resources around you and it might not always be possible, for example in the end game. If it was based on the red stain you could get the bonus with a 360 or a risky window vault too.

    How would engineering bases work? You get a token and spend one at the same time when hitting greats?

    I made Revelations like it’s supposed to be like Vigil, Streetwise, and Leader. Survivors will be notified when under the effects of Revelations. I personally really like this idea, but I’m not expecting everyone to run the perk either. It’s one of those perks that you can’t guarantee to activate in a match, which isn’t a problem.

    Tireless will be hard to balance since you gotta play with the numbers a bit, but yeah, it’s a risk-reward perk that’ll pay off in long chases.

    The original perk you made... doesn’t really seem very useful besides the red stain part. If 360s is what the perk is for, then you’ve got it wrong. 360ing isn’t an official mechanic in the game, therefore no perks will affect it. At least pallet stuns let you gain distance with the Haste effect, since you’ll always wind up getting hit otherwise. Plus, there’s no cooldown. (Also, just run Hope. It’s handy!)

    I made a mistake in Engineering Bases because I misread it. I’ll fix it now. Besides, I didn’t mean to change anything besides the numbers since 80% is way too easy to hit.

  • As a fellow DBD player who enjoys making perks, I’ll suggest a few tweaks, since these perks are alright but a bit too strong in their current form.

    Let’s put them through my refinery:


    Revelations

    An auric link is formed between you and your allies.

    Any Survivors standing within 8 meters of you will reveal any auras they see to you. While within this range, any auras you see will be revealed to all Survivors within an 8 meter range.

    This effect persists for 5/10/15 seconds when out of range.


    Tireless

    You recover from demanding tasks at a steady rate.

    Recovery speed from Exhaustion is reduced by 40%-35%-30% at all times. You recover from Exhaustion while running.


    The Clutches of Evil

    When your fear reaches its peak, your will to survive swells.

    If you are the obsession, while within 16 meters of the Killer, their red stain is 25% longer.

    When you stun the Killer with a pallet, your movement speed is increased by 5%/6%/7% for 15 seconds and you become the Killer’s obsession if you are not already.

    • Increases your chances of becoming the Killer’s obsession.
    • The Killer can only be obsessed with one Survivor at a time.


    Engineering Bases

    You learn some quick repair techniques and share them with others.

    While you are repairing a generator, for each Great Skill Check you perform, gain a token, up to a maximum of 2/3/4 tokens. Each token increases the Great Skill Check success zones by 10% for both you and all Survivors repairing the same generator as you. Hitting a Good Skill Check spends a token.

    You lose all tokens when you end the repair action.


    —

    So yeah, there’s that. I think the point I’m trying to make is that the perks have potential. They’re very creative and I would support bringing these perks into the game.

  • This sounds more like an item than a perk.

    Let’s put this into the refinery...


    Whimsical Flute

    • 5 seconds of use.
    • Anyone within 32 meters will hear the flute.
    • All injured Survivors within this range will become Broken and passively heal one health state over the course of 30 seconds. All healthy Survivors within range receive the Haste status effect, moving 5% faster for 30 seconds.
    • The effect is cancelled if an affected Survivor is hit by the Killer.
  • @SKILLS_HD_LOL11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/932077#Comment_932077

    Uhm no because it’s only activates in struggle phase and it’s easy to tell because when Ure bar stops it gets a red aura around it

    @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/932104#Comment_932104

    They mean that it would activate (stop the timer) immeditely after the killer hooks them (because they're still in the radius)

    What Milo said.

    Also it’s hard to notice when the bar is flashing red, because it does so for multiple reasons, and Camaraderie is only one of them. It can be confusing.

  • If that is so, then Camaraderie would activate as soon as the person is hooked, which isn’t supposed to happen. I think it should let other people know when it activates since it’s hard to tell at the moment.

  • @Mak0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/922955#Comment_922955

    Because with the new system it dosent take that long to get back to the Color you were at

    Yeah, I get that. How does this tie into being paired up with “noobs”? We’ve only been set back one rank color, and so has everyone else in your previous rank.

