anarchy753
anarchy753
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- anarchy753
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Yeah the Pig roar is directly out of the movies.
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@Mrrgle_the_Mediocre said:
once you learn that turning is slow on Billy you've learnt the whole character and are free to rocket around. I'll agree with you on Lery's and The Game, MAYBE Haddonfield but Haddonfield is hard for every killer, but otherwise, EZ character.I feel like this is pretty accurate. People really love to blow out of proportion how hard it is to learn to chainsaw. All killers have a learning curve to some degree, and Billy's is nowhere near that of Nurse or Spirit.
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Unrelenting used to do something, now it just puts an icon on your empty perk slot.
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All of the high ranks reset too, meaning they're a lot closer to your rank and likely to be included in your matchmaking pool.
It's an absolutely terrible system.
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deleted
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@HatCreature said:
I only have 1 of those add-ones, the Purple one you mention. Any tips on using it in a build? Having this as an Ultra and the Rules Set as base would be cool. And it fits in with Amanda's MO, even if people won their games she still killed them.Don't bother, Amanda's secret is terrible. It prevents you tunnelling by not knowing where Jigsaw boxes are, but then the only upside is it encourages tunnelling them the second they remove their trap. Its upside and downside are basically the same thing except the aura reveal only happens once per trap so if you're doing anything at that time like a chase it's just a wasted slot. Might as well have a real upside and just use the information of Jigsaw box locations.
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@Morfedel said:
Send him the vid with a little note explaining why you are sending it to him.

He's not the sort of person that doing that would matter to.
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I had a game against a relatively popular streamer in which he died. I was playing Legion as it was about a week or so after their release.
I barely spent 10 seconds out of a chase, was constantly hooking people and moved onto new targets one after the other. In the end he died because I hooked him in the basement, and as I stabbed someone I saw killer instincts show someone running down the basement stairs to finished him off.
I went back to watch the vod and he's constantly shittalking how I camped every single hook, tunnelled specifically him, and how I was an absolute garbage player.
I had a good laugh, especially since I still have the vod from my side that shows none of it was true.
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It's like these emblems try to force you to play a certain way.
They do, it's the entire point of the emblem system. You rank up for playing a game that's interactive and has meaningful survivor killer interactions.
Killers won't rank up if they don't get a lot of hits, or hook progression, or don't keep generators from being done, or simply don't kill enough people.
Likewise, a survivor that hides from you all game and avoids meaningful interaction with you, or doesn't help teammates will have a hard time ranking up. Similarly a survivor who tries to be in your face all game and isn't altruistic and doesn't contribute to generator progress will struggle to rank up.
The point of the ranks are basically to incentivise 'fun' play for both sides, not only one. Ie, a cheap one hit down and kill on first hook from end game camping isn't going to get you far because you haven't won a lot of chases, inflicted lots of hits etc.
Often easier killer builds are also at risk. Huntress with her scummy one shot hatchets halves chases and halves amount of hits. Myers with Tombstone often loses many chases, gets genrushed and doesn't injure anyone, so even if he murders everyone it doesn't rank him up much.
And in the end, rank means very little. Constant resets and the ability to derank means the pool of players at around rank 10 often contains many of the players you may encounter at rank 1 a different day.
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@Gardenia said:
They should include a perk that still does this, instead name it something else.They changed it because it was too much work, and had to be meaningful in some way to all killers powers which limited their options going forward.
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Yeah, pretty obvious why.
- The description is completely inaccurate, meaning people will often just assume it's broken and wait for a fix.
- It's a ridiculous requirement that will almost never happen naturally in a game, let alone 25 times, so people won't just accidentally get it.
The only people with the achievement are die hard achievement hunters like myself that either went through the misery of trying to manipulate a game to get 1 score of it (getting 0k because it's so stupid) or like others have said, asked survivors to farm it with them.
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They've made a decent start by reducing combat straps' impact

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@HatCreature said:
It's Jan 1st, don't know when everyone comes back to work but I'm finally tagging @not_Queen maybe Pig can get the next rework after Freddy? Her addons are seriously in need of improvement since everyone agrees they barely use half of them.It's nice to see other discussions have cropped up recently about this too. It seems many people seem to put her and Leatherface as the two most in need of a rework when Freddy's done.
I just think Pig is a much more straightforward fix because most of her problems stem from a lot of add ons that don't do very much at all.
