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Snikers

Snikers

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Snikers
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  • I don't mind Vigo's so much because he has a different tone. He's not a friend to any of the characters; he certainly isn't friendly with the killers, but the lore implies his experiments made the killers more powerful (though that's not borne out in gameplay), so he's not an ally of the survivors either. Most importantly, no one is contact with him and no one knows where he is. A character like that works, tonally, because he's not a resource any of our viewpoint characters can rely upon. Even if he's not explicitly an antagonist, there's a sense of menace and untrustworthiness to him.

    The Archivist, on the other hand, is both accessible and willing to communicate with the players. Even if they have their own mysterious agenda, they are both powerful and presumably at least somewhat invested in our viewpoint characters' success. At least, that's what I'm seeing so far.

    If in practice, the Archivist comes off as untrustworthy or foreboding, I won't mind them so much because they won't undermine the tone of insecurity and existential horror that the game's plot has maintained so far. That's not the impression I've gotten from the concept art so far, though.

  • Idk why but I was talking about dead by daylight with my friend and I created the crazy conspiracy that the hatch is actually a trick that the entity places and that survivors that use it don’t actually escape ( as if it’s a hole into the entity’s mouth or something like that ) Its a bit of a stupid theory but I thought it was kind of interesting !

    Other people have already pointed out that this has been canonically disproven, so I'll adress what I think is a fundamental misunderstanding.

    The Entity doesn't actually need sacrifices. It doesn't miss out on anything if the survivors get away. The sacrifices are just a means to an end to get everyone running around, scared and hopeful. Whether the survivors escape or not, they just end up in the same place, waiting for their next trial.

    The Entity doesn't give a ######### whether you escape or not.

  • @Redd said:

    https://forum.deadbydaylight.com/en/discussion/comment/513724#Comment_513724

    Movie rights are complicated. No one has made a game with the remake Jason’s yet.

    Wasn't he in Mortal Kombat X?

  • Funnily enough, an Elvira comic book launched just last year. The license can't be THAT expensive.

  • Please replace all female running animations with either the Plague's animation or the Hag's animation. Nothing in between. Decide who gets what animation randomly.

  • It was definitely intended to be used in combination with Object of Obsession, both of them being Laurie Strode perks. It also predated Barbecue and Chili, so the biggest aura-reading concerns at those times were Nurse's Calling and the Wraith's and Shape's add-ons.

  • It's currently very hard to track survivors using sound. It used to be easier. Stridor helps if you can get it, but I've twice gone from level 1 to 50 with her without seeing it.

    That aside, Spirit benefits greatly not just from your experience but the survivors' as well. Ironically she tends to suffer against less experienced survivors because their mistakes make them unpredictable. Remember that you still have collision when phasing, which can sometimes help find survivors if you suspect they're crouching in a corner or sitting under a pallet.

  • @Shad03 said:

    https://forum.deadbydaylight.com/en/discussion/comment/487770#Comment_487770

    @Snikers The devs contradict themselves a lot. And considering that @DocOctober here has been working on the wiki (and in turn, seeing the Lore) and getting every point he can, I'm sure he could do a better job with the lore at this point.

    Don't go for a low blow when your opposition has greater knowledge then you.

    The devs may contradict themselves, but the Lore stream is the latest word on this subject that I know of so I would assume it takes precedence. Besides that, I would love to see any evidence that survivors cannot become killers (or vice versa), because I am not aware of any.

  • @DocOctober said:

    https://forum.deadbydaylight.com/en/discussion/comment/485973#Comment_485973

    I'm aware of this crap. It's another instance of them making stuff up on the spot, because they are unprepared for to give a proper answer. It's not the first and likely not the last time they contradict themselves.

    Survivors do not become Killers. Killers do not become Survivors. That's how it's originally been and throughout most of the game's life with the Lore we had.

    I'm sorry, I'm not sure I understand. Are you saying Behaviour is wrong about the game's lore and that you understand it better than them?

  • There's no hard and fast rules for who the Entity will take as a killer; it just seems to sense the potential in them. It's taken people who have never killed anyone simply on account of their rage (Spirit) or their desperation to escape (Hag). One would assume that a survivor who snaps and kills another would qualify, but who knows? It could pass over a survivor who killed someone out of fear in favour of one that's never hurt a fly but could be convinced to do so with the right encouragement.

  • @DocOctober said:

    https://forum.deadbydaylight.com/en/discussion/comment/484911#Comment_484911

    Did you read the previous answers? The devs said no.

