AGM
AGM
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2597057#Comment_2597057
I agree with you here.
A player has to click "ready" to search for a match initially - if you're not committed to playing that match why search for a lobby in the first place? The reason that the game readies up automatically is to avoid trolling, those that would wait until the last few seconds and then unready so the rest of the players are waiting all over again. The countdown gives ample notice of the game about to start.
Just curious since we're on the topic of readying up: Why aren't we allowed to ready up after the timer hits 15 seconds? I'd love to not be forced to wait an extra 10 seconds if everyone is ready.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2597849#Comment_2597849
33% of 16 is 10.72 seconds, looking at the page it does say it's "approximately 12". With Botany Knowledge, survivors would general find each other at gens, so travel time would be in Botany Knowledge's favor, but lets ignore that. However, I would say you need to add the time finding a totem. If you don't have a totem finding perk, you would spend much more time finding a totem, than if didn't. I'd say, without a perk, it's going to take you 20 to 40 seconds finding a totem. With a perk, it will probably take about 10ish. However, lets ignore that also. We'll just go with your numbers.
62 seconds compared to 72 seconds is pretty much equal.
I would argue that Botany Knowledge really wouldn't have travel time because survivors usually find each other at gens. Also, time finding a totem wasn't added in for CoH. But even with your numbers, I'm not seeing how it's a big problem.
That's not how rates work. 33% of something is not the same as a 33% rate increase. The formula is:
(100%/sum of rate increases in %)(16 seconds) = heal time
100% base heal speed + 33% from Botany = 133%
(100%/133%)(16) = about 12 seconds.
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@Chilli_man2400 said:
These perks all just need one change. Make it so when your out of the terror radius the effect lingers on you for 5 seconds extra or longer
I actually agree with this wholeheartedly. Survivor perks like Streetwise, Vigil, and Leader persist for 15 seconds after another survivor leaves the range of the survivor running the perk. So why not do a similar mechanic for certain killer perks? Coulrophobia, Overwhelming Presence, and Unnerving Presence should linger for at least 15 seconds after the survivor is no longer in the killer's terror radius. Starstruck already has this built in. I would not add this mechanic to Infectious Fright, though.
However, I honestly don't know how much of a difference this would make for Overwhelming Presence and Unnerving Presence. Overwhelming Presence is completely outclassed by Franklin's Demise, and Unnerving Presence neither makes the skill checks any more noticeably frequent nor any more difficult. So, I feel like Overwhelming Presence might benefit from a full rework into a completely different perk, and Unnerving Presence should have its numbers increased.
But at the very least, a 15 second lingering effect on these perks would be a nice QoL buff.
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Not as they are now. I would however be in favor of nerfed versions becoming base kit and then tweaking the perks to give them more appeal. Like, 60 seconds of blocking the 3 furthest gens at base, and then bringing Corrupt increases the blocked gen time by 90s. And for Kindred, only the survivors being able to see each other when someone is hooked would be base, but bringing the perk reveals the killer's aura if they are within 24m of the hook.
Something like that I could get behind.
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@GannTM said:
Deathslinger. They absolutely destroyed him.
No kidding. Played him for the first time the other day for a daily and it's like if they made molasses a killer. Never playing him again, unless he gets changed. Feels incredibly horrible to play as.
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@Desh said:
https://forum.deadbydaylight.com/en/discussion/comment/2563645#Comment_2563645
Head-on and Flashlight Saves aren't gettng nerfed. Enduring is simply getting buffed. And back when Enduring was first released, it countered DS as well. Then the Devs took that ability away and modified DS to 5 seconds and never changed it.
Also to be fair, I wasn't thinking about Flashlight Saves, I was more thinking about the Gen stuns. However flashlight saves still have value since the Killer is blinded. In fact, my counter question would be why should Enduring ONLY counter pallets?
The first reason is because what counts as a stun isn't well defined. Is a Light Burn on a Wraith a stun? If so, is a Light Burn on Nurse a stun even though it just causes fatigue? Is a killer grasp escape via flashlight save a stun? If a killer grasp escape via flashlight save is a stun, why wouldn't a killer grasp escape via DS count or be an exception?
Games need to have consistency in their logic. It's best just to avoid getting lost in the weeds and only make it work on pallet stuns.
