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  • @not_Queen said:

    @BabyCameron10

    The killer running Infectious Fright already has to fill conditions to activate the perk's effects. The idea of having the terror radius as one of the condition (and not a flat 32m) is to allow for perk synergy. As for the cooldown, adding something like this would greatly diminish the strength of the perk and we think it is unnecessary in it's current form.

    Survivors choosing to remain in the killer terror radius while a teammate is getting chased nearby are taking a risk. Infectious Fright is a perk that makes this risk greater if the chase comes to an end. We think it is doing what it has been designed for.

    TLDR

    At the moment, we have no plans to change Infectious Fright.

    So why isn't the same reasoning applied to survivor perks? Most of the survivor perks have an activation condition + a penalty or a cooldown. Why is it enough for a killer perk that has the potential to result in a snowball to have no cooldown but it isn't ok for much weaker perks and the said perks must also have a penalty?

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1514965#Comment_1514965

    Why wouldn't they, since they're also players and are also having their trial ruined by someone who can't handle losing?

    Is it going to make them stop disconnecting or doing whatever thing you are going to complain about next? Nope. Asking "Why do people do x" when you already know the answer and it won't change anything is stupid and way too repetitive.

    It's like I make a topic right now asking "Why do killers camp?" Because they can do so and decided to do so at that specific moment. SHOCKING, I know.

  • Why do killers care so much why survivors do anything they do?

  • @Dehitay said:

    While it is ridiculous that they haven't reworked some perks that definitely need reworks while reworking 2 entire killers which is without a doubt more labor intensive than perk updates, it just shows your own personal bias to say it's killer sided. Your clearly ignoring all the killer perks that need reworks and only focusing on the survivor perks because you clearly favor that side.

    They changed 2 killers multiple times in a short amount of time AND KILLER PERKS in this patch. They didn't touch survivor perks. How's my bias showing? They literally changed killer perks(4 of them), I can't complain about something they did.

  • My opinion is the following:

    STOP CRYING AND ADAPT FOR ONCE.

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/1505871#Comment_1505871

    If people did that, theyd understand why rank doesnt matter. It's the same thing. You dont HAVE to be rank 1. Theres no benefit.

    Playing your way will keep you at your level.

    Actually it won't. OP listed some very valid concerns. If the new system isn't able to tell a bad play vs a good play depending on context then it's not going to keep you at your level.

  • If people did that then we'd have like 100x less "nerf survivors" posts every hour.

  • @Zeus said:

    People who work on servers and people who work on cosmetics are two different teams.

    I'm so sick of this argument. You people don't realize it's busted?

    Yes, there are 2 different teams. But that doesn't mean that both teams are equal. If the cosmetics team has 30 people on it and the bug fixing/balance/server teams have each 2/3 people then there's an issue and the fact that there are 2 different teams makes no difference.

  • @Peanits @Almo

    I guess I'm trying again to get a reply from you guys regarding MOM. I don't get why is it so hard to at least say something given you pretty much fixed Billy after the PTB in 2 weeks and it was a killer power + addons. I can't believe you can't fix or at least say something about a perk after months and months.

    Are you planning to do any changes?

    Do you want to change it?

    Do you just not care?

  • @Peanits said:

    We do not have plans to revert the changes to Decisive Strike at the moment. If someone goes down very early in the match, Decisive Strike by design is not meant to activate. Right now it acts as a second chance if the killer decides to chase you immediately after being unhooked. Making it activate at the very start of the match would reward the survivor for playing poorly. Doing so also eliminates all of the killer's momentum which is crucial at the start of a match.

    For a more detailed explanation on why it was changed, you can check here: https://forum.deadbydaylight.com/en/discussion/48381/

    But can you tells us when you are going to nerf it even more? At this point I am 100% sure you are going to nerf it again because for some reasons waiting 60 seconds and chasing someone else, slugging, eating the DS are not enough counters for some people. Somehow all survivor perks should have an activation condition, a penalty and a very small in game effect so it doesn't bother the killer in any way or require them to change their playstyle in any way.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1487098#Comment_1487098

    To play devil's advocate, though, it would play more or less exactly like a window, only you would go under it rather than over it.

    Not really, it could work differently. I'm thinking the killer couldn't slide under that small place, only the survivors. But may after 3 slides or so the entire area breaks and leaves an open space? Kinda like a window + breakable wall hybrid. Idk, there are many things that could be done, the question is if they make sense in the game.

