Volfawott
Volfawott
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- Volfawott
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Well I don't think adding a timer should be a thing I feel like adding me skull symbol can definitely be a benefit above the survivor icon.
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No stun no spirit fury simple drop the pallet early.
Also don't wait at pallets to get a cheeky stun if you do this but complain spirit fury and enduring then you deserve what happens next
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Survivor have a universal pool of add-ons
Killer don't their add-ons are all individually linked to the power meaning Killers like Pig have really bad or underwhelming ultras rares.
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The exit Gate spawn location is a double-edged sword if they spawn on different sides of the map even with high mobility Killers it essentially comes down to if you don't pick the right exit Gate you're basically screwed the survivors going to escape.
As for the last survivor something I suggest which has helped me out a lot when I play Survivor is the combination of wake up and spine chill it won't always save you but it should definitely increase your survival rates
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Due to how the survival category works it will be pretty difficult to do unless you're actively farming with the Killer they can give you more opportunities to get survival points
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/601636#Comment_601636
You can see where he is setting up traps. That way you will never be caught in traps: Either disarm them or don't go near where he is. More or less completely disables his power against you
True
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@pemberley said:
https://forum.deadbydaylight.com/en/discussion/comment/601486#Comment_601486
Well (new) ds isn’t broken so I see no problem. The current version of ooo, however, is definitely broken and unfair to all killers - not just stealth. Trapper and Wraith suffer immensely from it. It needs to be changed so it’s fair for both sides.
A pre hook ds that requires sitting in a locker like head on AND leaves you exposed until you’re actually hooked seems more than fair and in line with the Halloween chapter.
I don't get how Trapper is really screwed over with object of obsession.
Stealth Killers normally have them ability to go undetected destroyed.
Which for the most part ruins the main point of crouching, nightshroud, cloaking
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/601013#Comment_601013
Oh so potential 1 second stun for that last poor soul. (with cd add-on)
Granted you would have to hit 4 people and most of the time it does survivors on potatoes tell immediately start putting distance between you and them which screws over your chances of getting four chains.
The only time I could ever see you getting an easy peasy chain when is if you're probably defending last hook after the exit gates are open and a group of survivors try to make a save attempt.
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@King_Aries said:
What?
The more people you hit with feral frenzy the lower the fatigue stun time.
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Honestly when it comes to a blindness outside of really gimmicky slug builds it's pretty pointless.
Even outside of chase is pretty useless as survivors can just pay attention to the hook bubble and get a really accurate idea of where the person got hooked.
Aura reading perks on survivors isn't prevalent enough for it to be considered worthwhile.
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As a killer
I can deal with butt dancing
Pallets stuns and flashlight blinds at every pallet don't annoy me
A lot of the things survivors do don't really annoy me however if there's 2 things that gets on my nerves and turns me into a petty douche.
Last second switches: honestly I don't care what you run ( be a P3 Claudette with a flashlight if you want) but if you try to cheap it out yeah that's going to definitely put you on my hit list. You want to pull a dick move like that then I'll tunnel or camp you.
Flashlight clicking: it's very annoying and as I've always stated if you want all my attention so badly I'll give it to you however nine times out of ten I'll mostly give it to you when you're on hook
As a survivor
Farmers: I can never actually get mad at the killer for taking advantage of it because it's their job they shouldn't pay less efficiently because my teammates are potatoes. Have some common sense if you don't have a plan don't save me also unless an exit gate is open and within reasonable distance borrowed time does not mean you didn't farm me.
Being left on hook: Yeah when The Killers on the other side of the map you mind helping me before I had second stage so I don't know me have two shots at life. It only makes it worse when about to hit second stage and all I can see you doing is urban evasioning your way over here.
Bonus
People who won't leave: this annoys me as both a survivor and a killer.
As a killer it's incredibly annoying to have you stick in the match for an extended period of time whilst end game collapse has mitigated this it's still annoying when people wait out the time until the last second.
As a survivor well it often isn't as relevant since the change but before it used to be super annoying when I had a reverse bear trap on and survivors were just being piggy instead of leaving so I could get hatch. Before you make the argument that they were staying behind to help people even when I got hooked they would just stay at exit gate to teabag so they would just doing it to bm
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@Steve0333 said:
Immunity: the survivor is immune to all negative status effects that would be inflicted by the killer for the trial.
This would not include negative status effects that are a result of the survivor using a perk such as ones that cause broken (no mither, deliverance) or an exhaustion perk or blindness resulting from jumping in a locker.
