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thesuicidefox

thesuicidefox

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  • Take away any add-ons that give extra blinks (in fact redesign most of her add-ons). Prevent aura reading during the blink phase. Block blinks through downed pallets.

    These are fair IMO but really anything you do to nerf the Nurse will hurt the game.

  • Exposed beats insta-heals, so NOED, MYC, etc. Ruin plus other gen slowing perks is a good choice, mainly because if they came in with an insta-heal they probably aren't spec'd to do gens. If you want to brute force it, Thanatophobia and Sloppy might force them to use it early, but if they are smart and wait that could bite you in that ass. Franklin's is good but survivors will just end up using the insta-heals on each other instead of themselves.

    If you see people hovering around your chase with a medkit that's usually a sign they want to insta-heal someone. If you down the guy be ready for that surv to run up and insta-heal them. I always aim for the guy doing it, because if it is a steptic and not a needle then you have 2 injured survivors.

  • @Tsulan said:
    Avatar must have been an adult movie for you...

    Eh... they aren't covered in blood. It's less sexy.

  • "DS = slug/camp" is pretty petty on your part. But that other guy is out of line.

  • @gamerscrybecauseofme Thanks. I don't want any crazy solutions TBH, the hatch gameplay is pretty fun. It just stops being fun when both players stand on the hatch and don't do anything. Give the killer a way to force the survivor to leave so they can have a fair chase, and give the survivor incentive to leave and these standoffs won't be a problem.

  • @ASurvkillivorer said:
    I am guilty of respecting pallets somewhat. Problem for me is they will just blast off to another pallet if they stun me. The other survivors do so much on the gens in the shortest little chases its not even funny. Then if they all can do that same function as good as eachother im like screwed entirely.

    My style is to always break the pallets. Even when its a bad play. I just can't resist it and I don't mind it because even when its the wrong move I know I removed its potential usefullness later.

    Perhaps walkling into pallets with the stun perk is needed at higher rank?

    If you get them to waste 3 or more pallets per gen, it's sometimes worth the trade. If they 3 gen themselves, or you run an end game build, or just get a a good snowball going, not having enough pallets to get away from you can make a huge difference.

    I will always take shack pallet if I can get them to drop it because it can make such a huge difference, especially if your basement is there.The only time it's not worth doing is when the gates are powered.

  • @Might_Oakk said:
    Blood Warden is where its at lads. I replaced ruin with it and really enjoy it. Rather then stressing when your totem gets blown up instantly you get fun and funny endgame moments.

    Unless its vs SWF then Blood Warden is dogshit if one of them dies and tells everyone you have it. Why the fook is seeing killers perks before the game ends still a thing?

    Blood Warden > Ruin. I agree with you 100% because it's a guaranteed 60 seconds and they can't take it away. And it comes at a time where they think they are the most safe and will take the most risks.

    However I don't think it's bad against groups and here's why. The counter to Blood Warden is to.... not open the gate. If you face a group, slug someone. Don't hook them just slug them. Best if you know they have no DS or Unbreakable (ie. they used it during the trial), but you want to slug them. The other won't open the gate for fear of BW, so you basically add infinite time to the gate, until they die or just say screw it and open it anyway.

    The other counter is to open the door and hide for a minute. This is probably actually the best option for survivors that want to make saves, however they are still trapped in the trial with you. If you find them chances are they are dead. This is where BBQ and Whispers comes in handy because they counter the counter.

    The last counter is to open the door and just leave before the guy gets hooked. If they know you have BW, that means at least 1 is dead. You just secured yourself a 2k at least. This is probably the worst outcome for the killer but still a good deal because you got a 2k and pipped or at least got a safety from it.

    I agree that it would be a lot better if you couldn't see killer perks until the end of the game, but even if they know about BW 2 of the 3 possible counters still benefit you as a killer, and the last may or may not depending on the scenario. And if they don't know about it... oh boi.....

  • With no other buffs/debuffs, TP 1 stack only adds 5 seconds to a solo gen, 1 second to a heal, and 4 seconds to a SC heal . At 4 stacks it adds 14 seconds to a gen, ~3 seconds to a heal, and 13 seconds to a SC heal. SC gets hurt by TP pretty nice but if survivors team up on the other stuff that extra time is cut in half. Which is why it is a good combo with Discordance because survivors will team up on gens to counter TP. The other problem is that TP requires them to be injured, so it's only reliable when you can constantly keep survivors injured. Right now the only killer that can do that is Legion.

