Overly Strong Perks

I thought perks got nerfed when they become meta or are too strong.

Where is the nerf to aura reading perks for killers? Sure there are players that argue that they're not even that strong but I don't actually think that's true.

You take new Michael (who can bring you to the exposed status within seconds of stalking) and give him No Where to Hide, Darkness Revealed, Nurses, BBQ, Friends til the End, Awakened Awareness (don't see this one much to be fair) and it's immediately a down for him.

Same to the increasingly high number of killers that have add-ons for aura reading.

I'm honestly shocked if I don't see at least one aura reading perk in every match.

What is the justification they make? SWFs can tell one another where the killer is? Is that the counter argument? Because what about solo queue?

Comments

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072545#Comment_4072545

    The killer uses on perk slot to weaken one of the survivor skills.

    'Weaken' is an understatement for this perk. Chase perks don't instantly end chases. Regression perks don't set a gen to 0. NTH just completely undoes any attempt at stealth.

    The value is that he spend less time searching. But that wont win them the game

    Yes it will. Time is literally the currency of victory for both sides. Being able to cut out all time spent actually having to find a survivor is going to make a significant difference.

    Now you need to decide if its a good time to stealth

    In the presence of these perks, it is never a good time to stealth, since stealth requires investment on the survivor side, and these perks turn the pay-off from being in the survivors' favour, to the killer's. Stealth usually means being caught out of position for the start of a chase, so if these perks are in play, not only does stealth not work, it actually benefits the killer.

    Not taking aggro.

    If the killer spends time looking for a survivor they can't find, that's helping the team in much the same way taking a chase would.

    Killer wasting time searching. If its too much, its far easier to stay on the obvious location: the hooked survivor. Thats why tunneling killer dont bother with NtH, its pointless for their playstyle.

    I'll double back on this one with a later point…

    The value of perks. The killer has only 4 slots. Having one perk hard-countering it, is a bit much. You could mix it with perks like self preservation, but suddenly you need to sacrifice more perk slots. And it is/was always a gamble. Both sides dont know what the other side will bring and if they get value of their perk build.

    Except that one perk didn't hard-counter it for anyone but the person running it, meaning that it'd be 1/4 of both sides' loadout in order to be fully negated.

    Not wanted gameflow. Its highly subjective (or the devs have data to back it up), but the decision was that the catch-game is more interesting than hide-and-seek.

    And this is kind of hypocritical with regards to the earlier remark about tunnelling. If tunnelling was a problem, it'd get fixes. It'd get addressed. But given that it's been buffed repeatedly as well, apparently it's not a problem, barring one exception: When it can be used as an excuse to nerf something on the survivor side.

    The double whammy here is that the worst version of stealth is still there, ratting is still possible by just using lockers. The only thing these changes have done is make it harder for someone to contribute while playing stealthy. In other words: In their efforts to fix stealth being uninteresting, they made it more uninteresting.

    "When it can be used as an excuse to nerf something on the survivor side."

    Player: tunnels

    BHVR: releases a halfway decent survivor perk

    Player: um BHVR, this isn't fair to survivors. Their perk forces me to tunnel.

    BHVR: nerfs perk

    Player: continues tunnelling

    Gotta love it lol

  • I didn't read the essays before, but I will say, because recently I have been advocating for the unheard, the new players to this elitist's game, that playing with friends who have had the game longer and getting constantly found in a horror game due to the killers constantly knowing where you are. Is not fun. This seems to be a constant to my posts. The people who have been playing for years are not the only people in this game. Sadly some new people buy it and then uninstall.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072545#Comment_4072545

    The killer uses on perk slot to weaken one of the survivor skills.

    'Weaken' is an understatement for this perk. Chase perks don't instantly end chases. Regression perks don't set a gen to 0. NTH just completely undoes any attempt at stealth.

    The value is that he spend less time searching. But that wont win them the game

    Yes it will. Time is literally the currency of victory for both sides. Being able to cut out all time spent actually having to find a survivor is going to make a significant difference.

