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  • To be clear even if dredge didn't exist sadako would be bad. The core of her problem is that her insta kill mechanic is so theoretically powerful it has to limit her entire kit. If the way to build up condemned was separated from her mobility or if condemned was no longer an instant kill she could have significant buffs to her teleporting.

  • @HarlockTaliesin said:

    It negates the concept of taking a protection hit for someone. Technically you still can, but you'll be the one going getting sacrificed instead. Promotes selfish gameplay. We so need more of that.

    If there are two people at the exit gate you can heal tech through his cooldown and block and both escape easily. This is assuming a worst case scenario of both survivors injured or fully infected and can't tank a grab.


    If you aren't injured/fully infected then you can absolutely 100% can take protection hits for each and be fine. Weskers exit gate blocker will only work in the extremely rare scenario of the survivor being completely alone/their teammates not knowing about heal tech.

  • Let's do the inverse and see how fun it is. Killers can pick up a candy cane around the map and if they hit a survivor with it, it's an instant down. Survivors get nothing except cosmetics if they make the killer whiff with the candy cane

  • "according to killers"

    It had an 80% useage rate at high mmr. Or is this gonna be the ever popular "just because everyone uses it doesn't mean it's strong!"

  • @HarlockTaliesin said:

    Yeah, apparently it's intended. I submitted a bug report anyway. It'll cause survivors not to take protection hits for each other while running through the exit. Which is another slight against teamwork in solo queue.

    Why would you create a bug report for something you know is intended?

  • Survivors are not entitled to a free x second period of time to heal/work on a gen/do whatever they want on an unhook. This change would have the opposite effect of the original intent if anything because more people would want to proxy/keep an eye on the hook since the notification and HUD would lie(and also be extremely confusing oh hey I won! Oh wait the guy actually unhooked himself with deliverance 4 seconds ago)

  • @renciasama said:

    They should make survivor immune to any hits every time they get unhooked until they do any kind of action. Ofc by immune i mean full immune, u will be able to do protection hits ofc. That would fix tunneling issue in this game. So simple.

    Hold on, lemme make sure I understand this right; If I get unhooked I should be able to turn into a permanent shield wall as long as I don't heal someone or touch a gen or sabo a hook? I can just go bodyblock the killer for the rest of the game and he can't do anything about it?

  • @MommyHunktress said:

    https://forum.deadbydaylight.com/en/discussion/comment/3167215#Comment_3167215

    nope, not how it works. every tile can be played right and ran in a way that it isnt always safe, and chaining windows and loops is skill play, negating them for free isnt. you know what IS skilled? leaving a survivor to a weaker one and knowing when to not let yourself lose in that situations

    So the argument is "yes, there are pseudo infinites vs m1 killers and they should know to abandon chase there and if they enter those loops they are bad and deserve to lose"?

    Ok and what happens when certain maps have those loops in common spots and you are playing good survivors and they run straight to those loops? Just keep abandoning chases until the exit gates are powered? Bamboozle is the only tool that gives m1 killers a reasonable chance to engage with good survivors at strong loops vs the option you described of constantly leaving chase

    Let me ask you a question, do you think anti loop killers are the worst designed killers BHVR can make?

  • Yes, that part of them functions like boons. All your related perks get loaded onto all the scourge hooks. If you took 4 scourge perks and hooked a survivor all 4 would fire off

  • Nooo you have to let me loop you 3 times before the entity blocker occurs and we go on to the next loop! No circumventing the 3 circles though!!

  • He technically can but just need to sacrafice an add-on slot for it.

  • I wish they gave us this number and In addition bracketed it by MMR so we can see more than just an average

  • @HP150 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3165611#Comment_3165611

    1. It is not "perma wall hacks". The perk has a duration. After the duration expires or the gen is kicked, the survivor has to complete 33% of another generator. I thought this would be obvious from the perk description "which stays active for 60/70/80 seconds" but I guess not.
    2. There is no reason why I would abandon a chase to kick a gen even if I knew Wiretap was actively tracking me. Survivors get minimal use of Killer aura reading while in chase. It just means that I wouldn't really be able to mindgame many loops.
    3. Are we just going to pretend that gen kicking isn't the strongest it's ever been and with several gen kicking perks that are meta? Kicking random gens I wonder across while not in chase is almost second nature by now.
    4. Fearmonger isn't completely uncommon nowadays and is a strong counter if the possibility of a usable Wiretap really bothers you that much.