    However I think TP has a value in the psychological effect it has on survivors. If you have someone hooked or slugged it makes them want to save more. It makes them want to team up on heals which means less gen time as they will waste time trying to group up. TP can make most survivors act desperate so they overcommit to things and waste time. Top tier survivors won't flinch from TP though, at least not until 3 people are injured because that's when it actually starts to do some work.

    IMO TP should give a flat 6% per injured survivor. It would make 2 injured like 3, 3 stronger than 4 is now, and 4 would be almost like having Dying Light

  • I had a Billy DC on 4 party streamers, also on Xbox. Won't name shame though. When we asked why he just like "I forgot my mori". Like who the hell cares just play the match and get a crap ton of BP. We were a 4 man but we weren't going to gen rush we all wanted BP. He would see 2 maybe 3 gens pop the first chase and then no gens for a long time while we do totems and chests and saves. Then he's all "you'll get another in the next web it's no big deal". Bro, you just threw away like +100k with BBQ.

    Truth is he was scared of a 4 man and wanted to troll us.

  • Actually I feel like the thing holding me back as Trapper is only being able to carry 1 trap at a time by default. You should start with 1 but be able to carry up to 3 by default.

  • You have to get other players to use the pallets or catch these guys in a bad spot. Some pallets you have to break immediately, some you can leave but need to come back and break it, others you can just leave there (though I never leave them bc free points!). If you are getting looped endlessly though chances are you are either being mindgamed enough for them to make distance or you are respecting pallets.

    I almost never respect pallets I just go through them, Most of the time you can get a hit by doing that and it makes survivors less likely to do that extra loop when you chase them again. They will cut the loop short by 1 and wait at the pallet, so you swing through the pallet. Now they will be trying to hit you with a pallet so you can start respecting pallets as a way to get them to waste them. If you scare a survivor enough and condition them to drop the pallet early, they will drop it early. Sometimes it you read the drop you can just go around the loop as if you are going right for bloodlust. That scares survivors that drop the pallet because they did it in a panic and if they do that and see you just going right for bloodlust they will panic and mess up more.

    Confused survivors are scared survivors. Scared survivors screw up. Survivors that screw up die.

  • @PhantomMask20763 said:
    I was mostly referring to Kate Denson THICC or Spirit THICC 

    Strange these are my mains
    😋🍑

    @Tsulan said:
    Do you mean sexy? A corpse = sexy??

    If you squint she doesn't look so mutilated, more like a naked blue chick.

  • Bump.

    I'ma take a guess and say people read 1 and 2 then ignored this. It sounds like it benefits survivor but it actually benefits killer. READ IT!

  • Spirit has a lot of bugs right now. Wait until the next patch at least.

  • I got Autoheaven maps 3 or 4 times in a row as Spirit.

  • Basically what this does is give the killer a way to force the survivor to leave the hatch and engage in more normal play while at the same time limiting how much the killer can do this. This list would fix both hatch standoff and hostage situations where survivors refuse to leave.

    First this all applies to only the LAST survivor. If someone uses a key they can be grabbed out of the hatch. If someone follows the guy with the key, they can be grabbed out of the hatch. You can't have a hatch standoff in those situations, because killer could just stand on the hatch until it closes. But if it's the last guy, they can't be grabbed.

    Now killer can already stand on the hatch in such a way that it blocks the action prompt for survivors. I've had this done to me and I've done it as killer. This is an interesting mechanic IMO and is the reason I came up with this idea. See if the survivor can't take the hatch they have to go do a gen to escape. However most survivors don't want to do that and will just wait until you let them go. But if blocking the hatch FORCED them to do something they would go do it.

    So let's look at some scenarios:

    1) Killer finds hatch first. Stands on it to block the prompt, triggering Standoff. Survivor doesn't do a gen and dies in 2 minutes.

    2) Killer finds hatch first. Stands on it to block the prompt, triggering Standoff. Survivor does a gen, killer see the timer pause and leaves the hatch to look for the survivor. Standoff ends, normal game resumes.

    3) Killer finds hatch first. Stands on it to block the prompt, triggering Standoff. Survivor does a gen, killer see the timer pause but stays. Surv finishes the gen and forces the standoff to end AND the killer can't stop them from taking the hatch if they get there. Killer is forced to leave hatch and come looking for survivor. Normal game resumes.