    Now you need to decide if its a good time to stealth

    In the presence of these perks, it is never a good time to stealth, since stealth requires investment on the survivor side, and these perks turn the pay-off from being in the survivors' favour, to the killer's. Stealth usually means being caught out of position for the start of a chase, so if these perks are in play, not only does stealth not work, it actually benefits the killer.

    Not taking aggro.

    If the killer spends time looking for a survivor they can't find, that's helping the team in much the same way taking a chase would.

    Killer wasting time searching. If its too much, its far easier to stay on the obvious location: the hooked survivor. Thats why tunneling killer dont bother with NtH, its pointless for their playstyle.

    I'll double back on this one with a later point…

    The value of perks. The killer has only 4 slots. Having one perk hard-countering it, is a bit much. You could mix it with perks like self preservation, but suddenly you need to sacrifice more perk slots. And it is/was always a gamble. Both sides dont know what the other side will bring and if they get value of their perk build.

    Except that one perk didn't hard-counter it for anyone but the person running it, meaning that it'd be 1/4 of both sides' loadout in order to be fully negated.

    Not wanted gameflow. Its highly subjective (or the devs have data to back it up), but the decision was that the catch-game is more interesting than hide-and-seek.

    And this is kind of hypocritical with regards to the earlier remark about tunnelling. If tunnelling was a problem, it'd get fixes. It'd get addressed. But given that it's been buffed repeatedly as well, apparently it's not a problem, barring one exception: When it can be used as an excuse to nerf something on the survivor side.

    The double whammy here is that the worst version of stealth is still there, ratting is still possible by just using lockers. The only thing these changes have done is make it harder for someone to contribute while playing stealthy. In other words: In their efforts to fix stealth being uninteresting, they made it more uninteresting.

    The thing about tunneling and it getting fixed is that it's just not easy.

    Bhvr and a big part of the community acknowledged the fact that tunneling is a problem but there is not much they can do.

    They gave the survivors perks to help with tunneling and they gave the survivors a basekit defense to help them but that's about it. You can't really do much more to help with tunneling because in its core tunneling is the killer doing their objective.

    You can't just not allow the killer to do their objective meaning you can't make it so the killer can not tunnel a survivor, you can only make it harder and there is not much more they can do to make it harder.

    The only things they could still do is give the unhooked survivor a bit of elusive and force the unhooker to take the heat by traveling his aura and they could work with buffs for going for unique hooks, but that's it I think. There is not much more you can do since more defensive tools would mean more tools that also get used offensive whenever a killer does not tunnel and that stuff bhvr already tried with punishing the killer for tunneling was bs cause that also got used offensive.

  • @Starrseed said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4073183#Comment_4073183

    The thing about tunneling and it getting fixed is that it's just not easy.

    Bhvr and a big part of the community acknowledged the fact that tunneling is a problem but there is not much they can do.

    They gave the survivors perks to help with tunneling and they gave the survivors a basekit defense to help them but that's about it. You can't really do much more to help with tunneling because in its core tunneling is the killer doing their objective.

    You can't just not allow the killer to do their objective meaning you can't make it so the killer can not tunnel a survivor, you can only make it harder and there is not much more they can do to make it harder.

    The only things they could still do is give the unhooked survivor a bit of elusive and force the unhooker to take the heat by traveling his aura and they could work with buffs for going for unique hooks, but that's it I think. There is not much more you can do since more defensive tools would mean more tools that also get used offensive whenever a killer does not tunnel and that stuff bhvr already tried with punishing the killer for tunneling was bs cause that also got used offensive.

    This defeatist talk is just another strategy to keep the needle from moving.

    It's nonsense that there's nothing they can do. We know that killers were less eager to tunnel when they were very likely to be hit in the face with a 5 second stun from DS, so why is that not back?

    We got two attempts, the second completely half-hearted, and the only thing that rolled out of it was a nerf to anti-tunnel because the ones in charge of the anti-tunnel design are the tunnellers.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4073365#Comment_4073365

    This defeatist talk is just another strategy to keep the needle from moving.

    It's nonsense that there's nothing they can do. We know that killers were less eager to tunnel when they were very likely to be hit in the face with a 5 second stun from DS, so why is that not back?

