sizzlingmario4
sizzlingmario4
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Twins needs a lot more than just an addon pass.
We can agree about pyramid head though.
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Somehow it got screwed up to where it makes you oblivious when further than 8 meters from the killer, rather than 8 meters from the survivor.
This has actually been a bug for a while now/this isn't new to 5.4.0.
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I don't bring map offerings very often on either side but if I do it's probably macmillan.
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Ok, so my thoughts:
Autodidact: Imo, this perk just needs to have a higher chance of getting skill checks and then it’s fine. Your buff allows for 80% heal progress on one skill check at 5 tokens. That’s a bit crazy.
Gearhead: Sure, that could actually be interesting.
Smash Hit: Meh. I think it’s alright as is.
Pentimento: Yeah, that could work.
Shadow step: No, it’s already strong enough.
Beast of prey: I’d be down to at least try this.
We’ll Make It: No. It’s already one of the best healing perks.
Hangman’s trick: Imo, just change it back to the old version where hooks come back in 10 seconds.
No mither: I’d be fine with that.
Lethal pursuer: Sure. I’d even make it like 12 seconds tbh.
Boil over: Idk about this one, I feel like that could get out of hand in swfs especially with breakout. There’s a reason breakout doesn’t stack with itself if 2 people have it.
Hysteria: I think it’s ok as it is.
Off the record: I’d rather just make it longer and/or make it also show you the aura of the killer if they attempt to read yours.
Pain resonance: No, it’s already strong.
Pop: same as above.
Lithe and sprint burst: No. If anything SB should be nerfed to 2.5 seconds.
Oppression: It really just needs a lower cooldown more than anything.
Quick and quiet: The cooldown is only 20s, I think it’s ok.
Jolt: I think the range is fine, it just needs to work on any down (not just basic attacks). The skill check buff is unnecessary.
Power struggle: Have to be careful with flip flop here. For that reason I’d say no.
Stridor: You could do this, or you could nerf iron will so that injured survivors still have regular breathing noises, which is what I think they should do.
Technician: Hard agree. The extra regression is just dumb.
Insidious: That could work.
Streetwise: I agree it shouldn’t stack with itself but 50% is a lot.
Prove thyself: No. Prove thyself needs a nerf not a buff.
Spies: No reason to increase the cooldown. I’d good with making the range a little better though.
Dance with me: I’d make the cooldown shorter but 3 second duration is fine.
Tinkerer: Nah, it’s doesn’t need a buff.
Alert: Why though? I don’t get the point of this. Adding a cooldown doesn’t make sense. I’d rather just leave it alone.
Thanatophobia: Nah, it’s fine.
Wake Up: I’d just increase the bonus to 25% and remove the range limit (it’s 128 meters so it doesn’t usually matter anyways).
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If you go straight for your 1st perk from the start of a bloodweb, the entity will never take it before you get there.
I do wish that was true for the 2nd perk though. I’ve definitely had some “screw you entity” moments lol.
Honestly it could just wait until you take two perks and then take the other two simultaneously, rather than taking one as soon as you take one.
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Depends. Sometimes I only play 2 or 3 games sometimes I play more like 15.
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@jesterkind said:
I don't think the killer needs to know what boon totem specifically is up, because that's - so far - something they can figure out by watching its effects, and because hexes are designed for survivors to need to cleanse them whereas boons are designed for snuffing them to be an option you have if you think it's more beneficial than just ignoring it for now.
What I do think is more reasonable is having the audio cue be made louder towards the edges of the radius- it's loud as all hell when you're right up on the thing, but really quite at the edge of its effective range.
I agree with this - for now.
Right now there aren’t a lot of boon perks so I don’t think it’s a major issue/the killer can often figure it out anyway. When we eventually have more boon perks though then it may become a problem not just for killers but also for other survivors - I’ve already seen survivors run to a boon to heal only to find their teammate only brought shadow step and they wasted their time running to the totem for nothing. (Almost nobody brings shadow step rn without COH, but that’s besides the point.)
I 100% agree that the sounds need to be louder on the edge of the boon radius though. You basically can’t hear it at all if there’s any other noise and that’s not how it should be.
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@Fnatic47 said:
https://forum.deadbydaylight.com/en/discussion/comment/2673211#Comment_2673211
I understand your point but right now in the game state atm Killer perks and some Powers needs a buff not a Nerf ya know..
