Yung_Slug
Yung_Slug
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- Yung_Slug
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Comments
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@Walker_of_the_fog_96 said:
I like the current state of desicive strike, but I would like this little change:
First hook: 30 seconds to use it. duration of killer stun: 2 seconds
second hook: 60 seconds to use it. duration of killer stun: 3 seconds
last hook: unlimited duration of killer stun: 3.5 seconds
It can only be used once in game.
You'd already be dead after the third hook. And unlimited DS would just make the problem worse.
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The "These Perks will never activate" build:
Second Wind
Unbreakable or DS
Deliverance
Mettle of Man
Have fun giving yourself the illusion that you have perks!
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@Colovorat said:
https://forum.deadbydaylight.com/en/discussion/comment/838083#Comment_838083
Yeah i though about it too, but i can't spell it right with my english) To open gates you need to fix all gens and all wires. It's pretty simple.
https://forum.deadbydaylight.com/en/discussion/comment/838081#Comment_838081
I don't see the problem. If make good visual and intresting mechanic with this wires it would be cool.
I think it would be too distracting and intrusive, and it would be very difficult to see stealthier killers coming your way with a minigame on your screen.
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The problem with minigames is that you're kinda being hunted by a serial killer. That's why we just have skill checks, so you don't get murdered while playing Lights Out or something.
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You can just find the hatch and close it though.
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Maybe they should release alternate versions of the event skins.
Edit: Changed my mind about part of the suggestion.
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@HellCatJane said:
What if the dev's made a perk. That if the killer is camping or in a certain range of a hooked person, the survivor can "use" it, and create a stun like effect on the killer.
Make Deliverance stun for the memes.
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The real magic trick would be him managing to fit inside a locker.
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@DrVeloxcity said:
Stopped reading after your terrible piggy suggestions.
All it does is guarantee that the key won't be on the first or last box. What's wrong with that?
And how would you change her? I'm sure I haven't played as much pig as you, so I'd like to hear your perspective.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/836038#Comment_836038
His farts can boost him across the map leaving a toxic cloud trail behind.
Is he running at insane speeds with his belly at max jigglage, or is he flying through the air like a rocket with his limbs flapping behind him?
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@ASAPTurtle said:
https://forum.deadbydaylight.com/en/discussion/104109/now-that-we-got-the-nerfs-out-of-the-way
One thing. Infinite bottles on clown would literally require no strategic skill and would be absolute cancer to play against.
Fair enough. Still, his reload seems way too punishing for such a weak power.
@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/104109/now-that-we-got-the-nerfs-out-of-the-way
Literally loved everyone, but Pig. Every time someone says RSN2 should be base makes me cringe realizing how little they know of Pig. Wanting to add a power that literally suggest doing the opposite of what her entire RBT stands for confuses me.
Really at this point all I want fixed for her is Crouch Speed comparison to Ghostface crouch speed, Addon Rework, Ambush Dash to apply Exposed, and finally the Roar on her Ambush attack to happen at the end of the charge or on a successful hit.
Tbh I just added the rules set no 2 thing because a lot of people seemed to want it. Would you care to elaborate on how that detracts from the idea behind the power?
I agree that she could use better add-ons, but her ambush is pretty decent as is, so while it could use a little buff I'm not sure about the changes you suggested. Applying all of those changes would be overkill, unless you mean Exposed works with ambush like it used to, in which case I agree with that. Also, GF crouch on Pig would mean pretty much free hits with "ambush" mid-chase.
@ahandfulofrain said:
Give Trapper 2 traps at all times and increase his speed slightly (grey add-on) and remove RNG trap escape and we're good.
Clown would be so terribly annoying to face like that.
What about wraith?
You mean movement speed? That would be way too OP for a grey add-on or even an ultra rare add-on. Movement speed is carefully balanced and changing even slightly makes a huge difference.
Yeah I'll remove the infinite reload, I was just throwing ideas out there. Like bottles. :P
Wraith... I kinda forgot about him. I originally was gonna skip him along with Bubba and Legion because I'm not too sure how to fix him. I guess increase his speed while cloaked some more and maybe some extra action speed while cloaked as well. His power is in a good spot I think, just needs a few tweaks to the numbers.
