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Waffleyumboy

Waffleyumboy

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Waffleyumboy
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  • @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/comment/912729#Comment_912729

    Give them a reason to get off the gens. Dont expect the Devs or the game to hold your hand. You can create additional objectives by slugging hitting. You just need to learn when to slug and when to hook. That's a start at least.

    I already know. I'm suggesting this to give a small helping hand to those who don't. (there are a lot who don't you will find on these forums)

  • @[Deleted User] said:

    Sure, but only if all 5 gens are done in less than 6 minutes

    A timer could be considered

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/912746#Comment_912746

    Like I said. I know they are not. I know survivor is smaller.

    That's why I said yes??

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/912711#Comment_912711

    is that so?

    imagine 4 survivors dedicating their early game to totems.

    you, as the killer, dont have any pressure. by the time you find someone, everyone of them has done a totem already - thats 4 totems down (well, unless you literally spawn on top of a survivor).

    unless its a map with ultra hidden totems, this would barely waste time.

    on top of that, this change would easily screw over any other totem perks, as everyone is now focussing on them. you'd basically nerf any "sneaky" totem that exists, like Devour Hope, which would really not be necessary.

    At least whispers would finally be meta

  • Nah moris just need to work only on survivors on death hook. Buffing Pig and using keys against her is an awesome idea. Less time open is a good fix. Overall well thought out all around, kudos!

  • At least you're reasonable :)

  • @PandaChris said:

    A dull totem objective with a totem counter is a great idea. Only problem then is some totem perks would probably have to be removed.

    I do think it does make the Exit Gate Phase way more scary for survivors. It wont have them open the exit gates and mess around with the killer for extra giggles and it gives a secondary objective.

    It might not be useful every game or be a "game changer" like a dev above said. But thats called balance. It shouldnt be a "game changer" every game. It has counter play by doing totems or adjusting the way you play at the end all while making the exit gates phase a lot scarier if you skipped doing totems. Risk vs reward.

    Again the perk would probably have to be adjusted and the totem perks might have to be removed our adjusted but doesnt sound like a bad idea.

    It wouldn't hurt to try

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/912718#Comment_912718

    You don't understand. For years, YEARS the Devs told us the "pill" for both killers and survivors were the same size and that loops were possible because survivors have better control over their movement.

    Now, we know this is bullshit. Fat shames exists as proof. I just haven't seen a Dev own up to it. So I'm a bit shock to see it and want it clarified.

    Yes.

  • Adam mains rise up.

    (Okay the sad truth is I stopped playing Adam as soon as Steve came out forgive me Adam mains but his outfits are so bad)

  • @silverwolf4455 said:

    https://forum.deadbydaylight.com/en/discussion/comment/912626#Comment_912626

    Well if the only buff was kindred... meh.. but I'm ready for all the killers that need love to get it. Most of them just need minor number adjustments that could be done almost instantly and then we could test it live lol. Most of them dont need full reworks.

    And then they could tweak the numbers every other week as necessary and it will be real balance changes.

    I agree. Buff weak killers before weak survivor perks. But eventually get both finished please.

    (I know I say this a lot but please give us more reason to play an individual survivor as well)

  • @dont_ask_me_again said:

    https://forum.deadbydaylight.com/en/discussion/comment/912715#Comment_912715

    I have like 3k hours in dbd and also stopped playing for like 3 months about a week ago... I main survivor... maybe you haven’t played as much as me but there needs to be changes to the game and being sarcastic at people’s comments you don’t like is only because you don’t understand the game enough.

    It wasn't sarcastic. I too mostly play survivor and this game is very stale on our side.

  • @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/112224/no-one-escapes-death-basekit

    I already think badly of killers who have it. Why make it base? It's just a reward for failure kind of perk anyways.

    This is the failire for killers end of EGC.

    I think it would be a good way to make the EGC more scary and get survivors off of gens.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/912528#Comment_912528

    Making them smaller would have huge ramifications on other parts of the game. For example, survivors would be able to fit through even tighter gaps that the killer cannot (fat shaming), clip through walls, and take loops way tighter than the killer.

