Zeus
Zeus
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@thrawn3054 said:
I would assume because they haven't come up with a rework idea they are happy with yet.
I'd really love to hear the devs atleast say they have this in their radar. I really hope they don't think this perk is ok.
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I wish the upcoming killers focus their power more on gen defense instead of on loops. Maybe a secondary ability for loops but not completely focussed on it. A better pig maybe?
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While the idea is interesting, I do not want mechanics to overlap with other killers. People already call oni a Myers/Billy ripoff. Besides the best thing to do against oni is hide and heal and hope your teammates hide as well instead of working on a gen.
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I 100% agree with PH. Everytime I play as him and see survivors just holding W, I knew I'm just an M1 killer with very little gen defense at that point. And my hits should be on point or I lose the game. Cant even afford to miss or I lose.
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@goatslinger said:
https://forum.deadbydaylight.com/en/discussion/comment/1450628#Comment_1450628
I think it's fine. Freddy does have a gripe. But as rank 1 killer i see it so infrequently that I don't see a reason to complain about it. And when I do see it, it is even more infrequent that the person running it is good and it turns into an easy kill for me since I always know where that person is.
Infrequency doesn't mean the perk isn't busted. I see very less NOEDs at red ranks but it doesn't mean the perk isn't broken. It means people understand that it's strong that they choose not to use it to gain an unfair advantage.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/172537/why-is-object-of-obsession-still-in-this-game
You do realize the killer see's the survivor aura as well right? How much more drawback do you need?
You do realise the mindgames you can pull off with that fact right?
Let's say the killer is coming towards you. You get an headstart no matter whatever his TR is (Deathslinger can go as low as 16m and doctor and Myers can go even lower). Which means the killers lose their element of surprise and the opportunity to catch them offguard. Now if the killer is coming towards you, you look at the killer and go right and then look away and run the opposite direction. Or just look away and run any of the directions. The connection is controlled by the survivor which means he gets information whenever he wants.
As for in loops (Freddy/nemesis) survivors get wallhacks on killers and so does killers. But let's be honest here, who gets the most benefit out of that? It's the survivors. Killers have to predict and mindgame loops to catch survivors. This throws that out the window.
As for trapper, what information does the killer get on the survivor who always is on the move and can move without looking at the killer as opposed to a stationary trap that cannot move on it's own. If the survivor sees the trapper place the trap, it's not like the trap can run and reposition itself. It's compromised and destroys trapper. Also helps against hag. You know where she sets up her web and loop her the opposite side and when she picks someone up, trigger all her webs.
And I'm saying this for the third time, 100% information on killer at the cost of 25% cost of information of survivor doesn't seem balanced to me. Also magnified by SWF
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People DC because you're playing doc. They won't dc if you don't play Freddy, spirit, nurse, Billy, oni, huntress, deathslinger, doctor, hag, pyramidhead, trapper, wraith, pig, ghostface, demogorgon, and bubba.
If you play this game long enough you would have known this.
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@goatslinger said:
https://forum.deadbydaylight.com/en/discussion/comment/1449965#Comment_1449965
So if I don't 4k with the trapper every time someone uses a perk...that perk is a problem? I have to disagree.
So you're telling me that object of obsession is fine? Is it fine that you can see wherever the trapper can place his traps while sitting on a gen? Object is a bane for so many killers and perks. It's so dumb for a survivor to be able to see the exact position of the killer all the time. Nemesis/Freddy and you get wallhacks in loop. The entire perk is clearly busted and easily abused and I find it funny how you think it's not a big deal.
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Repressed alliance and empathy. Two very underrated perks.
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@VSchmitt said:
If you feel a little sassy, learn how to properly play Forever Freddy, it doen't matter if they're running OoO when the gens just don't go up :p. Most of the times I try to ignore the brain-dead OoO user so he won't get the fun he wants, as he's probably the best looper in the team, so I go after his teammates and "save the best for last".
Went against 2 people who used object in one game. Kinda got tilted when I made this post. But then I really think object needs a rework. It's not the tilt speaking.
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@Dr_Loomis said:
I had a delicious OoO moment the other week. I was killer and had some joker using OoO.
He was being a real 'PRO'...using mother's dwelling loop, trying to tempt me away from the gens etc. He had a flashlight too.
