Why is BT getting buffed in the meta perk nerf?

BT needs to be weaker if it's going to get a nerf. What you posted as a preliminary change makes it stronger than it is now.

Comments

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3028154#Comment_3028154

    Killers got a 10 second base game gen slow down. That's a significant increase. I can't count how many times as a killer main that I've been at a generator that just barely finished which wouldn't be done with this new 90 second time.

    Also most of the killer gen slow down perks were buffed. Ruin is much worse now (I won't use it), Pop is mildly worse but still decent, Corrupt is slightly worse but still good, and Pain Resonance actually regresses more than the current version (since it's now 15% of 90 seconds instead of 80 seconds). Meanwhile all the other slowdowns are either the same or buffed, including one or two that got really major buffs (e.g. Overcharge).

    Mildly Nerfed? No look again.

    -Corrupt loses the ability to maintain the guaranteed 2 minutes of defense if you down someone early. This becomes pointless except on "setup killers". It already had the downside that it made survivors more likely to do gens with multiple people.

    -Pop loses guaranteed 20 seconds of progress. Instead it will do 20% of gen progress so imagine popping a gen now at 20% it goes to nothing. Pop will change to : 20% of 20% which is 4.64 seconds of survivor progress. Add back the 2.5% which is 4 seconds. You spent 2 seconds locked in an animation to remove 8.64 seconds of progress. -This perk will never be viable again.

    -Scourge Hook Pain Resonance was valuable because it gave regression & information. You knew exactly where to go to use pop. You had time to get there before they finished the 15% unless multuple people were on it ; by the way the perk told you who and how many survivors were on the generator too. Now you will need to use BBQ. Also it won't combo anymore with Dead Man's Switch. This too is a HUGE nerf overall to what it does now. This perk will lose most of its appeal.


    What will happen is killers will camp more because Overcharge+Call of Brine only work if nobody touches the generator. Pop let you touch the gen and you got 20 seconds no matter what.

    @akaTheBARON said:

    Not every perk listed in the changes was meant to be a nerf, and BT is a must for tunneling, even with it becoming basekit. Its only 5 seconds, thats really not that much. So BT still serves its purpose. If you don't want to run it, great, everyone still gets a little something, but if you want actual BT, the basekit change doesn't make it not worth running. All in all, the only people who have a problem with BT are tunnelers... couldn't care less about them anyway XD

    Plus, it not being able to be used in endgame is still a decent nerf to the perk.

    If you don't nerf all the metas but buff some of the metas then that's not fair treatment. BT is getting a clear buff and it will be used the same or more which is the exact opposite of the changes. BT is not "turned off" in the end game. You can still run off the hook to freedom. It is only deactivated if you touch a gate door - but by the time you do that the game is over.

    @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/3027740#Comment_3027740

    Once again, the perks stop survivors from tunneling gens. Their efficiency is a different argument. There is no survivor perk that outright stops the killer from tunneling.

    Theoretical "stopping" that does not actually work is not relevant.

    Deadlock works because it works while you are camping. Deadlock will very likely become meta to replace corrupt.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3028359#Comment_3028359

    Mildly Nerfed? No look again.

    -Corrupt loses the ability to maintain the guaranteed 2 minutes of defense if you down someone early. This becomes pointless except on "setup killers". It already had the downside that it made survivors more likely to do gens with multiple people.

    -Pop loses guaranteed 20 seconds of progress. Instead it will do 20% of gen progress so imagine popping a gen now at 20% it goes to nothing. Pop will change to : 20% of 20% which is 4.64 seconds of survivor progress. Add back the 2.5% which is 4 seconds. You spent 2 seconds locked in an animation to remove 8.64 seconds of progress. -This perk will never be viable again.

    -Scourge Hook Pain Resonance was valuable because it gave regression & information. You knew exactly where to go to use pop. You had time to get there before they finished the 15% unless multuple people were on it ; by the way the perk told you who and how many survivors were on the generator too. Now you will need to use BBQ. Also it won't combo anymore with Dead Man's Switch. This too is a HUGE nerf overall to what it does now. This perk will lose most of its appeal.

