Balanced Landing Got A Nerf. Guess What It Needs Now...

That's right, Balanced Landing now needs a buff or rework.

With the recent release of the Cursed Legacy chapter, Balanced Landing was changed to no longer provide the stagger reduction when exhausted. With that nerf came the "buff" of it also removing the noises made when falling, and the grunt when landing.

The clear thing is that the nerf heavily outweighs the buff. Balanced Landing is now one of the worst exhaustion perks in the game, only just better than Head On and a not working Dead Hard. The perk is straight up useless on maps with little elevated surfaces. Even maps with several elevated surfaces are bad as you will recieve the stagger as if you never had the perk.

Now that the nerf is officially in place, it needs a sort of reverse. BL should give the stagger reduction and remove the noises made when falling, but the exhaustion aspect of the perk should be completely removed, making the two extra parts act as passive perks rather than active perks with the exhaustion portion. It is Balanced Landing after all, not Elevated Sprint Burst.

Comments

  • Ironic perk's name...

  • @Avilgus said:

    Ironic perk's name...

    Lol. Yes.

  • So its a one use exhaustion perk with no passive benefits?


    Now it's more like Lithe, Dead Hard, and Sprint Burst.


    What's wrong? Now it's really Balanced Landing. Before it was Unbalanced Landing.

  • @HeroLives said:

    https://forum.deadbydaylight.com/en/discussion/comment/889748#Comment_889748

    okay so survivors will just get hit at any drop down now for the one perk that fixed that bs issue👌much more fun and balanced for both sides wouldn’t you say? I suppose they could just make it where a killer can’t swing or get a hit while the survivor is in a stagger animation it’s just void. YA KNOW KIND OF LIKE HOW YOU CANT GET BLINDS WHILE THE KILLER IS IN A PICK UP ANIMATION.

    im not angry at you, and understand what you mean but damn man. This is some bs.

    And it's ok for survivors to have free infinite loops that are extra safe just because of one perk?

    Survivors shouldn't be able to 1v1 the killer, especially because of 1 busted perk and bad map design.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/889816#Comment_889816

    And it's ok for survivors to have free infinite loops that are extra safe just because of one perk?

    Survivors shouldn't be able to 1v1 the killer, especially because of 1 busted perk and bad map design.

    The perk isn't busted, it just excels because of bad map design.

  • @DetailedDetriment said:

    https://forum.deadbydaylight.com/en/discussion/comment/890467#Comment_890467

    The perk isn't busted, it just excels because of bad map design.

    That's the reason for it being busted.

    If you don't have the perk and there is no problem, then suddenly there is when the perk is involved the perk is busted; regardless of the reasons behind it.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/889816#Comment_889816

    And it's ok for survivors to have free infinite loops that are extra safe just because of one perk?

    Survivors shouldn't be able to 1v1 the killer, especially because of 1 busted perk and bad map design.

    I literally said fix the maps, neither is okay.

  • @BruhMoment said:

    https://forum.deadbydaylight.com/en/discussion/comment/889816#Comment_889816

    If you plan ahead accordingly or weigh your options, during chase, appropriately, you will not get hit at any drop down. You can either avoid the drop down by leading them somewhere else, or you can make sure you aren't exhausted before the next chase. A drop down isn't unavoidable during a chase, you choose the path you run through. If you let the killer catch up to you before you drop, you deserve to get hit as you didn't choose the best route to take during the chase.

    I’ve played killer enough to know that I’ve certainly got that extra hit and drop swing Bc the survivor was stuck in stagger animation. It’s not hard to be on a survivors ass because of it after a drop Bc it’s not hard when they are STUCK IN ANIMATION. They are cheesy hits. It’s poor map design. Now the burden is just placed on survivors instead of fixing the issue.