    4) Survivor finds hatch first, they can escape (this isn't different from how it is now BTW).

    5) Killer finds survivor first and chases them. They come across hatch. The chase just started and the survivor can escape forcing the killer to attempt to block the hatch if they want to catch them. 50/50 depends on the exact situation, though survivor has the advantage here.

    6) Killer finds survivor first and chases them. They come across hatch. The chase has been going on for some time and killer has bloodlust, forcing the survivor to break bloodlust/the chase for a chance to escape. Makes it easy for the killer to start a Standoff if they want. Killer has the advantage here.

    7) Both gates are open and the last survivor refuses to leave. Killer triggers Standoff and now they have to leave in 2 minutes or die. Yea some people will wait the full 2 minutes but at least it makes things end.

    8) Similar to 7, no gens are done and the last survivor refuses to come out of hiding. Killer can find them by going into the basement which creates a fair situation that can lead to a chase (end of the game) but not guaranteed. If the survivor is doing a gen killer would know this and check gens but not know which gen it is giving the survivor opportunities as well.

  • GOOD NEWS! It's a suppository.

  • Blindness, but with some level of information. Hex notifications are a little overwhelming, if there were different triggers for them that's better IMO. And no to baseline aura reading unless it's the killer's power.

  • If you find an item you can keep it.

    Put on Plunderer's Instinct and Ace in the Hole, then ask other survivors to offer coins but don't search chests, while you offer a White Ward. Search all the chests for what you want, leave the rest for the others, then go to the basement and jump into a locker until the killer comes and grabs you. ######### on the hook. EZ super rare items.

  • A living one.

    laughs in killer

  • But what if you're a robot that's legit a fan of the game?

    🤖

  • I leave potato survivors to their own ends. I'll do what I can to protect them but I look out for myself. I always make sure 2 gens are done so someone can hatch, if it's not me I want it to be someone else. But if push comes to shove, I will sandbag the other guy if it means I can get out.

    You're problem is you think of survivors as a team. You're not a team. You're a group of survivors. If you got caught and no one saves, chances are they killed themselves by doing that. If no gens are done when you die that's a hatch game, and they have a 66% chance of dying too.

  • Here's another for Freddy:
    Use Whispers, stack sketch and masterpiece, and offering Coldwin. Add-ons let you hit sleep from 32m, same distance where Whispers procs. Stand in the corn and when you see Whispers proc spam sleep. You will hit someone, you won't even see them and they won't see you. It's scary. Nurse's + Sloppy is a good combo to use here because you can sleep at the distance where Nurse's procs, but you can use anything else you want really.

    Another fun trolly Freddy build you need M&A, Paint Brush, Pill Bottle, and offer Game or Lerys. When you sleep someone hide. When they fall asleep they won't hear a heartbeat. Just follow them but don't let them know you are following them. If they find a gen, wait until they wake up, then IMMEDIATELY sleep them again. Total mind fork because they had no idea you were there. Even better if they go to another survivor to wake them. They will run to the survivor like "wake me up!" and the other guy will hear the lullaby and think he is being chased. Makes for some serious confusion. I recommend bringing Ruin and/or NOED for this just because you are slow with paint brush.

  • @mcNuggets said:
    I know that for sure.
    They had a hard time getting a hit on me, because of the lag and the controls.

    I played on rank 1 on my friends playstation.

    That's frame rate though not skill. 90% of the time when I miss an attack it's because I got frame drops when I pressed the button. If I didn't have frame drops trust me you will not dodge my swing so easily. Sometimes it happens almost every swing too, depends on the map and the fog. If a killer is whiffing a lot chances are they have frame drops and it's not because you are good at dodging.

  • How about you only get a token after a SAFE unhook. Problem solved.

  • Create a web of traps. You should almost always be putting down traps unless you are chasing a survivor. Speaking of chasing survivors, don't do it unless you are chasing them into your web.

    Best places for traps is anywhere that a survivor is likely to go especially during a chase. That means loops, but it also means doorways or windows to certain buildings. Or paths from one loop to the next.

    Only place 1 trap when you hook someone unless it's the basement or you just REALLY want to secure the kill. The point of the trap is less to surprise attack the guy saving and more to pressure the guy that got saved. Survivors will crouch up to make a save, when they do you turn around and come back to the hook. They have a choice; run and hit the trap or crouch and get away slower. Either way you will catch them somehow.

