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rooCraah

rooCraah

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rooCraah
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  • The basic/special attack dinstinction has always seemed weird. Not the terminology, but the fact that there are perks that are basic attack only for seemingly no reason other than gatekeeping some killers from using them. Exposed, sure, gatekeep that so that Huntress doesn't become a long-range camping god with Make Your Choice, but is it that bad if she could use Knock Out? The perk itself can't be that bad given it was buffed as recently as 6.1.0

    The opinion that the whole distinction is arbitrary beyond Exposed is supported by how many perks used to be basic attack only but got changed, including

    • Dark Devotion (basic attacks only until 6.1),
    • Gearhead and Remember Me (both basic attack only until 5.5),
    • Hexes: The Third Seal and Blood Favor (until 5.3), and
    • Infectious Fright (until 3.1)

    But nah, you know what would really make Blight really OP? If he got to use Jolt.

  • Maybe it's just a skill issue. Maybe it's a build issue. Maybe you're doing just fine and have been conditioned by streamers with thousands of hours to think that you're not good enough if you can't get a 4k every match.

    Given you're running Blood Warden, gonna give a pro tip. Others have said you should probably stop using the perk, and yeah maybe it's hurting your kills, but I also like using the perk because it's fun, and fun matters more than winning. But instead of running NOED, I really recommend trying Terminus. It has a similar effect, particularly if survivors did the last generator while injured, it counters Adrenaline the same as NOED, and while it overall isn't as good at its job as NOED, its greatest selling point is forcing survivors to open the exit gates instead of 99%ing them, and that's absolutely what you want as a Blood Warden enjoyer.

    Best part is, since you play Wesker, nobody assumes you're running Terminus/Blood Warden. People are more likely to think you're running Terminus just because it's a Wesker perk and you haven't unlocked all the other perks yet, or maybe you're going for Adept.

  • IMO Decisive Strike was overnerfed. Survivors got basekit BT, with both BT and off the record extending the durations, but those effects don't stack with each other.

    Back in the old days of early 2022, and going as far back as 2019 IIRC, if you tried to tunnel someone, you usually got the double whammy. Your first hit didn't down them because they were under BT, and your second hit did down them, but if you picked them up you got hit with DS and had to chase them down again. While this could only happen once, the threat of it, particularly given how long DS stuns you for, meant it was easier to chase literally anyone other than the just-unhooked survivor.

    If you assume that many killers don't like to follow the survivor rulebook but also don't tunnel out of malice towards any specific survivors, the only reason that people tunnel is because it works as a strategy to win games (with almost any interpretation of what a win is). The haste buff and Off The Record do make it difficult, as waiting out BT isn't a reliable strategy like it used to be, but hitting a survivor twice with a mild 10-second haste buff is way easier than hitting a survivor twice and then hitting them a third time after they stun you for 5 seconds. Whereas before the DS nerf, the existence of it was enough that you don't even need to be using the perk since half the killers would assume you were running it anyway, and would avoid tunneling because of that.

  • Doctor and Legion are the main ones, but seen them mentioned a few times already. I absolutely love playing Nemesis but am neutral on playing against him.

    If there's a killer that's the opposite, that has to be Hillbilly. I dislike playing as him because I'm terrible at using the chainsaw, but he has to be my favorite killer to go against. You can tell at any distance whether or not the hillbilly is chasing someone, every rev when the billy is far away has a tension of "Is this the time a survivor gets downed?", and as long as the billy is committed to using the chainsaw in chase against you, trying to juke it is really fun.

  • @kk602 said:

    Don't you think this is funny?

    =========================

    Survivor Additional Standard Features

    ●Icons let you know what other players are doing

    ●Can withstand damage for several minutes after being rescued

    ● In the future, it will be possible to wake up from a down state in seconds

    -----------------------------

    Killer additional standard features

    No special additions to standard features Good luck lol

    More information is a good change IMO. It closes the effectiveness gap between solo queue and SWF, basically letting the devs balance around survivors having SWF-level information without leaving solo queue players in the dust. If the immediate result of increased info is survivors being too strong, the devs can give killers buffs in some other way that doesn't disproportionately affect solo queue players.

  • @Krazzik said:

    Distorition is already a strong perk and Killer Instinct is not designed around being counterable. They purposefully add Killer Instinct to stuff so that there is no way for survivors to avoid it.