  • @Peanits said:

    I don't know about more, but if there were more options and fewer pallets and windows to compensate, I wouldn't mind so much.

    That said, though, I never really felt like I needed more things to mix up my chases. I sorta' like the simplicity of it; you have pallets and windows. How well you do is less about how many options you have and more about how well you use what you've got. To give an example:

    • A bad player will run from pallet to pallet and drop them the second the killer gets close.
    • An alright player will run to a pallet and loop it before dropping it.
    • A good player will loop that pallet and use a nearby window to save it as long as possible.
    • A great player will link together multiple tiles to create even stronger loops and rarely use pallets.

    Four completely different playstyles, all with the same two tools. Beyond that, I use perks like Head On or Lithe + Dance With Me to mix things up.

    That said though, what sort of things did you have in mind?

    We could have things to slide under, kinda like reverse windows. I know this was suggested for ages and during the old streams you guys just said "maybe".

  • @Snapshot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1482073#Comment_1482073

    Simple solution: Finally fix the idle crows survivors get. Just make it so when they do not do objectives in a fixed amount of time (e.g. 3 minutes) they get crows so killer can find them. They should not be able to lose the crows just by walking or running.

    So let me understand:

    In a 1v1 the survivor can't touch a generator because he dies. The only play is to hide and look for hatch.

    Your solution is the following: if the survivor doesn't do a gen he gets crows so the killer knows where he is.

    In conclusion, if he does a gen he dies, if he doesn't do a gen he dies. Would you also like a button that allows you to insta kill all 4 survivors if we are at it?

  • They already tried to buff the numbers in a PTB but scrapped the idea because it made the perk way too strong.

  • So your arguments for nerfing it are the following:

    1.Everyone is talking about it in a killer sided forum, duh.

    2.You made a pool in a killer sided forum where 64 killer mains voted to nerf it.

    3.It's used a lot, which is easily explained by the fact that except like 7 perks all the other survivor perks are hot garbage or way way way too situational.

    It doesn't need a nerf, what needs to happen is you killer mains stop crying about every single perk or item or strat that requires you to even slightly alter your playstyle.

  • @MeltingPenguins said:

    Can nurse blink between floors on Meat Plant, on that note?

    Yes.

  • It's 2020, it's really the time to start adapting and stop asking for even more crutches and survivor nerfs.

  • @snozer said:

    The proper way is to not change it. you bought ash for the skin, not the perks.

    I'm sorry, what are you even talking about? Did you at least read the post or you just posted something for the sake of it?

    First things first, you have no clue why I or anyone else bought Ash. Using this same logic, they shouldn't have reworked Freddy and let him be a terrible killer just because you all bought Freddy for the skin and to get to play as a horror icon, right, right? This argument is completely busted and honestly I have no clue how you don't see it.

    Secondly, this is not about the fact that we bought Ash. This is about a bad perk that needs really small tweaks to be a bit better without making it much easier to activate. Again, if you read my post you would understand the change I proposed is very minimal. And if in your opinion the perk should remain bad would you say the same thing about a bad killer or about a bad killer perk? Or this argument of "let it be bad" applies only when it suits your agenda?

    If you want to discuss further make sure you actually read and understand my reply and the original post.

  • @Timeman63 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1440205#Comment_1440205

    This. How am I only noticing this post now? I wouldn't mind some tweaks to make Mettle of Man slightly more accessible, but as it is now, it's a perk I run when I feel like making 5000 IQ clutch plays, since NO ONE expects you to actually have it.

    I recently unlocked Ace and have decided to run meme perks on him, Mettle of Man being one of them. I get the dumbest grin on my face when the killer procs it and stands shocked.

    Someone actually made a very valid reply to the post you quoted, but for some reasons decided to delete it. Everything DudeDelicious listed there is basically "play bad and put yourself in situations you shouldn't ever be just so you activate the perk".

    To elaborate, for example "take a hit while unhooking". Firstly, this doesn't grant a MOM stack, but even if it did, this promotes unsafe unhooking and hook rushing, which is a bad play.

    Next, "take a hit while healing another survivor": you shouldn't ever heal in an unsafe place or heal when the killer is near. Again, this is playing bad.

    Chasing injured survivors to potentially take a hit they may not need you to take is a waste of time because at least 2 survivors are not doing gens and injured.

    I shouldn't be required to play like a rank 20 potato to make use of a perk. Plus, even if you ignore the obvious issue of having to play bad there is a big difference between all the theoretical things you can do and what actually happens in a game. Because of that, the perk is extremely unreliable to activate. No one that actually used the perk can deny that.

