dont_ask_me_again
dont_ask_me_again
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/980105#Comment_980105
Aah there were indeed 2 survivors blinding me
Thanks for the quick response
Gotta give swf stuff not solos boi :P
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/976446#Comment_976446
Not true. We're talking about players with literally thousands of hours in the game. Some main Survivor, some Killer. Hell we even had a veteran Doc main try new Doc. :)
The problem with this “select group” is that there’s been players with just as many hours as them washed on the side because they may be more free being critical of the game... me and other ex-players, depip squad/other tourni players, and tydetyme aren’t exactly in this select group which seems to be more casual favoured.
Dunno if the devs are just fed up of competitive players but it feels that way... just about every competitive player has agreed generators are busted/survivors control too much of the outcome but at the same time survivor needs to be more fun by having more to do that’s interactive.
Changing ruin really does require doing something about generators at the exact same time of a change... and ruin needs to be stronger than what’s on the ptb. Ruin was basically not picked in tournaments because of how fallible it already was... but it makes (made) games far less stressful to killers over the massive amount of games played where it works and has an effect.
Playing without ruin is incredibly stressful for the killer and depends on the survivors not falling for any kind of tricks. Tricks become learnable and counter-able though.
I dunno if BVHR have a built hate for competitive players in their game but it’s undeniable we’ve been ignored, yes competitive players are roofless and dramatic giving feedback but that’s the nature of people who want something and fight for it, but most games have competitive teams in tournaments in some way (i.e. esports) to balance out a game for long term health... the esports-side usually line-up points of balance and content creators who play a game normally come up with ways to make the game more fun.
Over the years: I’d say survivors and killers have both lost things to do: flashlights, sabotage and exhaustion perks added more to do that isn’t generator based... For killer they’ve lost things to do too stemming from ultra-rares all becoming unpowerful and basic and also basically all killers now are unviable for competitive play even with ruin. (Well there was only nurse but she needed a nerf but along with generators). - these things didn’t get balanced they basically got removed or just have no competitive nature because they’re hard counterable.
The games I can admit felt more relaxing as survivor on the ptb with no ruin but this is completely at the expense of killers being able to properly enjoy themselves. Knowing you only won because your opponents let you isn’t fun. Could ruin get changed - yes but the gameplay loop needed fixing at the same time. The devs haven’t even mentioned this as an issue and it’s getting really concerning now (beyond because red ranks are going to be a meme). The only thing holding balance is people who throw in matches intentionally avoiding the game-play loop entirely as it’s easy to rank up if you pick the right perks... but I can imagine even these players are getting fed up by doing the same thing over and over.
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I noticed that 360’ing was possible for me... i could never 360 killers but on the ptb did so with like 3 killers... one was rank 1. At the same time killers who went to hit (and would) seemed to do so faster/cleaner connections.
Hopefully they keep moonwalking in somehow.
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@ProfessorDunwich said:
Sorry.
Lmao
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Low-key a lot of people think this... I think the devs have only showed care to the higher-skill level when DS/MoM got nerfed + some killer buffs + adding vault back to spine chill/resilience... overall core aspects of the game have been changed only for new players but nothing at the higher level.
Even though it wouldn’t require any major changes... but rather tweaking some gen time numbers now that ruin has been nerfed and arguably removing great skill-checks and making them part of “this is not happening”.
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And survivors don’t do this? I’m making gen-rush vids asking people to rush gens for a few vids... odd group of survivors will say they basically want to throw saying it’s sad to show the problem... yet they’re being sad by not playing the game the way it would be played out regularly... the last team with those kind of survivors... 1 dc’ed and they always enable a snowball.
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@Aura_babyy said:
Then explain how killer mains like Otz do well without Ruin?
There’s a really nice killer called Scorpionz - pig main... About a year ago I was SWF’ing... got into his game as a 4-man and we all had like 2k-4k hours (i think scorp had like 4k hours or more at this point)... pretty much 4 man escape... same would happen to Otz at no fault of his own. When you have near same hour survivors vs same hour killer there’s a mega-imbalance. I only solo since as a band-aid but it would be nice to actually play this game with people from time to time again.
Most survivors at high ranks don’t have high hours.
