fluffybunny
fluffybunny
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@adalesmo said:
https://forum.deadbydaylight.com/en/discussion/comment/533502#Comment_533502
you expect people to be able to do that three times? I can imagine it with an instaheal or something, but... it's still a worthless perk now.
I've brought in an insta-heal and still wasn't able to pull it off. If the killer moves away from you, you really can't get in front unless you have a sprint perk, maybe. The closest I've gotten is with an insta-heal, though.
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@T0xicTyler said:
Why is it difficult? Just take 3 hits while the killer carries to hook?
You make it sound easy. Have you never taken a protection hit before?
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I like playing Legion, tyvm.
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The others i don't own but i would think that, based on their perks, would be H or M. However, Bill might be SH or H because with the end game, one of his perks are useless like David.
Bill just has a dead perk. David's No Mither isn't useful at all and hinders you.
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I'd knock Kate up to Easy. While two of her perks aren't very helpful without a friend (and Boil Over still isn't useful), WoO is quite helpful. Having an aura perk of any kind can be quite nice, really.
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Gen rushing occurs due to a lack of pressure, not because of the gens themselves. I've seen people offer up ideas for a secondary (mandatory) object and others offer ideas for benefits to go along with new chases to encourage changing target. I will say I'm not sure how you manage to get 2k, though. Even in the games I do poorly, I typically get 10k~16k.
The killer is supposed to kill the survivors as much as the survivors are supposed to survive. Please don't think about this issue so one-sidedly.
give diminishing returns to having multiple people on a gen
This is already a thing. Look it up or play survivor. You get on a gen with someone and the bar goes red for a reason.
SWF isn't going to be removed or punished. That would be like saying "Playing killer should be bannable." It's a game-mode, whether you like it or not. It'd be more productive to talk about things that can do to balance all the modes than to just argue to get rid of a very popular mode that pulls people to the game. Playing with friends is fun, even if you don't do well. That's why so many multiplayer games have a co-op or a way to play with friends. You're arguing a losing battle if you argue to remove SWF.
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@[Deleted User] said:
Blocking won't stop you from queueing with them again. It's been stated multiple times that a feature like this would be abused to oblivion. Survivors will block good killers and killers will block good survivors and everyone will sit in queue forever.
Killers can check to see if people are blocked, though. That needs to be changed.
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@Paladin_Goo said:
https://forum.deadbydaylight.com/en/discussion/comment/526782#Comment_526782
Not directly - but usually it's a pretty big indicator.
Disconnects happened. Legion came out. Disconnection happened 10x more. Yep, totally not the most likely reason.
Logic, it doesn't exist in your world.
@Paladin_Goo The complementary idea that "correlation implies causation" is an example of a questionable-cause logical fallacy, in which two events occurring together are taken to have established a cause-and-effect relationship.
If bees are dying and chocolates are also depleting, bees aren't dying due to the chocolate depletion. It isn't a big indicator at all. It's a fallacy.
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DCing is a symptom of the larger issue: A lack of punishment. Some believe it to be all right to DC based off of multiple factors. Since most don't care about other's fun, they also don't care about it leaving whoever's leftover with less points, etc. This is probably why most other games have more of a punishment for DCing. Otherwise people would just do it for whatever reason they'd like and it would ruin the experience for everyone else.
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I had a game where I used a BPS and the killer tunneled and kept downing me, leaving me slugged.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/524240#Comment_524240
@Arroz i doubt you could.
you would just mistake him as a random claudette passing by >:D
I mean, I have a hard time seeing Claudettes as is. You must be super stealthy.
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@TragicSolitude said:
I stopped burning BPS because it's always bad luck. If I or a survivor burn BPS when I'm playing killer, 90% of the time I get seriously gen rushed and end with fewer points total than I would've gotten had I not burned the offering.
If I burn BPS as a survivor, 99% of the time I get immediately tunneled out of the match. The offering is just super bad luck for me. I've even been trashing them when I prestige, now. Not worth using them.
I only use BPS when I'm in a group. I'm not gonna risk it on a game where I die on first hook 'cause everyone thinks someone else is going for the save. For killer, I have yet to use BPS, though I probably will if I prestige anyone.
