Aven_Fallen
Aven_Fallen
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674626#Comment_3674626
Its a meta perk because its unfair its not unfair because its a meta perk, now just because it doesn't work perfectly every match doesn't mean its effect isn't strong when it does work. So rather than a big burst that swings matches it should be something more constant but weaker for example.
As with most things because it only activates at the end of the game that means its a lot stronger against weaker killers than it is against stronger killers so it probably should get some changes
You did not explain why Adrenaline is unfair.
"Not working perfectly every match" is also an understatement. Because it does not work AT ALL in some games. In fact, looking at the current Killrates, it does not work in at least a little bit over 50% of the games, more like 60% of the games. So a Perk which might have an effect in 40% of the games is too strong?
The effect IS strong, but it HAS to be strong, considering that you wont get any use out of it in 60% of the games you play as Survivor. Unlike Killer Endgame-Perks, which have an impact in every game.
Working better against weaker Killers is also a weak argument. This applies to everything in this game. You can say No Mither works better against weaker Killers, yet the Perk would not be unfair.
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673294#Comment_3673294
how would it be the only fair nerf, its a meta perk one of the best in the game, it can't be knocked down a peg "fairly"
So your point is that it is a meta-Perk and because of that unfair?
It is a Perk which is one-time use, which will only apply in Endgame (meaning, if the Killer is good they will not even have to deal with Adrenaline) and it might not even do anything meaningful. It can be strong.
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@Phasmamain said:
As others have said traps need to match the map they are in
And he needs something to stop basement trapper being so prevalent. Maybe making recently unhooked survivors step over traps? If that is done we can easily buff him further with stuff like haste when a survivor is trapped
I really like that idea. Giving him Haste when a Survivor is trapped would be nice. The only thing that would be really annoying is if you get chased by a Trapper and a teammate steps into a Trap. Then you are basically dead because your teammate was dumb.
But the general concept is great and it would help him to actually get to the trapped Survivor before they can escape.
And I am also all for removing Basement-Trapper. This is just annoying and should not be in the game.
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As others have said, his traps should match the Realm the match is being played in. And this without the use of an Add-On (Tar Bottle should be reworked to something different).
So if you play on The Game the Trap is grey, if you play on Eyrie it is in the same color as the ground there, etc... Would just help to use more spots where the Traps blend into the environment.
Other than that, I dont think he is in such a bad spot. Because in the end, he is the first Killer and you can only get this far with such a simply ability. The Killer who places Traps will never be as strong as Nurse or Blight or even (high) A-Tier Killers. This is just the reality.
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@Zaydin said:
It's almost like SWFs aren't fun to play against as the game is rigged in their favor due to how broken having the ability to coordinate over voice comms is.
Nah. Its just that Killers think that SWFs grant such a big advantage that they lose games. Which is just not the case. The SWFs which really will make you lose the games are so rare that it isnt even worth mentioning them.
Most of the time the SWFs Killers encounter are players who just want to play with each other.
But since Killers can get so much information before the game, they decide to dodge Lobbies until they find a group of Survivors who are not in an SWF and who ideally also have not too many hours.
Killers should not be allowed to cherrypick their lobbies that hard and only because someone is playing with one or multiple friends, does not mean that they have to wait ages to get a game, just because Killers think that only because certain content creators think that SWFs are OP and dodge them left and right.
If we start showing SWF in the pregame-Lobby, they can also let Survivors see the Killer they go against, but not let them change the build. Then you can maybe understand how annoying Lobby-dodging would be if you want to play Nurse and never find a game.
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@ArkInk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673726#Comment_3673726
I agree with this for the most part, there's only one thing I feel the need to comment on.
"I ignore the size, since part of the map is not involved in gameplay. No gens in some areas mean no reason for the killer to go there."
Areas like this are bad for the game in my opinion because it kinda just leads to survivors booking it into one of these zones mid chase and waiting until the killer either throws the game or leaves. It's really unfun, and that part of the map is absolutely involved in gameplay if stuff like this happens.
