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ChaosWam

ChaosWam

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ChaosWam
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  • Sometimes I have those matches, and sometimes I feel bad too (depending on how the survivors act)

    But ultimately it's a flawed online game and I can't control the skill level of who is matched with me

  • I kinda hope it is removed, it has slowly been going out for awhile now.

    It really should have been reworked to effect item rarity from chests, maybe skillcheck frequency.

    Now people just use it to try and go next on hook.

  • I think this is a good time to remind us all we could have had capped %'s instead of diminishing returns, but people wanted to stack haste.

    Would have prevented this, too. And still let the devs buff everything.

  • Funny enough we had a similar test with haste speeds, where the highest bonus takes priority when it's applied and doesn't stack.

    People hated it and didn't want that to go through.

    We'll most likely just see nerfs/removal of the recovery speed.

  • It's always going to be more appealing to play with another killer than it will be to play with twice as many uncoordinated teammates.

  • Resilience is probably one of the more balanced perks when it comes to risk/reward imo, and I normally dislike anything that increases gen speeds for little work.

    I'd rather see Deja Vu get reversed back to how it used to work over resilience getting changed.

    That said, there's something to say about splitting up a perk's current bonuses and spreading them across perks with stronger effects. Fire Up sure could use a similar treatment if done well.

  • I don't really get the benefits of it, I'll be real.

    For the time commitment and rarity, it should effect all survivors in some way (that isn't just free gen repair please)

  • I feel like I'm getting hate for similar things too. Did SM Myers and got hate.

    Did basement chest defender Bubba (and didn't get any kills mind you) and got hate
    Played insidious unknown and got LOTS of hate (because of lightborn, to ensure selling myself as a clone as accurate as possible)
    Ran plenty of no perk/no addon trapper and got hate that funny enough stopped as soon as they saw I had nothing
    Play the new killer without aura reading? You bet your sweet bippy I got hate.
    Played undetectable Nurse with one blink, plenty of hate
    Played all boon build on survivor, somehow got hate despite getting exponential value and did most gens? (Hate from my teammates btw.)

    At this point endgame chat isn't worth having at all.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115767#Comment_4115767

    it's ok everybody forgot! If we made a 5v5 I feel that'd be the time to explore the option of respawning and have people be killed each time they get hooked or something.

    That sounds like an interesting take on it. Do you mean re-spawning survivors for an overall scoring, or a way for killers to 'disable' each other for a moment? I had thought of both before myself and couldn't decide on how it'd be implemented in my head.

  • @100PercentBPMain said:

    I personally don't want a killer being on my "team". I'd try the mode for sure but that's a mode that would feel "gamey" or like a sport.

    I've been craving MLO though so now that 2v8 is a thing I'd love to see MLO get turned into 1v8. not that I'm trying to hijack the topic.

    I'll try anything once though

    Oh no that's a fair view on it. I personally see it like those 'Alien VS Predator' sort of situations, but you are right it does sound a tad gamey. That said, 2v8 feels gamey to me in the same way, and it's not necessarily a bad thing. It does depend on how it's handled.

    And I almost forgot about MLO, but you're also 100% right we need a 1v8 of that.

  • @Nazzzak said:

    5v5 was a mode i wanted too. Could just imagine two teams in two separate colours lol

    I'm kinda hoping when and if we get those mod tools they promised, we can make 5v5 a mode. They did say game modes were something we'd be able to do.

  • Yeah, for the first time in awhile I'm really excited to learn a new killer


    Wait, how many shards?!

  • When I have a fun match.

  • I just had a 2v8 match where a Feng, while playing as Deathslinger and spearing them halfway into the bus loop, got to the vault anyway. Their hit animation was replaced with a slide and into the vault.

    Lag sucks when either side lags.

  • @random1543 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107485#Comment_4107485

    I agree with what you are saying for the most part and would agree light born would be similar to them, if you could not switch to using lightborn because you see a flashlight.

    Calm spirt its luck of draw if you get doc. same with plauge if you get a medkit / healing perk lobby.

    If lightborn was that same luck of the draw would have no issue but as of now its "if survivors have flashlights equip it, if not change perk for something else" and survivors having to quick switch last second I dont think is healthy work around. its leading to lobby dodging just because people want to be able to have more of chance to use flashlight / bangs.