The second reason is that most of the perks that stun the killer are mediocre besides DS, and buffing Enduring to counter these perks is an indirect nerf; and while there are some examples of perks countering other perks (looking at you Stridor/Iron Will), it's still not in the best interests in regards to game health for weaker perks to have such a strong counter.
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Your enduring change is confusing and unnecessary. Head On does not need a nerf. Flashlight save stuns do not need a nerf. Why is DS so special that it deserves an exception?
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@landromat said:
wait why not 28
Base exhaustion recovery is 1 charge per second. Vigil makes this 1.2 charges per second. 40 divided by 1.2 is 33.3. 40 divided by 1.3 (new Vigil) is 30.77.
There's a big difference between increasing the rate of recovery from something by some factor vs. decreasing the total amount of time of something by the same factor.
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@Legionair said:
https://forum.deadbydaylight.com/en/discussion/comment/2562510#Comment_2562510
Lots of this isn't pointless bs and if you think that, I think you need to find a better time spending activity
Have you even spent enough time here to see all the shitpost "feedback" and regurgitated bad ideas get posted here constantly?
Two examples.
When they introduced the egc, and every other week since, people come up with the super original never-before-thought-of idea that Exit Gates should regress. Well, they tried that idea and it sucked. How much time do you expect them to devote to explaining this over again?
More recently, everyone and their mother left feedback that Nemesis' primary infection tentacle hits should not give the survivor a speed boost. Well, they tried that, and it felt bad. Does everyone who left this feedback deserve a personalized message thanking them for their definitely original idea? No. BHVR doesn't owe you ######### besides the functioning product you paid for.
The truth is 90% of the feedback here is trash, and paying someone to insult your players isn't good manners or good business.
The 10% that isn't has either already been tried, thought of, or is being worked on, and overpromising gets you in hot water when it doesn't work out while surprising gets praise and free advertising.
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Would you rather them actually working to make the game better or just arguing over pointless bs all day?
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@Mistikus said:
https://forum.deadbydaylight.com/en/discussion/comment/2561643#Comment_2561643
its not stacking anymore
You misunderstand. CoH used to stack with itself if you were in the overlapping range of two blessed totems. That's what got removed. CoH still stacks with other perks just fine.
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@Dino7281 said:
I would just make it work for Special attacks too. It's already good perk otherwise for M1 killers.
It's actually also info perk, which is good and works with Ruin.
I agree. I'd like to see it work for special attacks first, and then take stock of the situation to see if it needs to be tuned up more.
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We all know about the bump.
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Some of Nemesis' add-ons definitely need changing, but most of these ideas are wacky, unrealistic, and bad.
"Wouldn't it be cool if the zombies had rocket launchers and could climb walls or fly?"
Most of the add-ons just need number changes. Umbrella badge from 30s to 60s. Base hinder on contamination from .25s to .6s, Licker Tongue from .15s to .4s. It sounds like we agree on this though: Marvin's Blood nerfed from 1 extra mutation point per survivor tentacle strike hit to .5, but base mutation rate buffed from 3 mutation points to 3.5 points per new contamination and from 1 point to 1.5 points per tentacle strike hit on already infected survivors.
That kind of stuff.
Not weird zombification timers and tentacles shooting from zombies.
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Torment also has the same color aura as Better Together. It could really use a color change, just not white, because that indicates a blocked gen.
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I don't think I've ever played a match where someone was using Babysitter. 3k hours.
Buckle Up is another good one. Self preservation too.
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At first it was awful but now my games seem pretty much the same as how they were pre MMR. Maybe a little fairer, but barely.
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Poised and Self Preservation still suck.
Their activation conditions are fine, but then they need to do something more useful and appropriate to the situation.
Poised, for example, is only useful if you happen to be being chased by the killer; in any other situation it's useless.
Similarly when Self Preservation activates, 9/10 times the killer will keep going after the survivor they just hit or hook the survivor they just downed.
Poised could be fixed by incorporating a charging mechanic to the perk, where each generator completed adds X number of seconds of no scratch while in chase with the killer.
For Self Preservation I'd keep its original effect but add a secondary one where you get healed 50% faster for 45 seconds.
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The Tar Monster
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Most of these ideas have been suggested before. A dev said regressing exit gates wasn't fun. SWF would instantly ruin any killer that looks like a survivor. The survivor could hold the game hostage if the EGC timer stops, defeating the point of the EGC.
