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Valik

Valik

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Valik
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  • There are many ways for survivors to get out of the match while slugged. Unbreakable, Soul Guard - finding hatch.

    It's also rare to see a killer waste their time, but if they're slugging you and just sitting there, just tab out and get a drink from the fridge or something - it's no big deal.

  • The problem is that the hit boxes are... well.. boxes.

    It makes sense for normal killers to have the back stick out just a little - for instance, but against the oblique angles the hatchets hit you, it looks wonky.

  • @PerfectlyPink said:

    This isn't nearly as impactful as people think. The numbers are just going back to how they normally were pre resident evil patch. Everyone also somehow forgets to mention that the peak player count has been roughly the same for the past few months.

    But, no, let's continue to have a big circle jerk on hating the devs then be baffled that they don't take our criticisms more seriously

    It's a lot more than that, and it's pretty clear cut.

    The game had gained a lot of potential and momentum - throughout its entire history, it's had ups and downs - but it has never had such a bad bleed for so long.


    And no, it isn't just things 'returning to normal' - because if this were the case, it would be reflected by streamers and other community members.

    But streamers and outspoken community members have been quite upset these past two quarters about the state of the game - even prominent content creators abandoned ship after the Saduko release fizzled.

  • That bump only exists because of the MMR tests. People logged in for the massive bloodpoints, the QOL updates, and the MMR. However - if the devs don't capitalize on this soon, they're going to lose a lot of steam (Pun intended)


    They need to come forward and make some very strong declarations of intent, maybe a road map, and make it clear what direction they intend to take things. It looks to me like leadership is faltering pretty hard, and I'm not sure if free bloodpoints and daily data updates are going to be enough if they don't walk aback some of their bad choices and start to make wiser ones.


    It would be par for their course if they take this moment of reprieve and squander it unwisely on yet another chapter that no living member of the community asked for or felt a need for.

  • Very creative and not a bad idea at all!


    I would say, the search speeds need to be tweaked.

    The boxes could be turned into finite resources that do the opposite in practice (Fast at the beginning, slower as the match draws on) which gives a very small initial slowdown while becoming a greater and greater issue as the match draws on - the choices of survivors, with your idea, matter and can have long term effects on the trial.


    I'd like to see some playtests for this.

    That being said, I think the only issue is it would take the overall lethality of the Pig as well as the hard mid-game slow down and spread it all out very thin. Having moments to get your bear trap off is a thrill, but having a glut of time that can be replenished can become lackadaisical from lack of pressure from the killer.

    It's a slippery slope, but I'd love to see some numbers! :)

  • Not good from a gameplay perspective - and also not very good from an immersion setting.

    You're hanging from a meat hook - you don't really get the luxury of turning people away who want to help you.

    Besides, you'd constantly have trolls who will simply refuse to be rescued to annoy their team and place them in peril - it's just better as is.

  • It's really about score-per-minute.

    You basically want to walk out of matches with as many Bloodpoitns as humanly possible.

    Surviving isn't enough, you have to get survival, objective, altruism, and bravery.


    That being said, it is a lot that you must do to accomplish such things in these constraints.

    Which makes it very easy to tell who has a life (Like you and me) and who clearly doesn't. Logging in on the 20th to see IR1s, you know they've been grinding for the past 6 days nonstop.

  • Old XBOX LIVE had a feature like this - on user profiles you could say 'prefer not to play with this person' and matchmaking would be biased to keep you apart regardless of circumstance.

  • @FlameGNG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2881177#Comment_2881177

    yea might give it a shot to spam cleanse was a long time ago since i played plague but if we cleanse all pools she gets the power automatically yea? and when she does do ALL CORRUPT POOLS DISAPPEAR or just one?

    All! Once you drink the last clean fountain, all the red ones go bye-bye :)

    She does get her power, and if she already has it active - it becomes redundant.

    Sure, she gets her power - but here are your choices:

    She has a lot of her power from cleansing teammates and you're constantly injured, she has so many more pools to retreat to if she runs low.

    or

    You're healthy, everyone's healthy, all of her pools are gone and she has to make her 1 charge of the ability count.

  • @Chilli_man2400 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2881175#Comment_2881175

    Here’s the deal though, if boons were destroyed on 1 hit then I would be ok with it. But boons can be relit infinitely. So increasing movement speed would never work. Making survivors faster is very hard to balance

    Agreed - but that's kind of my point.


