XDgamer018
XDgamer018
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- XDgamer018
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066101#Comment_4066101
Fact they have many things models, the whole idea so its not doing something from nothing so it shouldnt be that hard as coming with new killer.
all they have to do to create a chapter is get in contact with the TCoFS cast's VA's, Boxed ape. Create a power idea for Frank Stone/The Champion, killer perks, (possible) survivor perks, and MAYBE a map
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066092#Comment_4066092
It would be waste of potencial and their own work, I always liked their original chapters it has that effort in it so skin was just cheap choice for me.
Like blight first he was shoved in 2018 halloween event I think as survivor who caught killers and made experiments on them anf than later they made him a killer.
hes too important to the dbd lore to just shove him aside IMO. Not to forget that they OWN the IP and probably have everything already done. From models. to VA connections to sound design to music composers (boxed ape) It would be such an easy chapter to create
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Thanks to all the people who commented! as a HUGE fan of the game (as shown above xd) Thank you all for interacting and possibly showing BHVR what we want of our beloved spinoff game
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@ImVeryDummm said:
@XDgamer018 OMFG YES
imagine ghoul survivors and a plague papa skin :D
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I would LOVE a ghost collab
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@vol4r said:
This map is very hard to navigate as a survivior.
step 1: equip WoO or that new survivors perk forgot the name of it
Step 2: profit -
Played 5 matches a few days ago 3 of these were all badham... (other ones were rpd and mothers dwelling) so safe to say im done with this game for now and the trickster rework is not nearly enough to drag me back in
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@Aven_Fallen said:
When you lost games because 15 seconds in Endgame you were already losing at this point. But I guess Killers still want their pity Kill in Endgame.
same could be said about the exit gate still being an option after hatch is closed tbh
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might not be the most popular character but:
If Frank Stone has a million fans, then I am one of them
If Frank Stone has ten fans, then I am one of them
If Frank Stone has only one fan then that is me. -
Im still waiting for Frank Stone (the champion) to join the fog together with Linda Castle
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meanwhile ive gotten badham 3 times today in quick succesion (basically one map inbetween) those being mothers dwelling. and vigil+exhaustion perk with usually deja vu or other genrush perks….. I'm really trying to not just give up and play ghoul/blight at this point….
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i just want one thing:
Frank Stone The Champion! -
My ideas on how to fix/buff knight.
the issue with knights design is that you get punished for using your power let me give some examples
want to team up with your guards? cant get within a certain range because otherwise the guard is just gone (this feels terrible on indoor maps)
use them as anti loop? 10Meter requirement
want to snipe with them? (can now work with the CTA addon being basekit. Should be fully basekit IMO but that might be me)
want them to work on their own via sniping?
banner makes that impossible
Assassin: is the fastest but at the same time the banner now spawns faster wich means you have to "help" him wich you cant bc if you get close hes gone in 4 seconds.
Carnefex: is too slow to be used during chase so the banner change is useless. His only job is to break pallets during chase (good change for this would be that if you interact with a item. If a guard is chasing a survivor that guard DOES NOT despawn on doing so. this makes it so you arent "stuck" when chasing a survivor whilst a guard is chasing another.
Jailer: hes supposed to be the crowd controller (hence the longer banner spawn) He is the Hi there i waste your time. Wich with this change makes that impossible since hes then just a slower assassin so why bother using him.
While yes you can say sandwich with them. you cant control where they go and if you get too close the guard is useless
not to forget that this tactic is deemed as super unfun for the opponent side wich i can agree on (but that is a crux with his power design wich i wont go into).
a few idea to fix this:
Make it so when a guard interacts with an object (item/generator) a chasing guard wil not despawn (this is to help the knight during a chase when a guard is hunting another)
remove the window "tech"(this is an unneeded "feature" when his guards can already be easily distracted by good pathing)
guard patrol spawn restriction from 10meters to 5/6 meters
either remove the 3x reduction or change it so that if the knight comes within 6 meters the chasing guard becomes 4.0ms instead of their original speed (this is to deny double taps.) Do note IF the chasing guard is on another elevation/floor this debuff wil not appear.
Assassin: is fine
Carnefex: cooldown reduced when breaking an object (pallet/generator etc).
