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SuperCop

SuperCop

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SuperCop
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  • @Awgiki said:

    Same with the Killer shouldn't be able to see Survivor's usernames and prestige.

    This. High prestige players experience a lot of lobby dodge or they're often hard targeted by the killer for...idk, ego reasons?

  • It's almost like they don't want survivors to have anything. Blows my mind that of all survivor perks, this one's being complained about? A perk that helps less experienced survivors?

  • @PilotBob654 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3695744#Comment_3695744

    I'm really glad someone agrees with me here! Exactly! It would really prompt us to actually go about doing these daily rituals if they gave us more availability. Like you said, letting us choose which killers or survivors we enjoy and the rituals will decide on those, or at least rolling them continuously to our desire. I'm chuffed that I'm not the only that feels like it takes forever to complete one an all! Hopefully they shed some light onto this, because it needs to be looked at swiftly!

    Exactly. Atm it really feels like a waste of time trying to do them. So ai don't unless I get one I like.

  • The only change this perk should have, if any is that you're guaranteed to be the obsession and no one else can be.

    As far as removing survivor's aura? Nah. That part should stay. This perk is for those who want the killer's attention similar to Scene Partner.

    If you don't want their attention, don't run it. If you want to just see their aura any time use a key with Blood Amber.

  • I absolutely agree. It takes me forever to get a ritual I actually want to do. I don't want to be forced to play characters I don't want to, either. They should just let us chose our rituals or at least let us roll them continuously.

  • Windows does not need a nerf.

  • So you think 2 people can do 4 Generators and get out? 2 people who, mind you, won't go in for hook saves, and killer is tunneling?

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3694956#Comment_3694956

    More like, why we have to waste everyone's matches for really really small benefit for myself

    You still have a chance even if you feel it's absolute impossible, but if someone decide to just leave the match there will be no chance

    There are some situations where there's most likely no chance and as I mentioned above, partly due to bad teammates letting not 1 but 2 teammates get to stage 2 cause they didn't unhook plus the killer was tunneling so we ended up losing one early and about to lose another due to their negligence. So yeah...kinda their fault in those situations and if anyone "threw" the match it was them.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3694953#Comment_3694953

    Maximum luck stacking squad will have pretty much guaranteed escape on first hook

    but it takes 4 man swf and decent effort I think

    Ah. I see. But yeah that'd require SWF and it only works for 1st stage. Killer's still getting hooks, too. So I don't think it'd make much of a difference.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3694939#Comment_3694939

    If survivors are losing that bad, I think matches ends pretty quick anyway tho

    So, then, in those situations why even stick around longer and waste your timewith no reward to show for it?

  • Taking away their decision to end it instantly is forcing them, though.

    The 4% is better than nothing in bad situations where it is actually needed to try to save your team and kobe is the only way out. If you've been in those situations enough times you'd know why it's important to let the 4% stay and taking that away from survivors would be unfair, it would be like removing another way survs could fight back, making them more defenseless.

    Wicked only works in the basement so it's very situational. Deliverance is nice but it's not really worth a perk slot cause if you're the first to be hooked, you can't use it, or if someone else got the unhook, then even when you do get it, you're broken for a lengthy period of time. Again, super situational and eats an entire slot for a 1 time use.

    Abuse luck? It's something survivors are given in the game. How can that be abused exactly?

  • I agree with what you said at the top, but I disagree that the 4% is silly. There have been times when that 4% came in clutch when we really needed it and I used it to save an entire team when killer went for slug. The match went on thanks to the 4%.

  • @dwight444 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3694312#Comment_3694312

    I would disagree with the forced to keep playing. I suicide on hook as needed, won't deny that.

    Why? because the outcome of the match was decided by one or two teammates within the first few minutes. You want me to continue playing w/ 5 gens left, 3 hooks and meanwhile that one guy is crouched in the corner? No thanks.