    My thought too when I first read the idea. The Distortion perk and Killer Instinct mechanic both debuted at the same time, with Darkness Amogus, and I've always interpreted that with a new category of survivor anti-information perks, KI's whole point is to not be countered by Distortion and other stealth effects (like lockers for example)

  • The fact there's even a debate whether the grind legitimately got reduced means it's not a good grind reduction.

    When the grind got reduced in 2016, there was no debate and it was unanimously seen as a good update. The size of bloodwebs was greatly reduced at all levels; old level 30 bloodwebs have 30 nodes, more than the 26 nodes of current level 50 bloodwebs. Anyone who had prestiged any of the non-licensed characters at the time was given a reward that has only gotten more prestigious as time has passed, although I wish Nurse wasn't the only strong killer with legacy cosmetics.

    When the grind got reduced again in 2019, with the introduction of 3-4 perks per bloodweb letting you get 2 perk tiers per level starting at level 40, everyone again saw this as a good thing.

    This grind reduction is only for those who play lots of different characters (so killer mains), doesn't benefit new players, and floods players with brown/yellow addons while making purples scarce.

    Ideally, the rarity of bloodweb nodes should be increased starting at P3 to compensate for lower levels tending to have lower rarity nodes, prestige should not have any pointless cost behind it, and either all nodes should be half price or WGLF/BBQ style BP boosts should be base kit (maybe changing WGLF so you can gain tokens through being chased and doing gens, not just altruism and protection hits).

    IMO the changes to BBQ and WGLF would be a good thing if the grind was reduced to compensate, as I'm tired of having a BP incentive decide my perks for me. It's also not consumer-friendly to force new players who want to play killer have to spend 4 euros on a licensed killer they might not want to play, or wait up to over half a year for BBQ to be on the shrine, because devs decided the ideal way to reduce grind is by making killers who don't wish to grind have to run a specific perk that belongs to a killer you can only buy with real money. That, and fact is BBQ has always been a lot stronger as a grind reduction perk than WGLF. It's not hard at all to get 4 tokens of BBQ, but if all survivors run WGLF only one or two might get 4 stacks, as someone has to do gens while others do altruism.

    However, this update was not a good way to make the nerfs.

  • Thinking about it now, it must be scary for the Spirit just how easily she could get an infection from massive perpetually open wounds.

    She could fall over once in Backwater Swamp and die.

    Mentally, multiple killers are killers because it's a coping mechanism or form of escapism. Wraith can't be doing very well at all imo.

  • Depends on the killer. BBQ is still strong on high-mobility and teleport killers, especially as those same killers tend to use Lethal Pursuer.

    BBQ nerf is good for making more kilkers think about what perk is best for their build, rather than BBQ for BP.

  • I was just thinking about how, post Lightweight buff, Bond is the last survivor perk I can think of with an effect, and numbers, identical to what it had on DBD's release in 2016. (I hope I'm not wrong on this)

    Bond has never needed, and still doesn't need, any change. Survivors that are ######### can use it in chase to make the killer target someone else, while good survivors can use it to deliberately avoid pallet loops near generators being worked on. You can't get rid of one without getting rid of the other.

  • I feel bad about how much effort went into this considering your idea for Trapper is to reduce how many bear traps he has and give him 125% movement speed.

    Never give a killer more base movement speed as a buff. If you thought Trickster should be 4.5m/s (112.5%), sure, but no killer should ever be permanently above 115%

    "While Demanifested Sadako can only be seen by within her terror radius instead of 24m" You realise her terror radius while demanifested is 0? That's just old Freddy true invisibility with almost none of the drawbacks.

    My criticism with every single proposed change is that they give base stat bonuses instead of making the power better. If you want Legion to be stronger, buff Feral Frenzy. You instead proposed nerfing Feral Frenzy and giving Legion more movement and interaction speed. You literally proposed giving Trapper less bear traps.

    I'll give a pass on proposing base stat buffs on Myers, his whole thing is having three different base kits depending on evil within. But still against movement speed buffs, and strongly against making EW3 end after a basic attack. Ew3 snowballing is Myers' biggest strength, you want to take that away and give him base kit brutal stremgth.