Even assuming something like that doesn't happen, it's still ground to traverse. If a killer sees a gen about to be done in a place they aren't currently near, they're losing that gen. When the map is so massive, this is how most gens get done without the killer having much say in it. It's why massive maps as a whole are widely hated by killer players imo.
Obviously, if the Killer is Blight or Nurse like you had to deal with, they'll be there in a few seconds anyhow, but that's why they're SS tier I suppose.
Not really. From what I have seen, the areas without any interest for the Killer (aka no Gens) are on the outside of the Map. So the Map is actually smaller, if we consider that the Killer does not need to go to the outskirts of the map.
And if they follow a Survivor... Well, their fault to be honest. This is the same as a Killer who follows a Survivor to Gens blocked by Corrupt Intervention or completed Gens. It is up to them if they want to do that, and if they want to make a bad play, they can do that. But if a Survivor wants to lead someone to this area, it is best just to leave them.
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Agreed. It made leveling the new characters so much better.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673651#Comment_3673651
Unironically, this.
I gotta say, my friend, I think this killer had the potential for something better. But it is actually pretty fun to play.
I mean, they can still buff certain aspects of him if they think he underperforms.
Having a fun power and build from this is better than having a strong power and trying to make it fun for both sides.
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@Raccoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673743#Comment_3673743
https://us.v-cdn.net/6030815/uploads/15UP3RQDQM5C/image.png
Seems like there were a lot of Face Camping posts/complaints in the past.
Not a fan of the new system, though.....I've only seen it proc 1x.
Number of posts does not mean anything and you should know this. We have posts here that people lose against some tournament-SWFs and yet we all know that it will not happen as frequently as people claim.
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673460#Comment_3673460
Why is it a "waste of work"? Enough people were specifically complaining about facecamping, so it did happen and it was a problem. The mechanic was specifically advertised as an anti-FACEcamping mechanic, and it does exactly that. If killer is FACEcamping, you get to unhook yourself for free (on top of the free BT that you already had). At no point did the devs ever say that they were intending to discourage or remove camping (not the face type) - in fact, they have consistently said that camping is a legitimate strategy.
I get that survivor players don't like it (I don't like it either when I play survivor), but when I play killer I also don't like having three gens pop during my first chase because survivors are coordinating on comms splitting up on gens while their fourth buddy who is the designated looper runs me through all of the most powerful loops on a map before I can get a down. Then they coordinate to pallet save, flashlight save and body block to deny hooks. But the devs say that this is fine too, so I live with it.
There was almost no facecamping happening. So there was no need to put work into that IMO. It was just waste of someones time who could have worked on different things for the game.
In the end, it did not solve anything, aside from the 1 in 100 games where the Killer was actually facecamping. So yeah, glad that we have tunneling left and right, but one out of 100 games does not have a facecamper anymore.
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@GoodBoyKaru said:
okay but consider: bouncing things around walls and hitting people is funny and thats enough for me
Which is the more important point. That he is fun. And he is far from being bad, he is a solid B-Tier Killer, a Killer which lets you win games, but you cannot expect to win every game.
I think he is better than other Killers released in the previous months and years, even if those are stronger, but less fun to play.
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673572#Comment_3673572
Arguably a tad too many pallet loops. I have already seen a few nasty loop chain possibilities. There is also one new tile that has a window that might be a tad too strong, but not sure on that one.
Other than that the map seems fine to me, not sure why it would need a rework. It's big for sure, but the gen spread never covers the entire map, so I don't see it's size as much of a problem.
I dont see much issue with the number of pallets, since they are mostly unsafe. Especially the double Pallets are a bit of a Joke.
And I ignore the size, since part of the map is not involved in gameplay, as you said. No Gens in some areas means no reason for the Killer to go there.
However, I only played one game on that map and it was against a Nurse who decided to 4 man slug... So I had enough for the evening already.
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What is wrong with it?
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Killer Mains always like to preach that it is a Anti-Facecamp-Feature. But yet it is just a waste of work. Because against actual facecamping, nothing would have needed to be done, because actual facecamping was almost never happening.
