Crowman
Crowman
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Camping isn't something that needs to be fixed.
Killers have every right to prevent an unhook just like survivors can prevent the hook. And there are plenty of situations where a killer has no reason to leave the area around the hook.
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@katoptris said:
https://forum.deadbydaylight.com/en/discussion/comment/3050104#Comment_3050104
You can hear people louder in the dream world tho :(
That's not a default thing. Though survivors in dream world do have an outline so they are easier to see, but that's a minor thing unless you happen to be facing survivors trying to hide in bushes.
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If your constantly getting your downs interrupted by flashlight saves, pallet saves, sabos, or body blocks, you aren't paying enough attention to your surroundings. Take advantage of the survivor not a gen waiting to go for the save, by pressuring them.
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He used to be decent, but then the devs decided to not only nerf his only good addons, but compensated him with power nerfs.
Snares just slow you down too much to be usable as now survivors make good distance when Freddy tries to place snares at a loop and the 5 snare limit means he can't really snare multiple nearby loops forcing survivors into a situation of having to run into his snares.
Pallets are fun to use, but hard to get survivors to actually throw them since it's easy enough to remember which pallets are fake.
The only good thing he has is his teleport and there are other killers with teleports who do more once they start chasing a survivor.
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@[Deleted User] said:
Coulrophobia, Unnerving and Overwhelming also notify when in the TR but no one really cares because it doesn't involve something crucial like pallets.
I wonder after Coulro's buff happens will still people want the notification to go away.
Those effects only notify survivors engaging in a related action while inside the terror radius and those perks are always on.
Dissolution only is active for 20 seconds and survivors get told before they have even engaged with the related action.
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Trickster is highly dependent on map and is really feast or famine.
Maps where survivors can't easily break LoS are maps where Trickster will generally dominate since his power can be quite oppressive since survivors can't just W away from him.
But maps where survivors can break LoS repeatedly means that Trickster will have a hard time building up laceration and take too long to be effective.
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Solo Queue already has people just leaving teammates for dead in the end game, because the incentive to save teammates and die for them just isn't there.
No DS in end game really won't change much besides the killer being able to force a single kill in a bad game.
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@Brokenbones said:
Clown is probably the best user of it imo.
Pallets are one of his biggest weaknesses
Clown's power also makes it harder for survivors to make it to another tile which at least allows him to force survivors to play around a pallet with dissolution up. The only way you can get dissolution to be useful if you can force survivors to stay at the tile, otherwise it does nothing.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/3041398#Comment_3041398
Pretty sure it stops the styptic
Depends if the survivor used Styptic before getting hit with forced penance. But generally forced penance counters Styptic since you can't engage in the heal action while broken.
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I'd say the issue isn't the perks as much as gens not being interactive as the survivors only objective.
The devs had the chance to rework the survivor objective with this massive perk changes and they didn't.
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All that will change is that they hit you immediately to remove the endurance effect sooner and then still tunnel you out because otr meta will not favor killers who don't tunnel. Assuming you don't just get camped to death because that is by far the best way to deal with otr.
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Even 100% regression rate wouldn't be worth running a hex for since a couple gen kicking perks received huge buffs that it would be better to just kick gens instead of having ruin.
150% for T3 would have been fine for a nerf. It doesn't need a deactivation requirement, because it is a hex. Honestly I already don't see a lot of ruins as it is so it didn't deserve such a huge nerf.
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Maybe I have too much hope for the devs, but I would hope after release MoM issue years ago the devs will nerf OTR (or endurance) in some manner before sending it live. Will it be enough? probably not. But I doubt the devs will do absolutely nothing before sending it live.
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His reveal mechanic is a little too friendly for the survivor at times.
I've revealed a ghostface through objects several times just because I started the reveal before moving behind the rock.
I've had mixed experiences playing as Ghostface. Had a game where I was crouched in grass out in the open and a survivor couldn't reveal me and then a game on midwich where it was a struggle to get anywhere without being revealed despite midwich conceptually being a good map for him due to the walls.
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You can run distortion if aura reading from the killer is really an issue.
But I would personally rather killers run aura reading perks over slowdown or perks that help improve chases.
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The only thing I would really nerf from Blight atm is Compound-33, because I personally dislike the addon inflicting hindered for survivors just existing near you when you slam.