  • @Zamblot said:

    https://forum.deadbydaylight.com/en/discussion/comment/887948#Comment_887948

    Because it's way way more situational than either off these. Pulling off lithe is way easier because of how many windows there are. Balanced sacrifices the amount of opportunity in exchange for a passive

    Nope. For another effect. You make no noise while falling. :D

  • @Ramxenoc445 said:

    The buff you seek would bring balanced to being old sprint burst levels so you and I and the others here know thats not happening. Nerf was justified perk made infinites and made some loops to strong. Wouldn't even call it the worst exhaustion perk.

    Yeah for real. This guy would make an aweful game director if he thinks that is balanced for PvP. DbD is not supposed to be a power fantasy for survivors.

  • @Desolate_Sands said:

    https://forum.deadbydaylight.com/en/discussion/comment/890209#Comment_890209

    If you don't think NOED is a high-tier perk you are nuts. It's not that great for emblems, but nothing else gives out more free kills in dead by daylight than NOED.

    https://forum.deadbydaylight.com/en/discussion/comment/890785#Comment_890785

    The released statistics show that an average game already has more than 2 survivors dying, hardly a power fantasy. Survivors have only been nerfed over the years, and it has reached a point where I would say the game is becoming killer-favored. Meanwhile all the new killers have insane chase potential or built-in one shots, or both.

    It is only a survivor-sided game if the survivors are really good and not making mistakes, and unfortunately the game is starting to be balanced around that; completely screwing over the average players.

    I mean... it's useless when survivors take time off their gens and do bones. It's funny that they complain.

  • @HeroLives said:

    https://forum.deadbydaylight.com/en/discussion/comment/890444#Comment_890444

    I’ve played killer enough to know that I’ve certainly got that extra hit and drop swing Bc the survivor was stuck in stagger animation. It’s not hard to be on a survivors ass because of it after a drop Bc it’s not hard when they are STUCK IN ANIMATION. They are cheesy hits. It’s poor map design. Now the burden is just placed on survivors instead of fixing the issue.

    You want to talk about being stuck in animations...

    when that is literally how you flashlight blind/pallet stun killers...

    It makes sense for an entity fueled creature to be able to not stagger from falls while a human survivor would be much more realistic to have stagger from a height drop.

  • @Desolate_Sands said:

    https://forum.deadbydaylight.com/en/discussion/comment/890855#Comment_890855

    It is pretty unreasonable to expect a solo Q team to cleanse all the bones every game. Especially on the new maps where they can be extremely well hidden. You don't know how many have been cleansed, or where they are. Running around looking for dull totems is a huge waste of time if there isn't NOED, enough that it will lose you games if it's a close match.

    It can be used as part of an endgame strategy but more often than not it's just a crutch bad, weak, or camping killers rely on to get some cheap kills at the end of the game.

    Then you can do them. It's not hard.

  • @Desolate_Sands said:

    https://forum.deadbydaylight.com/en/discussion/comment/890744#Comment_890744

    That honestly won't change much. Half the places to use balanced landing are giant open hills or long open platforms/docks where the killer is going to see you anyways. There's a handful of unsafe generators it will help you with, where-as a perk like lithe or dead-hard will help you literally anywhere.

    I'd put it at like head-on level now, still good, but mostly for memes. Not worth the perk slot if you have something better.

    If you think so...

  • You now understand why i'm angry everyday as killer. People think that BL is D tier when he does the same thing as before but can't spam infinite. No exhaustion Perks have passive so BL don't have to get one.

  • @DetailedDetriment said:

    That's right, Balanced Landing now needs a buff or rework.

    With the recent release of the Cursed Legacy chapter, Balanced Landing was tweaked to no longer give the stagger reduction when exhausted. It also removed the noises made when falling and the grunt when landing.

    The thing is that the nerf heavily outweighs the buff. Balanced Landing is now the worst exhaustion perk in the game and one of the worst perks in the entire survivor selection. The perk is straight up useless when exhausted, no longer providing a passive.

