Avatar

ChainsLogic

ChainsLogic

About

Username
ChainsLogic
Joined
Visits
935
Last Active

Comments

  • I must say, as someone who likes both sides, and plays them pretty equally, that I can't relate to the hypocrisy of many dbd players. Simply put, being a killer or a survivor main makes one highly biased, so their input on balance shouldn't be taken too seriously most of the time. That said, I respect the willingness to look beyond your biases.

  • I wouldn't say her hatchets take no skill, and their hitbox has been only changed once, a long time ago, before being reverted, but a 10% (5% from each side) reduction in hitbox would be fine, imo. The hitbox would still be bigger than the actual hatchet size, but would lead to less bs hits, while still keeping Huntress strong.

  • I hope eventually all killer moris will be 3rd person, with an option to switch to 1st person for the couple of older killers who have them. 1st person moris are cool, but I'd rather see Clown, Huntress, and all the other killers with 1st person moris, be 3rd person by default.

  • @Mag1cian said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772608#Comment_3772608

    It was the goal of the devs in the first place to show dedication to the character with high prestiges update. Nobody cares when it's shown in the endgame screen. And yeah like I said before I don't think prestiges affect "health of the game and quality of matches" much but awful matchmaking system itself, fix matchmaking and you woudn't need to remove prestiges from pre-game lobby, but devs doing band aid fixes as always and it's completely unnecessary. Players who lobby dodged before still gonna do it when seeing player with default skin or low amount of hrs, it's not gonna do anything, people still gonna dodge. And people thinking that "P100 is a cheater or a god or a bully" it's their own problem, I swear people trying to make a problem literally out of everything in DBD, complains about prestiges / distortion etc is perfect example.

    Most people don't care anyway. Like cool, you have a p100 character, good for you. Seriously, most people don't really care for your character's prestige, so them only not caring in the post game lobby is honestly all the same for you.

  • Like the other users said, you can dodge it. As soon as you dodge one, you can unhook. No change needed.

  • Imo, the perk needs changes. My suggestion is a hit with a basic attack no longer drops your item, but instead makes you unable to use the currently equipped and any other item picked up for 20 seconds, and you also lose 35% of the charges that CAN'T be recharged with perks like Built To Last, etc… It would be more healthy for the game, while still being useful, imo.

  • He's the strongest A tier killer now after his nerfs. Bhvr shouldn't touch him, most likely ever. Base speed Blight is fun and strong. Definitely shouldn't have his speed add-ons incorporated into his basekit, in any capacity. Your fun or lack of fun shouldn't be a consideration in balancing Blight at all. I'm sorry, but this just makes you sound like an entitled killer main, wanting easier wins in the name of "fun".

  • @Peanits said:

    These are fair concerns to have. I'd strongly suggest trying it out on the PTB if you're able to and pushing it to the limits. If it does turn out to be problematic, that's the best time for us to find out!

    Considering the sabo buffs from last ptb went to live, I don't really have faith in what you're saying.

  • You do have some chance of escaping, a small one, but still a chance. The game doesn't teleport Leatherface to a nearest survivor, and instadowns them for him in endgame, so first try not getting caught in endgame. If caught, either your teammates are smart and open gates and leave, or take a very small chance they'll be able to unhook and leave alive.

  • If anything, it should be nerfed, the guaranteed self-unhook shouldn't work in endgame, since It's very easy to force the killer to hook you in the basement.

  • Yeah, I don't think it's a good idea. It's a fun thing to do during the event, but balance wise, it would most likely be overtuned, or completely underwhelming.

  • @VantablackPharaoh91 said:

    I agree it might be time or some sort of buffer blind immunity; I had the most frustrating game in the world against an Ellen that would NOT let me even so much as hook once, she just followed me around so I couldn't go after anyone else and couldn't use my power. She wanted to blind-farm me. Why? because I loaded in as Ghostface and she decided I would be a) friendly, b) an easy target and she took advantage of that with her Beamer to drop god pallets and blind me repeatedly so I couldn't bash them until SHE was done. I got fed up, sat at the door and waited for her to get bored so I could open the gates after they finished the gens so we could all go next, because she deadass would not let me play the game with ANYONE ELSE, because her blind challenge was the only thing that mattered to her. Nothing else. Nobody else's chase or enjoyment, nobody else's fun.