  • I feel like you were just unlucky. The new ranking system sets you back one color instead of two. If you were a purple rank, you’d be green, therefore all green ranks are the purple ranks. What’s the difference?

  • These perks aren’t necessary to have in the game at all. Totems are super easy to cleanse anyway, so this perk will be super situational. Besides, why would you cleanse totems so close to the Killer anyway?

    Also, both perks are literally the same. You copied and pasted them.

  • Mine were pretty modest. They’re good, and none of them t-bagged. Very honorable of them.

  • If I wasn’t a console player, I would definitely have this installed. I like its simplicity and color choice a lot.

  • Interesting. I do wish for more perks besides Vigil that affect Status Effects. The only issue is that Oblivious is one of the stronger negative effects that a Survivor can be exposed to.

    Maybe just add a bit more creativity and a just condition and you’ll have yourself a pretty sweet recovery perk.

  • @dont_ask_me_again said:

    https://forum.deadbydaylight.com/en/discussion/comment/918224#Comment_918224

    Glad vanity mirror is seen like this, I’ve thought of builds then saw the downside and yeah it’s a tad too much to be slower than even a 110% killer.

    Dying Light: none of the perks I’m listing really need dramatic buffs... sloppy/thanato are clearly the go to slow down game perks and aren’t op though... the more slow down game perks the less need for ruin which would mean less frustration to have other options. Also if you could get stacks from hooking the obsession... there is less reason to avoid them so adds convenience.

    Deerstalker does a job but so does unbreakable... and unbreakable gets a bonus... I’m not sure what’s wrong with deerstalker getting the same as it’s underused and yeah healing would counter the negative which is why it’s not bad. Just like unbreakable’s boost can be countered by a teammate healing them. :P

    Remember Me - this kinda is a revert for the most part... except in 1v1 it’s 15 second doors rather than 30 seconds.

    Monsterous Shrine - sure thanato will be better overall... but the purpose was never to make it as good but rather there may be really specific builds to make the new version work... the current monsterous shrine will never be good nor the current buffs even if it worked on every hook... still it’d be another slow down game perk option which there aren’t many. You can’t easily buff a perk well that’s triggers around survivors staying on a hook. It would just buff camping.

    Unrelenting will atleast have a memey really fast recovery at the least... essentially when paired with enduring they become “Enduring IX”.

    The leatherface build is far different to other killers using it... leatherface has an insta-down (spend 1 token)... say if it’s on wraith he needs to spend 2 tokens for the same effect (which takes a lot of effort) but also needs to build two chases (more effort again). They’d just have to add “De-activates when there’s no living obsession”. Not every mechanic works exactly the same between perks... Just like noed works during hatch close but Rancor doesn’t... even though I don’t really agree with noed/adren working there.

    There’s a lot of slowdown perks in the game actually, as well as add-ons that do so such as Freddy’s. I like how you think when it comes to slowing down the game, but I think people would like it more if you were more creative with these changes. I made a similar post a while ago, so I understand what you’re going through.

    Back to this again, Deerstalker is an aura perk. Its purpose isn’t to be powerful, rather an information perk. The reason it is “underused” is because people quickly learn how to locate dying Survivors by listening for their grunts, therefore Deerstalker isn’t needed. Maybe Mangled could slow down recovery speed, but not Deerstalker...

    In my post, I made a similar change to Remember Me where the change is reverted, but doesn’t affect doors if all Survivors are dead except one.

    Monstrous Shrine is definitely getting a rework, but we won’t know until it happens.

    Unrelenting should also get a rework, but I don’t know how nor when. When a perk is reworked, it should be GOOD, not just for memes.

    As for Leatherface and Nemesis, there are plenty of other Killers with instadowns that can even utilize this build BETTER than Leatherface, such as Hillbilly, Myers, Ghostface, Oni, and anyone else that has an instadown ability. It’s a good build that looks balanced enough for me, because you have to work in order to get it to do its job. As a Survivor, if you know that the Killer is running this build, take it upon yourself to save pallets and/or toss them down early to avoid stunning. There’s some counterplay right there. No need to change Nemesis for it.

