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BubbleBuster

BubbleBuster

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  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3094154#Comment_3094154

    Maybe BHVR doesn't want stealth survivors just wandering around the map, collecting points by doing everything in the game besides generators? I'm not really sure what their thought process is on this one.

    i think they tried adding actual number downsides onto perks and see how the community reacts. Sad thing is they added it onto one of the worst perks already and just made a no mither type of perk; weak upside for a huge downside.


    imo this perk simply should not have a downside and it should make a lot of actions that you cant make quit otherwise quiet.

    Stuff like:

    • entering or exiting a locker slowly
    • vaulting a window slowly
    • the sqeaking of a chest when you open it
    • the loud breathing of the survivor when breaking and blessing a totem and unlocking a chest/rummaging it
    • the actual breaking sound of the totem (not for hex totems)
    • rummaging
    • sabotaging hooks


    literally any action that is not unique to a killer or somehow related to doing gens or doing actions fast.

    this perk is just a glorified debuff now and it is sad

  • i m not gonna go over the perk changes, i m sorry but thats too much for me. some look good, others not so much.

    here's what i have to say about the changes before that:

    1. yes, but this is also kinda abusable; this should not apply if another survivor is within that range or if the killer is chasing someone. This should punish senseless campers while not punishing good play
    2. not too sure about this one; would need to be tested on a ptb but i d be down to try it for at least a while
    3. YES YES YES, bad players shouldnt be rewarded for playing badly; BL3 is such a horrible mechanic
    4. sure maybe? i dont know; i think there should be a communication system basekit which does not require auras imo
    5. absolutely yes
    6. i dont know what team based mmr is but they should rework survivor mmr completely and adjust killer mmr because right now it does not account for skill at all
    7. would be neat, something for the future though imo
    8. yes, if they say they have a QA team, they are doing a bad job; a lot of things get released broken, overpowered or underpowered, there s no way they actually have one
    9. yes, some bugs are disgusting and they are just allowed to exist for months on end
    10. not voice comms; a wheel to select and send prefixed text messages such as "killer is chasing me", "killer nearby", "seeking help" and a ping system would be enough imo
    11. yes, this is a no brainer
    12. yes, toxicity wont die but it wouldnt hurt not being called a PoS after every round
    13. disagree, there should just be more items and add-ons in bloodwebs; why do i need 50 map offerings per bloodweb when i can use only one per game? i need 1 item and 2 add-ons yet there is the same amount of add-ons and items to offerings; also the ######### bp offerings that arent cakes or Party streamers suck and just take up space; also why do i have to buy 5 brown med kits every blood web? nobody is gonna use them! Bloodweb changes please
  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/337390/fixed-an-issue-of-people-using-calm-spirit

    Supply cases are a killer power, and perks don't affect that. You really don't want that rule reverted, because that would allow Pig to use Third Seal to prevent people from seeing the Pig boxes.


    i get the supply cases part, but why the rummaging?

    also adrenaline still wakes you up so apperently it s not a problem the devs are concerned about

  • @Crowman said:

    Supply Cases are unique to Nemesis and perks in general should not affect interactions with killer powers.

    i get the supply cases part, but why the rummaging?

    also adrenaline still wakes you up so apperently it s not a problem the devs are concerned about

  • @R1ch4rd_N1x0n said:

    Self Care + Bite the Bullet + intentionally failing skill checks = infinite Lucky Break.

    this doesnt really work.

    sure it is infinite while healing but it doesnt actually recharge.

    For every second you heal you are also a second injured so it is + 1 second and - 1 second of charge = 0 seconds of charge gained

  • i am not sure if this is the direction we need to go into, especially after this killer sided update.

    Also just because some killers are stronger than others is no reason to give everyone a demogorgon shred attack. Maybe just... nerf the strongest killers and buff the weakest ones?

    Also there is absolutely nothing wrong with some killers being stronger than others. It is literally impossible to make every killer the same strength.


    this is a no for me, this just overcomplicates balancing

  • @TeabaggingGhostface said:

    Looks like we need a score event overhaul

    repairing 2 gens solo gives you 2500 points...


    we need a point overhaul i agree

  • ever since Pain Resonance no longer works with DMS i see no reason to nerf dms.