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He is really trash ngl... the only thing useful in his kit is the new static blast but he has nothing for loops.
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@Dwight_Confusion said:
Its crazy
I just tried new doc no add-ons and he can’t deal with safe loops and now he’s just easier to gen rush... it’s pretty tragic.
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@twistedmonkey said:
The average game at red ranks is 12m on the last stats. This was shown after 2 years of complaining about gen speed. There is no reason to think that it has dramatically changed with all the changes since then.
That’s kinda the 1v2 that creates those game lengths... but when there’s 4/3 survivors games go pretty damn fast and killers in red ranks are really gonna resort to knowledge of the game to get the 1v2 but survivors will adapt to those and I can imagine killer starting to get frustrating when survivors really click on to the cheeky strats.
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Was gonna make a post kinda with the same conclusion but ofc don’t agree with a ruin nerf without a objective delay built in for killers.
Hopefully the devs see on the ptb how fast some games get and do whatever they can to slow the game down... I’m pretty sure great skill-checks would need to be scrapped and new gen times would need to be like 90/45/33.75/28.125. Pretty much 90 seconds solo being kind of a necessity.
I think with ruin nerfed it’s going to force the devs to fix gen speeds is why i think there will be a greater good.
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If it wasn’t momentum heavy - killers couldn’t 4k... survivors couldn’t 4-man escape.
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@Ihatelife said:
Because it can be used once and it rewards you for completing objectives.
And rewards you for failing to get gens done when you’re the last one left. + not finding the hatch.
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@Thomasthetrain said:
I always dreamt about a Circus map,but I think the current version of The Clown's map is actually well balanced.
(The most balanced map in the game,Imo)
Plague's map is not that bad, just needs to be smaller.
Both aren’t great maps... op’s idea I’d personally get behind... personally I’ve only liked springwood from new maps... demogorgon map was a good attempt to be alike but yeah... indoor maps can be harder for newer survivors and hard for nurse... nurse can actually navagate lery’s to some degree but not the new map... the upstairs is crazy strong for stalling her.
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@PistolTimb said:
I agree that Clown's map should be a full circus, but his map is fairly balanced so it should wait (though he could do with a rework like doctor, so we might see it changed anyway).
Plague and Huntress both need their maps shrunk by like 10-20 percent. The sheer size makes slower killers unbearable to play, and makes saving teammates way too time consuming.
The map is pretty damn killer sided.
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It takes away 2 perk slots that could otherwise be more troubling for the killer... they already rightfully nerfed resilience where you got healed faster by teammates and it doesn’t need anymore nerfs. They’re very solo-survivor friendly perks too in that they can’t be used to greater effect by SWF. Defo don’t deserve any nerf.
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@kate_main said:
https://forum.deadbydaylight.com/en/discussion/comment/946115#Comment_946115
Nerfing Moris?
I think you should be able to activate them only after hooking every survivor at least once.
For keys; I'd like to make a few changes:
- Broken key: once near (1/2 meters) the hatch,you can perform a 30 seconds action to successfully open the trap door and jump in closing the hatch behind. The action can be heard from 12 meters. Completing this action will deplete the key.
-purple key: once near (1/2 meters) the hatch,you can perform a 15 seconds action to succesfully open the trap door allowing only one survivor to enter. The action can be heard from 10 meters. Completing this action will deplete the key.
Pink key: once near (1/2 meters) the hatch, you can perform a 8 seconds action to succesfully open the trap door allowing all survivors to escape. The action can be heard from 8 meters. Completing this action will deplete the key.
I agree with your key nerf but feel moris should be about double hooking a survivor or something as more of a time-save.
Edit: except pink key not being for 1 survivor (That just creates an swf pain). A key can be used in 2 remaining potentially as is meaning 2 could escape and that already seems like a problem. Maybe there’s a 20 second wait till the hatch opens again idk.
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Proc endgame collapse and open exits (like after 30 seconds) if the killer 4 man slugs?
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@ASpazNamedSteve said:
https://forum.deadbydaylight.com/en/discussion/comment/943373#Comment_943373
Lmao damnit. No one else?
Don’t lie... we both drunk rn.
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@Dreamnomad said:
https://forum.deadbydaylight.com/en/discussion/comment/941894#Comment_941894
If you see where you are blinking to this pretty much resolves the issue does it not?