    As it stands now, with a 14 meter radius, the only reason I run this perk is (as a solo survivor) to tell my teammates that I'm about to be in chase. Something SWF get for free.

    1. Semantics, in a swf with comms you can rotate wiretaps easily to have a blanket of aura reading. Again that is why it is limited, for solo queue OH and wiretap is perfectly fine but in a swf on comms it is oppressive. By your logic old OOO was fine and didn't even do anything because auras are weak for survivors.

    2. Then the survivors you are vs are potatoes. If you think having aura reading as a survivor does nothing I really don't know what else to say. It also is not only In chase. Picture the game realm with a wiretap in the bathroom, a wiretap in the second floor near the long drop, a wiretap at the center of the map. Each with a 30 M aura reveal range. You will be able to track almost everywhere the killer is going and react with a 60+ meter lead

    3. A 2.25 second reduction with a 1.8 second animation investment is strong? Or are you talking about CoB + OC which can be countered by.....gen tapping which does not even have an animation and can be done mid chase

    4. I don't even know what this has to do with wiretap + OH being broken in swf. If I'm on a gen my friend can give aura updates over comms. Unless we are all on gens it's a non-issue.


    Edit: to make it clear, I don't think it would be OP at all in solo queue for the perks to work together. Sadly, you cannot just balance for solo queue. Just like on the inverse side killers can't get perks designed to counter swf or they will be oppressive to solo queue(see old undying). Old OOO was arguably a weak solo queue perk but was one of the most disgustingly OP perks to exist in this games history, but only when SWF was in play.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/344457/why-does-wesker-have-only-watered-down-versions-of-existing-powers

    you mean like, Nemesis, Dredge, Trickster? its not uncommon for killers to take some aspects from others

    My complaint is not that weskers power is similar to others. It's that it's a straight downgrade to everything else it can be compared to.

  • @Vampwire said:

    The only complaint I have with Wesker currently is his bugs. The hitbox change from PTB was much needed because it was essentially impossible to dodge, so much that you would get picked up when you're behind him. His anti-loop isn't usable on everything, and that's perfectly fine. He can handle the majority of strong tiles with his power, however. His vault is great for god pallet loops since survivors don't have enough time to make it back around on those. He can zone people out of windows, force them away from good positions along with a lot of other great things. I think he's one of the few killers who are actually fun to play as and against. Give him time, you'll get better and hopefully come to appreciate him more.

    What is a "strong tile'?

    Let's just pick on RPD since it's so common right now.

    ------

    Art room pallet

    Front desk pallet

    Outdoor pallet

    Police desk pallet

    Back exit gate pallet

    Right office(looking in from front entrance) pallet

    Library pallet

    Front stair pallet

    STARS office pallet

    Interrogation room loop

    I would.love to be shown otherwise but in my experience so far, none of these pallets/loops(11) are beatable with weskers power vs non potato survivors. You turn into an m1 killer and brute force most of the above.


  • @danielmaster87 said:

    How is it meh? What his power does is it forces you to 1) have to cure yourself or risk instadown, and 2) position yourself in loops awkwardly just to avoid his grab, reminiscent of how you'd play against Blight or Nurse.

    In regard to point 1, what good team can't co-ordinate 6x chests with 2x uses for a grand total of 12 first aid spray uses?(

    Honestly your point interested me so did some math.

    100 infection required to fully infect and get insta down.

    20 charge initial infection + 20 charge on grab.

    .8 infection rate naturally.

    If you down any survivor with 2 slams you will be at 60/100 charges. At a rate of .8 charge per second that means 40/.8 = 50 seconds to first aid spray(4 + 5 to search and apply = a 9 second investment once you find a chest). Weskers infection is so low threat/non-threatening you have to be extremely bad/have throwing teammates to run out of first aid sprays(6 * total chest * 2 per use = 12 total first aid spray usages).

    Keep in mind the above is the best case scenario for Wesker ignoring tunneling. If Wesker only lands one hit it will be 60/.8 = 75 seconds before becoming fully infected.

    With the math above I think it proves that unless the Wesker is extremely hard tunneling you should easily be able to heal infection even if you were double slammed(if we assume triple slamming that would be 20/.8 = 25 seconds to find and use first aid(this scenario is arguably the rarest, you healed after getting unhooked and were caught out again before applying first aid)


    for point 2 Blight and Nurse have almost thousands of more interesting permutations of the use of their power than a small linear dash with an extremely tight window(1 second) + secondary linear dash with perhaps the smallest hitbox in game.