    Okay, and? Lightborn doesn't stop survivors from doing gens, or looping, or healing each other. Things really required to win, and win faster than hovering for flashlight saves.

    Meanwhile, using your scenario, Plague negates ALL healing without needing to swap. Do we nerf plague? Of course not.

  • @random1543 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107474#Comment_4107474


    if there was no pre game lobby would not be suggesting that its changed, as then it would be like a plague getting a 4 med kit lobby. it would be luck of the draw.

    But as of right now its a "see flashlight equip it and not have to worry about them the whole match" sorta perk. ive started to have people lobby dodge flashlight lobbies just because too many flashlights = lightborn. that sorta interaction from a perk is not healthy.

    Perk is not strong not saying that, but just disabling a item for one perk is not good, esspically now that the more unfair feeling blind interactions have been removed. (no locker blinds, no bangs against the wall)

    and yes killers should have tools that are stronger, stronger does not mean it should disable a whole item interaction because you see too many of them in the lobby.

    Hence why I made the connection with Doctor and Calm Spirit because it shuts down doctor's forced screams.

    I could also make the same argument that Plague shuts down all healing items and healing perks, which is more impactful than lightborn and the doctor/calm spirit thing.

    Survivors already have a lot going for them with how optimized loops can be, how optimized gens can be, swf, basekit protections, so forth. Lightborn stopping blind saves is hardly as issue if survivors play correctly and play around it.

  • @random1543 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107465#Comment_4107465

    Which is a work around to killers using lightborn to negate a whole item they see in the lobby.

    Not really a healthy workaround imo that I want applying to more perks in the future. "Oh you need to quickswitch to items last sec so killer dont bring x perk"

    So it's a workaround for survivors, but lightborn is not a workaround for 4 man blind squads?

    There's also the blatant fact that this is a 4v1 and killer should have tools that are stronger than the 4. And lightborn is considered a pretty weak tool once it's found out.

  • @random1543 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107437#Comment_4107437

    Diffrence is surviours cannot quick switch to calm spirit in the lobby because they see a doctor, if they could would be a issue no?as it would be in every doc game?

    Killers can quick switch over to lightborn if they see to many beemers in lobby, completly disabling a item because of the pre game lobby info they got.

    if killers could not see items in pre game lobby lightborn would be fine as it would be comparable to your calm sprit comparison as it would be luck of draw if you vs beemers. like how its luck of draw if you get doc with calm spirt.

    Survivors can swap to flashlights last second.

  • @Man_of_triangles said:

    It's not the worst state for killer ever, it's the worst balance between killers ever. Nearly every killer added in the last couple years has been A tier and does just fine in the current meta, and if your killer isn't A tier, well, too bad, it's the worst it's been since the 2010s. This is why, when you play survivor, you have to play about 30-50 matches to get matched against a mere B tier killer.

    People tend to forget this, which is the biggest complaint I've had for awhile.

    It doesn't help when the queues keep getting split too.

  • This is like asking for calm spirit to be changed because killers like Doctor rely on screams to locate people.

    Lightborn is fine.

  • The state of these discussions is telling when there's so many downvotes pointing out a blatantly one-sided change.

    You can make the argument that making it wider helps stops camping, sure, but why does it increase when chasing another survivor? What's the point in hooking and chases then? And god forbid you hook center of the map and patrol the gens.

    I am losing my will to check the forums due to this stuff.

  • @littlehoot said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104901#Comment_4104901

    If the biggest reason for slugging for the 4k is adept runs, then why exactly is it happening so frequently in Chaos Shuffle mode where it is physically impossible to do your adept?

    See my other reasons.

  • @SpyUA said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104892#Comment_4104892

    This forum talks about slugging for the 4k when the killer already has the 3k secured, not slugging in general.

    Still applies.

    I didn't even mention the biggest reason though, and that's Adept runs.

  • There's no one reason for it.
    Some do it because it's a logical way to secure a win.
    Some do it to get salt from survivors
    Some survivors even throw insults in endgame chat for NOT doing it and losing, I've had that happen a few times.
    Heck, some do it because of nerfs to their killer, so they feel like it evens the odds.
    And some simply do it because the gens fly too fast on certain maps/setups as well as pallet density.