No, i know where I need to blink... any nurse with practice does... the problem is you can’t keep up in chase unless you read the survivor like 4 times in a row.
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It’s bug fixes she needs and be able to pass large objects easier... that’s pretty much it. Like actually making hawkin’s Navigable without add-ons.
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@[Deleted User] said:
Ds isn't anti tunnel.
https://www.youtube.com/watch?v=dpc6dcrH1NE&feature=emb_logo
Anyways, I don't get the point of your proposed change. When I was new, I just... learned to hit the great skill checks. Now it doesn't really bother me, even though my computer is a potato and my skill check UI runs at a nice smooth 12 FPS rather than 60.
If it's not Ruin, it would be Unnerving Presence, or Doc, or Overcharge, or even Huntress Lullaby, or any sorts of combinations; all of which can be even more reliable and more powerful than Ruin against newbies.
Maybe the stun should be 4 seconds than 5 to lessen that effect but pretty much for the most part it’s anti-tunnel. BT is anti-momentum every time.
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I remember playing with a friend where we were in like a 30 minute hostage doc game who just went to DC when it failed... I can understand why people hate doc when I normally never before that... since that game I got pretty triggered by how he works ngl.
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Claudette and spirit.
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It’s good with resilience or botany but otherwise no point. That’s fine though.
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A lot of new maps have them... the asian maps literally have a pallet beside two stumps in a few places which the killer can walk either side, the pallet in the temple of plague’s map is tragic and yeah farther campells.
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And there’s people wanting BT to counter stealth killers... lul... people playing the stealth killers just recognise the strength of BT.
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@Nuiveoxr said:
I think BT is fine, I don’t see a reason to nerf one of the very few perks that can counter a killer who camps / tunnels.
Because it doesn’t counter camping/tunnelling... if the killers camping they’ll put you on the hook instead - that’s not a counter but a trade... tunnelling is countered by DS not BT... BT just counters slugging an unhooked person who got farmed creating a situation where according to BT the killer is meant to feel stupid for trying to keep his momentum.
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@Dreamnomad said:
https://forum.deadbydaylight.com/en/discussion/comment/937276#Comment_937276
I don't even understand your argument. It isn't a crutch and it is counterable. If the killer isn't close to the hook it literally does nothing. That is how you counter it. Find someone else to chase. The only time it has any effect is if the killer is hanging out near the hooked survivor in which case the killer deserves to be punished. If a survivor does a truly unsafe hook rescue before the killer even has a chance to leave the area then the killer is still at an advantage. The killer has 2 viable targets to chase and didn't have to waste time running around looking for a target.
BT triggers only when the killer is near... survivors can simply just run up and farm the survivor when the killer is near to force the perk to activate... there’s no counter to this except allowing it.
The correct response for the killer was pretty much - slug the unhooked and deny the emblem for the hook-rusher but BT just gives them it for free.
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@Dreamnomad said:
No thanks. I'm good with where Borrowed Time is at now. Doesn't need a nerf or buff. But if you twisted my arm and said change BT in some capacity I would do the following.
Borrowed Time: After unhooking a Survivor while the Killer is within 24 meters, for 15 seconds, any damage taken that would put the unhooked Survivor into the Dying State will instead apply the Deep Wound Status Effect. The Survivor has 10/15/20 seconds to mend themselves.
This is both a buff and a nerf. Killers can't just stealth camp to avoid BT but 24 meters is more generous to non-camping killers than 32 meters. This promotes a healthier game overall.
But BT doesn’t prevent tunnelling/camping. It’s plainly a crutch. It should be counterable... it just counters slugging hook-rushers which are unhealthy for the game.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/937251#Comment_937251
You can also remember what gens they're working on. If they're all near hook that's free pressure for you.
So if that’s free pressure, how’s that any different when the survivor runs up to the hook to farm another survivor while actual other competent survivors would be hiding and then on gens? You literally just admitted inadvertently that being around the hook in the killers presence isn’t them camping... so why are they punished? If the killer see’s no one of-course they’ll leave or they’ll lose.