    We got two attempts, the second completely half-hearted, and the only thing that rolled out of it was a nerf to anti-tunnel because the ones in charge of the anti-tunnel design are the tunnellers.

    I mean I named two things they could still do but we have to accept that tunneling will always exist.

    And you are right old ds did a good job at discouraging tunneling but because it was very strong it was also very good to use when the killer doesn't tunnel.

    Essentially if anti tunnel perks are very strong you have the perfect perk for every situation. When the killer tunnels it does it's job and if the killer doesn't tunnel you force him to do it.

    If we want stronger anti tunnel perks we need bhvr to find a way to make the game recognise that the unhooked survivor does not try to escape but to body block the killer.

    Bhvr needs to work with positive reinforcement and give killers who don't tunnel something nice, that could reduce tunneling but people that want to tunnel will always tunnel and there is no stopping that

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4073365#Comment_4073365

    This defeatist talk is just another strategy to keep the needle from moving.

    It's nonsense that there's nothing they can do. We know that killers were less eager to tunnel when they were very likely to be hit in the face with a 5 second stun from DS, so why is that not back?

    We got two attempts, the second completely half-hearted, and the only thing that rolled out of it was a nerf to anti-tunnel because the ones in charge of the anti-tunnel design are the tunnellers.

    Out of curiosity, what are you referring to when you say that all we got from the anti-tunnel PTBs was a nerf to anti-tunnel?

    The basekit duration for Haste and Endurance went up, that's a buff, no?

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4073206#Comment_4073206

    Only if you see stealth as an option to never be found.

    There is a wide chasm between 'never being found' and 'The killer will -always- find you'. It is ridiculous to set the standard to either extreme. If you get found through the killer's own ability to search, that's fine, it happens, but it was at least a contest of skill. If you're lit up like a christmas tree every 5 seconds, that's just the game deleting stealth.

    Yes, time is the currency. It highly depends on the chase time. If its short, the hiding time is more valuable.

    No, time is time. Someone occupying the killer for 30 seconds by hiding is just as valuable as someone occupying the killer with a 30 second chase.

    Old stealth kinda only was fine bc the majority of people didnt do it or they couldnt do the chase part.

    Old stealth was completely fine in general and only stopped being fine once killers were no longer required to search for survivors themselves. Then that became the standard.

    Kinda interesting question: would you use no mither if it blocks all aura read and trade your chase against stealth?

    It'd at least make the perk interesting, but I have a question in turn: Why do you suggest here that a sufficiently skilled survivor should not be permitted to use both stealth and chase?

    Yes, if he keeps doing it. Would work with a full stealth team. But most killer just abandon the search and chase the other three. It also happens with good loopers, but they can atleast do the gen in the killers face and dont waste time hiding if he comes close.

    He has to keep doing it, otherwise that survivor is going to be uncontested on gens.

    Then it would be still only 1/4 to stop every aura perk. Its already a tie if the killer only chooses one aura perk. 1/4 and killer need to fear that a complete perk category is useless. And even one player could use it to call out every aura perk.

    That's the standard risk of stacking perks. It's the same as bringing Botany + Desperate Measures + Empathic Connection and going up against Plague.

    You put all your eggs in one basket, sometimes you get good results, sometimes you don't.

    It would be great if tunneling gets fixed. Im just saying as someone who doesnt want to tunnel if i play killer, i got forced to tunnel bc of hiding teammates.

    You're never 'forced' to tunnel. This idea that a hiding survivor means you -must- go for someone else is another consequence of aura reading escalation. Survivors hiding wasn't a problem before aura reading got out of control, but now that killers get used to being given survivors' exact locations, suddenly looking for survivors yourself is too much of an ask.

