Brokenbones
Brokenbones
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@Tsela said:
https://forum.deadbydaylight.com/en/discussion/comment/3107001#Comment_3107001
yeah I know but in the above announcement it says action speed, not gen repair speed. So that's why I'm asking. Because normally the description of thanatophobia reads gen repair speed. So is it any action or specific actions? Because it's not clear if they changed that or not. Since I can assume that it's any action, unless specified
I think they'd mention if it affected healing again since they made a point of removing that debuff since it punished survivors for trying to counter the perk
I mean surely they'd mention it specifically?
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@Tsela said:
Oh one question guys because I just noticed in that announcement. It says "action speed" not "generator repair speed" So basically it will work on heal speed and other things also?
Thana affects repairing, sabo and totem cleansing
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@humanbeing1704 said:
Cool can't wait to try this and never do gens
Funny tho
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@ThatOneDemoPlayer said:
You're still basically useless to your team.
Could probably work in a 4man, maybe
Oh yeah I mean, I don't think it'll be good
But it's certainly a weird interaction, it's basically old object
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You're running two perks for this, before Pain res was a jack of all trades
Regression, Interruption AND tracking. Now it's just regression and interruption meaning you need another perk for tracking
@Lyn said:
I am extremely confused by this patch all around. Nerfing Thanataphobia was justified, but making it useless except on the killers it was already annoying on vs solo queue players? Why?
Nerfing Mettle of Man? Why?
Skill checks are apparently too oppressive so their solution is bringing back Pain Resonance and Dead Man's Switch combo meta because? What?
I don't understand the point of this patch at all, how is this intended to make the game more balanced and/or fun for anyone?
The merciless storm interaction is just a dumb side effect they couldn't fix for some reason
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@DBK1 said:
https://forum.deadbydaylight.com/en/discussion/comment/3106697#Comment_3106697
Didn't know that. Thanks for the heads up.
No problem! This also applies to the mangled and hemmorage addons too.
I make it a point when I see these addons to 99 my mend and get a teammate to finish it to avoid the status effects, it also seems contagious like
When I do it, my teammates catch on and start doing it too. It's nice
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The nerf is healthy because it doesn't reward camping as much
45s is almost an entire hook stage, 30s is only half a hook stage.
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@DBK1 said:
https://forum.deadbydaylight.com/en/discussion/comment/3106652#Comment_3106652
Why are you pretending like Legion can't force a broken status after a survivor mends.
You aren't 100% forced to be broken
That addon only applies if you self mend, you can 99 a self mend and get a teammate to finish it and you will not be broken.
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You don't want healing speed perks with audodidact
faster heal time = less chance for skillchecks.
The only increased heal speed perk worth using with autodidact is WGLF so you heal slugs faster and don't accidently sandbag them with autodidact
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@Juicyman said:
It's now only decent on the two killers it was already good on, while worthless for the others, not a good change although I guess the idea was to not make it a safe default.
Still though, it's a decent nerf to those two using it as well
Think about it right
if 4 survs are injured with this, gens will take 112.5 seconds roughly
But if just 1 survivor heals, that will be cut in half making gens only take 95 seconds
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@Aven_Fallen said:
Does not really change anything. It will be as annoying as before on Legion and Plague.
At least the counterplay to this is a bit more potent now
You can cut it's effective amount in half by having just 1 survivor healthy. That's the most important part of this change I think
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@PaintedDeath said:
Where was this quote?
The source is linked at the bottom.
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@Mandy said:
Do you mean that the perk doesn't register the totem break, so that when you're not broken you can't get healed?
I believe that's what OP means
I think what used to happen was regardless if you were broken or not, if you cleansed a totem whenever you were unbroken inner healing would remember that you cleansed a totem and would activate so you could use it
Now it seems like if you're broken when the cleanse happens the perk doesn't register it.
On the perk text it does say that if you're broken, the perk doesn't 'activate' but before that simply meant you couldn't use it to heal during that time, not that you couldn't cleanse a totem to have it ready.
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I'm always aiming to improve with the powers of the various Killers
If I have a rough game but I get some cool plays in/I get more comfortable with a power it doesn't feel as bad honestly. I'll also try to observe the pathing of survivors I go against for use in my own games. Sometimes people do rlly dumb stuff that works and I'm like damn I need to try that
I tend not to worry too much about the early gens, they are always going to get done.