  • @Nos37 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3030947#Comment_3030947

    The countless buff Autodidact posts haven't worked

    My condolences.

    Can't be worse off than the buff babysitter/guardian crowd, Guardian's speed boost off the hook got made basekit, and while Guardian could still have increased its duration, said feature got stolen by BT.

  • Freddy is both less unique and less fun than release freddy. Stronger than release freddy, sure, but of all the "chase/stealth power and map teleport" killers he's my least favorite. His most unique feature is the fact that survivors can actively make themselves immune to his chase power, despite it being a worse afterpiece tonic.

    Wouldn't mind another rework tbh

  • Off The Record is new meta for giving more BT than BT, and comes with 80 seconds of iron will after each unhook.

  • Lightborn should not stop survivors from receiving flashlight score events. Makes it obvious the killer has it.

  • Why is this a nerf empathy post and not a buff autodidact post?

  • Fearmonger had a major downside: letting sprint burst users run between gens or run to hook without having to waste SB, by giving them a convenient source of 5 second exhaustion.

    Still a good perk on stealth killers and Pain Res/DMS though. After the update, I will run Fearmonger in my Overcharge/Dragon's Grip gen defense builds.

  • If this is is a troll post it's my favorite one yet. Imagining someone genuinely in love with their perks losing sleep because their favorite, hex: ruin got nerfed.

  • @SkinnyPringles said:

    https://forum.deadbydaylight.com/en/discussion/comment/3030657#Comment_3030657

    The only good one is Open Handed and then again you need an aura reading perk for it to even have an effect.

    Ace in the hole can be sometimes useful but you just take a gamble if you use it.

    I once tried Ante with Pharmacy, got a styptic agent. Didn't get to use it, but was still neat.

    Next game, I got a green addon that reduced its charges to below what a single heal requires.

  • The grind was never that bad for 1 character players. The all characters all perks grind was the one growing at an exponential rate. 1 character all perks required, for each new dlc, leveling one character to 40 and then leveling your main 5 times. Should take less than a week every 3 month cycle, and during the current event you could actually get a killer from fresh level 50 to all perks in less than a week. Doing that for every killer, though, is a several thousand hour grind which, again was growing at an exponential rate.

  • Good change. Killers that ignore pallets, or can break them with their power, tend to be higher tier than killers who have to kick, and killers who only M1 tend to be lower tier than killers with powerful M2s.

    Arguably the 6 strongest killers in no particular order: Nurse, Leatherface, Spirit, Legion, Blight, Hag.

    Pallet change: two killers break pallets with their power more often than not, Nurse ignores them, Spirit can go around all but the safest pallets (and Spirit kicking pallets faster doesn't (usually) make her get her power back faster), Hag is a setup killer that doesn't particularly care; only Legion really loves this.

    m1 cooldown change: Nurse gets fatigue after blink attacks, which I think is unaffected by STBFL and therefore also by this change. Bubba and Blight both occasionally m1, but prefer to use their power; if a bubba has to m1 you when you're healthy, the chase is going very badly for him. Legion never wants to m1 healthy survivors. Mainly a buff to Spirit and Hag, but you can make the case that wraith benefits significantly more than either of them.

  • Scourge hook count should be 4-6 depending on the map size, and I think there should be a script to ensure they're spread out (not just a random set of hooks)

  • Agree on Kindred 100%. Though as long as LOS coding is good, it should only be within the hooked survivor's LOS and for 1 second after the killer leaves it, with the kindred perk removing the LOS restriction

    Devs have gone with 5 second BT instead of 10, I don't mind either way.

    If you want DS, run DS.

    Not sure I agree on any of your killer suggestions, especially Lethal Pursuer. I don't disagree with the 10% pallet break time reduction, but wouldn't want it increased to 20%. If you want the effect, run the perk.

  • I rember Enduring working on decisive strike (and therefore being the #1 killer perk) but not it working when pallet stunned while carrying a survivor. It being a bug for only a few patches sounds right.

    And Enduring is fine without countering pallet saves.

  • Play Legion with Enduring and the uncommon pallet stun mixtape. Try it for like 5 games. Never respect allets when rushing. If you get stunned, not a big deal, rush again (if survivor is healthy), if you hit the survivor and they drop the pallet late, free down. Just turn around immediately ready for the pallet vault.