    Yep. There are some situations especially in SoloQ where the match goes so bad so quickly due to camping/tunneling, bad teammates or the double whammy of both at once and survivors do not have the power to snowball the match in their favor like killers do. If you lose just 1 teammate too soon the match is killer sided. Lose 2? It's over unless one can loop decently and there's only 1 Gen left. There's no point in playing the rest of the match, it's a waste of time. But if you could still earn good blood points for just sticking it out, it would be a little more worth it. Currently it isn't.

  • @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3694413#Comment_3694413

    That was just the survivor being very slow to react, there's no reason be crossmaped against a billy, he could've heard his chainsaw and therefore direction and hide behind the gen. It's really easy to dodge.

    And yes it is harder for a trapper, but as long as the people know what they are doing you wont be slugged by a billy too. Bad teammates are not killer specific and will loose you the game, no matter the killer like I already told.

    Except she wasn't bad and looped him well during game, but in that moment we did not hear him til like a split second before she was hit.

  • @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3694382#Comment_3694382

    Because it isn't, it was never a problem it will never be one. Getting cought by a crossmap is your own fault if you're not attentive enough. You can even dodge his crossmaps more or less easy, if you fake one direction he only has the option to try and go for it or chainsaw in a straight line predicting you will run back into it, so you have a 50/50.

    And yes I said trapper can slug an entire team too, because he said his mates where bad. My point was that bad teammates are not a thing bound to billy, if they all go down instantly and your entire team gets slugged he was just better than you and/or your mates. A trapper could do the same if the people are bad enough.

    Sprintburst is an entire different thing, alone the fact that 150 is not a speed a killer can reach without power, and even with blight and billy it would be near impossible to catch. You can't comprehant one of the strongest exhaustion-perks (btw only reason it's even strong is the fact it has a cooldown) with an ability that is not even hard to outplay.

    It's a lot harder for Trapper or Bubba to down all 4 survivors. A lot harder. Especially for Trapper. If all survivors are downed by Trapper, most likely it's the survivors not being cautious enough. You cannot say the same for Billy. Not at all. Or even blight for that matter. Because I've literally seen him fly in and instadowned someone on a Generator so fast there was literally no time to react.

  • And again the complaint isn't about loops, it's about when he's flying at you without warning from across the map with an insta down attack before you can even hear his terror radius.

  • "Just Position yourself better!" Yeah, because we always know exactly where the killer is going to come from at all times and its not like we're not doing anything that requires us to be stationary like repairing Gens or unhooking a survivor, healing, etc.

    Even Billy players have bragged about survivors not having time to react to his speed.

  • I'm talking bout when he flies at you from across the map, without warning and just downs you without chase. I've seen it happen. He can slug an entire team pretty easily if he knows what he's doing, what perks to use, dirty tactics etc..

    Spirit can't instadown you with her attack, her ability doesn't take her that far, it's not that fast and you can hear it, she also can't see survivors while phasing. It's much more counterable.

    Billy you'll hear for a split second before you have time to react, you're downed.

    2.5 seconds is not much of a cooldown for the amount of power he has.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3694374#Comment_3694374

    Maybe bring some useful comments or insight instead of labeling people "gaslighting killer mains" without giving an example or proof for that statement :)

    Because they are. They're pretending Billy not having cooldown isn't a problem or like Billy can't fly in at you from across the map without warning and could do so repeatedly. Even tried to say they'd probably get slugged by Trapper, who isn't even remotely comparable cause unlike Billy he can't just zoom across the map.

    I bet if Sprint Burst had no cooldown (exhaust) they'd be crying for a nerf for that, though.

  • Even if the killer is hard tunneling someone they should just be forced to put up with it? I think the attitude of being entitled to someone's time needs to go away. Especially when there are things that are problematic in this game that can make a match miserable. Bad teammates, tunneling, camping Etc.

    People say all the time spreading hooks should be incentivized, BBQ chilli BP etc. Don't see why it'd be a problem to give survivors another reason to hang on as well, incentives instead of punishment.

    The "no one cares if you 4%" part isn't true, sometimes it comes in clutch and can save teams similar to unbreakable. I don't think that should be nerfed.