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@Killer_BeeYT said:
https://forum.deadbydaylight.com/en/discussion/comment/3104433#Comment_3104433
Yeah I'm ignoring the base kit killer buffs. Cuz that's not the problem here lmao. Killers needed a tiny buff like that. The problems in this game revolves around gens going too fast and holding W being way too good of a strat. The buffs on killer gave every other killer that isn't nurse or blight a fighting chance. In fact these buffs mean almost nothing to the top 2 killers. This was literally a buff to all lower tier killers.
This is wrong though
You're forgetting two things:
1) The survivor post-hit speed was nerfed, meaning Nurse, Blight and Spirit all gain benefits from this because their mobility focused powers are even more oppressive
2) Decisive strike, a perk that at 5s only barely slowed down Nurse/Blight now does literally nothing against them. A nurse and blight can basically tunnel someone from 1st to 3rd with little resistance. Off The Record helps but it's also telegraphed, a killer will always know if someone has it because of the built in Iron will. Grunts of pain = No off the record
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@Error_Social said:
This last patch has really shown that survivor mains are vindictive, vile and vainglorious. Keep the facts rolling, Killer Bee
lol no it hasn't
@Killer_BeeYT said:
https://forum.deadbydaylight.com/en/discussion/comment/3104396#Comment_3104396
I don't think you read everything in my post. I did end up specifying people disconnect to try and change the stats to get the devs to revert the patch
I read your whole post
There is no concrete proof that's what's happening. People are giving up/quitting mainly because they are frustrated. To give you an example, I just saw a clip from a big killer streamer where he's being given a good chase by a survivor but then the survivor DCs bc their teammate made a bad play and sandbagged him
I'm not denying there might be some ppl out there ruining games on purpose but the vast majority I'm 100% sure is frustration at the game, not some conspiracy to make the devs 'revert' the patch.
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@Killer_BeeYT said:
https://forum.deadbydaylight.com/en/discussion/comment/3104369#Comment_3104369
How am I generalizing??? A huge amount of survivors are disconnecting or dying early in droves
I'm not saying every survivor does this. But it certainly is a LOT considering it happens nearly every game I play killer in.
Your entire post is generalising people who play the survivor role
You should be talking about ragequitters/people who give up themselves
This is like me making a thread called "Killers need to get good!" then going on to detail that certain killer players need to stop complaining about SWF because xyz
There is a lot of frustration going on and I'm sure that's why people are giving up/DCing more frequently but that doesn't mean it's the survivor role itself, it's a certain kind of survivor. People gave up and DCed before DH was nerfed.
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Please stop generalising
thank you
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Yeah I remember during WW2, there was a balance patch that buffed the British faction to the point where Germany simply couldn't beat them. Even with thana the Germans simply couldn't win
I think it was an overreaction though, I mean it's not our fault we're an island that you can't really invade easily
What is this post
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It's the 'killswitch' icon
It means the devs have remotely disabled the character due to a bug/exploit
The game actually tells you this but clown's description is so long it's cut off
Go to the store and select clown and it'll show you the text
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The new tiles on macmillan added new gen spots, it's not just you.
I've noticed this as well, it's really weird
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I mean it'd be a huge missed oppertunity if not right?
I think at least Nemmy will get a skin. Leon/Jill I'm not so confident about due to limited options.
Would love to see S.T.A.R.S Jill though.
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I've started straight up Ignoring plaything when I'm cursed with it
The time I spend cleansing it + the time it'll add to gens is just not worth it
I'd rather be perma oblivious, I can use my eyes and ears in 90% of maps.
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Vicious cycle honestly
A lot of people are running thana/other passive slowdowns
So a lot of people use prove thyself
and the same in reverse
Discordance is an S tier info perk right now though, I've had it go off basically every game I've used it. Before this patch, I'd sometimes have games where it never went off once
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I've also been using Guardian and BT and it seems quite potent
I've had a few instances where a killer who didn't have line of sight returned to hook and physically couldn't find the unhooked person due to their scratchmarks and blood being gone, which made them swap to me.
Seeing the killer's aura also helps ensure safe resets under the hook since you can know if the killer is coming back. Pair it with we'll make it and even if they're coming back from a distance, you'll get the heal.