And then it happened...it came down to me and him. And what do you know...I found him using his own OoO 😂
What an absolute treat it was sacrificing that cocky swine.
Sacrificing an Object is a treat indeed. I always love it when I do that.
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@calem said:
https://forum.deadbydaylight.com/en/discussion/comment/1449965#Comment_1449965
Literally next to no-one except SWF groups use Object. There are so many better options for solo players, and if it's a SWF anyway, Object is just the nail in the coffin to a more-than-likely already lost game. It's not so much a perk issue, it's an issue with SWF being too strong.
I don't know about that. I use Object and have a lot of success with it. I feel safe with it.
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@NursesBootie said:
https://forum.deadbydaylight.com/en/discussion/comment/1449837#Comment_1449837
Even on weak killers, like wraith for example, the fun comes from using the power. Putting an inconsistent limit on a power that is not super strong in the first place is just a bad move. And a directional instadown that is EASILY dodgeable if you're halfway good definitly doesn't need a CD.
The only reason the CD gets introduced is to make billy unfun, just like they did with nurse.
I think the dev said clown is decent and underrated and not OP. Apparently he's having a good time with him and pig. I hope he goes against a toxic SWF who ends the game in 2 minutes. Maybe then we'll have a chance.
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Oof..this is one of the MOST biased posts I've ever seen and it makes me think it was deliberate and a bait post. I hope it is. Everything here are really terrible ideas. Pig has the best stealth? 4.8m/s for 2s with ambush attack?
Definitely a bait post.
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@goatslinger said:
Because it's not as big of a deal to face as most complainers want you to believe it is.
So are you telling me that you get a 4k every game as a trapper against an object user? It's a massive issue and gives too much information to the survivor whenever the survivor pleases and can hide it whenever he wants to. I dont see how you think it's not a big issue to face.
Like I've said before..in a 1v4 game it is not fair for one survivor with one perk to be able to have information on the 'lone' killer at all times. SWF is broken already and this is just overkill
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Perk tiers is unnecessary at this point. Only makes it more grindy.
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@SocialDistomancy said:
unfortunately, I wouldn't be surprised if enough of this kind of talk just gets the good ones nerfed and makes swf even worse to put up with lol. When I came back recently, I was honestly surprised this game made it a year after swf let alone 4 years and kicking with a decently sized playerbase.
Dev's balance the game around randoms. SWF is a broken mechanic and it's a waste to even consider them while balancing the game. I'd be all for giving action debuff to SWF but they shouldn't judge how the game is balanced.
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I think buffing weaker killers like clown and nerfing stronger killers like spirit should be done. The sweet spot isn't being clown level or spirit level. It's inbetween both of them (Maybe Myers after a very small buff to him?)
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@Hippie said:
Hey everyone! Former stretched-res user here.
Until recently, I've been one of those "stretched-res Fair and Good" gamers for around 5 months now. I first found out about it through watching The JRM and Ussylis (Survivor main YouTubers), and after watching them use stretched resolution for a while, I decided to try it out (went from 1920x1080 to 1600x1080)... and I thought it was great! I was especially glad that my character didn't take up most of the screen like normal. However, when I saw people talking about how stretched resolution gave an advantage and was "unfair", I felt defensive, and would deny that it gave any advantages and was simply for aesthetics. And honestly, I believed it at the time!
I won't go too in-depth about why I quit using stretched-res, I'll just say that I wanted to go back to how Dead by Daylight was meant to be played (and part of this was going back to High graphics when I had been using Low for an advantage as well). It sucked some of the fun out of the game for me, changing my settings to have an unfair advantage.
But anyway, in regard to the title of the post: Yes, stretched resolution gives you an advantage... on Survivor side, at least. It honestly doesn't do much for Killer, surprisingly. Here are a couple of screenshots that show the blatant difference between stretched-res and non-stretched (right-click and open the images in browser for full size):
Non-stretched:
https://us.v-cdn.net/6030815/uploads/0WXDGB6YVNNJ/screenshot-6.png
Stretched:
https://us.v-cdn.net/6030815/uploads/KV85XDZ5TUTF/screenshot-7.png
In both screenshots, my character's head is positioned in the middle of the 4th board next to the Killer's shack opening. With stretched-res, I am able to clearly see the entire doorway, while with non-stretched I can only see a little over half of it. And, believe it or not, in the stretched-res screenshot, Pyramid Head is standing in the exact same spot that he was standing in the non-stretched screenshot.