    If boons were designed HEALTHY then this wouldn't be a problem.

    However, because the developers screwed up this bad - we're stuck in this awkward space of either having too much or too little to deal with.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2881157#Comment_2881157

    You'll see it frequently in 3 and 4man SWFs. In solo queue, it's not great.

    Honestly, I still don't see it that often, myself

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2881085#Comment_2881085

    If you're using a medkit, then the self-care penalty does not apply at all. So a medkit with nothing else will allow self-healing at the regular speed (or faster if it's a green medkit), but COH or any other healing bonuses will make that quicker. A medkit heal while in COH is 10.67 seconds (16 / 1.5) or 8 seconds if it's a green medkit (green medkits give an additional 50% bonus, 1 + 0.5 COH + 0.5 green medkit = 2, 16 / 2 = 8).

    You can watch this video (credit Struggle With Game) to see a comparison between self-care, COH, self-care and COH (which is no different than COH by itself), and COH + a medkit. Keep in mind however that this video is a bit dated and was with the original version of COH (100% healing speed bonus), so the healing speeds in this video will be faster than they are now, but it's still relevant for showing how these unlockables interact with each other. In this case, COH increased healing speed to 2, but the selfcare penalty is 50% of that, reducing it back to 1, thus creating the 16 second self-heal it originally provided. With the medkit, the penalty doesn't apply, so the healing speed is 2 within COH, and you could heal yourself in 8 seconds.

    https://www.youtube.com/watch?v=MV6JlfnB7mU

    https://forum.deadbydaylight.com/en/discussion/comment/2881103#Comment_2881103

    It would be fine being infinite if it wasn't a lose-lose for the killer to snuff it depending on where it's positioned. There's multiple ways to address that though.

    THANK YOU!!!!

    I feel so bad, I was so confident - I hate being wrong, so I greatly appreciate you steering me right!

  • Boons need a rework.

    What scourge hooks do for survivors is incentivize them to zone away from hooks they recognize as scourge hooks. If you see a survivor hooked and a gen pops - stay away from that area during a chase.

    This is the subtle power of it for the killer.

    However, the major bonus survivors have is killer greed. Killers will go out of their way to return to Scourge hooks for the precious bonuses they grant, which allows a window for protection hits and pallet drops to save the day.


    These are good things to have in the game: additional gameplay layers.

    This is called FUN.


    When the gameplay layers are unfun - it is not, by merit, because they exist.

    When the gameplay layers are unfun - it is because they are not handled well by the development team.

  • It's always best not to cleanse unless you ABSOLUTELY must. However, once that tide turns - it's best for your team to cleanse as much as possible.

    If your teammates are silly and cleansing rapidly, you should as well. If you keep on those fountains, the killer is going to have a hard time chugging the goo fast enough and the power can get reset if they are distracted for long.


    But, as said above, there is no true counter for dumb teammates.

  • Boons need to be destroyed and removed from the trial when snuffed by the killer. Their benefits SHOULD be broken and OP - but not too heavily handed. Something very strong that will give survivors an edge... something worth taking 14 seconds out of the match and losing your perk slot over once it's gone.


    Increasing movement speed by 2/3/4% would be pretty massive. 2/4/6% if you're daring.


    I'd rather Dark Theory had a massive benefit that made it worth risking your perk slot over. Going into a chase with 4% or 6% is both powerful and fun. Honestly, if that were the case - I may bring it on survivor, and I wouldn't even be mad when I play against it as killer, because I know that once I snuff it out - it's gone for good.

    That 6% boost might let survivors wind me around loops for a little bit and waste my time, but not only can I still mind-game them, I can find the boon totem and snuff it out, removing 1 of 16 survivor perks from the game.


    It would be worth it, in that case.

  • There are baby killers and baby survivors.


    Baby killers whine when survivors play the game as intended and get away.

    Baby survivors whine when anything in the world happens to make them work.


    That's just how it goes, and it's eye-roll inducing.


    If you create a hyper powerful killer perk by mistake, and you nerf it - Baby killers will cry because their automatic 4k is gone, and baby survivors will cry because the baby killers are crying and it all gets ugly for no reason.

