A letter to BHVR, change for the sake of change is exhausting your player-base

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  • Sounds like change is only bad when it's nerfing your side.

  • People have been asking for behavior to do more changes to shake up the meta

  • Players: The game is getting stale and boring.

    BHVR: Changes stuff.

    Players: No, not like that!

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  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3380155#Comment_3380155

    Sounds like you didn't read the part where I mention the PR nerf is unnecessary as well. Even the CoB OC nerf isn't needed because those perks did not make matches completely unwinnable, sure they were impactful, but def not in need of nerfing.

    Sounds like you only like change when its benefiting your side.

    Nah, CoB and OC totally needed nerfing, stacking them together to camp 3-gens was awful.

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  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3380156#Comment_3380156

    Yesterday it was DH, today its "new DH" and tomorrow its Sprint Burst.

    Players in this game simply don't like things being used against them thats facts.

    Yesterday? It has been DH for 5 years.

    @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3380167#Comment_3380167

    Spoiler: You can still stack them and or other slowdowns together to camp 3 gens that problem will not be gone or even noticeably mitigated because of these nerfs.

    Stack them together to get 150% regression at max vs. 300% regression at max... Sure. No difference.

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  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3380217#Comment_3380217

    DH has not been an issue since they nerfed it and this nerf is not needed.

    3 genning isn't going anywhere especially when factoring in the new lengthy heal speed and other slowdowns the CoB OC charge nerf is only gonna hurt killers who struggle at defending gens currently, the others killers with high mobility and who can injure survivors easily will be boosted heavy by this new heal speed + slowdowns.

    DH has not been an issue since they nerfed it

    I find that a little hard to believe, but okay, believe what you want.

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  • This entire post is poetry. Nerfing stuff because it’s popular is not a good reason. At this point I’m not convinced that decisions aren’t being made just to troll their playerbase and see how long they can piss people off and still keep them playing the game.

  • @[Deleted User] said:

    Where do I begin?

    Lately BHVR you have been on steady decline, whether its the last two chapters you released that were low quality in release and in gameplay and mechanics. Or the constant random balance changes that almost no one asks for or a very small percentage of your player-base actually ask for. Your player base is not represented by only the opinions of Fog whisperers and content creators.

    While you have had some great changes recently they have been few and far between and they're undermined by the lackluster quality in your work this is evident in your releases considering the recycled perks that you released this chapter. With your only focus in relation to quality seemingly being on pumping out new feng cosmetic$ I know that may be hard to hear because I know your team works hard, but this is the truth when we are being honest about the last two chapters. Now onto your changes.

    Starting with my favorite perk Dead Hard the third nerf for DH is asinine.

    "Dead Hard will activate after safely unhooking a Survivor. When activated, press the active ability button while injured and running to gain the Endurance Status Effect for 0.5 seconds, then become Exhausted. Dead Hard will deactivate when it successfully protects the user from damage. 

    This will put a damper on how often Dead Hard can be used, keeping it as a powerful reward for Survivor who have earned it."

    Dead hard even though it was popular in use was not problematic, the powerful reward was being able to successfully use it in the first place which is a challenge in its own rite for new DH. Does BHVR have the percentage rate of survivors who bring DH and successfully use it vs failed uses? I guarantee the rate for failed uses/no uses is much higher than successful uses which despite popularity should be considered before any changes. Did BHVR consolidate this data for their changes? Very likely no, I would be surprised if BHVR could even access this data. The problem players complained about was never "THIS PLAYER IS USING DEAD HARD TOO MUCH" its "THIS PLAYER IS USING DEAD HARD"

    it had plenty of counterplay and only a short window for use. This change is just your way of being too afraid to delete a perk from the game that players complain about. Perhaps you should consider just deleting the perks instead of de facto deleting them like how you have been.

    Next on to med kits: "Having easy access to quick and plentiful heals can cause problems, particularly for highly skilled Survivors who can evade the Killer for quite some time." -- "For Killers, this means that any chase that doesn’t end with a hook- even if they managed to damage a Survivor- can be completely undone in a matter of seconds."

    Translation without BHVRs jargon: We're nerfing medkits because there are good survivors who can use them which makes them REALLY strong. Everyone else who is not a 2k+ hour survivor pro be damned.