    Taking away skill checks on 2nd stage would make it even more boring to be on the hook, it would also make it far less dangerous to be on 2nd stage which would take away pressure from the team. That's also boring and would make things worse for killers, too because hooking someone for the 2nd time wouldn't pressure the team like it does currently.

  • @CountOfTheFog said:

    Will we be able to use these maps after the event like we can use firecrackers? Or will they all deactivate when the event ends?

    I'm still able to use mine.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3693062#Comment_3693062

    But that doesn't solve the problem of flashlight and pallet saves. If i down someone and pick them up and a recently unhooked person goes for a save. They should have DS deactivate because i'm not tunneling them.

    That's not guaranteed to be the case, though. You could down someone and still tunnel. Plus you could check the area especially if someone is crouching, waiting to save. If they are, you could down them too.

    Furthermore DS deactivates in 60 seconds anyway. If they get in your way, just slug them. Don't even pick them up. If you do, knowing they were unhooked not long ago, that's on you.

  • @fulltonon said:

    The easiest and most logical fix is to just removing hook suicide, those people just don't bother with anything beside their own feelings.

    Giving more BP doesn't really make them stay.

    I don't think that's something that can actually be removed, cause you could struggle to try to get team out of bad situation with 4% and you could actually miss skill checks on accident, too, plus they get smaller, harder to hit. 2nd stage is supposed to be dangerous.

    Also I wouldn't want people to be *forced* to keep playing. I think it's better to incentivize, that way staying is worth it.

  • @Yoshirama said:

    ”As a survivor main”

    Ok killer

    Yeah. A real survivor main would not say looping takes no skill. There are even killer mains that know it takes skill and a lot of learning to pull off.

  • @Reinami said:

    This solves the problem i mentioned in my other thread of flashlight saves and pallet saves being something that don't deactivate DS. Since its a bit hard to figure out what the constitutes, and we do a simple:

    "When another survivor enters the dying state, DS deactivates"

    Because if another survivor is downed, you aren't being tunneled.

    Do that, and i'll say you can buff DS to any stun amount you want, hell make it a 10 second stun at that point for all i care.

    Downed isn't good enough. Another survivor should be hooked. That idea sounds like something that could be abused way too easily considering very often killer can easily down someone that unhooks you right after unhook.

    So DS disappears right after unhook in those cases and tunneling is way easier via camp/proxy and taking cheap shots at someone coming in to rescue.

    Yeah...No thanks.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/410054/bleeding-out-needs-to-be-adressed

    Here we go again… i think this is the weekly topic by now.

    Bleeding out a survivor is no worse than survivors dragging time for the killer when they have won the game, but camp the exit gate. This happens in about 80% of the games. They are forcing killers to go and push them out, they even split in 3 some times, so that the killer have to go to both exit gates and the hatch.

    But as soon as the killer slugs them for 4 minutes, all hell breaks loose and they go to the forum and complain about it...

    • If this is such a big problem, then there is perks to counter it, and if you dont want to "waste" a perk slot for that, then the problem isnt really that big that you make it sound.

    Its rare that i get bled out.

    Sometimes survivors stay at exit for good reason, though. Cause there could be 1, 2 people but you don't know where everyone else is, or you need to heal up, hook rescue. Etc.

    Survivors don't always stay at exit for teabagging. Often it's to make sure everyone makes it.

  • I wish there were emotes in game.

    in Emotes Comment by SuperCop
  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686133#Comment_3686133

    Yeah lol it was welcome but it’s not good enough. They should block the gates for anyone who tbags tbh.

    It's "not good enough" but at least they nerfed something that wasn't even a big deal just because killers didn't like it, yet killers can still slug/bleed players out just because which is much worse and that's never been addressed.

  • @weareweebs said:

    If you are going nerf adrenaline, then nerf Lightborn because by your logic that perk needs a nerf too. How is it fair that it can completely remove the effect of flashlights, and it prevents players from doing tome challenges too. Lightborn should have charges, it's a game-breaking perk. Player items already barely last long and flashlights are way too situational so that perk should be nerfed or removed from the game. In almost every match the killer is using Lightborn, really unfair I am wasting items I cannot use that are already rare to get and cannot do tome challenges because of this.

