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Blueberry

Blueberry

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  • Call of Brine and Overcharge should both be unnerfed back to their former selves. Now that the 8 regression limit is in place those old scenarios that brought about their nerfs are no longer relevant.

    Ruin should be 200%. It wasn't overtuned, it was just nerfed for nothing other than changing the meta.

    Lullaby should just start at 5 stacks. Each totem destroyed removes a token.

    Thwack honestly shouldn't even have a hook requirement. Breakable walls and pallets are a limited resource so you will get less and less value as the game goes on. Just remove the hook part. Flat scream and aura on break. Done.

    Undone is unsalveagable without reworking the perk entirely. It's doomed to be terrible because of its skill check design. Make it good and it destroys bad players too much.

    Revert Thana to previous version.

    Dying Light remove the healing bonus given to the Obsession and make the slow down affect the Obsession as well. Now it's just a small slow down but slowly gets better as the game goes on if you're playing well.

    Leverage just remove the timer. It's just a flat 5% slow down that incrementally gets better. It's permanent but starts out insignificant and only gets relevant if you're playing well.

  • Can you not passive aggressively target people? We can have normal conversations without that.

  • @TheSubstitute said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756349#Comment_3756349

    It's not about just removing tunneling; BHVR has demonstrated fully they're balancing off of Kill rates and the current goal favours Killer. I have no issue with that; it's about having fun while playing. Being in a game with tunneling doesn't make many players want to play DbD; it makes them want to play something else. It should be a given that if Killer rates drop below BHVR's goal Killers will get buffs. That's a good thing. What's not a good thing, however, is the gameplay being miserable enough for one side that it makes people play something else.

    It's why I missed a week of the anniversary event. Tunneling was prevalent enough that I didn't want to play Survivor and, when playing Killer, I didn't have the heart to kill anyone since the survivors I faced probably experienced the same as me. So I didn't like Survivor play at all and couldn't bring myself to play Killer as intended so I just played Stellaris instead. That's not a good sign for a game.

    If I recall correctly you liked my suggestion about how to deal with tunneling which was a general gen slowdown while all Survivors are alive and a substantial repair buff when a Survivor dies so the ideal strategy would be to get all Survivors on death hook first so tunneling gets disincentivized and Killers also don't see 2 or 3 gens pop by the end of the first chase as often. That wouldn't need substantial general buffs to any side as addressing the core game systems would eliminate the need. I'm sure BHVR could come up with something that addresses game mechanics as well.

    I mean yeah I want tunneling removed as well. I don't think the hard tunneling at like 4 or 5 gens is common at all though and most people vastly exaggerate scenarios as "tunneling" when it's not. I see it regularly said in my games even that I was "tunneling", when I don't tunnel at all. I intentionally go out of my way even not to tunnel.

    There is different types of "tunneling" though, I use that term loosely here. Like when the killers getting down to 1 or 2 gens he needs to remove someone generally. I don't do this, but I could see someone calling this "tunneling". It's hard to have these conversations because everyone has different definitions of tunneling, we'd have to agree on definitions first for proper conversations probably.

    I think some of the confusion I have with people in conversations here is me going back and forth between what I would consider tunneling and using tunneling in the sense of how many others would.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756349#Comment_3756349

    First point. There was a topic a week or two ago claiming tunneling only happens around 8%. With average of 57% kill rate. By that tunneling stats claim, the game is not balancing around tunneling. Are we going to agree that tunneling rate is high then?

    Second point. For me, Im not against killers' buffs. But if Devs give Huntress 7 iri hatchets basekit, that broken thing still not stop killers to tunneling survivor. It happened with buffed Eruption.

    When there are buffs on survivors. Killers bring up scenarios that top MMR SWFs would make the perks combo broken. Same to killers' buff, still feel dirty with that Huntress buff patch because there are Huntress that still tunnel casual survivors.

    "First point. There was a topic a week or two ago claiming tunneling only
    happens around 8%. With average of 57% kill rate. By that tunneling
    stats claim, the game is not balancing around tunneling. Are we going to
    agree that tunneling rate is high then?"