    It now rewards killers for applying pressure + it has anti-synergy with Pop (LMAO), call of brine and overcharge so i dont even see a reason to use it

  • imo the only problem is showing them in the pre game lobby because lobby dodging.

    after game it's a whatever.

  • @Adjatha said:

    That's pretty funny.

    I guess you could use the Sacrifice offerings. Is there a Sacrifice bp perk like how Thrill increases earned chase points?

    sacrifice BP offering does not help in reaching the cap as it only multiplies what you got naturally in a round after it has ended

    there is no perk that gives more sacrifice points

  • i like this.

    a good buff, doesnt make it OP or too obnoxious and it removes the obvious weakness this perk has

  • pretty sure this is just a feature so you cant bug out the lobby.

    I see no other reason to intentionally remove the option to look at the stories other than spaghetti lobby code

  • @yauniqua said:

    i'm very concerned.

    i would be too, right now a lot of issues have been exposed since killers can readilly abuse them now + soloQ feels more miserable than before since no more perks to bail you out.


    if they arent addressed relatively soon, player numbers will dwindle again.

    the game wont die soon though, sbmm only killed 4/5th of the playerbase and that 1/5th just refused to leave (this is just resident evil chapter number compared to sadako chapter after sbmm which was roughly 100k down to 20k I think).

    if the community didnt die because of that, i m guessing enough players will stick around to keep the game alive


    also players like me always return as soon as the game is decent and leave as soon as it turns boring/bad again so there s definitely a dormant playerbase just waiting to play dbd again lmao

  • imo it should be charged based instead of time based.

    against mangled lucky break gets better but with buffs it gets worse?

    why do killer debuffs, buff lucky break and survivor buffs nerf lucky break?

    kinda backwards

  • we love auto aim. It just works. You didnt want to hit that survivor, you wanted to hit the wall, you just didnt know it.

    Glad auto aim has our back.

  • @TragicSolitude said:

    The skill check is just there to make sure Switch players have no chance at ever using DS.

    LMAO

  • Here's why I don't like the idea:

    1. splitting queues will make queue times go up, which are already atrocious for at least one side depending on time of day
    2. What killer would willingly go into swf games? none. This is the same as adding a ranked mode with the same problems. What would a killer do if they want to win? They wouldn't go into a ranked game where they risk losing, they would instead take meta perks and go into a soloQ game and play dirty. Tunneling and camping fiesta in the mode that is supposed to be chill.
    3. toxicity does not go away, it never does; toxic actions should be restricted but getting rid of it is literally not feasible in any game
    4. changing perks depending on what mode you are in is horrible for new and old players; this is just unnecessary and makes things very unintuitive
    5. arguing also wont stop; people will always complain or not agree; you cant magically make people agree by splitting them
    6. the splitting doesnt even work because players have a choice of what to play. SoloQ players can still run meta perks and sweat. killers can still use nurse with meta perks and go into soloQ
    7. what about 3 man swf? how can they play the game without having 1 random teammate


    this does not fix any issue. this creates more problems.

    what should be done is decrease the gap between soloQ and swf using comms by adding some kind of communication system into games (not voice chat; absolutely no voice chat)

  • so doctor can delete the perk against bad survivors obviously.

    Does it even get affected by doctor madness?

    Does it get affected by overwhelming presence?


    i dont get it tbh, should just be bound onto E like every cool perk for survivors (Dead Hard, Flashbang, Blast Mine, Repressed Alliance etc.)

  • @Milo said:

    You have a knack for finding medicine. Searches through Chests are 40/45/50% faster, increased to 80/90/100% while injured and the noises they cause along with their hearing distances are reduced by 8 meters.

    Pharmacy guarantees an Emergency Med-Kit on your first completed Chest Unlock and everytime you unlock a chest while injured.

    Please yes

  • @AnchorTea said:

    It would become a commonly used perk again. The goal of the meta shift is to make sure that no perk is more dominant then the others. You're just going to have to switch up your playstyle unfortunately. I'm sorry.

    making perks bad just for the sake of making them bad is not a good reason to balance them.