Jailer: Hunt speed from 4.1ms to 4.2ms (this is to help him get value from his longer hunt)
Knight himselfwhen a hunt is succesfully started the knights footsteps become abit more silent (to help him get a chase started)
Addons
company banner: Removed Blocking escape when a survivor is being hunted (this is now basekit)
New: when a survivor vaults over a pallet it instantly breaks (still applies the brief slowdown to the guard)
Thank you for reading.
If you have any questions do not be afraid to ask me!
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@Mandy i think the main issue is lack of visual information.
There is no way to know how a killers kit works outside of plain text. (unless you watch third party video's or play the killer itself) So in my opinion the BIGGEST help for such issues would be a tutorial not only the base game tutorial (to explain perks, new basekit features etc.) But also killer specific tutorial for both sides. These "killer"tutorials would have like 3 parts or so depending on the depth of the killers kit. (Basic/Intermediate/Expert).
For example lets take Wesker:
Basic survivor info: explain how his grab/throw works and how the infection mechanic works at its base value. (grab = infection wich gets worse over time. If red = insta grab).
Basic killer info: Explain how the hitbox of the grab work and how that interacts with the envoironment. Also explain how survivors get rid of the added effect (infection) so the new killer player knows why the effect goes away.Intermediate survivor info: Explain some "techs" (rebound for example). And give tips on how to counter these "techs.
Intermediate killer info: (same as survivor but with tips on how to perform them)
Expert survivor info: explain the more "obscure" techs in depth and how to counter those.Expert killer info: (same as survivor but with tips on how to perform them)
As for ghoul's "situation" he's a killer a newer player can pick up play and get consistent results with for minimum effort. BUT this is also due to the lack of information a survivor gets about his actions. You only know your getting grabbed because of an icon that switches constantly and since its hitscan might only appear for a split second.
And then his vault. This is yet another situation with lack of information a survivor wil only know how to counter it with trial by fire by dying to it. The only way someone knows hes about to vault is because of his kagune changing position. I suggest maybe adding some form of VFX to the pallet in question (similar to vecna's (dnd) pallet "grab").
Then we get to add-ons another big issue for ghoul basically every ghoul i know uses 2 addons: red headed centipede (block vaults when vaulting over them while enraged) and black coffee). These 2 are basically mandatory if you want good results with him. Because without coffee for example he would be too slow to skillfully body block a survivor after cutting them off (for example leaping in a way to block a shack doorway). While red headed centipede free's a perk slot (otherwise you would have to bring bamboozle to deny windows).
Now the issue with nerfing these 2 perks: If these 2 addons were to get nerfed then the ghoul would have less variety in their addon selection wich would kill variety. A good example of this is unknown and knight.
As for the high spike usage of these addons lets take deathslinger who basically always run reload addons.
Now while the data might show a huge spike in these addons the reality is that without them he simply loses too much distance (basially a free chase escape) if missed or even hit (since they get the speed boost too ontop of slinger having to: cleaning animation press reload keybind reload and then walk back to the survivor at 4.4ms.
So i think the best course of action would be a multi week PTB Where the dev team changes most if not all killers, addons, etc. (from community feedback for example a survey) and then after a week or so release a survey or another option to gather information to then make another PTB for the next week with changed stats for the main pain points. (for example PTB #1 would have tricksters rework at 4.4ms while the second would have him at 4.6ms)
In the end I think i can confidently say regardless of how the community might… react… we all want the best for Dead By Daylight.Thank you for reading and with kind regards,
XDgamer018 - a very happy TCoFS Fan (TCoFS = The Casting of Frank Stone)
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@Galafure said:
I'm sorry, but @GentlemanFridge is exactly right. I do not believe that there is any reason to hide helpful info to your "team". Beyond the killer sided reasons that I could name. Sorry for the poor explanation, but thank you @GentlemanFridge for correcting my poor wording.
to be honest no such offerings should exist in the first place in my opinion. If the hatch is rng as they say it is then someone shoudnt be able to swing it in their favour
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My only gripe with it is that it reveals hexes making them even worse then they already are...
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@supersonic853 said:
Ironically I feel the guards became slower in a patch lol. Everytime I see them they are so far behind the survivor even the assassin now. But then again every game is at least one exhaustion perk so.