    That was a reference to a different type of tunneling. I'm referencing games reaching a point where "someone needs to be removed" with how many gens are left. I think those are thought of differently, of which I am referencing the later. Unless we want to talk about tippy top high mmr matches of which it is balanced around tunneling of former, but that's not average or probably what you're referencing.

    "Second point. For me, Im not against killers' buffs. But if Devs give
    Huntress 7 iri hatchets basekit, that broken thing still not stop
    killers to tunneling survivor. It happened with buffed Eruption."

    Can we really not be hyperbolic? We go from killer buffs to 7 Iri hatchets? Really?

    Eruption was an unhealthy designed perk I would agree and over tuned. However, I would disagree on the tunneling point. During the "gen kick meta" tunneling was significantly lower in my opinion.

    "When there are buffs on survivors. Killers bring up scenarios that top
    MMR SWFs would make the perks combo broken. Same to killers' buff, still
    feel dirty with that Huntress buff patch because there are Huntress
    that still tunnel casual survivors."

    Is how it effects top mmr swf not a valid concern? This isn't just a top 1% thing either.

    While a lot of other killers needed improvements before Huntress I really don't see any issue with the Huntress buffs. Huntress isn't even one of the killers I really play, so this is mainly from me playing against her. Even after her buffs she isn't over tuned or anything. She's still even generally ranked as one of the funnest killers to face.

  • @The_Krapper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756359#Comment_3756359

    I was referring to where you were saying that slowdown is required in the game, it's not required but alot of people use them and I agree they should be there as an option for people who want to use them, as to the bias part I do think if you call survivor only players out and blame them for the staleness that it is bias but that's just a personal opinion there because I believe players on both roles have their fair share in accomplishing that, killers complaining about perks/new things in general that don't need nerfed the same way those survivors do about killers it all goes hand in hand to create that staleness we have it's not just survivors,.

    "I was referring to where you were saying that slowdown is required in the game, it's not required but alot of people use them"

    For good players no, stacked 4 slow downs is not required, but the game is in fact balanced around some slow down, generally speaking. The game is not balanced around zero slow down, regardless of how good you are, unless you are on one of the few very high tier killer exceptions to the rule. This is generally agreed upon by most all the community, this isn't really a debated point.

    "as to the bias part I do think if you call survivor only players out and
    blame them for the staleness that it is bias but that's just a personal
    opinion there because I believe players on both roles have their fair
    share in accomplishing that, killers complaining about perks/new things
    in general that don't need nerfed the same way those survivors do about
    killers it all goes hand in hand to create that staleness we have it's
    not just survivors,."

    You are misunderstanding what I was saying. Yes, killer players complain just as much as the survivors. I was not saying otherwise. What I was saying is how much justification is in those complaints between the two sides. This is in reference to meta perks or features that were complained about and then nerfed. IE many of the survivor meta things that were complained about and then nerfed, were in fact very overtuned. While some of the killer stuff does meet that criteria, the majority did not. Hence why I asked that if you disagree with that statement, then list some examples that you think contradict it and I will lay my points out. This is not bias as I can give you reasons to justify why they are "generally speaking", not the same.

  • @The_Krapper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752300#Comment_3752300

    I'm gonna have to disagree with your last statement, your bias is showing when you only point out survivor only players and act like they're the only reason stuff becomes stale, we can't pretend like these killers who aren't good at the game don't have a hand in that as well, people who only play one role or just aren't very good in general, if you HAVE to stack all slow downs as a killer then the player is boosted just like a survivor stacking all second chance perks because they can't play without them, that comes down to a skill issue for the people that feel they can't play without those things.

    You misuse the word bias, as most people do. Pointing out one sides issues more doesn't imply bias. Bias would entail an "unfair" tilt. If one side has more issues or one side experiences something more, pointing that out doesn't make them bias, it just may mean there's more issues on that said side.