  • A killer\/survivor/perk being trash tier is fine for BHVR. Kill switches only happen when its basically a guaranteed win.

  • @SirCracken said:

    https://forum.deadbydaylight.com/en/discussion/comment/3165551#Comment_3165551

    It baffles me why this is the case. 30 meter aura reading around a specific gen isn't broken

    30 meters around 1 gen is not broken, 30 meters around 3-4 gens is 50-90% of the map covered(depending on realm and gen spawn) in perma wall hacks with the killer having to abandon all chases and invest in a 1.8 second animation to get rid of it(per gen) and the killer has no way of knowing if wiretap is in play or not. Do you think old OOO was perfectly balanced too? this is basically that but requiring 4 survivors to run 2 perk each or 50% investment instead of 1/16. 30 meters is almost the size of the standard killer TR(32)

  • Did this really happen that often in your games? I played Dredge quit a bit(level 20 prestige atm, mostly got bloodpoints from playing him only) and I think I can count on one hand the amount of times my bloodlust while holding remnant made a difference. I feel like it was pretty clearly a bug considering no other killer has ever said a "channel power and still retain bloodlust" mechanic and it does feel extremely cheesy to see it in action.

  • Survivors get a perk that lets them do 45 second gens with 2 perk slots and an item and it's still bad, would completing a gen instantly with the perk be better OP?

  • Ruin could be a non hex that never turns off and it would still be absolute trash due to the bad base rate of this game combined with anti synergy with the perks that do actually provide meaningful regression.

  • Due to his bugs playings close games are extremely frustrating, if you're stomping though he's fun. Playing Wesker against competent good survivors is an extremely frustrating thing right now due to his huge amount of bugs.

  • Nooo you have to let the person have one last freebie escape chance! Where is the killer equivalent of hatch?

  • After streamers and survivor mains targeted him for 'not OP but unfun" BHVR reacted and nerfed his terror radius and put two animation limits in place.

    Is he functional? Sure, so is a powerless nurse in that she can traverse the map and m1 still. He feels Clunky and terrible and to me I would consider him one of my least favorite killers to play along with Freddy, extremely weak ineffective powers and the only real reason to play them is you personally enjoy their asthetic/lore/visuals.

  • Oh hey look it's the deathslinger/spirit argument of "n-n-not op but please nerf into the ground! Unfun!" You can describe any killers power as unfun easily. "Trapper shuts down loops and prevents map traversal which isn't fun at all! The fun part of the game is chasing not wondering if windows and grass are trapped. He's not OP but I think traps should just show an aura when you run over them, trapper would be much more fun to vs and the game would be in a much healthier state."

  • @muddywater said:

    https://forum.deadbydaylight.com/en/discussion/comment/3162259#Comment_3162259

    SWF communicating is already much more effective, without the restrictions of wire tap. 1 person in a SWF can equip Alert for similar info that can be shared with teammates, not to mention when the killer kicks pallets/walls.

    Wire tap should work with open handed, and blast mine should be unnerfed.

    SWFS don't have laser vision. If wiretap worked with open handed it would be old OOO levels of broken wall hacks, this time amazingly broken for swf And solo queue! Also alert has nothing on wiretap if it was 30 meter radius. That's almost the size of a standard killers TR and is perma wall hacks as long as they stay in that area, alert can't hold a candle to that with it's only on break requirement.

  • His hitbox feels "wrong" in certain scenarios that are 100% not a "just need to get good" case. People have already linked multiple examples in this thread where Wesker passes through a survivor that is very clearly within range of getting hit but he simply phases through them, I am assuming it's latency related as it's not 100% reproducible in all bounds.

  • I think BT is significantly better, a team running 4 OTRS vs a team running 4 bts have arguably the same protection in game getting unhooked but the BT team also has it in EGC whereas the OTR team has nothing except base. That said in solo queue you have zero garuntee your teammates will run BT

  • It's a perk that allows you to do a gen solo in 45 seconds combined with one other perk and a toolbox. It's in need of nerfs if anything.