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@TheLastGreatStar said:
https://forum.deadbydaylight.com/en/discussion/comment/836038#Comment_836038
I don’t agree with most of the criticism he gets though. I’ve gone against plenty of great Clown killers and I also do well as him myself. His ability to stop loops with his tonics is powerful. I honestly don’t get why so many people think he’s a lower tier killer...
His chase potential is pretty much all he has, which isn't enough for creating good map pressure. He has no mobility options (a very important aspect of killers, which is a reason why Nurse, Billy, Spirit, Freddy, and Hag are good killers), tracking (even with chase potential and tracking though, the killer can still be lackluster. A good example of this is the Doctor.), or stealth.
And the power can be countered by dropping pallets earlier. Brutal Strength can compensate for this, but with his lack of pressure a good team could still get 5 gens done way before all of the pallets are destroyed.
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@TheLastGreatStar said:
No reloading and infinite bottles? Is... is that a joke? ?
Well, how would you buff the killer who is arguably the weakest in the game?
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@OMagic_ManO said:
https://forum.deadbydaylight.com/en/discussion/comment/835869#Comment_835869
Are you saying you should know what box which would remove you RBT? Basically make it like Freddy to where the box farthest away is the one that gets your helmet off?
You won't know exactly which box has the key, you just get a hint as to which boxes could contain the key. And you don't get that hint until you complete the first box, which will never have a key.
That way, it won't be the first box you search, but it won't be the last one either unless you forget which auras turned yellow and get unlucky.
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@THEghostface said:
If clown had infinite bottles, that's drastic change for a killer, even with your followup of decreased hindrance effect.
Concerning Ghost Face, I can tell you watch tru3 if you think stalking isn't good.
I agree that infinite bottles is a bit much, but his reload really hurts him. Perhaps they could just shorten it.
Also, I was doing way better with Ghostface without stalking than I was with stalking. Do you actually get stalks consistently, and do you perform better with that than just hitting everyone and using Nurse's and stealth to down them?
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@OMagic_ManO said:
Bubba can be better if they increase his movement while chainsawing and his charging movement speed, all they need to make Ghostface better is make it consistent.
Pig's traps are not rng as the boxes are actually filled with keys, mentioned in a livestream, also her reverse bear traps are what it's called.
Clown does not need infinite bottles, increase the range and give him not as huge a penalty for throwing bottles.
Legion? No idea how to fix them.
I do agree with Trapper but it'd make more sense if he has 2.
You have no way of knowing which box it is, so it is effectively random. You could find the key after 1 box or you could find it after 4 boxes. I know what reverse bear traps are called, but my main concern is with the boxes.
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So mini prove thyself combined with a better boil over?
How do you define doing a cooperative action? Can I just tap a gen someone else is working on 5 times for a stack?
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/834685#Comment_834685
With bright blue text. Comics sans.
I can't believe they named a font after the funny skeleton man
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/832795#Comment_832795
Mechanically wise I guess she's still close to high A tier.
On the fun spectrum though she's a hard Freddy tier. (Old Freddy)
I'm glad we agree the addons were the only thing in need of changing, and that they did that poorly too. For running in a straight line, yes it does work sadly. And if you're about to catch up they can always fake running one way and double back while you recharge. The counterplay went from it's intended hard to do, to an AWFUL gracious and easy to accomplish manner.
In the last few games before I uninstalled, survivors weren't doing ANYTHING but running in a straight line to the other side of the map, avoiding generators as well as they could. It completely worked, it took at least 4~5 blinks to actually get within decent range of them, and then another 2~7 depending on how much junk they could loop around during the cooldown.
I loved playing old freddy :P
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/832243#Comment_832243
There are problems with your argument.
Firstly, if she is the most played then that is indeed a problem, but not for the reason you listed. If she is the only killer doing well in red ranks to such a degree that should tell you the rest of the trash cast needs to be brought up to her level instead of her sinking to theirs. It's only a matter of time if this continues until all killers actually capable of even 2king at red ranks are so bad or frustrating to use no one is going to play killer seriously and eventually the ranking system will fully collapse as people derank left and right to even get games that are over in 3 minutes.
Secondly, she feels VERY different. If you did not play her a lot before the changes I expect you not to see the nuances that are destroyed by the changes. Running across the map in a straight line without even attempting to break LOS as the MAIN COUNTER for her now is all you really need to hear to see that the changes are serve. She can't do mind games anymore because the cooldown punishes you for it, you blink at least half as much or LESS than before the changes (>50% is not a SLIGHT change), she still has addons that are garbage and will never see use outside of memes, I mean there are just so many things wrong with the way a cooldown interacts with her power.