    If you think it is equally represented for the same reason on each side then please, list the equivalent amount and we can discuss, because I think you're picturing apples to apples when it's actually apples and oranges. I'm more than happy to elaborate as to why as well if you do.

    I have very rational reasons for all my opinions, they aren't "bias".

    " if you HAVE to stack all slow downs as a killer then the player is
    boosted just like a survivor stacking all second chance perks because
    they can't play without them, that comes down to a skill issue for the
    people that feel they can't play without those things."

    I never said this or implied it. I can rephrase my statement if it seemed that way. Also, the game is balanced around the average/bad player, ie mentioning a good player wouldn't need those is pointless. Unless you're wanting to get into how the game should be, as I don't want the game balanced that way, it's just how it currently is.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756254#Comment_3756254

    But then "tunneling" is only a problem in a community, this is quite obvious BHVR is trying to design the game with tunneling aspect at the very least

    It's not too hard to remove it altogether anyway

    Oh yeah the game is balanced around tunneling at the moment for sure. That's the thing, people just want tunneling removed, the end. What they don't realize is if it was removed completely it would come with significant killer buffs which I doubt any of them would be cool with.

  • @Orthane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/419542/please-don-t-ever-bring-back-the-remote-hooks

    Remote hooking is fine, it's the remote pallet breaking that's a problem.

    Now this I agree with. I don’t know why people are so focused on the remote hooking, it’s fine. Remote pallet break however I can definitely see an argument for how busted that was yet no one complains about that. All remote hook did was save a little time, remote break however gave tons of downs that would have never happened in many scenarios with little counter play.

  • I’ve yet to hear a single good reason why it was unbalanced or an issue at all.

  • An interesting thing to note on Xeno. While most rank him quite high on a tier list his kill rate is actually usually one of the lowest few surprisingly.

  • @ReverseVelocity said:

    This does echo a lot of the frustrations I have with Sadako. The thing that bugs me the most is that tapes don't feel like they do anything in this iteration of her kit. They're just there as a free TV shutoff. 1.0 had Passive Condemned, 2.0 had Condemned on hit but 3.0 doesn't really have anything at all.

    I'm not sure if Passive Condemnded would be appropriate with it being easier to apply it than her 1.0 kit, but I think Ring Drawing becoming basekit would be a good idea.

    Another idea I had was that Survivors carrying the Tape do not hear the Lullaby. This makes them more susceptible to attacks without increasing Condemned at all.

    I also agree with Reiko's Watch being made basekit (again). I don't like how they only add partial amounts in terms making addons basekit. Imagine if they'd Wraith like 5.4m/s when reworking him the first time around. Basically the same kind of thing.

    I agree with this idea. I like either condemn on hit when there’s a tape on them, Ring Drawing base kit, or no lullaby when holding a tape. These give some risk to holding a tape. I like these better than passive condemn as they’re not free, the Onryo has to earn them.

    I don’t think they needed to get rid of old Ring drawing. The condemn on heal was fine as an addon, especially once they made it not apply on slug pick ups.

  • Do you feel survivor has a ton of issues that need addressing but aren’t? I mean survivor basically just has the tunneling issue and matchmaking problems. Bad matchmaking is a current necessary evil as it covers up the games balance problems. Both sides have tons of bad perks. So really tunneling is about it.

  • They basically just gave QoL changes..but also not only didn't fix her core problem (taking Victor hostage) but made it even worse as the cooldown is longer now. So kinda a side grade with no real issues addressed. Likely just as unpopular as before since the main reason people don't like playing her is Victor being taken hostage. People don't like having survivors control their power.

  • Should be visible. If people are gonna tunnel, seeing it or not doesn't matter. All this does is help the killers that don't want to tunnel.

  • @Devil_hit11 said:

    gameafoot. i just want the perk to give me 5% haste after kicking a pallet. Changing the the perk so that it changes the obsession when hitting a survivor by any means would make it consistent.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755691#Comment_3755691

    buffing hex:undying is probably best solution to making hexes last longer. For example, instead of hex:undying only re-lighting itself a single time, make hex:undying re-light itself 2 times. I doubt they'll buff hexes because they're not top 20 worst perks in the game but they're not meta or good either. Just average perks.