    Actually, NOED and Adrenaline activate when the exit gates are available. Rancor only activates when the last generator is completed. Those are two different conditions. Though, I wouldn’t mind Rancor activating when the hatch is closed.

  • Okay, so here’s what I think of these changes.

    The Vanity Mirror is a welcome change in my book. I’ve personally never used this add-on before, but I think losing Tier 3 is a big enough drawback to it.

    Dying Light...? All that really does is let you gain two extra tokens, and killing the obsession still makes you lose all your tokens anyway unless you toss the obsession mechanic out the window, which doesn’t work well with Myers’ teachables.

    Deerstalker doesn’t need to be changed. It does its job, and that’s all it needs. Slowing down how fast someone recovers while downed doesn’t make a difference, since healing speed remains the same. You might as well just run Sloppy Butcher or Coulrophobia.

    Remember Me should revert back to its original state in my opinion, but there’s no need to make it so complicated. Just make it so that it’s the way it was on release, but if the Killer closes the hatch, it won’t apply. (Or use the current version.)

    Monstrous Shrine IS Thanatophobia, in your remake at least. The values are the same, and the way it triggers is the same. Yeah, it works with dead Survivors too, but that’s hardly an improvement. If this were in the game, Thanatophobia would be better in this case because it works with Survivors that are injured, dying, AND hooked.

    I honestly feel bad for Unrelenting, because its abilities were robbed by STBFL when Halloween came out. Your change... could work? But you might as well just use Enduring.

    Your change to Nemesis violates the rules of the obsession mechanic. The point of Nemesis to so that the obsession is constantly moving to another Survivor. It also specifically states the Killer can “only be obsessed with one Survivor at a time.” It seems like the only purpose of this change is to nerf the Leatherface build, which isn’t a step in the right direction. And by the way, ANYONE can use that build. Not just Leatherface. It just happens to be his “best” build today.

  • Beautiful chapter!

    This is one of the few fan chapters I actually sat to read through the lore, and I’m impressed! Their power is awesome, but I feel like Daisy’s power is a bit on the weaker side. I actually thought of something that would be pretty interesting for it. So, I’m just gonna get it off my chest:

    • The power automatically targets all Survivors within the Killer’s terror radius.
    • When activated, all Survivors are notified through a loud, hurried ticking of a clock. After two seconds, all Survivors within the Killer’s terror radius will experience a twisted reality where they can no longer see the Killer or any other Survivors.
    • The Killer can still see and attack Survivors under the influence of Cherished Time. Attacking a Survivor forces them out of the effect and awards bloodpoints.
    • This effect lasts for about 3-5 seconds.

    So it’s like a reverse-Spirit kind of. Instead of the Killer having to assume where the Survivors are, the Survivors have to assume where the Killer is. There’s a cooldown too, obviously.

    There’s that. Now, where was I? Oh yeah! Good chapter!

    Although, I do feel that the perks could use some work... That’s my only complaint.

  • ...okay?

    I really hate to be harsh like this, but there are much better alternatives to this. Fire Up increases your action speed by 4% when a generator is completed, which is passive and easier to acquire than killing Survivors. There is also Blood Echo, which exhausts all injured Survivors and makes them bleed more, and all you have to do to trigger it is hook someone.

    Compared to this perk, those two are much better for two reasons:

    • They’re easier to trigger, and can be triggered more than four times.
    • They aren’t hexes, therefore the Survivors cannot stop them.

    So yeah, there’s room for improvement though. I like the name a lot by the way.

  • I feel that there is a lot of room for improvement here. The story for the Killer is really basic and reminiscent of The Hag’s, their power looks too reliant on add-ons in order to be effective, and the perks are lackluster and virtually ineffective, not to mention that Last Straw is literally NOED without the Exposed effect.