It's nice how 1 small tweak to base mechanics made a meh perk into a pretty decent one. Guardian's become one of my fav perks
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/3102571#Comment_3102571
The range addons increase the range only slightly, additionally it takes longer to charge them. The addons aren't as good as people think for the chase. The point is that it lets her traverse the map better, which plenty of other killers can do better than she can even with the addons.
Okay and what about the fact the addons increase her speed no matter what distance you're blinking?
A quick blink from a basekit nurse is slower than a ranged addon nurse and it makes ranged nurse extremely frustrating because it throws off timing and feels impossible to react to
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I'm running a healing build
I have Circle, we'll make it, botany and desperate measures
The killer is playing hit and run, with sloppy
At some point in the match we ended up in a 3 gen and I ended up turning into the team medic.
My teammates would run in, work on gens, get hit then run back into the circle where I was. I'd reset them in less than 8 seconds and then they would go and repeat the process.
Being the team medic was fun.
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You make some solid arguments and I do agree an infinite source of self healing is super strong in the right hands and with healing speed perks you could make regular self-care only slightly slower than a teammate healing you. I never bought that the perk was F tier garbage.
But the elephant in the room is obviously COH - in your example, you were prepared for it but shattered hope is a niche perk that needs a place in a build/playstyle. Shattered hope isn't a catch-all solution for dealing with it.
The reason why the self-care nerf seems so odd is the reasoning BHVR gave while not acknowledging the fact that COH is the same, but better in every way. If you run COH and Botany in this patch, you heal at the same speed a teammate does which is ridiculously time efficient.
Coordinated teams will also call out franklins and drop their medkits in safe spots until they are urgently needed and even then Built to Last is still a thing to contend with.
Personally I believe self care's best application was during the endgame where everyone's split up, a survivor might be dead and you need to get to a gate while the killer's patrolling. It was a really nice safety net to have.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/3101045#Comment_3101045
https://forum.deadbydaylight.com/en/discussion/comment/3101053#Comment_3101053
My apologies also if I sounded confrontational or something. I always add an "lol or ๐" to show I'm not being that serious ๐
https://forum.deadbydaylight.com/en/discussion/comment/3101054#Comment_3101054
She doesn't really interact with people. At least Tarpper it feels like you have to corral people into your traps mid loop lol
She either has traps everywhere and the survivors die, traps destroyed constantly and she loses or she camps and probably wins. I've genuinely never had a Hag game that's I've enjoyed in my 5000hrs on this game ๐
I'm just easily amused
Maybe it's cathartic to me knowing that the killer's trying to make a web of traps and I'm just getting on their nerves the whole time. It's double funny when two survivors start doing it at the same time, constantly ping-ponging her back and forth between traps while also being just out of swing distance
Although yeah, if Hag gets someone in basement - good luck getting out unless you're a minesweeper expert
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/3100755#Comment_3100755
I'm joking around mate lol I always say on here how much I hate Hag so it was an easy joke ๐
Genuinely don't enjoy any games I've had to play as or vs Hag so I'd actually like to know why.
https://forum.deadbydaylight.com/en/discussion/comment/3100765#Comment_3100765
They are ๐ I know people hate vs'ing Bubba whereas I love facing him. As I said above I was joking since I always joke about Hag.
https://forum.deadbydaylight.com/en/discussion/comment/3100771#Comment_3100771
I don't find that fun though. I find that similar to Nurse she makes a bunch of average perks extremely annoying (I.e Franklin's). When I play as her I feel the matches take too long when I play well and too short when I play terrible.
For me annoying a Hag all game just seems like bullying which I don't like. Facing a good Hag is slow and boring. A camping Hag is also boring.
Tbf it's not bullying it's her actual counterplay
Letting a hag set up is letting a hag win basically
I understand your POV tho, hag's not super interactive most of the time. They can be very 'flow-chart'-ey.
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@Game4Fun said:
https://forum.deadbydaylight.com/en/discussion/comment/3100808#Comment_3100808
Right I just get sick and tired of being on the team with players who are beginner level or intermediate level and when and what tick me off the most is I run killers for hours and hours and gens are not getting pop everyone walking around and then when I'm out the game then they want to start popping gens
That's not a casual/competitive problem, I think that's a matchmaking issue
since MMR brackets were widened and que times prioritised, you'll still be put with people less experienced than you. Not as bad as the past, but still sometimes not great.