    She followed me, and kept trying to blind the back of my head, begging and pleading to let her blind-farm me. I got frustrated and DCed, then got off for the day because I wasn't having any fun and didn't want to throw on Lightborne for one flashlight, why would I?

    This isn't a common situation, but it's not that uncommon either. Players should not be able to farm other players for points against their will like this. There is no tactical reason to multistun the Killer this many times in a row. There is no need to do it except to be a jerk or get your points for a tome challenge. it's frustrating as hell to face. It's not fun. Please add a buffer so the Killer can at least look away before the Survivor can do this again. You can't double-stun Survivors this way, why can we double-stun Killers this way?

    Stunlocking isn't a fun mechanic.

    I hope you're joking. Look, anything that can potentially make you lose on either side can be a bit annoying and frustrating at times, but I don't think being blinded while kicking the pallet, which will be broken after the blind is done, is the same as being locked into an animation and losing your next hook.

  • I'm not against any characters getting new outfits, (I do think it's a bit more complicated for licensed characters like Yoichi) but these are rift outfits that can literally be viewed in-game now, so it's just a flip of a switch on bhvr's side, but I guess they have some arbitrary list on when and what outfits will come back from the rift to the store. Sometimes it seems bhvr doesn't like money, lol.

  • @WiseTraveler said:

    I agree that the reveal mechanic can be really iffy at times and could use a few touch-ups.

    The main change I would like to see happen to Ghost Face is that hooked and down survivors can no longer reveal the Ghost Face when he is in power.

    This would make it so that you don't have to feel that you are restricted in cloaking your terror radius after you down or hook a survivor.

    I do like this change as well. It is kinda silly you have to go out of sight of a hooked/downed person to be able to use his power.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730668#Comment_3730668

    What do you mean by Billy's 180 flick? Do you mean his increased curve window at the start of the chainsaw sprint? You cannot call that an exploit, as it was intentional, they put that in the patch notes for a reason, to counteract the nerf to the cooldown addons. How can it be an exploit if it was intentional... Like the only way to argue there is to say they did not realise this would increase the turnrate because it is based on ° per second... And that would be odd, as in that you are assuming they don't know how Billy works... Or why do you assume Billy's curve window is an exploit?

    Not talking about his increased curve window, but the 180 flicks you can do with the Lo Pro Chains add-on. Thankfully they are very rare and not as useful a lot of the time, but still should be patched out. Here's a video where the 180 flick is mentioned.

    https://www.youtube.com/watch?v=e1bofi7VxFw
  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730546#Comment_3730546

    You don't need that high DPI, I can do it with 3000, which probably any gaming mouse can do.
    My DBD setting sensitivity is 50%, so probably less if I would change it to 100%.

    I really don't think it should be removed. Oni has weakest early game in DBD, his power should be strong. It is way weaker without flicks. It would be very easy to loop him on short loops, if Oni couldn't flick more than 90.

    Only fix I would do is make it possible for console…


    I really hate such cherry picking to removing only techs you don't use. Either remove every tech from both sides, or just don't remove them unless it is really game breaking, which I don't consider to be true for neither of those.

    I'm not really cherry picking things, it's just there are many "techs", that are actually exploits, but there are things that are okay, though they are rare. Like, some people believe orbitals from Huntress are an exploit, but it makes sense that a hatchet if it's not interrupted by any collision can hit a survivor from the sky. On the other hand stuff like Wesker's hug tech, Oni's and Billy's 180 flicks, survivors using heal and point tech should be fixed.

  • While I can understand they have wall-hacks in public games, because without them they would be basically useless, and I'm okay with that, until they implement an actual ai for them, there should at the very least be an option to disable their wall-hacks in custom games.

  • For around a year they've been bad and only seem to get worse with time. I think the devs thought actually having scratch marks work properly was too much of a buff to killers, so they shadow nerfed them and are keeping quiet until the outrage gets too loud.

  • They apparently fixed it a long time ago, but people with super high dpi were able to get around it, so they didn't really fix it in the end. This and Wesker's hug tech needs to be removed from the game. Thankfully Wesker's hug tech is harder to do, compered to Blight's hug tech, so at least it's a less common sight, than it was with Blight.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3727991#Comment_3727991

    I mean they wanted to introduce it once, therefore I guess we should judge it on what we currently have.

