sizzlingmario4
sizzlingmario4
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- sizzlingmario4
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The uncloak animation seems way quicker than it should be (I know it's supposed to be 22% faster but it looks even faster than that) but then you can't attack for a moment. Regular 1v4 Wraith there's no problem, it seems to be a 2v8 exclusive issue.
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Only if I have to for adept or I already know where the last survivor is.
Otherwise no, it's a waste of time and I don't care about the 4th kill, 3k is more than good enough for me. I give hatch/gate pretty often anyway.
If you ask me, slug for 4k is an issue that needs to be addressed and adepts should be changed to only needing 3 kills.
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@Jock21 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3838215#Comment_3838215
10 seconds of gen blocking really that scary to you ?
No, but you shouldn't get to block all the gens for 40 seconds after hard tunneling someone.
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Agreed, and Grim Embrace should as well
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I mean it's really just Commodious toolboxes being too strong compared to the rest. It has the most charges of any toolbox and is good for both repair and sabotage. I would still let it keep its identity of having more charges but its bonuses should be reduced accordingly to reflect that strength.
Maybe also add 2 more charges to brown, Mechanic's, and Engineer's toolboxes so they have enough charges for 3 sabos (18 instead of 16).
I wouldn't necessarily want to see toolboxes all overhauled to be similar, medkit varieties are really boring right now since they are all basically the same. A purple medkit is barely any better than a brown one.
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(Almost) anything where the trigger condition is completing a healing action. So Clean Break, Buckle Up, Teamwork Power of Two, and Blood Pact (which you mentioned) along with perks such as WGLF, Better than New, Teamwork Collective Stealth (on the other survivor), and Aftercare. It can also activate Deathbound.
This one I haven't tested with FTP specifically, but in theory, it should also work with Strength in Shadows's secondary effect (if you finish a heal in basement you see the killer's aura for 10 seconds - this isn't exclusive to self-heals). Obviously that's pretty niche though.
It doesn't work with anything that happens over time as a heal progresses, ie. perks like Solidarity, Lucky Break, and Second Wind don't benefit from it at all.
It also doesn't work with MFT because that perk requires you to be injured when completing the heal, and you have to be healthy to use FTP. (You can trigger MFT by using a syringe on another survivor while you're injured though! But the endurance won't trigger until the heal is completed.)
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While WGLF + FTP do work together, MFT + FTP do not.
If someone has these 3 perks and uses FTP to heal a slug, the slugged survivor will have endurance but the healer will not and you can down them.
In order to get double endurance with MFT + WGLF, you have to do the heal without FTP.
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Use the turrets when you can, but if you can't, then stick to high-wall loops as much as possible. Treat him like a short-range Huntress that can wind up much faster.
If you do get him to miss, make distance if it's safe to do so. The miss cooldown is a full 3 seconds and he loses a lot of movement speed.
For turret set-up: Try to put them in places that are advantageous to you but also aren't super obvious. Don't put them directly in front of tunnels, they disable for a few seconds when he comes out of a tunnel and he'll be able to destroy it or even just ignore it in some cases. If he uses his tail to destroy a turret, it counts as a missed attack and slows him down, so use that opportunity to get away.
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It also no longer increases survivors' chest unlocking speed for previously closed chests.
But I agree, the chest-closing cooldown should just be removed, it's unnecessary.
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It makes healing more efficient at the cost of having to survive 60 seconds injured.
I honestly kinda like it.
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I really want to know what they're doing to Myers.
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That sounds a lot more reasonable actually.
Though I think you could keep the temporary reduced recover speed and reduced crawl speed, the aura blocking being permanent is really the only problem with the perk and your rework fixes that.
@Toystory3Monkey said:
My rework to knockout:
No longer hides dying survivor's aura
No longer has basic attack requirement
Prevents survivor from crawling for 15 seconds and slows down recovery speed by 50% (was 25%).
Doubling down on its secondary effect and making knockout the signature perk for short situational slugging - survivor cant crawl under pallet while you kick the gen or check for potential savers, nor can they recover fast to prevent quick medkit/WGLF pick up.
