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Crowman

Crowman

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Crowman
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  • The nerf to stbfl is funny because the devs already solved the issue of facecamping with the perk with the anti facecsmp system.

    So it was just an unnecessary nerf to screw over weaker killers.

  • @tjt85 said:

    I don't understand why BHVR have seemingly decided that nothing can be learned from trials that include a DC.

    You'd think they would be more interested in finding out why such things happen with the regularity that they do and why such a large chunk of their player base is so unhappy.

    I'd be willing to bet that after a string of poorly matched up trials, the chances of players DCing out of frustration increases dramatically (many seem to frame this as a "Survivor problem", but I've seen plenty of Killers do it too). How could BHVR ever discover if this is true or not if they discard every trial with a DC? It's as if they don't see frequent DCing as an accurate reflection of the experience of playing DBD (we all know it is).

    If BHVR used trials were people D/C'd as a metric for their balance changes, it would incentive the community to D/C to get things nerfed.

  • @Paternalpark said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757554#Comment_3757554

    It's not 60% tho. Many have come to the forums to complain about their 30% survival rate.

    They gave killer base buffs that surivor can't just circumvent like killer can with tunneling or camping.

    2 Stacks of stbfl baeskit? Surivor can't do anything.

    Anti camp basekit? Killer just moves slightly out of the way.

    Killer is way better to play then soloq rn. Is that healthy long term?

    An M1 killer having less cd after a hit is hardly the reason why people are seeing personal escape rates of 30%.

    Also it's anti-facecamp system and if killers aren't facecamping then the system is doing the job it's intended to.

  • Personally, I'm just tired of the suggestion of fixing issues being "make X perk basekit".

  • Pyramidhead isn't the only killer that can negate survivor perks. Plague tends to negate any healing perk.

  • Considering that the situation you are talking about happens after survivors failed to repair 5 gens and you lost finding the hatch first, I don't see a need to change no way out for this specific situation that is already unfavorable to the survivor.

  • Were all the gens completed?

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756086#Comment_3756086

    I can imagine Adriana picking up a chainsaw from a chest mid-match now.

    It would be a funny modifier mode tbh. Technically there is nothing stopping other killers from using other powers outside of lacking the animations.

  • Here's the truth about the forums.

    People who favor survivor tend to notice things they don't agree with and tend to think the forums sway harder towards killer than it actually does.

    People who favor killer tend to notice things they don't agree with and tend to think the forums sway harder towards survivor than it actually does.

    If you set aside your bias towards a side of the game, you will notice that the forum see constant complaints from both sides.

  • It's not like killers can loot new powers during the trial so this kind of perk doesn't make any sense.

  • I'm not sure why you think punishing an invisible number the player can't see will somehow stop killers from 4 man bleedouts.

  • There isn't a game that allows people to queue together that will ban them for using external communication methods

  • @MaddieMage said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754901#Comment_3754901

    Funny how everyone keeps saying “it’s an event it doesn’t need to be balanced” when it’s the killer side that was OP. But two years ago when survivors were getting free hits inside snowmen everyone was screaming how horrible and unfair the event was. 🤣🤣 Events are meant to be fun and accessible for everyone. Putting OP abilities on one side that turns off the playerbase from actually wanting to play should not be the end goal here, under the guise of “you don’t have to play the event if you don’t like it!”

    The point is to get your players to play the event. This is such a disingenuous take.

    You are acting like I'm personally against snowmen. Plus I also said to nerf instant hooks slightly.

    Events are now a separate queue so it really doesn't matter if they aren't completely balanced during their run. If you don't like the modifer, don't play it.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754925#Comment_3754925

    More like sloppy hard countering those perks than anything else, to be honest

    Which is fine bc it's a killer perk vs 1 of 16 survivor perks. I also don't think survivors need more healing buffs since the devs walked back several of the healing nerfs already

  • if sloppy got made infinite again I could understand needing perks to counter sloppy, but that's no longer the case. Resurgence is getting a good buff already that will make it better into sloppy.