  • It really looks like the devs run from MOM like from the Plague(no pun intended). No one asked for the old MOM back, everyone that ever talked about this perk at least wants you to acknowledge it needs changes and figure out a way to make it fun to use and balanced at the same time. I mean you can rework an entire killer power which has a lot of interactions, I'm sure fixing MOM wouldn't be so hard for the devs.

    So yea, this is another bump.

  • @ZaKzan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1466673#Comment_1466673

    the ironic thing is despite all that, a mildly coordinated team will just dumpster on any killer and it takes an exceptionally good killer to take out even a mediocre team of survivors. I like how you're conveniently forgetting all the buffs to survivors and all the changes to killers that have impacted the game. Hell, the survivors are given so much that even if they suck they still have a chance of getting hatch, even if the killer is leagues ahead of them in skill and absolutely dominated them, there's still a chance that a survivor will make it out, even when no gens are even touched.

    I didn't conveniently ignore anything. OP said devs don't make changes that help killers and I gave a lot of examples to contradict his statement.

    About killer changes that impacted the game, the only nerfs that happened are the following:

    Nurse got a nerf and she is still insanely strong if you are good, if you were bad before you'll be worse now. But a good nurse can still defeat a very good team.

    Spirit got some minor nerfs and she is still top tier.

    Freddy got a a small nerf to forever freddy addons, but he is still one of the top tier killers.

    Billy got a cooldown in the PTB, it didn't make it to live yet and they said they will make changes to make the chainsaw generate 60% less heat so I won't comment about that yet.

    Legion got a rework to his power because it was literally broken: extremely annoying for survivors and not even that good for the killer.

    Apart of that, all the other reworks(Doc for example) are wildly regarded as positive changes.

    About survivor buffs, I'm not aware of any impactful ones, besides QOL changes like small invulnerability window after unhooking or the Kindred Buff(which was good but people still don't run it so it ended up being useless). This is not to say no survivor buffs ever happened, but I honestly don't remember any. So if you want to stand by what you said please make a list of survivor buffs, like the one I made with survivor/map nerfs. It will be interesting to see what I missed.

  • @ggezbaby said:

    Let me preface this by saying: I understand the reason for the killer lock. I understand it's so high rank players can practice as new killers against a fair survivor lobby. This is all understood.

    Now, to my point: If killers have to have a load out ready before even searching for a match, so should survivors. There is absolutely no reason survivors shouldnt also be locked into their choices. If you have any legit reasons, I'd be happy to hear you out.

    But why is it okay for a survivor to have the opportunity to last second a key but the killer has no choice but to stay or lobby dodge? Theres no reason why I, a rank one survivor, can wait until the very last second of lobby time to switch to a key or some other item, while killers are locked into their killer choice.

    If the devs plan on keeping the killer lock, a survivor lock definitely needs to be looked at and implemented for the sake of balance. If not, good job continuing to kill a great game by implementing further ways to ruin the killer experience.

    And if you're a killer main and you're cool with this change, good for you man but its important to take everyone's opinion into account, and in my opinion, it's bad.

    You wanted to be able to have different ranks for different killers. To have that, the killer needs to be locked inside the lobby, otherwise for each switch the matchmaking system will have to restart the search.

    Survivors do not need to be locked for the matchmaking to work, because changing their perks or items isn't a factor for finding a match.

    So again: killers need to be locked for the new system to work, survivors do not need to be locked. As simple as that.

  • @Khar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1466664#Comment_1466664

    Okay, so I was right about you. Thanks for clarifying.

    I mean, if you want to be toxic for no reason go for it.

  • I just wish you were around to see 30 pallets per map, all safe pallets, pallet vacumm, stuns at the begging of the animations, structures without holes in them, jungle gyms with 2 windows and 2 pallets, double pallets at every loop, main buildings with 3 god windows, no entity blocker for windows, being able to fast vault from any angle, faster survivor vaults, much slower killer vaults(3.0 instead of 1.7), much slower pallet break, gen break and hooking animations for killers, sprint burst on 20 seconds cooldown that never paused/slowed down, no exhaustion so people could run BL + SB at the same time, instablind flashlights that could blind a killer even if he was moving and you couldn't look up/down to avoid it, insta heal medkits, 4 man swfs with 4 brand new parts, where each BNP could instantly repair a full generator, much short distance between pallets and tiles(from 8m to 20+ meters depending on map), actual infinites where you could not catch a survivor, gens that took 50 seconds to repair instead of 80, faster to open exit gates, self care that was as fast as a normal heal, DS that could be used at any time and didn't go away if you missed it, no end game collapse, toolboxes with 200 charges, much larger maps, hook that never respawned so you could prevent a killer from hooking(except basement hooks), no penalty when repairing a gen with multiple survivors, windows without blockers which could be fast vaulted from both sides, no bloodlust.