    What will happen is killers will camp more because Overcharge+Call of Brine only work if nobody touches the generator. Pop let you touch the gen and you got 20 seconds no matter what.

    https://forum.deadbydaylight.com/en/discussion/comment/3028390#Comment_3028390

    If you don't nerf all the metas but buff some of the metas then that's not fair treatment. BT is getting a clear buff and it will be used the same or more which is the exact opposite of the changes. BT is not "turned off" in the end game. You can still run off the hook to freedom. It is only deactivated if you touch a gate door - but by the time you do that the game is over.

    https://forum.deadbydaylight.com/en/discussion/comment/3028519#Comment_3028519

    Theoretical "stopping" that does not actually work is not relevant.

    Deadlock works because it works while you are camping. Deadlock will very likely become meta to replace corrupt.

    The perks work. Not in theory, in practice. They're not very effective, but they do function as advertised and they do stop survivors from tunneling gens.

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029329#Comment_3029329

    The perks work. Not in theory, in practice. They're not very effective, but they do function as advertised and they do stop survivors from tunneling gens.

    Do you understand the words you are saying? Perks that are not very effective do not work.


    Is overcharge an effective gen regression tool right now? No - but theoretically it works. It's theoretically just as valuable as Pop because it costs the same perk slot. This is your logic in action right now.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029368#Comment_3029368

    Do you understand the words you are saying? Perks that are not very effective do not work.

    Is overcharge an effective gen regression tool right now? No - but theoretically it works. It's theoretically just as valuable as Pop because it costs the same perk slot. This is your logic in action right now.

    Overcharge is not an effective gen regression tool. Corrupt is an effective early-game slowdown. Thrilling tremors is an effective tracking perk. Dead Man's Switch is an effective gen blocking perk. Same with Deadlock. All the perks I listed originally are effective at what they do, but at the same time are not as effective as they could be.

    Do they stop survivors from tunneling gens? Yes. Are they effective perks? Yes. Are they going to win you the game? Probably not. You argued that dbd would be better if there were a way to stop survivors from tunneling gens. Any perk that prevents a generator from being worked on does exactly that. Similarly, any perk that slows down generator repair speeds is also effective.

  • @DBDVulture said:

    BT needs to be weaker if it's going to get a nerf. What you posted as a preliminary change makes it stronger than it is now.

    Because you get endurance effect by default when unhooked, so they needed to make this perk still viable to use

  • @Parusoid said:

    https://forum.deadbydaylight.com/en/discussion/330582/why-is-bt-getting-buffed-in-the-meta-perk-nerf

    Because you get endurance effect by default when unhooked, so they needed to make this perk still viable to use

    So why are they completely destroying Pop? Nobody will use it with the proposed changes. If they were going to fairly nerf it they should have changed the effect to be 17.5% so when you add the 2.5% it still removes 20% of a generator's total progress with a single kick.


    BT is literally the only meta perk in the list that got buffed. Everything else got a negative adjustment. BT needs a negative adjustment or it will be even more meta.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029443#Comment_3029443

    So why are they completely destroying Pop? Nobody will use it with the proposed changes. If they were going to fairly nerf it they should have changed the effect to be 17.5% so when you add the 2.5% it still removes 20% of a generator's total progress with a single kick.

    BT is literally the only meta perk in the list that got buffed. Everything else got a negative adjustment. BT needs a negative adjustment or it will be even more meta.

    Remember that it will be up to 20% of 90 charges now; on top of a base 2.5% base damage.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3028359#Comment_3028359

    Mildly Nerfed? No look again.

    -Corrupt loses the ability to maintain the guaranteed 2 minutes of defense if you down someone early. This becomes pointless except on "setup killers". It already had the downside that it made survivors more likely to do gens with multiple people.

    -Pop loses guaranteed 20 seconds of progress. Instead it will do 20% of gen progress so imagine popping a gen now at 20% it goes to nothing. Pop will change to : 20% of 20% which is 4.64 seconds of survivor progress. Add back the 2.5% which is 4 seconds. You spent 2 seconds locked in an animation to remove 8.64 seconds of progress. -This perk will never be viable again.