This is also a good idea.
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The old version of Torn Bookmark (her 3-blink addon) used to be similar to this where it prevented her from blinking anywhere she didn't have line of sight to, and it wasn't really fun for either side. Also, the only thing that really keeps Nurse fair at all is that she is slower than survivors, and making her 4.4 would remove a lot of her counterplay and a lot of what makes her interesting, even if it comes with nerfs.
I don't think Nurse is in a perfect spot and I do think she needs some changes, but she doesn't need a complete overhaul.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832437#Comment_3832437
Both of these perks are worthless. OC is quite literally worse than nothing when survivors hit the skill check, which many do, and CoB is a better info perk than a slowdown perk. Not that the info perk is any good.
They definitely do need some changes. Either buffs or reworks.
If anything, Brine should be reworked. Or just get rid of the regression aspect altogether and buff the info. Although that might be difficult to do without stepping on Surveillance's toes too much, idk.
But I don't think Brine's regression in its current state can be given a meaningful buff without becoming obnoxious again.
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I like the first idea, but the killer aura reveal would have to have a cooldown or some other thing to prevent it from being exploitable with Hex: Ruin as @caipt pointed out. But otherwise that's a solid buff, I like that a lot.
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Absolutely not. That was one of the worst metas the game has ever had and the possibility of it coming back should not even be considered, even with the gen kick limits it would still be very unhealthy imo.
Strong regression perks should never be freely available without needing to down or hook a survivor. CoB and Overcharge don't have any prerequisite other than needing to kick the gen and thus their regression is rightfully weaker compared to other perks.
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It's not a good perk. It's just worse than BBQ in most cases.
The Oblivious effect is quite short and it also gives away that the perk is present.
But to answer the question, probably Legion or Plague since they're good at keeping survivors injured. I still don't recommend it though
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I'm really not sure why this is still in the game. Chucky's got removed almost immediately so it's not like they can't fix it.
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This is normal.
If Haunted Ground + Undying are used together like you mentioned, and Haunted Ground is the first hex totem cleansed, its effect will activate, and then it will transfer to the Hex: Undying totem just like any other hex perk (and Undying will deactivate). The second Haunted Ground totem will also remain active (so there are still 2 Haunted totems) and it can be triggered a 2nd time if either totem is cleansed again (then the other totem will become dull).
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I actually somewhat enjoyed Pharmacy after its 6.1.0 change since it could be used multiple times and green medkits were really fast heals back then.
What killed the perk was when medkits were nerfed in 6.7.0. While I fully agreed with nerfing medkits and especially the green medkits as they were pretty busted on their own, Pharmacy didn't get any kind of compensation buff when this happened and it left the perk in a pretty terrible state.
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I still like using Second Wind (and always have) and there are still situations where it is better than Resurgence.
Unlike Resurgence which doesn't really help you at all if the killer is proxying the hook, you can still get the heal off if you can survive for 20 seconds and it's not vulnerable to Sloppy or any other form of anti-heal as long as you can get it activated.
And even if you do get hit during base BT it removes your deep wound which saves you time mending and means you can use DH too if you get tunneled, Resurgence goes to waste in that scenario.
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Sure, give Plunderer's an unlocking speed boost, that's fine, but don't take it away from Pharmacy, just let them both have it.
As for Wicked and Circle of Healing, they are already strong perks and don't need to be buffed. Old Circle of Healing was the most broken survivor perk in the game at that time and absolutely should not ever come back. It gave the entire team access to 21-second self-heals within its range as well as increased healing speeds and all of that combined was far too much power for a single perk slot.
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@Tostapane said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830804#Comment_3830804
Thing that's impossibile to do if you are aganist survivors that aren't braindead
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830806#Comment_3830806
The thing that you mention is the counter... Survivors must play as a team in order to win... If you don't have decent players you can't win, you can only hope for the hatch. A bit difficult to hook far from the exit gates when people body block/sabo hooks, don't you think? Not to mention that sometimes hook spawn Is ######### up for good.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830813#Comment_3830813
It's not over until the survivors will leave the map, until that moment EVERYTHING can happen (especially if you have an endgame build) so no, you are wrong about that...
