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  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3043569#Comment_3043569

    You don't have to "fix" something first.

    You can buff killers at the same rate you improve solo q.

    BHVR has shown they cannot/will not do that. Mori vs key/hatch changes is a prime example.

  • Why do people genuinely downplay and defend SWF? and now we are stuck in an endless loop of what gets nerfed first. I do agree with your point that having a killer head and shoulders above the rest is bad design....but when that's the only way to deal with good survivors what exactly is your idea for balance? Nerf nurse and just afk if you get a good survivor squad?

  • EGC was not meant to benefit killers in that way. It was to stop bully survivors/swfs from opening gates and then sprinting back into the trial to troll the killer.

  • @Cybil said:

    I wish they'd rework stunning in general.

    Killers shouldn't get stunned 1 foot away from the pallet and certainly not 7 feet away from a head on play. IMO they should be susceptible to stuns during the entire pick up animation when it comes to pallets and head on.

    They tried this and it was reverted ASAP because it was completely broken and made any pallet 100% a free escape as long as you went down under it

  • OTR is going to encourage tunneling for fear of bodyblocking

  • @Tiufal said:

    https://forum.deadbydaylight.com/en/discussion/comment/3037694#Comment_3037694

    I asked a simple question in regards to the posted video and youre just trying to evade my question by talking about a different situation. whataboutism at its best. answer the question, or let it be.

    "because X didn't receive a direct buff/change literally nothing has changed about it regardless of other changes"

    lol k

  • @Tiufal said:

    https://forum.deadbydaylight.com/en/discussion/comment/3037684#Comment_3037684

    OTR doesnt apply in this situation. No 80s for anything. So whats the deal?

    I feel like you're arguing in bad faith if you don't think changing the input into the endurance train equation changes anything. MoM on live is awful, MoM on PTB is an extremely good perk and didn't even receive any changes. Having OTR so easily available means ALL endurance effects got a massive buff.

  • @Tiufal said:

    https://forum.deadbydaylight.com/en/discussion/comment/3037336#Comment_3037336

    Whats your problem with this situation? Soulguard gives the endurance. the hits activates the endurance effect and was the third hit for MoM. This is how it actually works on live, too. Noone ever complained about this, cause its a really niche situation.

    because on live it is very hard to start this chain, and the payoff is not necessarily worth it. With 80 second endurance allowing you to not only be healed to full but then aggressively get into the killers face it changes quite a lot of things.

  • @TheDarkTyrant said:

    https://forum.deadbydaylight.com/en/discussion/comment/3035673#Comment_3035673

    And how many FTP do you see exactly? Also you're now fully healed. It's fine.

    FtP is getting a massive buff with regards to endurance effects being so incredibly easy to stack. It's massive, massive weakness of exposing you the user, and the person getting healed is basically gone now. Killer downs your friend after unhooking you? Find someone to heal you prior to another survivor going down, Let the killer hit you to eat up your OtR, then FTP the downed survivor and both zoom away while the killer is wiping his blade.

  • There are clips of survivors taking 3+ endurance hits in a row on the PTB in non-manufactured environments, I'm not sure what else could be given to satisfy "having fun" short of being able to fly around the map or have a gun/weapon to stun the killer.

  • On paper: sure good idea just like OTR

    In practice : absolutely not, it weaponizes yet another feature

    Let me give you a scenario to hear your take on it. Killer is chasing friend who is on death hook, I know where they are at because of coms and I move over to help him. He gets M1'd and goes down, while the killer is wiping his blade, I run up and begin to heal him. The killer cannot pick him up and MUST hit me, I get M1'd. I continue to heal him, I get M1'd again and go down and crawl on top him to make it harder for killer to pick him up and begin doing this new slugs can heal other slugs thing. Our third friend in comms runs up and clicks his flashlight to make the killer wary about picking up. Now the killer is trapped, he's going to have a hard time picking up, he knows a flashlight is nearby and meanwhile I am healing my friend. Absolute bonus fun mode : I have new we are gonna live forever so when the slug pops up he has endurance and can zoom off safe as can be if the killer hits him.

  • I think that's more than fair given the 3 sec nerf and EGC disable

  • @OnryosTapeRentals said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029945#Comment_3029945

    And I already addressed that:

    "Subtitles: An option to enable subtitles that describe sounds that can be heard and gives a general direction of where they're coming from (right, left, forward etc.) Minecraft has these and they work great!"