    You can easily say 'Well I play killer and don't need to', I personally don't rely on slugging unless all the survivors are flocking me while injured trying to get a flashy save, but I find half the time it's nothing personal when I play survivor and the killer does it. You also have to take into account what killer is doing it, how easy it is for them to do it, and if lower tier killers rely on it for snowballing. It's just how it goes sometimes.

  • When I realized she does worse in close range and can snipe across map, my interest was actually piqued. Definitely not practicing the 180 close hits, I don't want to worry about that and it could make me worse overall, but the long range pressure is something I'd like to see for myself.

    Though I can already see people complain about aura read on her.

    That said, I still haven't gotten a concrete consensus on banishing. Is it better or worse than hooking due to the survivors getting buffs? I probably should have watched more games to get a better idea.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103162#Comment_4103162

    It is really not that hard to understand.

    Item —> Does not affect gameplay in a big way. You still have to do the standard Survivor stuff.

    Killer —> Completely changes the gameplay.

    I can agree items aren't as impactful as killers, but saying items don't effect gameplay in a big way ignores how good medkits and toolboxes are.

  • @Yamalive said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103205#Comment_4103205

    Its hilarious that people still try to defend it this way. You just unmasked yourself.

    This really isn't the gotcha you're hoping for. There's no concrete rulebook on how to play, and if killer is dealt perks that don't work with their killer/nerf their power unintentionally, what do you expect them to do?

  • @SaltyPotatoRebel said:

    They cry the loudest. Made this game sooooo boring from a survivor side. Any thing good... Nerf.... It because that vigil and sprint burst were meta.... And boring.... Cue more crying..…

    Look what happened!!! Nerf pain res… Nerf surge..nope.... Killers will cry. I play killer and just don't understand. But then again I'm ok with the occasional L. I don't cry 😢

    I get called boring for running Insidious.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102344#Comment_4102344

    We shouldn't be having a meltdown because unhealthy mechanics/perks get nerfed or removed, we SHOULD be focused on what's balanced for an asym based on the ideal match within the confines of DBD, not based on bias for either side.

    Sure, this is true, but it requires discussing the whole scope of the game and what about it makes it an asym.

    You can make the argument that the MFT meta before would have been useless against Ghoul, Krasue, and possibly Jason. But for basic M1's like Hag, Sadako, Trapper, etc? There's a reason for the change. Heck, I can apply it to your Shoulder the Burden argument because the meta killers can still tunnel out anyone being saved by that perk pretty efficiently, it just hurts killers that can't catch up in chase as effectively.

    This is just what DbD is. Some perks/items/strategies will work better against some killers than others (in addition to the killer's strategy). Survivors bring multiple anti-tunnel perks and the killer doesn't tunnel? Survivors bring no anti-tunnel perks and the killer does? Survivors with heal builds hit a Plague (or a hard tunneling killer)? The reverse is also true.

    That's just how the game is designed, either side can be given pretty substantial advantages based on what is selected in the lobby screen with having no knowledge of what their opponents will have (though it used to be even more extreme). The discussion can't just focus on worst case scenarios for the killers (e.g. Trapper) then just focusing on the worst case scenarios for the survivors (e.g. Nurse).

    The issue on the killer side of the discussion is that the weak killers will generally be weak regardless of the build survivors have. Nurse is still going to outclass Trapper even if the survivors run no perks whatsoever.

    Or more recent (albeit still years ago) Made For This stacking with other haste. I personally made killers RQ because I could loop around 1 single car on Haddonfield about 7-8 times when pre-planning boon: dark theory and it was even worse when hope kicks in.

    And for the sake of not showing bias, how about the gen kick meta that resulted in Skull Merchant being kneecapped and Call of Brine being the worst slowdown perk in the game for awhile now? That sure wasn't healthy and there was no subjectivity to it.

    So let's compare the two which are pretty good examples of things that should have been changed, but also show a pretty clear difference in the extent -

    The survivor situation requires factors outside the survivors control. First, they need to get a killer that the strategy will work against. Second, they need a map where this can be set up (easier at the time with map offerings). Third, they need to put the time into setting it up then need to get the killer to chase them. Fourth, they need the killer to commit to the chase and not have something like Coup that could potentially counter it.

    And if the killer sees how fast the survivor is moving they can drop chase to focus on other targets.