Yet, camping is very present and the feature did not change anything. In fact, it just made it more frustrating, because you see a stupid bar which does not even fill up while the Killer stares at you and will be at the Hook anyway when someone tries to Unhook.
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@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673323#Comment_3673323
This would be unnecessary. It still does only activate once and you aren‘t guaranteed to get to the endgame. If you manage to get to the endgame you should get something by this perk.
The Freddy wake up can be removed.
Exactly. It is one time use and also only obtainable in the Endgame. And from my experience, it often enough does not do much which is significant, often enough I just get the Speedboost while not being chased. Which is still nice, but nothing really impactful.
@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673294#Comment_3673294
Nah, people only use Adrenaline to screw over Freddy. I can't think of a single use other than that. The end game buff it gives pales in comparison.
I meant that they will nerf more. Removing the ability to wake up against Freddy would be the only fair Nerf tho.
Or, they are funny and remove everything except for the Wake Up against Freddy.
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@RFSa09 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672183#Comment_3672183
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672186#Comment_3672186
bhvr actually changed it some months ago, now it´s only 20 hatchets (yes, i did it before the ´´change´´, all 100 downs, some weeks before the change, ALL 100 DOWNS💀)
Not on Console. Console does not allow to change Achievements as long as they are obtainable. So while PC only needs 20 Downs, Console still needs 100.
(Not that I have those 20 Downs on PC either, because I suck)
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This was already in the last Roadmap. And well, it would be the only fair nerf to Adrenaline, but there will probably be more.
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673281#Comment_3673281
Ah ok then. Yeah in that case its just a mediocre aura reading perk lol
Yeah. And even then, if I want to see the Aura of the Killer I would probably rather run Fogwise or Alert.
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He is not too strong. But he is one of the most boring Killers to play against, mainly because he just shuts down Loops with his ability.
And getting chased by a guards is probably the most boring thing overall. They wont catch you, so you just Shift W for a certain amount of time.
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673154#Comment_3673154
From what I heard the perk allows self-unhook on the second hook if it's in the basement. Did they change that?
That makes the perk slightly more valuable. Still not great, but better than useless. The aura reading is potentially super strong
Nah, only on first Hook. Was written in the PTB-Feedback Section (which I cannot link, since it is not available anymore).
They also said that "Unhook attempts" will be succesful on Discord. And you dont get Unhook Attempts in second stage.
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@Phasmamain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673137#Comment_3673137
Tbh the 2 basement perks are actually pretty alright. Weaving spiders is laughable though
I dont know, I think the Healing Perk is worse than Self Care, because you will have to spend time to go into the Basement and go back from it. While with Self Care (which is already not good), you can heal anywhere you like. In the end you will not have much time saved and it is more risky (not only being in the Basement, but going to the Basement makes it more likely that you get seen).
And the Unhook-Perk... I think it is too situational. The Basement is not really impactful anymore, even less with Scourge Hooks in every Build nowadays. So your first Hook will most likely be on a Scourge Hook and the Killer will not spend the extra time to get you into the Basement, even if no Scourge Hook is available. And on second Hook the Perk does not work anymore.
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The usual. Killers get a lot of nice stuff, Survivors get thrown a bone with an attractive Survivor.
But at least there is something to do in the game again for me, even if it is only P9ing Unknown and Sable.
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Except that this Skull Merchant was so bad that she did not even get a hit in there. But got a Hit, because she is so poorly designed.
You can wah wah as much as you like, but this does not change the fact that a bad Killer got a free hit.
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@Optx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672661#Comment_3672661
That's much more work then you make it out to be.
And?
They have all the time in the world to do that. Huntress was not in a terrible spot or needed changes immediatly. And considering we have 3 Killers which rely on Lockers, it would really justify the effort.
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672614#Comment_3672614
I mean they did say "out of hatchets with no locker in sight?" So they assumedly thought she didnt have enough hatchets on some maps. Poor dredge suffers more than her on that.