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I'm not sure if you are asking for spirit nerfs or iron will to not be nerfed.
Iron will nerf is deserved. Survivors shouldn't have access to unconditional "make no sound". It's existence makes it harder for killers that benefit greatly from hearing survivor sound harder to actually balance. If Spirit ends up being a problem because survivors no longer have access to live iron will then she should get nerfed. But at least for the meantime we should at least see what happens as a result of the nerf instead of pre-emptively nerfing a killer due to a single perk change.
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First off, the devs aren't trying to remove tunneling or camping. They have stated it's valid and are only trying to nerf the overall strength of the tactics by providing some basekit buffs so survivors don't need to run specific perks to deal with it.
Second, your solution isn't great even if the devs wanted to remove those tactics. First off, it would suck to make a single mistake in a trial and get instant sacrifice because the killer hooked 3 times before going after me. And sharing hook states doesn't even stop tunneling as the killer is now more incentive to focus on the easiest to hook survivors since it'll burn hook states faster.
Third, you've just given a stronger griefing tool for the killer. Now if a killer just wants to grief you, they can just camp you on hook and there is literally nothing you can do about. At least currently you can try to unhook yourself or let yourself die, but now those options are being completely removed and you just sit there.
You are trying to fix a problem that the devs have stated isn't a problem by making the game much more unforgiving for solo players who already have to deal with whether or not they were able to get matched with teammates of their own skill level to begin with.
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I voted fine as is, because it's the most accurate option.
Hindered for the entire time you are infected on top of the already limited amount of vaccines is not really a great mechanic to add. I'm not against making the duration last longer, but it should not be the entire time you are infected as at some point you'll have way to remove it.
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@Xord said:
https://forum.deadbydaylight.com/en/discussion/comment/3031476#Comment_3031476
Is this a bug then (or has it been fixed?) that when we hold a box, we are permanently chased by chains?
I haven't played against Ceno in a few weeks probably (or at least, encountered that situation) but usually when I'm trying to solve a box while chain hunt is active, I'm not able to because of the chains, unless I manage to find a lucky tight corner or have someone bodyblock the chains.
Holding the box makes it so the chain hunt only affects you. However, once you are solving the box the chains will no longer spawn, it does not however prevent the current set of 3 chains that are spawning from spawning.
Basically if you must solve the box during chain hunt you have to dodge the 3 chains and immediately start solving the box before the next set of 3chains spawn.
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Tunneling itself isn't toxic. It's a tactic killers can employ to force the game into a 3v1 where it's much easier to control compared to the 4v1.
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It prevents survivors from using styptic in chase on top of eating the adrenaline heal.
It effectively increases the time to heal if you have to drop chase.
It's really there to reward the deathslinger for landing a chain even if they weren't able to successfully land the hit.
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The IW change is ultimately healthier (although I do not know why it has an exhaustion requirement tied to it), because it makes it easier to balance the game around survivors not being completely silent while injured. Now we don't have to factor that survivors either make sound or don't make sound, it's yes they make sound.
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Most killers struggle to keep multiple survivors injured long enough to get value from Blood Echo unless they are already winning the match.
The only killers who can really reliably use Blood Echo are Legion and Plague who can keep survivors injured for long period of times, but even then Blood Echo on them isn't that effective due to the cooldown on Blood Echo and that regression/slowdown perks are just more effective.
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@MrDardon said:
Reduce his reload time from 3 seconds to 2.5 seconds.
Make his TR 24 metres and give him a 24 metre lullaby. That way with M&A, he'll have a 16 metre TR but still a lullaby which goes up until 24 metres and won't affect people who don't use stealth Perks.
Maybe on top, make his missed cooldown shorter when missing a shot. It is way to punishing to miss for being way to unrewarding for actually hitting.
Deathslinger doesn't need a lullaby. The only thing he has going for him is the ability to take advantage of Oblivious and Undetectable status effects. In fact his TR never needed the increase and the synergy with M&A was never that strong to begin with. It was only 2m range at his max range he could theorically hit you at that you couldn't hear him and those shots are the hardest to successful reel in.
Deathslinger needs LoS to land hits so survivors can still see him aiming at him, especially now that he can't quickscope meaning survivors can hear the ringing when he's aiming at them. So you do not need to compensate his lower TR with a lullaby.