  • @ClarityOfWill said:

    https://forum.deadbydaylight.com/en/discussion/comment/3161607#Comment_3161607

    Because the perk shouldn't be balanced around the possibility of 3 other people all having it. If only there was some limit they could put in place and adjust the numbers, truly a mystery we will never solve /s

    Except that's exactly how survivor perks need to be balanced(what's the worst case scenario in a swf). Using that logic some of the most broken and busted perk nerds need to be reverted, did you think old object of obsession was fair?

  • @DoritoHead said:

    https://forum.deadbydaylight.com/en/discussion/comment/3160263#Comment_3160263

    I see why you thought I’m saying that survivors don’t have agency in chase, but I’m only acknowledging that the killer ALSO has agency in a chase. That does not mean survivors don’t.

    Yes, a killer can have a hook denied. But you’re missing my point. I am not saying that blast mine’s problem is that the killer has the ability to deny it. My point is that BY DESIGN, the survivor cannot control if you get value from the perk or not. That’s why I compared it to dragon’s grip as well. The killer can’t control if the survivors will work on the generator before the duration expires, and i wouldn’t mind seeing be changed to how blast mine used to be, as well as Blast Mine being reverted of course.

    I mean couldn't the same be argued for BBQ? If I down a survivor and the other 3 get into lockers/step into the terror radius/hide behind a gen aura, if I hook the survivor and spin around and see nothing around me what value did I get from the perk? I have no idea where anyone is and that means they could all be on top of me or on the furthest gens out or anywhere in between.

  • If we don't get three+ original circle of healing strength tier perks the chapter is trash!!!

    Wesker's perks are pretty situational just like the survivors, they're decent but in very specific builds or very specific scenarios.

  • If a killer is using lethal odds are they have 1-2+ other aura perks and that means 1-2 regression perks max. Outside of nurse, who is def a problem, what exactly is OP about lethal? If you don't bring aura perks it's a one time 11 second reveal at the start of the trial, if you are bringing in extra perks to take advantage of the +2 that's less chase and regression perks so what exactly is the problem?

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/3159132#Comment_3159132

    Agreed. Perks shouldn’t work together, surv perks, of course. 4 regression perks are totally fine

    When did I ever say that? I have zero problems with a cap being put onto regression perks if it comes with changes to the perks themselves to support such a thing(Overcharge on its own without anything else would be absolutely garbage, not all regression perks are equal and how do you balance active regression(pop, jolt, pain res) with kick based regression?). Insane perk combos should be toned down on both sides if they are too strong.

  • Because spawning 30 meter * 3 wall hacks covering anywhere from 50-90% of the map on the first chase would be insane. It takes 3 seconds of working on a gen to install. It should def be called out on the perk itself though

  • If your game is crashing that often something is wrong with your network/hardware/game install and I would attempt to fix any of those. Forgive me if I'm wrong, but I am not aware of any major bugs on any systems that regularly cause crashes to the degree that you are describing.

  • @D2night said:

    https://forum.deadbydaylight.com/en/discussion/comment/3156446#Comment_3156446

    https://forum.deadbydaylight.com/en/discussion/comment/3156453#Comment_3156453

    Because it’s pointless talking to somebody with an ego like yours. “Often I get comp players” no. You do not get the best of the best in like 70%+ of your games. Sorry to tell you that. “The survivors your versing are straight up tutorial AI if you’re getting a kill in endgame” yes because insulting me because I’m able to get a “kill or 2” in endgame must mean I’m just versing bad survivors not actually mean that I made good plays or was better. But fine, “if you’re near a door the hooked survivor will have a guaranteed out” if you’re near the door chasing a survivor why are you not putting pressure on the door opener standing there for 16 seconds opening the door? If the survivor was downed after the door was opened, why did you not bring him as far as you can away from the door? Why are you going after the “unhooked” survivor and not going after the unhooker you injured? Why are all 4 survivors alive?

    and the rest of your comments are talking about camping. Sure camp if you want, this thread is about “why should the killer get to tunnel easy in endgame” or whatever. Camp the guy on hook doesn’t mean you need to tunnel the guy on hook. You’re just waiting for the other survivors to come to you so you can kill them.

    and you keep pretending like almost all of your games are against the best when they’re obviously not

    Why are all 4 survivors alive?

    • The killer didn't tunnel and spread hooks equally, 8 hooks at EGC where survivor A,B,C,and D have all been hooked twice and are all on death hook(AKA the survivors favorite way for a killer to play)

    Why Did you not carry the survivor as far as possible?