Thirdly, she was strong. But she required a LOT of work and skill to actually be effective. She was an incredible model of skill:reward. If you had a lot of skill you got a lot of reward. Now even if you have a lot of skill all it does is make the match less annoying and frustrating. It still isn't fun or cool.
Sure, Omega blink should have been nerfed (and it's current version isn't too bad, but the base kit change on top of it ruins anything you can do with it) NOT HER BASE KIT. It took skill, had counters, and was F-U-N.
Now the best way to play against her is to do what used to get you killed against her: RUN IN A STRAIGHT LINE.
Look, I don't think they should have nerfed her base kit, nor do I agree with the "nerf strong killers" mentality (weaker killers should definitely be buffed instead to diversify the meta), but Nurse is a special case.
Nurse was S-tier at base and SS-tier with certain add-ons. Her add-ons definitely needed to be changed, I'm sure we agree on that. I don't think they handled it well, and I feel like they gave her two different reworks that don't really work with each other. Still, she's not "destroyed" like people say. I could be convinced that she's not the best killer anymore, but her ability to ignore most defenses survivors have still put her on another level from most killers.
Also, are you sure running in a straight line counters her? The only time I've seen that work is with the two add-ons that make your blinks worse. And it definitely doesn't work with the recharge add-ons, which make her power almost identical to original nurse (which are only green + yellow, which you can easily get more of each game. I've been almost exclusively using the same green and yellow add-ons on Myers for a long time now and I don't even spend all of the BP I get from him on his bloodweb).
Again, I liked going against Nurse before the changes, and she definitely got needlessly nerfed, but she's still high-tier. I'm just tired of people saying she's "destroyed" or "trash" or "C-tier", because that's complete nonsense.
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@Todgeweiht said:
https://forum.deadbydaylight.com/en/discussion/103700/new-killer-not-spirits-father
The entity is not trustworthy, its a cruel being
Just look at what it has done to Evan, Herman, Adiris, Nurse and Spirit, they are all suffering constantly to amuse the entity. He keeps them there just to play with them, they are nothing but toys, why would it care about a simple promise?
I agree with most of those, but Herman's having the time of his life.
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Depends on the killer, but most killers are pretty weak so...
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/832203#Comment_832203
How many people do you actually see playing Nurse still? Her numbers have dropped way off because she isn't fun or rewarding anymore. It's a chore to do LITERALLY anything with her now. Just stupid.
Also I agree, it's probably another C tier killer who can get bullied in green ranks. Wow that sure is fun for the 16th time.
I almost never see a nurse even before the rework, but I haven't played much red-rank survivor.
She's not trash like the other person said. If the new killer was like nurse, they would definitely not be C-tier. I've played her a lot during the PTB and she didn't feel that much different.
If her numbers dropped off, that's good. There are like 17 or so killers in the game, and from what I heard nurse was like 30-50% of the red-rank killers, which shouldn't happen. People who stopped playing her were literally just playing her because she was top-tier and now they don't because they can't use an omega-blink slug build anymore.
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Buff weak killers and weak perks. Make the meta diverse.
The game should also be slowed down somehow so Ruin can be nerfed and made less essential (at least remove the paused progression when hitting a good skill check, that's the most annoying part imo), but flat increase to gen times probably isn't the answer.
Making existing secondary objectives slow the game down more some way and perhaps creating new ones would be ideal.
More BP perks should be added as well so BBQ isn't necessary for more points and Survivors have don't just have one BP perk that's useless in game.
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@Kenshin said:
who cares, the killer gonna be trash like nurse or spirit after the nerf.
new nurse
So... high tier if not top tier then?
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Still a pretty potato Survivor but I can make it to rank 1 Survivor much easier than rank 1 Killer.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/827038#Comment_827038
2k is the target, not 1k. 1k on average would mean they're very weak and desperately need a buff.
If 2k is the target, why does it feel like the emblem system expects a 3-4k?
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There have been way too many times where I was just short of pipping up because I went back to save someone instead of escaping.