    Now that the nerf is officially in place, the perk needs a buff or rework. What I'm thinking is that the perk should give the stagger reduction and remove the noises made when falling, but the exhaustion aspect of the perk should be completely removed. It is Balanced Landing after all, and only being able to balance your landing once every 40-60 seconds completely contradicts the name. The description of the perk literally says you have cat-like reflexes. Cats don't have a cooldown on stabilizing their landing. Just remove the exhaustion part of the perk and Balanced Landing will be a viable perk again.

    It is a lazy fix to the infinite problems, so I think all killer mains dont want to have the perk working with haddonfield still in game

  • @Judgement said:

    https://forum.deadbydaylight.com/en/discussion/comment/887982#Comment_887982

    Ghosts don’t rise up from the earth when Haunted Grounds goes off so what’s your point?

    Yeah they do, they rise and possess the survivors hud (the little skull)

  • @DepressedClownMain said:

    https://forum.deadbydaylight.com/en/discussion/109621/balanced-landing-got-a-nerf-guess-what-it-needs-now

    It is a lazy fix to the infinite problems, so I think all killer mains dont want to have the perk working with haddonfield still in game

    Yeah. The devs could've pit in some more effort though

  • I actually have a better idea what to make of it, first remove the sprint burst you gain from this so it becomes a non-exhaustion perk, add the stagger reduction as it’s main purpose but not 75% because it’s too much instead 50% and also the noise reduction and there you go the perfect balanced landing in my opinion!

  • I have a pretty solid idea for a rework. It is no longer an exhaustion perk (breaking into a sprint after breaking your ankles is pretty ridiculous). Stagger effects from long falls are reduced by 75%. Balanced Landing has a cool-down of 50/40/30 seconds each time it activates.

  • @Judgement said:

    https://forum.deadbydaylight.com/en/discussion/comment/887982#Comment_887982

    Ghosts don’t rise up from the earth when Haunted Grounds goes off so what’s your point?

    Wow, you're so witty...Haunted Grounds has a realistic effect because you invoke the wrath of spirits by breaking their property. This is a serious thread icyf

  • God these braindead trolls are getting less and less creative with their complaints these days.

    Imagine thinking exhaustion perks, some of the strongest in the game, need passive effects to be good. Go back to brown ranks if you need to be carried by overpowered perks like pre nerf BL.

  • @TheMonadoBoi said:

    God these braindead trolls are getting less and less creative with their complaints these days.

    Imagine thinking exhaustion perks, some of the strongest in the game, need passive effects to be good. Go back to brown ranks if you need to be carried by overpowered perks like pre nerf BL.

    that was pretty rude. If you payed any attention, you would notice that BL was broken because of poor map design and has nothing to do with the perk's power level (although it was better than average in this field, barely not meta and on par with pre-ded Dead Hard)

  • It kinda wouldn’t because with “latency” also known as the shitboxes u won’t get hit through bs window or pallet vaults

  • @Kabu said:

    https://forum.deadbydaylight.com/en/discussion/comment/887982#Comment_887982

    It does balance your landing when you aren't exhausted. Now, it ALSO, mutes the sound from falling. Stop complaining, the perk is still very powerful.

    Also, the benefit BL has over sprint burst is that you can choose when to use it.

    Yeah for only one part of the game balenced really made the game map fair because every time u drop from the floor u have a long ass stun and pretty much tells Ure fate that Ure dead

  • Even if they don’t revert it back to the old one they should atleast do a 50% reduction on stagger that’s enough for me because it won’t cause loads of infinite’s and I’d still be able do get away decently fine or just buff vigil where it makes exhaustion go down when running then I’m even more fine

  • @SKILLS_HD_LOL11 said:

    Even if they don’t revert it back to the old one they should atleast do a 50% reduction on stagger that’s enough for me because it won’t cause loads of infinite’s and I’d still be able do get away decently fine or just buff vigil where it makes exhaustion go down when running then I’m even more fine

    I think you'd like my idea

  • The BL nerf is completely fair, and done so to prevent the constant abuse of that perk in a chase.