    Most fun legion build regardless of your other addon or 3 perks. Don't run it with pill bottle though.

    You also don't need the mixtape addon eveey match, it's just insurance for if you fail, I recomment all legions run Enduring at all times, being unpredictable about whether you disrespect pallets.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3028147#Comment_3028147

    Same agains't nurse I quess but would be cool to have other strong killers too and oni is stil somewhat loopable unlike nurse.

    More convincing as a nerf nurse argument than a buff oni argument tbh

    I'd like an oni addon pass/rework, but Oni's base kit is fine.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3028127#Comment_3028127

    Starting with his power you could get few downs with lethal pursue and make sure you have blood orbs available all the time no more pre dropping pallets survivors can counter him.

    That's the problem.

    What are survivors supposed to do against an oni that sees their auras at the start of the game and can immediately demon dash to them? On gideon, sure, they can predrop pallets until your power is gone and never get downed, and they might be able to run you for 30 seconds on Ormond or some Autohaven setups, but otherwise they might as well just die.

  • @Deathstroke said:

    Oni could use few buffs like start with his power at start and also his turning rate could still be bit better.

    I wouldn't mind an addon that gave his power 50% charge at the start of the game, maybe rolled into an activation speed addon. Would let you use your power after the first M1.

    Having his power fully charged at the start of the game, though, is a pass from me.

  • @SweetTerror said:

    I prefer chase builds with Nemesis and killers in general. Nothing makes you feel like an unstoppable force more than being able to shred through pallets and shrug off stuns.

    So my build usually entails STBFL so you can keep the pressure going, Endearing, Brutal Strength (unless you're playing with someone that can shred through pallets fast already), and either a slow down or information perk. Technically you could also run PWYF to give you even more of an incentive not to attack your obsession. A lot of players expect Killers to be rocking slow down builds, so when they see you effective in a chase it can really catch them off guard. LOL

    With killers already getting a slight cooldown on successful hits and breaking pallets when the mid chapter goes live, means these perks are going to be even more effective than they are now.

    Chase builds are based. You wouldn't want to run Brutal Strength on Nememy, but STBFL is viable and Enduring is very strong in some loops, especially with Spirit Fury as having to tentacle a pallet after a stun is awkward.

    Have you tried I'm All Ears on nemmy? Can lead to fun shots over windows near shack and long wall jungle gyms that would otherwise require a lot of prediction, but I'm not sure. Definitely gonna try it more after Lethal Pursuer buff though.

  • @Devilishly_Rowdy said:

    Adding 10 secs more to complete a gen, and kicking gens now removes 2.5% of gen progress (just 2 secs lol). Do you think these changes are enough justify completely destroying gen defense perks? Survivors get a mini basekit BT, why don't killer's get basekit Corrupt? Killers still have to reserve one perk slot for Corrupt Intervention at all times. Killers will still have to rely on 3-4 gen defense perks (just different ones) to stand a chance against good teams.

    Honestly i wouldn't even touch gen speed, it's fine (it's not fun for a survivor to sit on a gen for 90 secs). What i would do is get rid of god pallets and time waste loops, that have zero mind game, so the killer doesn't have to waste time while survivors slam out gens.

    Least entitled killer main. It's 12.5% extra gen time and an indirect buff to Jolt, Eruption, Pain Res as they all regress a percentage of 90s instead of 80s as before.

    Killers that run mainly chase and info perks literally only got buffs. Try running I'm all ears instead of pain res on your nurse.

  • The worst loop as Oni is the long straight junk pile you get on some Macmillan and Farm maps. Anything longer or curvier, and you get more than enough demon dash value. Anything shorter, and you can fake one way and go the other like Pig and usually catch the survivor. Long wall jungle gyms are also a pain, but the survivor would have to be waiting for you at the jungle gym.

    Demon Dash is the most satisfying thing in the game.