Bad ideas, no offense.
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@StibbityStabbity said:
Could double up with Resilience and Spine Chill. Don't know how much of a difference it would make, but faster is faster.
I think it would depend on 2 things. If the killer has Thanatophobia, Fast Track might be better. And if you're on a gen with another survivor Prove Thyself would probably help more than Spine Chill.
On the other hand, with no exhaustion perk, vault build could come in handy.
Decisions, decisions...
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No, but they should have a cooldown after the killer snuffs it out before the survivor can place it again.
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I never got it despite trying many times. Super frustrating. I'm glad I have another chance, but hopefully it's not the awful code system from last time.
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No, it's pretty fair and has some counterplay. Plus, they're going to run out of flashlight juice eventually. It also gives Wraith (and Nurse) a "safety valve" of sorts to stop them from being overwhelming.
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@darryl said:
So i played a game of wraith and im rank 18.It was my 3rd time playing wraith and went against a 4 man swf.Also 3 of the survivors were red rank so i got my ass handed to me.Any suggestions please?
It takes a few games to figure out what your MMR is. Try to give it more games. If you're getting your butt kicked it will eventually match you with the appropriate skill survivors. Sorry you're having a rough time. :(
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Ghostface could really benefit from a full add-on pass. I definitely will still be running double recovery add-ons.
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@Duvie said:
Sole survivor 100%
It was created with the idea of working with Object but since the object rework it literally works AGAINST it, like it literally deactivates it.
Now all sole survivor does is push you to kill your teamates, for a very minimal reward. Huge oversight, hopefully they look into it soon.
I'm inclined to agree. I also dislike that its activation condition is the death of teammates, (which can literally be game-ending) for a paltry effect.
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@Vulgun said:
https://forum.deadbydaylight.com/en/discussion/comment/2520827#Comment_2520827
- First and foremost; the "strategies", dare I incorrectly say "techniques" that I've removed in concept remove interaction from the game by some capacity. For instance, the strategy of "healing a dying survivor at the exit gate to let them escape" seems like an objectively cheap strategy that feels very undeserved and unrewarding. Sometimes the Killer can even attempt to be on top of a Survivor, but when that other Survivor decides to M1 before the Killer can grab, that's when things begin to fall apart. So I want to stray away from strategies that could be considered cheap in order to make the game more or less stable in what players can do.
- They still can; it just requires the Survivors to actually attempt to slow down the Killer as a team (in the case of body blocking for the injured one), or the Survivors to stand up and reveal themselves to properly body block. Going back to the first point, the "strategy" of body blocking the Killer from behind is an absolutely ridiculous gimmick that is, in my honest opinion, another undeserved thing to perform.
- Reason stated above; would feel too cheap and wouldn't be fair for the Killer that did all the work to get that down.
- Because sometimes the EGC can't start on its own; the new EGC rules are convoluted, but are there to help prevent hackers from preventing the EGC to occur. Also, I don't think anyone wants to wait two hours for a match to end because some hacker decided to not die by remaining in the perma hook state.
- Because I would rather have a softer progression in efficiency penalty rather than a steep "let's shave off half the progression by adding a second survivor". It's more of a soft curve rather than a significant drop.
- To promote teamwork and get Survivors roped in to doing the more exciting parts of the game more often and much sooner. Now Survivors and Killers have more time to actually be in a chase or have more of a chance to get into one.
- Because if a Generator is just left alone and not touched upon, then one would assume that it's not needed at that point. The regression is still 0.25c/s, so it's an insignificant amount if it's just left alone. If the generator itself is not safe to go for or try to get, leave it and move to another one.
- The Med-Kits didn't get changed. The add-ons got nerfed.
- Because Killers need a way to prevent multiple hatch openings, especially with the fact that Survivors can now literally open the hatch automatically by themselves as soon as it spawns.
- You seem to only really be reading into the "Killer" side of things and calling this heavily unbalanced when you're not looking at the "Survivor" side of things. In fact, you're not looking at the "General Player" side where many of these changes would at least be helpful for the game to start getting no track to being the one players deserve.
Ah, I see now I misunderstood the med-kit changes, my bad.
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What I'm not quite understanding is your justification for removing various techniques, strategies, and interactions in the name of "game health."
Why shouldn't survivors be able to work together to body block the killer?