    1. I think thats the point where we need to agree to disagree. Bc i dont think that the killer sees you all the time. There are only some addons like Plagues Black Incense which are problematic.
    2. You misunderstood me. Well, it wasnt that clear. I meant that if you have a killer which ends chases faster aura is more valuable. But if you have bad chase, a perk that shortens the time of the chase or gives you you more time in general, is more valuable. NtH is exceptionally bad against prerunning.
    3. Why is it fine if dbd is all about time? If you can stealth without drawbacks the killer loses a lot of additional time. And you can use stealth and chase together. I do it all the time. Its just not 100% safe.
    4. There will always be an uncontested survivor on the gen. Its 1vs4. Thats a trap for beginner player. Like survivor can only loop to delay the down, the killer player can only delay the gens. Either the killer kills all survivor fast enough or the gens get done. The chess-matches are a thing of the past. Its only possible if one side vastly outskills the other. With that said a killer is perfectly fine letting one survivor stay on gens. If its the same one, hook stages wont be split on 4 players. Better even if the surv stops the gen if the TR gets close.
    5. If Plague would have a higher pickrate those perks would be dead and nobody would bring them. Distortion only got nerfed bc it became popular. Thats just how DBD is. Many problematic things last a long time bc almost nobody uses it and nobody complains.
    6. Thats not true. I think we both play for a long time and most survivor just dont bother hiding. Searching for a hidden aurvivor is just a time waste and a bad play. Its only worth it if its the one dead-on-hook-guy, back to the tunneling. That said about how much time are we even talking about? How much killer-time did you waste in an average match before the changes?
  • @Starrseed said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4073393#Comment_4073393

    I mean I named two things they could still do but we have to accept that tunneling will always exist.

    And you are right old ds did a good job at discouraging tunneling but because it was very strong it was also very good to use when the killer doesn't tunnel.

    Essentially if anti tunnel perks are very strong you have the perfect perk for every situation. When the killer tunnels it does it's job and if the killer doesn't tunnel you force him to do it.

    If we want stronger anti tunnel perks we need bhvr to find a way to make the game recognise that the unhooked survivor does not try to escape but to body block the killer.

    Bhvr needs to work with positive reinforcement and give killers who don't tunnel something nice, that could reduce tunneling but people that want to tunnel will always tunnel and there is no stopping that

    I mean I named two things they could still do but we have to accept that tunneling will always exist.

    Sure, it'll exist, in that it will likely always be an option.

    It just shouldn't always be the categorically best option, and there's ways to limit scenarios in which that is the case. It'd also help if we'd look at the problem without immediately leaning towards nerfing the survivor side.

    And you are right old ds did a good job at discouraging tunneling but because it was very strong it was also very good to use when the killer doesn't tunnel.

    It wasn't. DS cannot be activated by the survivor and the killer, when someone tries to DS-bait, can simply leave the survivor slugged out on the ground. That'll slow the survivors down more.

    The only problem now is that OTR permits you to take another extra hit, which can be fixed by changing OTR to an info black-out perk. Then DS goes back to 5 seconds, or X seconds basekit with Y seconds added with the perk, and you'd have a meaningful deterrent to tunnelling.

    @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4073393#Comment_4073393

    Out of curiosity, what are you referring to when you say that all we got from the anti-tunnel PTBs was a nerf to anti-tunnel?

    The basekit duration for Haste and Endurance went up, that's a buff, no?

    Out of curiosity, what are you referring to when you say that all we got from the anti-tunnel PTBs was a nerf to anti-tunnel?

    The basekit duration for Haste and Endurance went up, that's a buff, no?

    Oh, true, +5 seconds to basekit Borrowed Time.

    And then -50% duration to OTR.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4073400#Comment_4073400

    I mean I named two things they could still do but we have to accept that tunneling will always exist.

    Sure, it'll exist, in that it will likely always be an option.

    It just shouldn't always be the categorically best option, and there's ways to limit scenarios in which that is the case. It'd also help if we'd look at the problem without immediately leaning towards nerfing the survivor side.

    And you are right old ds did a good job at discouraging tunneling but because it was very strong it was also very good to use when the killer doesn't tunnel.

    It wasn't. DS cannot be activated by the survivor and the killer, when someone tries to DS-bait, can simply leave the survivor slugged out on the ground. That'll slow the survivors down more.