And yes it's OP. But so are ebony moris.
You do know that would make the Legion useless considering deep wounds is considered a status effect.
Same goes for doctor with madness
Also Michael and ghostface will lose exposed.
Clown would lose the hindered effect
You essentially make 5 powers useless with one offering
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It's just a lullaby it doesn't even matter get over it already. Grow up kid, it's part of the game wake up if it's annoying.
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@George_Soros said:
https://forum.deadbydaylight.com/en/discussion/comment/598540#Comment_598540
I don't know... frankly, lately I trust the devs more to make relatively balanced (if imperfect) changes, than any of us professional forum whiners.
Couldn't agree with you more even though the devs have made some pretty stupid decisions ( like the flashlight and pallets save any stage of the animation change)
but honestly I trust them a lot more Whine up a storm on the forums
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@BunnyTheHutt said:
https://forum.deadbydaylight.com/en/discussion/comment/597767#Comment_597767
you have doc in your profile so i'm going on a assumption and saying you are a doc main, so you have prob never gone against it. It's horrid and unfair, plus the doc using it can just camp those 3 gens at the start, and just wait. It's almost taking the game hostage with how horribly strong the build is.
If three gen is never something a killer should a ride on even the Doctor who is the best doing it.
The killer cannot be in multiple places at once if you put pressure on one of the gens namely the middle one you will complete it.
A lot of the time the mistakes of others make is that they leave the three gen until the last possible thing at which point most of dead, on death hook or a team is severely weakened.
you want to tackle a three gen strat at the earliest possible opportunity
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You haven't gone up against a mint rag Hag.
Imagine doing this but instead you could teleport directly to the hook.
If you have make your choice equipped you can smack the rescuer and then smack the person who just got unhooked.
Spirit can easily phrase walk
Billy can chainsaw
Nurse can blink
A speed Wraith can just cloak walk there.
But no it's Freddy that's going to be really oppressive even though he could only go to a specific location
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I meant the original poster.
I was trying to point out that pre-rework they had a certain build and a sudden exploit that made them super oppressive.
Calling them overpowered now would be like saying someone lightly tapping you with their foot is a painful experience
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I think some of the map ambient sounds have whispers in them which is supposed to be The Entity.
The only killers so far there are able to create audible whispers is the doctor if he manages to get you into Madness you'll start to hear it more around tier 2 and 3. Also plague when she has corrupted purge
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From what we got in the stream
Nurse and doctor are definitely going to be the main focus for changes mostly add-on wise for nurse and maybe some tweaks to the kit in doctor.
They mentioned Legion getting some tweaks and add on passes however whether it's before doctor and nurses left not confirmed just say you're not disappointed I'd suggest assuming that it's going to be after them.
Then they mentioned looking into Michael and Piggy.
Sadly I don't think Wraith is going to be touched very much the most you'll probably get is a tweak here and there if even that.
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Honestly I'm not going to lie I would like to see Bow but a male and a female variant.
Females doing an elegant curtsy.
Males doing an elegant bow
As for another gesture as they could implement. I don't really know I don't want it to be too much like Friday the 13th (Which is why I really wouldn't say a dance even though I would really like it) but I do want some ways of expressing yourselves in trials. Even though let's be honest it's pretty much going to be used for BM
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You must have been a massive fan of old cold dirt + Frank's mixtape Legion
Or
Moonwalk Legion
Legion was always a seesaw killer they had a specific build or a specific play style that made them really oppressive and overpowered however if you weren't playing that way they were very weak.
It's the main reason why they needed a rework you couldn't buff old Legion without making the specific oppressive builds more oppressive and you couldn't nerf Legion without making the Killer super weak on a whole if you weren't using those methods.
As of right now new legion is still weak but definitely in a state where they can be buffed without completely making them overpowered and oppressive
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As these guys have said it's pretty much or excels if you want to know where the basis of the designs came from then you can probably make the argument that it's from the memories of the survivors and The Killers. Also in The Killers case things that the survivors would proceed as threatening.
For example Feng's cosmetics are things she probably wore an occasion.
Amanda's new cosmetics are based off of things she's worn in the movies. Test subject being based on her main outfit in Saw 3 with sleeves resembling her saw 1outfit to cover up the blade. And leather piggy being what she wore when she was fighting with Eric Matthews.
However in comparison Scarecrow Wraith, Asylum doctor and the new underwater Trapper that's going to come are things that the survivors would typically just found threatening
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You know if the killers camping the hatch you could just do generators right.