  • i think it's fine. Adjust the timing so things like ds and pallet saves have a bigger window before the survivor gets hooked.

    It's an event you can opt to play. It doesn't need to be balanced.

  • @solarjin1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754691#Comment_3754691

    "Again, if people dont enjoy the game, why boot it up???"

    you assuming players don't like this game because they quit which is WRONG. Players boot up the game hoping to have fun and end up running into certain playstyles/killers they don't like. The devs have allow survivors to escape through this 4% loophole for years without addressing it. Probably because they know survivors will just give up in other ways. No need to theory craft... it's obvious why survivors give up more. It's because they don't win a lot in solo queue that it. No mental gymnastics needed. T

    if you can't have fun losing then why are you playing a pvp game?

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754383#Comment_3754383

    Injure and deep wound only works while healthy, hindrance is 10% which is barely a problem, haste is 3% which is honestly nothing to be a killer power, there is countless loops that just can't be mind gamed, so revealing movement is hardly a problem too

    Overall, with all your statement she is worse variant of crown (he has 10% haste, 15% slowdown, and even 16m of wallhacks), and crown is not even a good killer

    So yeah, you've just confirmed how her problem is nonexistent

    You get deep wounded if you already injured. Healthy survivors just get injured. Her traps also inflicts broken which can be a difference in an adrenaline proc or a med-kit play.

    Her Haste is only 3% if you're only survivor scanned/trapped. But she can up to 7% haste with all 4 survivors scanned/trapped. Also the comparison to clown ignores the fact that skull merchant doesn't have to throw 2 bottles and get both effects to go off at the same time whereas currently she gets both effect naturally as part of her drones scanning survivors.

  • @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754382#Comment_3754382

    Think about that for a second.

    If her 70% kill rate is due to a high amount of suicides then that’s indicative that she’s miserable to play against and needs changes.


    And if her 70% kill rate isn’t due to a high amount of suicides then she’s immensely overperforming and needs nerfed.


    It’s a disaster no matter how you look at it.

    I'm not arguing against changes. Personally I think BHVR needs to have disabling drones remove a stack of lock down and see how that affects her stats.

    However, the claims that Skull Merchant is a problem because people are giving up against her in some higher than normal numbers is unproven and given the complaints against giving up in general is unlikely that skull merchant is a bigger issue in this department than just the general mindset of the average survivor player.

  • No and only for the reason that people hate running perks to counter stuff they don't like.

  • @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754372#Comment_3754372

    subjecting yourself to confirmation bias

    It’s hardly confirmation bias when she has a 70% kill rate because of how many people suicide on hook when they see her. The proof is in the pudding.

    many of people who give up in skull merchant games would have still given up regardless of killer choice.

    I don’t buy it.

    There's no way to know how much of her 70% kill rate is attributed to survivors giving up.

  • @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754343#Comment_3754343

    There’s always going to be the odd survivor who doesn’t like a particular killer and goes next when they see them.

    But Skull Merchant is hated by such a huge proportion of survivors that it’s literally impossible to play a normal game against her. Can’t say I’ve encountered the same when playing any other killer.

    Considering there's enough people complaining about rage quitting in their games and skull merchant isn't a very popular killer. You're likely just paying more attention to skull merchant games and subjecting yourself to confirmation bias.

    There's also the fact that many of people who give up in skull merchant games would have still given up regardless of killer choice.

  • @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754327#Comment_3754327

    This is such a tired narrative. Survivors giving up is a symptom of her having a problematic kit. Not vice versa.

    Even the developers aren’t happy with her. Can we stop pretending survivors are the problem here and just admit that she’s badly designed.

    Survivors give up against everything. There's not a killer in this game a survivor won't give up against.

  • I don't think any future changes will make a difference. BHVR won't change the fact she places drones and tracks survivors and survivors will refuse to try against her.

  • @Lit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753628#Comment_3753628

    I accept I will face SM - they can accept I won't play against it. you see how silly the argument sounds.

    The bottom line is, the killer is unfun to play, and unfun to play as. It needs to be changed.