Then they should have added more Lockers.
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@Clee said:
Pretty sure nobody thought she needed buffs
Apparently the Devs thought that.
WHY they thought it was never explained, because nobody ever said that she needed Buffs and she was also really popular anyway.
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@MikeyBoi said:
New Hillbilly is a perfect example of the saying catch-22. A lot of billy players currently simply find the first survivor, down them, hook them, proxy camp, rev back the survivor going for unhook, pick them up, hook them, then use their chainsaw to immediately go back to the first initial hook to snowball the match in their favour and it’s been like that every game for them UNTILL they go against survivors where they MUST curve.. and that’s why you’ll now see billy less and less again because in order to down good survivors now you need to curve, and curving takes mechanical skill…
This is well said. And just what happens every time.
Before, Billy was considered "bad". He was not bad at all, but his effort did not match the outcome, but he was still fun (most of the time). So people who played Billy were some Gigachads who just wanted to go for Curves and did not care too much about winning.
Now he is way stronger and also not that hard to use (he is still one of the hardest Killers in the game to play, way harder than something like Nurse for example, but backrevving does not really require much effort...), so you see people who care more about winning than having fun playing him, which reduces the overall quality of Billy-players (when it comes to skill and also when it comes to how nice they are/play).
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If you did not do anything shady, you will not be banned. It is not your fault that a Cheater was messing with things like this.
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@KaTo1337 said:
There are too many maps with guaranteed spots of Pallets, so WoO on RPD, Midwich, Hawkins, Coldwinn or Autoheaven is not that necessary, so its very situational.
While this is true, you will still not know if those Pallets are still up or not when you are inflicted by Blindness.
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OP is probably talking about Scourge Hook: Pain Resonance, even tho this was 15% and could be used multiple times per Survivor.
But honestly, Pain Res is fine, maybe even too strong. To surpass the current Pain Res you would need 7 Hooks on Scourge Hooks before the old Pain Res becomes better than the new one. And when you are on 7 Hooks, the game is probably going pretty well already.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3671874#Comment_3671874
I consider Technician to just barely scrape by without being in the running because at least its other effect is consistently usable.
It's not great, but stealthy gen repairs are a thing you can actually use more consistently than silent missed skill checks.
Of course, it should have its downside removed anyway, I'm just saying.
I mean, if they remove the Downside, I would change my opinion immediatly. My main reason why I think it is one of the most useless Survivor-Perks is simply because of that Downside and that Downside alone. It is just not needed, in no way it is too strong to not give Noise Notifications or have Gens being a little bit more quite to justify such a Downside.
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@MaTtRoSiTy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3671866#Comment_3671866
I disagree, at least for players who have some level of competency with looping.
Sure if someone is an inexperienced weak player, DS is not going to do much to help them. But if a few more seconds is the difference between making it to a loop/pallet/window then it could add a lot more time to a chase for a killer, which is a big deterrent to tunnelling imo. Add OTR or DH to the picture and it makes tunnelling very unappealing
I really want to see tunnelling made incredibly difficult in DBD, I feel it hurts the game long term
That begs the question - do you really think it is justified to put 3 (!!) Perk-Slots to have a moderate chance against a tunneling Killer? It is not like using OTR, DH and DS will stop the Killer from tunneling, it just makes it harder. Plus, you only have one DS, so for the second Unhook you have OTR and DH, which are negated by just a single hit.
This is using multiple bandaids for something which should not require bandaids at all.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3671868#Comment_3671868
That's why OTR is perfect perk for bodyblock when killer just want to chase someone else but terrible perk when killer actually tunnel.
Hopefully BHVR will buff DS for good, so op and other killers will tunnel less.
Yeah, ok, this is true. Cannot really argue with that.
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@concubined said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3671814#Comment_3671814
Why not? Why is tunneling so demonized. It’s a valid strategy and survivors already got spoon fed back to back basekit mechanics to limit a killer’s choices and free will. Destigmatize tunneling.
