truegod_10
truegod_10
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@_kostas_pap_207 said:
Nemesis daily ritual wants to teach the maximum mutattion rate (tier 3) 4 times
BUT in order to get tgis you have to play 4 matches because you can only get tier 3 one time in a trial.
Any suggestions in order to change it ???
Yeah it is currently very dumb so I can see them changing it at some point. Honestly it seems like they just copy and pasted the one for Michael, where he has to tier up 4 times, but forgot that Nemesis doesn't tier back down.
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Tinker really isnt op and is really only super useful on fast killers, though all killers can get some benefit from it. It can feel oppressive but if you spread out the gens you are working on it isnt bad. It can be annoying when paired with ruin but if you break ruin then there is really nothing to worry about cause natural gen regression is so slow and the killer has to kick it as well. Just spread out gen pressure on the killer and leave early forcing them to choose between the chase and kicking the gen; the killer will probably give up and leave and then u can finish the gen in peace. And if they have ruin break it before the final 3 gens especially against a high mobility killer to avoid that big issue.
Once you know they have it just plan to run the second the gen hits 70% if the killer was nearby or has any mobility.
Nerfing it would make it useless on all non-mobile killers and it would go back into the garbage heap of perks for most killers, which lets be honest this game already has enough garbage perks on both sides. Removing the no terror radius thing would also get rid of the little bit of synergy this perk has with other killers. For instance, one of my favorite killers to run it on is ghostface cause when it activates while I am in chase survivors will stop or risk messing up their loop to try to break me out of my power when it is really just tinker. They usually end up messing up and getting hit for nothing.
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I believe this is a shadow buff or bug. I have had several games as survivor where killers brought bw and you couldnt see the spikes till you were close to them. I assumed it was a shadow buff so people could no longer see it from way outside the exit gates or while on hook.
I actually really like this change and have been running it more on my killers after I noticed this. Got several extra kills against cocky people due to it.
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There should be 4 base with 6 on medium maps and 8 on larger maps. They just feel so useless and dumb might as well increase the odds of them doing something.
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@aroell said:
Do killers want good chase potential or good map pressure? You can’t have it both ways.
I think that is the general point of the op, but everytime a killer comes out with good chase potential people want a nerf. I.e. the common examples of Deathslinger and PH killers with only chase and no map pressure, or even Freddy a killer with some map pressure and some chase potential but not overwhelming in both.
This is also obvious if you look at the only two S ranked killers in this game being spirit and nurse, who have large amounts of both and can actually compete somewhat with the best swfs.
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@Dito175 said:
https://forum.deadbydaylight.com/en/discussion/comment/2296362#Comment_2296362
I agree, I usually didn't mind bugs so much but this chapter was the one I was most hyped about :/
Same
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@Dito175 said:
https://forum.deadbydaylight.com/en/discussion/comment/2296345#Comment_2296345
I heard a while ago that they do, but the dev version is a little different from the live version and something might slip.
If it was an occasional slip or a one-off it wouldnt be bad but at this point it is becoming a trend. Clearly something should change in their testing.
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/2296313#Comment_2296313
The issues are largely on console. The PTB doesn't happen on console.
It seems like you might want to consider testing the game on console yourselves before each patch then.
Relying on the PTB might not be the best method for diagnosing issues before a release. At least based on this chapter and the twins chapter.
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It was probably haunted grounds that broke. Doesn't matter though with rancor being active, at least not for the obsession.
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@Voodoo_Thirsty said:
https://forum.deadbydaylight.com/en/discussion/comment/2287571#Comment_2287571
Then should WGLF also provide aura reading and a bigger BP bonus like BBQ?
I wanna run WGLF as a base perk like BBQ, but I just don't see it often and I'm afraid it may not be as useful as it sounds on paper.
WGLF can actually be super useful by its secondary effect, but I do believe the reason people dont run it is due to how hard stacks can be to get. BBQ is basically free extra BP and while it isnt as good as thrilling or discordance it is somewhat comparable. WGLF is most similar to We'll Make It (WMI) imo and WMI is less niche then WGLF and does a similar job somewhat better imo.
Also, both BBQ and WGLF while good perks are not the best in the game or "meta", so If you are wanting the strongest build for killer or survivor you should not include these perks anyway.
Really you should just run perks that you like and find useful. I do that with Lithe on every survivor even though it is far inferior to DH.