    I did and you were wrong. I didn't want to embarrass you by calling you out in particular.

    https://youtu.be/GI0NOK6jrts?t=3560
  • If I remember correctly, in the lore stream they said that it would be possible for survivors to become killers and vice versa. I don't think they specified it would require a loss of hope in either case, just that it could happen. That said, they didn't get into much detail and didn't seem to consider it anything other than a hypothetical possibility.

  • I think the devs have said or implied that the trials haven't always looked or behaved the way they do now. The earliest trials (from the Entity's perspective) were probably just a killer and some survivors dropped in a forest to run around and die, but probably didn't provide as rich an emotional feast for the Entity. The generators and doors were probably pulled from a victim's memories and incorporated into a trial, and provided a more complex mix of emotions as a result, so the Entity incorporated it into future trials.

  • @bubbascal said:

    https://forum.deadbydaylight.com/en/discussion/comment/364046#Comment_364046

    You are my role model.

    Literally every single thing you said in this comment. Agreed. It's true. I support it! 👌

    I need a source on that last bit, specifically to use against Orion and for my war on "She" Pronouns-Entity. 🤣

    I don't approve of message board vendettas, but in the interests of cataloguing information, here's my citation for genderless Entity:

    https://youtu.be/GI0NOK6jrts?t=1384

    Jump to 23:04 if this link doesn't retain the timestamp.

  • I believe it's stated somewhere that the Entity can exert power - such as kidnapping people - only in areas where great violence has occurred. This factors into a lot of killers' backstories, but very few survivors'.

    Some people theorize that the Entity takes dead people, which is most strongly implied by licensed characters: Bill and Tapp are definitely dead in their own canons, while Laurie was canonically dead when the Halloween chapter was released (but the Laurie we've got is younger than the one that died in Halloween: Resurrection, so that's confusing). Adam and Jane were also taken from what seems to be the moment of death. In contrast, Kate and Quentin were explicitly taken alive, but both were in areas where the Entity had more power than usual; Kate was implied to be at a place where the Entity had already exerted control, and Quentin was in a dream - at some point, the Entity's domain was suggested to be in a place outside of reality "that humans can only access by dreaming".

    The Entity feeds off of strong emotions, so it's possible that the Entity picks survivors that are passionate and determined, since their hope will burn the brightest and longest. It's also possible that they're just in the wrong place at the wrong time, and that there's plenty of "survivors" that we never see because they burn out after only a few trials and are discarded to the Void.

    Oh, and Behavior has explicitly stated that the Entity is neither male or female. They just use gendered nouns (in French) or slip up on the pronouns sometimes (in English) because there's no such thing as a genderless noun in French, which is the mother tongue for most of them.

  • The official website has a lore section, though it's clear Behaviour hasn't been very dedicated to updating it. You may want to give it a read:

    Dead by Daylight is an asymmetrical multiplayer (4vs1) horror game where one player takes on the role of the savage Killer, and the other four players play as Survivors, trying to escape the Killer and avoid being caught and killed.

    As for everything else, you're heading into the realms of conjecture. I think the Entity's realm was once described as a place outside reality that human minds can only reach by dreaming, but I can't find an official source for that. At least some of the characters (mostly the ones licensed from other franchises) are dead, but it's not clear if they all are.

    A lot of the game's lore is still a mystery, and deliberately so. You may also want to check out Behaviour's lore stream, but if you're not already comfortable with the basics the finer details might be confusing.

    https://www.youtube.com/watch?v=GI0NOK6jrts

    (start at 17:10)

  • No, don't just binge the wiki, that's crazy. Here's what you need to get started:

    The Entity is a creature from outside our reality that feeds on strong emotions such as fear and hope. It's plucked several people from our reality; some of which it makes killers and some of which it makes survivors. To generate strong emotions, it pits killers and survivors against each other in trials; these trials are the games you play. When survivors escape a match, they find themselves back at the campfire you see in the title screen; when they die, the Entity reforms their bodies and returns them to the campfire to await the next match. Little is known about the Entity, but it is very different from ourselves; the game maps are built off of killers' memories, but discordant and strange because the Entity doesn't really understand how our world works.

    That's the basic, commonly-agreed on lore that you need to know. From there, you can read character backstories and item descriptions at your own pace to fill in the gaps and draw your own conclusions.

  • Me neither, actually, but I know it must be. I mean, it makes more sense than half the other things I listed.