    -Scourge Hook Pain Resonance was valuable because it gave regression & information. You knew exactly where to go to use pop. You had time to get there before they finished the 15% unless multuple people were on it ; by the way the perk told you who and how many survivors were on the generator too. Now you will need to use BBQ. Also it won't combo anymore with Dead Man's Switch. This too is a HUGE nerf overall to what it does now. This perk will lose most of its appeal.

    What will happen is killers will camp more because Overcharge+Call of Brine only work if nobody touches the generator. Pop let you touch the gen and you got 20 seconds no matter what.

    https://forum.deadbydaylight.com/en/discussion/comment/3028390#Comment_3028390

    If you don't nerf all the metas but buff some of the metas then that's not fair treatment. BT is getting a clear buff and it will be used the same or more which is the exact opposite of the changes. BT is not "turned off" in the end game. You can still run off the hook to freedom. It is only deactivated if you touch a gate door - but by the time you do that the game is over.

    https://forum.deadbydaylight.com/en/discussion/comment/3028519#Comment_3028519

    Theoretical "stopping" that does not actually work is not relevant.

    Deadlock works because it works while you are camping. Deadlock will very likely become meta to replace corrupt.

    I disagree, I use Scourge Hook Pain Resonance almost entirely for the regression and its regression is actually buffed now because it's 15% of 90 seconds instead of 80. Also Pop Goes the Weasel is still perfectly fine since unless you waste your kicks on low progress generators you're still getting a good 12-20 seconds of regression per kick.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029329#Comment_3029329

    I disagree, I use Scourge Hook Pain Resonance almost entirely for the regression and its regression is actually buffed now because it's 15% of 90 seconds instead of 80. Also Pop Goes the Weasel is still perfectly fine since unless you waste your kicks on low progress generators you're still getting a good 12-20 seconds of regression per kick.

    I just explained the math on how you are not. If you kick a generator at 25% right now it goes to zero. After the update that generator will lose ~8 seconds of progress. It takes you 2 seconds to kick that generator.


    You will say that now about SHPR and you will see that the information is what makes it work.

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/3023286#Comment_3023286

    Self care and botany knowledge is not stronger than before.

    The old self care botany knowledge would heal you in 24 seconds (16/.5×1.33)

    The new one heals you in 32 seconds, just 2 seconds faster than the old perk on its own (16/.35×1.5)

    But Botany Knowledge + CoH is now back to better than original CoH healing times. Broken OP as always.

  • @Tostapane said:

    https://forum.deadbydaylight.com/en/discussion/comment/3024620#Comment_3024620

    no because i'm right... adrenaline? same as before. dead hard? reworked, stronger in some situations, worse in others. prove thyself? same. BT? BUFFED. unbrekable? same as before. IW? slightly nerfed. you even gain new meta perks like off the records and overzealous

    You forget that DS is practically useless now and IW got hard nerfed. Ontop of that, Killer's got a general buffs that will not only help them drag out the match but makes them more efficient at camping and securing kills. Stop your whining.

  • @Xx_Daniel_xX69 said:

    All I'll say is why pair botany knowledge and self care when you can use the healing boon instead for a way faster heal, this is what I worry about. and IW imo was a good nerf as crouching helps muffle grunts which more likely would work good enough. Also isn't lucky break getting buffed and it does what Iron will does AND hides your blood pools so maybe instead of focusing on certain perks we wait until the ptb comes out. On the topic tho I do find it weird buffing bt when it will be basekit. I'm happy that I can replace bt with kindred now tho

    Exactly - and in particular if you combine BK & CoH you get back to slightly better than original CoH healing speeds, if my math is right! (Note: My math may be wrong but it'll be close regardless).

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029443#Comment_3029443

    So why are they completely destroying Pop? Nobody will use it with the proposed changes. If they were going to fairly nerf it they should have changed the effect to be 17.5% so when you add the 2.5% it still removes 20% of a generator's total progress with a single kick.

    BT is literally the only meta perk in the list that got buffed. Everything else got a negative adjustment. BT needs a negative adjustment or it will be even more meta.