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@zayla21 said:
I’ve never had this issue until this update, I play on PS4 (all buttons are good none broken) and while running I experience my character slowing down to a weird fast walking, is anyone also experiencing this?
I used to have this issue with my last controller due to stick drift. It wasnt something i noticed in other games but would sometimes occur in DBD due to how running works. Always felt like my character was running in mud.
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@Luckyz17 said:
https://forum.deadbydaylight.com/en/discussion/comment/2287626#Comment_2287626
I did mention that I figured it would be, but there are ways to implement it. The killer has the option of, you know... killing and slugging if they just so choose so I dont understand why the survivors should not have an option of playing just as toxic since all of these killers like to play this way.
Actually survivors do have plenty of ways of playing toxic, though a lot are limited to swf (survive with friends) groups. Play killer at high ranks and you will run into plenty of toxic squads, most of them are bad at being toxic but the ones that are good will make the game miserable.
As for camping, the main counter to camping is to do gens. Killers cannot pressure survivors on a gen if they are camping so just do gens and get out. If you are the one on the hook just hang out. I know it sucks but it takes two full minutes to die if you dont #########. Assuming you got some gen progress at the start you can easily have 5 gens done if all 3 survivors stay on gens.
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@Zokenay said:
https://forum.deadbydaylight.com/en/discussion/comment/2283710#Comment_2283710
If im honest i feel each killer should have its own rank, Survivors basically have the same gameplay all around outside of the perks, but Killers dont, each one plays different from one another and their perks/addons can change them drastically.
Its annoying when a new killer comes out and you get destroyed easily due to not being used to it and your stuck on the high ranks.
This is also why we need some form of testing ground to try out the killers on our own.
That is the point of MMR, if they ever actually release it permanently. Each killer will have a different hidden MMR and survivor will have 1 overall MMR. Rank will then just be a sign of playing time and will reward people with BP for higher ranks, at least that is how they announced it before.
Personally I want them make MMR visible if they ever release it.
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@PigMainBigBrain said:
https://forum.deadbydaylight.com/en/discussion/258733/why-does-nemesis-feel-so-slow-is-it-just-me-no
He had a bug on PTB where his movement speed would get stuck if someone dropped a pallet on you and you had tentacle charged. It would force you to move at the slow speed he moves while he has tentacle attack at all times, basically making him ~110% hell maybe even 105 who knows....but it was broken.
Theres a chance the bug is still present... /shrug.
My gf had this bug yesterday. She looked it up cause she was stuck moving slower than survivors. What she found said like 96% with tentacle out.
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@dspaceman20 said:
The game is really unplayable for a lot of people on console and if people can't play they can't do their rift challenges quickly. I think ita fair to extend the rift time, at least untill they fix the FPS drops. Please is it possible to extend the rift time?
This would be very nice but I doubt they do it. They almost always refuse to break their time tables.
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@NekoGamerX said:
are they going to fix this soon?
Based on prior history no, but there is always hope.
@Mazoobi said:
As a fellow console player, this update has seriously made the overall experience (both roles) a miserable mess. We already know how awful console matches can go, but bruh it feels like the lag spikes are happening EVERY SECOND now. Not to mention that a massive amount of PC players are affected too. This game feels more like a chore now in most cases.
At this point, this is more than "optimize console" but optimize the entire game! My console can run other multiplayer games really really REALLY fine, but when it comes to this one, my poor console is having a seizure every second. There are complaints of people's consoles/PC's literally overheating now and possibly damaged. My Xbox was overheating too only after one hour of booting it up.
I'm sorry, but DBD has to be the worst optimized online game I've ever played in my life. There's a mega thread that I'm sure most of us have already seen, but it's come to the point where we all need to use our voice and stand up for this mess. I love the game don't get me wrong, but as someone who wants to see this game thrive (not just in popularity or in money) our voices need to be heard to the devs so they can DO something about it and not just "Oh we fudged up our update as usual? dang... here's some bloodpoints though! Now you have to forgive us :)"
I am on console as well and the game is largely unplayable, especially as killer. Ive already made my post about it but wanna upvote yours so hopefully the devs will feel pressure from all the people upset by it.
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@BronzeHandModel said:
https://forum.deadbydaylight.com/en/discussion/comment/2280947#Comment_2280947
Ok fair enough. But i never had that big issues in dbd.