    Now take the Skull Merchant example of killer going to a three gen right from game start. What was the survivor counter? Have Potential Energy and you win. Otherwise, survivors were forced into an extremely long, tedious game.

    DbD's an asym, the sides aren't the same. The problematic survivor examples requires a couple of things to go their way, while the killer examples are problematic unless the survivors happened to bring the right perks.

    This is just what DbD is. Some perks/items/strategies will work
    better against some killers than others (in addition to the killer's
    strategy). Survivors bring multiple anti-tunnel perks and the killer
    doesn't tunnel? Survivors bring no anti-tunnel perks and the killer
    does? Survivors with heal builds hit a Plague (or a hard tunneling
    killer)? The reverse is also true.

    That's just how the game is
    designed, either side can be given pretty substantial advantages based
    on what is selected in the lobby screen with having no knowledge of what
    their opponents will have (though it used to be even more extreme). The
    discussion can't just focus on worst case scenarios for the killers
    (e.g. Trapper) then just focusing on the worst case scenarios for the
    survivors (e.g. Nurse).

    The issue on the killer side of the
    discussion is that the weak killers will generally be weak regardless of
    the build survivors have. Nurse is still going to outclass Trapper even
    if the survivors run no perks whatsoever.

    The main issue is when a meta doesn't just counter a certain amount of killers, it's when it divides the gap between a massive amount of them. We see time and time again how sick we are of seeing Nurse, Blight, Kaneki, and recently Jason but as others point out, that's because anyone else that can't keep up in chase are going to suffer. These perk combinations aren't just hurting specific aspects, otherwise I'd bring up Calm Spirit and Doctor which nobody should have a problem with. Now if there were perks that were more like Calm Spirit that effected killers with good chase but left M1 killers with a better advantage you'd have a point, but I fail to see any perks doing so.

    The survivor situation requires factors outside the survivors control.
    First, they need to get a killer that the strategy will work against.
    Second, they need a map where this can be set up (easier at the time
    with map offerings). Third, they need to put the time into setting it up
    then need to get the killer to chase them. Fourth, they need the killer
    to commit to the chase and not have something like Coup that could
    potentially counter it.

    And that's why Sprint Burst is getting a nerf as well as Vigil. Sprint Burst is equally powerful against all killers outside of using exhaust, which has only a few notable addons/perks that can counter it reliably. Vigil, while still probably good against killers like Nightmare, will not be as globally reliable. That's my point from before: One perk or a combination of perks shouldn't be able to effect more than half the roster if we're talking about countering killers.

    Now take the Skull Merchant example of killer going to a three gen right
    from game start. What was the survivor counter? Have Potential Energy
    and you win. Otherwise, survivors were forced into an extremely long,
    tedious game.

    Which is why I brought it up as an example of an unhealthy killer meta. It was horrible to face and rightfully got nerfed. When survivors complain broken mechanics get adjusted or patched, should we have justified this meta existing as well? Being unbiased in balance changes means looking at both sides, seeing what effects the game as a whole and seeing if it's a net positive or net negative, and adjusting accordingly. This and the MFT thing are both good examples of fixing a problematic situation and how those situations shouldn't have been there to begin with.

    DbD's an asym, the sides aren't the same. The problematic survivor
    examples requires a couple of things to go their way, while the killer
    examples are problematic unless the survivors happened to bring the
    right perks.

    I pretty much said the same thing in my first post. As per BHVR's own vision, there should be a slant killer advantage over survivors. I don't personally fully agree with them on every decision, as survivor still has a lot of issues, but I do agree the 1 should have the advantage over the 4 and be adjusted accordingly without metas like gen kick or haste stacking as examples. And it's not a bad thing when players point out, especially from testing in the PTB, when something is a problem that needs fixed. The real issue is when people take it FAR too personally and create this division, hence why I said people should really play both sides.

  • I really wish we got these modes as private lobby stuff due to this.

    They're not going to be able to balance it in a way everyone likes, so why not set up these modes for people to mess around in outside the normal queues? 2v8 makes sense to have as a mode outside of private, but Lights Out, Chaos Shuffle and heck even My Little Oni would be great party games. Even allow editing settings like this to everyone's tastes.

  • Highly depends on the killer I play.

