bjorksnas
bjorksnas
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Solution, just don't do that
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@WeenieDog said:
Gimme a hotdog outfit for Dwight.
Why would dwight dress up like amelia earhart
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honestly I have always wanted the auras of different objects to have different colors its just weird that everything is red
but also another way to fix this is to just add another stipulation to bbq where if a gen is being worked on by a survivor outside of 40 meters its aura is hidden for the 4 seconds (so you can see the survivor aura)
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This is all just an elaborate scheme to make hoarder a good perk
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@Beelzeboop said:
https://forum.deadbydaylight.com/en/discussion/comment/2154572#Comment_2154572
Thanks for this!
Distressing Wraith, here we go!
well you don't need to go to that extreme but as long as you are happy
don't forget the thrill of the hunt, beast of prey, and bbq for those extra blood points
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low effort is opinionated so Ill just rank all killers from 1 - 5 on how much bp they get and you pick the one that sounds easiest
Trapper, 2 very inconsistant but 1500 per successful trap is not bad
Wraith, 4 as long as you use your power thats 8k deviousness in the bank
BIlly, 3 some good deviousness but his power removes 300 points you could have got from 2 m1s
Nurse, 2
Huntress, 3 not bad
Myers, 2 lot of easy was to lose devious points
Hag, 4 plenty of points from the fact that every triggered trap gives points, the chase started on the teleported trap gives points, the successful hit gives points, and there is a scoring event for a trap attack
Doctor, 3 very consistent though
Bubba, 3 read billy as to why its not better
Nightmare, 3 a lot of simple events that give bp for using power and hitting survivors
Pig, 1 unless you spam ambush you only get like 2k ish unless you 4k
Clown, 4 gets a lot of points from power and hitting survivors
Spirit, 3 kinda like clown they get a lot of points but you probably will lose more for people who suicide on hook
Legion, 3 its alright but unless you frenzy extremely often you don't max deviousness
Plauge, 1 unless you use your special power you wind up with very little
Ghostface, 2 he is alright but takes a lot more effort but the extra points from downing a marked survivor is ok
Demo, 4 shred is really good and gives 1100 points per successful use (800 deviousness, 300 brutality)
Oni, 4 ton of points for downing survivors with power struggles with deviousness if you constantly use his power to snowball
Deathslinger, 2 unless you use the power a ton and extremely well you will only ever do ok
Executioner, 3 idk
Blight, 4 probably the best since no one is extremely good but has a ton of addons that just give bp and you usually max deviousness by mid match or sooner
Twins, 2:3 depends on how much you use victor
Trickster, 2 unless you land a ton of knives and use your power a lot you don't get much
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insta heal every game, bnp every game, tons of charges on items every game, keys that physically cannot ever be destroyed because you can just throw infinite addons that keep it in any situation, it just not balanced
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More los blockers just mean more annoyance for other killers, inconsistent scratch marks around corners, iron will becoming even stronger, huntress nerf, deathslinger nerf, trickster nerf, pain for hillbilly, plague nerf, myers nerf to stalking, ghostface nerf to stalking,
but yes a slight nurse nerf that doesn't effect good or better nurses
this game is a jenga tower, while it might seem like a good idea to remove just one piece every single thing especially map changes have the biggest ripple effect because they are the bottom pieces, every match has a map but not every match has a nurse
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@[Deleted User] said:
They can barely manage to balance a 4v1. A 8v2 would be horrible and a nightmare in this aspect.
8v2 would be more of a party gamemode the most balance that might be done is just disabling a perk or two because they don't function properly in the gamemode
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@Kruxtix_TiTaN_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2150166#Comment_2150166
Of course, that's why I'm looking for additional opinions. I think these perks could very well be implemented, but if new conditions from outside sources are needed, then I wanna hear them. For instance, why would it not be fair for a single survivor to escape the trial during Blood Warden when it requires that two are already killed? A. The survivor has to bring the perk. B. The Killer has to bring Blood Warden. C. They have to survive while two others die. D. They can't use it to get the last player out of the game. Killer can still get 3k, so how isn't that fair? Along with this, Riveting Soul is one I actually made for Killers, so I'm surprised people have an issue with it. Killing Survivors is extremely easy and sometimes I find it way too easy, so them having an additional chance on the hook while also losing upwards of 50% the remaining struggle timer seemed good to me. What are some prerequisites you think Riveting Soul could have in order to be activated? Perhaps something along the lines of "After being hooked once, accumulate 80/70/60 seconds of chase to activate Riveting Soul"? This will tempt Survivors to engage in a chase, but they have to be able to maintain it properly. The only issue with this idea is that it would make Breach toxic, because survivors would pair them for meta. Any ideas to add?