    Take advantage of the trap's camera flick too. When survivors hit a trap it pulls their camera to them. This can let you mess up their loops if you put traps near a loop but in a way that their camera will be pulled away from the loop. My favorite place to do this is near windows of strong structure loops. Ironworks, for example, put a trap on the right side of the window about 1m away from the wall. If you do it right when you chase a survivor into this building and they run to the window, they hit the trap and it will pull them away from the window for just a moment, letting you close the gap. Of course you could teleport to this trap too, but it's there to screw up survivors.

    Make Your Choice is the only perk I would say is a must have on Hag. She's the only one that can instantly be back at a hook to catch the MYC guy. Also helps with the hook pressure I mention above. I personally use M&A, Whispers, and Ruin as my other perks. M&A shrinks your TR to 16m letting you sneak up on survivors. Whispers lets you know when survivors are around, and if you see the perk is dark you are safe to make your web because chances are no one sees you. It also works well with M&A to help you catch survivors off guard. Ruin is just Ruin, but it's the Hag's perk so it makes sense to use it.

    Biggest thing as Hag is to learn when to leave a chase. You will do it a lot. If they run to a place where you have no traps just let them go. There are exceptions to this obviously, like if they keep running to the same place then maybe chase them in order to bait another to step into the web or if there's only like 2 survivors left, that sort of thing. But you will have to give up on a lot of chases so just get used to that.

  • The problem with talking about this stuff is it sets expectations. Everything they said to this point has set expectations of a fix, but they haven't found the right solution. Sure it's easy to sit and say "do this do that" but you don't know how it works until you play with it for a bit. Maybe it made to more powerful. Maybe it became useless. Maybe it wasn't fun for survivor. Maybe it interferes with some other mechanic somehow. There are a lot of factors you can't account for on paper that would only be found through testing.

    TBH I'd rather they just keep their mouth shut on anything the have even attempted to do and just say "We will reveal it when it's ready" if people ask.

  • No because you can still die or escape. It's not holding the game hostage because the game will end somehow at some time. If your trap is active you will just die after a certain time. If the hatch is open you can escape. And if your trap isn't active then you still have the option to do gens. If you don't then it's just a stalemate like when both players stand on the hatch.

  • @TAG said:
    thesuicidefox said:
    Black Box is very strong, but only works if you have the right build. And it has no use outside the start of the trial. I wouldn't say it's useless, more that it's just a very particular and specific use at which it excels greatly.

    What is the right build, out of curiosity?  I've never had a chance to use the Black Box.

    I did a build I called "Class Reunion". It's Rancor, Remember Me, and NOED, with Black Box and Class Photo. I also had Blood Warden but I think Brutal Strength would be more useful because no one has gotten the gates open with this build. Oh and you MUST offer a shroud. If you don't the obsession could spawn with someone and wake up. It also makes the game spoopy because when survivors see BB and secret offering, they think Dying Light and mori. Nah.

    Literally all you do is chase the obsession all game. Make them drop pallets, which is why I say use BS instead of BW. Get 6 tokens of RM. Let them DS you, drop reset them all the time (even better if you let others pallet slam or FL you, then they think they are winning). Once the gates power 1 of 2 things happen. First scenario, the obsession doesn't have Adrenaline, you smack them down and mori them. Second scenario, obsession DOES have Adrenaline, you sleep them, see where everyone is, then smacked them down and mori them. Then you just circle the gates until you find someone, sleep them and use CP to find everyone else (if it was a scenario 2 you can just do this part much faster). Once they are all asleep there is no doing the gates (with 6 tokens and asleep it would take 100 seconds), slug them with NOED. Easy 4k, obsession gets mori with no hooks. Everyone else gen rushes only to get 1 hooked at end game.

    You totally could use something else instead of BB for this, but BB with the shroud makes it spoopy, which causes survivors to gen rush and ignore totems, exactly what you want them to do while you and the obsession pal around all game.

    @Mc_Harty said:
    Baiscally anything with Dying Light and a Mori. You can chose to run Remember Me if you want, though you need to get more hits against the obsession.

    No you don't want to run BB and DL together. It's usually a dead giveaway, and since you probably offered a mori too that means the obsession could spawn with someone and wake up. And if survivors are smart they will go out of their way to save this person. The last time I used this build, I literally chased a Meg until gates were open before I got my mori. She had DS, Adren, and insta-heal (a syringe she brought into the game but gave to someone else when the trial started, I could see her drop it), someone saved with a flashlight, and she was crazy good at looping. She did it because I used BB and DL, she knew immediately what was going on and countered it perfectly. She died but everyone lived against a build I thought was impossible to beat.