  • @JAWS_BDSM said:

    https://forum.deadbydaylight.com/en/discussion/comment/353796#Comment_353796

    didn`t she die from the plague before becoming new entity`s puppet called The plague? ajjaja

    Technically, her bio doesn't say she died, it just implies she was taken at the point of death. You can say that about a lot of characters, though. Hag, Pig, and Spirit were either dead or at death's door when they were taken. Freddy is a special case, but Myers was "dead" as of the latest movie at the time, for all that means. Same goes for many survivors, too - Laurie, Bill, and Tapp were all definitely dead in their own canons when they were licensed, and Adam and Jane were either about to die or had just died when they disappeared.

    In fact, most characters could have died unexpectedly while walking through the woods, and their bio just didn't mention it. IIRC, Quentin and Kate are the only ones who were explicitly alive when they entered the Entity's domain.

    On a side note, I love that I can't cut extraneous content out of quotes now. Just love it.

  • Official Dead by Daylight paraphilia list:

    • Bloodplay
    • Tall/buff men and women
    • Feet
    • Breathplay
    • Voyeurism
    • Hard vore
    • Electrostimulation
    • Furry
    • Drugs
    • Obesity
    • Exhibitionism
    • Vomit

    I'm surprised they haven't worked bondage in yet, but maybe that's part of their agreement with NetEase.

  • @Nikkiwhat said:

    Trapper, Wraith and Hillbilly need updated Mori animations first. Be cool for some different ones to spice things up, be cool for Map based Mori where you can do something different based on the surrounding area

    @Plu said:

    More than one per killer would be neat but i feel like we should update the OG killer's ones first, Trapper and Wraith moris are pretty lackuster compared to the others, not a fan of billy's one but it's still way better than trapper's

    I'm sure there's someone out there that genuinely loves the OG killers' mori animations. I'd rather we add to them rather than take the originals away.

    Seriously, though, BHVR is leaving money on the table for as long as they don't do this. I don't know how many people would buy alternate moris, but definitely enough to pay for them. The animations can't be that hard to make, when you compare them against all the hours of playtesting BHVR must be doing to balance the current game and its upcoming chapters.

  • @Boss said:

    Ranking up is too easy for both roles.

    **Agreed.** The system might work for solo survivors, but killers easily shoot up to a level they're not ready for, and a decently coordinated SWF almost immediately end up on a level that they couldn't handle if it weren't for their crutching on third-party tools.

    Terminator525, I suspect that in those games you're playing with a 2-man or 3-man SWF who rely on their friends to make up for their mistakes.

  • So if all the survivors are handcuffed and no one is already carrying a toolbox, the game is over?

  • How long would the survivor be stunned after the Demolition Swing? What does it mean for the Wrecker to be exhausted? Is it charged like the chainsaw, or something else?

  • I like all of the powers, but I think they're too weak. They don't provide much gen pressure, mobility, or utility in ending a chase. Even if the killer had all of these abilities at once, I don't think they could put as much pressure on survivors as they'd need to.

    Harbinger might be underpowered as well, especially since it'll only go off once per match and the killer presumably wouldn't know what he survivors are afflicted with.

    Can you explain what you mean by "power effectiveness" when it comes to Ever Yearning?

  • Come Prepared is an interesting idea, though somewhat ironic in that it inherently makes the survivor less prepared. I can see it being popular with streamers.

    Exorcist hard countering Haunted Ground and the Hag is a big no-no.

    Hit and Run's movement speed boost is fine; the increased stun is not.

  • I like the idea of a locker-focused killer, though I agree with Raptorrotas that picking lockers off a map might not be the best way of doing it. Personally, I'd do something like this: The killer presses SPACE (or whatever) to enter the locker, and while inside the locker, the killer sees the aura of all other lockers. The killer can teleport to a locker with CTRL or M1, similar to the Hag teleporting to a trap, but doesn't exit the locker until they press SPACE again. If the killer teleports to a locker currently holding a survivor, they step out already holding the survivor (or maybe they just know the survivor is there but have the option not to step out). While within a locker, all auras are blocked (besides other lockers). They can see their surroundings when in a locker, but can't see or hear survivors or their effects (so no blood, scratch marks, flying crows, generator movement, etc.).

    I'd definitely give this killer a slow movespeed to balance out their exceptional map control, too.