    Then when the survivors get a nerf, the baby survivors cry and cry and cry because they think everyone is against them - then baby killers cry because they say that the baby survivors have it 'soooo easy'


    No matter what happens, the babies cry over nothing.

    The challenge is to not cry over simple things - but also not to dismiss viable complaints and discussions as crying from baby players.


    We're all here because we love the game and want to see it at its best, and there will be some babies along the way - but we should always go forward together with understanding.

    Survivor and Killer players should come together in harmony, when they throw stones at each other - they're only being childish and toxic.

    So long as we recognize this, and make the choice to come to these discussions with level heads and maturity - we will be able to accomplish more, learn more, make more, and... you never know...

    ... maybe when we unite together, we can make a positive change in our community - and even the game itself.



    That being said.




    Survivors drool. DeadHard too strong. Where's my 4K? GGEZ. Killers 1 | Survivors 0

    -This post brought to you by KillerMainGang

  • I'd like to see that happen - but then again, I'd also like to see some execs over at Netflix fired for ineptitude.

    It doesn't take a rocket scientist to understand that money = good.

    People go to college to know what 'market penetration' means, and some moron over at Netflix thought that Market Penetration was a BAD thing.


    Love to see it happen, but I think that - regardless of what happens between places - the well is poisoned, and we will likely not see a return of such a company collaboration in the future.

  • Why I don't see Prove Thyself as often as I see Borrowed Time and Dead Hard I'll never know - it's so profoundly powerful, I cannot overstate it enough.


    On the killer side, Save The Best For Last is incredibly useful - but I almost never see it on other killers when I play against them!

  • I'd kill to see what would happen if they disabled it for 3 days just to check the stats.

  • THIS

    so much this.


    I wish more people had this mentality.

  • I haven't been keeping tabs

    If behavior doesn't want to take their data acquisition seriously, neither will I.

  • This is dubious, Survivors need to know what to expect - but it also revolutionizes how the game is designed on a level basis. It's better the way it is.

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2881021#Comment_2881021

    Not quite. What it does is it adds 50% (or 0.5) to your default healing speed of 1, making it 1.5. This is your healing speed if you're healing someone else, so 16/1.5 = 10.67 seconds. If you're healing yourself, then the self-care penalty is 50% of that value (1.5), dropping it to 0.75. Then you divide 16/0.75 = 21.33 seconds.

    Self care just does this without any additional bonus, so 50% of 1 is 0.5, leading to a 32 second heal (16/0.5 = 32).

    The self care perk has no additional benefit if you're using COH to heal; having it will not allow you to heal yourself any faster with COH.

    If this was true, wouldn't it also effect medkits? I would have thought this self-care .5 multiplier would have been brought up sooner, because that's a pretty significant debuff to healing actions.


    I'm confused, because the language of all the perks and what we know of how they work suggest that there is at least SOME effect to using Self Care in tandem with CoH.


    For my education, do you have an external example I could see? I'm probably going to have to put this to the test myself if not!

  • @Plsfix369 said:

    It's already dead but Killers are still complaining about it even though its practically Worst Version of Self care.

    Who wants to run to the other end of the map just to bless a totem for 14 seconds and heal for 32 seconds. lol

    Killer mains are being overzealous.

    Tell me you don't play the game a lot without saying you don't play the game a lot.

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2880973#Comment_2880973

    It's still a 21.33 second heal, not 32. It's a 50% healing bonus, along with a (multiplicative) 50% self-care penalty, so you're actually healing at 75%.

    The way the boon works is it adds 0.5 to your healing speed as a flat value.

    Self care does this on yourself.

    Numerically, this means that self care within the boon radius should be done at 100% healing speed, allowing a 16 second heal.

    Quite literally, it is faster to bless a totem and self care than it is to self care on its own, because the blessing only takes 14 seconds - not 16, making the total time 30 seconds instead of 32 for a full heal regardless.

  • Until snuffing boons shatters the totem - and/or removes the perk from the trial entirely - this gameplay mechanic will not be balanced.


    It will either be far too strong to allow survivors to continue blessing totems indefinitely

    Or it will become so useless that it will become a waste of time and a dead perk.

    There is no in between and I'm shocked that the devs have not yet realized this.