    Is it useless in some maps and matches? Yes. But so are a lot of other perks. So many of the available perks you can never guarantee you are going to use. Perks are there for enabling better survival all game but also as a safe guard if some things don't go according to plan. Like DS, for example. No, it may not be an exhaustion perk but my point is that you may not even get to use it most of the time! You can't expect for the devs to tailor all the maps with one perk in mind, because they don't do that to other perks that could only be considered map based either.. because you can never be sure you're going to end up using a perk to full capacity in a match.

    The point of exhaustion perks is to give the survivor a small advantage over the killer - most of which involve a speed boost or like DH, a free save on a hit. Furthermore, it's not like these perks have the same properties as Unbreakable and are limited to one use per game? BL isn't a once a game perk (like Adrenaline is, and which is also an exhaustion perk..) and you can use it again once you can outlast the exhaustion.

    So, remove the speed boost and therefore the exhaustion and leave the passive? How many of y'all would complain if they changed it to be like that? Taking away that sprint boost would almost ruin the perk. Yes, you could use it indefinitely after that but how much of that boost is contributing to out running the killer? Even with a reduced stagger reduction, the killer would still be able to catch up depending if the perk is still used to loop the killer.

    If y'all aren't using the perk to loop a killer, and don't want to stealth the perk, would you be content with no boost after the fall?

  • @GamerCustard said:

    The BL nerf is completely fair, and done so to prevent the constant abuse of that perk in a chase.

    Is it useless in some maps and matches? Yes. But so are a lot of other perks. So many of the available perks you can never guarantee you are going to use. Perks are there for enabling better survival all game but also as a safe guard if some things don't go according to plan. Like DS, for example. No, it may not be an exhaustion perk but my point is that you may not even get to use it most of the time! You can't expect for the devs to tailor all the maps with one perk in mind, because they don't do that to other perks that could only be considered map based either.. because you can never be sure you're going to end up using a perk to full capacity in a match.

    The point of exhaustion perks is to give the survivor a small advantage over the killer - most of which involve a speed boost or like DH, a free save on a hit. Furthermore, it's not like these perks have the same properties as Unbreakable and are limited to one use per game? BL isn't a once a game perk (like Adrenaline is, and which is also an exhaustion perk..) and you can use it again once you can outlast the exhaustion.

    So, remove the speed boost and therefore the exhaustion and leave the passive? How many of y'all would complain if they changed it to be like that? Taking away that sprint boost would almost ruin the perk. Yes, you could use it indefinitely after that but how much of that boost is contributing to out running the killer? Even with a reduced stagger reduction, the killer would still be able to catch up depending if the perk is still used to loop the killer.

    If y'all aren't using the perk to loop a killer, and don't want to stealth the perk, would you be content with no boost after the fall?

    I like how you say you don't get to use DS all the time but I do every game. When I don't take DS I have a ######### game because the killer tunnels me so hard I was basically one hooked.

    The only useful perks are perks that have consistent use. Diversion for example? Oblivious, undetectable, etc basically make it pointless to ever bring in a game. DS has consistent use, that's why it's good. There are very few situations where it doesn't come into play.

    As for BL, it was only good because of the stagger reduction. 95% of the time you have to go out of your way to use BL, most of the upper floors have windows for Lithe on the ground floors as well. You're risking the killer getting a hit on you using all that extra travel time to the upper floors just to use Balanced. The only thing that made this worthwhile was the stagger reduction.

    The muffled noises won't come into play because you just used BL to extend a chase. You're not gonna lose the killer with muffled noises when you leave scratch marks all over the place. If you're not in a chase, you won't be exhausted anymore. You can't make a chase extender into a stealth perk, especially if a killer sees you using BL, they will know you can do that.

  • @GamerCustard said:

    The BL nerf is completely fair, and done so to prevent the constant abuse of that perk in a chase.

    Is it useless in some maps and matches? Yes. But so are a lot of other perks. So many of the available perks you can never guarantee you are going to use. Perks are there for enabling better survival all game but also as a safe guard if some things don't go according to plan. Like DS, for example. No, it may not be an exhaustion perk but my point is that you may not even get to use it most of the time! You can't expect for the devs to tailor all the maps with one perk in mind, because they don't do that to other perks that could only be considered map based either.. because you can never be sure you're going to end up using a perk to full capacity in a match.