If you want to play around the hatch fine I'll power the exit myself
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I'm going to bring this out and I might get a lot of hate for this but if a killer manages to go from 0 kills to 4 kills because of no one escapes death then the survivors were potatoes.
If the killer is so bad that they need the perkt to get kills at the most the perk should only give them one or two kills if they're lucky.
That being said to quote the dead by daylight parody maybe you do bones next time
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Honestly I feel like the adept just needs to be reverted back to being 4 kills or four sacrifices.
With a disconnect counting as a full sacrifice while you may not give the killer the full amount of points or emblem score for it at least it would mean that a disconnect won't harm their chances of getting an achievement.
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I like the idea of technician making a generator sound silent that way it would require the killer to actively look at the gen visually to see if it's being worked on.
With the same rules applying if somebody without technician works on the generator with you the generator sounds will return immediately and if you let go of the generator sounds will come back after 2 or 4 seconds
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@MrsMaliciousX said:
https://forum.deadbydaylight.com/en/discussion/comment/595293#Comment_595293
I really dont think that, that should be possible at all. need to be able to do ######### like that play the nurse or something.
Or you could very simply not rely on at hay bale for cheap protection.
You know use it to make distance and don't spend your time just staying up there because it's extremely difficult for the killer to hit you
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If you're talking about hitting people on the hay bale it's quite possible to do whilst easier with Killers who have a lunge or dash like this.
Volfawott playing Dead by Daylight: Special Edition. View more XboxOne clips at XboxClips.comIt still possible to do if you can get your distancing and timing correct on a regular lunge.
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Also I don't know why but you come across to me as the type of person who would whine and complain about being tunneled by the pig when you have a reverse bear trap.
Despite the fact that you were running around like a headless chicken expecting not to get chased because of said reverse bear trap
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@Slaymore said:
Or I'll use the Leave Game option on screen.
When they eventually start to crack down on this it'll be sad to see people like you go.
Won't necessarily be fun to hear you whining about why you got banned but still sad to see you go
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For the sake of your own sanity just give up
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The problem is with 8 seconds you will get an update once the 8 seconds has passed
If the conditions are still met it will re-engage the perk and you will get another notification basically saying hey two or more people are still working on this gen probably need to get on it.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/594573#Comment_594573
But the Pig has no way of knowing this, neither does the survivor.
Thus, she and the survivor has to randomly guess.
It's all based on guessing.
Whether your guess is good or not is all dependent on sheer luck, due to this.
This is all decided by a random number generator.
How the RNG works does not change whether it is or is not RNG.
Regardless of how the process is done, her power is still governed by RNG.
The RNG of the bear traps is not the problem.
Problem with reverse bear traps is there so woefully easy to get off that it's not even funny.
This makes a lot of her bear trap based addons very useless.
Tempered timer: practically useless on anything besides large maps and the problem is you could very still easily work on the gen and ignore the Trap until it activates and then prioritise getting it off.
The efficiency of tempered timer doesn't come into play until the trap is active this means as a survivor I couldn't work on a gen with an inactive trap without concern
Skillcheck affecting add-ons- jigsaw box skill checks are super easy to complete hell rank 15 and higher will stop having problems with this. Lullaby doesn't work on boxes so unnerving presence is the only thing you have and that perk without much other influences only makes it easier to get great for people who can hit skill checks.
The gear add-ons: they are great but they don't make getting the trap off more difficult it just takes longer.
Extra jigsaw boxes- similar to the gear add-ons they're great but they don't make the actual process of removing the trap more difficult it just adds more variables
Status condition add-ons: all of them essentially revolve around the bear trap staying on as they have no lingering effect once it's removed meaning
Mangled- can be avoided by just waiting until you get the trap after heal.
Exhaustion- pretty much pointless unless you plan on going off the people with reverse bear traps
Hemorrhage- it sucks but there's no other way to put it it's only real effect is making people with their traps easier to track in which case why are you wasting your time tracking people who are not working on gens. Just like with exhaustion pointless unless you plan on focusing on trap survivors but at least exhaustion can cripple map presence by denying things like sprint burst and balanced landing survivors could use to get to boxes quickly.
Blindness- doesn't really work outside of gimmick builds.
If reverse bear traps or the interaction with jigsaw boxes I should say more specifically was a lot more difficult it would mitigate some of the irritation of somebody getting it up on the first box.
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My number one rule has always been whether I'm playing killer or Survivor
Is that I'm not there to make sure that the opposite side has a fun time.