  • As someone who has played a LOT of killer, I don't remember many times where Sprint Burst is used to elicit genuine frustration as it single handedly wins trials. It can come in handy - but if I'm devoted to a survivor, ok - they beat me to a loop, but I down them anyway with a mind game. Oh, they ran away before I could kill them? That's ok - they left their injured friend in the dust. They used their Sprint burst to take a protection hit? Okay, easy money. They had it 99% and went for a risky unhook into BT and used Sprint Burst to evade me as I close in on them? Bold, but very rare. Even in those circumstances I just leave them be and go to bother someone else. Actually saves me a lot of time - lets me know if I should commit or not at the very beginning. I sure see a lot of it at hooks, though - people coming off of hooks without exhaustion and they instantly start running, but it's never good practice to hit the freshly unhooked survivor... and more often than not they either sprint right into my hands or leave their allies in the dust for me to sweep up. Sprint Burst, from a killer's perspective, is good - but it really isn't all THAT good.


    Dead Hard gives the player invincibility on command and can edge out chases, deny killers a guaranteed down, circumvent obstacles, prolong a chase by an additional loop cycle, etc.

    It has infinite more reliability and utility to Sprint Burst - I've seen unhooked survivors use s Dead Hard to jump in front of their ally to tank a NOED hit with their BT Endurance - can't ignore collision with Sprint Burst. I've seen pro survivors use it to bait out a hit by Dead Hard-ing into a wall for the I-frames to avoid a huntress Hatchet, I've seen survivors escape a deadly Trapper trap by dashing over and through it. Survivors have used this perk to make my Deathslinger Spear cut through them ineffectually and foil my Victor pounces.

    Not to mention the fact that it single handedly counters S tier killers such as Nurse and Blight.


    You can use Dead Hard to dash through a zombie and leave the Nemesis unable to pass without killing them.

    You can use Dead Hard to dash through a Bubba and make him chainsaw the wall for a quick stun.

    You can Dead Hard after a risky unhook to force the unhooked survivor to take the hit with their Endurance.

    You can use Dead Hard to turn a 48 second chase into a 72 second chase.

    You can use it to ignore hatchets, spears, Oni rushes, chainsaws, Meyers grabs, Victor pounces, Plague vomit, Artist Crows, Nemesis tentacles, Cenobite chains, Executone's trails, traps, pallet displacement, killer body blocks, Hindered status effects, Doctor blasts, and much much more.

    You cannot do any of these things with Sprint Burst.

  • @Aven_Fallen said:

    Myers, clearly.

    The latest Buffs did not do much to him and he still has outdated Add Ons like Tombstone Piece and Fragrant Tuft of Hair which both need to be nerfed. And his Basekit and other Add Ons seriously need to be buffed.

    Myers is basically the prime example of a powercreeped Killer, when I started playing, he was considered a solid A-Tier Killer, now some people call him the weakest Killer (I would disagree on that, but he is not far away from being the weakest Killer).

    Not disagreeing, genuinely curious:

    Who would you say is the weakest killer?

  • He's very outdated and is possibly the worst killer in the game at this point.


    Honestly, all they need to do is give him some tweaks.


    If they made Tier 1 a major pain and take a lot longer to get out of, but make tier 2 a bit stronger than normal then make his Tier 3 WAY stronger and have a shorter duration (30 second duration) and increase his stalking speeds - make the distance he stalks at more reliable to gain his power, which will make it much easier to use him regardless of distance. Also, removing his stalking limit per survivor would be huge as well.

    This alone would make him a lot better - make his Tier 3 something to be horrified of. His addons are insane as well.

    T1 - 106% movement | -10% break/vault | -35% lunge (~36 seconds of stalking to attain Tier 2)

    T2 - 118% movement | +5% break/vault | +5% lunge (~24 seconds of stalking to level up to Tier 3 for first time, 12 seconds after this.)

    T3 - 124% movement | +20% break/vault | +45% lunge (30 second duration)


    Although, the developers they have locked in Behavior's basement are very creative. I'd love to see what ideas they and the community could come up with!

  • @bjorksnas said:

    Id just rework it,

    Gain 3 tokens whenever you hook a survivor, each token gives a 3/3.5/4% slowdown on almost all survivor actions, whenever a survivor is unhooked you lose 2 tokens

    my main reason for gaining 3 tokens per hook just makes the first hook a bit more impactful but it matters less and less as the game progresses since is a smaller proportion of increased penalties but you are always stacking more and more tokens

    Not a bad idea, but having 2 people on hooks would put a 24% debuff on survivors, which goes down to 8% after the unhook. It's a massive jump.