I mean they are like 0.1% faster so that might be why
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another one id add is for chase themes to become a choosable option when available (think of legion and now trickster)
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@Aven_Fallen said:
Sure. If we then can also reduce the Regression on a single Kick again back to 2,5% (from the 5% it is now) and let Survivors stop a regressing Gen instantly instead of having to work on it for 5 seconds, I am all for it.
If you want to remove the reasonable and needed Nerf, you dont need the (better) Buffs you received back then.
if this were to happen then its also time for an increase in base regression as 0.25 per second is just…. not worth the time kicking a gen
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@Philscooper said:
give each survivor a dedicated colour from red, yellow, blue and green. (hopefully you can change the colours in the colourblind accessability option)
whenever a survivor is working on an interactable, totem, gens, gate.
those things will be highlighted and given the colour to the survivor working on it.
make totems and gate have an limitless range and maybe have gens only have an visible aura when 12-16 meters away.
that way, survivors know what you were doing, remember it and capitalize on it, in the future.
if you have any question how this would work, please ask away and ill happily answer your questions.only issue i see with this are totems but to be fair the whole gameplay loop/design of totems could use an overhaul with their spawns etc
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to be fair switch isnt really that great of a console… especially since the switch 2 exists now (doesnt help that BHVR doesnt have acces to them thanks to nintendo not making allot of DEV versions of it…) @JPLongstreet
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@Terror_Misu said:
Every time Nemmy hooks a survivor, the zombies should get some sort of buff for like 30 seconds. 10% movement, immediate survivor detection, who knows!
maybe this is where an addon pass would fit perfectly!
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@azaxydbd said:
as a person that play on both sides equally i dont mind this change, killers already have bloodlust and lots of tools to win games and get free hits, some content creators going on perkless streaks on killers so i dont see the problem at making maps more balanced, u could say more pallets = unbalanced, yea if u consider the lowest tier killers, which could just be buffed instead, they recently fixed nurse bug, and u can still play all those top tier killers. as long as those exist, maps should be balanced around them.
so we should just gimp most of the killer roster bc bhvr cannot be bothered to alter 3 killers?
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it might be a super situational perk BUT its one of the few times in dbd when i got scared shitless idk why but it always gets me
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@azaxydbd said:
cause game is miserable for survivors, is obvious, the game is too rough on casual survivors.
its miserable for both sides
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yes bhvr i truly want to hit the survivor on hook/being unhooked instead of the unhooker….
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how about instead of showing these things ingame (wich would lead to indirect nerf to things like undetectable bc the whole point of it is well…. being undetectable) instead we should improve the tutorials and we should add new tutorials that explain status effects with first an easy to understand gameplay of it and then maybe show what perks items addons etc give that effect so people in egc can learn as to what actually made that person inflict that status effect. Ontop of this i think its also high time for killer specific tutorials/guides outside of the little tip bar that… tbh doesnt do anything helpfull
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@THEProblemsolver said:
bro wdym if you play ghost face right you can make up for that disadvantage matter of fact any killer you just have to be skilled enough.
idk man me being good at ghostie doesnt make him start walking faster around badham/toba
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tbh mangled and hemorhage should just be "until healed"
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@SymplMenals said:
"Fixed an issue where Survivors could clip into Killers during the pickup animation"
This is a horrible and detrimental change to survivors, especially in solo queue, specifically for pallet saves but also flashbangs and flashlights. Made an account just to post this and I cant believe nobody else is speaking about this.
Pallet saves are now incredibly difficult to get since the downed survivor will need to crawl to the opposite side of the pallet from the saving survivor for even a chance of getting the save, but 80% of the time from my experience, the killer is just too big and bodyblocks the pallet. Survivors not in comms will struggle heavily against this because they cannot communicate which side of the pallet to crawl to for the save. This used to be only an issue for something like a CJ Tech, but now for something as simple as a pallet save (which you promote doing in your own game tutorial). This also sometimes leads to survivors taking unnecessary health states or going down because they think they can get the save but cant.
Flashbang and firecracker users now also suffer from this change. For example, if the killer faces a wall, one of the perks of bringing this perk or item was that you can get a blind save even if the killer is facing a wall. But now you physically cannot drop it infront of them due to the killer having collision. This can even have an effect on flashlight users, since u cant run through the killer if theyre in a tight spot to get infront of them for the blind. This change heavily nerfs any form of killer grasp rescues, which makes the game stale and unfun.