    Not to mention how they have completely Ruined Ruin. It's a completely garbage perk now.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029916#Comment_3029916

    I just explained the math on how you are not. If you kick a generator at 25% right now it goes to zero. After the update that generator will lose ~8 seconds of progress. It takes you 2 seconds to kick that generator.

    You will say that now about SHPR and you will see that the information is what makes it work.

    And I already said Pop Goes the Weasel is still giving decent regression as long as you don't waste it on a low progress gen. You're talking about using it on a 25% gen and I said as long as you stick to 50%+ completion gens the regression is fine.

    And no, I've been using Pain Resonance mainly for the regression, not the tracking. Maybe you don't care about 15% regression per hook but I do.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3030410#Comment_3030410

    And I already said Pop Goes the Weasel is still giving decent regression as long as you don't waste it on a low progress gen. You're talking about using it on a 25% gen and I said as long as you stick to 50%+ completion gens the regression is fine.

    And no, I've been using Pain Resonance mainly for the regression, not the tracking. Maybe you don't care about 15% regression per hook but I do.

    Pop is dead. 50% progress - you get 20% of 50% You would get 11.6 seconds of regression requiring 2 seconds of interaction time. Thats a net gain of 9.6 seconds.


    Old pop would save you 20 seconds for 2 seconds. See the difference?

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3030641#Comment_3030641

    Pop is dead. 50% progress - you get 20% of 50% You would get 11.6 seconds of regression requiring 2 seconds of interaction time. Thats a net gain of 9.6 seconds.

    Old pop would save you 20 seconds for 2 seconds. See the difference?

    Just FYI it's 1.8 seconds to kick a gen as of this next update, not 2 seconds.

    And yes, obviously I see the difference, I'm saying that 11.6 seconds lost plus putting the gen into regression is worth it, especially if you pair it with another perk that triggers on a kick like Call of Brine or the new version of Overcharge, etc. Pop doesn't need to literally do 20 seconds of regression every kick to be worthwhile.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029329#Comment_3029329

    I disagree, I use Scourge Hook Pain Resonance almost entirely for the regression and its regression is actually buffed now because it's 15% of 90 seconds instead of 80. Also Pop Goes the Weasel is still perfectly fine since unless you waste your kicks on low progress generators you're still getting a good 12-20 seconds of regression per kick.

    Pop would be fine if its timer went back to 60.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3030728#Comment_3030728

    Just FYI it's 1.8 seconds to kick a gen as of this next update, not 2 seconds.

    And yes, obviously I see the difference, I'm saying that 11.6 seconds lost plus putting the gen into regression is worth it, especially if you pair it with another perk that triggers on a kick like Call of Brine or the new version of Overcharge, etc. Pop doesn't need to literally do 20 seconds of regression every kick to be worthwhile.

    And that's where you are wrong. You don't get 6 perks slots - you get 4 so you will use Overcharge+Call of Brine not Pop.


    We get a "built in" pop that is 90% reduced while BT is 5/12 of the current perk.


    BT should be giving 10% of the current perk - just like "base kit pop". That means you should get 1.2 seconds of built in BT.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022465#Comment_3022465

    That is not correct. DH, SC, SC, IW - these perks got absolutely destroyed and will almost completely disappear. Only Self Care with Botany Knowledge will remain to be used - and is "better" than before if you used them together.

    I just want to clarify the way self care works with healing speed is not 50% + 33% = 83%. It's multiplicitive, not additive. Self care + botany is still much worse than before. Going from about 66% down to 52%

    If you dont believe me, look at circle of healing. You unlock the self care option, and heal 50% faster, right? With self care you'd think its 100% speed, but no, its the exact same speed. You still have a red bar, and its still slower than a medkit.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3030775#Comment_3030775

    And that's where you are wrong. You don't get 6 perks slots - you get 4 so you will use Overcharge+Call of Brine not Pop.

    We get a "built in" pop that is 90% reduced while BT is 5/12 of the current perk.

    BT should be giving 10% of the current perk - just like "base kit pop". That means you should get 1.2 seconds of built in BT.