Why shouldn't a survivor be able to heal a downed survivor to prevent the survivor from being picked up?
Why does the EGC need convoluted rules? Why does the EGC need to start on its own when killers can just open a gate to start it?
Why should the efficiency penalty on gens be applied inconsistently?
Why should gen times be longer when that's the most boring part of playing survivor?
Why should gens start automatically regressing with no input from the killer?
Why do med-kits need to be buffed when they're already super strong?
Why should the hatch be destroyed when there are potentially still survivors who might be able to use it?
I'm sorry but most of these ideas are poorly thought out and definitely wouldn't result in an overall healthier game.
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The only thing that concerns me about this perk is that it can promote "selfish" strats, like never taking aggro despite not being hooked yet. Therefore, I'd make it so you gain a token every time you escape a chase from the killer, up to a max of 5 tokens.
I also agree that 10 seconds of not leaving scratches and not having your aura read is pitiful, but 32 seconds is excessive. I believe 12/14/16 seconds would be fair in conjunction with the above mentioned method to recharge tokens.
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@R2k said:
Can someone share his experience how was last Halloween?
A tad underwhelming. If I remember correctly, they gave free shards, released some new Blighted skins, and had a double bp event. They also introduced some weird/wacky event add-ons for killer and survivor. They also had some event rift challenges where you had to gather serum from pustula plants. That was pretty much it, I think.
This Halloween is already shaping up to be better than last year, if for no other reasons than all the juicy balance changes, and a new survivor that will hopefully introduce Boon perks to the game. I'll be pretty sad if they stop making blighted killer cosmetics because they always knock them out of the park. I'd also love a double bp event this year but they haven't said anything about that yet.
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@C3Tooth said:
Anyone can test if you have Calm spirit and your teammate fail healing skill check on you. Would Killer hears noise noti?
Because you dont make screaming?
I believe that Calm Spirit does not prevent screaming/notifications due to missed healing skill checks. You would need Bite the Bullet for that.
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You obviously put a lot of thought into this, but it just so happens that I still have no clue what most rooms look like off the top of my head despite your provided map and despite having played on the map a good 10+ times, so I can't even really visualize how your suggestions would affect gameplay.
I do agree with you on one point though: cutting the map by floor or by East/West Wing + Main Hall would definitely make the resulting maps too small.
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That one winter menu/theme, from 2018 I think, was legendary... Wish they'd bring it back every year.
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Trickster. He just looks like a normal human. At least every other human killer looks more monstrous or wears a costume. Trickster is just so... average.
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@RenRen said:
I believe in JP servers there is quite a few. Also I play Pyramid Head often but he bugged rn.
What is the bug?
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I get that the license would be cool but I feel like the niche is already filled by Spirit.
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I'm of the opinion that, since the reality of the situation is that most of my teammates won't be running totem perks, and since the killer may not even be running NOED, doing dull totems "just in case" is counterproductive because in general the easiest to find totems will be cleansed first resulting in making NOED that much harder to find for all my totem-perkless teammates. Therefore, the most efficient strategy is to just remember where the dull totems you come across are, and to check them once you know that the killer has NOED, so that the hex has a chance to spawn at the T/L wall tile in the middle of the map as opposed to the barely visible debris covered totem in the corner of the map that nobody knows about.
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The only "nerf" I can think of would be artificially increasing the effective MMR of the group so that they get matched against more skilled killers who can better handle the survivors' coordination.
Example: 2 man group gets their combined MMR increased by 10%;
3 man group gets their combined MMR increased by 20%;
4 man group gets their combined MMR increased by 30%
Maybe not those exact numbers, but something like it would be pretty fair imo.
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@MarcoPoloYolo said:
So, what concerns me is not the directional phasing that much (though that's a massive nerf in of itself). The dust clouds are going to be an apocalyptic mistake. There's only one way in which it might be acceptable, and that's if it behaves like scratchmarks. Otherwise, what's happening is that the survivors have more information to where Spirit is than she has on their location. Spirit ONLY has a visual indicator for the survivor when they're in grass, which is not consistent. As it stands, any loop that does not have grass in its main pathways is going to give survivors the reverse effect. These nerfs are so substantial, that Spirit could literally have little to no cooldown, and be a balanced killer. A 15 second cooldown for this power is not an acceptable trade-off. Just rework her if you feel this much pressure to change her. Turning her power into a slightly better Pig dash is not the answer.
