DaddyMyers_Mori
DaddyMyers_Mori
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@Aven_Fallen said:
I mean, to the question in the title - because making the Add Ons Basekit would be the complete opposite of what the Devs want to achieve by nerfing those Add Ons.
That's not true.
They want to achieve lower pick rate for an add-on. Which is usually dumb, because reason is all other add-ons useless...
So if you lower amount for add-on and give it basekit, then addon is not needed that much and will be used less.
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@Orthane said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513775#Comment_3513775
I actually think WoO does need a nerf. It completely removes dead zones and it becomes super obvious when a survivor can always just happen to get to another pallet right before you can hit them. There's a reason it's used more than any other perk in the entire game. A Killer version would be giving a perk that allows you to the intensity of Generators depending on how complete they are, yeah it's just an information perk, but it completely removes the idea of having to patrol gens and you'll always go to the right one. That's OP in my eyes.
Sure, but I will take this over gen speed/endurance/movement speed perk any day.
It makes soloQ way more bearable, because you know if pallet was dropped or not. We usually just make a call out about it as SWF.
So I wouldn't nerf perks like those. WoO and Bond are just too good for soloQ, which needs any help possible.
When they create some valid soloQ features, we can talk about nerfs.
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Why another Knight copy/paste? Just go play Knight...
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@Exarion said:
He is pretty decent if you use harpoon to fast kill survivors from hooks. They can't really do anything about it if you time it right, wait for endurance to pass and then hook them again, rinse and repeat until dead. You can attack air to avoid stun in worst case.
And unhooking survivor is just watching with popcorn or what?
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514351#Comment_3514351
It's not really hard to dodge now.
that is what i mean by too much counter-play.
make ADS fast again, or increase projectile speed.
I am fine with either but i prefer ADS fast over projectile speed. but projectile speed does work... i guess
I would rather get quick scope back than hit scan... It's more fun to use.
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Not moving drones again.... just stop with those
Go play Knight if you want another braindead AI.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514258#Comment_3514258
"Slinger’s power is arguably harder to use than Nurse and Blight and isn’t even guaranteed to award you an injure or down by using while still being more unforgiving and punishing than both of those killers."
"Yes, and it’s too punishing because of it. His power isn’t strong enough to justify such a massive weakness. Huntress is stronger and loses less for missing. He should lose some distance, but it’s too punishing right now"
i mean yeah. he is not as good as nurse and blight. I thought that is ok for not every killer to be super amazing.
I don't know, I like deathslinger's precision based gameplay style. I think he loses some of his charm if he can mindlessly spam his gun until it lands.
But it's just too easy to miss/dodge for this to be that punishing.
It was fine during quick scope times, missing was basically on you, or survivor had to do great prediction, which was supposed to be rewarded.
It's not really hard to dodge now.
So either reduce punishment, make ADS fast again, or increase projectile speed.
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@Nos37 said:
I just wish Renewal would pause while in Deep Wounds... 😔
Yet another perk instantly shut down if the killer decides to immediately hit the unhooked survivor.
They could buff it so it can heal you into healthy state even through deep wounds.
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@CatnipLove said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513955#Comment_3513955
Honestly I think I would take broken stuff that needs to be dialed back over stale, dry bread at this point.
FTP + BU are pretty busted, but I think a ton of perks could be improved a bunch without things becoming broken.
I think you could buff the crap out of perks like lightweight, plunderer's instinct, deception, detective's lunch, inner focus, guardian ect, to make them more appealing to use. Like, why is there a rage limit on detective's lunch? It can only occur five times per match, why does it need a range limit?
Sure, lots of perks can be fix with just CD/range reduce. Simple number changes.
I have no idea what they don't start with those and try complete reworks, which are likely to be broken.
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@CatnipLove said:
I'm so bored of BHVR primarily focusing on nerfs and only occassionally buffing mediocre perks. We need more buffs, less nerfs. There's like 200 perks and at least half feel completely underwhelming.
Problem is that they have either very bad or no testers. So it results in buckle up + FTP...
Do you really want to have new broken perks on either side each 3 months?
Games will just become nuclear contest again.
I would love to see more valid perks, but many perks can't be saved with numbers (lots of them can). But it will just become hell for either side sooner or later and won't be fixed for several months...