    I found that they're better than most of killer perks by playing chaos shuffle. I rolled hex: blood favor and hex:crowd control in many builds. it was very useful despite being cleansed every game. Some games, i had hex:retribution and Hex:haunted with some other hexes like hex:lullaby, they at least did something unlike some of the most pointless perks ever like….. predator.

    I’d basically just like them to be active from the start but not light into a totem for like 60 seconds into the game. So until a minute has passed they’re impossible to find or cleanse. Buffing Undying just uses it as a bandaid fix.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755780#Comment_3755780

    There are a couple other patches in there too now that I'm looking. Just depends on when the data you have was collected.
    Dedicated Servers were definitely very very janky in the beginning.

    IMG_1264.jpeg

    Doesn’t show months so I can’t say. We’d have to manually go through all the old posts to see exactly when it was listed.

    I remember them being pretty janky but I didn't think it was that bad. It’s been a while since then though.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755771#Comment_3755771

    The changes I found were the Billy and Bubba reworks and the bigger one, imo, was the switch to Dedicated Servers.

    Dang I didn’t realize peer to peer was giving that many more kills. Pretty wild. More significant effect than I thought for dedicated servers.

  • While not nearly it’s former self it’s still quite good, definitely not a bad perk by any means.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755765#Comment_3755765

    Am I forgetting something big that happened in 2020?

    What caused THAT big of a drop? 12% drop is actually insane.

    I’d have to look back on those old patch notes to see exactly as I can’t remember what big changes happened right then, but yeah huge change so it must have been a big patch around that time.

  • Mine was from 2020 as well roughly a 68% kill rate. Yes it was pre mmr. I went pre mmr, because you were referencing pre mmr. If you want to only talk post mmr then we’re back at the original point of your phrasing being misleading since post mmr kill rates have been roughly the same. You brought up how they used to be much lower which is why I went there.

    Realistically for data we should probably avoid pre mmr as you’re referencing, but then that goes back to my original point of we shouldn’t be saying “highest it’s ever been” since that paints an unrealistic picture to inexperienced players.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755743#Comment_3755743

    Except they have? By a percentage that matters as well. That would be a lie since we have record of them being lower.

    You are arguing semantics and your example doesn't track. We are functionally at the highest KR that we have record of, what I said is true.

    blob:https://forums.bhvr.com/865df906-632f-4617-9e3a-35fbae48dddd There was an error displaying this embed.

    Kill rates have been drastically higher in the past. What you’re saying is not true.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755713#Comment_3755713

    Since we agree that .06% isn't meaningful, as far as we know, KR has never been better.

    That we know of. I suspect it was probably higher during Eruption, but no stats for that.

    You’re saying never been better instead of haven’t changed. That’s misleading phrasing. By that rational I could also say kill rates have never been lower than now. By the way you’re phrasing it that would still make that statement just as valid as yours but it would also be misleading.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755694#Comment_3755694

    IIrc, they stopped doing the High MMR KR and just started doing Survival rate, which is different since it's different roles.

    https://us.v-cdn.net/6030815/uploads/32R9UNGMA9IT/oip.jpg

    Not sure why it's so blurry, but this is for all MMR's. We don't know the high MMR KR for new stats, iirc. A .06% difference isn't significant enough to say it went down or up.

    Also, only two Killers are even below 55% KR, which would be Billy (who has gotten changes) and Doctor, who has gotten buffed.

    Right so .06% isn’t super substantial but my point is that it’s misleading people by stating kill rates have never been better when that is in fact not true. Even if it’s not a statistically large percentage, it’s in the opposite direction, not even .06% higher.

    More accurate if we wanted to not use a small percentage change would be to say, “kill rates haven’t changed much”.

    If we took someone who had never played DBD and put that phrase and your phrase side by side they would each paint a different picture for them of the game by the phrasing.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755658#Comment_3755658

    No, I'm afraid not.