    I assume you are joking, but minecraft is not an asymmetrical pvp game. Adding subtitles for audio cues would literally butcher every single stealth killer as well as be an overall nerf to every killer on the roster. "Ghost-face audio cue" "Terror Radius intensifying" "Terror Radius Decreasing" are HUGE in terms of providing survivors early warnings as well as info on if it is safe to stay on the gen. Accessibility is something to strive for, but not if it completely butchers balance. Should there be an option to turn on auras for survivors for the entire game for killers who can't see well?


    Edit: Subtitles would also be a big nerf for survivors. What's that you thought you hid from the killer and he didn't hear you? Good thing "Footsteps" appeared at the bottom of my screen so I know someone is very close to me.

  • Sooo, loop the killer around the hook while my buddy is on hook to buy an additional insane amount of time 30% rate would be .30 Hook rate compared to the 1.0 rate now.

    So

    15 seconds of normal hook time = 15 charges, 60 - 15= 45 charges remaining.

    45/.3 = 150 seconds.

    So with your idea if you run the killer around the hook for 15 seconds you get to stall for an absolutely insane ~165 seconds before the survivor goes into P2. Once in P2 leading the killer beside the hook literally turns your team-mate invulnerable. Can you imagine a killer equiv? If survivors gen rush too hard they repair at a rate of 30% until an acceptable time. The amount of slow-down is insane.

  • "Nurse was the sole Killer who could deal with current gen speeds without needing gen slow down perks. Slower gen speeds is necessary for almost every other Killer, but it is gonna further make the Nurse stronger."

    Nurse should be nerfed but you answered your own question. 90%+ of the killer roster gets decimated by good survivor teams/swfs. Ergo they need buffs, based on trends and the last stats provided by BHVR killers probably avg < 50% kills which bracketed by MMR probably means 75%+ escape rate for swf at high MMR which is just pretty awful.

  • It only provides real value against people who do not react properly to the perk/choose to stay injured the entire game. In that way perhaps Legion and Plague could get value out of it, but for anyone else the answer is to literally heal up/avoid the killer if you were the last one he encountered. Throw in needing to esentially tunnel to get value out of the perk(E.G. You get first down, hook, survivor gets saved just as you hook the second lets say and it goes off. Now you have to choose to either find survivor A, who got hooked first, and injure/down him before 45 seconds are up or if you just get into another chase your perk goes on cooldown and provides zero value. Slap on a long cooldown too and it goes into the bad/extremely situational perk pile.

  • I disagree.

    Cons

    -----

    - 10 secs to gens

    - EGC DS nerf

    - Faster chases due to killer buff on hit and reduced sprint burst after injury

    Pros

    -------

    + Baseline BT

    + BT Buffed(if teammate brings it)

    + OTR to help yourself

    + Ruin Nerfed

    + DMS + Pain Resonance Nerfed

    + Pop Nerfed


    Lots of extremely annoying solo things to deal with did get nerfed(people not letting go of a gen prior to hook, ruin hunters), overall survivors did get nerfed in the chase and gen duration department but I would argue some extremely annoying solo things did get buffs(ruin, dms +PR combo, teammates farming you off hook with 0 help and 0 perks to help you)

  • No, outside of very few specific builds

    Ruin + Undying

    Devour Hope + Undying

    Plaything + Pentimento

    Hex perks are far too unreliable AND weak. Especially given the fact that ruin(A clear outlier, I am glad its nerfed) just got nerfed to 100% regression. They clearly think hex perks are balanced around weaker effects. If the effect is so bad that I would not run it even if it was converted as-is to a non hex perk then it means it's pretty awful. Throw in the fact that it can be deleted 30 seconds into the match and it's even more of a "Why on earth would I run this when compared to the alternatives it is so bad".


    That said there are a ton of "meme" hex builds or fun combos to make, but they are extremely bad/you go into that game expecting to play around.

  • @AGM said:

    https://forum.deadbydaylight.com/en/discussion/comment/3015207#Comment_3015207

    In this example it's .5 + .33 for a 183% bonus or 1.83 in decimal from. 16charges/1.83charges per second is 8.74s. Your mistake from the other example is that you're not applying the sum of buffs to a debuffed value correctly. You don't add the buffs directly to a debuffed value. You add the buffs, then multiply that with the charge rate you're trying to figure out.

    ahh, thank you for the numbers and explanations!