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513775#Comment_3513775
because res is used for vault speed? you might see a meta shack up like.... in 2 years or 3 years. who knows.
Sure and I don't see an issue with it. It's a chase perk.
Gen speed is bigger issue, because survivors just stay injured for adrenaline or won't fully heal (99 with medkits).
What was the point of healing nerf, when you create meta for survivors to stay injured whole game...
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@MikeStev said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513756#Comment_3513756
yeah, compared to matches that usually take around 10-15 minutes, 1-hour game is considered fast
If you stay injured, ignore drones and just swarm last gen, it won't be 1 hour game.
It becomes 1 hour game when each survivor prerun away whenever merchant gets nearby, which is a good way how to beat 3-gen usually. But it won't work if you are going to respect and wait for each drone.
If you want fast game, then stay injured, ignore drones and play risky. Either you will pull it off and beat her 3-gen, or die. But it will end fast for sure.
Eternal said they didn't prepare for it at all. They were doing trial error method during that match. I am sure they would finish it under 30 (probably around 20) minutes, if they played again.
Issue is soloQ won't do that. You need to have each player on board and confident in staying injured. It's quite easy in current meta tho.
In my 70 +/- games I had two groups that were doing this, but I usually don't go full 3-gen...
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Resilience: why the hell remove vaulting instead of gen speed?
MFT: just do Otz suggestion. Remove endurance and haste stacking (that will save trouble in future). Some visual display of the perk would be nice, so killer can act based on it.
Buckle up: yes
WoO doesn't need a nerf. It's just an information perk.
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@MikeStev said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3509644#Comment_3509644
I know you're being sarcastic
I mean, he is not wrong.
If all survivors just swarm gens and ignore drones. Game will end quite fast one way or another. That's how team Eternal managed to win. Stayed injured and focus all gens.
That strategy is even easier when survivors have MFT to use...
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513681#Comment_3513681
garden of joy is like #1 or #2 most survivor-sided map. I often don't know if it is harder to win on mother dwelling or that map against good teams. they both feel as survivor sided. MFT is powerful perk. I said it from very start but like I said. I don't think it unplayable. Otz recently made video about saying same thing. In his video, he only said major problem of MFT is haste stacking and this is because.... if your faster than killer then you create infinities. at the same time, Hope only occurs in end game and killer can open exit gate to start end game timer, so it is not hostage situation like old dbd 2016. it is just makes killer end game very unfavourable unless your running NOED.
He suggested:
-remove haste stacking
-remove endurance part of the perk
-create visual display of the perk (so killer knows from start)
If they do those things, then I am completely fine with it.
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You can't do it.
There too big gaps on both sides.
Nurse/Blight vs Trapper/Pig
SWF vs soloQ
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513453#Comment_3513453
otz was frusterated at playing clown on Gideon. it is different. no one has fun against Gideon type loops unless you are playing a killer that has good tile shutdown like Knight or Nurse.
Well, it happened at Garden of Joy too, but that's also not really best example for balanced map.
MFT just makes it even worse.
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@gamerscrybecauseofme said:
Made for this. If we just forget that the survivor has to be injured 1st, we can say what we like. If we then forget that the survivor will have needed to do a relatively risky action, heal close enough to a killer for the endurance to still be useful, I don't see any issue. Learn a ranged killer. Only thing that needs addressing is that the killer should know that made for this is active.
Also, we have been saying that bhvr need to nurf the mechs that these perks cover, but oh well, killers disagree. Have fun 😊
Remember, the only S tier killer is the rando in the lobby. Which could also be you!
Learn a ranged killer?
Oh right, because it's lovely experience to play rock loops as 110% where you can't use your power....
Learn Blight/Nurse is correct advice
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Screen distortion could be made simply more static so players don't have an issue with it.
But completely removing it would be huge nerf for a killer who doesn't need it.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512671#Comment_3512671
i did not see anything wrong. the guy is facing an experienced survivor squad while being middle road player with less experience. this is like survivor loading into a match and the killer killing them in 3 hooks in 2 minutes because they did not know how to play survivor.
I have seen same thing with Otz. Is he middle road player?