    You're not implying survivor's hitboxes are currently smaller than killers, are you?

    How else can they loop 🙄

  • @dont_ask_me_again said:

    https://forum.deadbydaylight.com/en/discussion/comment/909632#Comment_909632

    It should be tied into “this is not happening” for them to appear tbh. If you want great skill-checks run a perk for them honestly.

    This is a good idea to put into DBD 2

  • @Mister_xD said:

    no.

    the strength of the perk lies in it being unpredictable weather it hits or not, making it basekit and therefore guaranteeing a NOED every single game would render the perk / effect completely useless, as everyone and their mother would now go on a huge totem hunt, therefore not activating the effect.

    if you wish NOED to take effect, you will have to sacrifice a perk slot for it.

    That's the point. Doing dull totems will slow survivors down.

  • @[Deleted User] said:

    There'd have to be a totem counter for NOED to become basekit. And even then I just don't think more totem gameplay is the answer. The NOED change you suggested to accompany old NOED becoming basekit seems kinda weak.

    I don't see how it is weak. Would you also want increased speed while carrying survivors and reduced cooldown for successful attacks? There are a lot of ways to tweak NOED. Totem counter is a good point.

  • @Kikki said:

    Overpowered.

    NOED is already a strong Perk if you don't find every Totem

    Just do bones 4head

  • @dont_ask_me_again said:

    Have you tried knife fights on R6S? Or tried to use sledge’s hammer to kill? There’s no “auto-aim” (which would mean adjusting your camera onto target) or “AoE lock point” (the weapon will connect within a certain zone and I believe dbd does this rather than auto-aim) on that game.

    With DBDs mechanics it’d be pretty stupidly easy to 360 killers alone and also to make survivors hitbox smaller (which’d also mean nerfing tonnes of stuff on the killer’s end and also mean survivors loop faster).

    I have to pitch in on mentioning these things... can the current mechanics be improved? Possibly but the benefit goes both ways currently... there’d be a real lack of counters against nurse since you’re meant to use solid objects to sway her for example... so a survivor nerf if she can’t be countered like this aswell as other killers hitting stuff... but also there’d be a killer nerf since sometimes they hit when they didn’t aim at the survivor fully.

    they already got a serious answer but thanks for trying bud

  • @PandaChris said:

    https://forum.deadbydaylight.com/en/discussion/comment/912634#Comment_912634

    Terrible idea. Not saying slugging is a great mechanic but removing slugging effectively decreases the killers ability to apply pressure. For example, you down a survivor and another survivor is really close. Well now you cant apply max pressure by chasing the other survivor because the downed one will eventually get up. This is especially bad when there are 2-3 survivors left.

    Explained perfectly.

  • @[Deleted User] said:

    Players get frustrated by either facing a mechanic they don’t like, or a player is using a mechanic they believe is the ONLY way they can win and hate when it’s changed. They can’t accept adaptation, so they cry “nerf” or cry over a released nerf.

    It’s all nonsense.

    The only things I’ve ever truly persistently complained about (rather than a once off rant) is that chase time vs gen time is unbalanced (too much leniency with map assets to assist survivors), and that Ruin is a stupid waste of a perk slot.

    Maybe it is unbalanced if you let the survivor take you to strongest loop in the map or don't bother to interrupt their path of loop strings. If you do like you're supposed to do and create dead zones and force survivors to them chases won't take long. There's also plenty of powers and perks you have access to. Sometimes there is a good reason no one listens to a complaint.

  • @DeanIcity said:

    https://forum.deadbydaylight.com/en/discussion/comment/912620#Comment_912620

    If it wasn't intended, why wasn't it changed before reaching live servers? Oh, wait, it was, it was nerfed. Not removed. Odd....

    So.... Wait, what?

    Why nerf the unintended mechanic if it was never entirely intended? LITERALLY makes no sense.

    ALSO, not the same type of complaint. At all. Can't tell you are a biased survivor main at all...

    Sorry, man. Just going based on what everyone's posting. I can't change it.