    I still think DS is usefull but i dont know why their approach was this weird. If you want to make all perks roughly the same strength you gradually decrease their power and gradually increase the power of bad perks.

    if you just hyperbuff them or hardnerf them you will NEVER make all perks viable/equal in power

    just look at new OtR. They hyperbuffed it and now it s Meta. great. ig they ll just cycle through perks that way?

    its just not a good balance philosophy if your goal is to make perks equal in power.


    again i reiterate that i think new DS is still good to use, but i prefer them not nerfing perks doubly. 1 nerf after another.


    ig this all just comes back to unevenly spaced balance patches.

    Wish they did small adjustments to perks every month or 2 weeks. It s really not that hard to increase or decrease numbers.

  • i always like gradual nerfs instead of hammers.

    While I think DS is still good enough against M1 killers it is really bad against ranged killers or high mobility ones.

    IMO they could have added the end-game bit and then just waited till the next patch to nerf it a bit more if it was still too strong.


    Only perk i agree on dropping a nuke on was DH.

  • deathgarden died because the entire game was unbalanced.

    dead by daylight has some unbalanced aspects as well as a lot of unfun scenarios but the base gameplay is pretty nice.

    you cant kill the killer, being chased is fun since you can fight back, the progression system is really good at the start at least (the prestige rework has some huge flaws like not being able to get more rare add-ons or bloodwebs being more expensive)

    cosmetics look cool, a lot of content on the killer side, a lot of playstyles for survivors (although there is an obvious meta).

    It just has a good gameplay loop, enough said.


    That being said if they do not address the urgent issues that is SoloQ being absolutely miserable compared to swf on comms and some things the killer can do being completely unfun to play against (camping bubba for example; just making 1 survivor not play the game is really cringe)

  • @Rokku_Rorru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3089007#Comment_3089007

    You say that when you need to make a save or gens are too close together because of bad map design. People are so ignorant to the many outliers DBD's RNG brings, the "StAy AwAY FroM EaCh OThEr" approach is a fingers in ear response honestly, it's not that easy especially when you're lacking the information.

    Most of legions issues of being bad are due to bad map design, I'm talking from experience of both sides... you should not be going one side of the map to the next as legion to chain hits, that is absoloutly absurd.

    yea stating the argument of others in a sarcastic way is definitely a way to make a compelling argument

    RNG sucks, yes but that goes both ways. Ever played legion on midwich? if 2 survivors are on the bottom floor and 2 on the top floor, you dont have a power. same with RPD but that map is just horrible. Ever played Legion on Eyrie of Crows? I have so far never had a single 5th hit there.

    sure there are maps like Gideon Meat Plant or Shelter woods that are pretty small and really good for legion but for every rotten fields there is a arzarovs resting place or a suffocation bit, maps that are rectangles. You CANT TRAVERSE THEM UNLESS THERE IS A SURVIVOR IN THE MIDDLE. if there is nobody in the middle and even only one is on the other side it s impossible to get the 5th hit.

    Sure this is again a lack of coordination as it is kinda impossible to ask everyone not to make a line for legion to just walk along. However this is just another reason to buff soloQ.

    nerfing legion just because soloQ is miserable is not a good reason to nerf legion. Sure you nerfed Legion and he s no longer a problem in soloQ, what about the 50 billion other things that suck?

    Sure you can nerf Legion and make him worthless against SWF and bad against soloQ people. Instead buffing SoloQ to be able to coordinate better would completely get rid of this issue. You could actually just split up and it would work + you d fix a lot of other issues with soloQ


    this is a soloQ issue, not a legion issue imo

  • another thing that i just though of:

    • clicking on a node in the bloodweb that you cant buy yet, buys it and all the nodes required to reach it; this always takes the cheapest path


    that way you can just click on the perks or add-ons you want and buy them

  • the only problem i have with this is that it punishes killers that dont facecamp but that are near hook because they chase someone.

    Should a killer be punished for survivors messing up? not really


    killer powers should ONLY be allowed near a hooked survivor if another survivor is nearby. That means dumb unhooks in front of the killer or survivors getting chased near the hook can still be punished.

    This should include artist's birds. she should be able to use them if someone decides to be stupid.

  • soloQ us a reason why people lose.

    soloQ is not a reason why you cant split up...

    you see a teammate, you leave. There is no coordination needed as only you have to do an action.

    It is not teamwork that is required to disable legion's 5th hit, 1 denied hit is enough. Sure a teammate can mend in the killers face but thats something else entirely.


    Lockers hide auras not killer instinct.