    Well the killers natural cooldown on a swing is 2.7 seconds, wiggle time is 15-16 seconds base(dependiing on how many greats the survivor hits on wiggle). If N survivors are alive then you have to consider (N-1) * (2.7) if they all rush to bodyblock the killer. Or in other words if 4 survivors are alive and you manage to down one near the gate you have to consider 3 * 2.7 = 8.1 seconds of melee cooldown before you can start to hook(this is if nobody comes back to block again). You also move slower than survivors base so they should be able to cut you off and start a bodyblock chain.


    Why are you not putting pressure on the survivor opening the door

    Well there's like a billion scenarios we can consider here, but if I hook the survivor just as the last gen is completed it is going to take me ~5-10 seconds to probably traverse other to the last gen completed/nearest door. Again this goes back to how many survivors are alive and if the answer is 3+ they can do some pretty wacky things.

    Why are you not going after the unhooker?

    Oh but I am, but that's where I get one hit on the unhooker then the other 1-2 survivors start bodyblocking. The person who just got recently unhooked is the safest with a bare minimum of 5 seconds BT(soon to be 10) who can bodyblock for the unhooker. Between melee swing CD speed and exhaustion perks there is almost no scenario where I can down the unhooker if I get bodyblocked successfully, most maps are not that big.


    You pretend your games are against the best when they're obviously not

    Cool, by this logic nurse isn't a problem as she has the lowest kill rate out of any killer and god nurses are surely rare, correct?

  • @CheesyBabyBoi said:

    Personally think camping is always toxic, and either you're toxic or you're not. At the end of the day, you either think one kill is honestly inconsequential or you don't, and you can either make a big deal out of it as killer Or survivor, or just leave it behind and say it doesn't really make a difference.

    By this logic lets take out hatch and make the last survivor see the killers aura and the killer can see the survivors aura...it's just one kill bro, who even cares?

  • oh, is it time for legion to become the new spirit/Deathslinger? "Not OP but totally not fun! Please gut them!"

  • If we balanced for solo survivor this game would be dead/broken. Look at VHS which has a garbage killer/monster experience and I'm pretty sure sub 1k players even at prime time. Balancing for solo makes no sense when you can queue up with 4 friends on comms and all play smart. Can you name a single successful game where they balance down instead of up?

  • It's a perk with a shocking amount of counters

    1. Worse than base gen regression regression which is already bad(base is 1 second to undo 4, overcharge makes it worse than that until 12 seconds in)
    2. The difficult skillcheck has never been hard/difficult to hit, if it was then OC would have been popular back in the day. However it was considered a meme perk/only run on impossible skill check dr builds. Nor would DS have been meta because it too was a 'difficult' skill check but the vast majority of players do not seem to have difficulty landing these skill checks
    3. Gen tapping completely undoes OC and can be done mid-chase and the 'mini-pop' from kicking is laughably bad 2.5% = 90 * .025 = a whopping 2.25 seconds shaved off by a kick.

    So what exactly is this perk supposed to do OP? It can be countered by gen tapping in chase/waiting till the killer moves on and touching it, and if you hit the skill check the only scary part is if it has been regression for more than 12 seconds, it has almost all downsides except for in a 3 gen situation where the killer can control most of the map space that survivors need to get into. What is your proposed change to make it fair?

  • @D2night said:

    https://forum.deadbydaylight.com/en/discussion/comment/3156265#Comment_3156265

    If the game isn’t over why are survivors perks disabled when the last gen is completed? Can’t have a one sided brain my dude it’s not over for either sides

    Because those perks are free outs if your team isn't brain dead/you aren't the last survivor alive unless you are facing an insta down chainsaw killer. Bonus points because you can use them to protect your teammates as well, so even though you aren't being tunneled you can use the endurance anti tunnel protection to save your friend from getting hit

  • Because what you're describing is bot tier behavior. Why would I play on purpose to lose when at best I can secure a kill? That's like asking "in a 3 gen why do survivors try their hardest to complete 1 gen vs get all 3 to 99 and then complete it?" It's near the end of the game and probably the last possible moment to secure any wins(kills/escapes)

  • @TheSubstitute said:

    DS and OTR deactivate in the endgame. If you want kills in the endgame try to spread the hooks around instead of focusing on one person during the early and midgame and go for the unhooker instead.