    Like I already said, the possibility of standing moris, which aren't possible with any mori offering, plus a healthy way of the add-on staying in the game. If that minor thing isn't enough, I don't mind them deleting it from the game, the add-on was never really fun to go against, and if encountering good survivors, it wasn't even fun on the killer's side.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/415390/michael-myers-rework

    Why would you ever run tombstone when it does basically the same thing as an ebony mori? Without the negative aspect of needing to stalk for longer?

    I would also make it so that stalk starts regenerating before running completely dry or at a reduced rate after being empty.

    There's one minor benefit to it, you would still able to kill the survivor while standing, unlike with ebony mori (which I think they want to make just a bloodpoint offering now because of finisher mori) It's mostly like this as a way for the add-on to stay. Otherwise, the add-on would need to be deleted, because it's quite unhealthy.

    As for stalk only regenerating once a survivor's stalk has been drained, it's to both have Myers always have his power without it ever truly running out, and survivors having a bit of breathing space knowing they're not giving him extra stalk every time they encounter him. Kinda like with Oni once you heal up, but in this case it's you only have whatever remaining stalk that you have to take, before survivors start regenerating it.

  • I play on pc, but I hope they implement this change for console players soon, feels unfair not to allow it imo.

  • Yeah, Iri Head is quite unhealthy and unfun to go against. The only saving grace is that it's somewhat rare to go against, and the limitation to 1 hatchet before reloading.

    I had a proposed change where you start with all 7 hatchets and if you:

    • Hit a survivor 25 or more meters away, the hatchet is an instadown, and you lose all remaining hatchets, and have to reload to get them back
    • Hit a survivor 24 or less meters away and the hatchet acts like a normal hatchet, taking 1 health state, and you keep all the current remaining hatchets on you

    This way you're rewarded for hard hits (especially on the many clutter filled maps), but can also play the game normally, if you're not that good at long distance shots.

  • Definitely nearing towards a full year since scratch marks started becoming consistently worse and worse.

  • @Iron_Cutlass said:

    Bloodpoints gained outside of a match (codes, Rift, etc.) stack independently from the BP cap.

    I know that.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721993#Comment_3721993

    Downs don't necessarily mean hooks. There are a ton of ways to deny a killer a hook state when a survivor is downed or picked up.

    Ofc it's not guaranteed, but most of the time you'll hook the survivor just fine.

  • The Ghostface video is the average Dbd player when they 4k (op let the last survivor go, but he could have gotten the 4k if he wanted to) at 1 instead of 5 gens.

    The thing is with Surge if you reached 8 regression events it means in "worst" case scenario everyone is death hook and best scenario is 2 people are dead and either 1 other survivor is death hook or 2 survivors have been hooked once. So, the current 3 gen mechanic works fine.

    Now Ghostface being a C tier character should get some buffs, primarily removing his straps out of view while playing him, and making a more logical reveal mechanic that would make him harder to reveal, but would make more sense on how it works for both sides.

  • I'm all for for consoles getting k&m support, but this game doesn't have auto aim. Instead it's something called aim dressing, which makes hits that would hit anyway, visually make more sense, that's why the camera will sometimes suddenly jerk towards a survivor during a hit.

    The problem is that it's bugged and can actually rob you of hits that you would've gotten otherwise. An option to turn of aim dressing should be added, but yeah both pc and consoles have aim dressing, so there's no difference in that department.

  • I always wanted them to let us fully mute the bloodweb sfx, and lower survivor hook screams to like 30% of their original output, though I wouldn't be against adding the option to lower the crickets noise, even though I don't mind them personally.

  • No, the nerf of deactivating after a person dies was too much, but they removed it recently, so the perk's all good now.

  • Another thing that should be implemented alongside finisher moris is 4 more offerings:

    Brown mori - Kill 1 survivor on death hook

    Yellow mori - Kill 2 survivors on death hook

    Green mori - Kill 3 survivors on death hook

    Ebony mori - Kill 4 survivors on death hook

  • @SoGo said:

    Sorry to ask, but are you getting downs every 30 seconds? Because if you aren't, and it takes more, the Exhaustion length is meaningless for you.