  • @ArchAbhor said:

    Deactivate it unless I hover over it or give the players the option to. In endgame i just want to say gg or chat with people a bit then leave. It always pops up over the chat and stays there for way longer then necessary. Also absent minded me sometimes clicks on select challenge just to get it out of the way only to be sent out of the match into the archives. If I am going to check on archive stuff its going to be before I ready up for the next match. Like I said small QOL thing.

    +1

  • There is so much stuff you could do with glyphs!

    • add them to daily challenges
    • spawn some in during the trial just for people to collect them for more points
    • make perks that require you to get them to activate
    • turn the pocket mirror from the white glyphs into an offering because it gives 25k points if you escape with it


    hopefully soon because perks that activate from breaking totems got basically deleted by boons because breaking a totem you find might be a dumb move because CoH on that totem might be game winning + running around to find a totem is a waste of time. Glyphs might have the same problems but at least there is no boon counterpart

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3087911#Comment_3087911

    Definetely not needing nerf as long as he is below nurse and blight and no-one plays him. They should leave blood generating like that or give his at least something to make the first hit easier. So he can do better in tournament level.

    no. Either make it an official feature or fix it.

    Rather fix it, 3 vaults should not give Oni his power.

    Also why compare Oni to Blight and Nurse? They both need some nerfs/adjustments to tone them down. They are not an argument to buff Oni lol.

  • I cant wait to revive Jeryl with a broken outfit randomizer because everything breaks at least once in this game.


    also yes please to the bloodweb QoL. Also speed up the entity eating nodes, and the level increase screen. they take too long

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/3088452#Comment_3088452

    That’s okay and a valid complaint/criticism.

    but that doesn’t directly ruin the perk and has nothing to do with your scenario A.

    it actually does ruin the perk, here s why:

    a normal match goes like this:

    1. you do normal stuff before getting chased such as gens etc.
    2. then you get chased and hit once probably (perk activates)
    3. now you are injured
    4. you will probably be chased and be downed
    5. now you get hooked
    6. when you get unhooked you probably get healed by a teammate (this is faster than finding a chest, searching it, and then self-healing)
    7. now you are healed and the perk deactivates


    between when the perk activates and deactivates there is no way to use it since you are either chased or on hook.

    There is only a few scenarios where you can use the perk now which are:

    • you get hit and the killer loses you through any means (using perks to make this happen makes a weird build around an already weak perk)
    • you get unhooked and not healed (killer comes back; survivor selfish) and you dont get tunnelled


    before you could use the perk BEFORE you actually needed the medkit, allowing you to have it as soon as you actually did need it.

    Now you have to go get it when you would normally need it, wasting time finding the medkit then self-healing when normally you could ve probably just find a teammate or just do a gen

    Before you used it when you accidentally stumble upon a chest to get value WITHOUT running around to find a chest


    current version wastes more time + you can rarely get value from it. This is a nerf

  • if there is no skill in playing him, then why is he not S tier?

    If he could just win without 0 skill he should be the best killer in the game.

    his box has plenty of counters and solving it only puts you in a chase with at most. getting chased by a killer with a "power that is weaker than their chase power" shouldnt be a problem, no?

    not liking to play against a killer =/= killer has an OP power

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3087899#Comment_3087899

    No, that is not why SWF is better than solo q. That is why SWF WITH VOICE COMMS are better than solo q. Basekit SWF has the same in game communication is solo q.

    i have never seen anyone say swf and not mean the kind with voice comms...

    ofc base kit swf has the same base communication, that doesnt mean that they arent using voice comms?

    what? this is confusing me. why state the obvious?

  • Absolutely never. Oni player here and simply no. just no. Oni does not need a buff. He actually needs a "nerf" in the form of a bugfix as he generates way too many blood orbs than he should.