  • @Hag.is.Dtier said:

    Devs: *Don't fix the unbalanced objective between killers and survivors at base. Create bandaid fixes to fix their broken game*

    Also Devs: *Nerf bandaid fixes into the ground because it has "No cOuNTeRplAy". Still hasn't fixed the base game after three years and continue the same cycle of mistakes and bad*

    Pretty good job so far.....

    New. Survivor. Objective. Please.

  • @silverwolf4455 said:

    I'm waiting for people to bring out the huge list of survivor nerfs lol.. this kinda talk is crazy.. is the game balanced yet? No... is it steadily getting better... kinda.. tho really slowly.

    At red ranks survivor is still the power role and a lot of stuff still needs tweaked here and there. We need to all chill and think of ways to fix the game and make it more balanced.

    They need to hurry and finish buffing solo survivors so that they can buff the hell out of the mid and low tier killers. They need to double time on the map reworks and then just start balancing atleast every 2 weeks having updates.

    I think they're done buffing solos.

  • @Quiet_Observer said:

    https://forum.deadbydaylight.com/en/discussion/comment/912517#Comment_912517

    I know both sides complain but to me most of the killer players concern is valid as opposed to most survivor players are just "i dont like going against this it needs to be gone to make game easier for me"

    Both sides have unreasonable complaints. You wouldn't believe how many cried over Oni's "nerf" even when the devs said in the patch notes his flick was unintended.

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/111929/one-change-to-slightly-nerf-genspeeds-at-red-rank

    Players deserve to be rewarded for hitting great skill checks with a slight boost. It's one of the few things survivors can actually strive to get good at while holding M1 forever.

    Regardless, killers don't run ruin to deny the 2% progress lol. It does that, sure, but they're trying to capitalize on players missing the greats. I personally think ruin just discourages new players from playing the game at all and it's not good for the game, but that's a different topic entirely.

    This is beautiful.

  • @ThisGuuy83 said:

    https://forum.deadbydaylight.com/en/discussion/comment/912583#Comment_912583

    Thats cool, but make sure your seeing things from BOTH sides also.

    When do I not? :))

  • @kcbearz said:

    https://forum.deadbydaylight.com/en/discussion/comment/912565#Comment_912565

    Wasn't a big issue for me playing survivor you win some you lose some but you live you live to fight another day

    https://us.v-cdn.net/6030815/uploads/879/IK8OQFJ1BA4I.png

    Guaranteed loss is kind of not intended when facing certain killer builds.

  • @ThisGuuy83 said:

    https://forum.deadbydaylight.com/en/discussion/comment/912544#Comment_912544

    Dude get off my chestnuts roasting on a open fire. You comment on almost every post I make. Get a hobby dude, 💩💩💩! 🤷‍♂️✌

    I comment on a lot of posts. I just want to offer helpful insight to fellow players :)

  • @FriendlyGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/912552#Comment_912552

    If many people use a specific strategy/peek to achieve a goal, because it's most efficient, that's meta. Meta is not an opinion at the end.

    If the goal is to survive, getting unhooked while the killer is distracted or just letting your teammates take the aggro is worth a perk slot. DS isn't gonna help if the killer instantly slugs you and chases the player that unhooked you. Or maybe I forgot survivors have to counter the killer meta strategy of tunneling one survivor to death while everyone else does gens?

  • People DC against Pig and Wraith. If you're trying to make a point you're failing.

    (DCs are a big problem that I'm glad is getting solved)

  • @FriendlyGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/912491#Comment_912491

    One out of 100 for me. I use DS in literally every of my survivor builds myself. It's not a big problem, but there's a reason why DS is meta.

    Some survivors think it's meta, some don't. Sheep exist, so do wolves. Simple.

  • @ThisGuuy83 said:

    https://forum.deadbydaylight.com/en/discussion/comment/912047#Comment_912047

    A new survivor can learn and be decent at this game after 5 matches. What killer can you learn and be decent with in 5 matches? None. A new survivor can be on a SWF team that carried them the whole match and showed/taught/explained(coms)to them what they need to do. Who teaches the killer? No one. The new killer gets pissed, quits, and becomes another survivor delaying the que even longer now. It's not the same.