Overly niche perks that only counter a specific perk in a specific situation aren't healthy design they are just a design excuse to put minimal effort into a perk to counter a killer perk or waste a perk slot, it isn't fun when it doesn't work because the killer doesn't have the perk its trying to counter, it isn't fun when it doesn't get an oppertunity vs a killer with the perk its trying to counter, and it isn't fun for killer if their perk that has a simple effect that doesn't always work or isn't always used gets countered by something outside of their control
Overly strong perks that make the game much harder for the other side also isn't fun design, if it was a killer perk to make the game harder for killer (kinda like a reverse no mither for survivor) then I would be more ok with it, but as it is a survivor perk that any survivor can use for an extra hook state every match, its just not ok in terms of balance
However this isn't your fault for not knowing or thinking it all the way through, so to be somewhat nice I made revamped versions of each of the perks that somewhat fit within the games boundaries of balance
1. Breach
Allows the survivor to vault through an Entity-blocked window, vaulting through windows this way decreases vaulting speed by 30% and gives the Exhausted status effect for 60/50/40 seconds. Breach does not work when exhausted or on windows blocked by killer perks,
2. Number Game -> repressed alliance rework
After repairing a generator for 80/70/60 seconds you can mark a generator, when the generator isn't being worked on by survivors it is blocked to the killer for a cumulative 30 seconds, survivors can start to repair this blocked generator to pause its effect duration, while this generator is blocked it has a white aura and cannot be kicked by the killer (perks like surge, thrilling tremors, dead mans switch still affect the gen but not perks like ruin, and pop)
3. Devious Deal
When you unhook a survivor in end game collapse both exit gate entrances are blocked for 30 for you and 6/8/10 seconds for the killer all other survivors can pass through the blocked gate entrances
Killer perk, Rusty Hooks
Grants survivors 1 additonal struggle stage on hook, gives 100%/150%/200% additional blood points post trial, whenever you hook a survivor the survivor/s with the least amount of hooks have their aura revealed to you for 5 seconds
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@Kruxtix_TiTaN_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2149890#Comment_2149890
Hmm... well I am here to discuss this because these are things I think would be interesting to have added, so are there any adjustments you might make to the perks to give them balancing factors? This is all just based on me noticing that the survivors really have no Entity related perks, where as there are many killers who do (and I understand why). It, to me, would just be kind of cool if we had a Survivor who The Entity was fond of, giving them an advantage against Entity related perks, but of course not all. Such as The Entity blocking pallets, the Exit Gate Switch, and the increased speed of struggling on a basement hook, would all remain unaffected. Plus, like I said in the post, Survivors and Killers are only ever given 3 perks, so with that: Is there one in particular you'd scrap over the rest?
None of the perks are fair in their usage, perks shouldn't trump killer perks 100% or give free second chances for no work
specific bloodwarden counter, no
counter to the only 3 out of 81 killer perks, niche usage, still no
straight increase on the amount of hooks it takes to kill a survivor with the survivor having to do absolutely nothing to gain it, extremely no
vaulting a blocked window just makes strong tiles stronger, and againts killers that have to m1 chase and are always forced to loop 3 times adding a 4th isn't very fun, so just no
Straight out the gate none of these perks are healthy or good designs for the game, even if they are in unmarked territory these are some boundaries that shouldn't be crossed
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Survivor
Delayed Press
Delay information being updated on the killers hud on actions you preform by 6/8/10 seconds
actions delayed press affects include, completing gens, unhooking survivors, being unhooked, healing, and being healed
this perk does not trump killer perks (for example bitter murmur activates normally, the totem counter from thrill of the hunt updates normally, ect.)