Stretched resolution enables Survivors to see around and over obstacles/loops that are normally unable to be seen over/around. Basically, it provides a flat FOV increase, and it is especially noticable with the third-person camera of Survivor. The camera also seems to appear further behind the character. UI elements also appear to be smaller.
In the end, I just want to make it known that stretched resolution DOES provide a noticeable advantage over non-stretched, and I have experienced it myself through nearly 5 months of stretched-res gameplay. I've seen many people claiming what I used to believe about stretched-res, that it is fair and only for aesthetics, and many other people claiming that stretched-res is cheating. While I don't think that stretched-res is flat-out cheating, I do think that it is unfair and cheesy. Survivors are able to take advantage of stretched resolution quite a bit, while Killers really don't benefit from it whatsoever.
I think that stretched-res is fine on games that have a level playing-field like CS:GO and R6:S, but DbD is assymetrical--it is not a level playing-field. Survivors already have a tremendous advantage over the Killer with having a third-person camera, and stretched-res enables them to see more with their camera than they were meant to see.
I hope this helps shed some light on the truth of stretched resolution, and thanks for reading!
This is nothing. If you do the same thing but instead take vertical FOV into consideration you will understand how much of an advantage it would give for the survivor.
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@dreamsy10 said:
Ignore the objects or you'll lose the game.. Most of objects are in swf, that means, if you chase the object, you'll end up hooking them once and for most likely 3 gens already. Or you can do a chase, and if you see the survivor is weak, you can kill him... but it depends how quick the gens are going. And yeah, imo object & ds are the most broken and powerful perks from the game.
I have matches they are 4man swf with object, so? What can you do as killer? Just try to don't get mad and play normally, eventho' you know the game is over, depending on the map, but you can assume its really over if the map is ormond/farm or maps like bloodlodge.
That is what I always do but when they start working on a gen you will have to push them off. Can't avoid them all the time and they get a massive headstart in chase. I can only imagine how tough it would be when all 4 survivors run OoO.
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@calem said:
https://forum.deadbydaylight.com/en/discussion/comment/1449771#Comment_1449771
And so does Spine Chill, which also counters stealth killers better than OoO does. Sure it'll warn you the killer is coming, but you know they can see you as well right? Not really a head start if they can see which direction you're going.
The survivor can just look away or bait going to one side and go the other way after looking away. Spine chill doesn't give as much information as OoO. You won't know the direction the killer is coming from. You won't know how far the killer is. And more importantly, you won't know what killer it is with spine chill.
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@calem said:
To be fair, OoO can really only be abused in SWF teams where you can tell your friends who the killer is, what they're doing, etc. Using it solo is basically useless, unless you are a God at looping and the killer chases you for 5 gens. But we all know this game is balanced for solo survivors right :)
OoO gives survivors a good headstart to get to a loop. Makes killers like deathslinger and every other killer with low TR lose their surprise factor.
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Devs be like "Since tombstone piece is easily countered by going into a locker or working on a gen, we have decided to nerf it"
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@HittingOnHook said:
This...
https://us.v-cdn.net/6030815/uploads/C21JA8E0XS5L/image.png
or this?
https://us.v-cdn.net/6030815/uploads/EC3P96G6020C/image.png
and then I will be using this to prevent DH, SP, Lithe, BL, etc...
Trick question, no one plays clown.
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You can do KYF/SWF in a public lobby with PC players on both steam and windows store. That's the first phase of cross-play. Next phase is to make it so you can play with XBox/PS players.
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Spirit: She should disappear every time she phases. You still have mindgame potential but having a survivor drop god pallet and vault straight into your hands just by standing still isn't fun.
Deathslinger: Needs a buff to be stronger.
Freddy: Directional humming/removing oblivious status
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I'd rather have it so you will have to search exactly 2 boxes to get rid of trap. Any of the first box and then the second box which is as far away from the first box.
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@TheRockstarKnight said:
Oh boyyyy there are so many things I'd love to see.
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But if I'm gonna be realistic, I'll say have bots replace DCs.
Killer quits? Bot.
Meg quits when downed? Bot.
All the Survivors DC? It's now a PvE game.
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Now if I'm not gonna be realistic. If I'm gonna be crazy and wild and stupid?