    Also why BHVR are you punishing survivors who win the chase? Players should be punished for losing the chase against a good player and you're going to handicap medkits because some players are good and some players are bad? Let's not forget the plethora of anti med kit and anti healing builds, BHVR how are new medkits gonna fair against coulrophobia, Sloppy butcher and franklins? They won't. Does BHVR even play their own game?

    On to killer perk nerfs so I don't appeared super biased against my killer main friends.

    Pain resonance: This perk did not need a nerf, because while it was annoying it had counter play unlike eruption, PR + DMS (which is basically old eruption) isn't nearly as frustrating for players. .

    BECAUSE it has something BHVR use to care about with their design decisions and that is Counterplay. PR + DMS could be countered by hopping off the gen easily right before your teammate got hooked. This is just another change because BHVR sees high usage. That is the trend going forward for BHVR.

    This philosophy "Is it being used popularly? It needs to be changed" will continue to frustrate and exhaust your playerbase.

    Circle of Healing: with the change for this perk, BHVR might as well have deleted it from the game. Survivors you will not see this perk in your games often if at all. Killers rejoice.

    Let's point out some more of BHVRs animosity towards counter-play and their new philosophy of change simply for the sake of change. Using their own words.

    Flashlights the weakest survivor item in the game yet they receive more nerfs:

    The Nurse: "Similar to The Wraith, The Nurse could also be burned while blinking. This didn’t come up very often since it was very risky and difficult to pull off, but it is also being removed." 

    There it is folks from the horses mouth. a counterplay mechanic that in BHVRs own words, didn't come up often and was very risky and difficult, BUT rewarding and fun is also being removed. BHVR forbid anyone have a fun, risky counterplay mechanic against a high tier killer, no we can't have any skillful mechanics.

    Need more proof BHVR changes things just for the sake of change? Here they go again in their own words

    The Artist: Survivors could shine a Flashlight at crows to scare them away. This also didn’t come into play very often since crows could easily be shooed away without using Flashlight charges. This is also being removed

    a FL mechanic that didn't come into play very often and doesn't REALLY need to be removed since they can easily be shooed away without using charges is also being removed because change.

    All these changes to gameplay, the neutering of perks and in game mechanics disillusion your player base and reduce the skill ceiling for both survivors and killers players alike. Have a nice day, consider what I wrote or don't.

    TL;DR wah wah bhvr changed things for no reason making their game worse.

    The fact that DH is your fav perk is so telling lmao

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3380287#Comment_3380287

    DH has not been an issue since they nerfed it

    I find that a little hard to believe, but okay, believe what you want.

    They're probably a survivor main.

  • @TheWheelOfCheese said:

    Players: The game is getting stale and boring.

    BHVR: Changes stuff.

    Players: No, not like that!

    For real, this community is becoming something else...

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  • Exhausting player base???? These are the most refreshing changes in a long age.

  • "I suck at using DH and so it shouldn't be nerfed"

    I use DH every game, and I run into it every game I play killer. It needs a nerf yesterday.

    "Medkits"

    Medkits are far too efficient. I've done a thread explaining this before. A single medkit with two heals is more efficient than a BNP for the survivor team. Survivors don't only need medkits when they "win" a chase. There's also SWFs rotating to take a hit, then resetting in seconds with medkits to do it again.

    "PR"

    Although I'm not a huge fan of this change, I like that they at least made it so it incentivizes spreading hooks. The slower healing alone may do wonders for the speed at which gens get done.

    "COH"

    It's gonna be a very strong perk still, considering healing is slowed down further. COH creates a beacon for survivors to regroup and reset much faster.

  • "We're nerfing medkits because there are good survivors who can use them which makes them REALLY strong. Everyone else who is not a 2k+ hour survivor pro be damned."

    You do not need to play the game for 2k hours to know how to use a medkit properly. Medkits have always been the best item in the game.

  • @Emeal said:

    Exhausting player base???? These are the most refreshing changes in a long age.

    And the most balanced (at least since I started playing). But even if killers would also be nerfed, they're going to nerf survivors so the changes are trash and they don't know what they are doing, of course.