    The point of exhaustion perks is to give the survivor a small advantage over the killer - most of which involve a speed boost or like DH, a free save on a hit. Furthermore, it's not like these perks have the same properties as Unbreakable and are limited to one use per game? BL isn't a once a game perk (like Adrenaline is, and which is also an exhaustion perk..) and you can use it again once you can outlast the exhaustion.

    So, remove the speed boost and therefore the exhaustion and leave the passive? How many of y'all would complain if they changed it to be like that? Taking away that sprint boost would almost ruin the perk. Yes, you could use it indefinitely after that but how much of that boost is contributing to out running the killer? Even with a reduced stagger reduction, the killer would still be able to catch up depending if the perk is still used to loop the killer.

    If y'all aren't using the perk to loop a killer, and don't want to stealth the perk, would you be content with no boost after the fall?

    Yes the nerf is fair, but no BL is not useful anymore.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/890705#Comment_890705

    You want to talk about being stuck in animations...

    when that is literally how you flashlight blind/pallet stun killers...

    It makes sense for an entity fueled creature to be able to not stagger from falls while a human survivor would be much more realistic to have stagger from a height drop.

    I think the flashlight stuns and pallet stun timers are bs too if you want me to be real honest about it. I’m not playing tit for tat. I want them to fix the maps, Bc getting hit Bc a killer doesn’t have stagger and you do is complete bs and literally the only reason the perk was worth running.

  • Ah, I see. You want your busted perk buffed or reworked into something busted again. I'm so sad that this perk now functions like every other exhaustion perk, and doesn't have an added benefit which makes a lot of places easily abused. Cry my a river, bud.


  • @yeet said:

    https://forum.deadbydaylight.com/en/discussion/comment/889073#Comment_889073

    last i checked jungle gyms are still in the game lol

    making killer fairer is necessary, this game would be long dead if infinites are still in

    stop being so selfish just because you want to be a completely untouchable god who can no skill perma-run the killer around a single loop

    survivor back in the day was so stupidly braindead easy it was basically impossible to die, and here you are wanting to return to that

    it's clear what your goals are here

    You're not offering anything.......

    Your points are subjective and anecdotal.

    lol

  • I'm mad cause when I use pop goes the weasel, no weasels go pop

  • @DetailedDetriment said:

    That's right, Balanced Landing now needs a buff or rework.

    With the recent release of the Cursed Legacy chapter, Balanced Landing was tweaked to no longer give the stagger reduction when exhausted. It also removed the noises made when falling and the grunt when landing.

    The thing is that the nerf heavily outweighs the buff. Balanced Landing is now the worst exhaustion perk in the game and one of the worst perks in the entire survivor selection. The perk is straight up useless when exhausted, no longer providing a passive.

    Now that the nerf is officially in place, the perk needs a buff or rework. What I'm thinking is that the perk should give the stagger reduction and remove the noises made when falling, but the exhaustion aspect of the perk should be completely removed. It is Balanced Landing after all, and only being able to balance your landing once every 40-60 seconds completely contradicts the name. The description of the perk literally says you have cat-like reflexes. Cats don't have a cooldown on stabilizing their landing. Just remove the exhaustion part of the perk and Balanced Landing will be a viable perk again.

    Guess what other exhaustion perks had a passive? Literally none of them

  • @KuromiStarwind said:

    Ah, I see. You want your busted perk buffed or reworked into something busted again. I'm so sad that this perk now functions like every other exhaustion perk, and doesn't have an added benefit which makes a lot of places easily abused. Cry my a river, bud.

    Or you could actually read. The whole point of the forum is to make Balanced Landing NOT be an exhaustion perk.

  • @GamerCustard said:

    The BL nerf is completely fair, and done so to prevent the constant abuse of that perk in a chase.