    If you don't want to play against skull merchant, play in customs.

  • @Lit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3748689#Comment_3748689

    The fact is, one does not have to accept it. Simply by giving up/going afk. I for one will never play against SM - its a really bad reworked killer. Hindering survivor into mending state. Sped up killer in drones… she can control 60% of the map by positioning it at any loop.

    I'll just go next, as much my choice, as it is yours to stay.

    You can prevent yourself from every facing a skull merchant by hosting custom matches.

    If you queue up as survivor, you accept that you may face skull merchant.

  • @SleepyWater said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753108#Comment_3753108

    Yes, but no. Sadly you cant predict how your teammates will play. Another cool thing that BHVR can add is statistics of each surv. For example on average how many gens they are doing per match, how many sec they runs the killer, etc.

    If you're only looking for excuses to not play the game, do yourself a favor and don't queue up.

  • I don't think we'll see Tombstone reworks without changes to Myer's basekit. Which also doesn't seem to be a priority either.

    Also not sure where the idea that Tombstone addons are a "fun" mechanic. Like even on the killer side you just build up a bar and then kill someone. Not really interesting gameplay to play as.

    Likely they'll end up like majority of other killer moris where they only work against survivors who are already on death hook. The only exception being Pig, but survivors can remove the traps to prevent the mori.

  • You can skip every match by not queueing up in the first place.

  • @k3ijus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752792#Comment_3752792

    Your confusing effectiveness with playstyle. Also wheres the high risk high reward? It takes 30 seconds to heal to 95% , that means even if the killer does lose a slug or two (which they can easily get back since survivor in injured) 30 seconds assuming another survivor instantly picks up is 1/8 of the survivors dying state timer off the rip. If the killer continues this playstyle regardless if they lose slugs, they’ll just get slugs back until a survivor bleeds out.

    Please dont forget

    -killers choose the place survivors are downed, if they have 2 braincells looping wont be possible

    -picked up survivior is not fully healed

    -killer can proxy camp the slug


    Incentizing hooking is a good option but thats really a sensitive point. I dont think buffing one game mechanic for a tradeoff of a playstyle that needed fix regardless is fair

    It's High Risk/High Reward, because slugs do not contribute towards hook states and take much longer to die compared to being on hook. On top of that, picking up a slugged survivor is pretty easy and slugs can move themselves to favorable positions. Generally survivors aren't wasting much time rescuing slugged survivors compared to hooked ones.

    As for your points:

    Killers choose the place survivors are downed:

    They can zone survivors to areas of the map, but they don't have much control the exact position the survivor goes down. Plus it hardly matters when slugged survivors can move themselves anyways.

    Picked up survivor is not fully healed

    So neither are unhooked survivors.

    Killer can proxy camp the slug

    They can do the same with hooked survivors too. But a slugged survivor has 4 minute lifespan and can move themselves so it's a worse thing to camp compared to a stationary targets on a faster death timer.

  • It's an event not a permanent gameplay addition. It's hardly gamebreaking as there are killers who have basekit ways to quickly destroy pallets or knight whose guards can already do remote pallet breaking.

    As for why pallet breaking stayed and not expose, is because the expose power just wasn't a well designed power or interesting power. Being tied to chase meant survivors could just counter it by standing still which just results in the killer get a hit. Then all it did was allow you to 1 hit survivors by bloodlusting.

  • You're getting mad at the killer for taking advantage of bot ai and not that you had a survivor d/c and left you with a bot that could be taken advantage of.

  • @Iron_Cutlass said:

    There are a lot of anti-slugging perks which can be used to punish the Killer for Slugging.

    Back in the day, when we didnt have many perks, everyone ran Decisive Strike and Unbreakable to counter tunneling and slugging, nowadays, I think people are just not as receptive to the idea of running perks to counter a playstyle they dont like, since the idea has become more boring now that more interesting perks have come out since.

    To put it bluntly, there are solutions, just nobody wants to use them.