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  • Flaslight change agains't wraith was good but other changes were not needed. I think nurse, blight and spirit will need to be nerfed down after dh is gone as it was only thing holding them back.

    They nerfed healing too much med kits needed to be nerfed but normal basic healing not that much. Dead hard should made to have different activatio condition which does not promote tunneling like after you're unhooked you can use it only once in match but it stack with endurance. So now it would work more as an antitunneling perk.

    Call of brian was overnerfed even worser than ruin... they could just make it not stack with overcharge maybe make it 150/160/170 so it would still be fine. Overcharge skill check should be made easier and regression could be 150. Pain res should be left untouched or make work only when you hook different survivor but works on any hook. So it would promote spreading hooks.

    Hillbilly change is just ridicious instead making the add ons basekit they nerf them... Hillbilly is hardest killer in this game to play and if anything he should be considerably buffed. Most skillful killers should be the strongest.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3380436#Comment_3380436

    Thats not the full context of why bhvr said they were nerfing them they said medkits in the hands of good survivors who win chases are a problem because killers who over commit, but don't end the chase with a hook are punished bc survivors can heal after winning their chase.

    That is 100% punishing players for being good at the game and rewarding players that are not. Why should you as the killer who cant end a chase with a hook be rewarded with increased heal times?

    You're right, I clearly don't know what I'm talking about.

    Medkits are actually the worst items in the game.

  • @bunnyfengenthusiast said:

    "I suck at using DH and so it shouldn't be nerfed"

    I use DH every game, and I run into it every game I play killer. It needs a nerf yesterday.

    "Medkits"

    Medkits are far too efficient. I've done a thread explaining this before. A single medkit with two heals is more efficient than a BNP for the survivor team. Survivors don't only need medkits when they "win" a chase. There's also SWFs rotating to take a hit, then resetting in seconds with medkits to do it again.

    "PR"

    Although I'm not a huge fan of this change, I like that they at least made it so it incentivizes spreading hooks. The slower healing alone may do wonders for the speed at which gens get done.

    "COH"

    It's gonna be a very strong perk still, considering healing is slowed down further. COH creates a beacon for survivors to regroup and reset much faster.

    gonna disagree with "It's gonna be a very strong perk still" its botany knowledge tied to a totem...

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  • @bunnyfengenthusiast said:

    "I suck at using DH and so it shouldn't be nerfed"

    I use DH every game, and I run into it every game I play killer. It needs a nerf yesterday.

    "Medkits"

    Medkits are far too efficient. I've done a thread explaining this before. A single medkit with two heals is more efficient than a BNP for the survivor team. Survivors don't only need medkits when they "win" a chase. There's also SWFs rotating to take a hit, then resetting in seconds with medkits to do it again.

    "PR"

    Although I'm not a huge fan of this change, I like that they at least made it so it incentivizes spreading hooks. The slower healing alone may do wonders for the speed at which gens get done.

    "COH"

    It's gonna be a very strong perk still, considering healing is slowed down further. COH creates a beacon for survivors to regroup and reset much faster.

    if u think CoH is still going to be good and used then you have zero clue what the hell you are talking about and absolutely nobody should take you serious.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3380519#Comment_3380519

    You have a problem with making logical fallacies. every response of yours has been a strawman

    You're saying Medkits are being nerfed because "A few good survivors are using them".

    This isn't true.

    EVERYONE is using them right now.

    There is literally no reason to be able to heal in 8 seconds.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3380345#Comment_3380345

    Just one of them my fav perk is prob hope :) any more pseudo-pyschology for hope being my fav perk too bestie :) ?

    Nah I'm actually with you on that one

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  • "I am not saying they're being nerfed bc of a "few good survivors" like you keep straw manning."

    @[Deleted User] said:

    Where do I begin?

    Lately BHVR you have been on steady decline, whether its the last two chapters you released that were low quality in release and in gameplay and mechanics. Or the constant random balance changes that almost no one asks for or a very small percentage of your player-base actually ask for. Your player base is not represented by only the opinions of Fog whisperers and content creators.