    Whether they're getting downs in 30 seconds or less/more is irrelevant. The exhaustion buff is more likely to present problems, only the speed nerf was needed. By your logic if the killer is not getting downs in 40 seconds, exhaustion length remaining the same is meaningless.

  • You're wrong. Just type 70% of 20 in google if you don't believe me. It's 14 seconds with vigil.

  • @ArkInk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718530#Comment_3718530

    Tbf Adept is a challenge for people who hate themselves so it might actually be better to leave it that way

    I cleared all my killer/survivor adepts a few months ago in a span of like 4 days, couple of hours long sessions, most weren't all that hard. Why would adept challenges be considered a thing only people hating themselves would do?

  • Agreed, they definitely shouldn't be buffing sabo in the slightest, right now it feels manageable, with the buff I fear it might not be as manageable anymore. Thankfully it's a ptb, I think they'll understand any sabo buff shouldn't make it to live.

  • Grades are not mmr (the thing that actually goes up and down, and measures your skill, though many would disagree about that, I guess), and is used for bloodpoints every month when the grade reset comes along. It only served as a source of unnecessary frustration at times. Impossible to please dbd players, even with no brainer changes like this lol.

  • They should change the Broken key to just a normal green key that can open the hatch basekit. Really strange that you can spend time going through a chest only to find a useless item. They could call it Rusty key or something like that.

  • For like 8 months now I only had 1 dc because of the game's servers that was wrongly attributed to me. All the other times I got no penalty. Comparing that to when I just started playing the game, where every time the servers crashed (I only ever dc-ed on purpose like 2 times, to see how my bot would play once bots replaced dc-ed players, and another because I needed to do something right away irl) I would get the dc penalty as if I willingly dc-ed.

  • @BlightedSugarcane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/413880/freddy-rework

    This is exactly what I was thinking, I think it would be more interesting if he could use both the palette and the snare!

    I generally agree, but there is one thing I'd like to say: keep the alarm clock immunity time unchanged, and make it so that survivors can identify and destroy dream pallets during this immunity time. It'd be better if you could see a translucent pallet when you get close, rather than an aura. It's more fun to be able to counterplay by taking the alarm clock.

    Also, if I had to say, it might be better to have separate tokens instead of a shared pool, otherwise every time you place a snare in a chase you'll lose a dream pallet in a vital location.

    On the alarm clock, I think both of our ideas would be good.

    As for the tokens, I don't think they should be separate. Having 8 tokens gives you enough flexibility in snare/pallet placements, but it's fine to lose the oldest snare/pallet once you placed all 8 of them and survivors haven't activated any one of them. Plus there are two add-ons that give more tokens.

  • Adding this in a comment, so I don't have to wait for my post to be re-approved.

    • Survivors who wake up with an alarm clock have 20 seconds of immunity from microsleep (was 30 seconds)
  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716956#Comment_3716956

    B tier at best, probably worse. I mean sure, S tier is not necessary, but the issue is just that the downgrade + the heavy punishment for missblinking is really not a good combination.

    All other killers dont have a blink ability… You kinda forgot about that part didn't you?

    Killer strenght should not be the main goal but how fun to play and play against a killer is and how engaging the chase interaction is. In my opinion Nurses chase interaction is great because there is quite some mind gaming from the survivors side in combination with certain areas and tiles being kind of decent against her but entirely useless against other killers. Currently she is very strong but also offers unique interaction and counterplay.

    Your changes remove that counterplay entirely, breaking line of sight to force the Nurse to guess is not a thing anymore, because she catches up normally anyway, in addition to the blink being no langer usable to gain distance on the survivor, which means her gameplay would just be follow until in blink range/close enough for a safe hit and then go for it. It would be boring to go against, you would probably still win more often than not just because of how long it would take Nurse to down people that way, but it would not be fun, nor engaging, nor worth anyones time.