    Unnerving Presence might be a bit too strong. It basically hard counters all exhaustion perks besides Adrenaline. Lithe in particular would be completely unusable since it basically never triggers unless the killer is right up your ass anyway. The other perks are interesting, but it's strange to see a Hex have a permanent effect *after* it's cleansed.

  • I've had matches where killers disconnect as soon as they see the map. I'm sure, at least once, I did so without blinking.

  • The hatch isn't there for the survivor's convenience, it's there for the killer's. I don't want my killer games to end up dragging on for half an hour as I hunt for a last survivor who is too immersed, stubborn, or simply vindictive to do anything but hide from my terror radius and hope I disconnect out of frustration.

  • @TheHourMan said:
    The majority of recent killers have been female (legion is both.)

    That depends on a very narrow definition of "recent". Legion is, as you say, both male and female. Before Legion, counting backwards, are Spirit, Clown, Pig, Freddy, Leatherface, and so on. You could say the majority the most recent two or four killers are female, but no other number going back to the game's release.

    Interestingly, the majority of all killers and survivors are male by a significant margin. However, if we discount licensed characters, the majority of BHVR's OC killers and survivors are male by a narrow margin - one, in both cases. If BHVR has any interest in maintaining an even gender split, then making both the new killer and survivor female would balance them both out. I have no idea if they have such an interest, but I think it's worth keeping in mind.

  • @Raptorrotas said:
    Another "too old for this #########" old fart so that consoles can have a Bill too.

    What about Tapp? Danny Glover was too old for this ######### fifteen years before SAW even came out!

  • I think the best attitude to take here is "never say never", with the all the implied likelihood that comes when someone says "never say never".

    @katoptris said:
    Wouldn't mind the saw theme being play when the trap counting down ur death sentence 

    The problem with that is that the RBT timer can start and stop at any time. Hello Zepp's entire strength is in its buildup, which would be lost if you got into a chase or were downed halfway through your timer.

  • First of all, I really like the concepts for both the killer and the survivor. A cleaner and a crooked accountant are ideas I've not heard before, but I think they work well. I also love the "hazmat suit killer" aesthetic in general, but to be honest, I'm not sure about an obese old man survivor. I can buy Ace and Tapp running around and vaulting over windows because they seem to be fit-at-fifty types, and Bill is grandfathered in (no pun intended) because he was just as agile as everyone else in Left 4 Dead, but someone's both older and severely overweight might strain credibility too much for me. I guess that depends on how obese and how old he is, though.

    I'm not sure what to think of the killer's power. It seems great for shutting down loops, if only because of the 0.5 second action delay worked into Intoxication. Having a half-second delay every time you vault or drop a pallet is HUGE. With 110% speed and no mobility powers, though, she gives up all map control in return. Refueling at generators is also interesting, especially since it gets more powerful the closer those generators are to completion - thus encouraging her to give up even more generator pressure.

    Executioner's Mercy might not be strong enough to be a hex. Even Tier 3 probably won't be usable until the survivor is on their death hook unless you are absolutely addicted to slugging. Even with slugging, you probably won't be able to use it on more than one survivor unless the survivors absolutely refuse to do generators.

    Cooking the Books and Embezzlement are also interesting since they encourage the survivor to stay close to the killer as long as possible. Would the killer get a notification when they're under the effects of Cooking the Books? This would make it very dangerous for anyone that hasn't explicitly planned to loop the killer today.

    Fine Print might be tricky to balance in practice because the game tends to fiddly about when you are and aren't in a chase. Anyone who runs Lithe will know what I'm talking about.

  • Blinding the killer when completing a generator is an innovative idea for a perk. I like it! The ranges might have to be adjusted, and of course, it should only work if the perk holder is the one to complete the generator. Faster flashlight blinding is probably too much; at rank three and a decent flashlight, flashlight saves would be almost impossible not to get.

    How long would the speed burst from Let It Burn last? Are we talking along the lines of Dead Hard?

    How would Light interact with Pharmacy?

  • We'll Make It
    Dead Hard (but I don't care for either)
    Deliverance (ditto and double)
    Claudette...she's cute
    Breakdown

  • Mario skin for Ace, due to his sharp Italian looks.
    Donkey Kong skin for David; just a tie and nothing else.
    Yoshi skin for Huntress, because if you need to give an animal skin to someone, it might as well be her.
    Balloon Fighter skin for Claudette.