    For example, I like hit n' run Sadako without spamming condemned, just use my TVs enough for survivors to choose doing tapes, gens or healing and try to get them to waste strong pallets for later in the match.

    Or my Unknown, where I run insidious and try NOT to keep survivors infected unless I know I'm downing them. That way I can stand in the open or inside a clone as a 'fake clone' and get jumpscares or cut off survivors going for saves.

  • It's a shame, but as others pointed out MH isn't the only IP avenue they have.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102277#Comment_4102277

    It sure doesn't help that what's 'busted' or 'overpowered' is completely subjective.  For example, of course Killers would believe that Shoulder the Burden is "busted/overpowered," but Survivors would think it's trash.

    I really hate to bring up this argument, but a lot of players don't play at a higher level to know how useful something is, or how busted something can be when applied.

    I even forget this at times until I actually research why something gets changed. Good examples are old infinite loops, where new players may have been unaware while players who knew of them could just loop infinitely.

    Or more recent (albeit still years ago) Made For This stacking with other haste. I personally made killers RQ because I could loop around 1 single car on Haddonfield about 7-8 times when pre-planning boon: dark theory and it was even worse when hope kicks in.

    And for the sake of not showing bias, how about the gen kick meta that resulted in Skull Merchant being kneecapped and Call of Brine being the worst slowdown perk in the game for awhile now? That sure wasn't healthy and there was no subjectivity to it.

    And on the subjective angle, how about the fact that every killer has to experience the game a bit differently? You can make the argument that the MFT meta before would have been useless against Ghoul, Krasue, and possibly Jason. But for basic M1's like Hag, Sadako, Trapper, etc? There's a reason for the change. Heck, I can apply it to your Shoulder the Burden argument because the meta killers can still tunnel out anyone being saved by that perk pretty efficiently, it just hurts killers that can't catch up in chase as effectively.

    This is what I mean by this isn't something that should be an Us VS Them, this is an overall game balance effecting both sides where the meta is stagnant and needs changing. And BHVR has kinda painted themselves into a corner with how they're powercreeping things. Not just killers either, Bite The Bullet is kinda redundant because of A Place For Us.

    We shouldn't be having a meltdown because unhealthy mechanics/perks get nerfed or removed, we SHOULD be focused on what's balanced for an asym based on the ideal match within the confines of DBD, not based on bias for either side.

  • Am I the only one tired of this Us VS Them rhetoric? I feel like the forums are getting worse about this.

    While I agree some players blow things out of proportion, it's fine and not 'whining' to point out when something is busted or overpowered. Doesn't matter which side has it. It's especially important in a game like this, being an asym where one side needs leverage against 4 others.

    I mean really, Sprint Burst hasn't been touched in what, 9 years and it's finally getting a nerf and now suddenly killers are taking it too far? Heck, I don't think they went far enough with nowhere to hide, seeing as it should stick to the gen's radius and not the killer for aura reading, and yet 1 less second of haste is the breaking point for some players here?

    Or the endless whining about cross examination being nerfed. It wasn't a good idea to begin with because elusive wasn't meant to be thrown onto things for basically free. Long wall loops made it give insane value for delaying chase or altogether losing the killer with no effort. And on the other end of this spectrum, the 'buff' to repressed alliance is now making it harder to finish gens, and I can only see it being good with wiretap to keep it active longer.

    Seriously, I would like to see people play both roles, especially try a variety of killers since survivor doesn't have as much to them as killer has.

  • Welp, time not to run Sadako in Chaos Shuffle again cuz' I will not risk getting Iri Tape.

    And RIP lights out too. Legit one of the most fun modes on survivor I've had last time it was around, now watered down.

  • I can agree with the second point, the others not as much for different reasons (ie anti-camp slow is way too long if it's not intended to be for tunneling, like multi-floor maps and the exposed thing)

    But, I do strongly agree with point 1. I really like playing Jason, but the red mist is handholding that I certainly don't need or want. It's a big factor as to why hex builds are strong.

  • That's actually a cool idea. If done right you can make enough of a distraction so if the killer falls for it, they'd head toward you at basement so you have to plan for that.

    Maybe even give survivor a 50% speed bonus for 2-3 seconds so they have a chance to escape basement after the killer breaks the fake, and give them elusive during the astral form so aura reading doesn't give you away so easily.