    While you have had some great changes recently they have been few and far between and they're undermined by the lackluster quality in your work this is evident in your releases considering the recycled perks that you released this chapter. With your only focus in relation to quality seemingly being on pumping out new feng cosmetic$ I know that may be hard to hear because I know your team works hard, but this is the truth when we are being honest about the last two chapters. Now onto your changes.

    Starting with my favorite perk Dead Hard the third nerf for DH is asinine.

    "Dead Hard will activate after safely unhooking a Survivor. When activated, press the active ability button while injured and running to gain the Endurance Status Effect for 0.5 seconds, then become Exhausted. Dead Hard will deactivate when it successfully protects the user from damage. 

    This will put a damper on how often Dead Hard can be used, keeping it as a powerful reward for Survivor who have earned it."

    Dead hard even though it was popular in use was not problematic, the powerful reward was being able to successfully use it in the first place which is a challenge in its own rite for new DH. Does BHVR have the percentage rate of survivors who bring DH and successfully use it vs failed uses? I guarantee the rate for failed uses/no uses is much higher than successful uses which despite popularity should be considered before any changes. Did BHVR consolidate this data for their changes? Very likely no, I would be surprised if BHVR could even access this data. The problem players complained about was never "THIS PLAYER IS USING DEAD HARD TOO MUCH" its "THIS PLAYER IS USING DEAD HARD"

    it had plenty of counterplay and only a short window for use. This change is just your way of being too afraid to delete a perk from the game that players complain about. Perhaps you should consider just deleting the perks instead of de facto deleting them like how you have been.

    Next on to med kits: "Having easy access to quick and plentiful heals can cause problems, particularly for highly skilled Survivors who can evade the Killer for quite some time." -- "For Killers, this means that any chase that doesn’t end with a hook- even if they managed to damage a Survivor- can be completely undone in a matter of seconds."

    Translation: We're nerfing medkits because there are good survivors who can use them which makes them REALLY strong. Everyone else who is not a 2k+ hour survivor pro be damned.

    Also why BHVR are you punishing survivors who win the chase? Players should be punished for losing the chase against a good player and you're going to handicap medkits because some players are good and some players are bad? Let's not forget the plethora of anti med kit and anti healing builds, BHVR how are new medkits gonna fair against coulrophobia, Sloppy butcher and franklins? They won't. Does BHVR even play their own game?

    On to killer perk nerfs so I don't appeared super biased against my killer main friends.

    Pain resonance: This perk did not need a nerf, because while it was annoying it had counter play unlike eruption, PR + DMS (which is basically old eruption) isn't nearly as frustrating for players. .

    BECAUSE it has something BHVR use to care about with their design decisions and that is Counterplay. PR + DMS could be countered by hopping off the gen easily right before your teammate got hooked. This is just another change because BHVR sees high usage. That is the trend going forward for BHVR.

    This philosophy "Is it being used popularly? It needs to be changed" will continue to frustrate and exhaust your playerbase.

    Circle of Healing: with the change for this perk, BHVR might as well have deleted it from the game. Survivors you will not see this perk in your games often if at all. Killers rejoice.

    Let's point out some more of BHVRs animosity towards counter-play and their new philosophy of change simply for the sake of change. Using their own words.

    Flashlights the weakest survivor item in the game yet they receive more nerfs:

    The Nurse: "Similar to The Wraith, The Nurse could also be burned while blinking. This didn’t come up very often since it was very risky and difficult to pull off, but it is also being removed." 

    There it is folks from the horses mouth. a counterplay mechanic that in BHVRs own words, didn't come up often and was very risky and difficult, BUT rewarding and fun is also being removed. BHVR forbid anyone have a fun, risky counterplay mechanic against a high tier killer, no we can't have any skillful mechanics.

    Need more proof BHVR changes things just for the sake of change? Here they go again in their own words

    The Artist: Survivors could shine a Flashlight at crows to scare them away. This also didn’t come into play very often since crows could easily be shooed away without using Flashlight charges. This is also being removed

    a FL mechanic that didn't come into play very often and doesn't REALLY need to be removed since they can easily be shooed away without using charges is also being removed because change.

    All these changes to gameplay, the neutering of perks and in game mechanics disillusion your player base and reduce the skill ceiling for both survivors and killers players alike. Have a nice day, consider what I wrote or don't.