  • @MongByeolBuddies said:
    I think this implementation of Jason with DBD mechanics makes a lot of sense thematically. The Shift ability would definitely cause some good jump scares! He's very similar to The Spirit. She, however, would be better in chases and getting hits on survivors because of her ability to see scratch marks while haunting, while The Bereaved would be better at map control since his ability doesn’t have a duration.

    As he is now, I think The Bereaved will struggle because it will be hard for him to down survivors quickly. He’ll be able to get in the vicinity of survivors quickly but then getting next to them to hit them twice with 4.4 meters per second movement speed will be hard.

    Yes, I was afraid he was pretty much the Spirit with a twist. I thought perhaps his unparalleled map control would balance out the poor chase potential, but in retrospect, it's just not fun to not be able to catch anyone, even if you can zip around the map and give everyone a hard time.

    To fix that, what do you think of this addition to his ability?

    When The Bereaved appears from the Shift state, any survivor within X meters of The Bereaved becomes terrified and receives a hindered penalty plus breathes X percent louder for X amount of time. This would allow The Bereaved to make up for his slow movement speed in chases if he predicts survivor’s location well -- rewarding good play. Then some potential add-ons could be -- increases the range at which survivors are terrified, the duration of the hindered penalty, terrified survivors also suffer from exhaustion, etc.

    I really like this! Usually, I wouldn't want to make the claim of a killer being explicitly scarier than any others - it seems weirdly Mary Sue-ish in a horror game - but fear plays such a large part in the Friday the 13th game that it just makes sense here. Perhaps it might be a bit too powerful for it to trigger any time he comes out of Shift, though; it might be something that builds up while he's in the proximity, like the Doctor's static field. The longer the survivor spends in the Bereaved's terror radius, the louder their breathing becomes, and over time they pick up increasing hindered penalties (or maybe subtler effects like slower vault speeds or narrowing field of view). This would have a balancing effect, preventing skilled killers from simply annihilating survivors as soon as they show up but giving inexperienced killers a break if the chase goes on long enough.

  • @ToxicFengM1n said:
    Not gonna read it because seeing that this is a f13 chapter, I am already gonna say no due to copyright issues that f13 the game resulted from, also trapper is pretty much dbd's jason so I would not like this as an idea in the first place-An opinion

    It's just a thought exercise in how certain concepts could be translated into DBD's gameplay. After all, no one actually thinks the ideas in this subforum will actually show up in the game one day.

    This was explained in the first paragraph, but I won't hold that against you since you said you didn't read anything.

  • @JoyfulLeader said:
    But I like Tommy Jarvis

    Okay, fair enough. I've adjusted the survivor section to include three hypothetical counselors: AJ, Tiffany, and Tommy. Two of the perks could apply to anyone, but I've written up a third for each of them that I think ties into their role.

  • You shouldn't be shamed for running any perk, just as survivors shouldn't be shamed for running any perk in and of itself. That said, Ruin starts giving diminishing returns after a certain point. This point is less about your skill level and more about the survivors', as they either memorize the totem spawns for every match or just land so many great skill checks that Ruin barely affects them.

    That said, killers with setup time like Trapper or Hag absolutely need the early-game benefit of Ruin even at top-level play.

  • @Jigmac said:
    every single totem was like this...

    The wording of that update implies that it's just the start of ongoing spawn improvements. That gives me hope.

  • Can't you just play other characters and use their bloodpoints to level up Nurse? Is that changed on console?

  • Quick idea off the top of my head: The Bloodbath. For its own inscrutable reasons, the Entity is just absolutely craving pain, suffering, and conflict right now.

    Killers gain Bloodlust much faster and every survivor is immediately sacrificed on their first hook, but once sacrifice animation is complete, that survivor simply steps out of a random locker. Survivors also get far more than the usual bloodpoints for boldness and stuns. Every match is a foregone conclusion (the survivors power up all the generators and leave, by sheer attrition if nothing else) but everyone walks away with way more bloodpoints than usual.

    It's a departure from the game's usual tone, of course, but if it only lasted a week or so, it might be a fun change of pace.

  • First of all, I want to say this is a fantastic concept. I see a lot of unique gameplay opportunities with a killer like this, and forcing the survivors to go searching for the doll (or not!) would add a new layer to the decision-making process.

    Just some thoughts about a few minor details:

    @MongByeolBuddies said:
    Your secondary power cannot be used within 32 meters of a hooked or dying survivor or in the basement.
    (This is to make it harder to camp.)

    But what if the killer drops the doll, then hooks a survivor within its terror radius? Also, what if the killer drops the doll right overtop of the basement?