Killer
Mass Propaganda
Whenever a survivor is on hook Mass Propaganda becomes active
while Mass Propaganda is active all survivors who are not on hook are blind to all auras except for hooked survivors auras (when they aren't hidden by the secondary effect), their Hud is also disabled and they don't receive notifications of completed gens
hooked survivors don't see the auras of their teammates, don't have the large hook aura from being hooked, and have their aura hidden on hook for 5/10/15 seconds
mass propaganda becomes disabled when there are no survivors on hook (effects instantly resolve when no survivors are hooked but doesn't have any sort of cooldown or limited use)
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@Zixology said:
I'll allow the use of breakdown for as long as the pallets are still bugged and the Blight can bounce off the hatch spawn even before the hatch has spawned.
Blight can't bounce off hatch anymore, pallets are less bugged and still being fixed, you are just looking for excuses to abuse something way worse on top of the fact that these killers don't control these bugs. Unlike the breakdown bug which is entirely in your hands.
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Thats just not balanced for a majority of the cast who can't do anything, and an action speed increase on top of that is just salt in the wound
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you might be thinking of ptb ghostface where he could stalk and exposed survivor to add more time to their meter
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Just don't take chases, heal as if your life depends on it (it does), and use stealth more than brute forcing gens in the killers face
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One of the better ideas I have heard, but honestly it just needs to be something at this point bloodwebs haven't been touched for over 1.6 years and the grind just keeps getting longer we just need QOL desperately at this point
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@jester20k said:
Who the f is carl????
ghostfaces dbd trailer takes place in a hardware store, carl is the poor clerk who is stabbed by ghostface in it
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Is the obsidian goblet one up for suggestions is that why its pending, either way here is my suggestion for an addon
Obsidian Goblet: Activating punishment of the dammed now causes a lunge before the punishment of the dammed attack (the lunge does no damage)
Basically its extra mobility and free camera control before your punishment of the dammed attack which can be used to gain distance on a survivor or flick the camera more easily with a punishment of the dammed attack
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They just aren't the crowd favorite, their power is lackluster except for camping, using it in a chase takes far too long vs competent survivors so the only way to win is to use victor to camp and slug or hope the survivors are empty upstairs unless you are fine with just basically throwing every match
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@GannTM said:
I’m bumping this thread because I’d like to hear others’ thoughts on this idea.
don't bump threads, and nah I still prefer my idea
while lucky break is active your grunts of pain are 50% louder
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2140560#Comment_2140560
People that j flick usually stretched Res too lol
Still would prefer if one goes they both go
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Maybe the killer thinks someone there has unbreakable and rather than lose his victory while going to hook a survivor or two he just wants to let them all bleed out instead so he doesn't have to stress about perks
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The problem that arises from stealthy playstyles is that you don't take any pressure off your team
if the killer is trying to split pressure and play nice but can't find the 4th survivor because they are hiding that means someone will be out of the game 2 hooks sooner than if they just found and chased the 4th survivor instead of just going after the 3 they can find evenly, this is also known as teammate induced tunneling since those 3 survivors are being pressured 33% more as if the game was already a 3 man
2nd part about stealth is if you unhook a survivor and instantly hide, ds isn't the cure all it used to be so that survivor you just haphazardly saved and ran away from is both injured which makes them easier to track and more likely doesn't have anything to defend themselves from the killer with meaning another easy hook for the killer and if they were on second stage the game has already become a 3v1 because someone is a negligent teammate
generally stealthy playstyles just promote the killers applying more pressure to the only survivors they can find and easily gets your teammates killed
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use object and stare at them next to a 99ed gen until they walk over to you
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2140589#Comment_2140589
If a Blight wants nothing more than to win then aren't they going to just do that anyway?