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830883#Comment_3830883
And survivors shouldn't get a free escape just because basekit feature will outplay you, plus what i said above.
You have the entire rest of the game up until that point to make sure that doesn't happen. If you are at the point where your only option and hope of getting a kill was to hook a survivor that close to an opened gate, then you have already been outplayed throughout the match up to that point and at that point the survivors should have the advantage.
Removing basekit BT in endgame would just make the perk mandatory to run again which is exactly what making it basekit was supposed to stop.
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No. If you're in a position where you had to hook someone that close to an open gate and survivors are in good position to make the save then you already lost. Killers shouldn't be given a free kill just because it's endgame.
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That would be horrible.
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It's good if survivors don't have healing perks that counter it.
If survivors do have healing perks to counter it (and there are a lot of strong survivor healing perks right now) then it's not that great, it's not much worse than a regular Sloppy heal at that point. Leverage and We'll Make It cancel each other out.
Overall I do think Leverage is better than it was before but it is not anything amazing. I've seen a few Onis get decent value out of it though.
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According to very old patch notes, that modifier was removed in patch 4.1.1. I also just tried it in a custom match and the recharge time didn't seem to be any longer than normal (4 seconds per token).
4.1.0 patch notes (this is the patch when Bubba/Billy were reworked (Billy Overheat update):
4.1.1 patch notes:
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@Theo_Urista said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830271#Comment_3830271
thanks for answering !
You're welcome!
One thing I forgot to note: All of that is assuming that the healer doesn't have the 16% penalty Gift of Pain gives you after you've been healed (if the healer was previously on a scourge hook, got healed, and hasn't been injured again since). So in some cases if that's in play then it would actually take even longer (around 38.3 seconds).
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It's actually decent now after the last change.
The previous version was mediocre and the versions before that were just Bamboozle in hex form which wasn't worth using over Bamboozle.
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About 34.5 seconds.
Leverage lasts 30 seconds. It generally takes around 1 second to start healing after unhooking, so let's assume we're healing for 29 seconds at Leverage speed + with Mangled in play (from Gift of Pain).
During that time, the heal speed is:
(1 - 0.2) * (1 - 0.5) = 0.4c/s
(Mangled is -20%, Leverage is -50%)
Over 29 seconds of healing, that gives us 0.4 * 29 = 11.6 charges of heal progress (out of 16 needed to complete the heal).
After that, the heal speed goes up to 0.8c/s (just Mangled heal speed now since Leverage expires before we finish healing).
We need: 16 total heal charges - 11.6 already completed = 4.4 remaining heal charges
4.4 remaining charges / 0.8 = 5.5 seconds
So the total heal time is 29 + 5.5 = 34.5 seconds.
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Probably not, last year the PTB at this time of year didn't happen until after the Halloween event was over.
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828694#Comment_3828694
That nice to know but it need to be more obvious for the average player
I agree.
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@solarjin1 said:
i hope they add something to indicate reassurance
This sort of exists already, though it's not super obvious.
Whenever the hook timer is paused, the red bar on the HUD will have a red flashing outline. While this happens briefly right before being unhooked (since the unhook interaction itself pauses the sacrifice progress) if you see this for a while then that means either Reassurance or Camaraderie was triggered.
Only the survivors get this, it isn't shown on the killer's screen.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828652#Comment_3828652
What they did before was make it so Pain Res didn't make you scream until the end of the hook animation, meaning you could keep an eye out and let go as the hook happened to avoid being kicked off.
It worked great, I don't know why it changed. DMS having a second's delay would also work, though.
Oh yeah, forgot it was like that for a bit.