  • @AGM said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014963#Comment_3014963

    The Botany heal speed charge bonus is multiplied with the Self Care rate, not added. The comment above me has it right. BK + SC is 30.4s.

    Also I don't think this is correct unless Botany has some super special exception or I copied that other formula down because if we take a look at green medkit(50% heal increase) + botany(33% heal increase) rn

    Base of 1.0 * current botany(.33) * green medkit(.5) = 1 * .5 * .33 = .495

    16/ .495 = 32 seconds, and clearly having a green medkit and botany knowledge does not take 32 seconds to heal yourself in todays world. I could be wrong here but taking the formula from above and plugging it in with current values it does not seem to be the right equation.

    If we do the additive variant though it would come out to

    1.0 + .33 + .5 = 1.85 or 16/1.85 = 8.6 seconds which sounds far more accurate

  • @AGM said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014963#Comment_3014963

    The Botany heal speed charge bonus is multiplied with the Self Care rate, not added. The comment above me has it right. BK + SC is 30.4s.

    Do you have a source? I was always under the impression it was additive, totally believe you but just would love to see a documented source so I can avoid being wrong in the future.

  • I do think in EGC it will be fairly annoying but the tradeoff is it's a pretty worthless perk throughout the entire rest of the trial unless the killer is just assuming BT and counting to 13 or you're going to try to body block with it which could be a massive time waste if you are seeking the killer out for 30+ seconds to make use of your endurance. Like, let's be honest how is this any worse than 4 man swf in todays world where 3 dive bomb the hook and all body block for each other + BT + DH in EGC.

  • It doesn't do much for bodyblocking though imo. The person off hook will be moving 7% faster but the person they are trying to shield will not be. The time does increase from 13 to 15 but it's pretty negligible if it's for swf body blocking shenanigans.

  • base heal takes 16 charges.

    Normal heal rate is 1 C/S

    New self care is 35% or .35 C/S

    Assuming nothing else except self care 16/.35 = ~45 seconds

    Botany is 50% bonus or .5 C/S

    .35 + .5 = .85 C/S or 16/.85 = ~18 seconds


    Edit: These numbers do not seem to be accurate based on posts below, this assumed additive behavior and I was mistaken about it

  • The problem with this is any killer will find out the meter distance and stand at 17 meters, or n+1 meters. The solution to that is to increase the radius but then you start hitting killers who aren't even camping/survivors who are running near the hooked survivor.

  • Sure let's leave it as is and give killers the equiv, if a survivor doesn't crab walk to a gen the killer gets a notification and if the survivor is facing away from them in chase the killer gets 1% haste, no cooldown.

  • I imagine it still has its max time the same as now, and just has the addition of a down disabling it early

  • Survivors repair at 1 C/S

    when a killer checks a gen it regresses at 1/4 of a C/S or .25.

    I could be wrong but assuming it works like many of the other calculations, I think it would be .25 * 4(max overcharge benefit of 400%) = 1 C/S and .25 * 2(brine benefit of 200%) = .5 add them together for 1.5 C/S.

  • only if you cleanse a hex

    A 16% buff translates to 1.16 C/S or in other words 90/1.16 = 77 seconds(just kinda undoes the 10 extra charges added base)

  • @ad19970 said:

    It's not nearly enough. Immediately the first thing I've noticed. The Endurance Status effect and Haste status effect duration needs to be 12 second at least, I would even say 20 seconds. And the hook phase timer absolutely needs to be increased to 80 or 90 seconds, now that gen time is being increased.

    I don't get why they would be so careful with survivor buffs when they are buffing almost everything of killer.

    Because kill rates have probably dropped to below 50%. They aren't releasing stats but have stated 50% is their goal, and in the past few years kill rates across the board have trended down to 50, if the trend continues we might well be in the ~40s atm(or even lower). Also 20 seconds of 7% haste and endurance? That's insane, I can already picture the ridiculous body block shenanigans as well as what you can pull off with a green medkit + healing speed buffs.

  • @Cybil said:

    I'm sick and tired of Kates always getting away with this nonsense!!!

    She can't keep getting away with it

  • @Mazoobi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3011369#Comment_3011369

    Thank you. I actually try to think of perks that would have a fair shot at changing the meta.

    Also, wouldn't "We'll Make It" be as good as my idea in terms of combining with Resurgence? Maybe it wouldn't be too bad since most players want more variety in the meta?