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I don't think anyone will mind if you're not good playing nurse. My nurse is complete trash lol
Go ahead, this is about how good you are at each killer. No one knows how good you are at a killer better than you do.
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More indoor maps means more offerings for scratched mirror in my bloodweb.
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He's a good killer, but only if you don't stalk.
They should make it so you don't get punished for trying to use his power as intended.
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My brain didn't register the no-hook rule until now.
Welp... time to do a sabo build and hope I find a toolbox from a chest.
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100% blood removal for free is a bit much. Maybe 60% reduction and also no blood at all while you're being healed?
Lone wolf suffers from the same thing pre-rework left behind suffered from after EGC was added: being completely pointless once it can activate.
A free health state is a delicate matter. You saw what happened with mettle of man, surely. This is like that but is active from the start of the match.
Holding a button shouldn't be restricted to a perk. If this mechanic comes to the game, it should be an option or just replace the old struggle. The first effect would be nice just so I can actually tell if I'm in the terror radius because I can't hear it in struggle.
Most obsession perks do something when you're not the obsession. This one doesn't, so it directly relies on RNG to determine whether you can actually use it.
I actually made a post about my perk idea, Clean Getaway, which is like Escape Artist but it lasts a lot longer and there's no speed burst/exhaustion.
Not in Vain seems like one of those perks that looks ok on paper but is actually busted in practice. But the activation requirement might balance the boost.
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If you're going to add something to the opposite option of what you support, please don't put words in people's mouths.
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He is Jesus.
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@Karaage said:
They way I see it, Gambler's Luck and Technician would be activated one after another. They wouldn't stack, like giving 80% protection, but first GL would try to activate with 30% chance, and if it fails then Technician would try activate with 50% chance. Or the other way around.
I do agree gaining Tokens may be little too powerful and I don't realistically see this perk in the game. My idea was to limit its power by giving it cooldown. 30-20 seconds is Quick&Quiet's levels of cooldown, but how about 120-100 seconds and perk starts the trial already on cooldown?
Also, the cost of perk slot is indeed something to take into consideration. The perk itself does nothing, so You'll need to invest at least 2 slots to gain anything from it. That'd leave only two slots for everyone's favourite meta perks like Adrenaline, any exhaustion perk, Self-Care, Borrowed Time, Iron Will etc.
I wanted to create a support only perk similar to Open Handed, that enhances other perks and also give some new purpose to sabotaging, since it's pretty much dead.
It would be nice for Gambler's Luck to activate first. It would be 65% either way, but if Gambler's went first it would be 30% as opposed to 15%. However, I can't see it being implemented without being awkward. Maybe the explosion just isn't prevented and you'll have to run technician for that?
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@Gibberish said:
Yes, absolutley. I would run nothing but BP perks if I could.
I disagree on making WGLF have an additional effect though. As a Survivor you can do perfectly well without functional perks, as most of the strength of the Survivor side comes from base mechanics (Looping, Gen speeds, ect.). Its not comparable to BBQ&C because Killers cannot afford to run a non-functional perk, unlike Survivors.
I would rather just buff WGLF up back to its old values (50% per stack, up to a total of 200%)
I actually made a thread on some potential new BP perks a few weeks ago:
https://forum.deadbydaylight.com/en/discussion/95742/revert-wglf-nerf-and-add-more-wglf-type-perks
Hmm, 200% might be a bit much, and make farming more of a problem. WGLF is a selfish perk right now, because you're not only sandbagging the team by having a useless perk slot, but the perk also encourages you to farm people off hook with BT.
I don't want to have to run a useless perk just so I can get a reasonable amount of BP for playing survivor. I like BBQ because it doesn't feel like I'm wasting a perk slot for BP.
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First of all, that's a silly thing to ask and you shouldn't jump to conclusions like that.
How long has it been since you sent that report? I'm sure they get flooded with all sorts of reports, many of which being pointless raging from salty players, so it might take a while for them to find your report.
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@Boosted_Dwight said:
Sorry but @FireHazard has you beat! :O
Darn. But hey, I spread out across different categories. He's only got ask the community.
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@Akarate_Dolphin said:
@Yung_Slug I actually got the swamp for the bird one. I think the bird bomb on the boat counts as 25 crows
I didn't try it because I wasn't sure if that counted. That's awesome if it does though.