Fwiw, the change to it triggering earlier is fully intended, it wasn't a bug. Because when they made that change, they also shadow-buffed BBQ and Grim Embrace's aura-reveals by 1 second each in the same patch to offset the change (to avoid indirectly nerfing them since the killer can't look around right away and the perks activated sooner). BBQ used to be 4 seconds and now it's 5 because of that.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828646#Comment_3828646
I left it out of my post, but I also think the PR + DMS pair should be fixed again. I have no idea why it went from being counterable to becoming uncounterable again, whether that's a bug or an intended change, but it's really annoying. The solution was elegant and effective, there's no reason not to bring it back.
That's fair. They could just make DMS activate like 1 second after the hook instead of immediately, so the combo wouldn't work anymore but DMS on its own would basically be unchanged
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I agree with it deactivating on a survivor death, but I would keep the tokens and leave it at 20%. The tokens would serve their intended purpose just fine if you add in the deactivation on death clause, and in some ways I feel like the perk was actually more obnoxious when it activated on every scourge hook despite the regression value being lower (15% back then), as it gave more opportunities for PR + DMS to work and also meant that generators could be left in a regressing state from the perk more often (either due to DMS blocking the gen, or nowadays if the killer forces you off the gen before you can stop the regression since that isn't instant anymore), which overall made it more annoying to play against.
To an extent, getting the full value for one survivor from just one scourge hook also makes the perk more fun to use for killers, because scourge hook RNG doesn't matter as much with this perk as it does with the other scourge hook perks (ie. as long as you get a survivor on a scourge hook once, it doesn't matter if you do the second time or not).
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I'm hoping that is part of the planned activity HUD update in the next patch.
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@jokere98 said:
The good guyPower cooldown starts in the end of slice and dice
didn't they already made it like this, in the same patch they reduced his CD to 10 seconds? (I know that there is a bug, that'll make it so cooldown starts in the middle of slice and dice, but that is a bug)
Yeah, they did.
I think they're probably going to increase his cooldown back to 12 seconds again. (just my prediction)
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828393#Comment_3828393
This maybe off topic or rude to ask but can you explain that line of thought?
Ok, here's my thought process:
Blight, a killer who has one of the strongest chase powers in the game, can use Lethal Pursuer to see everyone at the start of the match, immediately rush across the map, and sometimes instantly land a hit within seconds of the match starting when survivors don't have much warning a Blight is headed their way or even know that it's a Blight until he's basically already on them. Blight is, for this reason, arguably the best user of Lethal Pursuer and is probably the one killer where I would consider it to be a little too strong as the beginning of the match is very often the most important time of the match for killer. A good or bad start very often determines how the rest of the game will go. If Blight's power started the match on cooldown similar to Dredge/Sadako, then all of this goes away and Lethal would drop in strength on him to be similar to the majority of other killers, without actually changing the perk at all, and would give survivors a little more breathing room at the start of the match against a killer that would otherwise still be extremely powerful.
Now, Billy can use Lethal and immediately chainsaw across the map in a similar fashion, but in general, Billy's chainsaw is a little easier to dodge than Blight's rush is, and while Blight can bump into something and then change direction, Billy can't really do that without stopping and restarting the chainsaw. In addition, his chainsaw has a 60 meter noise range. Meaning that even if you are not in the terror radius or don't see him, survivors have a little more advance warning that he might be heading towards them + the chainsaw noise immediately tells them who the killer is and that they should be prepared. With all of this in mind, this is why I don't have an issue with him being able to use his power immediately.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828265#Comment_3828265
It's used because it's consistent, convenient and offers synergy. Also, Lethal Pursuer isn't the most used killer perk. The pick rate according to Nightlight is 15.88%. Are we going to nerf every survivor perk with an equally high or higher pick rate too? Strength and pick rate go hand in hand but it's not as linear as: "That perk has a very high pick rate so it must be that strong."
It's more like "strong perk" ⇒ "high pick rate". That however isn't the same as "high pick rate" ⇒ "strong perk".
If some killers are problematic with Lethal Pursuer, then why don't we have their powers start on a cooldown like with Sadako and Dredge? I don't consider Lethal Pursuer on Billy to be a problem but I'd take that over nerfing a perk that is fine on most killers but arguably too oppressive on others. I want more perk variety on both sides, not less.