  • 40% nemmy main here

    I always use BBQ for BP and tracking, Corrupt for early game.

    other perks i'lI use often in random order:

    • Lethal Pursuer (yes, with Corrupt, together they let you predict which gens everyone will settle on)
    • No Way Out
    • Hex: Ruin (defended in early game by either Undying or Lethal Pursuer, but I generally have more success with Lethal)
    • Hex: Plaything; more of a fun perk than a meta perk. BBQ, corrupt, lethal, plaything is my most used build, but I don't use it when salty.
    • When I'm salty, NOED. I always pair it with either Lethal or NWO. I've never had a 4 man escape with NOED.
    • As for addons: do what I do and stockpile marvin's bloods without ever using any.
    • Post-rework I will reconsider a lot of my builds but Corrupt will still be a must-use.
  • Nemesis contaminating someone with hit tentacle shouldn't grant them a speed boost.

    But the thing about M2 is every killer has a different one, so dunno how or why you would give a cooldown reduction to every one.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3027818#Comment_3027818

    The point usn't to nerf BT. The point is to reduce BT's usage. And yet the base kit BT effect will be in every game. The new parent BT perk needs to be weak so that people don't bother. The new effect is better than the current effect so it will get more usage.

    The devs decided that having endurance is such a good effect that survivors shouldn't need tonpay a perk slot for it. Survivors will have more perk variety. A big problem from a solo survivor POV is the obligation to run BT so you don't farm your team when the killer is canping. This is no longer the case, as survivors have two good self-anti-tunnel perks instead of one self-anti-tunnel (DS) and one teammate anti-tunnel (BT)

    Anti-tunnel perks are not inherently bad, which is why BT didn't and still doesn't need a nerf.

  • Somevof these addon changes are missing the best part of Legion's and Ghostface's addon reworks. The fact that each now genuinely has 20 unique addons, instead of having a common, an uncommon, and a rare addon that all have the exact same effect with slightly different numbers (GF's old recharge addons I see you)

    IMO Deathslinger should onlt have one recharge addon, common at -0.25s reload. If that's not enough, reduce his baseline reload speed as well. I like low rarity addons having the simple numerical buffs, and higher rarity addons having more powerful but complex effects.

    ex. reduced terror radius while ADS is a good rare addon, if it gets a numbers buff, and I would like a "movement speed while reloading" addon separate from the reload time addon.

  • The point usn't to nerf BT. The point is to reduce BT's usage. This is accomplished both by implementing 5 seconds of baseline BT, and by buffing Off The Record.

    I prefer Off The Record meta to BT meta, as it lets survivors choose for themselves whether endurance off a hook is worth a perk slot, rather than needing to bring BT for the sake of others.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3027535#Comment_3027535

    That doesn't seem to be true. That 'tier 2 perks are uniquely tied to prestige 2'. But that Prestiging (any number) acts as upgrading the teachable perks +1.

    This is apparent as buying the perk on the Shrine of Secrets will also upgrade the perk.

    E.g. You P1, unlock Tier 1 teachables perks, then you purchase the perk from SoS and get tier 2 on all characters, then you P2... and get tier 3 on all characters.

    Otherwise, there is absolutely no point in purchasing perks from the SoS.

    There is no point to purchasing perks from SoS though. Just as the current system is, the future Shrine of Secrets will be a method to unlock perks from characters you don't own. Buying SoS before leveling a character, knowing that you will level the character, is just being wasteful.

  • Depends on the killer.

    DH can no longer juke the Legion out of their power, cross an active bear trap, or (shockingly, this has happened before) avoid either of Doctor's powers.

    Not to mention, Deathslinger absolutely counters the DH buff. Endurance doesn't prevent him from shooting you, and will expire by the time he hits you.

    Nemesis is hurting, though. I remember seceral occasions where a survivor has just dropped or vaulted a pallet, andI whipped over it to try and hit them, but they use DH. Since they were nonlonger a valid target, the whip instead defaulted to breaking the pallet, thanks to which I'd catch them soon after.

    In fact, the whip partly counters DH anyway due to its lingering hitbox. If you were close enough, the survivors would go down immediately after DH ended. A similar thing could happen when the survivor tried to dodge Plague's corrupt purge or Bubba's chainsaw. Now, however, all 3 powers will instead trigger endurance.

  • Hex: Ruin on Legion, usually only with either Undying or Lethal Pursuer to ensure it lasts. Mending survivors can't prevent Ruin from regressing gens, and injured survivors are more easily pressured off them.

    I often run Hex: Plaything on some agressive, non-stealth killers. This is less because I believe Plaything is hidden meta, and more because Plaything is fun to use and fun to pkay against.