    Gameplaywise...

    The power needs more to it in order to be effective, because disguising yourself as a Survivor by itself won’t do you much good when up against perks such as Spine Chill or Premonition. There needs to be either map pressure or chasing potential in order for a Killer to be effective, and Corrupt Angel doesn’t have it.

    The perks are too simple and outdated. There should not be perks that affect the Endgame Collapse, because they only encourage Survivors to leave earlier and provide hardly any benefit to the Killer. Hex: Tick Tock just won’t work. Also, hex? Why?

    Inevitable could be good for sure, especially with smart stealth Killers, but it’s too simple and also can’t be countered. I should also mention that there is no time limit, so Survivors would be slowed forever if we’re going by what you’ve put.

    Last Straw is the same as Hex: No One Escapes Death and Fire Up, just with lesser values and no Exposed effect. By which, this means that the perk holds no value when compared to the better variants above.

    Sorry if this response seems really negative. I’m just speaking rationally. The game nowadays is much more complex than you think.

  • I like this a lot, but I’m not quite sure how realistic this would be, since Survivors don’t have any supernatural powers like the Killers do.

    The perk is really flexible, and has an activation requirement like any strong perk should.

  • @Chordyceps said:

    I gotta say, this is one of the best chapter I've read on here, and I thoroughly enjoyed reading it. I love the idea behind the Raindancer. Extreme weather can create for great environmental fear, and it's something we have yet to see in Dead By Daylight. I love the ideas you have, and really my only concerns are slight balance things. I do wonder how the rain and cover system would work for indoor maps though. Is the way Share The Pain is affected by luck, like, a survivor with higher luck is less likely to be the survivor that is revealed? And honestly, my only other criticism is I feel Playing With Fire should be a little easier to activate. Overall, fantastic job!

    Thanks a lot! And I was prepared for this question, even though it’s not the best answer in the world.

    On indoor maps, such as Lery’s, the clouds will accumulate on the ceiling of the hallways and rain will fall through there. The carpeted rooms and the library would be the safe rooms in this case.

    Pain Distribution works like so: Survivors with increased luck are less likely to become Exposed, and vice versa. It’s really simple. I’m planning on creating a post to overhaul Luck in DbD, and this is one of the first steps.

    Playing With Fire is supposed to be a difficult perk to use. It’s a perk that encourages you to avoid staying in one area, and makes saving pallets really pay off. The drawback is that it does not pair with Exhaustion perks, except for Dead Hard.

  • It’s basically Detective’s Hunch, but it shows others too.

  • I guess the challenge just wasn’t for you.

    Some people do like to play non-confrontationally. At least you did it. A lot of people just farm their way through the challenges which defeats the purpose of The Archives.

  • Ironworks of Misery

    Coal Tower

    —

    Two infinites that have little-to-no counterplay. Plus they’re really plain and I’d really like to see the main buildings get a face-lift.

  • People are crybabies when they find themselves in the wrong place at the wrong time. Don’t worry about it. It happens all the time and it isn’t your fault.

  • Hex: Omniscient Eye

    A hex that draws power from sacrificial hooks to strengthen your aura-reading.

    When a Survivor is hooked, if there is a dull totem remaining in the trial, this hex is applied to it. While a Survivor is hooked, the action progress of any action can determined by the intensity of its aura if it is being revealed to you. After all Survivors are unhooked, this effect lingers for an additional 4/5/6 seconds.

    —

    Now this may be a bit confusing to read, so I’ll explain it. It’s an informatory perk. So, while a Survivor is on a hook, you can see the all generators’ repair progress by the intensity of its aura, like Wraith and Legion’s Ultra Rare add-ons. This also applies to every aura you can possibly see.

    The point of the perk is to be combined with other aura-reading perks. For example, if you are seeing a Survivor healing with Nurse’s Calling, you can see how much they’ve healed by aura intensity. Injured Survivors’ auras will be red, Healthy Survivors’ auras will be white. Be creative.