You haven't even seen its implementation in the PTB yet. Save your pitchforks for after we've tested it. I'm willing to bet you won't even be able to see the dust over most loops, and being able to see the dust out in the open won't mean much because, well, you're out in the open and vulnerable. Let's wait and see.
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I'd make it have a small chance to affect all sorts of small things involving map generation and self-unhook chance. Say like, a separate 10% chance to spawn 1 extra chest, 10% chance to spawn 1 extra pallet, a 4% chance to self-unhook, and a 10 % chance to make the exit gates further apart than they otherwise would have been, which all increase by 1% per point of luck.
That being said, I'd do away with the offerings that increase personal luck, and only make luck a global stat for all players (with the exception of Slippery Meat which would solely affect an individual's unhook chance). I'd make a single offering for survivors that increase luck by 2 points per offering, and a single offering for killer that decreases luck by 4 points.
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@Chilli_man2400 said:
With the introduction of Plaything introducing a new spin on hex perks do you think some hex perks should not activate until a requirement is met? Examples
Hex third seal doesn’t activate until you hit a survivor. Once you hit a survivor a dull totem will become a hex perk that links all 4
Devour hope, the perk doesn’t activate until you hook the first guy, once the first person is unhooked 24 meters away the perk activates on a dull totem.
this won’t apply to some hexes like Ruin, TOTH, haunted grounds, Retribution, Undying, blood favor, crowd control and plaything.
You're right, a lot of these hexes could use this update.
Lullaby should light up its totem on first hook.
And Crowd Control should light up its totem the first time a survivor fast vaults.
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@sluc16 said:
https://forum.deadbydaylight.com/en/discussion/comment/2508285#Comment_2508285
"You will be matched with players who are a similar level with their survivors and killers" that is literally a description of the new system
And grades are not a reflection of skill. They are not used in matchmaking. They just tell you and others how much you played that month.
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Wraith is in a great spot. Base kit is strong but simple, most add-ons are useful and/or fun, and a great variety of perk builds work quite well on him, so that even if you go against Wraith a lot, you'll usually be playing against different perks. I agree that the purple All Seeing needs a downside. I like the idea of it deactivating while uncloaking, but I'd also be in favor of making its range 8m instead of 12m.
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I thought this at first, but now that I've played with it a bit I find it more bearable. In my killer games I no longer feel like I have to tunnel just to have a chance, and my survivor games have a good mix of average, competent, and fantastic survivors that don't always overwhelm the killer by doing all gens in 5 mins or less.
Again, I hated it at first, but maybe try to give it a little more time. Sorry your games haven't been going well. :(
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Agree. Pig should have her trap rgn normalized, her crouch/uncrouch speed increased, her movement speed while crouched increased, and an add-on pass that replaces Tampered Timer (and possibly the add-ons that increase trap search time) and that gives more modifiers that change her ambush in fun ways (i.e. longer ambush duration, breaking pallets with ambush, hitting a survivor who has an inactive trap activates the trap, etc.).
I'd also love a buff/add-on that allows her to grab out of crouch.
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@Kurri said:
I think all this talk about Blight making it a top 3 is over-hype created by content creators
I could possibly understand Hag. But I can't really see any other killers besides Nurse, Spirit, Blight, and Hag able to hold their own against 4 skilled survivors.
Of course every game is different, no killers are unusable, this is just my opinion, blah blah blah. But which killers would you give the #3 and #4 spot to?
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No offense, but I don't think most of these charges would be healthy, necessary, or fun for survivors. The only thing I believe needs to be changed is the green med-kit's self heal speed bonus, because it's a bit too much when combined with other heal speed perks/add-ons, and med-kits are already strong enough without it.
I do however like your idea for Bite the Bullet, and your first buff for Forced Penance.
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Remove perk tiers. Reduce cost of everything on the bloodweb by 1000. Increase multipliers of bloodpoint offerings (by like, a lot.) People don't realize just how awful the return of investment on those are. Right now, the single category multipliers are lucky to net you 1-3k bp per game. The only ones really worth it currently are streamers/cakes/puddings.
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I'd just remove the part where it resets if you get hooked. Bond and empathy are permanent, why not Aftercare? If you work for it by healing and unhooking, you should get to have the aura reading, like Rookie Spirit.