    I'd agree to this if they at least add a QoL change where you don't see the blinding animation. Whenever I play killer, I always have to wear LB because my eyes are sensitive to the animation. It got so bad one day that I ended up with a nasty headache and couldn't even look at my phone w/o my eyes burning/watering.

  • Or tunneling, or anything due to the adventures of SoloQ etc. So they're finally removing depipping? Bout time. Especially since it's 60% kill rate. If they expect survivors to die more, survivors shouldn't be punished for what developers expect to happen. The unbroken Iri requirements are ridiculous, too. And we need more BP balance.

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/409350/hitting-survivors-on-hook

    As soon as they do something about tbagging at exit gates, then we can talk about hitting on hook. I have thousands of hours and bagging at gates is BY FAR more common than hitting on hook.

    Didn't they already nerf flashlights due to killer's complaints, though?

  • I think we should at least try it. I imagine being on a team as killer would take some pressure off. Make it more chill for killers which would also be better for the survivors, too.

  • @Iron_Cutlass said:

    Deliverance in EGC is fine imo. If they managed to not be downed the entire match and get an unhook, I think they deserve to be able to use their perk.

    Thank you. It's a ridiculous thing to complain about especially with all the egc perks killers have. They just want survivors nerfed to oblivion so they always win, easy. And it's not good for game health.

  • @Ayeiann said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683400#Comment_3683400

    Dirty tactics are still tactics and still require more than being in a hook and holding a button, they should have to work for the ability to 4% if that's what you're saying but anyone can do it with no prior work.

    You're talking egc though, right? And if that survivor managed to not be hooked etc then they worked for that 4% harder than a killer using cheap tactics for easy, lazy 4k.

  • @nodforkiss said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683283#Comment_3683283

    legion is C- tier killer and their power is hot garbage, its literally m1 killer with regular speed but they can only injure fast. playing against legion is incredibly easy and if you struggle, then yeah, you have a problem.

    I can literally handle Knight, Skull Merchant, Myers, Ghostface, Spirit, Plague etc. easier than Legion. Yet others have more problems with Knight than Legion. For me he's a killer that's ridiculously difficult same with Wraith. Sometimes I win against them but it's a pain and annoying.

  • @rglarson13 said:

    For a survivor, getting out (even if the other three die) is a win.

    For a killer, survivors insist that they should be content with a 2k.

    Why are survivors not content with getting 3 gens?

    You mean 2 escapes? 3 Gens isn't a win at all or equivalent in comparison to deaths. Escapes are. And survivors are content even if it's just 1 escape though 2 is better. More than anything survivors just want a fair match.

  • @GrimReaperJr1232 said:

    Things I think are OP? Alrighty...

    Iri Head needs no introduction. Just rework the thing entirely. Let them ricochet once or something. It'll be dumb, but at least it'll be fun.

    Pinky FInger - REWORK THE ADD-ON! Please! Stop with this Insta-down craze! Here, anyone who's Invigorated gets a 30% action speed boost (vaulting, breaking, etc.) for the duration.

    Buckle Up - The healer should not be protected with Endurance. Or shouldn't work with FtP. Or both.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683412#Comment_3683412

    It did have a longer cooldown. People (survs and killers) collectively hated it and said it was too much. They also don't vault faster than survivors; 0.9 seconds vs 0.5 seconds. And what are you talking about? Legion gets a hit on you, then fatigues, and then has to chase normally, just like Plague. Only exception is if they chained 4 hits, meaning the entire team screwed up.

    During Feral Frenzy, they do. Point is, they can abuse Feral Frenzy to go after an unhooked survivor and even with the short fatigue, they're able to force you into chase again even with Sprint Burst. And they still move pretty fast out of Frenzy. It just doesn't help that they catch up to you especially if it's a bad map with too many deadzones.