    The only problem now is that OTR permits you to take another extra hit, which can be fixed by changing OTR to an info black-out perk. Then DS goes back to 5 seconds, or X seconds basekit with Y seconds added with the perk, and you'd have a meaningful deterrent to tunnelling.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4073401#Comment_4073401

    Out of curiosity, what are you referring to when you say that all we got from the anti-tunnel PTBs was a nerf to anti-tunnel?

    The basekit duration for Haste and Endurance went up, that's a buff, no?

    Oh, true, +5 seconds to basekit Borrowed Time.

    And then -50% duration to OTR.

    I think my big problem in general is just that defensive perks will absolutely be used offensively if they are strong.

    I am a killer only player and I kinda pride myself on the fact that I dont tunnel, camp or slug with very obvious exceptions like, I won't let you do my hex just cause you came from the hook, I won't just go away from the hook when I see Leon and Dwight "sneaking" towards it etc. but I don't think that is the tunneling or camping that is actually a problem.

    And when I get hit by perks that are ment to be a defense against extrem tunnelers or campers it sucks. Sure I get pressure when I slug them but those situations go like this: I need two hits to get rid of the guy that wants to block me and then I can't pick him up but when I slug him he will also be up in no time cause he probably has unbreakable or a guy with a heal perk is not far away. And the guy I wanted to chase is definitely gone and I got a little pressure for not advancing my objective while two people were doing gens.

    Thats why I would rather see bhvr go for more stealth for the unhooked while the unhooker gets the heat with aura reading plus other incentives to go for unique hooks then them just making stronger anti tunnel perks

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4073400#Comment_4073400

    I mean I named two things they could still do but we have to accept that tunneling will always exist.

    Sure, it'll exist, in that it will likely always be an option.

    It just shouldn't always be the categorically best option, and there's ways to limit scenarios in which that is the case. It'd also help if we'd look at the problem without immediately leaning towards nerfing the survivor side.

    And you are right old ds did a good job at discouraging tunneling but because it was very strong it was also very good to use when the killer doesn't tunnel.

    It wasn't. DS cannot be activated by the survivor and the killer, when someone tries to DS-bait, can simply leave the survivor slugged out on the ground. That'll slow the survivors down more.

    The only problem now is that OTR permits you to take another extra hit, which can be fixed by changing OTR to an info black-out perk. Then DS goes back to 5 seconds, or X seconds basekit with Y seconds added with the perk, and you'd have a meaningful deterrent to tunnelling.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4073401#Comment_4073401

    Out of curiosity, what are you referring to when you say that all we got from the anti-tunnel PTBs was a nerf to anti-tunnel?

    The basekit duration for Haste and Endurance went up, that's a buff, no?

    Oh, true, +5 seconds to basekit Borrowed Time.

    And then -50% duration to OTR.

    Oh that's right, that was in the same patch, I forgot about that.

    Kinda misleading though, it's not like the OTR nerf affected its performance for anti-tunnel specifically.

  • @Starrseed said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4073442#Comment_4073442

    I think my big problem in general is just that defensive perks will absolutely be used offensively if they are strong.

    I am a killer only player and I kinda pride myself on the fact that I dont tunnel, camp or slug with very obvious exceptions like, I won't let you do my hex just cause you came from the hook, I won't just go away from the hook when I see Leon and Dwight "sneaking" towards it etc. but I don't think that is the tunneling or camping that is actually a problem.

    And when I get hit by perks that are ment to be a defense against extrem tunnelers or campers it sucks. Sure I get pressure when I slug them but those situations go like this: I need two hits to get rid of the guy that wants to block me and then I can't pick him up but when I slug him he will also be up in no time cause he probably has unbreakable or a guy with a heal perk is not far away. And the guy I wanted to chase is definitely gone and I got a little pressure for not advancing my objective while two people were doing gens.

    Thats why I would rather see bhvr go for more stealth for the unhooked while the unhooker gets the heat with aura reading plus other incentives to go for unique hooks then them just making stronger anti tunnel perks

    I think my big problem in general is just that defensive perks will absolutely be used offensively if they are strong.

    But that's the thing: DS cannot effectively be used for that. As long as the killer doesn't pick you up, you severely hinder your own team by going down for a single bodyblock and spending however long slugged out.