But the issue is you made this post to call out others for complaining and being "disproportionate". People paid good money for this game and many people the dlc. If the game is having issues that make it unplayable for those people that is an issue, even if does not personally affect you. Dont minimize others criticisms just because you dont experience the issues.
Also, there is nothing wrong with people demanding bugs be fixed or compensation for the issues. If demands like that help discourage the devs from making the same mistakes over and over and over then they should be encourages not discouraged, cause obviously they are too understaffed, lazy, or incompetent to realize they keep making the same mistakes repeatedly. Maybe if the devs realize there is consequences to breaking the game for a large percentage of their player base then they will either release patches in better states or be quicker to address and fix any issues that do occur.
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I only bm if the survivors were bming early or when they were winning. I've had plenty of matches where survivors are winning and teabagging, clicking flashlights, etc..., but then when i 4k them and return the favor they get upset and message me. Always makes me laugh.
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@Mew said:
https://forum.deadbydaylight.com/en/discussion/comment/2273996#Comment_2273996
RE map causes crashes, some of the skins are bugged (apprently jills and leons head aren’t supposed to look that identical to the default cosmetic) plus loads of performance issues for people on console/low end PCs
also, nemesis is apparently unplayable on console because lifting his tentacle causes a massive lag spike for 1-3 seconds
The main issue is they dont test anything on console. Or if they do, they sure dont act like it.
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@Rizzo said:
The changes to Franklin's have been made because of the Vaccine with Nemesis, since a single use of Franklin's could destroy the Vaccine.
If that is really the reason then that is just dumb. Franklin's literally served the purpose of countering keys cause the devs refuse to touch them.
Here is an idea either make franklins not effect vaccines or allow it to effect them anyway cause survivors should not be carrying them around before being infected. If a survivor opens a vaccine early and is carrying it around and gets punished for it then that is on them for making a bad decision.
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@ryseterion said:
https://forum.deadbydaylight.com/en/discussion/comment/2261646#Comment_2261646
Well after a while yea, but being rank one with little plague experience on ps4 with only a few guides its not easy
Just wait until rank reset and do a couple killer adepts you havent been able to complete. They are easier to get at lower ranks due to what is considered a double-pip on the emblem system. I am on ps4 and this recent rank reset glitch, which put me back to 13, was heaven for this.
I now have them all except Oni and ghostface
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I personally love challenges and enjoy playing sbmm games, so I would enjoy the change, except it is unclear what factors the MMR system takes into account when balancing a match.
There is a big difference between playing a killer with a meme build and no or weak add-ons and playing them with a meta build and powerful add-ons. i worry that MMR will make it impossible to run meme or fun builds without the game ending in 5 minutes.
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@WeenieDog said:
Adding a quick play option isn't going to make people sweat less.
My entire overwatch experience was finding that people tended to try harder in QP then they ever did in competitive.
I used to be around GM in overwatch and so quickplay was always less sweaty. That set-up is actually what made me think of it.
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@Hex_Llama said:
I don't go out of my way to play differently, but, if I have a choice at some point between the person with a key and someone else, I'll probably chase the person with the key, since they're more dangerous.
I pretty much do the same as this person.
Honestly keys should just be a thing for aura reading. No other item gets a secondary feature except toolboxes, which can break hooks temporarily. If they have to give keys an additional feature then make it something like opening chests instantly.
No one would get tunneled for using them if the keys could not open hatch.
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@TheArbiter said:
It's not their fault that a controller is harder to aim in first person games so obviously they aren't going to neuter potential killers for only controller, but I do agree that their optimization for console players seems non existent.
This would make sense if the killers powers were the only thing console struggled with, but due to the lack of optimization, lack of most ability to change settings, and even things like lack of access to end game chat on console it feels like the devs design the game around pc without much consideration for console.
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Bait!!
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@SalmonDean said:
I refuse to believe somebody came up with this idea and posted it with a straight face.
https://media1.tenor.com/images/bdbfe769c776e5edb281bf00cb442625/tenor.gif
I did post this as kind of a crazy out there idea to buff certain perks that are bad, something like brutal strength. As i said caps would need to be set for the maximum speed of certain actions to perk abuse.
So yeah not completely with a straight face as i dont see it ever happening and if it did the devs probably couldnt implement it correctly.
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@Sup3rCatTree said:
Dubble ruin, 400% gen regression.