    I think your ideas are totally fine, most of the current heal perk meta is significantly overtuned. However, solving that problem is much harder than just boosting heal times for actions or nerfing them. Certain mobility killers make healing significantly harder than their counterparts which is part of the core problem. A trapper across the map is not a threat at all, a nurse/blight/sprit/dredge/any killer who can rapidly move around the map is still very much a threat.

  • Ok, now upload pics of a good swf vs any non-nurse/blight killers.

  • @MommyHunktress said:

    https://forum.deadbydaylight.com/en/discussion/comment/3011437#Comment_3011437

    welp when they change the base mechanic to something better than gen simulator youll understand, also a killer who can be looped who is good can win, so a killer with antiloop who is good can be even more oppressive. looping should be possible with every killer dang near. just not obsessive.

    I understand the gameplay loop perfectly. When 4 decent survivors play together against 90%+ of the killer roster you can play the exact same way and get the exact same results every time. 3 gens pop by the time of 1st hook and the rest of the game is basically a cakewalk from that point on. there is just not enough time for M1 killers to deal with good loopers + exhaustion perks + map layouts. Also I have no idea what the phrase "a killer who can be looped who is good can win" means. There's literally not enough time in matches for that to be true, or if you disagree I would LOVE for you to provide timestamps of what you think the killer should be doing and how the game should go. Feel free to use 00:00:00 as the moment of spawn in for all players and go nuts from there, how long should the first chase take, hooking times, etc. Let's theorycraft to make the best M1 killer match we can against good survivors but I have a feeling it will result in the normal result which is killers get stomped out hard.

  • It's another "Why can't I loop the killer 3 times, take a hit, go to the next pallet, loop 4 times, greed dead hard, and then slam the pallet on his head, go to another loop and FINALLY go down 120 seconds later" post.

  • As others have said there is nothing they can do. The only slightly feasible option they have is to tweak all swf countered perks/addons into something else(E.G anything that relies on survivors being on gens when X event occurs, or obscures auras, etc.) but that still wouldn't address the core problem.

  • Low B imo.

    • Remnant is completely in survivors control unless you're in a total deadzone of nothingness which is rather rare
    • Locking lockers slows dredge down two-fold, one in terms of raw mobility. And the othher FAR more valuable variant which is if he tries to use his power mid-chase. Being giiven a free mini DS stun each time he TPS into a locked locker has some pretty insane value. Additionally it takes longer to break a lock than it does to put one on. A dredge smashing locks on every locker is one who will lose the game. It's basiically a self 1 second stun to break one. That doesn't even get into the fun of auto lock logic which means even if you do invest in smashing locks you will stiill get stunned at dual lockers.
    • TLDR: Against a good swf who understands him you will be na M1 killer who mini-fatigues yourself if you try to take advantage of your power.


    Edit: Just to clarify, this is against GOOD survivors. Everyone has experienced the whole "omg I plopped down my remnant and the survivor non-stop looped up to it and I got a free hit because of it!" Or the "I teleport In front of the survivor to a locker and get a free hit! Even outside of nightfall!" Good survivors will not fall for these tricks.

    in dredge Comment by Carth
  • @Mazoobi said:

    I like to write my own survivors and killers but I like to give them unique perks that aren't too similar to the current ones we have.

    I'll copy and paste some of my favorites from my google docs:

    (The first three are from the same survivor. She's a low morale scientist with a different view of the world)

    Biomedical Analysis: 

    Years of toying with the science of medicine and anatomy has taught you a new way to 

    approach those about to endure your care. 

    Unhooking or rescuing a survivor from the ground instantly fills their health bar by 

    15/20/25%.

    Affected survivors also gain the ability to self-heal at 50% speed for the next 30 seconds. 

    “Do you feel the strength running through your veins?” - Mira

    Biotic Drainage: 

    You’ll let those who interfere be a test subject to your new innovations. 

    After stunning the killer by any means, your health bar is instantly healed by 30%. 

    Doing so also grants a token up to a maximum of 3/4/5. Each token in your possession 

    reduces your maximum health bar capacity by 2%. 

    If affected by the hemorrhaged status effect, health depletion will be halted for 30 

    seconds upon receiving health. This grace period resets whenever health is received.

    “So this is what it feels like. How intriguing.” - Mira

    Enigma:

    You’ll demonstrate the true potential of your work. 

    After healing others for a total of one health state, press the 

    ACTIVATE ABILITY BUTTON while repairing a generator to transfuse the generator 

    into a bio-engineered medical station for 35/40/45 seconds. 