Correct me if I'm misinterperating your point, but it seems like you're saying Blights only use J-Flick just to show off?
yea pretty much, its a ton of fun to risk a hit instead of just going for guaranteed ones , however if you remove the fun factor from the killer with devastating normal potential which was stop blocked often in normal games by monkey brain power saying just have fun, nothing is stopping them from just using his power normally
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@NoOneKnowsNova said:
https://forum.deadbydaylight.com/en/discussion/comment/2140521#Comment_2140521
Something which he shouldnt have if it includes an 90+ degrees turn.
something which he could just guarantee with bump logic, j-flicks also work as a sort of stop block to keep experienced blights from using nothing but bump logic to get guaranteed hits with even less counterplay than a j-flick because they enjoy taking risks and going for more fun hits, im sure on paper removing j-flicks sounds like a good idea, but in practice bump logic is the stronger of the two and if you get rid of the weaker one, what else do they have to use
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@Firellius said:
The vid is just going so hard on the 'It's not that valuable' angle that it's basically making a very strong case for the removal of J-flicking. Apparently J-flicking makes Blight worse, so why would Blights not want it removed, then?
Have you seen a j-flick, its a ton of fun, even though bump logic is 10x safer, its more fun to feel you outplayed an opponent through prediction rather than outplayed an opponent because you overpowered them
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@NoOneKnowsNova said:
My opinion on it is that it needs to go. If Blight was some B tier/C tier killer who was weak, maybe he was 110, then sure, I'd welcome this change. The problem is, even without it's debatable that he's in the top 3 killers and he's without a doubt in the top 5 killers.
The J flick removes a lot of counter play to an already strong killer. It's like if Billy could suddenly do a 180 turn mid way through his chainsaw dash. Would that be fine? Or would it be removing a lot of counter play to an already balanced killer who's A tier?
Its similar to the PH bug with Punishment of the Damned that allowed you to delay the sound of the sword digging into the ground giving the survivors, as far as I'm aware, a whopping 0.2 seconds to react. This was rightfully removed as Ph is already a good killer and this just reduced his counterplay.
As said in the video the only counterplay that j-flick removes or contests in actuality is survivors looping in predictable beaten paths
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@[Deleted User] said:
- Controller stick feel, including Blight's specific issues.
- Reduce the problem of big maps by bringing the gens closer together.
- Buff the hell out of all kinds of perks for survivor and killer. Niche doesn't work in this game.
E: frak, I forgot about the entity displeased noise. Scratch everything I said and delete that instead :)
honestly I think the entity displeased noise is just iceing on the you just lost the match cake, its unnecessary
I guess 1 could also be adjusted to add keyboard and mouse support since that also helps bride the gap between platforms
would be nicer for bigger maps to have the same generator spread as the medium and smaller maps so they don't both usually have more to work with but more space to work with
the 3rd one is also interesting I would like to see more strong perks with niche uses or weaker perks with broad uses
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@Kirkylad said:
- The Grind
- Player entitlement
- Player toxicity
The first one can be addressed but the other two are social constructs so its a little bit harder to fix those just by improving the game
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Thats peculiar a highly active forum member with 4k posts getting banned, now im curious for an answer I will never get
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2136798#Comment_2136798
Dollar store Scorpion. But sure.
yes thats the theme of the meme
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2136688#Comment_2136688
Damn, now I want Sub Zero and Scorpion as killers.
We already have scorpio at home
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2134682#Comment_2134682
As I said, there is a max vote of 2 by survivors on 1 map.
2 survivors vote for x map, no other survivors vote for any map, system gamed set match
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It means it decays slower when it is decaying while out of knives, so if it decays at x speed only decays like 12.5% slower, or 25% slower, or 37.5% slower with both meaning they have their laceration longer
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No, this system is way too easily abused even by solo queue
if its a 4 man swf they only need 2 votes anyway because you only get one meaning swf are always better off and get both to decide what map to go to but get to build around it, random rotation sees visions of haddonfield on the menu, gonna bet that swf is real happy to show you a good 4 balanced landing time
solo queue sees the map choices of red forest. fractured cowshed, ormond, haddonfield available, have fun with votes 4 to 1 on maps that are now statistically 3 times as likely
current system is fine
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@TheClownIsKing said:
It’s great they buffed this, but it’s still not enough. The perk is rarely useful.