  • It’s not very creative and I can’t think of any use for a perk like this. Just use Knock Out and it works much better.

  • The devs will implement this perk one day, but with 150% movement speed for 3 seconds. Everybody wants this as a perk, and I’ve seen this same exact idea on plenty of other posts, including mine(before I realized).

  • Let’s put this perk through Truth’s Refinery and see what we get...


    No Distractions

    You assume a position of complete focus on your task and ignore all interruptions.

    While repairing a generator, you are afflicted with the Oblivious status effect. Good Skill Checks increase your repair speed by 10% for 5 seconds. Great Skills Checks increase your repair speed by 10% for 5/7/10 seconds.


    Rather than it just granting increased repair speed regardless, it requires skill checks to be performed in order to acquire. This discourages tapping generators while using this perk. Other than that, umm... yeah, that happened. I was thinking about making it only activate while healthy, but I don’t know. The only counter to Oblivious as of right now is Spine Chill and Premonition, which could synergize quite well with No Distractions. So here’s what I made out of it. I always love to see a good risk-reward perk come into action.

  • I don’t really see the big issue with giving Killers power bars besides the fact that it’s hard to see. It’d be nice if it were more in the center of your screen, like each Killer having a unique HUD based on their power. Other than that, there’s no problem here.

    Most of the Killers with power bars are the ones with traversal powers, like Freddy’s teleport or Spirit’s haunting, so that it puts cooldowns on abilities like that since it would otherwise be way too strong. Others, such as Shape’s Evil Within or Plague’s Corruption, have power bars to put their strongest abilities on a limit. Nobody likes Infinite Tier 3 Michael.

    The main reason for power bars is probably just because Killers’ powers are becoming a lot more complex. With the exception of Hillbilly, most Killers with simple abilities aren’t exactly the strongest of the roster. You get what I mean? Jeez, I wrote an essay.

  • I guess so that it’s easier to program. And yeah, it’ll trick the Survivors into not knowing where you are, both in and out of chase, which is a plus.

    Furtive Chase is more meant for swapping the obsession. The lesser Terror Radius in chase is good for certain builds and Killers only.

  • @JakeDaSnake said:

    https://forum.deadbydaylight.com/en/discussion/comment/823350#Comment_823350

    The second stage shows aura so its different than the status bar showing it would be like bond and empathy also it would be good in the beginning of the match because sometimes people run the killer for awhile and you dont know if they're in chase it would be niche but theres alot of other useless perks right now lol

    I think there are plenty of better alternatives for situations like that. Enough, for my taste at least.

    Also, making useless perks is literally the worst thing you could possibly do. It’s like BHVR releasing an update that does nothing, since nothing changes.

  • Eh. This perk is really lackluster since it’s very rare for the Killer to run a Mori in the first place. Its secondary ability is practically useless since you already see other Survivors’ auras one the dying stage anyway.

  • I think this does indeed have mind-game potential. It needs a bit more flavor though unless it is going to become a general Survivor perk.

  • For someone like me who plays healer a lot, this perk would be wonderful to have! I think it could use an increase in range though, or a different condition in which you don’t leave scratch marks.

  • It’s really simple. That’s all I really have to say. There’s nothing bad about this concept except for the fact that it will be a bit boring from the Killer’s perspective unlike the excitement of dashing around in a stabbing frenzy like current Legion.

  • I don’t want to throw shame at you or anything, but this perk will not work. The dying state is meant to be a state in which you are completely incapacitated, meaning that you can only either crawl or recover. This perk is basically Resilience for the dying state, but it’s really not needed.

    This also begs the question: Why use Steadfast when you can use Unbreakable? If the Killer leaves you on the ground, you might as well just pick yourself back up again with Unbreakable.

  • @harry14141414 said:

    https://forum.deadbydaylight.com/en/discussion/comment/806497#Comment_806497

    I wouldnt mind it NOT being activated with the use of syringes. but like a simple medkit heal?????????? whyyyyyyyyyyyyy

    I really don’t know. Solidarity is the same way. Autodidact makes sense, but Solidarity and Second Wind don’t really need these drawbacks. It’s just like how some Killer perks have the “basic attack” mechanic. I find it dumb to be honest.