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Probably because it's easier to do all the categories as Killer than it is as Survivor. Survivors can escape and "win," but still not get enough points to max out all of their categories. There are perks to help gain points, but Killer has far more and their farming perk (BBQ) makes more sense than the Survivor's. You need to play the game a certain way to get all of the stacks, which may lend to less generator work and maybe even less chases. Not to mention Survivor's Survival category, by default, only gets 5k (or a little above that). It honestly needs to be reworked to be affected by how many survives, rather than a flat amount.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/520176#Comment_520176
While i respect your opinion, i dont understand why so many ppl wanna avoid a challange. SWF 4 Man is pretty much the hardest you can get.. i would rather go for that then easy mode.
A rank 15+ facing rank 10 and lower isn't a "challenge" that should be had. A newbie shouldn't be facing higher ranked survivors who play with their newbie friends. They know what they're doing.
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Should OoO not activate entirely (as in killer can't see them), then? So like if the killer can't see you, you can't see them and the trade off for that is that you can't see killers while they're hidden.
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Bond is really good for knowing what your team are doing. I haven't had SC for a while now, except in those ranks where everyone runs away from you like boosted apes. Still better to take Iron Will, though, or other perks to make up for being injured.
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@Kiskashi said:
https://forum.deadbydaylight.com/en/discussion/comment/522608#Comment_522608
Honestly this thread is a bit of a lost cause, people are just getting fired up and snarky. People who say this behaviour is okay, should have no future right to complain when they're left to rot on the hook or get nothing but these teammates who do nothing but still escape. It's not about winning, I don't care if I personally die but watching the person who sacrificed the team or did nothing but dance around the hatch escape IS annoying and it IS satisfying in those instances when the killer catches up with them before they get their precious sell out escape.
It is a team game, if it wasn't we'd all have a separate gen quota or something, so many people are tempted to jump on the bandwagon of EGC and tell survivors who complain that "your team failed their objective" hence team here, but when it comes to this situation everyone is suddenly going nah you don't have to work as a team (even though altruism, bp and all other mechanics of survivor suggest otherwise) survivors are definitely more successful when they work as a team than everyone being selfish hatch campers. Not working together is an option but I'm not going to support the idea that it's the right thing to do.
Honestly I think it'd be considered poor game design or poor wording at the very least. I know people have used the "survivor together or not" as a reasoning to why selfish play is actually okay and shouldn't in some way be punished (in game with points, of course). They've already adjusted points for killers to make camping less worthwhile when it comes to emblem points and they adjusted farming, too. I don't think people realize how harmful shrugging off people (essentially) getting rewarded for sandbagging their team is.
And to those who don't believe this to be a team game, I'll have to respectfully disagree. You're with a group of people and all have the same end-goal and the same enemy. I believe that makes you a team of sorts. Not to mention SWF is already stronger thanks to the coordination, but most also see their allies as friends/teammates and won't just ditch the team or sandbag the team for no reason. This creates a situation that makes much needed adjustments a questionable thing. Either you get SWF being overpowered and Solo being fair or SWF being fair and Solo being a nightmare to play. I'm by no means saying a play style should be reportable, but that it should be less rewarding to do this.
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You ultimately get rewarded more for what you do than someone playing safe and not doing much. They may have gotten out, but they won't get much points if they truly weren't doing anything, even with an escape. If you want, you can bring along Bond to locate and keep track of what people are doing. I've played with people who complained about the "random" not doing anything, while I in fact knew they were because I could see them. I've also came crouching up to people hiding on the edges and waved/followed them around.
If you wanna be vindictive, you can run at the person camping hatch so that the killer may find them or at least be in the area and you can also stay wiggling on the hook. If the killer chooses not to camp you, they may find the person and catch them.
Edit: Also please note that the changes were to stop hatch stand-offs (between killers and survivors) and people prolonging the game at the killer's expense. Not a survivor camping the hatch.
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I agree with this. Detection perks shouldn't be able to pick up on him.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/522274#Comment_522274
I was referring to when neither hooks nor traps regenerated.
Oh, okay. I was gonna say, I don't think I've ever played sabbo with the intent to ruin the killer's game.
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Considering how some people play with their lower ranked friends (rank 1s with their rank 15 friends) and some derank to troll newbies, that's certainly part of the reason. Most of the time when I dodge, it's 'cause they look toxic or I'm not playing a killer I'm used to. Some may dodge 'cause they aren't too good with loops/tracking, so they need more time and SWF tends to be more solid than your average team.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/522245#Comment_522245
Saboteur was never about efficiency, it was about denying hooks and points, and making the killer's trial as miserable as possible.