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I don't really mind if I lose as long as the other side isn't toxic and I'm not going against huntress. I've had plenty of fun matches where I died or 4 survivors escaped.
More people should learn to stop focusing on winning or losing because you're not always gonna have fun that way.
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And here I am using Myers for pretty much everything.
Except for the crow quest. I just chainsawed around the map as Billy for that one.
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So glad they buffed it. My favorite build as Survivor is Open Handed, Kindred, Bond, and Detective's Hunch with Rainbow Map + Crystal Bead and Jelly.
I like seeing everything.
And now I can see even more everything.
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The Entity is a fish, and it likes its sacrifices to be served on hooks.
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Play on PC.
But if that's not an option, then I recommend recharge and range add-ons. I've done pretty ok with both. You will also have to be more careful with your blinks, but you don't need to be too careful. I haven't been playing her too differently than how I used to play her and I've been doing relatively well.
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Wait, do you mean "clutch" or "crutch"?
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Balanced Landing: should have a longer cooldown, maybe 20-30 seconds.
Boil Over: Infinite range is a bit too drastic of a change for boil over tiers. Range should be buffed overall though.
Borrowed Time: If we're doing this, Object of Obsession shouldn't hard counter Freddy, either.
Breakdown: Default is 3 minutes, not 2.
Decisive Strike: Honestly the worst suggestion I've seen for DS yet. It's like old DS but useless.
Deliverance: Why do you hate Deliverance users, OP? They already have to waste a perk slot on a perk that may or may not activate for an effect that may or may not be useful.
No Mither: Yes to no sounds, recovery speed is a bit much. Start the match healthy and remove the killer's ability to see Broken entirely, I think. Can't think of a situation where the Killer should be able to see Broken.
WGLF: Don't make We'll Make It locked behind David, please. Keep it the same but give the unhooked survivor 7% haste for 60 seconds or so.
Saboteur: Default hook repair time is 3 minutes, with Sabo 3 it's already 3.5 minutes (330 seconds is 6.5 minutes btw).
BBQ: No.
Franklin's: Already does that in addition to dropping items. Or do you want to buff the item damaging?
Ruin: They changed it for a reason. They're moving away from different tiers having major differences.
Spies: You want to... nerf... Spies? Really?
NOED: So remove the counterplay for NOED? Why? It's fine where it is.
Whispers: Whispers is fine where it is.
Infectious: You know, I believe a similar change was what made Spies useless. This would be like that but more useless. Please no. If anything, the Whispers change should go here. Just give Oblivious to survivors in lockers, actually.
Mindbreaker: Don't care how long the Exhaustion lasts, I just want that stupid 50% requirement to be removed.
Monstrous: Random Effects aren't that fun, especially if some are way better than others. Also, 1 minute haste? Have you gone mad?
Thanatophobia: On the fence. I originally wanted this, but a dead survivor is automatically like a 25% speed decrease, so I don't think the stack is needed at that point.
Unrelenting: I'd rather it just stay the same, even if it's not that useful.
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@miachan22 said:
https://forum.deadbydaylight.com/en/discussion/comment/809502#Comment_809502
for free? 3 only can escape if they already repaired 4 gens.
Repairing 4 gens is a lot easier than repairing 5.
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Depends on the build.
I've been using Aaron's build a lot on Spirit lately, I pretty much only use that build and Hex Roulette on Spirit now.
Sometimes on Myers I'll run Brutal Strength, Enduring, Fire Up, and Bamboozle.
There's some Killers that I rarely play that I don't use Ruin on, and I'll use Pop instead.
One of those Killers is Trapper, but that's just because I don't have Ruin or Corrupt on him so I use Pop instead.
...It doesn't work.
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Keys and Moris definitely need reworks. They both give players a win for partially completing their objective.
Toolboxes are fine as they are.
Here's what I think: Skeleton Keys should only open for one person and close afterwards, and Dull Keys should do the same but only be able to open hatches that have been previously closed. This would make it much harder to get the "Where Did They Go?" achievement but still possible. Any further nerf and we'd need to change the achievement, too.
Moris should only work once you've hooked all 4 Survivors at least once. My problem with Moris right now is Survivors get robbed of points and depip because they got tunneled by a Killer with a Mori. This'll give them a chance to at least secure a black pip.
Cypress Mori should also work on anyone who's dead on hook, I think.