That's why I get inexperienced killers sometimes despite having 2k+ hours
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Doctor's original model
Nothing against the new one, I just like the old design better. The new version looks cartoonishly angry as opposed to the expression of the original
Plus Docs voice doesn't fit the new model IMO. Whenever I hear the laugh, I see the original model
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If you thought Killer que times were bad now, imagine it when there's two different sets of Killer ques
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/3100638#Comment_3100638
Your joking with Hag right? ๐
Part of the criteria was fun to play as and against lol
tbf if you know how to counter hag it's fun
Messing with a hag all game is one of the most hilarious things you can do as surv. Like watching her put a trap, then I just run over, angle myself properly and trigger it to make her swing straight into a wall. Priceless.
some of them can't handle it and DC
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@The_Krapper said:
How can you not want to? Lol people want to get their money's worth to hear that line "S.T.A.R.S.!!"
I jump in lockers when I'm about to go down vs a nemmy just to make him say it
I hope killer players appreciate it as much as I do
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/3100712#Comment_3100712
You people really need to quit putting fun as an objective term. I find Spirit fun to play against and a lot of other people also do. Just because you donโt doesnโt mean sheโs objectively not fun.
100% agree
I mean some people like facing Starstruck Agi nurse, those masochists!
Jokes aside, a killer doesn't have to fit any criteria for you to enjoy them. I really enjoy Cenobite but most people despise him
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Top 5 in my books:
Oni
Demogorgon
Cenobite
Dredge
Cannibal
Blight would be on here if you subtract his ridiculous addons
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I play Jill/Chris and I find it fun when it happens, but I don't speak for everyone
Nemesis is one of my fav killers to play against. I've learned some decent counterplay to him especially if I'm chased early. Being chased by T1 nemmy isn't such a big deal
It's t2/t3 that's bothersome
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If your teammates are being tunnelled, maybe you could try running perks to help with that?
That's kinda what I've been doing
Some random perk suggestions:
BT - Extend their unhook BT/haste
Guardian - Hide their scratchmarks, blood and increase their haste effect to make them run faster. It also shows you if the Killer is coming back, which helps a lot
We'll Make it - Use this for a quicker reset to ensure if the killer finds the unhooked survivor again, they can at least survive for 2 health states. Failing that, stealth as being healthy is better for stealth now
For The People - An emergency use perk that will allow you to make someone vunerable healthy and make yourself a target. The killer may swap to you to capitalise. If they hook you, that's fine - you took pressure off your teammate. If they slug, maybe pair with unbreakable or tenacity.
Desperate Measures - In a pinch the unhook speed paired with unhook perks can really make a big difference, would recommend trying it out. The less time you spend locked in animation, the faster the unhooked survivor can move to safety
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3100408#Comment_3100408
Your suggestion is appreciated. Something other than regression on the side of the killer. I don't think pure regression belongs in the game anymore if solo survivors still have a place in it.
I think regression does have a place, they just need to be done right
Like I think Jolt/Surge is a pretty balanced perk overall since it has a basic attack condition and a range limitation (As well as counterplay, you can jump in a locker last second to negate it)
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All eruption needs is a small tweak of some kind
I made a suggestion thread with my idea for one in the feedback section, curious to see what ppl think of it
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A has basically all of my favourite characters apart from Jonah
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3099800#Comment_3099800
I just dont understand how they went from testing if it should be removed to buffing it.
It has to be maps, it's the only explanation that makes sense as to why they buffed it.
Like haddonfield, rpd and eyrie, instead of changing them just make bloodlust better. I know RPD is being reworked but the others aren't
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@[Deleted User] said:
That's all fine and well, but the *why* of it feels problematic. *Why* am I not escaping as much?
It's perks. Killers haven't become better. I'm losing to killers who don't know how to run an L/T wall. They get bloodlust 2 after 25 seconds and have 4 slowdowns. The balance changes don't feel organic. This patch is less about rewarding the skill of one side than it is about making the skill of the other side not matter. That's how it feels.
Of all the changes they made, the bloodlust ones are the most nonsensical
Bloodlust as a mechanic is already the most bandaid thing in the game, so making it easier to get just baffles me.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3099023#Comment_3099023
You are trying to attribute a base kit change as a buff to Thana.
That is not how buffs work.