Honestly Blight starting on cooldown would be completely fine.
I don't think that's necessary for Billy.
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@albertoplus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828332#Comment_3828332
I do think it was underpowered. The teleport speed was atrocious for how restricted it is. I didnt have much of a problem with the normal movement speed so the buff to 6.5m was a bit weird but i dont think its that insane.
I forgot the teleport speed used to be lower, that I agree with you on, it was too low before.
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@SuspiciousBrownie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828354#Comment_3828354
Except you can’t use 75% of her skill ceiling on indoor maps can you? No snipes. No orbitals. No shots past 16 meters generally. Forced to zone. Not to mention maps with an insane amount of clutter.
Nurse doesn’t need a buff because she has a 62% kill rate at high MMR and only has a low kill rate at low MMR. Proving the fact that she has a high skill ceiling and is good when you learn her.
Huntress on the other hand has a low kill rate at low MMR AND High MMR. If we don’t use an objective number to balance killers then why buff Freddy or Mikey? Some people tell me those killers are fine and need no changes. But the numbers say otherwise.
I agree that it's unfortunate how bad she can be sometimes on indoor maps, but there's nothing you can do to make Huntress good on indoor maps that wouldn't make her extremely oppressive on most of the other maps. Singularity has a similar problem.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828340#Comment_3828340
If we had to nerf Nowhere to Hide, I'd give it the Ultimate Weapon treatment and center the aura-reveal on the generator itself instead of the killer. It'd still do its job at revealing the survivor hiding behind a rock 15 feet away.
Yeah I agree. It actually was bugged at one point and worked like this and I think it actually made the perk a lot more fair
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@SuspiciousBrownie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828334#Comment_3828334
Welp you’re not a dev. They want 60% kill rates for all killers and hers is 56% and dropping. Ifsofacto she needs a buff! 👍
60% is fine for most killers but if a killer has a higher skill ceiling than average (which is true for Huntress) it's okay if the kill rate is a little lower, that doesn't mean she isn't strong in the right hands.
If we were forcing all killers to be at 60% then by that logic Nurse would need a buff since her killrates have historically been lower than that and we all know that she doesn't.
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Eh, Lethal's fine imo. The main effect only works once and after that it's just a minor extension of other effects, 2 seconds is useful but it isn't anything crazy.
The only aura reading perk right now that I think is a little too strong is Nowhere to Hide, it's a bit too free at the moment and the moving range is problematic.
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No thanks.
We should not be buffing zoning and she already got a buff that she didn't deserve, she doesn't need another one
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@albertoplus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827974#Comment_3827974
He could already hit you and catch you in bat form before the Bat and Shapeshift buffs. And yet Bat form was deemed underpowered.
Also, the cooldown thing doesnt make any sense. You want him to have more cooldown if he actually gets a hit? So he gets rewarded for playing well by having more cooldown?
Also, the "guaranteed" hits in pallets/windows have been a thing with Nurse, Huntress, Plague (with activated power), Demo, Deathslinger (on some pallets, all windows), Pyramid Head, Nemesis, … But as you can imagine, on most of these killers, Dracula included, it can still be baited or the pallet pre-dropped if you reach it in time.
I think Bat Form's true potential didn't become as obvious right away until they buffed it.
I originally thought it was underpowered as well. Now, I think I was wrong about that.
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The window block + Hindered addons need to be nerfed.
Bat Form for map traversal is fine and doesn't need to be changed in that regard. But it's too strong mid-chase
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Thank you Peanits! Congratulations on your new opportunity, but we will miss you. I know many of us loved seeing you here and reading your posts. Good luck in your new role!
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Turn off TVs and she can't go there for 70 seconds.
You can still turn TVs off even if you are already holding a tape, this just gives you 1 stack of condemned in exchange for it being disabled for 70 seconds and it not giving you any more condemned while it's turned off.
This is all you have to do to not get condemned super quickly.