    I've only had DS used offensively against me once, and it was my own fault. I never fell for it again and any further attempts to use it resulted in a 4K.

    That's why DS is such a strong solution.

    Thats why I would rather see bhvr go for more stealth for the unhooked while the unhooker gets the heat with aura reading plus other incentives to go for unique hooks then them just making stronger anti tunnel perks

    The problem with that is that the game is already extremely heavily tilted in the killers' favour and giving them yet more buffs is going to render the game unplayable for survivors.

    @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4073442#Comment_4073442

    Oh that's right, that was in the same patch, I forgot about that.

    Kinda misleading though, it's not like the OTR nerf affected its performance for anti-tunnel specifically.

    Did it not? If a killer tunnels you off hook but you put on a good chase and he hits you 31 seconds after you get unhooked, is that not a nerf to OTR's function? If the timer was paused during chase, that'd be fine, but it isn't.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4073449#Comment_4073449

    I think my big problem in general is just that defensive perks will absolutely be used offensively if they are strong.

    But that's the thing: DS cannot effectively be used for that. As long as the killer doesn't pick you up, you severely hinder your own team by going down for a single bodyblock and spending however long slugged out.

    I've only had DS used offensively against me once, and it was my own fault. I never fell for it again and any further attempts to use it resulted in a 4K.

    That's why DS is such a strong solution.

    Thats why I would rather see bhvr go for more stealth for the unhooked while the unhooker gets the heat with aura reading plus other incentives to go for unique hooks then them just making stronger anti tunnel perks

    The problem with that is that the game is already extremely heavily tilted in the killers' favour and giving them yet more buffs is going to render the game unplayable for survivors.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4073451#Comment_4073451

    Did it not? If a killer tunnels you off hook but you put on a good chase and he hits you 31 seconds after you get unhooked, is that not a nerf to OTR's function? If the timer was paused during chase, that'd be fine, but it isn't.

    Realistically, if the killer's chasing you off hook, you're going to get hit within forty seconds. If it were at all possible to reliably last that long when targeted off hook, anti-tunnel wouldn't even be necessary because tunnelling wouldn't be as strong as it currently is- A thirty second chase is considered quite good, and that's for chases that don't start tilted heavily in the killer's favour.

    Don't get me wrong, I don't like the nerf, but that's because it makes the perk weaker at being a general post-unhook stealth perk, and that was never a problem. As an anti-tunnel tool, the times where you're getting hit at the 41 second onward mark are pretty rare outliers.

  • Aura perks allow Killers to navigate more efficiently through large and cluttered maps and cut down on the time spent just wandering and looking for Survivors. Nowhere to Hide is too strong but pretty much every other aura perk is fairly restrained, mainly because Nurse and Ghoul make them ridiculously powerful even in a weaker state.

    If Killers don't run aura perks then they're just going to run more slowdown, because they're functionally the only reliable sources of value in the Killer perk pool. Chase perks are too niche and frankly often not strong enough for most Killers to benefit, because if they were they'd be OP on the top tier. And a lot of Killers don't even benefit that much from a surfeit of information. If Slinger or Plague sees you from across the map because of BBQ and Chilli, so what? They can't reach you.

  • @Brightened said:

    I thought perks got nerfed when they become meta or are too strong.

    Where is the nerf to aura reading perks for killers? Sure there are players that argue that they're not even that strong but I don't actually think that's true.

    You take new Michael (who can bring you to the exposed status within seconds of stalking) and give him No Where to Hide, Darkness Revealed, Nurses, BBQ, Friends til the End, Awakened Awareness (don't see this one much to be fair) and it's immediately a down for him.

    Same to the increasingly high number of killers that have add-ons for aura reading.

    I'm honestly shocked if I don't see at least one aura reading perk in every match.

    What is the justification they make? SWFs can tell one another where the killer is? Is that the counter argument? Because what about solo queue?

    Maps have become so safe it barely matters, nice try though.

  • @Anti051 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/466293/overly-strong-perks

    Maps have become so safe it barely matters, nice try though.

    Just wanted to show you my safest pallet

    1000001306.jpg
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