This is one of the few changes which had a large negative impact on me, another example being flashlight locker saves. If this doesnt get reverted I cant imagine flashbang or firecrackers being used much at all anymore, which may lead to some people getting bored or even quitting the game, including myself. Hope this gets read because this change is NOT healthy for the game in my opinion.
so shall we just make the survivors unable to be injured while were at it? (and please can we stop with the but but muh soloQ)
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@random1543 said:
It just gets annoying getting same maps over and over
In last 20 matches ive had
8 indoor maps (lerys, the game, hawkins, midwhich, one rpd match)
4 Toba landing Matches
3 Dead dog saloons
3 Nostromo Wreckage matches
1 blood lodge
1 Temple Of Purgation
There are way more maps in game but feels like same ones are just on rotation.I just want to see coal tower again man im sick and tired of the dumbly designed groaning storehouse.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4049187#Comment_4049187
Not a great way to nerf those perks without making them totally useless, honestly. Stake Out is already pitiful outside of Hyperfocus builds.
i know thats why im specificly for the combo to get nerfed
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4049160#Comment_4049160
Yeah, I think it's okay. I think toolboxes could stand to be toned down a little, but I think regression itself is in a good spot. It isn't as overbearing as it used to be, which is good.
I haven't noticed any particular speedrun meta. Maybe I've been lucky, but I doubt it. More likely it's just the same as it's always been. People hyperfixate on their losses and not on their wins.
both toolboxes and certain perks need changing. I think its also high time for BHVR to add a base/generic gen regression perk (like a killer variant of deja vu)
but besides toolboxes bhvr rlly should look at hyperfocus+stakeout -
@whirlwind931123 said:
I think 8 is fine. You typically won't exceed 8 unless you're heavily defending the gen or using some perk that triggers it excessively.
certain perks shoudnt proc a "kick" tbh like eruptions down effect and surge
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@Shinkiro said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4048857#Comment_4048857
Yup same pretty much, its easy and chill compared to killer and i care far less about the outcome because its not just me influencing the game. I dont even find it all that fun tbh so i barely play now as i got into the game to play killer.
Even TrueTalent is a survivor main now, which really says everything about the state of the game for killers lol
also idk if it just me but i feel so much more free in the perk department then as killer. Oh look an actual perk that benefits me without having to go through multiple loops to get the effect? no way.
(reminder that killer still DO NOT have a base-game gen regression perk meanwhile survivors have deja-vu….) -
@maybesarahhh said:
Here are a few simple suggestions for anti slug/tunnel that wouldnt break any current form of gameplay and shouldn't be able to be abused.
- Put a camp meter on slugs. Works the same way as the hook radius, if the killer slugs they can't just sit on top of the body, allowing for someone to actually be rescued. This prevents killers from hanging out next to someone they slugged to bleed them out when they have zero hooks. This could also be disabled in endgame, similar to hook timers.
- Remove the loud noise notification on unhook. This loud noise pretty much begs the killer to come back and tunnel the unhooked survivor.
- Add a small delay to the HUD on killer side for interactions like unhooking and healing from the downed state. This rewards survivors who are stealthy/able to get past the killer undetected to unhook/pick up a teammate when the killer is proxy camping. It would give them time (5 or 10 seconds would be plenty) to move away from the location before the killer sees they are gone on the HUD.
Most of us aren't asking for free pick ups or extreme changes, as we saw the way they could be abused in the PTBs. These are just some small QOL changes that would help prevent tunneling/slugging that I can't see a way could be misused.
so lets break it down one by one
#1 why should the killer be punished for using altruism? and what if the survivor is under a pallet or the other survivors have flashies toolboxes etc? are killer just supposed to give them the free pickup?
#2 Why remove critical information from the killer? (then we should also removve survivors being downed on their HUD etc)
#3 Again why remove critical information -
@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4048573#Comment_4048573
right beside ya
I need me Linda as a survivor man
dudeeeee id 100% main (young) Linda. and Frank stone/The Champion as killer
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4048580#Comment_4048580
Seems to be working fine for them.
Most Killers are at or above 60%, even in their worst matchups.
idk id have to see up to date official stats before delving into that topic tbh.
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@Pulsar said:
Designed to be Killer-sided. Devs aim for 60/40 towards Killer.