    Post-patch I will only use Ruin on 4-hex builds, and even then crowd control and blood favor seem more appealing depending on the killer.

    I'll start running Pentimento sometimes once prestige rework gives the perk to me.

  • Boring answer:

    Make her blink like Oni's power, or Corrupt Purge Plague, a 115 killer that would have to unlock her blink. You'd have unlimited blinks and 3.4m/s chain blink window, lasting 15s without addons or until you injure a survivor.

    I say boring only because we already have a lot of killers with long-cooldown and unlockable powers, but it would limit Nurse's power and forve her to play around pallets.

    Maybe outside her main unlockable blink power, she can do a single blink without a blink attack, letting her reach different floors of the map and catch up to survivors mid-chase, as being able to pressure high ground gens like on Dead Dawg Saloon or Asylum without taking the stairs makes her feel special, while not being the reason she's OP

  • People are saying Blight, Legion/Bubba and Nurse would be blocked, which is partly true, but I feel like a lot would block based on their build. Green medkit with Botany = block Plague; Distortion stealth build = block Doctor and Legion.

    Also, quick maths: assuming Nurse is the most hated killer. 7.5% of the playerbase is Nurse, but 75% of survivors block Nurse.

    Since 3/4 of survivors would have no nurse games, the other 1/4 would end up having all of them. With the hypothetical numbers I gave, 30% of their lobbies would be nurse lobbies. No way this feature could be good. Survivors should be happy that there are 28 different killers, meaning their least favorite one should never be in more than 1/10 of games.

  • DS got nerfed from 5 seconds to 3. That, and the fact that Endurance doesn't stack (you can't tank two extra hits by having both BT and OTR) means the way to punish BT bodyblockers (tunnel them) is easier than it is currently.

    Don't forget lowered hit cooldowns and speed boosts either.

    I'm personally not worried. Worst case, we get Legion meta as stabbing an injured survivor with endurance in feral frenzy eats the endurance.

    Also, protection hit coding has a hard time telling what your intent is, as any Forced Penance user will know. If you injure the unhooker, then hit the BT of the unhooked survivor, that almost always triggers FP. By your suggestion, endurance would never work when the unhooking survivor is injured. (If that's your intent, congratulations, you've reached pre-BT era camping)

    I'd rather unhooked survivors have no collision with the killer for 3-5 seconds if anything. Would also prevent some basement bodyblocks to the benefit of survivors.

  • Leatherface has two basic attack only perks. Leatherface, the chainsaw killer. Plague used to have the same problem with corrupt purge not triggering Infectious Fright, until devs realised that's dumb.

  • Ditto for old Freddy. Current freddy feels so bland, just clown with long cd teleport. Although a big draw for old Freddy (intermittent invisibility while falling asleep) is now a Sadako feature and is done way better on Sadako.

    Wraith and Executioner addon rework. After playing new Legion, Ghostface, Dredge, Sadako, all of which have unique addons that aren't copies of eachother, it feels weird to make builds for Wraith and PyH. Doctor also only has 10 addons but I let it slide as most of them are interesting.

  • 4 chapters per year, 8 characters on average. 8 characters = 800 prestiges = over 2 prestiges per day just to keep pace.

    Unless playing DBD is your full time job, not happening.

  • I'll agree when medkits are nerfed. For now, though, even 2 medkits in the lobby make Franklin's Demise always better than Sloppy Butcher.

  • New grind is still preferable for the freedom it gives for most players:

    Previously, you had to decide whether you really wanted prestige cosmetics, and if you did, you had to prestige 3 before you could even get started on all perks.

    If you decided you didn't really want prestige cosmetics, you could get all perks faster, but if you ever changed your mind, you had to do everything all over again.

    It's way more player-friendly to make getting all perks the first step in account progression, and letting players obtain prestige cosmetics (including the new charms) afterwards.

    Though thinking about it, if the new apex of the grind is P100 all characters, surely that's mathematically impossible with on average 8 new characters a year, right?

  • If there wasn't an event, yes.

    However, as is, prestiging a killer that has 50 flans is too painful.

  • No. As a killer, I obviously would rather the survivors use Self-care than circle of healing or a medkit.

    Also as a survivor, no. I do not want a teammate to spend 45 seconds doing nothing.

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