    Even going back two years, we see the same idea. I'm sorry that it doesn't fit your narrative.

    https://us.v-cdn.net/6030815/uploads/PZQC8FDZPSEN/ffrmdalwqaalnqu.jpg

    Last kill stat average across the board we received from the devs was a 58.5% kill rate. That stat you linked from two years ago being 61.3%. That would mean the kill rate has in fact gone down, contrary to what you’re saying. I’d also argue even the 58.5 is inflated a bit from killers like SM that are artificially significantly higher from people removing themselves so much.

    So by the data it would say this is not in fact the best kill rates have ever been.

  • @HerInfernalMajesty said:

    I know Hex: Thrill of the Hunt is fine but I’d still love to see it get a buff.

    Honestly they just need to make it not a hex itself so it can’t be cleansed. Then it’s just a flat “totems take longer” basically. Maybe I’m asking too much but I don’t think the notification on totem touch would be too much either.

  • As survivor: I escape or 3 teammates escape is a win.

    As killer: 3k or 4K is a win. 2k draw. Anything less is a loss.

  • Quick and quiet, dance with me, pebble, red herring ect. Essentially take all the “fun” perks and just make them better so that they’re actually decent as well.

    Dying Light, Thana, hex perk rework, improve a bunch of the bad chase perks.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755051#Comment_3755051

    So, pick up the item and do that. But if we are balancing the game around "Average solo queue teammates" then when does nurse get buffs considering she has one of the lowest kill rates in the game? or are we only allowed to balance for average "survivor" players but when it comes to killer balance it has to be "top tier" players?

    This ^
    So many people want the game balanced around average/bad solo queue survivors but no one wants it also balanced around average/bad killers. It’s very much a double standard a large part of the community has.

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754057#Comment_3754057

    To be fair, survivors doing what you describe usually means they shoot themselves in the foot. - A killer doing what you say is killing two birds with one stone. - That's where the major difference between the two is.

    The other major difference is that if you don't happen to be a 4 people swf it happens more often than not that you don't get to reset and then don't magically know where teammates are to reset. Or when several people are on the map and it's unclear who is supposed to go unhook; if I'm on a gen on the other side of the map I'll assume it's not me, even if the other two are also on gens they are, by definition, closer. If both of them are injured, however, that changes. - If one of them is not on a gen I will assume they are already on their way. - If they are getting chased without actively being in chase is, however, something I have no way of knowing. The killer doesn't need that kind of clairvoyance to not "accidentally" tunnel.

    It does not usually shoot them in the foot. They do it for a reason, it’s because it usually works.

  • @Shuma said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755196#Comment_3755196

    Gen-Rushing is very specific and rarely happens, just like tunneling-at-gen-5.

    Normal survivor game play is not Gen-Rushing. Saying it is just devalues the term gen-rushing to mean the same thing as normal survivor game play.

    My description of gen rushing is not “normal survivor game play”. That’s a misrepresentation.

  • @Shuma said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754057#Comment_3754057

    What you are talking about is just playing the game. For “Gen-Rushing”, you’re talking about the entire team dedicating their build to rushing gens. Everything else is just survivors playing the game.

    The comparable killer behavior is tunnel-at-gen-5.

    Neither behavior is seen often, although tunneling-at-gen-5 is more common.

    I think you are treating your definition of gen rushing as objective when it’s subjective and I would argue more people on average consider what I described as gen rushing than what you described.

    If you want to say what I described is “just playing the game”, then that’s fine, but then by that tunneling at 5 gens is just playing the game as well if you want to go that route.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755152#Comment_3755152

    The kill rate is 5% higher than the next closest perks, most of which hover much closer to what the devs consider balanced, and 23% higher than actually balanced. That's at least a kilometer.

    Balance is aimed at 60% not 50%. 5% also isn’t the crazy of a difference.

    You didn’t refute any of my points either that pointed out the fallacies in your arguments.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755095#Comment_3755095

    Sure, a perk combination having the highest kill rate by a mile across a variety of killers has no significant implications at all. I'm sure you would feel just as skeptical about a new survivor perk having even a 60% escape rate!