    I think part of it is that since BHVR has added some mechanics as basekit mechanics, people now want everything they don't like to have basekit counters.

    Personally I think continuing to make everything basekit would just lead to a very stale game, because it would force very straightforward playstyles to play around basekit mechanics. We can already see this effect with the anti-facecamp system with people wanting it to be more punishing even though it's doing the job it was intended for.

  • People simply pay way more attention into the bad games they had rather than the good ones. Things are not nearly as dire as people make it out to be and most games are honestly pretty decent.

  • Dispelling Sphere disables magic items for a duration. You can combat Interloper by Dispelling the survivor you are chasing.

    Also you can force hits with Flight of the Damned by using elevation as well. It doesn't float above the ground so if you cast it on a lower elevation than the survivor, they can't crouch to avoid it.

  • @Brutha said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750162#Comment_3750162

    Even in his lore it said his powers were tempered in some ways and focused in others

    The killers the entity captures have their abilities adjusted (weakened or strengthened) when put into trials. However, Freddy being weakened for the entertainment of the entity is different from Vecna being a threat who could break out of the realm at any given time. Especially since Vecna's motivation to willingly come to the realm is to gain control over the entity's power.

    Freddy doesn't need a mark, because Freddy is no threat to the entity.

  • @Brutha said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750148#Comment_3750148

    Without being nerfed Freddy could literally do anything in his dream world I would consider him being limited to placing puddles a big nerf (Also I just want Freddy to have something new even a little mark :( )

    Gameplay is not a representation of lore power.

  • Vecna is a Demigod status in D&D and his lore in DBD is him defying the Entity trying to grab him until he consents to join. Hence why the Mark of Negation, because without it Vecna could just leave the entity's realm whenever he felt like it.

    Freddy and Sadako while powerful don't have any indication they need the mark to keep them in line.

  • I think some of you guys need to take a moment to step away from the game.

    I don't get why you guys care so much what other players get from your event offering. If it bothers you so much, then don't use them.

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749456#Comment_3749456

    It's the point of anniversary is to bring cakes for yourself and others. Why else we would celebrate anniversary?

    The anniversary isn't just the event cakes.

    I think being too focused on what other people are getting out of the event and not just enjoying the event for what it is, is doing yourself more harm then good.

  • I don't get why some people care so much about other people not bringing cakes. Bring the cakes for yourself.

  • @SaltyNooty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749142#Comment_3749142

    Like I said, It's a futile effort to report them but if you believe this is the best course of action, then by all means. Commit to it.

    Also, the point of me bringing up lobby dodging and Hook Suciding was to point out the fact BOTH sides of the means to avoid issues they don't want to deal with. Survivors can't lobby dodge killers because they don't know what killer they'll face to till they load in, while killers get the ability to see what survivors they'll face and what Item's they'll bring and how they'll counter it; resulting in the uptick of Franklin's Demise & Weave Attunement.

    Case and point being, both sides have a way to avoid people. This whole "When you play DBD, you accept the fact you'll deal with things you don't like" crumbles when killers can freely lobby dodge without criticism, that's filtering what survivors they go against; that's also what custom lobbies are for.

    Your own argument has such hypocritical flaws, it's best you just DONT use that anymore.

    Killers cannot lobby dodge perks. Meaning at the end of the day the killer will have to face things they don't like.

    Also it's irrelevant that survivors can't lobby dodge killers when both sides can lobby dodge other survivors. Killers have no way to quit a trial early, because they don't like how it is going without penalty and survivors shouldn't have a free get out of trial card they can pull.

    There's nothing hypocritical about it, you're just making up excuses why you think it's okay to rage quit as a survivor and if you are spending this much time trying to justify not playing out matches you queued for then maybe you should stop playing a game you spend effort to not play.

  • @Laluzi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749151#Comment_3749151

    Ah, yes, so I need to be running video recording software every time I play DBD when my laptop already burns like the fires of hell playing it, just to be able to police players because BHVR won't implement a means to do it in-house. No thank you.