    I love the idea of having a veritable tug-of-war, though.

    In my opinion, it fits better with a Thanatophobia rework.

  • @Clueless said:

    Start the game with 12 tokens, each time a Survivor changes Hook Stage lose 1 token, if it was your obsession lose an additional 3/2/1 tokens.

    Survivors repair, heal, cleanse, and bless 2 % slower for each token.

    It starts out in the early game by burning bright with the maximum slowdown (where killer needs it most), but as you progress your gameplan it dims and dies out.

    Not a bad idea for a perk in general. but don't you think it's the OPPOSITE of 'Dying Light'

    It's literally getting brighter and easier as the game goes on.

    Atop it all - I don't know of any perk that puts such a heavy debuff on survivors without giving them a means to avoid it.

  • Right now, Friday The 13th is being disputed in court.

    2 people claim to have the rights and they're arguing it out - until one of them gets the rights, the entire IP is frozen.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2857839#Comment_2857839

    Selling out their morals on their pro-LGBT stance to make money would be the “We really like money, community!” Not sticking to their guns.

    Selling out morals? Huh?

    What does FNAF have to do with homophobia?

  • You really can't tell how a match is going to go - regardless of how well synergized the team looks.

    Even all prestige claudettes with flashlights aren't 'intimidating' - it just mean's they're going to throw their advantages away trying to bully you.


    Never feel discouraged, my friends.


    I also prefer, in many cases these days, not to look at the pre-game lobby. It's a waste of time. I que up and do other tings, going back to DbD when I hear the sound effects of the trial beginning. I check the offerings as the camera circles.


    Unless I'm going sweaty or in a lobby with friends - it's better to just play the game fresh.

  • No brainer - but this should NOT be on the list. The IP is still in limbo.

  • It's a fundamental part of the core game.

    If you don't like it, get an Undetectable perk.

    Part of the entire draw for that status is the removal of the red stain. Getting rid of it base kit shifts the dynamic of the game and hard nerfs Undetectable.

  • I met my wife playing this game.

    She loves Cryptids.


    Mothman.

  • I'd love to see Behavior do what they can to balance these maps. Temple and Mother's Dwelling are both very large and a challenge for many killers - but have a ton of potential if they get another pass from the map design team - who have been showing nothing but talent these past couple of years (Crow map notwithstanding)

  • Trapper is classic and has a lot of potential for art.

    Wraith is very subdued and there are certain poses that he may look silly in (with them skinny legs!)

    Pig and Ghost Face are done to death.

    Nemesis is a challenge to draw even on the best of days.


    Trapper though - lots of potential!

  • I love ALL of these ideas SO MUCH!

    I wish we could have them all - but I think Until Dawn fits with the art direction the most!


    I love polls like this!

  • The others seem more like campy folklore than they do legitimate killer ideas.


    Kujo, however, would fit the aesthetic and could be a legitimately horrifying killer if implemented properly.

  • 999% yes.


    Why haven't they had a recent skin for the new trilogy? The new John Carpenter score kicks some serious tail.

    Using 'The Shape Hunts Allyson' as the new terror radius and chase music would make such a skin so incredibly intense, I'd buy it in a heartbeat.


    https://www.youtube.com/watch?v=m8H3M0DDWDs


    Imagine hearing this while in chase.

  • Here's what I would do:


    > Dying Light

     

    The Obsession gains a 20% buff to repair, cleansing, searching, and healing actions.

    Every time a survivor is hooked, gain a token up to 8.

    For each token, survivors preform all actions 2/3/4% slower – this is doubled for the Obsession.

    This perk becomes inactive in the absence of an Obsession.