    I didn't forget Nurse can blink, it was just irrelevant to my point. At first you said she would be even more op, but then with slightly longer blink recharge B tier at best, implying that she could be even worse (while I agree she could possibly be as "low" as B tier, thinking she could be C tier or worse with the rework is honestly just ridiculous)

    Feel free to reply, but I'm not going to discus this topic anymore with you, because it seems you just want to be right at any cost, even if most of your arguments are all over the place and don't really make sense.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716944#Comment_3716944

    The point here is not about strenght but about a hit being guaranteed, for that it does not matter if she is 4.4 or 4.2 or 4.6 or whatever, as long as she is faster than the survivor she is not required to use her blinks to catch up. The speed itself is more about how good the killer is in the end. With your changes she would be probably around B tier at best, because running away from her would be super easy and 4.2 takes a lot of time to catch up, and since you cannot use the blink for mobility she would just be a slightly more scary Myers that can blink… She would be a horrible killer, and still boring to face, bad but annoying, because she will get those guaranteed hits from time to time.

    The point about the hit being guaranteed is that it is after x amount of time, safe. No ifs and whens, but at point x you will get hit, similar to legion in his frenzy. Getting hit in a deadzone has nothing to do with that and is not comparable. Especially considering getting a hit in a deadzone can be the result of the killer creating the deadzone beforehand and then forcing the survivor to go there.

    All killers should be around A to B tier. Not sure why you think B tier killers are bad as that's a perfectly all right place to be power-wise, and since you think Nurse would be B tier, I think the rework works fine for it's purpose (making her not op, not weak).

    Also her being faster than survivors would lead to guaranteed hits? Literally all other killers are faster than survivors, so why is it fair for them all to eventually catch up and get a hit, but not Nurse? Really can't understand your logic here.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716921#Comment_3716921

    By giving her too much of a cooldown on her blink not only prolongs chases way too much if you miss a blink it also makes it so holding w becomes more effective.

    I don't think I'm too pessimistic, look at her matchbox addon… That is basically what you are aiming for, you removed the necessity for Nurse to use her blinks to catch up and you automatically make it so she can just follow you until she gets a safe blink hit. As the survivor you will get hit after x amount of time, no matter what you do and that is terrible design.

    Matchbox Nurse is 4.4 m/s with one full blink (20 meters), my nurse is 4.2 m/s with two blinks that when both fully charged reach 16 meters. For comparison a 4.4 m/s killer would take 25 seconds to catch up to a survivor who has 10 meters advantage on them, in comparison a 4.2 m/s killer would take 50 seconds. I can see why you would think they are very similar, but with a 5 - 15 second cooldown on blink recharge (I'm sure a sweet spot can be found) that both rewards the survivor for avoiding the blink, but doesn't outright hamper the Nurse can be found. She would be weaker, but still a usable A tier killer imo.

    And about near-guaranteed hits, most killers have this (Leatherface catches you in a deadzone between loops and instadowns you, Huntress can often get these hits at pallets, Legion's first frenzy hit) and if they never or almost never could have these situations, killer would feel very bad to play in general.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/413804/nurse-rework

    So you made her weaker but her counterplay is non existant anymore… As she can just follow you until she has clear line of sight and then blink on top of you…. I don't think this helps any of the issues, except for people will win more… And if that's all you want then you do you. But her chase interaction will be less engaging than currently.

    They could make her start her blink recharge only after her fatigue is over, and the recharge could take between 10 and 15 seconds to promote not spamming her blink attack. Sure before she was a bit slower but being able to cross 32 meters (average killer terror radius) with the fast recovery of her power, negates a lot of counterplay her slower speed brings. Besides if you're at a loop, you'll still have to predict blinks, it's not like she's gonna have basekit wallhacks now.

    I think you're being way too pessimistic about this rework, but it's true power, or lack of, could only truly be seen after the changes would be tested on a ptb.

  • @vBlossom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714841#Comment_3714841

    I just think with them and toolboxes existing, resilience giving you a 9% repair speed bonus, even if while injured, is a bit too much.

    Bestie, but then you have to do all prerequesites, have all build dedicated to gen speeds, have toolbox, do gen with someone.

    What is killer doing in meantime, so you can freely use toolbox on deja vu gen with someone while being injured?

    Maybe chasing one of the other 2 survivors "bestie"?

  • @vBlossom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714707#Comment_3714707

    with resilience and deja vu you could solo a gen with old prove thyself speed of 15% (it's been nerfed to 10% some patches ago)

    That just isn't true.

    When you do gens with someone, you have basekit debuff -15% to gen speeds. Prove just removed that debuff. Prove don't work when you do gens on your own.

    One person - 1 charge per seconds - 1cps total - 90 seconds per gen
    Two people - 0.85 charges per second, not one - 1.7 cps total - ~53 seconds per gen, basekit, with Prove ~45 seconds.