    The report system in this game is broken and apart from chat offenses, actually supplying sufficient evidence requires too much retroactively unattainable third party involvement on the part of players to be reasonable. And without that video evidence, a report is worthless and won't be acted upon. I suppose the solution here is to establish a report system that doesn't rely on third party software and player line of sight to actually be able to address bad behavior in-game, but I've resigned myself to the fact that that's not happening.

    I edited it into my post and you likely missed it, but it's worth addressing - removing the ability to suicide on hook removes legitimate plays I can use to help my team or myself and, more importantly, will not stop players from trying to kill themselves. See what happens whenever you rescue a hook suicider before they can miss the second skillcheck. They don't go back to playing; they chase the killer or spam noise notifications or just grief you. How do you intend to deal with that? The problem isn't mechanical, it's with people. You'll delete one mechanic and they'll move to the next, and if you delete that mechanic they'll move to the next, and you end with salted fields for little gain.

    As for removing "legit" plays with hook suicide, hook suicides to rage quit are by far the main use that people use the system. Which is why in my first post I said "The downsides of it existing far exceed any benefits."

  • @Laluzi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749142#Comment_3749142

    You're still missing the point, though. I don't think anyone disagrees that hook suicides should be punished. They ruin the game for everyone. The problem you're avoiding is that it's basically impossible to implement a mechanic that prevents survivors from throwing games, because on paper, the reportable behavior - essentially griefing or quitting, depending on what flavor it takes - is indistinguishable from survivors playing badly. And you can't report being bad.

    It's a moot point, because successfully reporting anyone in this game is extremely difficult, but it's a problem that's more involved than simply saying 'this game mechanic needs to be reportable.' Because survivors will then move onto the next action that is not reportable but gets them yeeted from the game immediately.

    To a human eye, it's obvious when a player is trying to ragequit versus when it's just a confused newbie, but without match replay to provide that human eye… the data tracking this game currently employs is incapable of making that distinction and thus punishing players for it in a timely fashion (and a fashion that doesn't rely on other players having active video software as they play, and being in a position to record the player trying to get themselves killed.)

    You can submit video evidence via support ticket alongside a report, fyi.

    So the excuse that players will just find ways to throw the game is a terrible excuse for not removing hook suicides.

  • @SaltyNooty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749116#Comment_3749116

    You missed the point of my statement.

    If Survivors don't want to play a match, They wont.

    If Killers don't want to play a match, They wont

    Survivors have Hook-Suciding.

    Killers have Lobby Dodging.

    Also, I love how you willingly cherry-picked some type of flaw in the statement I made to prove your point. So, allow me to break it down to you a little further because you seem to still not understand (That or, you're willingly choosing to ignore it and if that is the case, this is the last time I will be responding to you. I won't face someone who chooses to weaponize ignorance, that's a waste of my time. )

    If you take away Hook Suciding, Players will simply AFK. If they AFK and you kill them or bleed them out. They. Win.
    - Subsequently, if you stoop to the survivor's level of Petty and force them to stay in match for an hour; that's a waste of your time and theirs; no one wins and everyone suffers.

    It takes two seconds to simply let them leave the match and move on to something else. Reporting the masses for AFKing will backfire because a massive chunk of the community IS survivors. If you look at this long-term, eventually, people will get used to being reported and suspended for refusing to face the minority of the game and queues will eventually slow down.

    You won't be able to filter every single person who refuses to face XYZ killer because XYZ reason (Now this stems beyond Skull Merchant just for a brief moment because if we're being brutally honest, something like this can happen in every game if weaponized. )

    This is a losing debate. You can't change the mind of the masses and any attempt to do so will be met with more protest and backlash; more ways to NOT have to face 1 killer out of the many, more ways to not face any number of killers because XYZ reason.

    Do you understand now?

    Survivors can also lobby dodge and lobby dodging and hook suiciding are two different things as only one of those is quitting mid match.

    If you want rage quit matches, you should be punished. Hook suiciding is not a punished especially when you can no longer depip. Hook suicides need to be removed or harsh penalties need to applied to survivors who do hook suicide, because the rest of the teammates don't even get a bot for your rage quit.