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I do not need my solo queue games to be ruined by people d/cing anymore than it already is.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3026466#Comment_3026466
I use the term 'hostage taking' in a larger gaming community sense, outside of DBD. I'm well aware It doesn't count as hostage taking by the report standards.
It goes into the same category as spawn sniping in shooter games. Maliciously playing in a way to insure the other side doesn't get to play the game at all.
Being on a hook is a part of survivor gameplay. You aren't being denied the ability to play just because you get left on hook.
Survivor gameplay has a lot of dull moments and it would be nice if the devs did an overhaul to make survivor gameplay more exciting without the involvement of the killer, but that does not appear to be their priority.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/330919/why-hate
If I work all day and want to log on for a few survivor rounds, I ALSO deserve to have fun. Waiting in two seperate lobbies only to be downed before the first gen goes, then the killer stands in front of me until my timer runs out? I don't get to play, and I have no choice in the matter. I purchased the game as well, my money and time has just as much value as the killers.
The thing is, the killer gets to choose to stand around and basically put their controller down. The survivor doesn't. The survivor can tbag, can blind, can play toxic, and many do, but they can't actually STOP the killers ability to play the game, but killers can take the ability to play the game away from survivors.
No other competitive multiplayer game allows such blatant 'hostage taking' as DBD, and the devs are beginning to look into fixing that, regardless of how much you want to justify it.
And that's coming from someone who plays killer as much as survivor.
Being on the hook is not hostage taking. The devs have stated that it's not hostage taking.
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@SentientBee said:
https://forum.deadbydaylight.com/en/discussion/comment/3026172#Comment_3026172
They can be wrong. They're not omniscient, they're also just people, trying to tweak and tinker until things come out a bit better than they were before.
The reality is plain and simple, and your refusal to call it so is telling. Someone just picking up the game for the first game is probably more apt to tunnel and camp someone out of the game than a nurse with 4k hours, but the result of both of them doing so isn't any different. Just because we're getting slightly better tools to not get camped and tunneled out of the game (themselves pretty far and away from actual solutions) doesn't mean that we should kiss the ground BHVR walk on or assume the core concern has been dealt with. It hasn't, and that's just the reality.
Camping and tunneling absolutely do get used specifically to be toxic. The same goes for slugging. It can also be said for the bully squads that sabotage and boil over or all swarm with flashlights clicking incessantly. Just because these things work doesn't automatically make them fair, balanced, or sporting, which you continue to disregard. That is the core issue that people want addressed. Not a DS rework for the fourth time, or an extended BT effect. People don't want to be stuck looping the killer until the exit gates are opened, it can be just as boring as not seeing the killer all game. People want the game to properly flow in a way where they aren't making a single mistake and getting ejected from the game for it, and especially, that killers aren't getting rewarded for doing so because teammates playing into that strategy cost the entire team, further exacerbating the lack of sportsmanship.
Or, put loosely into sports terms, if my team scores once, and we spend the other forty minutes just holding onto the ball. Doing nothing else, just refusing to let go. How do you think that would go over not only with the other team, but also the fans and other related parties? Not well, it's why there's rules around that in regular sports as well, hell, even in most other games.
There's multiple different ways to create pressure, and the inability to create pressure effectively is something killers have also wanted fixed. It's part of why their chase potential is getting buffed, even if it's not a particularly nuanced shift, it does prove that BHVR is aware of the ongoing issues.
And that's also why people continue to demand / are sick and tired of the band aid fixes about tunneling and camping. The gameplay just isn't heathy nor enjoyable for either party, a sentiment that's been echoing for long enough that we're getting these changes at all.
So sorry, not sorry, but toxic is as toxic does. Refusing to separate the ideas does not do you any favours. Something that is efficient can still be toxic. Just because it isn't always toxic doesn't mean it's never toxic.
Your mindset that the killer playing the game to win in a way that you personally do not approve of as being toxic is a mindset problem. There is nothing inherently wrong with camping and tunneling regardless of how many gens have been done. The devs have also confirmed this as well.
A single hook is also not equivalent to scoring a point in a sports game. Hooking a survivor is a step in the direction for the killer to "score a point" as the killer's goal is to kill survivors they would "score a point" for each kill.