If I have to do something to ensure that win it's what I do as long as I'm not exploiting or doing anything bannable I'm good.
No I don't care that you got farmed off hook if you want to complain to someone about it complain to the person who farmed you not me.
No just because you have a reverse bear trap that does not mean you are immune to being chased. No I'm going to go out of my way to tunnel you because that's stupid but if I see you I'm going to down you and hook you, a dead survivor slows the game down more than a rtb Survivor.
No you do not deserve an escape because your teammates were potatoes and their bad plays shouldn't drag you down especially considering the people advocate for this are also people could gladly take the win if they get carried even though by that logic your teams good plays shouldn't carry you if you're bad.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/594229#Comment_594229
What decides which box contains a key for what hats again?
Oh, right. A random number generator.
So when I play Pig and put a trap on someone's head, and RNG decides to pick the box closest to them to have the key, then yes, she gets screwed by RNG.
Unless you're saying there's some sort of pattern, then that's even worse because that means there's a trick to get the traps off first try every single time or at least vastly increase the odds. In which case, the power is next to useless.
There is no picking the closest box.
The second the match has started all keys have been assigned to whatever box they are placed in.
Each key will correspond to a trap that you have in "your inventory"
For example
Trap number one ( first step to be used) corresponds to key number one
At the start of the game key number one was placed in box three
This means whoever you trap first will only be able to get their trap off inbox three every other box is a waste of time and will always fail.
Doesn't matter where you down said survivor on the map or where you place the trap on them whether Box 3 is close or far away is irrelevant.
Well it is RNG it is not structured in the way people think it is.
1) Each box does not have a 50% percentage chance of taking the trap off. One specific box has a 100% chance every other box has 0%
2) The key location is decided when the match is loading in and it starts not when you place a trap on someone's head.
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Joey is his actual name Joe is a nickname.
The same way Julie is her actual name but Jules is a nickname
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@LordGlint said:
Im gonna laugh when you guys try testing this to realize the ambush still affects STBFL and NOED and that this thread is just being overdramatic. They could just be doing this in preparation of upcoming perks, similar to how old mettle of man only gained tokens based off basic attacks.
Good I hope you're right
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Honestly at this stage and pretty sure that's the reaction of most pig mains
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Honestly I wouldn't be surprised at this stage if an update came along and said that she got fatigued and stand every time she got a successful ambush.
At this stage if they're not going to buff her they could at least let her stay in her mediocrity bubble in peace without popping it with the nerf hammer
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@Detective_Jonathan said:
https://forum.deadbydaylight.com/en/discussion/comment/584784#Comment_584784
@BlackMercury I would go on to say Kate could probably take her on (The Entity) because she has so much hope and is literally a beacon of light, that even she could rival that of The Entity.
Considering The Entity feeds of hope it's quite possible that Kate is benefiting The Entity than harming her.
Not only is Kate herself a massive banquet that The Entity could feed on for a long time but her constantly giving hope to the other survivors and bolstering their confidence and happiness basically makes more consistent meals for The Entity.
Less survivors get dried up when it comes to Hope and tossed into the void because Kate keeps giving them a hope boost.
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1) Possibly my favourite change with the lack of knowledge on how much time you have left it definitely makes mending a huge priority. Survivors who neglected too much could very easily end up getting themselves down
2) I love this change it means you could experiment a lot more terror radius build on Legion. It would also mean iridescent button doesn't benefit survivors with deep wounds especially considering killer instinct is no longer attached to the terror radius. The one thing I would say is that it might need a slight range increase like maybe 20 m just to avoid another potential moonwalk exploit
3) With the default killer range limit I definitely don't see a problem with this. It would definitely stop the amount of people who could just hiding your terror radius and do actions like generators without being punished
4) I really love the changes I would say the dropping by 7.5 seconds is a little unnecessary as I could be valid reasons for a survivor to stop mid way. It's probably something that would need to be tested just to see if it's possible to cheap it out.
If it is too overpowered another penalty for constant disengagement of mending could be a penalty to mending speed. However I really like the idea of the progression restarting.
5) Depleting the Deep wounds bar faster is an amazing idea. It really force is the survivor to prioritise the Deep wounds status effect similar to reverse bear traps it's a massive pet peeve to see a survivor working on a generator whilst they have a deep wound bar on because of how little of a threat it is.
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Well the problem with this is that.
Increasing the distance between the exit Gates is not as simple of a fixes you think it is.