    It's irrelevant that most of the players are survivors when it comes to reporting people for throwing games and ruining it for the rest of the survivors. Reportable behavior is still reportable.

    Again if you want to filter what killers you are willing to play against, that is what custom lobbies are for. If you queue for survivor normally you have to accept that people will play things you don't like. If you cannot then DBD is simply not the right game for you.

  • @yoloevery said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749123#Comment_3749123

    Listen I still don't get the fact that there is not any mechanism to differentiate between the DbD server crashing out Vs my wifi crapping out. I think its pure laziness by the devs who can't implement this simple feature.

    But otherwise I totally understand getting a penalty for issues on your end, even if your wifi disconnects for no reason.

    If the game did differentiate between disconnections, there would be nothing stopping people from disconnecting themselves from their internet to d/c without penalty. Which wouldn't solve the problem that D/C penalties were introduced to solve.

  • If there was a server wide issue causing majority of players to constant d/c, the penalties would be turned off.

    The fact the penalties are not disabled and there's not a massive amount of reports of server issues, the likelyhood is that these issues are located with your own internet.

  • @SaltyNooty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/418578/something-must-be-done-with-skull-merchant

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3748648#Comment_3748648

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3748596#Comment_3748596

    I feel like what people aren't understanding is that survivors will genuinely always find a way to remove themselves from a game they don't want to be in, just like how a killer will DC from a match for any numerous amount of reasons.

    Attempting to punish the majority of survivors, punishes ALL survivors, unintentionally or not; and if I'm being frank, punishing all survivors because they refused to face a killer that is genuinely unfun to face, doesn't seem healthy. Sure, you could hit the report button and be done with it, (Because they refused to play a normal match in which often results in a 4K no matter what type of circumstance.) but the situation wouldn't really be resolved; In a situation like this,

    Killers CANNOT MEET Survivors' level of petty. It literally will not work, there is no idea or source that someone could come up with that Survivors couldn't immediately find a workaround to continue not having to face said ANY number of killers they despise.

    If you take away their ability to hook-suicide, they AFK. (And you literally cannot stop a player from Afking. That just doesn't work out.)

    If you take away their ability to AFK, they STILL get what they want. (Say if they AFK too long in the match and they get turned into a bot, it's still in their favor.)

    I guarantee you that no one wants to sit in an hour-long match, this is the only option that works to no one's favor.

    If this topic is about Skull Merchant and subsequently, getting people to stop giving up against her for "fun matches." The issue here in lies that most of the survivor base and even part of the killer base don't find Skull Merchant fun and frankly never have since the start.

    (It seems like there's an actual minority of killers who enjoy Skull Merchant in comparison to the rest of the community, who despises her more than any other killer in this ENTIRE GAME.)

    It's funny how you say Killers can just D/C, but that action invokes a penalty. Removing suiciding on hook would force survivors who want to quit to d/c otherwise they risk getting banned if they are intentionally throw the game.

    If you absolutely refuse to play against Skull Merchant then don't queue for a mode where facing her is a possibility. Find other people for customs who will agree to not play Skull Merchant.

  • @nValentine said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749017#Comment_3749017

    am i missing something? bro do you actually play dbd currently ? 99.99% of killers immediately go back to hook. what a fun useful perk to use when you heal until 95% and the blight or billy (the 2 most played characters) rushing back to hook stopping you from healing and making you lose all healing progress and all your medkit charges.

    absolutely fun!!

    literally not even those top tier killers. Nemesis's zombies/ knight sending his guard back to the hook, freddy faking teleporting to the nearest gen. etc etc

    Hemorrhage needs to either get back to what is used to be, or Resurgence works like BNPs, Instead of giving 70% progress they should make your next heal require 5 charges instead of 16.

    The perk is meant to speed up the heal after you get unhooked. It does that. The "issues" you are describing do not change that this buff makes the perk better into the status effect of Hemorrhage.

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