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@SentientBee said:
https://forum.deadbydaylight.com/en/discussion/comment/3026142#Comment_3026142
I understand the concept but disagree with it because after a point the reality is that camping and tunneling stop being those things when they are used tactically.
A survivor bodily throwing themselves at a killer takes a risk, BT or otherwise, it's not tunneling at that point, because the survivor in question was in control and made the equally tacit decision to either use BT or strategically assumes they can loop the killer better. A killer hooking a survivor in the middle of a solid three gen isn't camping because he's no longer giving up the other objectives to specifically remove one person from the game.
The crux is that intent matters, and tunneling / camping at 4/5 gens is not the same as having two hook states and sitting on a survivor in the EGC. Just because I call a spade a spade doesn't mean I've completely ignored nuance, it just wasn't brought up in the OP, which is what I was pointing out.
Using tactics to win at 4/5 gens left vs 0 gens left is not an issue.
I get not liking being camped or tunneled, but killers are not necessarily doing it with the intent of being toxic to you. And I say this as someone who has been more survivor lately. Camping and Tunneling are not toxic behaviors, they are tactics that are effectively at turning the pressure into the killer's favor. The devs are simply trying to give survivors some basekit tools to deal with these tactics since at the end of the day the devs have said there is nothing wrong with tunneling or camping.
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@SentientBee said:
The immediate fallacy in your argument is that it explicitly disregards one of the primary purposes of camping and tunneling, which is that it's used to specifically impact individual players gameplay for the negative (ie; toxic). For all of BHVR's claims, the reality is that if the killer really wants one specific person dead, the odds are stacked significantly in their favour and this only increases exponentially if you play into it, actively punishing everyone except the person choosing to make the game miserable for everyone else. (This also plays into the issue with 'bully squads' and the like, on the flip side, where killers are equally disrespected in what should be 'just a game').
Secondarily, the immediate disregard for other players is palpable. "It's just a game" is a phrase that only gets used in two specific instances. When someone's taking it too seriously, or when someone isn't taking it seriously at all. Actively going out of your way to either abuse every possible advantage in what should be "just a game" is just as mindless and uninteresting as getting a single down and M1'ing them on hook until the Entity takes them. In both cases you're disregarding the simple reality that there's _real life people_ that have to play the game with you for the game to exist at all. Or in other words, if you were playing a round of football in the local park with your friends and you decided that the best way to win was to purposefully take a bat to another player's knees... Well funny that, real sports and real games have rules and consequences around these things. Suffice to say, I don't think you'd be around for another game after that.
The most basic premise is that of sportsmanship, something this game decisively lacks because of how the objectives and core gameplay are oriented (to say nothing of the community it seems to draw). You're not allowed to injure someone in sportsball, and most sportsball games aren't asymmetrical for a reason. BHVR's inability to shift their core gameplay or admit the fault in their design doesn't magically mean that the problem doesn't exist, it just means it isn't being addressed appropriately (something many people largely agree on).
Camping and Tunneling both have legit uses and the killer isn't just trying to make your game miserable by engaging in those tactics. Sometimes the best move is to remove the injured survivor who was recently unhooked, because they ran themselves into you. Sometimes forcing the hook state is the best play, because their team waited too long to get the save. Treating good decisions in a game as being intentional toxic to you is a bad mindset to have.
There's nothing wrong with the devs making it harder for killers to camp and tunnel, but killers aren't toxic for doing so.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/3026077#Comment_3026077
I don’t think so because he wouldn’t be able to attack them if they are awake.
Also with Alarm clocks, survivors would literally have 30 seconds of invulnerability against him, meaning survivors can unhook in front of his face and there's nothing he can even do about it as well as being able to finish gens in front of his face as well.
But experienced players dealing with Freddy is not something I expect to be the problem. But part of the reason for his rework was how the huge action speed debuff and the free aura reading was rather oppressive against newer players. So while he wouldn't be too strong, he wouldn't be healthy in the game either.
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Considering old Freddy had a 50% action speed slowdown and aura reading of asleep survivors. He would certainly be too strong against unskilled survivors. I don't think dbd is able to support old freddy since you don't just want killers that auto win against new players.