Make the game less of this squad based combat dynamic we have currently, and into more of an actual horror movie type scenario.
More 'Trapper breaks LOS around the wall to cut you off and jump in front of you, a la every Slasher movie ever, to be creepy!', and less 'Trapper uses bloodlust to catch you on your third loop around the tile so he can put you on your first hook, get his BBQ token, establish pressure on at least one of your teammates so that he can hopefully reduce the efficiency by which your team repairs generators by 75% as he chases one person while you're dying on hook and someone else takes time to save you before 2nd state blah, blah, blah, blah'.
People could still play Killer sweaty and try hard to kill everyone, but they would no longer be rewarded by that metric. It'd be more about being creepy and acting like the villain in a horror movie.
To that end all Killers would be given a lot more basekit tools to achieve that goal. Like no Heartbeat or Red Stain, more and better animations, map traversal powers so they don't spend so much time just going from point A to point B, etc.
Obviously trying anything like this would necessitate taking the entire game apart and building it back from the ground up AND risk alienating the massive player base BHVR has acquired over the years. So it'll never happen.
But I'd kill (tee hee) to see it.
Survivor bots make sense and I wouldn't be surprised if devs implement it. But killer bots are unnecessary unless you want a SP/co-op experience. But then people at end game chat will start to say they would have preferred bots instead of me.
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Deathslinger definitely needs minor tweaks to be viable. He's not consistent at chases and if survivors are smart, they will pre drop pallets and make it difficult for him. That's all you need to do against a 110% killer who cannot apply any gen pressure whatsoever.
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@NursesBootie said:
She will get an addon pass with a "slight tweak" to her basekit probably.
Sorry, i wanted to say: NERF PIG!
Anything as long as it makes the time you save using traps constant/predictable.
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Some really good changes I must admit. Devs are indeed listening. But please tell me the dev's name who is obsessed with cooldowns. Literally everything that came after stranger things DLC had some sort of cooldown mechanic.
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@tenoresax said:
Does this combo still work? apparently running ToT with Surveillance makes it so that the yellow gen aura isn't shown to survivors
Oof..thanks for the heads up.
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Reminds me of Left Behind before the rework
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@[Deleted User] said:
There are bots in DBD mobile, there were bots in the DBD PC PTB. There's speculation that these will be coming to PC/Console as well given the 'success' in DBD Mobile (A bot replaces a disconnected player). This may be expanded as an option to the Kill Your Friends Lobby.
I am unaware if it's just Survivor Bots, or Killer Bots as well.
Killer bots wouldn't make sense. It would be a co-op game at that point.
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@GreenPufferFish said:
why do people hate swf so bad?
It gives an unfair advantage to survivors. Survivors can play the game with their friends and have fun but it shouldn't be at the expense of the killer's
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@[Deleted User] said:
This is something that is likely going to be addressed. PH's Skillcheck based struggle in his cages are a precursor, and is specifically mentioned in the Feedback Survey, how you would like it if the Struggle phase turned into a skill-check based phase.
I'd deliberatelyget on a PH trial during my 2nd hook just toface some interesting skillchecks instead of breaking myspace to the point that Icant even typeproperly anymore
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@hahadrillgobrrr said:
That is Amanda's Letter addon, not Rules Set No.2.
This is the description for rules addon:
- Not all games need to have the same rules.
- Disables the Survivors' ability to see the Auras
- of Jigsaw Boxes until their Reverse Bear Trap is activated.
"Listen, there are rules." — Jigsaw
And on the topic of changing it, everyone starting with RBT sounds awful for survivors. I wouldn't want that.
Thanks for the correction.
As for your concern, it's an ultra rare addon of a rarely used killer that changes the way the game is played for both survivor and killer (which is what every ultra rares should do in the first place). Besides the killer will have only 1 RBT on her hand which means she gets early game pressure at the cost of mid game pressure. Pig is not a strong killer by any means and I as a survivor would not think it is oppressive at all. Remember that it's an ultra rare and so seeing it all the time is not practical and even in the off chance you do see it, it's nowhere as good as other ultra rare addons like wraith's silent bell or insta down hatchets but instead just a different take in her power.
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@Nos37 said:
Bubba and Freddy were considered the weakest killers for a good while. Freddy got his re-work; now Leatherface is getting his. The next re-work will likely come after a community survey. Clown, Plague, and Trapper might be the top 3 contenders for it.