    How am I wrong when I’m telling you what I actually run?

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3030855#Comment_3030855

    How am I wrong when I’m telling you what I actually run?

    You aren't playing the changed version of pop. Nerfed pop will be utterly pathetic and it will become a dead perk.

  • @DBDVulture said:

    BT needs to be weaker if it's going to get a nerf. What you posted as a preliminary change makes it stronger than it is now.

    It's not about balance, it's about making a new meta. Why bring BT when you have base BT, or even better, new OTR?

  • @Tostapane said:

    the only nerfed perk about the survivor's meta was decisive strike, everything else is the same or even BUFFED (dead hard in some cases and borrowed time)

    How is iron will, self-care or spine chill buffed?

  • They were buffed so hard that they died. Think steroids.

  • @Obelt said:

    https://forum.deadbydaylight.com/en/discussion/comment/3027878#Comment_3027878

    No but when unhooked survs bodyblocking the unhooker or paths to them giving them more time and distance and if the unhooked has ds all that time wasted i play both sides and its a strong strat

    So just don't rescue since all that would happen otherwise if the killer camps you is just trading hooks until both people are dead then. Whether people like it or not, Endurance effects are needed in this game.

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/3027889#Comment_3027889

    So just don't rescue since all that would happen otherwise if the killer camps you is just trading hooks until both people are dead then. Whether people like it or not, Endurance effects are needed in this game.

    Endurance effects would not be "needed" if M1 killers like wraith were as viable at high levels of play as say Blight. You could leave the hook without fear that you would get more hooks quickly before the game was over.

  • @Shaaei said:

    https://forum.deadbydaylight.com/en/discussion/comment/3023286#Comment_3023286

    I just want to clarify the way self care works with healing speed is not 50% + 33% = 83%. It's multiplicitive, not additive. Self care + botany is still much worse than before. Going from about 66% down to 52%

    If you dont believe me, look at circle of healing. You unlock the self care option, and heal 50% faster, right? With self care you'd think its 100% speed, but no, its the exact same speed. You still have a red bar, and its still slower than a medkit.

    But why would anyone take self-care + botany when you could take CoH + Botany and get pre-nerf (not that it really was a nerf) CoH speeds for *all* healing for the entire team that's infinitely renewable?

  • You can't kick SC+BK.

  • it was an example... my point still stand (and perks that improve the genspeed weren't nerfed obviously cause "they have already increased the time required to repair a gen"...)

  • i don't consider those perks (except iron will) meta, but 2 of those 3 perks were nerfed for good reasons:

    1 iron will was unfair cause it hasn't a "counter" and with it you can literally nullify the spirit's power (the only counter was stridor and the devs nerfed this perk 2 times already cause people whine about spirit being op with it... now they tried to put iron will in the same spot of stridor. despite the nerf it will still be stronger than stridor tho)

    2 selfcare didn't deserve this nerf imo (the real problem are medkits... with the right perks they can be extremely strong, but even without them medkits are still good)

    3 spine chill well, people used it for the fast vault build (paired with resilience) or to COMPLETELY counter stealth killers (this is the real reason for the nerf). this perk imo needed to be nerfed, but not so heavily...

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3032631#Comment_3032631

    Endurance effects would not be "needed" if M1 killers like wraith were as viable at high levels of play as say Blight. You could leave the hook without fear that you would get more hooks quickly before the game was over.

    I don't think every killer has your mindset when it comes to a normal "match". There is no reason for a Bubba to face camp you in the basement while revving his chainsaw the moment he hears footsteps or a Hag setting 5 traps near her hook so she can immediately get another one who goes for a rescue so they cannot do the unhook. This PTB is showing just how much of an awful change all of this was for survivors. Even the healing speed is doo-doo now. Good luck getting survivors for a match in a few weeks after this all goes live. I've seen the changes in action and its terrible.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029443#Comment_3029443

    So why are they completely destroying Pop? Nobody will use it with the proposed changes. If they were going to fairly nerf it they should have changed the effect to be 17.5% so when you add the 2.5% it still removes 20% of a generator's total progress with a single kick.