Whether or not that's a good thing is up for debate, but it is objectively Killer-sided by design.
by design yeah but if ive learnt anything in my 20 years of life is that "design" barely comes to fruition sadly… (in pvp/asym game design)
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im just waiting for a TCoFS (The Casting of Frank Stone) Chapter as fas as original chapters are concerned….
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@Elan said:
Weaving spiders
→ now causes permanent oblivious, was broken
Treacherous crows
→ increase aura reveal to 4s
→ prevent survivors from scaring crows
→ causes permanent 3 % hindred (was broken)
changing weaving spiders would be too strong. as removing 10% total progress of gens warrants being broken in my opinion as you can "ignore" the oblivious half the time. As for treacherous crows i have no idea as i have seen NO ONE run the damn perk XD
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@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4048541#Comment_4048541
Considering tunneling at 2 gens after a bad early game isn’t the same as loading into Chaos Shuffle with a pre-plan to tunnel someone out at 5 gens. What I’m describing mostly happens from the first hook, regardless of gens or pressure.
Chaos Shuffle makes it especially obvious because killers can commit to early tunneling with zero downside.
then again if you get super bad perks (like shattered hope and septic touch as an example) you have to gain pressure in some way. Do note i do not condone tunneling at 5 gens but if the unhooked survivor runs towards me instead of away from me then im not going out of my way to hook em again XD.
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@Elan said:
I personally wish, they rework his axe ability. It doesn't have to be projectile, it has many potential options. He just feels so uninspired and boring.
yeah he feels very "safe" from a design standpoint. yet we have "bootleg vecna" with a whole new power concept….
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@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4048518#Comment_4048518
I get that some killers like Trapper can feel awful in Chaos Shuffle without specific add-ons. That’s a valid issue.
But using Trapper as a shield to dismiss the survivor experience is illogical. A low-tier killer struggling doesn’t justify an entire role having miserable matches. That’s a Trapper problem, not a survivor one.
The playstyle I’m talking about isn’t limited to weak killers. It’s widely used by high-tier killers too Blight, Nurse, Kaneki... High-tier killers don’t suddenly “play nice” out of generosity, they still tunnel just as hard because they can.
At the same time survivors arent ones to "slow down" on gens etc when they notice the killer having a bad early game/slow hooks. But then again why would anyone want to compromise their fun for others. I get it tunneling and slugging isnt fun to go against but when i see 2-3 gens pop in my first/second chase then i WIL tunnel and slug if needed because why would anyone willingly want to lose. Also lets not forget that flashlights are super broken in chaos shuffle as there isnt a wall at every down or worse a pallet.
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tbh this would just overbloat the UI more then it would help. What we need is better tutorials explaining all the basekit additions/hud changes throughout the years… I also think its high time for killer specific tutorials for both sides or maybe make all characters f2p in customs (licensed would be an issue but i digress) @random1543
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@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4047701#Comment_4047701
Punished for standing next to the hook and not engaging in gameplay? I think the feature being turned off in endgame is more than enough, in my opinion.
but certain maps require camping (ala azarovs resting place/yamaoka residence to name 2)
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From balance discussions to possible future additions to the game mainly for me.
(Please let "The Champion" join the killer roster he's waited long enough!) -
@TicTac said:
Played one match today and only one pallet was there. Did someone else see this or is it just a rare bug?
That was my favourite loop…
idk but something does seem up with midwich as the usual god pallet isnt there anymore for some reason.
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@Philscooper said:
People cant behave, shuffle all killers
Let survivors just cross out what they dont want.
Thats about it.
(Because i dont think anyone wants keys and maps)
And no one wants to play hag and trapper. And some people like myself DO NOT want to play trickster/plagur/hillbilly due to how they play
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@[Deleted User] said:
Highly disagreed. They shouldnt nerf gen speeds.
What needs to be done:
give survivors aura reading on each other for the entire trial base kit, unaffected by blindness or other perks.
If any survivor has line of sight on the killer, that killer’s aura is revealed to all survivors.Then we can consider some killer buffs.
All survivors need is basekit kindred (not killer aura) and thats about it. Also the things you suggested would:
#1 make every blindness perk/addon etc useless
#2 give permanent wallhacks aka making mindgaming impossible