  • I use Second Wind all the time, yet that’s a detail I completely overlooked since I always save med-kits for myself. I agree with what you’re saying. I wonder how it would work with syringes though...

  • I just played Spirit today, and I'm now suddenly starting to see why she needs some tweaks. I hope it's nothing major though, since she IS fun to play as it is.

  • I wish it didn’t get nerfed either. But on the bright side, I speculate that it’ll be very good when paired with syringes!

  • ...the perks and second power.

    The Killer’s power is really cool! It’s kind of like Hillbilly, minus the insta-down and COMPLETE control of your movements! Sounds super fun to play, and I love that his secondary kit is based around tracking Survivors without the need of perks.

    Bringing me to my next point: Scent Beast.

    This effect should apply to more situations than just Survivors on death hook. Maybe just for injured Survivors, since it would make sense as they leave trails of blood. But we already have Bloodhound, so it can’t be that. How about it tracks Survivors shortly after they have interacted with generators or totems, so it makes them more fearful when doing gens. That would be amazing!

    Then, there’s the perks. With all due respect buddy, these perks are not very creative and are pretty forgettable. Too simple, to put it plainly. They’re also not very practical.

    Perks cannot use parts of Killer’s powers, which is what Moon Stalker does. The reason why is because other Killers shouldn’t be using each other’s powers. Even so, the perk is way too weak. It grants the ability to track injured Survivors when the LAST generator is done. We have scratch marks that do exactly that at all times, even more so when the Survivor is injured. This perk just won’t work.

    Ambush is a lackluster perk. It’s really simply and could be useful, but I can’t imagine running it very often. Stealth perks are always welcome, but this isn’t the way to do it. That’s why perks like Bitter Murmur aren’t used much, because you want to STOP generators from being done, not vice versa. It could work on something like hooking a Survivor grants Undetectable for the set amount of time, but not upon generator completion.

    The Blood Lust could use a name change since Bloodlust is already a thing. Otherwise, I like it. It pairs well with Thanatophobia as an information perk and encourages patient play. The only problem I see is that Discordance is such a better alternative since it gives you more of an incentive to go to the said generator.

  • @Horror_Gaming said:

    The perk should not show my aura against a stealth killer since I can’t see his aura.

    @yandere777 said:

    https://forum.deadbydaylight.com/en/discussion/99648/babysitter

    Just a risk you take. Same for object of obsession. If for some reason you can't see the killer aura, blindness or undetectable, you'll be punished

    Ditto.

  • Exactly. It’s a little unrealistic, but I’d be all for it if this was real. Trapper just isn’t efficient enough at placing his traps since it takes too much time. Time is super valuable in this game, so it’s hard to set up traps by spending this time without having a few generators done in the meantime.

  • Unlucky. It happens often for me too somewhere in the green ranks. You just gotta be patient and persistent, or have some fun and see below.

    What I do for that is that I start running Left Behind or Sole Survivor so that even if my teammates can’t take the heat, at least I’ll have a chance when the game isn’t going too well.

  • Everyone agrees with that statement. It’s not overpowered, but it’s just annoying for some. Personally, I don’t have an issue with it since it makes the game a bit more of a challenge for me and my teammates. If the Killer wants to make OUR experience challenging, so be it! A little extra caution was never a problem to me.

    Real talk now, I’m 100% sure that her add-ons will be reworked in the future. Since Huntress only has one Ultra Rare anyway, they’re gonna change her add-ons so that the amount of add-ons per rarity is consistent among all Killers, which includes Huntress. This also means a rework, so she’ll be changed eventually.

  • Archives are disabled since people reported issues with it. It’ll probably back up by this weekend or something.

  • Autodidact. Such an underrated perk for healers...

    I’ll probably switch to Babysitter when the update comes.

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