    @MongByeolBuddies said:
    Torments are new effects that hamper survivors. Survivors’ souls are blackened for each second they are within 32 meters of the killer that has a Torment Perk equipped and not in a chase. (This doesn't apply to dying or hooked survivors.)

    Would lockers block this? They block a lot nowadays.

    @MongByeolBuddies said:
    1) Schadenfreude -- A Torment that causes items to backfire on the user.
    When Flashlights, Party Starters or Firecrackers are used, the survivor is blinded, Med-Kits cause the Deep Wound Status Effect, Toolboxes cause generators to explode and regress, Maps and keys with aura reading show survivors’ auras to the killer, and Keys lock the hatch for a period of time. The Torment Status Symbol for Schadenfreude doesn’t appear on survivors’ HUDs until after they trigger its negative effect. (Items do not lose charges and are not consumed when used under the effects of Schadenfreude.)

    I think keys locking the hatch wouldn't accomplish much because you'd only use the key if it was already locked in the first place. Yes, it might make a difference if, say, you used the key and then the last survivor immediately died or you purified yourself or something, but that's a very unusual case. Do you what would be really cruel, though? If using a key while under the effects of Shadenfreude caused the hatch to respawn somewhere else (maybe within a certain range or after a certain time if you want to apply slight/moderate/considerable effects).

  • I've always liked the idea of a crow-focused killer, and I think it's executed well here. The perks are creative and effective, mostly without being overpowered, but I think the time reductions on Impatient for Meat might go a bit over the top. I mean, we're talking like twenty seconds at level 3 of the perk, making it basically impossible for a survivor to lose a killer through stealth.

    I'm not sure if giving perks for free is the right option (and Carrion Circling is basically a free - and better - Deerstalker). Given Spies from the Shadows is already a non-unique perk, it may be enough just to have double crows on the map (and in fact, that in combination with SftS may have the opposite intended effect and make it impossible for the killer to focus through the nonstop notifications). I can tell flawless tracking is this killer's thing, but there has to be a limit.

    Pecking Order is very interesting, though it needs a cooldown. Gameplay wise I think it would feel similar to Leatherface's chainsaw; an instant-down weapon that relies on catching its targets away from any vaults or pallets. It also introduces some interesting counterplays if the crow needs to actually exist within 20m (and presumably not have flown off).

  • @fluffybunny said:
    Wait, Quentin was an athlete? I had no idea. I thought he was like a nerd or a bookworm or something.

    https://www.youtube.com/watch?v=qW2c0QpzYFU

    Swimmer. Might not be relevant to the discussion at hand, admittedly, since I don't know if swimmers make for good runners.

  • I think the survivors just sort of wake up in the trial. Anyway, sitting around the campfire sure isn't going to get them anywhere; if they don't try to move forward in some way, they won't escape. I think I remember reading early on that the Entity wipes their memory after the trial, too, but that might have been quietly changed.

    If that's not enough for you, this was also addressed in BHVR's lore stream. Survivors that refuse to participate in normal gameplay eventually get shunted into a formless limbo, presumably forever. I think the same is theoretically true for killers, but the Entity has a more "direct" relationship with them and can just force them to kill.

  • @Jake_Parks_prince said:
    Oh and side note HOW IS FENG ATHLETIC SHE JUST SAT AROUND AND PLAYED GAMES?!

    This is hardly unique to Feng. Dwight was rejected by his high school athletic teams, Claudette is a shut-in (though apparently given to "strolls", so there's that), and Jeff's a chunky monkey. Ace and Tapp (assuming he's the same age as Donald Glover was during the first Saw) are in their fifties - I won't count Bill because he could keep up with the young'ins in his own canon. And yet, they're all a few teachable perks away from being equal to Meg, David, and Quentin, canonical athletes.

    Admittedly, Feng has a unique exhaustion perk, but since the word "lithe" doesn't imply speed so much as agility, her speed boost might just an abstraction of the quick reflexes she would, reasonably, have.

  • @ReikoMori said:
    It's not an issue that they can be destroyed. It is the way in which they are destroyed that I take issue with. Why would shining light on a rune craved into the ground break it?

    Light makes Entity magic go ouchie bye-bye - or a certain flavour of Entity magic, anyway. Presumably whatever magic ingredient makes the Wraith and Nurse vulnerable is also part of the traps.

  • Better yet: hooks that start on the ground. Chucky spikes the survivor onto them, then reels them up like a flagpole!

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