    Ironically the solution to the problem the OP pointed is to do the exact opposite of this. 4 survivors on death hook at EGC = easy 4 man escape vs 90% of the roster. 2 or 3 alive and with zero hooks makes the bodyblock conga significantly harder to pull off. Same problem with old DS in EGC. You didn't tunnel the survivor in question and force him to burn it early = "bad killer" and if you did force him to burn it early = "tunneler!!! DS only hits tunnelers!". Exact same problem. The above is in regards to the 10 second change coming by the way, 5 is nothing and can be waited out. 10 is basically old meta BT for free.

  • If it's the start of the game and a killer spends 20 seconds chasing you before landing a hit and loses you to lucky break and you heal in ~10 seconds with bite the bullet and a green medkit you bought 20 * 3 = 60 seconds of gen time minimum for your team, you are healthy, and the killer has nothing to show for it except perhaps a pallet broken.

  • The idea is great but I think the numbers and instant effect is too strong. SWFS would love the perk as well because it's old OOO tier of perma wall hacks in chase that you can communicate to teammates and 100% kills slugging. All you have to do is down me at a gen and I can now communicate to my team exactly what you are doing if you don't instantly pick me up. Combine it with open handed and the aura range naturally growing and you have a huge beacon of map wall hacks if the killer doesn't always break off any kind of chase to try and pick up and hook the survivor.

  • It's latency and dead hard related probably.


    You swing and the survivor dead hards very close together.

    On your screen your client/computer has not gotten the message that the survivor has dead harded so your hit connects and looks as if it was good. However, the server has received both the DH from the survivors client and the hit from yours. The DH hit the server before your hit did and was within a .5 second window and so the survivor gets endurance and zooms off. At this point they can't play the DH animation on your client as that would look extremely funky/wrong and they would dab at high speed as they zoomed off which would arguably be more confusing. So instead no animation plays at all and you just get the endurance flash and the survivor speed boost.


  • @Lynxx said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154946#Comment_3154946

    Here's another fun thing - that's an outright lie. I never once commented on pallet breaks or sprint changes.

    Another fun thing - my "measly" comment is in comparison to how long it would take me to drop the gen I'm working on, get to a hook, get in a position close enough to use said perk, then make my merry way back to any gen to work resume work. For SoloQ I could be wasting a good minute just using a perk that puts a 30 seconds on a guy's hook timer. That is measly in comparison to the time I had to waste. No Thanks - may as well just dive in and try to save if I'm investing that time already.

    I never named any names, nor was I addressing that comment to you. Multiple people have used that verbiage and words that mean the exact same thing since the article dropped to describe the 30 second once per survivor per hook instance timer.

    The exact same scenario you described occurred with old reassurance as well, unless you continued to hang around the hook to make use of the 10 second cd window to chain multiple reassurances then you were 'wasting time' in the exact same way. If you assume the worst case scenario of you being cross map on a large map and making your way to the hook to pop reassurance and then walk back to the gen cross map, you were wasting the exact same amount of time and you were not going to be able to chain the same reassurance over and over again unless you were hanging out by the hook. And in that scenario I would argue you should be punished, you are making a bad play as a survivor resource, You are probably the furthest survivor away from the one on hook in the scenario you described, why are you the one making the reassurance play vs another teammate?

    And yes, I know that you will counter this by saying but in solo queue and I'm sorry but I would argue we can't balance around that. If we are balancing assuming your teammates are awful/garbage, survivor perks would need to have their effects multiplied by 4 at least and gen times would need to be 45 seconds base as there's no guarantee you won't get 3 afk people. You can't balance around 'what if my teammates are bad/doing challenges/want to meme' because as soon as you get 4 people who are serious about winning and playing for real the killer will be squished with absolutely 0 chance of doing anything.

    Action icons and seeing perks in the lobby + coms or chat or a ping wheel or something would help alleviate this problem a lot, but even with all of those tools, solo queue has no guarantees that your teammates goal will be the same as yours. I'm genuinely curious, what do you think a fair value for reassurance would be? Or do you think just reverting it to have the low cooldown + chain potential is fine?

  • Because In some survivor mains eyes if it's not a single perk that can completely change the flow of the game by themselves with no comms or provide a free second chance in chase ala old DH,old ds, unbreakable, CoH then it's a dumpster tier perk that's awful.


    Edit: a super fun thing to point out is some of the people calling 30 seconds 'measly', or 'nothing'. Are the same people who claimed that a .2 and .3 second reduction to pallet breaking and survivor sprint from 6.1.0 were massive and huge buffs to killers.

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