  • @terumisan said:

    https://forum.deadbydaylight.com/en/discussion/336292/reducing-the-gap-between-solo-queue-and-swf-first-proposition-probably-easy-to-do

    You could do that and give people base after care bond and kindred and they'll be at the level at swf but all your games will be camping and tunneling. Why not just nerf swf to the level of solo then buff Survivors

    because you literally cant nerf swf unless you ban them for using discord or other communication services

    that is the whole reason swf is so much better than soloQ

    you can tell teammates that you are being chased and where

    you can tell teammates what pallets you dropped

    you can tell teammates that you are unhooking so the rest stays on gens

    you can tell teammates what perks/add-ons the killer has

    you can tell teammates literally everything


    this disparity in knowledge and coordination is the reason swf is so much better than soloQ

  • hackers can probably just cheat their mmr higher.

    if they can fly and teleport and give themselves infinite BP, they probably can change their sbmm as well.

    kinda sad honestly

  • no OP. his chase power is insane as well, even without the box he would not be bottom 3.

    sure the box is kinda annoying, especially with the bug that does not allow you to solve it either by it spawning somewhere you cant access or by continously spawning chains even though you try to solve it.


    I play cenobite a fair bit and his chase power is VERY good. Sure the box helps but it has a lot of counterplay for survivors such as taking it hostage, solving it when another survivor gets downed, solving it in a place the killer does not want to be (far away from gens, some place with good loops) or just simply ignoring it for a while until you actually need to solve it.

    You can also manipulate where the killer teleports to if you solve it.

    also he comes

  • imo all it needs is to increase the exposed timer by 15 seconds. It can already carry games on some killers if you play it right.


    I use it on spirit for example and it s basically a free hook on at least 1 person. also since people are really scared of spirit while being exposed they just hide somewhere and do nothing. It also provides info if someone is touching a gen because they scream. coupled with call of brine or overcharge it can be really nasty.

  • i love the change to prevent hook suicides

    i always wanted bots to take the place of disconnected players, coupling that with a reconnect feature is a really good idea.

    not too sure about the hook teleporting mechanic, would need to see it on a ptb maybe

    mmr needs a rework, everybody knows that except BHVR because we are applying hockey rules, a symetrical game, to an asymetrical game

    a match history would be nice, not sure if it s really needed but more is more is better

    while information icons are a good start i think there needs to be more than them

    Not too sure on the changes to doors and generators, again would need to see them tested on a ptb


    some good ideas, some ideas that would need to be tested first because in theory they dont sound bad but they might be completely atrocious when actual players play them.


    also very fancy post

  • DH absolutely not

    I think the DS stun timer should not have been decreased but it s okay that it doesnt work after the gens are done. that was kinda really disgusting that it just gave a free escape.

  • @Xord said:

    https://forum.deadbydaylight.com/en/discussion/comment/3084267#Comment_3084267

    Head on, smash hit and dead hard are still worse perks. By far.

    Smash hit is actually completely counterable by some killer who don't care about pallets.

    Head on is a weird perk that isn't an actual exhaustion perk but do give exhaustion. Exhaustion perks are designed to extend chases, except for this one. It's weakness, to me, is how difficult it is to actually use vs how incredibly short the stun is. It's a high risk low reward perk that prevents from using actual exhaustion perks. Head on would be great if it had a unique cooldown without causing exhaustion.

    And dead Hard... RIP in peace.

    But really, Overcome's effect is actually even better after this patch, the 2 additional seconds are needed more than ever.

    Its only problem is how it doesn't work after being unhooked. Honestly, it should work when taking a hit that puts in deep wound, making it a great combo with off the record.

    Lithe and Sprint Burst are both better but that is not something anyone isnt thinking.

    Balanced Landing is better when it works and if you play around it or on certain maps it s actually better than the other 2.

    Adrenaline doesnt count since it works different than all other perks.

    Dead Hard can be used now to reach pallets and safely drop them if the killer is too close. It can also be used in other scenarios and it gives huge value as a 3rd health state. Basically when it work it is as good as overcome (2x the speed boost when getting hit = overcome) but you have more control of when to activate it + it works while injured. It is kind of inconsistent but it works when unhooked. It requires some skill to pull of.

    Head On is not really a standart exhaustion perk. Funnily enough you can run Head On with any other exhaustion perk except Sprint Burst in order to gain value from it. Sure it is debatable if this perk is better than overcome, but at the very least this perk is insane in a team setting like swf and can be used to get easy safes or to buy someone some time.

    Smash Hit, depends on how good you re with hitting pallet stuns. Sure it wont work against Nurse most likely but it at least isnt directly countered by some killers' powers. Maybe Huntress counters it too but that is 2 killers out of 28.