    Now I use Class Photo and Zblock on my DL build with Ruin, Haunted Ground, and PWYF. Pretty sure this one is actually impossible to escape, through gates at least. CP is better for DL because it has use through the entire trial and it doesn't immediately give away your build while letting you quickly find the obsession.

  • @TAG said:
    My guess is that both JMF and VT decrease charge time by the same amount and it does not matter which order you use them in.

    That could be true but there are a lot of weird variables in this game. Slightly on one add-on is not the same as slightly on another.

    Also I have played against Pig's that use these together and they were able to get a lot of spoopy ambush hits just because you couldn't react in time it was so fast. JML is definitely not useless is my point. The rest on the list, yea pretty much.

  • All of the slow killers are top tier (except for Legion that's debatable right now).

    Nurse - Best killer in the game. No one will every deny this.

    Hag - 3rd/4th best after Nurse and Billy. Her map pressure is probably the best in the game. She's weaker in a chase but only if the chase is in an area where she has no traps.

    Spirit - 3rd/4th best after Nurse and Billy. Tied with Hag basically. She has less map pressure but her chase game is INSANE, better than even the Nurse IMO. You have to basically guess what she's doing in phase walk. Against a good Nurse you just have to be squirrelly enough to make it harder for her to land a blink (not saying that's easy, but she's the one having to guess not you).

    Huntress - 5th best after all the other slow killers and Billy. In fact this is the only ACTUAL slow killer because she has no way to traverse the map faster. But she is the most deadly in a chase (more than Nurse/Spirit if you factor pink hatchets or aura perks) and in the basement (best basement game because she can eat through BT and down all 4 survivors while also blocking them in). Being the only killer with a projectile makes her very strong, the only reason she's not the best in the game is because she is a slow killer AND because as good as a projectile is, it doesn't beat teleporting through walls at will (Nurse).

    Legion has potential to be top/high tier but I'm not sure yet where they stand. It mostly comes down to the add-ons. Using purple add-ons Legion is super strong, but weak otherwise. I'm half-expecting a rework in the future though. I'm pretty sure some of the issues that have popped up with him the devs didn't see coming, which happens I don't fault them.

  • Here's another:

    *BROKEN CLUTCH* - Insanely reduces the chainsaw startup time. Chainsaw will constantly rev and the noise of the chainsaw increased tremendously. Moderately reduces steering while using the Chainsaw.

    Basically, you have near instant chainsaw but it's constantly going super loud, maybe like 50m or something. It kinda works to confuse survivors because they would never know when you are actually using the chainsaw nor would they be able to determine how far away you are. The steering penalty is there to make it harder to control so that survivors have some chance to dodge it.

  • @Vortexas said:

    @Peanits said:
    It's actually not bannable. Though that crosshair probably won't serve you well because it is offset, IIRC. Your hatchets are not aimed directly at the center.

    Fair nuff.

    Just use a red sharpie.

  • @Mc_Harty said:
    This looks fun. Lets drop a couple of Freddys here as well.

    Movement Speed Add-ons

    • Garden Rake
    • Prototype Claws
    • Paint thinner

    There is no reason to run these add-ons. The movement boost is completely pointless since it only benefits Freddy during the dream transition, before the survivors fall asleep.

    Slowdown Add-ons

    • Outdoor Rope
    • Swing Chains
    • Jump Rope

    These add-ons might be more useful if Self-Care didn't wake survivors up. Not as bad as the movement speed ones though since they do somewhat help with Freddies stall, even if he doesn't need it.

    Black Box

    The only reason to run this add-on is to tunnel the Obsession with Dying Light or Remember Me. Outside that it's completely pointless and is far outclassed by every other add-on later on in the trial.

    I disagree slightly that speed add-ons are bad. At first I thought he got a speed boost, but what actually happens is when you hit a survivor with DD you slow down. These add-ons reduce that slow down. PT by itself will make you move at normal speed, and if you stack rake/claws you do get a very slight speed boost for a moment, which can let you outrun them to a pallet or something. The problem is that this value is so minimal compared to blocks or other stuff, and he is such a weak killer that you need strong stuff. I could see it being worth it for a particular type of build though.