    TL;DR bhvr changed things for no reason making their game worse.

    "Translation: We're nerfing medkits because there are good survivors who can use them which makes them REALLY strong."

    WHAT IS THIS!?!?!

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  • So you are saying "They're being nerfed because of a few good survivors".

  • reduce the skill ceiling for both survivors and killers players alike

    BHVR is doing the opposite: they want skill to matter. They don't want perk strength to be the defining factor of a match. When perks become the most-used because they're the strongest, BHVR is going to nerf them. That's their plan for the foreseeable future to keep the game from getting stale. And really, they should do it more often than they are, because the game gets stale pretty quickly. It doesn't take long before one side is always running certain perks so the other side feels forced to always run certain perks in a vicious cycle that causes the death of variety.

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  • If that's the case, they should just delete all perks, items, and add-ons entirely (and make Kindred basekit). Only then will skill actually matter.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384938#Comment_3384938

    You can scroll up and see that I didn't ever say anything about "a few good survivors" thats just your head canon misrepresenting arguments to make them easier to attack.

    You can't tell me you're not saying something when you are VERY CLEARLY saying it!

    I'm not that stupid!

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384956#Comment_3384956

    No BHVR is making this game easier for low skill players, but punishing good ones with nerfs they literally said it themselves.

    BHVR instead of nerfing whats commonly used because its common should ask them selves why are these perks commonly used instead of other ones what makes them more appealing.

    The truth is BHVR needs buff all the weaker perks that people pass over for better ones in order to increase variety. Not nerf whats popular because its popular unless it very well is properly unfair and OP the perks I mentioned we're not.

    Its pointless to use certain perks when you know they're only useful in niche situations that rarely happen.

    No BHVR is making this game easier for low skill players, but punishing good ones with nerfs they literally said it themselves.

    Okay, but the devs also said what I said about wanting skill to be more important than perks when it comes to winning:

    @Peanits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383697#Comment_3383697

    We have very detailed dashboards that show not only pick rates, but also win rates for each perk and/or loadout. When something is not only used often but also makes people far more likely to win, it's a sign that it's doing far more than other perks. Ideally people should be winning their matches because they played well, not because they put on the strongest stuff. That said, data isn't everything. Each of the perks in this next update had no shortage of complaints.

    The alternative of leaving them as is leads to a meta that becomes very stale after a while. When there's so many perks in the game, it can get a bit boring to play against the same dozen or so over and over. Over the past year or so, we've been making sure that any emerging metas don't stick around too long.


    The truth is BHVR needs buff all the weaker perks that people pass over for better ones in order to increase variety.

    That leads to power creep, which is unhealthy. Peanits addressed that recently to someone else who said weak perks should be buffed instead:

    @Peanits said:

    If you only buff weaker perks, you end up with power creep. Each perk needs to be better than the last in order to dethrone the meta, and so over time perks would become stronger and stronger. Eventually you'd reach a point where perks are ridiculously strong and have far too much impact on a match, making skillful play less important than the perks you brought.

    Even beyond that, this simply is not feasible. There's 228 perks in the game. Even if we assume that 50 are in a really good spot (already meta in this case) and don't need any changes whatsoever, that's over 170 perk updates that need to be done just to balance things.

    Instead, we do a bit of both. Most perks are already in a decent spot and see a good amount of use, but there's a few outliers that either don't get used enough or are used way too much. Bringing the top few down and some of the bottom few up is a lot more manageable. You pretty much answered yourself with your example. With Dead Hard being weaker, suddenly there's a lot more reason to bust out Lithe, Sprint Burst, or another exhaustion perk instead.


    In terms of the upcoming flashlight changes, BHVR has been trying to get away from perks and items countering killer powers for a while, now. Toolboxes used to disable Trapper's traps, that was removed. Small Game gave notifications for Trapper and Hag traps, that was removed. I'm surprised the flashlight interactions weren't removed sooner.

  • I have to disagree with some points on your list.

    First of all, I do not think that “Chapter 26: Forged in Fog” was badly executed. The visuals, the music and the perk all were quit well received, Vittorio became a popular survivor very quickly and his perks are also quite nice.