    BT is literally the only meta perk in the list that got buffed. Everything else got a negative adjustment. BT needs a negative adjustment or it will be even more meta.

    we found the face camper

  • I was able to count to 15 perfectly fine last year, and I'll do it again now

  • I think alot of people are over estimating how much time 10 seconds a gen is. I keep see people say it adds about a minute but that only is true if survivors are doing 1 gen at a time. In normal gameplay at the start you have 3 survivors on 3 different gens that pop back to back so really that's 3 gens done in 10 more seconds then normal then you got the last 2 gens are around 10 extra second total.

    The killer buffs really aren't that big of a change you can run sbfl and enduring which are bigger increases then the basekit buffs and notice that untell you get around 6 stacks before it really starts to make a difference and with enduring 9/10 the survivor still makes it to a new loop and enduring really didn't help because your now back at square 1 with a fresh loop.

    The biggest problem with the killer buffs imo is they are only going to be noticeable on rare occasions. Think about how many times the survivor just made it to the window or pallet, now how many times out of that did you break a pallet or kick a gen? Like 1% most of the times you almost got the hit was because they left a gen and you went straight in to chase or found the out in the open it wasn't because if only it would of taken .2 less of a second to break that pallet I would of gotten the hit

  • @Gamedozer7 said:

    I think alot of people are over estimating how much time 10 seconds a gen is. I keep see people say it adds about a minute but that only is true if survivors are doing 1 gen at a time. In normal gameplay at the start you have 3 survivors on 3 different gens that pop back to back so really that's 3 gens done in 10 more seconds then normal then you got the last 2 gens are around 10 extra second total.

    The killer buffs really aren't that big of a change you can run sbfl and enduring which are bigger increases then the basekit buffs and notice that untell you get around 6 stacks before it really starts to make a difference and with enduring 9/10 the survivor still makes it to a new loop and enduring really didn't help because your now back at square 1 with a fresh loop.

    The biggest problem with the killer buffs imo is they are only going to be noticeable on rare occasions. Think about how many times the survivor just made it to the window or pallet, now how many times out of that did you break a pallet or kick a gen? Like 1% most of the times you almost got the hit was because they left a gen and you went straight in to chase or found the out in the open it wasn't because if only it would of taken .2 less of a second to break that pallet I would of gotten the hit

    It's much worse than that. Pop right now with 4 kicks gives you 80 seconds. Most of those kicks post patch will be 4-8 seconds. Pop and Scourge allow you to instantly take of 40% of a generator. That means in some cases you have to start completely over.


    The reality is that they should have made the first generator +20 seconds. Any generator being done at the same time does not "upscale" after the first one finishes so you basically wasted time. And then the last gen should take +20 seconds.


    This whole +10 seconds nonsense is a huge netloss overall if you run strong gen defense perks right now.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3051910#Comment_3051910

    It's much worse than that. Pop right now with 4 kicks gives you 80 seconds. Most of those kicks post patch will be 4-8 seconds. Pop and Scourge allow you to instantly take of 40% of a generator. That means in some cases you have to start completely over.

    The reality is that they should have made the first generator +20 seconds. Any generator being done at the same time does not "upscale" after the first one finishes so you basically wasted time. And then the last gen should take +20 seconds.

    This whole +10 seconds nonsense is a huge netloss overall if you run strong gen defense perks right now.

    I really don't like the new pop change the gen has to be at like 99% to get close to the same value. Gen defence has pretty much been dismantled sure the OC and CoB is strong but you can always just go back and hit the skill check and stop the regression. Also I don't think they should stack to 500% or 1.25 the speed survivors do gens is a bit much. I do like the potential that surge has to be good now at all times.

    Survivors got some good changes but most of them were in the wrong place and buffed swf and do almost nothing for solo(otr been the change that helps them the most).

    I don't think these changes with mix up the gameplay loop at all so the game will play the exact same 95% of the time imo.

  • @MinlerDemon said:

    Current devs never nerf survivor.

    I say get rid of almo, that guy clearly has no clue what he's doing and does not need to be making any balance decisions ever!

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