    And there's more, that's just off the top of my head.

    "bare minimum"

  • @Khar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1466649#Comment_1466649

    I'm sorry, what conversation are you having here? Did you just blindly reply to me without context?

    You said survivors use the same meta perks for years like it's something bad. And I pointed out killers do the same exact thing and it's completely fair for both sides to run whatever they feel like running.

  • @Khar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1466629#Comment_1466629

    You sound like that never happens. Survivors using the same meta perks has been around for years.

    Killers use the same 5-6 meta perks too. Your point is? Everyone is free to run whatever they want to run.

  • Deep wound has to be linked to running, not chases. We don't need or want to go back to the moonwalking exploit(which is the reason deep wound was changed in the first place). Deep Wound isn't meant to down survivor, it is meant to slow them down by having to mend. Especially with a killer like Legion who can inflict Deep Wound multiple times in a short period of time, having Deep Wound hard to get rid of would be completely unbalanced.

  • I'm surprised people don't realize this, but the more you nerf chases the more you encourage survivors to become more and more efficient at repairing gens. So the only thing that you'll accomplish by nerfing chases is even more genrushing.

    Nerfing chases which are the single fun part in this dumpster of a game will end bad for both survivors(which will have very boring games and ultimately no reason to play since who enjoys hiding behind a rock or holding m1 the entire game) and killers(which will have even shorter games because of the reason I already explained).

  • @UnchainedPredator said:

    https://forum.deadbydaylight.com/en/discussion/comment/1461388#Comment_1461388

    I agree with your statement. Just came off a bit strange. There are still some areas with this problem though. Would be nice if they were fixed. Also I think it would be nice if the entity blocked pallets like it does for windows but maybe instead of 3 vaults the numbers a little higher. Just my thoughts

    Pallet vaulting is perfectly fine and any good killer will tell you just as much. Break the pallet, seriously. If it's really unsafe pallet then just mindgame around it and you will get a hit 100%

    Or if it bothers you that much use Brutal Strength and Spirit Fury + Enduring to have the pallet broken for you automatically and the stun tremendously reduced.

    It wouldn't be nice, it would just a crutch for people that refuse to learn how to play the game.

  • Maybe I should have made another post about nerfing dstrike or spirit, maybe then it would get more attention lol.

  • @UnchainedPredator said:

    https://forum.deadbydaylight.com/en/discussion/comment/1461366#Comment_1461366

    No need to be rude man, I never said anything to offend you. It’s also not that simple against more experienced players

    I'm not being rude at all. You need to get better at the game, that's not an insult. You get better by playing more, we all did this.

    Keep playing and sorry if my post was offensive.

  • @Talmeer said:

    The Legion members are young adults.

    You can see them between 18-19 years to 21-22 years. Depending of which person we talk.

    Would bhvr revert the rework, I would be totally happy again what DBD matters.

    I don't care about the rest of the stuff. I just want to play my old Legion and I am happy again. If the devs have doubts about this idea, they could easilie delete just every addon that either makes the frenzy longer, or the knife attacks stronger. The Legion was harder to play without them, but that was exactly the right thing to have fun with them.

    About "too oppressive" I can just sad laugh.

    1) DBD has a horror theme. Nobody can denie this and a good horror theme is always oppressive.

    2) How do we call then SWF's, always playing against the same survivor perks, insta-down abilities of other killers, keys&moris and so on? Is that not "oppressive"? Not that would be a bad thing after all. I am not against SWF's, even I am a killer main. Also I can see a use in the rest of the things.

    3) I still doesn't care for the feelings of DC'ers. 1 or more persons doesn't care for his team and dc's and I should feel pity for them? Will never happen, not in a thousand years.

    4) The survivors who were most vocal about a Legion nerf, were the survivors who have not watch one single video of how to play against the Legion and they had not read one single tutorial. From where I know this? Because I had link and write them such tutorials to this time. But for sure, they had watched the Legion op videos with the exploits or op addons.

    Come on... No normal person can take such learn resistant persons honest...