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@Divinitye9 said:
My wife is terrified of clowns. She won’t enter the room if I playing him or against him.What happens if you use the Santa outfit?
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Freddy isn't THAT bad. The people that tell you he is run 2 add ons to reduce the dream transition and sleep 1 person at a time, then whine that his power does nothing and is only a downside.
Just because lots of people play Billy doesn't mean he should be nerf-proof.
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Honestly I want this, but getting corn after corn after corn wouldn't really change because of it.
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Changing DS is going to be a very fragile thing.
Personally I agree with OP, the broken effect would have been great, the stun without dropping would have been awful.
Broken makes it a risk to use it, you have to know you get something out of escaping at that time, it's not just "+1 chase." However, the stun would have made the perk basically pointless outside of SWF which isn't the direction anyone wants perks to go.
That said you have to remember that DS comes from the Halloween DLC. If you're a survivor player, and you bought that DLC, other than just wanting characters it's probably money you spent solely for DS, not for OoO or SS, and not for Michael as a survivor player most likely.
You can't nerf the reason people spent money on a DLC to unusable levels, it still has to feel "good" for the survivor, while becoming less cheap and "bullshit" for the killer players.
They have reworked perks radically before, like Deja Vu and Tinkerer, but those are perks available in the base game, nobody had to pay for Hillbilly because they needed Tinkerer.
It often comes up that killer perks get nerfed. Yes, there have been more counters added for BBQ, but it's still in nearly every game because its a strong perk and it still DOUBLES bloodpoints for no extra effort. STBFL has been reworked several times, but it still sits in a decent spot, and it's hardly the reason people buy Michael in the same way people spend money for Laurie just for DS, it's more of a side-benefit.
If you nerf a perk like DS too much, the amount of "I was cheated out of money," "refund Halloween DLC" and "how do I sue the devs for changing something I paid for" threads will go off the charts. I'm not saying I don't want DS nerfed, but it's something that has to be done carefully, and would almost HAVE to come hand in hand with a NOED nerf to not have outrage over the unfairness of nerfing one side's strong perks and not the counterpart on the other.
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@Tru3Lemon The issues with Pig are largely to do with her add ons. She has about 5 total that ever get used. Killers have add ons to give them choice, and one of two add on builds (one of which is in the video you linked) should not be mandatory to make her viable.
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@yeet said:
nurse is debatable but billy absolutely doesn't need to be touched in any way
I disagree, but what I mean here is that they aren't likely to add ultra rares that BUFF either one of them, unless they were to weaken them in some way first.
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@powerbats said:
Hangman's Trick is one of the worst perks in the game for the simple reason that unless they're silly enough to all put on toolboxes as Jake, there's 0 realistic warning that saboutage is coming and it does nothing in the game except protect you against saboutage.
You need to get to rank 1 where sabo is pretty common whether there's a Jake or not, some people use a tool box, others equip the perk. If you think the perk is bad there's nothing that anyone can say anymore to convince you otherwise.
But you're gimping yourself while the rest of us know it can be quite useful if used properly.
Great attitude you have "you don't share my opinion, you must be low rank."
I've been rank 1 plenty of times. In as long as I've been playing, I've had 3 games where people did more saboutage than the daily challenge.
But go ahead, keep playing games with 3 perks if that level of masochism is what does it for you.
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@Jago said:
Nice list of tags lol.I came here for Halloween and was SORELY disappointed.
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@yeet said:
@Detective_Jonathan said:
I don't even know if Billy needs Ultra Rare addons. I mean he seems fine without them, heck, even nurse doesn't have any pink addons and she is a very strong killer.the devs have stated they want every killer to have the same amount of addons of each rarity
that means two ultra raresIt's pretty well known that Nurse and Billy are far and above the best killers though. I think it'd be highly unlikely that they'd be given new add ons, let alone something worth being ultra rare, without their base kit being looked at first. That or it'll be like Pig and Hag that have colossal downsides for a very different playstyle.
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I wish there were a manual disable for certain teachables. I like having them unlocked in case they get reworked, but when I'm levelling up a freshly prestiged killer and get forced to have tier 3 surveillance before level 10, it feels like I'm being punished for unlocking something in the game that's intended to be an upside.
Yes, they can't let you lock every perk or it'd just be "I want BBQ so I'll prevent every teachable perk besides that from spawning on the web until I get it" but there could be like 10 perk locks available without it being too strong.