Here’s how I would change it.
Whenever the killer hooks a survivor, Cruel Limit activates for 20/25/30 seconds. Whilst active, all vault locations within 32 metres of incomplete generators are blocked by the Entity.
After the last generator has been repaired, any further hooking of survivors results in Cruel Limits blocking ALL vaults map wide for 20/25/30 seconds.
Interesting change, let me try a few
Cruel limits, Whenever a generator is complete gain 3 tokens, whenever you vault a window consume a token and block it for the rest of the trial survivors cannot vault blocked windows, if you have no tokens you vault windows 6/8/10% faster.
Cruel limits, whenever a generator is complete block the nearest 2/3/4 vaults from your location for the rest of the trial.
Cruel limits, whenever a generator is complete gain 2 tokens, while you have tokens you can see the auras of windows within 20/22/24 meters, you can consume a token to block the highlighted vault for 60 seconds
Hex: Cruel limits, whenever a generator is complete block 1 other generator with the most progress on the map and turn a random dull totem into a hex totem, the generator is blocked until the associated hex totem is cleansed, the aura of the totem is revealed to all survivors automatically after 45 seconds and takes 40% longer to cleanse if it doesn't have is aura revealed
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There is no other option in the poll,
but my two cents on this is simply this
lock in survivor choice and item choice at the 30 second mark
that way survivors have leniency on character choice and item choice because when they get into a lobby is random and some people level other survivors
Killer has ample time to see what items the survivors will have and can plan accordingly in the last 30 seconds
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I voted wrong
top 3 answers are obviously
- Clown
- Clown
- Demogorgon
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I had the same idea
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Survivor wise its probably bill, finding hatch easily with his kit and easy farm other teammates with bt as well as get a second chance if the killer is slugging
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@TWiXT said:
https://forum.deadbydaylight.com/en/discussion/comment/2131209#Comment_2131209
Wow, I was writing my comment before your suggestions popped up, and it looks like we both had a similar concepts regarding blood trails and pallets. :P
Great minds think alike I guess.
That is true but I think people would still like to see your stab at it even if it ends up similar to mine. The more the merrier because clashing ideas make better ideas
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Hex: Entities little helpers, dropped pallets are automatically broken after 14/12/10 seconds, if this hex is cleansed breaking 2 pallets will transform another dull totem into this hex, this hex is revealed to all survivors when it breaks a pallet.
Blood hunt, Removes your ability to see scratch marks of injured survivors, Injured survivors leave a bright trail of blood, walking on this trail increases your movement speed by 5% and increase action speed by 10/12/15% these effects persist 2 seconds after leaving the blood trail, hemorrhage effects increase the width of the blood trail.
Chain of command, Once every 40/35/30 seconds you can cause a single gen to become blocked for 3 seconds and start regressing, applies any perks as if you preformed the damage generator action (aka synergy with perks like pop, overcharge, oppression, surveillance, dead mans switch, dragons grip, trail of torment, and gives the ability to use them at a range)
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@BSVben said:
https://us.v-cdn.net/6030815/uploads/5WWXL1NQI6Z9/img-20210420-191309.jpg
Umm.... My dog?
What a strange dog, what breed is he
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Other side bad
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@RealKamakaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2125533#Comment_2125533
Like I said I wasn't close to the window I was not positioned right next to it he literally just hit me through a window.
make it in ms paint
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"unless its lerys or coldwind"
well then you aren't in the top % of nurse, coldwind is basically an open playground for nurse as long as you can slightly see through the corn and predict people
also top % is more of a realative term, there isn't really a measure as its more of a spectrum of how good of a nurse you are
if you want an actually measure of top percentage of rattata then maybe it can be considered if you are on the top 150 of the leaderboard, and the minimum to be on it is 23,656 blink attacks so good luck getting there anytime soon
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Step 1: buy legion
Step 2: pick legion
Step 3: queue up for a match as legion
Step 4:
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Macmillan only has subtle background crow noises, but some maps are moving in the right direction coldwind has sounds that sound like crickets, cicadas, and snakes in its background even now and then