    5) The Legion without frenzy addons was not oppressive. I know this, because that was how I have played the Legion to this time. In 95%+ of my matches I had never use a addon, or at a maximum the brown ones. I just had 1x time test the purple ones and after "whoa, those are op as f..." I had touch them never again.

    @Almo

    Btw. Don't be mad at me now for this, but that topic is not like everything else DBD releated for me. It is a heart topic :).

    Dude, just stop. With "too oppressive" he meant survivors felt like they can't do anything against The Legion, there was not counterplay to how easy it was for him to follow someone and hit him 3 times + the moonwalking exploit.

    In a PVP game everyone has to have at least a chance. If they don't, they stop playing.

  • Hey, here's your fix: break the damn pallet and learn how to loop windows(yeah, as killer too). If you mindlessly follow the survivor thru the loop you will waste too much time. Most windows can't be fast vaulted from one side, so force the survivor to loop from the bad side.

    So basically learn to play before complaining about stuff.

  • @ Antares2332 said:

    Nerf Moris = Nerf Keys

    Funny how it was Nerf Moris & BNP, then BNP got trashed and now killers are using the same offering to justify nerfing another survivor item/addon. What's going to be after keys get trashed too and moris get a small slap on the wrist(if they get changed at all)? Nerf Medkits & Moris?

  • No idea, if I recall correctly(I may be wrong) Splinters were removed around the time when the shop was introduced and non licensed DLC could be bought with shards.

  • We had these before as offerings. They were called Splinters, but got removed at some point.


  • The Nurse

    Buff 1 - 115% movement speed killer.

    Buff 2 - The first blink has old omegablink range only when charges are maxed out. 

    Nerf - The Nurse can be stunned out of blink when a pallet is dropped on her.

    How about just no? Nurse was broken with 115% when she was released. Learn to play her or leave her alone, she doesn't need any buffs. Also omegablink on first blink? Come on.

  • It isn't when the killer has a hex, it works when the survivor is actually cursed with the hex. So for ruin you'd need to get off a gen, for NOED the killer has to down someone with it.

    Honestly, all these cries get tiring. Don't slug, problem solved. If you do slug, hit them 8 seconds later, it's not that hard. Instead of screaming "nerf" at a very situation perk learn to adapt for once.

  • @Bovinity said:

    https://forum.deadbydaylight.com/en/discussion/comment/1451098#Comment_1451098

    Did you really just call out a BHVR employee just because they offered words of encouragement to a new player?

    I mean, that's what it looks like, but that's too ridiculous to be true, right? Right?

    @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1451098#Comment_1451098

    I do this by considering both sides (S/K) of every adjustment we make. Just because I prefer playing Killer does not mean that I don't care about what it's like to play for Survivors. Just as one example I pushed for the Kindred update where it now shows auras to you if you have it and someone else is on the hook. :)

    @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1451098#Comment_1451098

    Because being unbiased in a professional capacity is completely different to your own personal choice of which side you have more enjoyment playing.

    I enjoy playing survivor more - and I think you will see from my posts on this forum for example, that I advocate for fairness for both sides and I understand the frustrations from both sides. Plus Almo didn't say he didn't play Survivor, he just said he preferred to play Killer.

    I didn't mean to call out anyone or to be disrespectful. I was simply asking a question and Almo answered it, no need for drama. The reason I asked in the first place is because Almo said he needs to play killer to be able to balance the game. Then my question was very natural: isn't the same thing true for survivor? Does he need to play survivor to be able to do his job properly?

    My post was a genuine question, sorry it got interpreted in a wrong way.

  • Let me tell you the truth. Killers 4ks 9 games out of 10 and it's all cool and balanced. Then they run into ONE team that's actually better than them, they lose and blame it on "op survivors", "survivor sided game", "gen rushing swf with crutch perks that in fact are just as crutch as the perks the killers was running". In order for the game not to be survivor sided in killer mains eyes they shouldn't ever lose a game or get outplayed.

    Give us a break.

  • @Almo said:

    Stick with it. There's a ton to learn in this, and that just takes a bunch of experience. I'm a Killer main, and it took me a while to come to grips with a lot of the more subtle aspects of the game. I had a strong motivation though... I have to understand these things to do my work! :D

    But seriously, I still find playing Killer a lot of fun after all this time. Just keep at it.

    Aren't you supposed to not be "x side main" as a part of the balance team? How can you make unbiased and fair changes for everyone if you play one side more than the other?

    Maybe that's why survivors keep getting bad perks.