I understand that, and there are plenty that need buffs, I wholeheartedly agree. There are a lot of not so great survivor perks that need some love too.
When I say “nerf pop to 20%” in this context it’s not even really a nerf if undoing regression takes a couple of seconds, coupled with the higher regression rate. Let’s take an example:
A generator is at 50%, and I kick it with pop. The generator is then left alone for 20 seconds and then a survivor starts working on it again for two seconds.
With the current system, Pop regresses it to 25% and then over 20 seconds it would lose 5 charges (0.25 per second), which comes out to the gen being at 18.75% when the survivor starts working on it again (a full generator is 80 charges). The survivor works on it for two seconds, bringing it up to 21.25%.
With the change I proposed, Pop regresses it to 30%. Over 20 seconds, it loses 7.5 charges (0.375 per second), which means the gen is at approximately 20.6% when the survivor comes back, except it now takes them two seconds to stop the regression during which time no progress is made.
So the reality is that even with the reduction from 25% to 20%, you still got more value out of that kick with the changes to base regression.
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Yes, I’ve died to it a couple times, but I see that happen less than the number of people who die to the entity or to bloodwarden because they opened it, or that would have died if they had opened it but didn’t.
I’ve also had plenty of games where I get trapped at a safe loop because someone else opened a gate when they shouldn’t have and now I’m stuck because if I stay I run out of time but if I leave the loop the killer gets me (and the killer knows that and never breaks the pallet).
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@LapisInfernalis said:
so.... do you get negative tokens and therefore negative BP/more speed? I would laugh if it were the case.
Fortunately, no, it doesn’t give the survivor higher cleansing speed. That would’ve been funny.
I didn’t test the bloodpoints.
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I would just increase base regression rate to 0.375 charges per second (halfway between what we have now and ruin regression) and eliminate gen tapping by making it take a couple of seconds (but only if the killer directly damages the gen themselves, to avoid making slowdown perks even stronger). Then nerf pop to 20% to make up for it, since my goal isn’t to make slowdown perks stronger, only base regression. (Other perks may need to be adjusted too.)
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Permanent exhaustion by itself would already be decent honestly.
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Aftercare isn’t terrible but I think there are other info perks that are better.
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@ClumsyTrapper said:
https://forum.deadbydaylight.com/en/discussion/comment/2672356#Comment_2672356
Im aware of how charges work I just could have swore thrill used to read increase time to cleanse not apply a speed penalty my b I was wrong guys sry
It's okay! The game doesn't really explain this very well to begin with.
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@ClumsyTrapper said:
https://forum.deadbydaylight.com/en/discussion/comment/2672328#Comment_2672328
Thrill is only suppose to add 50 percent to the time not double it
Alright so let me teach you slowdown.
(Almost) everything in DBD is based off charges and charges per seconds. Most interactions are performed, by default, at a rate of 1 charge per second.
Repairing a generator requires 80 charges, and survivors' default repair speed is 1 charge per second, thus it takes 80 seconds to finish the gen, as calculated by 80 / 1 = 80.
Let's say the killer has the new Hex: Pentimento perk active with 1 token, thus the repair speed is reduced by 30%. This means that instead of repairing at 1 charge per second (I'm going to abbreviate as 1c/s), the repair speed is now 0.7c/s. You would then take 80 / 0.7 = 114.29 seconds to repair that generator by yourself.
With totems, you need 14 charges. Blessing a hex totem increases this to 28, so 28 / 1 = 28. 5 stacks of thrill of the hunt is a 50% penalty, so it becomes 28 / 0.5 = 56.
On the other side, if something makes an action faster, it works the same way - for example, healing with botany knowledge is a 33% increase. For bonuses, you just convert the percentage bonus to a decimal and add it to 1. Default healing charges is 16, so you would take 16 / 1.33 = 12.03 seconds to heal.
Multiple bonuses stack additively (eg. resilience and spine chill would increase gen speeds by 15%), and multiple penalties stack multiplicatively. Example: Dying Light with 5 tokens is 15% reduced repair speed, and Thanatophobia with everyone injured is 20%, so it becomes (1 - 0.15)(1 - 0.2) = 0.68, or a 32% penalty when combined.