    Is it useless in some maps and matches? Yes. But so are a lot of other perks. So many of the available perks you can never guarantee you are going to use. Perks are there for enabling better survival all game but also as a safe guard if some things don't go according to plan. Like DS, for example. No, it may not be an exhaustion perk but my point is that you may not even get to use it most of the time! You can't expect for the devs to tailor all the maps with one perk in mind, because they don't do that to other perks that could only be considered map based either.. because you can never be sure you're going to end up using a perk to full capacity in a match.

    The point of exhaustion perks is to give the survivor a small advantage over the killer - most of which involve a speed boost or like DH, a free save on a hit. Furthermore, it's not like these perks have the same properties as Unbreakable and are limited to one use per game? BL isn't a once a game perk (like Adrenaline is, and which is also an exhaustion perk..) and you can use it again once you can outlast the exhaustion.

    So, remove the speed boost and therefore the exhaustion and leave the passive? How many of y'all would complain if they changed it to be like that? Taking away that sprint boost would almost ruin the perk. Yes, you could use it indefinitely after that but how much of that boost is contributing to out running the killer? Even with a reduced stagger reduction, the killer would still be able to catch up depending if the perk is still used to loop the killer.

    If y'all aren't using the perk to loop a killer, and don't want to stealth the perk, would you be content with no boost after the fall?

    Not true. It is close to useless on half the maps - that is not only "some maps". That's A LOT of maps. All other exhausting perks are usable everywhere - vaults, lockers are literally everywhere

  • @Haku said:

    https://forum.deadbydaylight.com/en/discussion/comment/892825#Comment_892825

    Not true. It is close to useless on half the maps - that is not only "some maps". That's A LOT of maps. All other exhausting perks are usable everywhere - vaults, lockers are literally everywhere

    Lery's and certain variations of The Macmillan Estate and Coldwind only have 1 place to use it.

  • Hey btw, Adrenaline has the HUGE condition that all gens are done/the hatch gets closed.

    Running adrenaline might end up with you just having three perks until you die. That is in no way a comparable perk to balanced landing before the long needed nerf. Get used to it, you can't run around the same building over and over again anymore.

  • @DetailedDetriment said:

    https://forum.deadbydaylight.com/en/discussion/comment/893694#Comment_893694

    Lery's and certain variations of The Macmillan Estate and Coldwind only have 1 place to use it.

    The spirit map too, All the autohaven maps /5 of them/ have very limited places too that are just a fall not even a loop, Shelter woods is the winner with big fat massive zero places - my favourite map /not really/ !

  • @HeroLives said:

    https://forum.deadbydaylight.com/en/discussion/comment/890864#Comment_890864

    I think the flashlight stuns and pallet stun timers are bs too if you want me to be real honest about it. I’m not playing tit for tat. I want them to fix the maps, Bc getting hit Bc a killer doesn’t have stagger and you do is complete bs and literally the only reason the perk was worth running.

    That's where we differ. I don't view it as bs. The killer is in a 1v4 situation, there are going to be things they do better than survivors. It HAS to be this way otherwise we just get bully squads running around. The whole point of perks is running some to enhance your strengths or bolster what you perceive as weaknesses. The old BL did both at the same time with literally no downside and was miles ahead better than other exhaustion perks except for DH.

  • I've been a killer main for quite a while now. Were there really that many people having issues with survivors running BL that this needed to be changed at all?

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/893391#Comment_893391

    That's where we differ. I don't view it as bs. The killer is in a 1v4 situation, there are going to be things they do better than survivors. It HAS to be this way otherwise we just get bully squads running around. The whole point of perks is running some to enhance your strengths or bolster what you perceive as weaknesses. The old BL did both at the same time with literally no downside and was miles ahead better than other exhaustion perks except for DH.

    That’s why I said take out the sprint burst instead but leave stagger reduction. I guess we’ll just have to agree to disagree Bc it’s not even about being 4v1 or 1v1 but a bigger thing that just seems like complete bs Bc you’re completely unable to do anything about being staggered and sometimes you have to jump. It feels about as good as when survivors could blind you in pick up animation, which isn’t good at all. It’s cheap.