  • @NMCKE said:

    I believe the best way to make Mettle of Man decent, but not overpowered while keeping it's core effects is by making small changes.

    [Step #1]

    • Remove the aura reading penalty after a successful activation

    After enough evaluation and time, we can follow up with step #2.

    [Step #2]

    • Change the condition to take 2 protection hits whilst the killer is carrying a survivor.

    This should be enough to make the perk borderline fine, but more small changes may be necessary.

    I think Step #1 and #2 should be reversed. The reason is the main problem with the perk is the iffy activation system. It's like the "buff" they did some time ago where you can trigger the perk more than once. That's cool, but how that helps the main problem? It doesn't. And if you remove the aura reading and people don't use the perk because they can't activate it then there's nothing to observe and evaluate, devs won't know if their change is good or bad because it won't change anything.

    It's better and safer to reduce to 2 protection hits/2 protection hits + one unhook and keep the aura reading, then if the perk is still bad remove the penalty.

    @Peanits, any input? Are there any plans to improve MOM? Do you guys at least acknowledge it needs some work, even if there's no specific change planned?

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1444183#Comment_1444183

    I've always been a fan of that, personally. That way you've only got yourself to blame if you don't get to use it. You're opting to put yourself back into the game.

    Sure, if the timer pauses while downed. Because if you get downed before the timer runs out or before you decide "to put yourself back into the game" then you got tunneled and the perk should work, right? Or logic only applies if it benefits the killer?

  • @snozer said:

    Leave it as a dead perk. it was/still is a terrible design that should never have passed the idea stage. Survivors do not need any more free escapes that can be abused 10 fold with the 13 free perks given to you with swf + discord.

    If you put your killer main agenda aside for a second and look at this in a neutral way you'd actually see the change I proposed is minimal and doesn't make the perk much easier to activate. We shouldn't have dead perks in the game, each perk should be unique/fun/good.

  • @DWolfAlpha said:

    https://forum.deadbydaylight.com/en/discussion/171433/the-proper-way-of-fixing-mom

    Idk. MOM synergizes well with Breakout now. Bring it with a sabo build, it works great.

    Never said it didn't have some synergy, but you shouldn't have to bring 3 other perks just to have a better chance of using MOM, that's bad design.

  • @FilthyQuentin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1443273#Comment_1443273

    It still depends on how much it is reduced. I honestly think it should be reduced just cz the perk can give you 3 health states. The perk can still help you with taking another hit.

    Yes, but if the hit doesn't actually help(as in you don't get enough distance to do anything and die 3 seconds later, especially if the killer has STBFL) then what's the point in wasting time hunting for protection hits when that time could be used to repair generators and potentially not need to tank that hit?

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1441431#Comment_1441431

    https://forum.deadbydaylight.com/en/discussion/comment/1441867#Comment_1441867

    Wrong. Bring back old school nurse but keep the add on changes. She had a high skill ceiling but you werent going to be getting constant 4ks with her unless you put in the time. 4X blink nurse was broken. Let that stay buried but get rid of this CD crap. She literally can't catch you without her blinks.

    Actually you are wrong. She required skill before, she requires more skill now, that's fine. With the old nurse, if the killer was good then survivors did not stand a chance most of the time. Having a character be nearly unstoppable is bad design, killers should not have such a high skill ceiling to the point where you are able to stomp anyone if you put in enough hours.

  • @FilthyQuentin said:

    I would keep the 2 protection hit and a cooldown between hits but instead of another unhook, the perk should reset if you get downed with only 1 protection hit and then also reduce the speed when you get hit with endurance effect. Also activating MoM should make you become the obsession, rather then to just throw on the ''Increases the odds of being the Obsession''.

    I think the reset + obsession part could work, but not the speed reduction. Feels like too much of a downside, the idea is to keep the effect the same so it's worth trying to activate it, but somehow come with an activation system that's fair for both sides.

    What's the point of the perk if that hit doesn't help in any way because of the speed reduction? You risk becoming the obsession, triggering rancor and other obsession perk just to tank a hit that won't help you in any way because you will just get downed 3 seconds later?

  • @Peanits, any chance you guys could look at MOM again? Maybe you could consider trying the change I proposed.

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1439881#Comment_1439881

    Spirit was weak upon her release. Then they tweaked her and she's good. GF was terrible on the ptb but luckily they saw that and adjusted him. GF still isn't old nurse lvl. When I play as him most survivors don't have trouble revealing me. I don't play as spirit cause I suck at phasing.

    Nothing should be old nurse level.

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