In the case of bonuses and penalties stacking with each other, add the bonuses first to the base speed of 1, then calculate the penalties based off that value instead of 1. Example: Healing with botany knowledge increases healing speed by 33% to 1.33c/s, but sloppy butcher decreases it by 20%, making it 80% of 1.33 which is 1.064c/s. So you still heal faster than normal, but sloppy cuts into that bonus a bit as well.
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@Dino7281 said:
Isn't it basically Ormond 2.0?
Same size, annoying main building, bad totem spawns, annoying breakable doors
I didn't think about it this way at first, but honestly you're kinda right, lol. It's the same size, has god pallets in a strong main building, and half the totem spawns I've seen are just bad.
As for how big it is, I would make it just a tiny bit smaller and then I think the size of the map is okay. But from what I've played on it so far, yeah, it does seem survivor-sided.
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It literally just got buffed with eating killer powers, lol.
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@ClumsyTrapper said:
https://forum.deadbydaylight.com/en/discussion/comment/2671434#Comment_2671434
Blessing a hex takes almost a full minute
That's not a bug. It's supposed to take that long with thrill.
Whether it's a bug that blessing a hex actually takes 28 seconds and not 24 as the devs stated is up for debate, but it's been like this since day 1 of boons - 14 to bless a dull, 28 to bless a hex - 5 stacks of thrill doubles that to 28 or 56 respectively.
Thrill is bugged in another way though, as mentioned above - pentimento makes the token counts incorrect so you end up with less tokens than totems actually remaining.
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As much as I hate twins, if you actually can't pick them up in time that's just stupid.
Fortunately for you, I don't think exponential will actually be used that much due to how situational it is, and especially considering twins aren't commonly played.
I do think victor should be able to interact with boons and/or you should only have to wait as long as you do after a down if you want to slug; you should be able to switch back to charlotte much faster if you intend to pick up and hook.
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@DesignDad I know I'm not the one who asked, but thank you for actually taking the time to answer these kinds of questions fully and in a meaningful way! This is the kind of thing we want to see as players - more transparency.
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Pentimento feels like they just didn't really consider the impact boons have on it. But then again boons themselves also felt rushed, so...can't really say I'm surprised.
I like how grim embrace encourages you to play fair, but it's getting harder and harder to do that.
Pain resonance actually seems decent as long as you can get to scourge hooks. I only played survivor yesterday so I haven't tried it yet.
I've pretty much always technically been a survivor main simply because I play more survivor than killer, but I still play both sides. That said, I've noticed myself playing even more survivor and less killer lately, just because it feels nearly impossible to not have a stressful killer match, whether you win or not. COH pretty much makes it pointless to injure people if you don't commit to them, and snuffing a totem isn't worth it if it's far away and gets relit soon after. Not to mention I get hackers a lot (especially when I play spirit), but I'm not gonna go into that because that's not really the point.
Within days of COH coming out I made a rule for myself that I'm just not going to bring COH as a survivor unless it gets nerfed because it's ridiculously broken, the same way I refuse to bring NOED as killer because I think it's cheap.
The unfortunate truth is that many killers who aren't top-tier simply don't have the tools to keep up with the current survivor meta, and I don't want to be forced to play S-tier killers every game and/or bring ruin/undying/pop/corrupt every match. That gets boring really fast. I'm not saying I don't use slowdown perks - I do use them, but I don't bring 4 slowdowns because I'd rather have at least SOME kind of build diversity.
All I really want is to be able to play matches in a way where it doesn't feel forced to tunnel people every match and then lose because I knew I should have but didn't until endgame or until there was 1 gen left.
I am hoping that boons will get looked at in the midchapter in a month and a half and that they weren't this time around simply because they haven't been out long enough. But we'll see.
It's also kind of sad how many people were disappointed over Scott's fake patch video being fake, because it just shows you how many people want those kinds of changes.
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It would only make a difference if you also had DS, AND if the gate is already open so you could actually crawl out. Which is niche enough that I don’t think it’s necessary.
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Dwight: Probably the worst one of all of them.
Meg: Not great but I'll probably get used to it eventually.
Jake: It's okay.
Nea: Looks good.
Laurie: Looks terrible.
Feng: Eh, it's alright. She's my main so I'm kinda already used to it.
David: They changed his twice, it still isn't good but it's better than what we had last patch.
Quentin: It's fine.
Kate: Meh.