  • @HeroLives said:

    https://forum.deadbydaylight.com/en/discussion/comment/893883#Comment_893883

    That’s why I said take out the sprint burst instead but leave stagger reduction. I guess we’ll just have to agree to disagree Bc it’s not even about being 4v1 or 1v1 but a bigger thing that just seems like complete bs Bc you’re completely unable to do anything about being staggered and sometimes you have to jump. It feels about as good as when survivors could blind you in pick up animation.

    There are very few maps and even fewer spots on those maps that lead to drop only areas. Taking this into account; most of the time you have the choice of where to run during a chase and if you choose to run to those areas or are even just herded there you have no one else to blame for the stagger hit but yourself. If this was in a lot of maps in a lot of places I could see your point, but there just aren't enough places where this can be an issue currently.

    And a big difference between the flashlight blind saves and stagger hits is choice. You can usually choose to avoid the falls but killers can't really choose where to down someone. They can choose to risk the pick-up but then the survivor can crawl to an even better spot, etc... The point is you have much more choice as a survivor over the stagger hits than you do flashlight blinds.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/894248#Comment_894248

    There are very few maps and even fewer spots on those maps that lead to drop only areas. Taking this into account; most of the time you have the choice of where to run during a chase and if you choose to run to those areas or are even just herded there you have no one else to blame for the stagger hit but yourself. If this was in a lot of maps in a lot of places I could see your point, but there just aren't enough places where this can be an issue currently.

    And a big difference between the flashlight blind saves and stagger hits is choice. You can usually choose to avoid the falls but killers can't really choose where to down someone. They can choose to risk the pick-up but then the survivor can crawl to an even better spot, etc... The point is you have much more choice as a survivor over the stagger hits than you do flashlight blinds.

    We’ll just agree to disagree Bc I honestly don’t feel like going into a verbose debate about this, Bc we can go back and forth for days. I understand your side, but there’s another side and other instances and situations. The staggerless plus the boost is only an issue in a few spots Bc the infinites, we both know this. They can take out the stagger but you’re still going to get infinite’d Bc the boost. We are going to get a lot more cheese drop slaps that’s about it, slow clap. See how the issue still isn’t fixed? Now you’re going to get the bl user down np before they can even use their perk at literally every other map and probably even the infinities Bc the no stagger is gone now unless they’re just already chilling upstairs for a quick drop.

  • Balanced Landing is literally just a crappier Sprint Burst now. It's crappier because it only activates after falling. Sprint Burst activates on any run, which you are likely doing after that fall anyway.

    #MakeBalancedLandingGreatAgain

  • @Kabu said:

    https://forum.deadbydaylight.com/en/discussion/comment/887982#Comment_887982

    It does balance your landing when you aren't exhausted. Now, it ALSO, mutes the sound from falling. Stop complaining, the perk is still very powerful.

    Also, the benefit BL has over sprint burst is that you can choose when to use it.

    Side note....you can always CHOOSE to not run, thus not activating Sprint Burst. So that last point is invalid.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/893391#Comment_893391

    That's where we differ. I don't view it as bs. The killer is in a 1v4 situation, there are going to be things they do better than survivors. It HAS to be this way otherwise we just get bully squads running around. The whole point of perks is running some to enhance your strengths or bolster what you perceive as weaknesses. The old BL did both at the same time with literally no downside and was miles ahead better than other exhaustion perks except for DH.

    DH was far behind it. Obviously you haven't seen all the people saying SB is better than DH and all of the popular streamers not using DH as it was overhyped and now does not even work most times.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/893883#Comment_893883

    DH was far behind it. Obviously you haven't seen all the people saying SB is better than DH and all of the popular streamers not using DH as it was overhyped and now does not even work most times.

    It certainly has fallen in terms of effectiveness and reliability, but the fact remains when it works it's a free health state that can extend chases. Not the king of exhaustion for sure.

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