    I don't know how any survivor would learn proper pathing and finding pallets and totems after 5 matches. I have friends that have played dozens of matches with me but they are still clueless to these things. It's a game of skill, why else would people get so competitive about it?

  • @ElementDoom said:

    https://forum.deadbydaylight.com/en/discussion/comment/912520#Comment_912520

    Somebody will unironically make each one of these suggestions almost every day. Maybe this person doesn't actually want these changes but a lot of people do and it's become impossible to tell.

    You're not wrong sadly

  • People won't drop their opinions just because they're wrong

  • Guys stop taking this seriously. It's obviously another joke post and everyone is getting baited by it.

  • Both sides complain. And almost all of these complaints are pointless and annoying. It is up to the devs to find the meaningful and thoughtful feedback to tweak the game correctly. It's a hard job to say the least.

  • The map lighting is terrible imo. Consistent lighting would be nice.

  • Give the man a medal!

  • @Seltas0208 said:

    https://forum.deadbydaylight.com/en/discussion/comment/912491#Comment_912491

    I mean. Seeing as I tend to play hag a lot I have next to no experience fighting forever Freddy so to me as a killer player yes.

    To me as a reasonable human being no. I just wanted to end my post with a question

    Oh, makes sense.

  • @fcc2014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/912478#Comment_912478

    God Help this forum the day the devs announce reducing gen times. They will need the mods and good boys on here to talk all the killers down.

    Why would they be angry? Adding another objective would give killers much more time and control.

  • @AsePlayer said:

    Implying that rank = skill. I can't tell you how many potatoes are in red ranks right now, and having to deal with an even slower gen speed with them sounds terrible.

    Someone gets it!

  • If you think DS is as big of a problem as Forever Freddy, you might need to be stunned for 5 seconds. Even in red ranks there can be games where there isn't even an obsession.

  • @fcc2014 said:

    Increasing Gen times and or adding a second objectives would lead to more tunneling and camping as it buys killers more time. Solo survivor is already miserable and this would stop the game from growing.

    Not if you reduce gen times and add a second objective. This will make the game more fun and varied overall.

  • @Mushwin said:

    Nothing was wrong with the legion wen they came out, the devs obvs hate them cos they are shunned to the ground

    About that...

  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/912445#Comment_912445

    And people wonder why survivors bring the same stuff over and over again. Even if you are willing to do without meta perks like DS, Dead Hard, Adrenaline, Borrowed Time etc. you end up getting kicked in the balls for trying something else.

    The devs really need to learn how to make non-meta perks attractive.

    The devs think it's a good idea to have only a few survivor perks viable. Can't wait till game balance and map reworking is all done so they can diversify the meta. Maybe even make the game fun.

  • @DeanIcity said:

    https://forum.deadbydaylight.com/en/discussion/comment/912440#Comment_912440

    Nerfing obvious thing is one thing. Nerfing him into the ground like many other killers is another. When it keeps happening, over, and over. There probably should come a time where people have just had enough, no? I certainly have. I'm tired of putting money into a game that leaves me questioning my decision to do so every time. The game is fun but It's being messed up consistently because they clearly favor one side of the complaints over the other. It is ridiculous and I'm fed up.

    I hope more people "whine" and "complain" as you've stated. Maybe then we can see some unbiased changes to the health of this game, instead of repeating the same stupid mistakes that cause many of us left with the feeling of just wasting away our money on things that never appear as they seem.

    People complain about nothing. That's bad. Oni, nurse, and freddy are all still viable. This isn't a buff Legion thread.

  • I like the idea of encouraging players to play correctly. BBQ discourages tunneling. WGLF encourages altruism/taking risks (although it has been used to farm many times). On the other hand, I think the devs could encourage this positive behavior with a reward other than bp. More bp can't hurt :)

  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/912400#Comment_912400

    It used to affect the speed at which you got healed by other survivors till the last patch. This effect is now gone even though it only cut off about 1 second.