     

    Description: “Their once vibrant spirit of hope slowly wanes as the darkness within you takes its toll on the weak”

     

    Take the concept of the perk and blow it up. Instead of being a horrendous perk that only finds purchase after several hooks, making it an ‘insult to injury’ selection if anything – this can now become a phenomenal perk to compliment The Shape’s play style. You grant the survivors a strong lead by allowing them to pump out the game faster. However, with just a few hooks – that lead QUICKLY evaporates. With 3 hooks, survivors have a 12% debuff and the Obsession’s 20% lead has been reduced to a meager 4% debuff. The light is dying, and it gets all the bleaker. If the survivors are unable to stop the killer, their progress grinds to a halt. This is especially useful in those pesky situations where survivors are all dead on hook. In such a situation, survivors have a 32% debuff, and the Obsession has a whopping 44% debuff on their actions. Not only will this make keeping the Obsession alive viable, but it will reward smart plays for acting fast to dissolve the Survivor’s blistering starting advantage.

  • @Tricksters_Wife said:

    I have my husband's menu theme as my phone alarm sound 🥰

    I love the bold subtlety of this joke on so many levels.

  • I like that it has the main theme very obviously intertwined with morose tones and shrieking metal. It fits the game's aesthetic perfectly.

  • Jeff Johansen


    He has a beer belly.

    Higher body fat

    Enough said

  • Literally every other game has this.

    When you complete a bounty, objective, or challenge - there is a small fanfare and some sort of satisfying notification that displays that your challenge has been completed.

    Call Of Duty has entire memes about achieving unlocks in titles that came out in 2007.

    It's been 15 years, Behavior - and you have 7 more years of development time than Infinity Ward had for Modern Warfare 2, you can probably handle something so simple.

  • It would be very nice - there are a lot of interesting skins from the RE series that they could include - but I'm fine with giving it a miss so long as the effort can be put into other improvements.


    However, I believe it's a missed opportunity for the dev team. Resident Evil was the best selling chapter they've had and gave them a lot of popularity - they'd do well to roll out a lot of skins for survivors and killers alike to pair with the RE franchise.

  • The first gen is infinitely more important than the last gen.

    This is why perks that prevent the first generator from completing in a hurry are incredibly valuable, while those that focus on the last gen are a lot less valuable.


    Deadlock will ALWAYS do what it can to prevent consecutive generator pops and keep later gens from being done. After gen 4 is completed, the last generators on the map have 1/3rd blocked for a good amount of time.

    However, you know what's stronger? Blocking the starting generators.


    Survivors start with the momentum in their hands and in their favor. It is up to the Killer player to arrest their momentum and steal it away - which can be difficult against a good team.


    Keeping survivors from even touching one of those far away generators serves not only to prevent an early generator from popping - it's also great at drawing survivors out and into the open to begin chase, and limits your early game patrol. Survivors have to stick their necks out to even start the trial, and they cannot seize the momentum. Often times, 20% or more of survivor objectives are completed by the first hook, this prevents that initial 20%, which then becomes much, much harder to attain now with 1 survivor hanging on the hook and drawing survivors away from objectives to unhook and heal rather than work on repair actions.

  • While I see the appeal - the killer can be 'rewarded' with free moris if he simply puts everyone on death hook. It's a nice touch that rewards good play.

    However, this is where the pipe dream ends and turns into a nightmare. How are these things going to be implemented? And as you said, the tokens themselves would have to do SOMETHING - which breaks the game.

    If the killer could mori players after 5 hook states - that means that he could put 2 survivors onto death hook and get another - now mori you, even though he's never met you before in the match. Not only is it a bit unfair, but it would be crushingly unfun without any way to reverse it. There would be no way to counter it, and it could quickly become a tunneler's fantasy.


    If there's any mori that should be base kit - it should be the Obsession. Always be able to Mori the Obsession on death hook - bam. Okay. but now there are redundancies. What if you brought a Cypress and the last person is the Obsession. What a waste of a Cypress.



    The only way around, that I can see, is to maybe have a merger of the two.

    Always able to Mori the Obsession on Death Hook - if everyone's on Death Hook, all survivors can be Mori'd.

    Maybe enact a debuff onto it - like "Mortal Embrace" or something, so survivors can see that it's in effect.

    Then the attachments (Memento, Ebony, Cypress) Will increase the speed of the Mori interaction by 20/30/40%. Faster Moris to remain competitive in the match. Perhaps grant some sort of bonus for after a mori is preformed.

    Things could get interesting - however - I firmly believe that no matter how this change is implemented, survivors will have less fun because of it. And killers, who used to be able to enact the Mori's at will, will now feel frustrated that they must adhere to a certain playstyle to 'earn' the animations.

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