  • @MoZo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096579#Comment_4096579

    not having a terror radius. oblivious and undetectable completely negate CE.

    And if you don't have the option to remove your TR, especially in chase?

  • I'm definitely playing far less despite the 10 year anniversary because of everything.

    Even when I play survivor, I've ran into other survivors throwing on purpose because something didn't work for them, standing under hook, and even caught a cheater after a killer had me watch them constantly fall into the floor. On this event. Despite all the boons and interactivity survivor has in this event.

    The cakes are just the cherry on top.

    I wouldn't touch it as a killer with a ten foot pole, and I'm already exhausted playing it as survivor.

  • What gets me is even in my survivor matches, I'm still getting survivors trying to go next in the event. Against a Pig, last time it happened.

    That's what's exhausting me more than the lack of cakes or balance issues, aside.

  • Sure, it sounds good on paper

    Until you realize the best benefits are when the gens are done. With bamboozle, you're cutting off strong window loops. Brutal strength is consistently good through the match, and Forever Entwined kinda just outclasses it because it doesn't require gens to be done to get that bonus.

    I do think Fire Up has it's uses, but not as consistently good as the other three imo.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4092145#Comment_4092145

    The Year 10 Roadmap shows chapters in July and September. The next PTB has 2 survivors for a license chapter. There's no reason to expect this next ptb will have balance changes.

    I still feel that will still be a problem for Ghostface and Pig since Pig especially needs to get close with her stealth.

    I'm sure there's a decent compromise somewhere but I'd have to think on it.

  • STBFL my beloved

    I miss you on Slinger

  • @MoZo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4092131#Comment_4092131

    not having a terror radius completely counters this perk btw

    See my other reply above, where I also agree that shouldn't be part of the perk.

    Never mind, on retrospect this could be a massive counter to killers like Ghostface and Pig. I'd have to think on this further. All the perk would do is punish any killer that doesn't bring undetectable otherwise. So yes, I still stand by that this change was good.

  • @MoZo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4092122#Comment_4092122

    quick question, what’s your opinion on shadow step? that perk is literally the same thing as elusive while they’re healthy in the boon but i dont see anyone complaining that shadow step breaks loops.

    Shadow step is a boon that can be removed.

    This perk isn't.

    Edit: Also Shadow Step doesn't give the full elusive effects. You can still see bloodstains and hear grunts of pain.

  • @MoZo said:

    it’s honestly just unfair. the perk hasn’t even made it to live before already having a scheduled nerf. i hate to bring in the us vs. them but this is seriously a case of that. Jason just came out, parts of his kit are clearly overtuned but instead of the devs doing any changes, they tell us they won’t be doing any kneejerk reaction nerfs to him but the moment a couple killer main CC’s and their echo chamber audience start complaining about a new survivor perk, the devs immediately get to kneejerk nerfing it.

    why couldn’t cross-examination have the same balance cycle that jason is going through? what if in between bugfix 1 and bugfix 3 the perk isn’t as much as a problem as people made it out to be but it gets nerfed into the ground anyways?

    It was in the PTB though.

    And testing showed it was kinda busted in loops when the killer can't hear sounds of pain, see blood pools, scratch marks, and aura. Any tall wall jungle gyms/map tiles made it oppressive on it's own because Elusive is a strong effect.

    This is exactly what the PTB should be used for, to prevent problematic perks/powers from coming to live. Unfortunately, it's rare that it happens. But in this case, I'm fine with the change because testing showed it was really broken.

    If anything, they should remove the TR requirement too.

    Edit: On retrospect, how would removing the TR requirement work with killers that do rely on stealth like Pig and Ghostface? If survivors can see their footsteps that kinda defeats the purpose. That's a problem too.

  • I don't see the issue with this change.

    All this does is make the perk not break loops.

  • I honestly wouldn't be able to tell if anything from a Project Moon game would have a better time in the fog than in the city, which could make for a very amusingly written tie in if done right.

  • I agree a lot with this

    I really like other folk's chapter ideas, especially when they go into details with perks and mechanics down to the %'s that actually sound really good on paper. If modding allowed for original fanmade chapters, a lot of folks here would make some really good ones.

    And even if I don't fully agree with everyone's design philosophies, it's nice to see people very passionate about this game. I've had a good time seeing people's ideas for what should be done with Sadako.

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