    Thanks devs. People say they only nerf killers. Guess I'm not using Resilience anymore :(

  • @ThisGuuy83 said:

    https://forum.deadbydaylight.com/en/discussion/comment/912394#Comment_912394

    For every step forward, it seems they take a step or 2 back on killer. I don't care if people agree with me or not, but the fact is, more killers are hanging it up and going to survivor, because it's just plain easier. That's a fact no one can deny. If that keeps happening, what do you think is going to happen to que times for matches? If You think it's bad now... Just wait.

    Sure it's easy to rank up as survivor but getting bp or even escaping can be difficult when playing "normally"

  • @OMagic_ManO said:

    https://forum.deadbydaylight.com/en/discussion/comment/912344#Comment_912344

    Just a list of some Killer nerfs:

    - removed the ability to be able to prevent the unhook prompt from popping up by standing in front of a hooked survivor (since you listed the fixing of an exploit as a "nerf", that's what I'm doing right here aswell)*

    - buffed pallets from the stun happening at the middle of the pallet drop animation to the start of the animation

    - the ammount of pallets have been increasing each time shortly after they supposedly made less pallets spawn on the maps

    - Nerfed bloodlust (3 times)

    - increased the hook timer by 15 seconds per stage

    - Removed the ability to be able to bypass borrowed time with insta down mechanics*

    - removed the ability to be able to consume decisive strike without it having any effect on the killer when dropped*

    - Made it harder to rank up for killers with the victory cube

    - nerfed the ivory and ebony memento mori offerings

    - Changed the killer's fov to make it harder to see survivors at a very close range*

    - Changed the scratch marks to in many instances not accurately represent where the survivor ran off to*

    - Changed the sound occlusion multiple times to make it harder for killers to hear where survivors are*

    - buffed mist (offerings) making it harder for killers to find survivors

    - added indicators for survivors to tell them when certain hex perks are being used

    - increased the (default) duration of the stun after wiggling out

    - Increased the wiggle penalty for dropping survivors from 25% to 33%.

    - reduced the size of the target lock-on hitbox of survivors

    - added the ability for survivors to be able to enter the hatch from all angles

    - removed the killer's ability to be able to see survivors on hooks

    - added that the killer blocks the aura of the hooked survivor when the killer stands or moves in front of the hooked survivor from the point of view of a survivor looking at the hooked survivor*

    - removed the ability to be able to use items that belonged to other killers (i.e. myers with a chainsaw etc.)*

    - added tiles in which there are areas which are unsurpassable for killers, but passable for survivors (the so called "fat shaming" spots)*

    - increased the angle from which you can blind killers

    - introduced pallets which can be broken from only 1 side*

    - introduced pallets which are standing upright that cannot be passed or broken by the killer until a survivor performs the "drop pallet" animation*

    - increased the range from which killers can be stunned with a pallet drop

    - added the pallet vacuum for survivors

    - changed the combine harvesters on coldwind farms to be more survivor sided (twice)

    - removed the killer's ability to be able to fly*

    - reduced the ammount of crows that spawn on the map

    - changed the way survivors interact with crows by making it so that when a survivor crouches near a crow it will not alert the crow

    - removed the ability to be able to earn bloodpoints from hitting a survivor that is on a hook*

    - reduced the ammount of information that is available to the killer about the survivors in the pre-game lobby

    - reduced the overall skillcheck chances of survivors working on generators which decreases the overall effectiveness of perks which affect skillchecks

    - Removed the 3 O'clock skillchecks which decreases the overall effectiveness of perks which affect skillchecks

    - Made it so that survivors can blind and force the killer to drop the survivor they were picking up during the pickup animation (twice)

    - Removed the ability to have no cooldown when you hit a survivor right next to an object*

    - Removed the ability to be able to reduce the effects from wiggling by hitting a wall while carrying a survivor*

    - Removed the ability to be able to push survivors away from hooks

    - Nerfed the mangled status effect from 25% to 20%

    - Removed the ability to be able to grab someone trying to jump into the hatch

    - Changed the time it takes to open an exit gate from 20 seconds to 15 seconds

    - Removed the ability to be able to block survivors at the basement stairs.

    - Killers do not see the Deep Wound status effect progress timer; only the Deep Wound bar to know the status effect has been applied.