If they do re-work Trapper, they should give him a secondary power with a cooldown (BHVR likes their power cooldowns lately).
This secondary power should let the Trapper multi-task by teleporting the furthest unset trap to his hand after manually placing a trap, and by resetting the nearest unset trap after manually resetting a trap. (With this change, the Ultra Rare Irridescent Stone Add-on should instead stop the auras of trapped Survivors from being shown to other Survivors.)
This secondary power could allow the Trapper to walk over a trap and/or move speed could increase while a Survivor is caught in a Bear Trap and while the Trapper is not in a chase, consuming the power bar and returning move speed back to normal if it runs out.
As far as the trap escape RNG, it can be switched over to a skill check system. Ultimately, a trapped Survivor should have two choices: wait for another Survivor to untrap them and not lose any health states by doing so, or attmept to escape but cause damage to themself by doing so.
A trapped Survivor can Attempt Escape x times and will automatically lose a health state upon starting their first attempt (Healthy> Injured> Deep Wounds> Dying). Each attempt will present a difficult skill check with a great, good, and fail zone. If the Survivor completes all x skill checks and frees themself before being rescued or picked up by the Trapper:
- They will lose an additional health state if any skill check was failed (failing multiple times does not stack),
- For the next t seconds they will be Hindered if any great zones were missed (all greats means no speed penalty)
Next rework will probably be for huntress. Add-ons require standardization. Besides, there's no cooldown mechanic on her which the devs cannot tolerate. I wouldn't be surprised if they make it so her hand will start to hurt if she holds hatchet for too long and requires cooldown.
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@Gonourakuto said:
those killers have no actual counters if they can land their abilities there is no chance for the survivors to do anything about it , there is no counter or mindgame its either the killer miss or he gets the hit
tbh PH might be even more OP than deathslinger at leats deathslinger can be hindered by early pallet drop and can't get you easily through them and he isnt as fast as normal killers , PH is as fast as other killers has an easier time than most killers with not wasting time by being able to cage people and easily forget about them and his potential in chase like again deathslinger is godlike if not better because he doenst even care about pallets , PH should get slow when he make trenches he shouldnt be able to just hold it down and chase survivor like that , because then its either he catch up to you and hit you instantly normally or you find a pallet or window and he just hit you with his "no drawback power"
- PH is a difficult killer to loop. That's true. But saying that he doesn't have counters isn't. There are a lot of counters to him. It's just different than how you loop other killers.
- His only strength is in chase. Still you can hold W and pre drop pallets or bait drops and then drop when he gets baited and stun him. At that point, it's a 50-50 chance. PH either hits you or misses you and suffer a long cooldown/get stunned by a pallet.
- Killers should always be in control of a chase. The way you say it makes it seems like a killer should never be able to catch a survivor if a survivor is good.
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Trapper needs a lot of little tweaks to be really good and reliable. I wish they consider this soon.
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You can't facecamp with billy or bubba effectively anymore though. That's what they've changed.
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I wouldn't be opposed to cages being considered as hooks. Atleast then I can get my MYC and devour to some use.
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@The_Killer_Legacy said:
In my opinion, Trapper traps could still be RNG based, but with a twist.
First of all, putting a 0% chance to escape on first attempt. Then to the real RNG change, what I think it could work is that the percentage to escape is very very low on the first escape attempts for survivors, and then the more attempts survivors do, more chances they get to escape.
It still makes him unpredictable which is the issue with trapper in the first place. If a trap catches a survivor at a distance, it's RNG whether he'll get a hook or not and he can no longer predict if it's worth going for the trapped person and leave the chase he's currently in.
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Seems like it's the chainsaw bros that are getting some attention. Maybe next time trapper.
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I do not think this buff will make it any more appealing. It's just a tool to counter flashlights. Not worth a perk slot imo. Besides if survivors realise you have lightborn, they'll stop flashlighting you. Besides you are better off having franklin's instead of lightborn.
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Wait..you liked the previous version of lightborn? Isn't the reworked one much better? Besides I think we are coming to conclusions way too early. We haven't even got our hands on it.
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It's just adding a skill cap to billy. Probably won't affect his performance all that much
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I wouldn't be opposed to the idea of having skillchecks. I just wish they do this sooner. Trapper needs this help. This should make him reliable.