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@Master said:
The official tournament has shown that nurse is the only killer who can keep up with tryhard SWF.
The official tournament was done with no items and no add ons. The information it gave about balance in a real game is negligible at best.
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@powerbats said:
On my Trapper I run Hangman's all the time, same for Amanda and if I see 4 tool boxes or know there's a sabo daily I'll run it. The perk is fine the way it is and with the new survivor perk it's even more useful.Really? I mean Trapper MAYBE has a reason, but saboutage is so sparcely seen that bringing Hangman's is just removing a perk slot for yourself 99.99% of the time.
I've literally had 1 game I can think of in the last 3 or 4 months where I even noticed a saboutage, let alone was impacted by it at all. The new survivor perk can be very strong and irritating if all 4 survivors are running it, but again, that almost never happens, still yet to see it once.
Hangman's Trick is one of the worst perks in the game for the simple reason that unless they're silly enough to all put on toolboxes as Jake, there's 0 realistic warning that saboutage is coming and it does nothing in the game except protect you against saboutage.
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@Chi said:
You clearly know nothing about the Pig if you think Bubba is stronger than Pig. Especially if you think her addons are useless.She has 4 or 5 add ons that are seen AT ALL. So many of them are just absolute garbage, hurt her more than help her, or weaken trapped survivors which is a complete waste unless you're just going to waste traps by tunnelling anyway.
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@Tru3Lemon said:
im not gonna read all right now pig its balanced the problem its how to play herI mean from that comment alone it's pretty clear you didn't make it past the first sentence.
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@HatCreature said:
Also I didn't know The Rack was tampered with, it always did look like it was unwinable but I didn't know it actually was.Pretty sure, and don't quote me on this, he pulled the key from the shotgun trap, and when he got to the rack there was just no way to unlock it. The kid died in his arms while he yelled that he forgave him because he couldn't unlock the trap.
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Mostly to avoid her base kit being broken. At the moment having combat straps on makes it relatively easy to uncrouch and get a gen grab before your heartbeat catches up. While this is cool (and a score event like "abduction" for an uncrouch gen grab, like Spirit's "grudge" would make sense as the Pig outfit is used in the movies to abduct victims) I feel like the ambush, at least by default, should feel like the superior option out of crouch, at least in MOST situations.
Decent suggestions, like I said, it's not a great add on, but it's one of the few that you do rarely see in niche builds at the moment which is why I didn't opt for simply removing it. I like adding the faster trap placement here.
Could make sense swapped. Just that Nail Bombs are used through a lot of movies but in most situations they're encouragement to play by the rules and keep moving (Saw 5). The interlocking raor is based on Madison's trap which was almost impossible to complete without slashing her own wrists. That said, the Jigsaw Box itself cut a dude's arm in half up to the elbow, so it's not entirely accurate either way.
Possibly, I always liked that the Plan was made to increase time wasted. Yes, you have longer to search, but you have to search more, so each trap effectively wastes more survivor time even if they aren't more likely to die from them. That said, if you ever have an annotated sketch, there's never a reason to use the plan instead of it, only with it. It could be reduced but I think 6 in a relatively short period of time could feel unfair.
Not much, many killers have debuff add ons that have perk alternatives. It gives you options to use the effect as an add on and still have 4 different perks. I don't think it's a brilliant add on, but it's in line with most other killers.
On other killers who've just had add on reworks like Wraith, mangled and haemmorhage last until healed. On killers like Clown, exhausted lasts 30 seconds, which is basically just to keep it from recovering within the chase directly following, which seems fair and is the point of the add ons. So, until healed, and 30 seconds.
I'd say start it inactive, but then you run the risk of it being Freddy's Black Box, the trap just vanishes a few seconds into the match without ever feeling impactful. If it starts active there's also no choice for the survivor, it's start searching NOW. With it inactive they may choose to jump on a gen to gain the edge at the start of the match, as survivors know it's a crucial time where potentially 3 gens can all pop at roughly the same time. If they can do that, then their trap activates and they have the full time to search, it doesn't really stall the start of the game as intended. Also it may not have been clear, the intention of +1 RBT was the one on the obsession, so you start with your default 4 + 1 already applied, so people wouldn't think the entire point of the add on was JUST starting with one on that you had then lost for the rest of the match.