    While I agree that the Knights power can be used in a very unfun way (drop it at loops) there is an easy counter to act as a deterrence to that gameplay (shift+w). After his buffs the better way is to use his guards for actions, spawn them on healing survivors (further encouraged in the future) or on a generator to double up on the chased survivor.

    Same can be said for Tools of Torment. I will cut this short and say that Skull Merchant was disappointing. However the two survivors and their perks are quit good, nicely designed and were also well received. The visual update to the Red Forest maps was also nice as well as the addition to the Shelter Woods map that was honestly just boring to play before and had to many dead zones.

    You seem to look only at the Killer when reviewing those chapter when they are much more and that leaves out some important aspects.

     

    Dead Hard was problematic. Even thou it changed it quickly became the top perk in the game again and lead to many situations that were “just wait it out” moments. Sure some Killers could counter that (Wraith) and bait the Dead Hard but using it at a pallet lead to a lose-lose-situation for the Killer.

    For the huge reward the perk offered and the options it allowed you the risk was just not there. A change was needed.

     

    The medkit nerfes were also coming for some time. Using them was easy as hell and even bad survivors were getting a huge reward. A beefed up green medkit could literally allow a survivor to heal in less than 10 seconds which is possible even during chase sometimes.

    So far you know nothing about how the new medkits will do when facing the perks you mentioned. So for now let us assume that they will overall work the same as before. Right now you can heal trough Sloppy Butcher with a brown med-kit because speed and charges interact in a different way than what you said. Franklys already kills medkits with no add-ons and who aside from a few Masterminds runs Coulrophobia?

    Here I suggest we wait until we see how exactly they are going to change med-kits. If they still offer you one solo-heal per trial than you will have nothing to complain about.

    Balancing around the better players is usually the better way to do it. You can not balance a game around “bad” or “mediocre” players because if something is broken it is broken and you only incentivice people to learn how to abuse something, hindering growth of players as well as the game development in general.

     

    However on Pain Resonance you make a good point for the overall issue: “if it is popular it needs changes” is a terrible idea. This should not take hold and issues should not be addressed in that manner. The nerfs to Hillbilly show how wrong you can go on that route and we already saw this issue with the nerfs to the Twins in a former patch (where also Blights Adrenaline Vial was buffed for no reason).

     

    However then you contradict yourself: “… the neutering of perks and in game mechanics disillusion your player base and reduce the skill ceiling …” What happened to “… Everyone else who is not a 2k+ hour survivor pro be damned.”? Either way you want a skill ceiling or you do not. Pick your poison.

    If we want a skill ceiling and med-kits make the game to easy because you do not have to coordinate with your team, then med-kits be damned. If we do not want that then the flashlight mechanics on Artists, Nurse and Hag be damned.

     

    Also you fail to address two of the most important issues: That altruistic healing was never a problem and that they buff things based on statistics too (Pyramide Head, Pig etc.) which is not a good idea as well (leading to something like Adrenaline Vial).

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384956#Comment_3384956

    No BHVR is making this game easier for low skill players, but punishing good ones with nerfs they literally said it themselves.

    BHVR instead of nerfing whats commonly used because its common should ask them selves why are these perks commonly used instead of other ones what makes them more appealing.

    The truth is BHVR needs buff all the weaker perks that people pass over for better ones in order to increase variety. Not nerf whats popular because its popular unless it very well is properly unfair and OP the perks I mentioned we're not.

    Its pointless to use certain perks when you know they're only useful in niche situations that rarely happen.

    No BHVR is making this game easier for low skill players, but punishing good ones with nerfs they literally said it themselves.

    LOL yeah, keep saying it to yourself if that makes you sleep better at night.

    The changes they are doing are precisely the contrary. With the healing change, now good survivors that are good at looping or playing stealthy would be more benefited as they would stay healthy longer, while the bad survivors that were making mistakes or playing without any care as they had 3 medkits and 2 CoH and could just reset all injures in no time would get punished. In other words, now you have to be good at not getting caught as the game is no longer having your back.

    The same goes for killers, as know their only method to make real pressure to survivors is hurting them, so know every killer would have to learn how to mindgame and learning the maps, not just pushing W and regress gens.