And yet Killer is in the best and easiest state ever. Someone has to wonder how bad Survivor would be if they would have not implemented something like Basekit-Endurance.
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Corrective Action is a big one. Because it basically requires your teammates to be bad at the game.
Another one is Technician. The Perk is CLEARLY aimed to be for newer players, especially if we consider that Feng is free on Console. And yet, the Perk has the Downside of giving a higher penalty for missed Skill Checks, which hurts new players maybe even more than the Sound Notification. (because a Killer will not always go to the Sound Notification, but you will always have more lost progress with Technician)
And it is also a tool which, while rarely, can be used for griefing/trolling. Like repairing Gens and missing Skill Checks constantly. (had a Mikaela in a game two days ago who was just doing that. She was sitting on the same Gen all game and missing every Skill Check. I have seen it in the HUD go down from 2/3rd repaired to 0 progress...)
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3671842#Comment_3671842
Unlike OTR, survivor can't get guaranteed value from bodyblock. Because simply killer can get them down and leave them on ground. But OTR is giving you 80 seconds duration for block killer and killer can't get you down unless they decide to chase you.
OTR provides you exactly 0 value against a tunneling Killer.
I got tunneled yesterday by a Spirit. She hit me in the perfect second after the Unhook and my endurance was gone instantly. So even if I would have had Off the Record, I would have had like 1 second of Endurance, at best. (Which is the big flaw of modern "Anti-Tunnel" (because you can hardly call them that...) measurements - they all resolve around the same status effect and can all be removed by just hitting the Survivor once)
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@MaTtRoSiTy said:
DS definitely needs a buff, return it to 5 seconds and that is all it needs.
As it currently is, it is essentially useless and a wasted perk slot against Billy, Nurse or Blight and even M1 killers if you are not fortunate enough to get use next to a pallet or window so you can at least gain distance.
Tunnelling needs to be punished more not less
DS back to 5 seconds would not do much. 5 second-DS kept tunneling in place a few years ago, but since then Killers learned that tunneling is way better than going for fresh chases. And 2 extra seconds would not change that, it is still way better to tunnel out the unhooked Survivor instead of going for another Survivor, who might even be healthy.
Let alone that they would only need to eat 1 DS anyway.
So while I dont think that they will add more to DS than a slight increase of stun duration (and I doubt it will be back to 5 seconds, will go up to 4 I guess), this would not really help anything.
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3671845#Comment_3671845
block killer's path -> run after you make sure the other person made enough distance -> get in a locker.
what does the killer do here?
Ah, now we add Lockers to that as well.
I mean, at this point the Killer can ignore the Survivor. Or just push through DS. Even if it would be 5 seconds, Killers will probably do that since tunneling is way too good anyway, even if they get stunned for 5 seconds.
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@NerfDHalready said:
can you all remind me again how i control whether the ds user will block my way or not please?
I mean, you can still control if you pick them up or not. If they decide to bodyblock and you down them, you also have map pressure - one less person on a Gen. And potentially another one who needs to pick them up.
But the thing is, 3 second-DS does not change that at all. It just makes the perk too bad to actually do something, but this seems to be fine. So your point is that you want DS to be useless and not the unhooked Survivor to not bodyblock you.
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If this comes with a Mute-Option, sure.
There is nothing worse than the constant blabbering of Characters, with Alan Wake being the worst, since those are not even lines from the games. Except if he is yelling "HELP MEEE!" or "I DONT WANT TO DIE" constantly there.
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@I_CAME said:
Are you on NA east by any chance? There is a wraith on NA East who literally does nothing but send people to RPD and slug with knock out. It will keep happening until Behavior does something about this.
Sadly there is not much which can be done about it, since it is not against the rules to slug all the Survivors without the intention of hooking them. I mean, the Devs can and should nerf/rework Knockout, it is a terrible designed Perk which is weak and only used in unhealthy ways. But apart from that, not much which can be done.