    - The Deep Wound status effect timer does not decrease when within the Killers terror radius.

    - Lockers negate all aura reading abilities from the killer

    Perks:

    - nerfed shadowborn (twice)

    - nerfed spies from the shadows (spies from the shadows did not work at all for a long period of time)*

    - nerfed bloodhound

    - nerfed No one escapes death (twice)

    - nerfed Play with your food

    - nerfed Save the best for last

    - nerfed unrelenting

    - nerfed thrill of the hunt

    - nerfed iron grasp (twice)

    - nerfed brutal strength

    - nerfed deerstalker

    - nerfed a nurse's calling

    - nerfed franklin's demise

    - nerfed sloppy butcher

    - nerfed thanataphobia twice (one of which was a bug relating to removing dead survivors affecting the living*)

    - nerfed knock out (made open handed affect it)

    - nerfed whispers (increased the volume of the whispers to make it harder to hear survivors)*

    - nerfed tinkerer

    - nerfed remember me

    - nerfed enduring

    Trapper:

    - removed the ability to be able to trap hooks

    - increased the minimal distance at which the trapper can place a trap next to another one

    - changed honing stone from putting someone into the dying state guarranteed, to having a mere 50% chance of putting a survivor into the dying state after having been caught in a trap

    - shadownerfed the size of the hit box of the trapper's traps several times

    - changed the setting trap indicator to no longer match where the trapper actually sets his traps (twice)*

    - removed the trapper's ability to be able to place traps on the hatch

    - decreased the time it takes to disable a trap from 5 seconds to 2 seconds

    - removed the ability to be able to set traps through staircases and certain floors*

    - changed the trapper's traps to get stuck into walls or other objects when the traps were disabled or the killer would grab someone out of a trap near a wall or object*

    Hillbilly:

    - increased the duration of the stun when bumping into an object

    - removed the ability to flick*

    - removed bloodlust from when using his chainsaw*

    - reduced the effectiveness of the addons which reduce the volume of the chainsaw

    - increased the cooldown on the hillbilly's chainsaw

    - removed the ability to be able to instantly break a pallet with the hillbilly's chainsaw within a 3 second window when the hillbilly had revved up his chainsaw and afterwards didn't hit anything at any given point after the last time he broke a pallet*

    - removed the hillbilly's ability to be able to put a survivor into the dying state while simultaneously breaking a pallet when a survivor slides over a pallet as the pallet is being chainsawed*

    Wraith:

    - added an increased cloaking time on the windstorm addons (white and blood)

    - increased the rarity of the blink (previously mud, now blood) addon without changing it's qualities

    - removed the ability to be able to gain deviousness points by cloaking and decloaking in front of a hooked survivor*

    - removed the ability to be able to appear as cloaked for survivors while not being cloaked*

    Nurse:

    - reduced the ammount of default blinks from 3 to 2

    - reduced the nurse's movement speed from being the same as trapper, wraith, hillbilly etc. to being even slower than the movement speed of survivors (while running)

    - nerfed every single addon she has

    - nerfed the range of her lunge after a blink (three times)

    - removed the ability to be able to look up during her fatigue*

    - removed the ability to be able to break pallets, interact and grab during the nurse's fatigue*

    - added an attack slowdown when swinging while carrying a survivor*

    - removed the nurse's ability to be able to blink on top of the shack

    - added the ability to be able to lightburn the nurse while she is charging up a blink

    - changed the way the nurse's blink works to make it so that the nurse would always blink into the basement when blinking near it*

    - added the weapon swipe animation after hitting someone after a blink before going into fatigue*

    - added the ability to be able to pallet stun a nurse (although they removed the ability to be able to stun her mid blink and not just after a blink, it has been confirmed that this will be brought back in the future)

    - Nurse blink attacks no longer bypass mettle of man*

    Shape:

    - removed the ability to be able to stalk multiple survivors at once

    - reduced the movement speed on the vanity mirror

    - reduced the point generation on the vanity mirror and the scratched mirror

    - removed bloodlust from evil within 1*

    - added the vulnerable indicator for survivors when the shape goes into evil within 3