    Overcome gives less boost than the other perks or as much as Dead Hard when it works. Overcome is countered by any perk that puts exposed onto you. Overcome is countered by any killer power that can oneshot you. Overcome is countered when you are injured without having endurance. Overcome is useless against certain killers like Plague and Legion. Overcome will be triggered when the killer hits you, not when you want to activate it (hit and run playstyle makes it worthless, it activates when bodyblocking which you dont always want).

    I am not saying it is useless, it still has its uses. But a perk that needs support with endurance perks, that just has a chance to never activate against some killers or perks, that gives less or the same value as other perks and that is out of your control when it activates is kind of not that good imo. You can argue that it is better than Head On but imo they fill different niches and arent really comparable.


    a good buff would be that when you get hit you can press E while having the speed boost and you can decide if you actually want to use it. Maybe extend the duration a bit. Maybe make it work on ALL hits, so if you get hit once, get endurance and hit again it works twice. It would still give you exhaustion so you cant use other exhaustion perks with it but it itself would not be affected by it.

    Imo it s a training wheel perk or a brainless perk (not a bad thing). it just works and does its thing but did you really need the boost to reach the next pallet or could you just not have been where you were in order to avoid this situation?


    i dunno, seems kinda underwhelming to me

  • @SuzuKR said:

    She is balanced. (With exception of range and three blinks add-on)

    good one


    also i agree. What about teleporting into bashing someones skull in is basic? shouldnt be a basic attack

  • no

    dead hard was unbalanced and frustrating to play against ONLY because of the distance, not even the iframes.

    sure you could use it for the iframes but at that point you already messed up.

    using it for distance is basically iframes because if you are too far away for the killer to hit you, he cant hit you. It would just be a slightly worse dead hard. no thanks

    i am not against the idea of an E perk that isnt dead hard but if it s a shortrange dash it s a big no. Even a sprint burst like effect would be too much, even if it only lasted 1 second or something.

  • @Reshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3080815#Comment_3080815

    And Off the Record, Dead Hard, Unbreakable, Decisive Strike, etc. aren't horribly annoying?

    yea good argument. really good argument.

    because in my post i said "off the record is not annoying so it can stay" i also said "all survivor perks are fun to play against", thank you for reading :)

    in a post about NOED i obviously talk about NOED and not every survivor perk that is unfun to play against.

    i can state a point without mentioning every single thing my point applies to. Ofc i think some perks are inherently unfun to go against like old DH. I thought old DH should ve never existed in the first place ever since huntress got released...


    please stop putting words in peoples' mouthes, it is annoying

  • @Risky_Biscuit said:

    https://forum.deadbydaylight.com/en/discussion/comment/3080809#Comment_3080809

    Maybe a perk that ruins fun shouldn't exist ? So good, we can now delete Dead Hard, Decisive Strike, Circle of Healing, etc...

    dead hard got deleted, i personally have no problem with DS unless it works in endgame, circle of healing can also go.

    i dont know what you are getting at, i meant what i said.

    stop shoving me into a survivor main box, it s cringe

  • risk vs reward perks, like hex perks.

    Will you get value? maybe, sometimes more sometimes less

    can you get more value with a perk combo? yes you can, thrill of the hunt gives hex value and stuff like agitation gives more scourge value

    are the effects strong enough to justify the risk? 15% instant regression, aura reading or uncounterable slowdown, looks strong enough to me


    imo only thing that maybe should be done is that scourge hooks cant all spawn together, if they spawn in pairs thats fine but if literally all of them spawn in the same corner thats kinda yikes. Same with Hexes spawning right next to survivors. Some things just shouldnt happen.

  • funnily enough against some killers or while being exposed this perk unlike all other exhaustion perks might never even activate.

    Hillbilly's chainsaw? wont work

    Nurse with Starstruck? wont work

    Plague injures you with infection? wont work

    Legion stabs you with Feral Frenzy? it ll work but it s completely useless

    any killer with Noed? wont work


    i d rather use head on or smash hit, 2 other situational exhaustion perks because unlike overcome they are only confitional but not counterable.

    A killer cant just make a pallet stun not activate smash hit and only dredge can decide that your head on wont stun them.

    Overcome is countered by being injured, by some killers' powers and by literally all perks that give exposed.


    Please buff the perk, thank you

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