Speaking as someone who sabbos occasionally, it's also to get a lot of points while trying to depip or if somewhat weak in chase and to give the survivor (who is often bored of the norm) something additional to do. It really isn't to make the killer's trial miserable, though. Most of the time if you're sabboing, you're wasting time for a chance to maybe save someone. That time is valuable for survivors, too, not just killers. It's less about making killers miserable and more about the "told you so" moment 'cause nearly every teammate would mock you for sabboing (rightfully so, it wastes time) and for the rush of saving someone.
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I don't believe people sabbo traps anymore since it's temporary now. Before they changed traps to reappear like hooks, it was a nightmare to play trapper if anyone got a hold of a toolbox or had the sabbo perk.
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I use to see them a lot as killer
Well, they removed that bug.
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One thing about me is that I'm quite fluffy. c:
And Lez, heyo
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I would guess that Dwight has an anxiety disorder and maybe Claudette, too, going off of their facial expressions.
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It'd be better if they added more secret offerings. Anything that doesn't affect a person should be secret imo.
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A killer has to mess with four different survivors. There shouldn't be a perk to counter the Expose status. There really shouldn't be any Survivor perk that outright counters a Killer or one/a few of their perks. That doesn't make any sense, especially considering EVERYONE could bring that perk, making whatever that perk is countering useless against the group of four.
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Fun fact: Back when I first started, there were no perks starting out.
It's possible they didn't know how to equip perks.
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@holywhitetrash NOED isn't a problem, though, and small game isn't a good perk to bring. You really don't want to be breaking totems before end game (especially since people tend to break the easily seen ones, leaving the ones hard to find). But your statement is assuming you have access and control over the perks random people use, which you don't. Half the time you don't get a response from a "hello," let alone a request to bring a perk/offering. If you're bringing the perk, that's one perk down you could use for something that's actually useful. Not only that, but you're wasting time on something that isn't guaranteed and that you don't get meaningful points from and if you happen to leave one left and get chased, the randoms you play with likely don't know and won't go for the last totem on your behalf.
Please don't act as though everyone plays SWF.
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Infinite expose: stealth, keep an eye out for the killer and treat yourself as if you're injured. Know where to run, what areas are safe/still have pallets and what areas don't
NOED: Cleanse totem before end or make sure not to bunch up. If you see everyone's nearby, wander off. Try to find the totem if you can.
Aura reading: Assume they have all of the aura perks and react accordingly. So Nurses: don't heal in an unsafe area when there's a heartbeat or you see the killer close. BBQ: lockers, gens, faking going one way just to go the opposite. Also look at your area. Are you in a strong place with pallets, etc.? Then don't hide. If the killer comes to you, you can run him. Are you hurt or wanting to go for the save? Consider hiding.
Mirror Myers: notice the playstyle. If they're staying in tier 1 and not stalking you/trying to catch you out, it's a huge symptom. If they don't stalk you when they can, they're likely Mirror Myers. If it's the Doctor's map and they played it, probably Myers. Game, too, sometimes. Try to stay out in the open as much as possible, especially while healing. Myers is slow while in tier 1. If he can't sneak up on you, you may be able to run from him. Pallets are good against him, too, along with speed perks.
Tombstone (killing healthy/injured survivors): He can't mori you if you stay on objects, go into lockers, or loop him. Stealth is also good, but don't put yourself into a position where he can just tap you and mori you.
Dying Light: Are we talking about after it activates or before? After: Do your best. Before: Don't farm obsession.
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@holywhitetrash said:
https://forum.deadbydaylight.com/en/discussion/66529/noed-change-idea
NOED was not free, they lost a perk slot all game and all you had to do was break some skulls sitting on some sticks to stop it from ever activating
all the people who say NOED is a problem also refuse to do dull totems "cause they are too hard to find" but also can't be bothered to use small game, survivors have 16 perks to work with in every trial
survivors have 16 perks to work with in every trial
That's assuming everyone you face is a SWF. Solo survivors aren't given enough time to plan stuff like that out and most will bring stuff to help them survive during the match.
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@FTSA said:
https://forum.deadbydaylight.com/en/discussion/comment/507284#Comment_507284
oh look, a bad killer main that doesn't want noed change. A perk that rewards you for failing. Yet you complained about MoM and old DS because they "reward you for being bad". Hypocrisy at its finest.