    - reduced the ammount of bloodpoints the shape gets in the deviousness category from stalking

    - removed the shape's hitbox while stalking

    - removed the ability to be able to end a chase instantly by stalking to gain tokens on PWYF rapidly*

    - removed the ability to be able to stalk survivors in lockers*

    - removed the ability to be able to stalk survivors who have left the level*

    Hag:

    - added the ability to not trigger any traps when crouching over them

    - removed the hag's ability to be able to recover from decisive strike and a wiggle out instantly*

    - added an indicator for survivors to tell them when they are affected by the waterlogged shoe addon

    - removed the terror radius from the hag phantasms*

    - removed bloodlust from using the scarred hand

    - changed the scarred hand to no longer bodyblock the moment the trap triggers, and can also no longer trap survivors when a survivor is stuck between a phantasm and an object*

    - removed the ability to be able to have traps triggered by dying survivors

    - changed the hag's pallet breaking animation in such a way that it makes the hag look downwards when she breaks a pallet, instead of forwards

    - removed the outline of the hag phantasm when a trap is triggered*

    Doctor:

    - added an attack slowdown when swinging while carrying a survivor*

    - removed the doctor's ability to be able to shock injured survivors from a massive distance*

    - snapping out of it no longer counts as healing (thus perks that affect healing no longer affect snapping out of it)

    Huntress:

    - changed the iridescent head to remove 4 hatchets from your inventory, instead of removing only 2 hatchets from your inventory

    - removed the ability to be able to throw hatchets without losing any tokens on play with your food*

    - added that the huntress slows down massively when she puts away her hatchet after she pulled it out*

    - Reduced the effectiveness of the addons which reduce the huntress' windup time.

    Cannibal:

    - removed bloodlust from when using his chainsaw*

    - when hitting a survivor and then breaking a pallet with the same chainsaw attack afterwards while using the speed limiter causes the area in which the pallet was broken to be unpassable*

    Nightmare:

    - added an indicator to tell survivors when someone is asleep

    - increased the size of the nightmare's terror radius from 16m to 24m

    - added a 3 second slowdown after putting someone to sleep

    - added that you wake up when you recover from the dying state

    - removed the ability to be able to rapidly put multiple survivors to sleep (this has recently been re-added again)*

    - changed adrenaline to make it wake up the survivor who is using it when it activates

    - removed the ability to be able to put survivors to sleep who are in lockers*

    Pig:

    - Removed the ability to be able to kill someone with a reverse bear trap by dropping them behind an exit gate*

    - Traps that have not been used up by the time the exit gates are powered become inactive.

    Legion:

    - Nerfed the majority of the legion's addons

    - Bleedout time is no longer removed by Feral Frenzy hits (was 10 seconds per hit). 

    - Feral Frenzy can only be used when the meter is fully charged.

    - Feral Frenzy move speed is now 5.0 m/s.

    - Increased the Feral Frenzy recharge time to from 15 seconds to 20 seconds.

    - Increased the Legion's terror radius to 32 meters, from 24 meters.

    - Increased the fatigue time when Feral Frenzy ends from 3 seconds to 4 seconds.

    - Missed attacks will end Feral Frenzy.

    - Pallet vault duration 1.35s. Cuts time benefit by 25%. (was 0.9s; default pallet break is 2.7 sec. 0.1 for snap, 2.6 for break)

    - The Legion cannot see pools of blood while in Feral Frenzy.

    - Window vault duration 1.1s. Cuts time benefit by 25%. (was 0.9s; default window vault is 1.7 sec, fastest Survivor vault is 0.8s).

    - Fixed an issue that caused The Legion's Nasty and Filthy Blade add-ons to stack, causing extremely long Mending times*

    Plague:

    - Fixed an issue that caused The Plague's Corrupt Purge to ignore unhook immunity.*

    - Fixed an issue that caused The Plague's Vile and Corrupt Purge to apply on-hit effects from certain perks (Remember Me, Save the Best for Last, Sloppy Butcher, Hex: The Third Seal, and Hex: No One Escapes Death)*

    Anything else?

    Oh boy am I gonna have fun when I see a list twice as long as this one.

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