Adam: Looks decent.
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Exponential is fine. I think it's easily the weakest boon perk we have right now due to how situational it is, and it requires the killer to slug knowing that it might not be a good idea.
Survivors already have plenty of counterplay to slugging these days anyways - I don't think exponential really changes much.
It does kinda screw over twins though since victor can't snuff totems, but they're already a mess of a killer, exponential or not.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2670931#Comment_2670931
Do you know if you regain token for thrill of the hunt?
Nope, thrill of the hunt is bugged. Rekindling a totem doesn't give you a token back, and if that rekindled totem is broken you lose an additional token, meaning you have less tokens than the number of totems actually left on the map. Once it gets to 0, it stops working completely, even if its hex totem is still on the map.
I tried this last night with one of my friends. I brought thrill and pentimento, and we went around the entire map and cleansed 4 of the totems (all of them except for thrill), and then I rekindled all of them. After the first rekindled totem was cleansed, thrill ran out of tokens and stopped slowing her down.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2668448#Comment_2668448
That was never an option. I have tested first day on PTB and even blessing destroyed that totem forever.
Fun fact: you actually can’t bless a pentimento totem at all now. You just don’t even get the option - the only thing you can do is cleanse it.
Fun fact #2: If pentimento is cleansed and undying moves it, when the undying (now pentimento) totem is subsequently cleansed, that totem can be rekindled again because it technically wasn’t rekindled before, undying just forced the hex to transfer there.
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Overall, I think DS is in a pretty good spot now. They needed to make it deactivate on blessing a totem and they did. I also don’t really have an issue with being able to open a gate with it.
My only remaining problem with it is survivors actively preventing the killer from attempting NOT to tunnel (eg. bodyblocking a doorway with BT) knowing that even if the killer waits it out, they still can’t be hooked.
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I'm just glad they finally fixed bubba losing his power.
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Honestly I'd be down to try it. He definitely needs something.
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Also tried this myself to see and yep, it loses a token on every cleanse and never gains any back if you rekindle totems. Once it runs out of tokens it just stops doing anything at all.
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@FilthyLegionMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2669410#Comment_2669410
Wait doesn't a protection hit only count if you are both nearby and both in chase? If they just got unhooked then they could just... walk.
I don't think the person taking a hit has to be in chase, no. (Please correct me if I'm wrong.)
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That wouldn't work as a blanket solution since you can actually get a protection hit while being downed. Which could happen if an injured survivor unhooks you without BT and the killer hits you off hook.
That said, if you bodyblock me with BT for 12 seconds and I have to wait that long to down you, you don't get to complain about being tunneled.
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@silvio00 said:
https://forum.deadbydaylight.com/en/discussion/comment/2668726#Comment_2668726
I gave thousands of hours on her, somethings messed up. There's no way I'm going from 4k every game to barely getting hooks today. The second I started phasing I noticed the visual change towards when survivors dissappear and re-appear. I can barely hear survivors now and the sound itself doesn't even seem correct. They'll sound like they're infront of me yet they're a lot farther than it seems. It's significantly harder to tell when they're doubling back and I can't even hear footsteps correctly anymore.
They did something.
Sounds like they messed something up then. Maybe make a video of it and post a bug report.
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If you mean last patch then she has directional phase audio now and you can’t fake using your power anymore (no stand-still mindgame). Also a lot of her addons got changed.
If you mean this patch just today, then nothing. They did some performance optimizations; her mechanics didn’t change at all.
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It’s not like most games didn’t already feature COH regardless.
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If you get to a point where the slowdown is significant, you probably already won without it.
Or you don’t, and you lose before it really does anything for you, even though it was already speeding up heals at max strength all that time.
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Lost count of how many times I got pulled into a pallet with bubba’s chainsaw even though I wasn’t facing it and I would have downed the survivor if it didn’t happen
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2668041#Comment_2668041
Fun fact, it's actually 28 seconds (56 with thrill)
The wiki is a dirty liar
Can confirm this is true, lol. I noticed this on like day 2 of boons when I was testing some stuff with my friends.
Honestly it makes more sense being 28 anyways since it’s double the normal time.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2667488#Comment_2667488
Even if it doesn't give stack back.
This build is countered with Boons, right? and Thrill of the Hunt is closest to what we have as "counter" to boons.