We'll make it, 200% healing speed unhooking.
DS, 2-time use.
Undying, 2 protected hex totems
This would be rediculous
Ds would be unaffected due to the kind of perk it is.
Ruin might need to capped but it would still take two slots for that effect.
We'll Make it and Undying would not change much. Cause you would need three perk slots for a proper undying and we'll make it would only go from 8 to 4 seconds, good but not op for the cost.
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@GannTM said:
So would DS be able to be used twice or last 120 seconds? Either way, that does not sound like a good idea.
Ds would not be affected cause it is a timer perk with a 1 time effect like bloodwarden. So there would be no purpose to run two copies.
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Yes, even if it was just for a mori.
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Just play killer and slug the last player and close hatch. Then u got around 3 and a half minutes to look for it. Best way to find it.
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@DwightFairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/2203194#Comment_2203194
It already is a bad perk on everyone except Blight
Really any high mobility killer can make good use of it, though blight is definitely one of the best.
I like running it on ghostface so I can trigger undetectable more often than just with my power. Also it confuses survivors and they mess up trying to stare at you to break you out of your power.
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Cause it would be a very bad perk otherwise.
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I have been enjoying it. I got my killer reset from 1 to 9 and I used this fact to adept some killers I hate playing. Also I have still been getting mostly good survivors and some sweaty teams, with only the occasional baby squad. I even streamed random builds just cause of the fact that survivors seemed to be more all over the place.
Survivor went from 2 to 15 and I have not tried it yet.
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Imo the buff pig needs is rather simple. Make every trap take 3 boxes, or 4 with add ons that create a 5th box, to take off. This removes the rng aspect and buffs her stall potential while also preventing that annoying situation where a pig camps the last box.
She also needs an add-on pass and her dash could use some slight tweeks but overall removing rng would be a huge QOL change for her and survivors.
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I open every chest for those sweet rainbow maps. Also, if everyone is dead or the last other survivor is being chased, I'm definitely looking for a key rather than just trying to find hatch normally.
I was actually collecting stats on the items my girlfriend and I have been finding, while I dont have the numbers on me currently, out of like 100-150 items the grand majority have been purple/pink, with purple being the most common rarity and rainbow maps being the most common item. Yellow and green were about even, and brown had the lowest spawn rates. Also never ran luck offerings or plunders.
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Imo make her traps take 3, or 4 boxes with add-ons, everytime to take off, one less than the total number of boxes. Have it be that the survivors are collecting keys for the trap. This would get rid of the rng and actually give her power consistent slow-down while also preventing that annoying circumstance where the pig just camps a single box to kill a survivor.
She could also use an add-on pass
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@CheyeneKL said:
https://forum.deadbydaylight.com/en/discussion/comment/2116512#Comment_2116512
I don't entirely disagree with you, but Lucky Break has a very high potential to be used up in a single interaction- most likely 2-3 interactions (which lines up fairly well with how often DWM could help you lose the killer, if not even less often) You have to factor in the heal time along with the time it takes to get away from the killer to heal- you probably won't want to heal within range of Nurse's Calling, for instance. If you bring a really good med kit, you'll get more use out of LB. But on average I would reckon that by the time you get away from the killer and heal (IF you brought a medkit or a friend to communicate with that you need a heal right then and there), you've used up about 30s of LB, which leaves about 2 more uses if you utilize it in the same way. Many chases can take longer even with no scratch marks (you don't need scratch marks on a loop with very short walls, for instance, and you often don't need scratch marks on loops where the survivor is zoned in a corner or there are windows that you constantly regain LOS [T&Ls, for instance])
Honestly, I do see them reducing the timer on LB. 60s seems reasonable to try on live servers, and if it shows up that it is way too overpowered, it could be nerfed by the next patch.
I'll be honest, I'm willing to give LB a chance on live servers just because I'm excited for a potentially amazing counter perk to Spirit LMAO
I agree with you but I think lucky break has a way higher chance of giving you value and ending a chase then DWM, though both can, due to giving you more time to get away.
Also imo new lucky break has the same problem as old ds. While injured there is no reason to heal for 90 seconds. Just run lucky break and spine chill and leave early with no repercussions if a killer starts approaching a gen. They will never be able to track you, especially if you run iron will, so it could make individual survivors way to safe.