    Slowdown add-ons I agree are pointless. If you run perks like Thanatophobia or Dying Light they do what these add-ons do but outside of DW too. And no one does stuff in DW to make progress they do it to wake up. The only prop in the game its worth using for is the exit gate if you do an endgame build, but again the value isn't worth having over other add-ons.

    Black Box is very strong, but only works if you have the right build. And it has no use outside the start of the trial. I wouldn't say it's useless, more that it's just a very particular and specific use at which it excels greatly.

  • I've seen people use John's Medical File and Blind Warrior Mud and they were good killers. The rest yea they are pretty worthless.

    @TAG said:
    What I'm saying is that if an add-on that both slightly decreases Ambush Charge time and missed Ambush cooldown is worth 4000 BP, then an add-on that does one or the ither can't be worth more than 2000.  Therefore, there's no way the Syringe and the Medical File can be worth what you spend in BPs to obtain them.

    That depends how you interpret "slightly". The wiki states that JMF "Decreases the charge time by 50 %" and VT "Decreases the charge time to 0.5 seconds" and the order matters AFAIK. That means if you use them in combination, JMF first then VT, you should have a super fast charge time.

  • IRIDESCENT CHAIN - After chainsaw sprinting for 3 seconds, any survivor you hit will be afflicted with Broken status for 120 seconds. After chainsaw sprinting for 9 seconds, any survivor you hit will be killed instantly. Your chainsaw can now break pallets without stopping.

  • Chucky (the original doll not the scarred one), Andy (adult version from Cult and stuff), Good Guy factory (from end of 2nd movie).

  • When the pot calls the kettle black...

    Ruin & NOED combo. Pink mori. Slugging. Tunneling. Camping. Nurse. Iridescent hatchets. Prayer Beads. Infinite Tier 3. Amanda's Letter + bodyblock a box. Legion Bloodhound chase cheese. Doc 3 gen. Bubba's basement.

    Killers have PLENTY of OP and BS stuff they can do. Maybe try actually playing survivor and you will see their stuff isn't actually that strong. The only legit complaint is DS because 4 people can use it. But when just the obsession has it, it's completely fine because you can play around it.

  • 1) Lag switching isn't hack. It's network manipulation. There term you want is CHEATING.
    2) It's not exclusive to DBD.
    3) MS will ban people that lag switch so report them. Sony IDK, probably though.

  • Make Lightborn counter it, make them purple/pink rarity, and make them more visible in a survivor's hands. They don't need add-ons TBH.

  • Hag with Tinkerer and Gramma's Heart. Be sure to use the all black skin and offer Macmil Bone. This skin is basically invisible on this map. Your heartbeat will constantly disappear from gens or traps. You can use whatever other perks you want. Put your traps in weird spots like corners it will scare the crap outta people.

  • They make robots in Pixar movies.

    Also could mean Brand New Part.

  • Self Care is such a waste of time now. You should only be healing yourself if it's absolutely necessary. But with anti-heal being a thing you are better off running Adren and just rushing gens without healing.

    I too use Iron Will, Bond, and Balanced Landing. Not really a fan of Urban though, you don't need it. Adren is the best 4th, Hope is really good too because with BL it soft counters NOED and makes it impossible for a slow killer to catch you.

  • @Nickenzie said:
    Crows will no longer be disturbed by the killer and crows will always look in the direction of a survivor.

    This is the only change STFS would need actually. Not everything needs auras and some killers do better with non-aura tracking perks. I think the problem with the perk is that it's just... not a very good tracking perk. It's both vague and unreliable, and can interfere with a chase an such. The only other change it needs is the way it presents information. The "location reveal" notification, like on Rancor, I think would be more valuable here. That with these two changes you suggest would make the perk actually useful.

    As far as the crows themselves, the current SFTS notification should be a map-wide baseline ability BUT ONLY triggered after X seconds not finding a survivor or in a chase (something like 30? 60? long enough that it can't be abused). It would help with those end game hostage situations where a killer without Whispers can't find the last guy. It could also help bad killers too a bit by throwing them a bone against p3 Squadettes with purple fog on Coldwind. Think of it like bloodlust but for immersion.

  • @TestDStrike said:
    Pop Luck

    It's Pot Luck.

  • @Milo said:
    "Survivors gradually vauld and crouch faster"

    DOESN'T IT HAPPEN LIKE INSTANTLY ALREADY ANYWAYS?

    tea bagging intensifies

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