If the killer was actually legit camping then BT should be made into a perk for that like the rework proposes but apparently that’d make it a dead perk someone commented... almost like they’re inadvertently suggesting it’s completely bs that killers even camp often? Hmm.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/937235#Comment_937235
Have you tried not camping or tunneling? Works for me. A good way to help you do this is just run bbq or Thrilling Tremors.
With the survivors all around the hook? Or them actually countering BBQ by going in a locker?
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@MrsMaliciousX said:
https://forum.deadbydaylight.com/en/discussion/comment/937220#Comment_937220
Ok look at it this way
Same could be said for killers who run NOED
You play like ######### all game but yet a TOTEM is the reason you're able to turn that 0k into a 4k.
I know do totems but do you realize how many people don't?
Like I said everything has a counter
What’s the counter to DS-BT combo team that hook rush? There isn’t one... they all stay up from the ground/hook. DS is fine on it’s own and it’s one time but with BT the only counter is to hard proxy but then the survivors will do gens... so it’s like trying to force the killer to camp and then actually playing smart for a win if you have enough knowledge as survivor and admit it’s broken.
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@MrsMaliciousX said:
https://forum.deadbydaylight.com/en/discussion/comment/937203#Comment_937203
They put DS in the game because of killers that tunnel.
Everything that you're saying is just honestly plain stupid.
Every perk in the game has a counter to it. - Think someone has DS, Don't just chase them after they've been unhooked. Simple as that.
The reason that BT,DS, Unbreakable and perks like that are in the game is because tunneling and camping is allowed. Now if these things are allowed then the perks are too. You don't have to tunnel or camp to win a game. you really don't
If anything, They need to bring back the old DS :D
Slugging ≠ Tunnelling.
Yeah DS’s concept works... BT’s doesn’t... it destroys the killer’s momentum for free.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/937160#Comment_937160
I'm about 10 meters away with my back turned. Fast enough to get there, not fast enough to hit the unhooker before they unhook.
And this is precisely why I suggest the rework... if that survivor rescuing is healthy now you actually gain something as the killer... pushing them into deep wound instead of injured.
I literally do not see the downside people are inferring. You still get to keep the perk if the killers not tunnelling and can use it abit later.
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@MrsMaliciousX said:
https://forum.deadbydaylight.com/en/discussion/comment/937122#Comment_937122
Thats why you don't go after the person that just got unhooked.
That's like bitching that everyone is running DS but yet you're going after the person that just got unhooked.
Yes they said that camping and tunneling is a legit strat but that doesn't mean cry about it when perks are used to allow all their teammates to escape.
In this situation the killer got out smarted and he was just going after the person that was just taken off the hooks..
common sense people
Slugging is the counter to hook rush... DS is the anti-tunnel perk... there’s no reason to tunnel while that perk exists... killers don’t tunnel because of BT but plainly DS... killers can just wait 15 seconds and re-hook if DS didn’t exist... BT pretty much acts as a huge time waste for killers being unable to secure momentum... i.e. slugging the downed person who got farmed then going after the farmer and hooking them.
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@MrsMaliciousX said:
Soo because someone saves off hook before you can run away is making you mad?
What for?
Or is it the fact that you're going off the unhooked instead of the one that did the unhooking.
BT is just for the reason that everyone has stated..Im not saying that you are camping but a lot of killers do and honestly BT needs to stay where it is.
Until killers are punished more for camping and tunneling it doesn't need to be touched
:D
Do gens or just use BT... this new version would be better for anti-camping and anti-tunnelling.
See the vids I posted... what makes me “mad” That just from a sample of 10 matches... BT created 3 out of 10 4 man escapes or were likely going to secure it in 7/10... if the devs only balance around 4-man SWF... they could atleast rework BT so it’s weaker for them justifying solos to get strong. As a solo survivor it’s not fun playing the game.
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I can’t edit on mobile since the site is bugged but those BT escapes allowed for 4 man escapes. SWF are easily capable of forcing this with BT.
edit: Except I can edit this post since it’s not large enough it seems ...