So you could either use it all at once to make yourself very strong for that minute and a half or you could potentially escape multiple chases, probably 3 or 4, with it, which isnt a big deal for killers that spread pressure but is huge for chase killers.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2115587#Comment_2115587
DWM can used every 40 seconds. Lucky Break eventually runs out entirely.
Yes, but DWM lasts for only 3 seconds every 40 seconds, assuming you can meet the activation condition and choose to use it.
This means that it takes DWM activating 30 times to get roughly equal value to new lucky break (30×3=90), and this would take 1200 seconds minimum (40×30). This is equal to 20 minutes minimum to get the same value out of DWM as new lucky break. Lucky breaks timer is now way too long.
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75 killer and 60 survivor
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It seems like the spawn rates of different rareity of items somehow got messed up. I have been looting chests like crazy, no plunders, just to add to my items each game, and I have gotten more purple and red items then yellow or brown, with almost no greens.
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Yes survivors should be in first-person while in a locker. It is already like this in a lot of other games and it would be a nice atmospheric change to the game to make it scarier.
Also, quite a few perks are beginning to use lockers, head-on, inner strength, etc..., so having a mechanic like this adds an additional drawback to some survivor perks, thus allowing the devs to give more upsides as well.
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@Bookstaff said:
When I began playing today I noticed a variety of weird things...
Firstly and most importantly while being chased by a killer they will swing and I throw down the pallet, normally this would stun them and I would either get hit or not get hit. Now since this new update I seem to almost always get hit, and the killer does not get stunned so I don't even get those points. It is definitely a bug as there are situations where I definitely should not get hit and still do. This dramatically hurts my playstyle as I usually run the killer and it makes it far more difficult since I can no longer rely on pallets to work.
Second and less important I noticed some weird movement bugs. Things seem a little less fluid, like crouching and running. Not laggy, just different in a bad way. Like when I crouch I instantly go into crouch rather than a fluid motion down. Things just seem a little off with all the movement.
I have played a lot of killer recently and pallets seem to be majorly ######### right now. If you swing as killer and lunge into a pallet as its being dropped, it will not stun you most of the time. Also there have been a few times where I have gotten really bad hits through pallets and then just gotten pushed back by it, though hitting through pallets seems mostly alright.
I am unsure if this is desync since it seems to be off for both me as the killer and for the survivor and it seems to consistent to be lag, though the hits might be lag.
I am on PS4 so I do not know if my experience is different than others.
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I would actually give behavior props if this was an April Fools joke. They just replace Trickster with a new killer or massively buff him on April first to reveal the joke.
But i know that would be giving them way to much credit to assume they could plan and actually go through with something like that.
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@Kirkylad said:
https://forum.deadbydaylight.com/en/discussion/comment/2028422#Comment_2028422
Ah yes didn't catch that lol. Another sheep echoing their master.
Wow this post got a lot of comments. And lol I barely watch TruTalent, though I have seen his video, mostly just to see what everyone was talking about. I made this in response to all the posts talking about the "hold W problem". As I said it isn't even problematic most of the time and is rarely an issue.
My main point is that all killers should have some kind of secondary ability to increase skill cap and some aspect of their power should help with movement. This would reduce the overall rng of the game by making even big maps less awful and allow for more overall balance between killers.
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@th3 said:
I'm not a fan of attaching survivor perks to things killers can disable. Especially since the impact of killer hex perks far outweigh survivor perks. It would also make killers take longer during the start of the game to pick totem spawns which isn't a good idea for time management.
It would be an option for killers to pick prior to the game just like their perks, so no additional wasted time for the killer.
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Honestly ruin is a bit inconsistent. My best build for consistency is discordance/bbq, pop, sloppy/tinker (depending on killer), and corrupt intervention
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With haunted there is still a 33% chance that it breaks first. Now undying makes sure it survives for all least two totem breaks. Also you can run haunted, devour, and undying to get lots of possible exposed effects.
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Thank you to those of you who have commented so far. I do appreciate the feedback on my idea. Just a clarification, I was not saying this would entirely balance the game; just that it would roughly balance at least perks and do a little to balance killer powers. Thus, allowing for more unique perk builds to be ran and for the devs to more quickly change metas without actually changing perks.
I do agree that this would still advantage SWF and I think you could add some point cost to playing with other players eventually, but that seemed like a little much for what was already a very long post.