Yep, boons just shut pentimento down.
The advantage plaything gives you is that if the oblivious survivor doesn't have boons, but someone else does and they want to bless it to avoid pentimento, they have to wait out the 90 seconds.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2667485#Comment_2667485
Ruin, Plaything, Petimento, Thrill of the Hunt might be interesting..
not sure if Thrill of the Hunt works for Petimento tho
I'd imagine the slowdown does since that applies to all totems but idk if a rekindled totem gives you a token back or not. That was an oversight on the PTB with small game, you could cleanse 9 totems and it became worthless since it made the detection range 0 degrees.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2667202#Comment_2667202
You do know they fixed the description to its the second totem? I feel like as soon as that regression penalty shows up they will be off to cleans that last totem they just did. I really don't think it will ever get pass 2 tokens. Just my opinion though
Oh yeah I know they changed it and I completely agree it sucks. It'll never get past 2, maybe 3 if you're lucky. As long as the survivors are halfway decent they're going to know where those totems are since they already did them.
That build is just a hypothetically interesting way to use the perk despite it being bad.
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Be as unpredictable as possible. Try to break line of sight. You do not want to be out in the open against her - use LOS blockers to make it harder for her to predict exactly what you're doing.
If she blinks properly, you are probably going to get hit, but she needs to guess exactly where you're going to go, and you want to make her guess wrong. When I say be unpredictable, I mean that you shouldn't juke her in the exact same way every time - they will pick up on it and react accordingly. Do different things. Avoid small spaces like tight corridors if possible - these don't give you a lot of room to juke and it makes it easier for her to predict what you're going to do. Remember you are faster than her while she's not blinking - use this time to gain distance and figure out how you're going to dodge her next attack.
Like you said, you often dodge her first blink but then she hits you on the second one - this is because many nurses will blink once, but then use their second blink to correct themselves if they're off.
Also, don't rely too much on running back into the nurse to make her overshoot and blink past you. Although it will work sometimes, good nurses will sometimes expect this and blink short range to catch you, or they can actually blink down if there's nothing below them causing them to not move very much even on a fully charged blink (this doesn't work if they're on a 2nd floor of an indoor map though since this will make them blink down to the ground floor).
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2667202#Comment_2667202
The big problem with Pentimento is that they will A. likely know where the totems are, B. It's going to be an annoying side objective for...mediocre gains, C. It requires Survivors to cleanse 5 totems (not a guarantee, especially when they guess you are running it) and D. by the time you have all 5 lit, the match is already over.
Pretty much. I don't think it's a good perk, but if you want to use it that's how I'd go about it.
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@StarLost said:
Not trying to be harsh, but that build...isn't going to work. It's different components have an anti-synergy.
- Ideally, you want to put a pop into the most progressed gen, but now it's probably deadlocked. Ditto PR.
- You will need to support PR with a 'carry' perk (ideally Agitation) for it to be consistently useful.
- If I was going to build a strong regression focused build around the new perk, it would be PR+Starstruck+Agitation+Surge on an M1 killer, and something like PR+Agitation+Ruin/Pop+Undying/Oppression on a 'power' killer.
That said, I'm wary about investing too heavily into regression. If you aren't able to reliably pressure (and know where to pressure), all the regression in the world isn't going to save you.
My build is going to look something like PR+Agitation+BBQ/Discordance/CI+Monitor/Devour Hope/Plaything. I might even build something gimmicky involving Plaything+Retribution+Pentimento.
Yeah I don't like running pop with deadlock for this reason.
Plaything/retribution/pentimento sounds interesting though; I do think plaything is the best way to actually get pentimento value since it encourages survivors to cleanse totems and not boon them, especially if no one else can interact with it for 90 seconds.
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I’d be fine with it.
I think survivors should also be able to see what boon perks exist on a boon totem without being in its radius.
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There might be more hackers, yeah, but the offer is only for a week and we already have plenty of hackers as it is. I don’t think it’s really going to change much.
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It was the same way with spirit, lol.
The night before her nerf I played against a ruin/pop/corrupt/undying spirit with father’s glasses and MDR.
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Clown, Myers, and Wraith.
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The base speeds are fine.
The problem is toolboxes, BNPs, Prove Thyself, survivor-sided maps, survivor spawns, and much more.
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He's fine. Some of his weaker addons could use some changes though.