The issue with survivors being rewarded for mistakes is that there's four of them. Both DS and MoM are things that can prolong chases. Since there's four different survivors and only one killer, it would make sense for the survivor to have to succeed to gain their bonuses. Relating to lore, I would think it would create more hope to earn something than to be handed it.
This isn't as much of an issue with killer because there's only one of them and (related to lore) their job is to get hope from survivors. They're meant to be tormentors, so-to-speak. You were so close, but bam. You're down.
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NOED can be worked around in its current state, even if you don't get all the totems before gens go off. Just make sure not to bunch up before you know if the killer has it or not. Given sometimes you'll get bad teammates who won't be able to make it out, despite your attempts and bad teammates who flee instead of attempting to help, but that's part of the game in a way.
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Some of what's wrong with him are bugs. Like survivors shouldn't be able to cancel it through walls/instantly. It needs to be deliberate. I'm hoping they'll add on changes on top of changes. Like him stalking should be treated as T1 Michael imo. I think that much (with the bug fixes) would make him a lot better.
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@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/comment/508482#Comment_508482
I think you missed the part where NOED can be disabled. IT's not 1:1, NOED has a weakness, Adrenaline does not. Your whole point is moot and based off assuming they are 1:1 which is not the case. And I didn't misplay, I can't stand in 4 places at once, and last guy was crowded by them so I couldn't hit him.
As I said, it isn't 1:1 because NOED is a reward for failing. Adrenaline is a reward for succeeding. Both can turn the whole game around or have no effect whatsoever. If you get Adrenaline while fully healed and get hit and downed after, Adrenaline isn't going to go off again. My argument is that they're similar and it isn't anything to get triggered by. Play both sides and you can see that much.
You didn't catch them before they got the first unhook? You could smack one and persue that one. They're putting themself in a bad position. This would be like me saying killers needs to be nerfed 'cause I didn't take a loop correctly and got downed.
OhTofu gives some good tips on what to do, etc. There's other killers you can watch to see what you're doing wrong, but coming here to cry "nerf" over your own misplay is admittedly really weak.
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@weirdkid5 said:
Uhm, you do realize the Broken status effect keeps the Survivor from being healed, right?
This means if they are using No Mither, or get hit one of the various addons that cause the Broken status, then you can't heal them.
This probably isn't a bug fam.
It's occurring on people who don't have the Broken status. @weirdkid5 I've had games where I couldn't heal someone no matter how I tried and another game where a friend I was playing with told me she couldn't heal me and gave me her med-kit. That's the bug they're referring to.
It's hard to say if it's been fixed yet.
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@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/comment/508256#Comment_508256
Exactly. NOED can be disabled, and even just not activate in some situations. Adrenaline can't be disabled, at all. Adrenaline has no drawback that can disable it, wheras the killers only counter perk can be disabled and stopped completely. I'm not saying "Don't make it heal" or anything like that, only that it can be kept on hold, but not indefinitely. like in T3 if the perk is unable to activate it will try to activate within 30 seconds (so if unhooked in 30 seconds after triggering it will work) but pass that the perk wont activate.
I think you missed the part where they said that Adrenaline doesn't need a nerf because NOED exists. Adrenaline's drawbacks are not reaching end game (not getting the objective done). You playing with any normal games, you'll likely not reach it. Solo play can be especially hard. Adrenaline and NOED are a 1 to 1 comparison in that way, though. NOED is a reward for doing poorly essentially and Adrenaline is a reward for doing well. The only time you don't get NOED going off is if you're winning and if the survivors are doing well enough to worry about totems, which it honestly isn't ideal for survivors to waste time breaking them, even.
Adrenaline isn't useful if the killer isn't on you, if you're fully healed, if you do bad and don't make it to end game. NOED's only useless if they waste time getting totems (giving you more time to down everyone and kill everyone), you do well. Yes, people having Adrenaline may encourage people to push gens while hurt (putting them in a vulnerable spot if you happen to come by), but that isn't even what you're complaining over.
I still have no idea how you managed to lose with three people in the basement during end game. Hitting the people unhooking is an option and staying in the area is expected, so sounds like a massive misplay on your part tbh.