On very big maps or Hell on maps where the exit Gate spawn on opposite sides like the game or the Memorial Institute it could very easily turn the match into a game of Hope you pick the right exit engaged because if you didn't survivor is escaping it really isn't fair for the Killers and is not a skillful way to escape for the survivors
Honestly depending on map location both killers and survivors could be equally as screwed Gate spawn far from each other or opposite sides The Killers at a disadvantage Gate or spawn closer together the survivors at a disadvantage which I think is perfectly fair.
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Noed realistically should only gain the killer one extra kill if even that if you get a team wipe with noed than the survivors you were going up against were kind of potatoes.
Granted I love the perk just because I find end game builds fun
Now as for barbecue and chili the perk has so many counters that it's not even funny hell even before the locker buff was added the perk had a crap ton counters. ( 7 pre Locker buff)
Hell I've never really had to use BBQ you the only time I really ever equip it is if I really want some extra bloodpoints or if it's a bloodpoint event.
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Also if it's attached to a perk like small games I'm fine but not if it's baseline. Hell just makes more games the opposite to Thrill of the hunt and make thrill of the hunt a non hex perk.
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With the new blood point bonuses coming out and and the fact that cleansing totems increases your lightbringer, if solo survivors still need incentives to cleanse totems then they have absolutely no right to complain about noed.
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Honestly the amount of times a content creator or a streamer has said they are going to jump ship from this game only to come back a couple weeks or months later is ridiculous.
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Idk what you all were thinking with these pig skins, I really wanted them until I had to realize how damn expensive they were.
"Pig skins"
You do know only one of them was more expensive
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Honestly I'd be fine with the perk if it didn't have the the stupid if your obsession dies you lose all your tokens condition. Would be niche but at least it would have a consistent use.
The fact that it's benefit is already locked to being in a chase limits it significantly you didn't have to add another limit on to it.
As people have said above the only Killers who really benefit from it our Killers who can very easily switch target nurse honestly being the only one who who is really prominent in that category. However there are a lot better things you can run on nurse this just seems rather mediocre.
Legion can also benefit from here because terror radius doesn't affect feral frenzy so if you couple this with some killer instinct range boosters you could be able to to stealth up the people and they won't realise they're about to get frenzy hit until you're right on their back. Just like I said above there are a lot better things you can run on Legion.
Stealth doctor would be the final killer dad can gain any real benefit from this and even then it's locked behind the specific build that you need specific add-ons to play. I think you know the pattern by now but there are a lot of better things you can run.
So that's three Killers that it's mediocre on. The problem is
1) It takes way too long to build up. You would have to chase down for interchanging specific interchanging targets and hook them up. If you spend too much time looking for the specific targets you're going to get gen rushed but if you don't focus them then you have the potential of accidentally putting someone on death hook who then becomes one of your specific targets meaning the perk progression is halted there as you can't hook them again without losing your tokens
2) It's benefit is locked behind a chase so if your killer can't naturally switch between chase sadly the only killers who is really capable of doing this is nurse and Legion or you don't have a method to minimise trouble between switching is stealth doctor and maybe Hag however with Hag you're not going to really be catching anyone out because they could see you teleport.
3) Losing your tokens for something that is is difficult to stack and very specific in its function doesn't work.
Not as easy to stack as say Save The Best For Last or play with your food both which halt further progression if The obsession dies yet somehow still manages to have have a worst reward than both of those. How is that even possible.
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1) Amanda
2) Legion
3) Wraith
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The problem with that idea will be how exactly would you rate a strong add-on.
For example on Pig ruleset no. 2 and Amanda's letter feel like they don't really fit the requirements of an ultra rare.
Amanda's letter ( even though it's my favourite) has way too many downsides for the benefit it gives you.
Ruleset no. 2 is not strong in the slightest and honestly should be added to the base kit.
Also let's throw in Amanda's secret because that addon is terrible in fact definitely a contender for the worst out on in the game.
That's 2 ultra rares and a very rare because they're not exactly good and addons of a lower rarity are even better than them how would you rate that.
Should the lower rarities that are better be considered harder odds or should these addons be considered harder odds because they're ultra rares and very rares.
For example would be spirit prayer beads is probably her best add-on and in fact is better than an ultra rares so would you rate prayer beads as a higher threat survivors must scaling up the pipping or a lower threat than the ultras despite it being more dangerous.
Another example fuming mixtape on Legion the add-on is terrible hell even before the Legion rework where they could spend their ability it was still terrible. So would you waited because it's an ultra rare or would you rate it based on how how powerful it is to go up against in which case it isn't