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@Chewy102 said:
https://forum.deadbydaylight.com/en/discussion/comment/3024161#Comment_3024161
In order to force a meta to change the current meta needs to be made weaker than or at least equal other options. Raising other perks to the level of meta is how you get power creep so the best option is to weaken the current meta perks so that also means nerfing them to be at least equal to the others.
And with how much stronger the current meta is over other options, it needs one hell of a nerf to be equal.
There are a lot of non meta perks in this game that without any changes would never see play, because they are awful. There are some decent options that currently exist, but you can't create variety without buffing a lot of the weaker perks in the game.
The weird part honestly is there were a lot of perks that could have used buffs more so than the perks bhvr picked.
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@HexPleaseLetMeSpeak said:
You guys got BT base kit and a perk reworked into a better version of DS....
What is there to complain about?
Personally I would prefer that the meta perks being nerfed don't become useless perks. Since if we want variety, meta perks need to be weaker (but still useful) and non meta perks need to be stronger. And some aspects of the changes don't really do that.
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I also forgot to mention the people who just rage quit over the killer. It's so great being forced into an auto loss, becuase a few people can't handle the match they went into.
It feels so bad getting into a loss streak, because you just know that your teammates aren't going to be getting any better.
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@Shooby said:
https://forum.deadbydaylight.com/en/discussion/comment/3023734#Comment_3023734
No Survivor wants to throttle their own gameplay to avoid getting camped & tunneled, that's why second chance perks are getting changed because they were basically quality assurance. It's more fun to not get camped & tunneled than it is to run fun builds and die for it, in my opinion. At least there's more build freedom very soon with the Perk Overhaul.
https://forum.deadbydaylight.com/en/discussion/comment/3023736#Comment_3023736
If you're actually good at survivor, you bully killers in "ELO hell" and climb yourself out of baby lobbies. To me, "ELO hell" is Nurse and Blight every game.
You really don't understand how awful survivors I've met have been. You get caught out once by a minor mistake now all of a sudden your dead on your first hook, because your teammates either don't attempt to rescue you or they all fall. Not mention the sheer amount of times I've been left on hook to 2nd state.
Plus I've had chases where I'm lasting multiple minutes and my entire team when I do go down has been just crouching around doing nothing.
You can't carry bad in this game.
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@Shooby said:
https://forum.deadbydaylight.com/en/discussion/comment/3023713#Comment_3023713
Nah, he's right. It has never been about being careless or too altruistic. The best looper on the team can easily be the first to die, if not the only one to die, for a number of reasons. MMR being influenced solely by escapes sends the people who hide and bust gens to high MMR, while actually skilled loopers get into baby lobbies and cause uneven matches, uninteresting gameplay, and ruin Killer for newer players.
The killer doesn't even need to target the best looper. The rest of your team can just go down instantly to the killer and then the killer hooks you for the first time after everyone else is dead and you lost mmr now.
Or you get hit with noed and the rest of the team leaves because why bother risking their mmr to save you.
It's too easy to get in a loop of constantly losing mmr and being stuck in an elo hell.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3023461#Comment_3023461
Which justifies, that they now toogle it down to 3 seconds again.
DS being 5 second stun has been the case much longer than DS being a 3 second stun. Considering the animation to drop a survivor is around a second, the effective stun time is a second less.
If they must really nerf the stun duration, it should be 4 seconds not 3. A n effective 2 second stun doesn't accomplish much.
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/3022265#Comment_3022265
BETTER? when a killer can safely hook 3 survivors in one area of the map? LOL
If the entire team of survivors is going down in one area, that's a misplay on the survivor team. Survivors have some control over where they get down.
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If the hex effect is tied to the hex being up and not the hex being cleansed, then a duration makes no sense.
I get that it can be oppressive if ruin is still up after someone has died, currently. But if they nerfed the regression numbers on ruin to weaken it it would have been fine. Ruin was already losing popularity, because as killers have started to get other good slowdown perks that can't just remove instantly in the game of course people are going to swap to those.
Hexes are meant to be strong if not dealt with.
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@TeabaggingGhostface said:
I'll trade his instadown for the ability to make his teabags do damage
But it already does the best damage of all.
Emotional Damage
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This would kill him. He would legitimately be worse than Sadako.