If you make basekit changes, there are indirect buffs to perks
brutal strength prime example
@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/3099113#Comment_3099113
Like @LordOfYggdrasil said, 10 of those 15 are from base gen time increase and not thana itself.
The overall point is that thana gained more efficacy with the increased gen times. This is a buff to not just thana but all gen slowdown penalty related perks.
Obviously not just thana, it applies to all perks that apply a % based debuff. Dying Light, Gift of pain and so on.
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@LordOfYggdrasil said:
the gen buff isnt the same as the thana buff. sure they relate but thana provides almost the same amount of time as before, gens simply take longer in general now.
https://forum.deadbydaylight.com/en/discussion/comment/3099023#Comment_3099023
I think you might misunderstand.
Thana is a % based perk.
The repair speed penalty is based on the charges per second it takes to complete a generator.
So 22% of 80 seconds is less than 22% of 90 seconds.
Old thana made 80s into 100s
New thana makes 90s into 115s
An extra 15 seconds is quite significant I think
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/3098944#Comment_3098944
This is with full stacks which rarely happens. A surv or two will heal when they see the debuff. They'll cleanse when they see the debuff. It never stays at 4 stacks for long.
Vs Legion and Plague it can
Which are the 2 killers people are complaining about with thana
Most other killers can't use it as well because healing is a valid option.
Legion you have to both mend (which adds up) then heal, not worth it most of the time
Plague you physically cannot heal when infected, and getting all 4 survs infected isn't that hard if you've got some decent game sense/hook a fully infected survivor or two. What makes it worse is, if you cleanse vs plague you give her another dose of her super strong chasing power which can lose you games
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3099000#Comment_3099000
So the answer to my question is... 3.
3 seconds.
That is how much they buffed Thana.
3 WHOOOOLE seconds.
Sorry I'm done playing Math teacher for the night
If you can't understand that because 90 is a bigger number than 80 that percentages of those numbers differ then I can't help you
Thana before added 20 seconds at 4 stacks to make 100 seconds
Thana now adds 25.38 seconds at 4 to make 115 seconds
A net increase of 15 seconds. If you remove the buff, it'd be 112 seconds, a net increase of 12 seconds.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3098944#Comment_3098944
No, you posted OLD gens. You are trying to factor in the ten second change to gens into Thana.
How many seconds have changed as a result of the PERK being changed?
Stop adding the basekit change.
What is the difference between OLD THANA and NEW THANA in terms of the changes to the perk itself?
??? That doesn't make any sense
I'll explain it again crystal clear
80 second generator. 1 charge a second. Old thana at 4 stacks reduced this by 20%. This increases the generator repair time by 20 seconds, maxing out at 100 for a single survivor.
90 second generator. 1 charge a second. Old thana would have reduced this by 20%. This would have increased the generator repair time by 22.5 seconds, maxing out at 112.5
However, they also buffed thana by adding another 2%.
So, the final version:
90 second generator. 1 charge a second. New thana reduces this by 22%. This increases the generator repair time by 25.38 seconds maxing out at 115.5(ish seconds)
In conclusion:
The thana buff adds 3 seconds
But the increase to gen times adds an additional 12 seconds for 15 seconds total.
Thana was buffed both in numbers and in efficacy because it's a % of a bigger number.
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In a word: Conflicted
My survivor games have been a mixed bag, but it's the kind of mixed bag that's hard to describe. I've had an increase of teammates DCing, giving up and so on so that's a big negative but I've also had a big increase in match time (Which in most cases, is good) and those matches come much more down to the wire than before. (In other words, lt's less of a stomp for either side).
Obviously sometimes when I'm matched with a lesser experienced killer, they lose quite badly and I guess that's just backfill issues or MMR sorting doing its thing but when the killer is decent, the games feel much closer.
However with the games being much closer, I find myself getting increasingly frustrated at my teammates. I've had matches where we were winning and then my teammates did something really dumb and cost us the whole game. This was a thing before, but these mistakes are much more punishing in this patch.
Also forever builds need to be tweaked, I feel. They aren't fun winning or losing. They are a slog, a chore.
My killer games meanwhile have also either came down to the wire where I just barely pulled it back or a chill game. Not having to deal with old DH makes playing killer feel 100x better. You can actually swing at survivors now and capitalise on their mistakes in chase. Shocker right?