  • @Starrseed said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683402#Comment_3683402

    But you know legion can't down you in frenzy except when they can chain all hits and thats a survivor problem and when they vault a window and candle frenzy they get slowed heavy so you should get enough distance so the frenzy vault was worthless

    Frenzy shouldn't last that long though. Maybe there should be a longer cooldown. I don't think they should vault faster than survivors, either. At least with Plague all you have to deal with is broken status and basic chase speed. With Legion it's a one hit down and he can outrun you.

  • @Starrseed said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683392#Comment_3683392

    the problem with legion is there is no give and take there is only a take. what makes legion so annoying for survivor is that they need to mend over and over again and i understand that but for legion to be how they are you need the mending.

    legions core is the speed and the hit and run to dmg as many survivor as possible. you cant take his mend away cause its needed to make his playstyle possible or the survivor would just keep doing gens. you need some kind of side objective for the survivor to do that keeps them of gens. its absolutly possible to change mending into anything else that takes time but would that make legion any less annoying?

    so if you want to take the annoying from legion you take legion as a whole from the ligon players. legion is fairly weak if the sruvivor know what they do and since legion is kinda annoying and disliked to face they wont get any better so its not a super common killer

    Aside from the mending it's awful they can just speed vault windows, pallets etc. Only line of defense survivors have and there are legions who abuse this mechanic to tunnel survivors. Happened to me twice, today. Even with sprint burst one match and lots of running, vaulting that Frenzy lasted a long, long time. Idk how but it did. And they weren't tagging, they were using it to tunnel.

  • @Ayeiann said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664855#Comment_3664855

    Yes but survivors dont get screwed over and get killed because a random number said so, survivors die because the killer did better and worked for the kills, regardless if its tunneling, slugging etc, or they were just merely outmatched, comparing a random chance to lose kills over just losing because the killer did their job better is a bit of an unfair match to make.

    No, that's your bias talking. You want to talk about a very small chance that rarely ever happens being unfair, but want to consider dirty, unfair tactics from killers to be fair and something killers "worked" for?

    And you realize even if there's one Gen left but only 2 survivors the match is completely killer sided at that point, right? Random or not that major shift in power is screws over survivors who worked hard too.

    There are things that could completely tip the scales in favor of either side.

  • @ACleverName4Me said:

    Please Devs CHANGE these freaking perks!!!!! It is NOT fair or fun to face! Especially in a 4 man on coms with boon unbreakable on Temple!

    You guys are really gonna let these two perks really allow a killer be denied their first hook after dealing with predrops thanks to windows, an exhaustion perk that made an easy/good mind game be wasted because that perk was just equipped?!

    When you do finally get the down 2 gen pops and then you see the 4th survior just pick them up and you cannot wait the 10 seconds for either because both have windows and will make it to that god window or pallet because of the free endurance that only the survivor picked up should get! Then whoever is the one that isn't getting chased ppps that 3rd gen while the last 2 you haven't seen all game works on the last gens split.

    And while we are on the topic of endurance, WHY are survivors allowed to body block the killer with it?! NO WAY should I be punished when trying to get to the OTHER survivor who SAVED! Endurance should make survivors lose collision with killer. Just like how knight can't body block a survivor being hunted by guards. You've done with with a whole killer power now do it BASEKIT for survivors who earn endurance.

    You as developers and the communicators who watch these forums should take herd and get it changed the sooner than later before killers choose to leave again and you get tour arm twisted to do another "killer buff patch" because survivors wait times get longer and longer every day.

    Long story short for crunched for time readers.

    Change endurance to make survivors lose collision. Change buckle up to only give endurance to the picked up survivor.

    I don't think buckle up should be changed at all since all it does is give endurance after picking someone up which could be helpful in a situation where killer tries to slug whole team for easy 4k.

    If it's really that big an issue then maybe change FTP slightly? Like it works the same but doesn't read as a heal so buckle up doesn't activate.

  • Legion is not weak and Feral Frenzy is incredibly annoying to deal with. Even if they give Legion a better chase speed to balance him out better, I just want that annoying power nerfed or changed.