    Affected generators will be revealed in a yellow aura to all survivors and heal injured 

    survivors by 1% for every second they continue to work on it. 

    The effect will wear off if the generator is kicked by the killer.

    “Tell me how this feels!” - Mira

    Wanted: 

    Moving fast is important when you’re on the run!

    Your vault speed is increased by 5%. 

    If you are the obsession, you receive a 1% haste status effect until you are no longer the obsession. 

    If you are the obsession, your aura is revealed to the killer for 5/4/3 seconds whenever you lose the killer during a chase.

    Equipping the perk increases the chances of you becoming the obsession at the start of the trial.

    “I hear the sirens! We have to go now!” - Derek 

    Knight in Shining Armor:

    Your screams of pain encourage others to act fast and handle the situation accordingly. 

    When hooked by the killer, all other survivors heal 30% faster for 30 seconds. 

    Additionally, you are unhooked by others 30% faster. 

    Survivors who unhook you receive 50/75/100% more blood points for the 

    Safe Unhook scoring event.

    The perk will not trigger if your scream of agony is silenced. 

    “We mustn't die by this beast! We mustn't be intimated!” - Princess Sonia 

    I do like the core of your ideas but some of this stuff combos insanely with perks that already exist, approaching the realm of instant heals. This is DBD's core problem is they have already let the genie out of the bottle. As fun as "Heal 90% faster" is, it's completely busted on its own, let alone when you consider items+addons+other perks.

    As an example taking a look at your first perk, Unhooking with Biomedical Analysis would be 25% + the survivor on hook running resurgence = instant 75% heal on unhook. 75% of 16 charges = 12 charges done with 4 left. You can basically unhook heal a survivor in 4 seconds base(1 C/S base heal speed), even faster with other perks + medkits.

    I shudder to imagine the world where healing is amped up to this level. We already saw the problem with CoH providing a ridiculous boost to healing. There will be very large problems in the gameplay loop(that currently exists) if survivors gain the ability to insta heal/pop off hook fully healed.

  • @Bwsted said:

    He also prioritizes lockers interacted by a survivor before closed lockers.

    It kinda balances out. If one goes, the other one should as well.

    Totally agree. Dredge should have more pinpoint precision and that means both his auto target to survivors and auto target into locked lockers goes away. I do not like that the entire 'game' mentally of locking lockers and picking what locker to go to doesn't exist because both are optimized away from players

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3010523#Comment_3010523

    It takes 2 extra seconds to break out of a locked locker. It's really not that big of an issue, but it helps slow the killer down slightly.

    The Dredge is a pretty strong killer. I've yet to lose a game with him unless I'm purposefully giving away escapes. And I'm not a top-tier killer.

    I've noticed a lot of Dredge players who have struggled, are simply not using the power well enough. They don't even bother using it in a chase because they think it's not good enough, but I get tons of success jumping ahead to cut survivors off. It doesn't need to be right on top of them, it just needs to push them to another area of the map where they're less safe, or to close some of the distance.

    It's 3 seconds not 2 unless you use an addon to decrease a second. Additionally, I disagree that 2-3 seconds is "really not that big of an issue". It's half of a DS stun and most people would say a 5 second headstart on a killer can literally be what turns the game around. Dredge regularly stunning himself for so long automatically is awful. If survivors had to make the choice of whether to lock both or risk getting 0-1 stuns max potentially it would be a lot more interesting in my opinion.

    Right now there is no locker lock choices going on because the game literally plays it for you. All you need to do is lock each single locker you see and lock 1 of every double. Grats, you just completely shut down the dredge's TP ability in chase unless the dredge wastes 10+ seconds at any given locker concentrated area to break locks and EVEN if you invest that time a survivor can just come and lock the other single locker in the set and you will STILL get stunned.

    In another twist of ######### design it also takes a ridiculously short amount of time to lock a locker so there's no reason to not do what I just described.

  • @Brokenbones said:

    Notice how every gen regression perk is on there apart from 1

    Call of Brine

    Potential Call of Brine meta incoming?

    Call of brine will never be meta as long as gen tapping exists IMO. Dedicating a 3 second animation that only halves survivor time investment(in other words 2 seconds of regression undoes 1 second of survivor repair time), that can also be undone via a .01 second animation mid-chase means call of brine should never get meaningful usage vs a swf on coms(doesnt even need to be a 4 man swf).