But yeah just to mention these are out of 91-100 last games of emblem squad.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/937033#Comment_937033
Can you show me a video of the survivors exploiting BT and there is nothing the killer can do?
https://youtu.be/6Hy3gXDe8bc - BT was used
https://youtu.be/jca5mSiAXpY - 4 man escape
https://youtu.be/68krDaEFXcU - BT into hatch
https://youtu.be/Meg5qHOhW38 - BT escape
https://youtu.be/sI5hdr5wwR8 - Pallet stun so no need to BT but option was there
https://youtu.be/VLPc4uV4mz8 - 4 man escape
I showed the other vids for 4 man escapes where if the killer still got one BT was ready to force a win. That’s 7 out of the last 10 games I quickly looked at the end of.
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@Waffleyumboy said:
BT is in a good spot imo. If you play against altruistic survivors it is your job to take note and exploit their carelessness.
De-pip squad were using it to the max to get 4 man escapes... it’s only been buffed since... a full coordinated SWF can block all the necessary angles to make it happen. It’s not in a “good spot” especially since all the buffs.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/937008#Comment_937008
Did you read? He legit said it only has one use so if they save it for endgame, like with deliverance, they deserve a small edge.
I mean - it’d need testing still... if it’s increasing the escape rate a lot then it can’t objectively for-fill this.
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@Vetrathene said:
It would still need something against using it during endgame, because that was the main problem with old BT. The new BTs problem is it allows for Survivors to go make braindead plays over and over again and going for instant saves and then calling the killer a 'camper' without even giving them a chance to leave the hook.
Not fully against this either if it turned out to be necessary... I mean I’d have a “try it out”... if that’s causing a problem... defo make it not work during end-game... my money is on it being necessary to add that too personally.
I think I nailed the base concept for a rework though... less punishing for killers who catch a survivor’s scratch marks - follow them then hit them - if they were healthy now the killer actually gains something and also doesn’t have to go through the perk multiple times.
If the killer’s face-camping the perk could actually be a bit more useful too here. So it’s kinda trade for trade.
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The new map says hi. (Unplayable with deadzones)
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The reason makes sense... killers can hide or go in any direction that SWFs can’t really indicate... perma wall-hacking the killer would be another broken thing like BT. Having some unsurity as a survivor slows you down more than you think... having a clear idea where the killer is 24/7 would make optimal teams rush gens ez pz.
If the killer is camping you’d simply wave your arms as a solo... stage 2 you can’t really do much to tell your teammthough.
They should add the survivor aura only for kindred and the kindred perk itself used to reveal the killer.
Likewise killer’s should get BBQ aura and use the perk for the BP and distortion should be buffed to a cooldown perk with this change.
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I watched ScottJund’s video... I don’t disagree with what he suggests to change they seem reasonable... but I think 3 things should be stated:
There needs to be reasonably strong loops where the basement spawns - for obvious reasons that you need a chance to escape a camping killer... if strong loops get nerfed arguably the basement needs some form of nerf.
These loops shouldn’t be as a weak as the Plague’s temple where there’s a mile between every window/pallet that can’t be looped.
And also about bad map design - indoor maps need some change (killer favoured) and maps azarov’s like resting need to actually be winnable for survivors and not just an easy 3-gen with barely any loops on the map.
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Even if highly skilled solos found methods of coordinating like an SWF which would implore some behaviour strategies - there’s still no guarantee they’ll synergise with each other and swf has a much earlier advantage, their perks will coordinate better and items can be coordinated etc.
It’s more that “SWF is nowhere near Solo” level of difficulty.
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@Seltas0208 said:
Did that Dev stream say our senior shocky boi was getting his own chase music? That's like. Super duper OP please nerf.
But if this is gonna be standard for major changes to a killer then when legion gets put on the radar it's mixtape time.
Shirtless oni when?
Legion chase music gonna be linkin park - numb ?
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@ASpazNamedSteve said:
Obviously very early buuut
first impressions are he looks really cool, I way prefer how static blast works to static field. Could be too reliant on Whispers, but apart from that it looks great to me.
Pretty much same - I don’t think whispers is 100% go to... discordance or surveillance could work as good? If anything doc kinda has built in whispers in the end-game but if paired with whispers you can work out if a survivors in a locker near you or not.
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They said on stream no mither won’t work against Oni so it should be buffed... increase recovery time on the ground if they have to for running the perk but change is so you get deep wound when hit.
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Syringe no - it should double heal. Once in a blue moon you save someone slugged :P