All Ghostface has is the ability to catch survivors out of position and instant down them. He has nothing else to end chases quickly, he has no mobility so hit and run is not as effective on him compared to killers like Wraith or Sadako.
It doesn't matter if they can't work on gens for 25 seconds or they can't use their exhaustion perks for 25 seconds, if he is just going to get looped forever.
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/3020637#Comment_3020637
A killer shouldn't be able to walk back and forth between hooks without a penalty.
A killer can't just walk back and forth between hooks if a survivor is actively wiggling. They will 100% lose that survivor. With some perks like Agitation and Iron Grasp it's possible to do a lap, but that's dedicating 2 perks to do something not extremely useful most of the time.
I can tell you don't actually play killer, because if you had you would already know this.
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Reread the challenge.
It's Gold or Iri Gatekeeper (for killers) or Lightbringer (for Survivors). You can only at most gain 1 point towards the challenge per a match.
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I didn't think Off The Record needed the change. I liked the Aura Reading effect and with the Iron Will nerf, it would been a good tool to be able to sneak off after an unhook.
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@Malkhrim said:
https://forum.deadbydaylight.com/en/discussion/comment/3018844#Comment_3018844
DS used to be 3 seconds in the past and it was still good (it was BROKEN, actually). It was buffed because of enduring, which doesn't even works on DS anymore. 3 seconds is enough, you just don't get so much distance the killer is forced to give up chasing you.
It was 3 seconds from 2.6.0 to 2.6.3 and 2.6.3 also added enduring affecting ds stun which got removed in 3.0.0 (the only patch between these two are 2.7.0 and 2.7.1).
Then from 3.0.0, DS didn't get nerfed again til 4.6.0.
DS was not really good at 3 seconds since a second of that stun is the survivor getting off the killer's grasp in the first place. And plenty of killers can easily catch you in 2 seconds. The 5 seconds change with enduring affect the stun was also bad for DS, because the killer with enduring could just ignore DS stun completely. There's a good reason why DS stun got buffed to 5 seconds and the 5 second stun wasn't the reason for the perk being broken. It was the fact it was 60 seconds of immunity that the killer had no way to deal with since survivors would just hop on gens with ds active.
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@HexPleaseLetMeSpeak said:
https://forum.deadbydaylight.com/en/discussion/comment/3021224#Comment_3021224
1.8 seconds for 2 seconds off. Literally nothing to gain. Especially because they will just get on that gen as soon as you leave. Is it better than what it is now? Absolutely. But it's not enough to butcher some gen perks that were fine as is cough ruin and pop cough
https://forum.deadbydaylight.com/en/discussion/comment/3021232#Comment_3021232
They don't need to tap it.
https://forum.deadbydaylight.com/en/discussion/comment/3021236#Comment_3021236
It's 10 seconds of regression in terms of killer regression time but that doesn't matter. It's 2 seconds off a survivor that they need to get that 2.5% back... but it takes nearly 2 seconds just to kick it and get that off. There's no gain.
IT's 1.8 seconds for 2.25 seconds. You gain almost 0.5 seconds from the interaction.
Whether or not it's worth to kick every gen immediately is a different question, but you can't say "it's nothing gain" when it is.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/3021089#Comment_3021089
It doesn't really de-incentivize tapping as he's spending 2 seconds to kick in order to take 2 seconds of, plus what little the survivor adds tapping it, and the time the killer wastes walk to and away from it as well...
So really it just makes it net neutral if even slightly still better for the survivor. That is until you take into account that it means the other 3 are still sitting on other gens during all this.
2.5% is pretty irrelevant over all.
Don't forget they buffed kicking speed by 10% so it's 1.8 seconds to kick and the increased gen time to 90s means you are taking 2.25 seconds of progress off. Kicking a gen is always a positive drain now.
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@HexPleaseLetMeSpeak said:
https://forum.deadbydaylight.com/en/discussion/comment/3021184#Comment_3021184
Eruption is a good buff.
Overcharge won't see the light of day above 200% regression.
it has to build up over 30 seconds... a killer isn't going to just stand there for 30 seconds and camp it. So once the killer leaves someone will just touch it and move on. It's an overrated buff.
It's 400% after 30 seconds and I remember seeing a dev post that says it builds up over that 30 seconds. So over that 30 seconds, it'll regress faster and faster.