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Gotta say, I don't think it's necessary or even good balance-wise, but I think it'd be fun if everyone had an extra perk slot, but could only use the 10% least used perks in that slot to force some more interesting stuff to be seen.
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No it doesn't "build tension" or anything the devs keep saying is the intention, it's just annoying.
If anything, the only tension comes from knowing at any point lag could cause you to die unjustly.
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You missed Rancor which is just a blatantly bad perk, though it works nicely with STBFL, seeing as you can avoid the obessession all match and build STBFL stacks, then deal with them cleanly at the end.
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I think it boils down to the biggest issue of flashlights. It isn't that they can force the killer to drop a survivor, possibly repeatedly if you get unlucky with where walls are, it's that most blinds come at a point where the killer is locked into an animation and has no ability to control their camera to avoid it. It's a mechanic designed to be highly punishing but counterplayed by looking away, and most of the time that counterplay just isn't available.
That said, the pickup time change a while back has made it significantly harder to get a flashlight blind immediately after a pickup and I feel like the way it's described here it's highly exaggerated how easy and quickly a survivor can get into position. Since those changes I've rarely had a situation where just changing the direction I'm facing right before I pick someone up wasn't enough to prevent the blind.
If anything was to change about flashlights, I'd just want a small quality of life change so that 1 charge is consumed minimum each time you turn on the flashlight. It'd have no real gameplay impact except that clicking a flashlight to be a little attention seeker would chunk down and destroy the flashlight really quickly.
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The issue is that 16 seconds is an incredibly low timer for the information you're talking about. It's so difficult to tell whether a gen is no longer white because someone touched it or because your perk duration ran out because it's so incredibly short.
On top of that, like you said it can be situationally useful on one gen to see if someone immediately touches a gen you're still looking at basically, but there's still no value from tier 2 or 3 of the perk. There's almost no time that you can kick a generator, then within 16 seconds reach AND KICK another generator and then get any information without the aura expiring on the first, let alone adding a third gen into that.
It could be a decent perk if the duration were significantly increased, like 30+ seconds at rank 2 and 3, but as it is it's just too situational to be worth bringing outside of adept Pig.
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I wouldn't even mind if they still existed, the part about them that annoys me is that they seem to have really low priority to be consumed on the bloodweb regardless of their cost.
If you have 2 nodes on the web that could be taken, one is a rare add on, and the other is a very rare mist or +/- hook/chest offering, the entity will destroy the add on and force you to spend more points on an offering you will probably never use. In almost any other case where the type is the same (both add ons or both offerings) the higher rarity is prioritised to be taken.
If the offerings are programmed as though they are 'less desirable' then they shouldn't cost more to take than the more desirable add ons.
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@redsopine01 said:
To you both read it better it says last 3 will be marked for 16 seconds once kicked not you have 16 seconds to kick them
Yes, which means if you don't kick 3 gens within 16 seconds the first will already be unmarked, making it no better than low tiers of the perk which only marks 1 or 2 gens.
It's a terrible perk that gives absolutely no information in 99% of games.
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Hopefully she'll be one of the killers looked at soon after Freddy. She could probably scrape by without her power being touched, but her add ons are simply abysmal, and giving her a full revamp of add on tracks could easily put her in a higher tier.
She has like 3 or 4 that even affect her crouch and ambush, most of her top tier add ons come with WAY too high a penalty to justify the buff they give, and she has so many add ons that affect skill checks on jigsaw boxes which anyone who's played more than 10 minutes can hit regardless. Also things like Haemmorhage on RBTs are just wasting add ons.
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Teachable perks on survivors often have synergy because the survivor has a theme, ie Claudette is a medic so she has 3 perks that assist in healing, Ace is lucky etc.
For killers there's never really been an intention that their perks are more effective, or even good on them. Hell, from the get go Wraith had Bloodhound despite it basically being built into his power originally. Doctor has M&A despite most builds wanting the exact opposite effects on his terror radius. (Though there are exceptions)
Killer teachables, especially recently, are more of a reaction to the current meta.
Saboutage is annoying? Hangman's Trick.
Looping? Bamboozle.
Self Care? Coulrophobia.
Decisive Strike? Rancor.
Pallets? Spirit Fury.
Hexes dying fast? Haunted Grounds.
SWF? Discordance.