    Give and take.

  • @Nos37 said:

    They can SEE my aura in the basement! They know I have the perk.

    Why are they kiting the killer to me and/or looping them in the structure above me? Then again... I have seen survivors kite/loop the killer around hooked survivors instead of leading them away.

    That said, I have been intentionally griefed because of this perk, and I'm tired of dying with 3,000 bloodpoints and wasting the whole morning filling out griefing reports.

    ----

    Remove the perk's aura and HUD status. I don't care how the perk is changed (buffed, nerfed, reworked).

    My point is Invocation: Weaving Spiders is the new No Mither and other surviors are more inclined to grief you if you have it.

    I think the griefing is absolutely terrible. Sorry you went through that. But this perk has got to be the worst perk they ever made for survivors to the point I think even No Mither is better.

    It's not just the fact you're broken the rest of the game but how long it takes and you can't even help your team while you're doing it. You're really better off doing Gens. Just bring BNP of u want part of gen shaved off. It's much faster.

    I had 2 matches today where things went horribly wrong partly due to that perk.

  • @DrDucky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/409018/which-exhaustion-perk-do-you-use

    Sprint burst, the more I became used to it, the more I cannot live without it. Prevents dead zones and has some anti tunnel potential as you can immediately gain a bunch of distance the moment you get unhooked. You can also 99 it to use mid-chase which is extremely strong.

    True! You can also sprint away from hook. It's so good I think it should be part of anti tunnel basekit.

  • @HINGIRIK said:

    I'm wondering which exhaustion perk you use. Write down which exhaustion perk you used and the reason. But I will write first. I use Dramaturgy. In my opinion, while other exhaustion perks help to increase the distance between you and the killer, this perk is a perk that prevents you from getting injured. For example, I think it is a great perk that allows you to go from one pallet to another, to reach places where you normally cannot go without taking damage, connecting pallets and windows, to take 1-2 extra turns on a pallet, to dodge on a flat road, and to do window tech without requiring timing. So which one do you think is the best?

    Sprint Burst, hands down. It helps you escape Gen when killer comes, you can reach a safer spot to loop. Plus it's fun to occasionally make a killer whiff.

  • Legion's Feral Frenzy and the Unknown's grenade attack.

  • @notyarbllewe said:

    Like tunneling is a huge problem for survivor, genrushing is a huge problem for killers, especially against ones that try to play for fun instead of win, like me.

    As I am entirely an anti-tunneling killer main, I actually don't care to win and instead play for fun, but too many survivors have become tryhards like killers, causing me to often get genrushed if I try to play for fun and enjoy events. Tunneling is probably the absolute counter to it.

    We have to nerf strong items and perks on the survivors' side of the game rather than just nerf killer tunneling and 3-genning. That's actually possibly increased the problem as well: though I never 3-gen, stopping 3-genning now probably might be allowing genrushing to reach the end a little bit easier.

    Though Prove Thyself and the Brand New Part were "nerfed," they still definitely increase gen speed, especially the BNP, which is actually possibly stronger now.

    We need not only focus on fixing tunneling, but genrushing as well.

    I agree. It boggles my mind how we have all the gen rushing buffs in the world but very weak defense against tunneling. And gen rushing promotes more tunneling which in turn promotes more genrush. Like it's the counter to tunneling, too.

    This being said, I'm not sure if making Gens take longer is the answer either cause if they take too long, it will be very boring.

    I think a new survivor objective would help. Make it take longer to open gates, but not in a way that's boring. I think someone suggested looking for tools to repair generators? That idea sounded interesting.

    Simultaneously they do need to change the hook system, too to make tunneling or at least hard tunneling impossible.

  • Agreed. It's the best, most useful map.

  • @SolidRazo said:

    The perk just needs to activate on both hook states instead of the last one then it’d be a good perk because it’ll work similarly to dead hard.

    Not a bad idea. 🤔

  • Knight can't use his guard to camp. They disappear when you unhook.

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