  • I still love that people are ardently defending an 80% usage perk as 'weak' compared to alternatives. I guess old ruin was actually trash by that logic and overcharge is still sleeper OP.

  • Are we really at the level that we are trying to convince people that spreading hooks is actually the optimal way to play? Or in your case nobody dies until hook # 6. Let's do some napkin math for fun, If each chase takes 40 seconds total(let's say 20 for hit 1 and 20 for hit 2, and uhh 10 seconds of hooking between animations and travel time) Each hook should take ~ 50 seconds. 50 * 6 = 300 seconds

    so for the first 300 seconds all 4 survivors are alive in the game. If we assume each survivor is doing something that basically means you get 300 * 4 = 1200 seconds of total survivor team actions. Or in other words 3 gens should pop/be extremely close to popping by the time your second hook is wrapping up. From there you will be in a pretty terrible position 2/12 compared to 3/5 and will likely be out of the game before you can loop back around to killing A. This isn't even including the fact that many survivors alive at the same time heavily strengthens body blocking strats from the survivor team.

    To be clear there is absolutely nothing wrong with playing in this manner, in fact it is the most "fun" for survivors. However, let's not pretend it's secretly also the best way to play if you want to win. You will regularly lose playing in this manner and in my opinion you should, you are not playing optimally if you allow the survivors to fully leverage 12 hook states.

  • @Babadook83 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3008208#Comment_3008208

    But why do i only hear this perk being so problematic in recent times, and not in the first years of the game? the perk hasn't really changed except for the hit validation

    I'm sorry, dead hard has been complained about for years. One if its main counterpoints back in the day was "lol exhausted on the ground" which was totally a true scenario that could occur but it was 100% complained about. Hit validation did not impact the case of DH for distance most of the time. But to say no one has been complaining about it until recently is totally disingenuous.

    We had regular forum posters posting things like "SB is so much better, I always see 4x SB in my games and it's 10,000 times worse". The only really impactful thing that has changed recently is BHVR released stats bracketed by MMR that showed 80% of high MMR survivors bring DH which totally deflated the argument that SB is used more/better/its a secret weapon nobody is taking advantage of.

  • Kinda like the "early game collapse" to fix the problem of first hook = 3 gens. Poofed into nothing

  • Survivors: God nurses are real and have to be seriously balanced for

    Also survivors: Good SWFs are too rare to even consider, we can't touch anything survivor side until solos have a 15% higher escape rate minimum

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3006455#Comment_3006455

    Macro game play isn't just "hit and run". Dredge is also a solid slugger, for instance, because he can immediately teleport straight from one down into a new chase.

    Also while sparse lockers can occasionally be a factor, on most maps it's not.

    His teleport outside of nightfall is incredibly slow, telegraphed, and with locks screams "Im here! Everyone hold W and get a free 6+ second head start!" You cannot be a good slugger if you cannot get survivors down fast. Good survivors can easily react to remnant+ dredge teleporting(theres so many audio cues for when this happens). With this in mind and combo'd with the fact it is literally impossible to really control when a nigghtfall is going to occur as dredge he basically becomes a glorified M1 killer.

  • @EvilSerje said:

    Everybody mentions to lock only 1 locker. If I lock 2, he'll break both on first teleport?

    Not automatically, but he has the option to turn around and M1 the second lock. It's a terrible feature that BHVR added last minute that auto maximizes survivor options to be as good for them as possible.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3006144#Comment_3006144

    Normally I would agree with you but nurse throws everything out of order. Most decent or good killer perks becomes completely s teir overpowered on her because of how well it synergize with her power.

    She need some kind of restriction

    are you in favor of the same limitation getting applied to S tier survivor perks?

  • @Deferlo said:

    Prove thyself is only worth on the last 2 gens where you are somewhat forced to group or if you need a specific one done. I can bet that in your game where gens fly, it's most likely the survivor spreading that is the problem.

    That's entirely the problem. As a good survivor the formula is as follows for all killers except Blight/Nurse/arguably Spirit.

    First survivor in chase: Hold 'w' when possible and effectively loop when it isn't, make effective use of resource at start of game. Goal is to last at least ~80 seconds. Don't forget to E to fix any mistakes!

    You achieve goal. Killer is now at 1/12 and you are at 3/5. Team Enjoys the benefits of Prove Thyself. Also it is just 1/16 of the loadout of the survivor team to do so. It is only ~80 seconds into the game.

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