Bodyblocking? Mad Grit.Yes, sometimes it lines up like Clown and Bamboozle are both effective against loops, and Legion's power and perks are very reliant on teams working together, but it's never been about a killer requiring their own perks.
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The best way I found to farm it was to get someone 1 hit from downed with frenzy, then chase them for as long as it takes to see another survivor. Eventually SOMEONE gets bored or curious and comes to take a look.
The third seal helped a lot as it prevents people seeing their allies to avoid running near them.
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I really don't understand how this map just ducked under the patch where all the ridiculous loops got conditional windows and #########. Seriously you go to the second floor of the main building and it's like 6 windows up there.
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I personally don't do it, but only because I get more enjoyment out of using 110% speed to chase them for the basic hit.
In my eyes until they decide to rework the power to have some way to down people that, at the very least, isn't LESS efficient that being a basic M1 killer, then it shouldn't be a witchhunt for people who are using methods that DO have some semblance of efficiency. If you do play how the power is, I guess "intended," you make for a very slow, unfulfilling game as killer where you get 0-1 kills.
Mend doesn't take enough time to be worth going for wounds over downs if you're going to have to stab someone and stun yourself 4 times just to down them. The power is flawed from the ground up if you consider that mend is meant to be a legitimate stalling tactic more than a mild annoyance.
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@BeanieEnthusiast said:
Just give him 115% movement along with a slightly longer frenzy duration. That’s it.115% speed is never going to happen for a good reason. If they move at 115, there's basically no downside to just using a basic M1 to down a survivor after they're wounded.
The devs WANT you to use the power, not treat it like a joke because of how poorly it downs people and how frustrating it is to use. They don't want it to be an efficient choice to treat the entire killer's design as a situational effect.
I agree that they need severe reworking, but 115% isn't a solution. It's like saying "Oh Nurse's blinks are hard to land so make her 115 so I don't have to do that."
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The issue with everything they said is that mend doesn't buy as much time in a game as the amount of time wasted on getting the one person you commit to with their terrible chasing ability. It ends up feeling far more worthwhile to use the frenzy as a cheesy initiation hit then just be a 110% killer than it does to utilise their power how it's "intended."
What would happen if Legion suffered no stun for frenzy hitting a wounded survivor IF at least 1 or 2 other survivors were afflicted by deep wounds? Still suffer it from cancelling though. That way if you use their power how they want and wound a bunch of survivors, you aren't so heavily punished in the chase the comes out of it.
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No mention of Ace and his brilliant pregnancy breathing? It should at least take position 5 over the Yeti.
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For Evil Incarnate, you should also bring Play With Your Food. The insta-moris don't drain the stacks so you can actually move at regular or faster speed. Don't be afraid to hook someone as bait so you can stalk allies.
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TFW you try to make rare items common in mystery boxes and accidentally affect in game chests too.
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STBFL and BBQ are still strong, commonly used perks, and still function similarly to their original versions. DS is annoying so everyone is calling for it to basically be completely removed or nerfed to the point they never have to be concerned about it again. There's a big difference. I've never said it shouldn't be nerfed, but they have to do it carefully.
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What's the point of having lots of perks if synergy is disabled?
Should Iron Will not work when Urban Evasion is equipped? They both make you harder to find and walking around looking for immersed survivors isn't fun.
And Lithe shouldn't work with Dance With Me because they're both aimed at getting out of a chase, and losing a chase isn't fun.
Yes, the new "hold m1 to heal" gameplay isn't fun, but just making perks designed to work together not synergise isn't the answer.
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@The_Crusader said:
MasonHugsCats said:They can change it to anything. They've changed other perks and they're reworking freddy.
Besides I'd argue removing it is for the greater good. Leaving it in the game is a betrayal to all the people who have been shafted by such a broken perk.
I paid for the halloween dlc and I'd love to see DS removed. Hell I'd pay them again to do it.
They have changed a lot of perks, but things like Tinkerer and Deja Vu are free. A lot of people have ONLY spent money on the Halloween DLC for DS.
I agree it needs to be changed, but making it garbage will 100% have backlash.
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If Ruin were to be built in, it should be for X skill checks, not X FAILED skill checks. A mechanic should never punish you more for succeeding and reward performing poorly.
Hex skill checks already slow the game by preventing the additional progress. It should not be a tactical benefit to trigger the gen stall 10 times just to get regular skill checks.