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Adrenaline isn't even that bad and if we're gonna talk about nerfing Adrenaline, we should talk about nerfing NOED, too. c: They're equals, after all. Only one is a reward for doing well (Adrenaline) and getting your objective done and the other is a safety raft for when your ship is sinking
The better question is why didn't you go to try to push the last person out or why weren't you close enough to persue and get the savior down, though? You can slug him in that case and go after anyone else going for an unhook. It's expected to stay around your hooked people during end game. I'm not sure how you managed to have three people in the basement and not manage to get anyone who was saving to replace them on the hook.
Maybe don't ask for a nerf because of a misplay?
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LMAO, no. Combining cute and spooky stuff is fun.
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A lot of that has to do with the deals they're able to make.
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Can I bring along my little friend?
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I don't believe that's how that works. From what others have said, it shows up as red and you can choose to dodge. I've never used it and can at times wait for prolonged times to actually get into a lobby. It depends on time of day and where you are, how popular it is, etc. From what some have said, they use it to avoid seeing the same two killers for every match since that gets boring and to avoid people who cheat or they don't like facing.
There should honestly be time punishment for lobby dodging when dedicated servers are introduced. For both sides.
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I agree with this. On top of that, limit duplicate perks so you don't run into a meta build team and punish lobby dodging with wait time so people don't just dodge to get their friends.
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Please don't post your diary on the forums lol
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I was thinking the could make BP offerings that are personal secret, too. That way someone won't see someone else's Cake and think it's for them for instance.
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@Andreyu44 said:
"It counters tunneling 1!1!1!1"
BS even if you dont tunnel you might be striked by this "fair" perk.
MoM is obviously OP and I think we can all agree with that
If someone runs at you, they likely have DS. It isn't that hard to work around and it's about paying attention to who you hook. People are trying to use the perk as it's only used in tunneling situations now which will likely not happen to you every game.
They're reworking MoM to make it harder to get (and be more annoying to killers). It triggers a lot of killers when you block the hook, so not sure what they're thinking.
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@Dahtin said:
I'll try to guess these, although other Survivors may already have similar perks. Can't remember at the moment. They're probably overpowered, but they're a relatively rough draft. Also, why shouldn't we give Survivors their own BBQ & Chili?
Please tell me how you feel about these perks. I'm very interested in hearing how other people respond to my ideas. :)
At your Service
You have been taught to always assist the customer with any questions they may have about the store. You can interact with a Survivor to give them a 30% increased speed to healing other survivors/themselves, opening exit gates, or sabotaging hooks for the next 35/40/45 Seconds. Skill Check Odds are increased by 20% for the affected Survivor. Every time the survivor succeeds on a Great Skill Check, an extra 8/10/12 seconds are added to At Your Service's timer. A Failed Skill Check immediately ends At Your Service. At Your Service can only be used on the same Survivor twice per trial, with a 70/55/40 second cool-down on said Survivor. Items are not affected by At Your Service.
Built To Last
Your store carries only the best tools available. For every good skill check with a tool, add an extra 10%/14%/18% of the item's available charges back to your tool, favoring the highest amount of charges. The tool cannot exceed its maximum charges.
Check-Out
Your store's management has taught you the benefits of teamwork in workplace activities. When you are standing in an exit zone, your aura is revealed to other survivors in an 128 meter radius. The exit gate's aura cannot be read by the killer until you are in their terror radius. For each Survivor who escaped through an Exit Gate, gain an extra 33%/66%/99% Bloodpoints in the Altruistic category.
Built To Last should be on great skill checks and Check-Out should specifically say doesn't stack with WGLF or WGLF would need a rework for account for another BP multiplier.
I like these ideas, though c:
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If you see it and stand on it, you're likely to be able to jump into it and they won't be able to close it. Otherwise you can camp the door furthest away and jump on it immediately when they close hatch. Regardless if someone camps, do gens. You're always in a better situation when you can choose between doors and the hatch if you need to.
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Killers often are delegated to reacting to what the survivors do, be it mistakes or good plays. If you leave someone during a chase when they're doing really well, you may find them later when they're in an area they're not as familiar with, don't have a grove going, or in a dead zone ('cause teammates). Additionally, Killers have the choice to peel away from a survivor that is better in the chase than them. The most Survivors can do it try to lose chase, which can be very difficult especially if the killer is good at tracking.
They're aiming to weaken longer/stronger loops, anyway, and just give more pallets.