    Prove didn't gave buff, it just mitigated debuff, wasn't broken by any case, literally allowed to save ~8 seconds per gen in best case scenario, which didn't happen quite often.

    So now, without Prove, if 2 people are injured and work on Deja Vu gen IIRC it looks like that:

    0.85 charges per second + 0.076 charges from Resilience + 0.051 charges from Deja Vu → 0.977 cps, two prople 1.954 charges per second → 46 seconds per gen.

    You have to equip 2 perks (1) do specific gen (2) with someone (3) while being injured (4) to save 7 seconds per gen, best case scenario.

    https://deadbydaylight.fandom.com/wiki/Prove_Thyself

    I don't have a problem with prove thyself and deja vu (on the contrary, they're part of my primary build on survivors), I just think with them and toolboxes existing, resilience giving you a 9% repair speed bonus, even if while injured, is a bit too much.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714623#Comment_3714623

    Killer: -

    • Knockout - Nerf
    • Scourge Hook: Hangman'sTrick - Buff
    • Pentimento - Rework/Nerf
    • Insidious - Buff
    • Shattered Hope- Buff
    • Franklin's Demise - Nerf

    Survivor: -

    • Calm Spirit - Buff
    • Background Player - Nerf
    • FTP/Buckle up - Nerf
    • Plot Twist - Rework/Buff
    • Reilience - Nerf
    • Botany Knowledge - Rework/Equal
    • Wicked - Nerf

    Not sure how you came to that conclusion of nerfs for survivor and buffs for killer. Seems to target the most problematic/weakest perks on both sides. Not convinced Resilience or Wicked needs a nerf myself. Botany Knowledge rework is OK, though personally I kinda like the "troublesome with medkits" version we have now.

    Appreciate the clever Pentimento and Shattered Hope rework. I like the fact that Pentimento actively makes tunneling/running back to hook less profitable for the killer compared to finding someone else and chasing them. Actually supports a more split pressure gameplay style, which is very cool.

    I'd go a different route with Hangman's Trick, add 1 or 2 extra Scourge Hooks, this synergises with it's own effect, and it makes it an effective Scourge Hook support perk.

    Insidious is interesting, though I don't think even this would be very good/useful for anything outside of camping…. though admittedly I can't think of a better idea offhand. Maybe something similar to Ultimate Weapon flow, where you open lockers silently and after doing so you gain Undetectable for 15s. Has a 45s cooldown or something.

    But yeah, not a bad list I would say.

    I do think increasing the distance to 6 or 8 meters around normal hooks, like the other poster mentioned would be a sufficient buff to scourge hook: hangman's trick.

  • I still find my plot twist idea better. By default your aura is hidden, but if you feel like the other survivors should be aware of your location, you can do it with a press of a button.

  • @vBlossom_ said:

    Kinda seems like nerfs for survivors and buffs for the killer for me 🙃

    Why Resilience need nerf, this perk already puts you in bad situation - you have to be injured to have buff.
    Also, why +9% on Resilience needs nerfs, but -20% debuff from Pentimento with lingering effect is okay?

    Also idk why Bothany shouldn't stack with medkits as medkits and healing in general were already nerfed.

    Resilience affects stuff like healing, cleansing, unhooking, etc… but its biggest two effects are the vault and gen repair speed, and I thought the vault speed was fine, but gen repair speed bonus was a bit too much, since with resilience and deja vu you could solo a gen with old prove thyself speed of 15% (it's been nerfed to 10% some patches ago)

    Pentimento would only be able to be activated once per each survivor. After 60 seconds you would no longer suffer any debuff from the perk. The other teammates having the same effect if too close to you is to simply discourage trying to double up on gens to get around the debuff in the meantime. The lingering 5 seconds after leaving the area of affected survivor isn't really anything big, 5 seconds pass by quickly.

    I like to play both roles, any buffs/nerfs are made with both sides in mind.

  • Especially if you get downed at the gates, either because the killer was too close or you were trying to rub your victory in and lost distance. Heal "tech" really shouldn't be a thing that ends up saving you.

    You have priority to breaking the pallet when someone is using Any Means Necessary, the same should be done with picking up survivors while someone is healing them.

1 2 3