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@MaTtRoSiTy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670462#Comment_3670462
In fairness, no you're actually right in those scenarios. But it CAN work to change the course of a match however yeah, I slugging Knockout Nurse that intends to bleed out everyone for 4 minutes is not really counterable 99% of the time. Should be a justifiable reason to go next too but that is a whole different discussion...
Yeah, of course, Unbreakable has the ability to turn a game around. Just not against people who want to 4-man slug and then let the people bleed out (I went against a Doctor who played like this a few weeks ago. Used Lerys, Knockout, Third Seal and put people into Madness 3 as often as possible while trying (and succeeding...) to slug the whole team).
But in normal gameplay, it totally can reset if for example multiple Survivors get slugged while the last one is in chase or something like that.
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Yeah, it should be reworked. I am happy that they nerfed it that hard, because it is a pain to go against and it is not really hard to hit a Survivor after they are hindered from another bottle. So I am happy that they removed that.
But now it is just not really worth it anymore, so giving it an entire new effect is the way to go. And I hope that this is their plan and the nerf just now is the band-aid fix to get rid of it for the time being until they come up with another effect.
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IMO it is worse than Self Care.
I think both are bad, but Strength in Shadows is worse, simply because you cannot use it everywhere like Self Care. It might be faster, but depending on the Travel Time, it might end up slower. Plus, it is just more risky.
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I think people realized by now. I never understood why people missed this map in the first place, it was easily the worst thing from the ST-Chapter.
I dont really think that those 2 Gens are a problem, in the end it does not matter if you lose those, since you are not required to prevent Survivors to do any Gens. As Killer it is easier to defend the rest of the Gens if you ignore the one upsairs and the one in the portal room.
But the gameplay around the Pallets is just so boring. Most of them are super-bad to the point that you just have to respect them and the Survivor will get hit. Meanwhile as Survivor you NEED the stun to make them work. The Pallets around corners are a bit better, but if those are broken, those areas are dead.
Plus, it was always my least favorite thing - playing Billy and getting Hawkins. And guess what I had on my first Billy-game after a long time, after Hawkins was re-released and the "New map modifier" was not working anymore? Hawkins. With BIlly.
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@Chocolate_Cosmos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669455#Comment_3669455
I disagree. How is not fun storming survivors and eating their health state? His main event (which you will get almost every chase) is pretty fun to use.
Also I think he isn't low skill as someone could say. Just because he looks simple doesn't mean he is. You have to know where to use your power, where to cancel it, where not and still be somewhat precise, etc.
Nah, they are pretty correct. As GoodBoyKaru wrote, the outcome of the chase is not determined by the skill of the players, but rather the map. You have a bunch of high walls? Good, you might have a chance. Only low walls or a deadzone? Great, you are dead.
IMO out of all the ranged Killers, Trickster is easily the most forgiving one. Including the Unknown.
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@MaTtRoSiTy said:
I know it isn't really a solution to people playing like this... but I started running unbreakable every game lately. You don't get unbreakable value every match but when you do it really can be a game changer
The funny thing is, Unbreakable does not help with that kind of games. I mean, it rarely gives value anyway, Unbreakable is really niche, but CAN be strong in certain scenarios. But the scenario where a Killer decides to slug the full team is not one of them. Because you will most likely not be able to pick everyone up before they or you are slugged again.
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Have you ever considered that you might need to improve? 50-60 seconds chases are not good. Especially if we consider that usually people over- or underestimate the time they take. E.g. Survivors think their chases were longer than they were and Killers think their chases were shorter than they were.
And well, losing 2-3 Gens for 1 Hook is pretty normal and should not really mean anything. It is just natural that the first Gens are the fastest, but Gens take longer the more the game progresses. And the last Gen can take longer than all 4 Gens before combined.
Losing a few Gens early is not really a good argument.
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@Moopuna95 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666516#Comment_3666516
My point is that I see the higher “rarity” items more often than this one add on.
Yes, because there are less of them.
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How would this solve Hold W when 4,6-Killers are the ones where Hold W works the best? Killers who are slower have abilities which make up for their lack of Movement Speed.