    Yes, I would. You imply a bias without even asking my opinion first and just assuming. I wouldn’t blindly go by stats as I understand how flawed they are. It’s also not the highest kill rate by a mile, that’s hyperbolic, it’s just high. As I already stated there’s also multiple other very bad perks that are also “high kill rates” that further dismisses the value you’re placing on those stats.

  • If anything I think he’s a little undertuned.

  • I guess it’s necessary for me to point out the errors in relying on stats so blindly. Should we also be buffing nurse since her rates are lower? No, it’s because we have the ability to realize how much lower mmr and bad players influence those stats. Should we also point out the F tier perks in those stats that show high kill rates even though they’re awful? You really shouldn’t be mocking towards people when you’re not understanding stats correctly. We can have a normal conversation without that.

  • If we were forcing a change it’s closer to needing a buff than a nerf. Extremely easy counter play and takes two perk slots. I’d always rather a killer run this over stacked slow downs.

  • @Raccoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754642#Comment_3754642

    downs you 4 minutes after unhook, patrol, and a failed chase

    'Filthy tunneler'

    Yeah literally lol. Like I intentionally go out of my way to not tunnel and I don’t even pay attention to how many hooks people have, but when I watch matches back from streamers perspective they’re very often screaming about tunneling. It’s wild. I even have months worth of my streams recorded and available for people to watch back and see there’s no tunneling.

  • @AggressiveFTW said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754759#Comment_3754759

    True, I feel like they need to do that as well. I'm getting tired when there comes a new Killer with a teleportation ability. Not all Killers need to have that, just built-in slowdown in general, don't have to be mobility in that sense. If the solution is to give all Killers teleport abilities, there would not be any unique Killers left lol. There is also room for more creativity with built-in slowdown rather than teleportation.

    Yeah I wish they’d get a bit more creative on ways to give killers map pressure. I feel like at least half the killer rosters are pseudo the same abilities just with a different splash of paint to make it look different.

  • It’s because normal Myers is boring and weak. His skill ceiling is very low as well. There isn’t much to get good at.

  • I don’t think they necessarily have to have mobility. What they need is map pressure, that is what they’re getting from map mobility. You could hypothetically have a killer with no map mobility if they had like a built in game slow down that put survivors on side objectives. This would give them pseudo map pressure. Think Pig with her traps, but if her stealth and ambush were actually good.

  • Even a BP bonus would be cool that scaled. Like p50 would be 50% extra and p100 100% ect.

  • I put them mostly on killers for the same reason I mostly just prestige killers. The killers are unique game play whereas survivors are just skins. I don’t want all the cakes locked on a skin when I move to a different one.

    About 3,000 of those are between my two mains currently which are Onryo and Ghostface. The other 2k spread around on other killers I play frequently.

  • Hearing what some people in this thread consider “tunneling” totally explains why people think there’s way more tunneling than there actually is. Some of these definitions of tunneling are so wildly far off from what actual tunneling is. I feel like people use these broad definitions as a means to take accountability off themselves for how a match went.

  • Must be a one off, none of my DS have missed before the remote hook.

  • @SkeletonDance said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754336#Comment_3754336

    Perhaps they want to do something about Holding W in corridors and make loops stronger for survivors? This is what I thought

    As much as hold w is an issue on many maps and it seems like it would be on Midwich I actually don’t typically have that issue on it. I also think its loops are way more balanced than most maps. Most maps loops are forced pallet breaks once thrown as they’re generally unplayable unless the survivor is just really bad.

  • Well it’s hard to even call those “buffs” as the base kit wipe away of her traps was a massive nerf that nulled a lot of the buffs she got. She could still use substantial buffs since she’s so easy to counter now. 115% doesn’t even sound unreasonable.

  • I’d be happy with just like a recolor of the legacy skins

  • All of those make sense except Midwich, it's totally fine. Not sure why they're touching it.

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