Fact is you don't even need to have tournament level survivors to be bully squad. They can just get carried by perks.
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@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512814#Comment_3512814
Its more the fault of a lackluster tutorial system than anything else.
Tutorial for survivor is just -
"Dis a hook , hook bad"
"Dis a gen, you do gen"
then it throws you into a full bot lobby vs a trapper and lets you fend for yourself.
Tutorial system needs to expand to include a "running" tutorial with a TL tile and a jungle gym tile. so new players would atleast know the basics of looping
You need to learn maps.
You need to learn perks.
You need to learn killer powers.
You need to learn how to loop.
Specific mechanics are not difficult. It's basically system of situation A, then do B. In most cases response is hold W....
Overall knowledge is harder, you won't get that in tutorial.
It's just easier with friends who plays for some time and you can ask during the game what is that, what to do etc.
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@averagemikaelamain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511481#Comment_3511481
I can be serious. I play both sides and it's fine. Surv is weak rn anyway in most matches because solo queue.
SoloQ is weak
Not survivors
Those are two very different things.
It's like saying killers are weak, because of Trapper.
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@FridayNightPizza said:
I don't like that she can put traps directly underneath a hooked survivor but Artist can't summon birds within a certain range of one, like who'd camp with birds?
You would stay under hook and spam birds on gens. That's why.
What is hag going to do? If she proxy camp then there is not really need for trap and if she left you can remove it.
She got nerfed by removing hook grab a lot.
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Someone with spreadsheet who never played DBD.
I would pay to watch those people play on stream, it would be hilarious.
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@WilliamSN said:
Nobody in their right minds would balance for the "lower skill bracket", if you have to buff a perk or a mechanic so much that a fresh install is able to get consistent value, then as you can image, the "skillful" playerbase will be uncatchable and the game will be miserable for killer players.
You always balance games around the very best players, because the very best know how to use and abuse every single advantage and trick in the game, and if the game is balanced for top level play, it will as a direct consequence, be balanced for all the other skill levels.
You can make noob friendly features without breaking the game.
It's basically equivalent of soloQ features. HUD is currently main example.
But you definitely shouldn't balance the game around noobs. That simply won't end well, it would destroy any skill ceiling for survivors.
I don't even think it's that hard. Just watch some streamers and mimic it... It works for both killers and survivors.
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Also show survivor loadouts while game is loading. That would be nice too.
So you kinda know what to expect from each player.
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@rvzrvzrvz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512688#Comment_3512688
I'm not english not sure if it's sarcasm or not, when you start the game in current version yes it's common to become a killer main, low mmr killer is very easy, survivor is a slaughter I escaped maybe 1/20 times when I started, now I tend to enjoy surv more but not when i started playing it was awful
First sentence is sarcasm.
I am pretty sure SWF is main source of new players. It's kinda more fun as a group...
I have started like that at least. Got into survivors as SWF, later you add either killer or soloQ whenever your group is not online.
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@Zokenay said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512681#Comment_3512681
Until you realize that allowed to remove her traps considerably quicker, specially on basement situations, or even in chase.
Removing by hand takes longer, and unlike Trapper her traps remain active even when being disabled, so if someone runs close the trap youre cleaning, it triggers, just cause this killer is dumb.
It's usually better option to trigger it and chase with her if you are decent player.
But removing trap next to hook survivor is smart thing to do.
Counterplay shouldn't be connected to an item. This was good trade off for most survivors. Hag got worse overall. I just used frenklin's to deal with flashlights.
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I had like three hundred hours on Deathslinger, but stopped playing after his nerfs.
Quick scope and low TR made him fun to play as for me. He is just a shadow of used to be.
I always thought faking ADS was main issue and they made it so you have to fake all the time (find out how survivors react), which is just so boring for me.
Shooting through gaps got way worse too, because of ADS nerf, that was fun to do.
Sad thing is he was never top tier killer, far from that, he just wasn't fun for survivors...
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@rvzrvzrvz said:
The massive gap between swf and solos has ruined the game for casuals, they buffed killer to compete with 3-4 man swf, if it was my game I make it solo and duo queuee only then I balance around that, current game is impossible to balance for everyone
Oh right, because having players is overrated.
I think it's rare for single person to start playing survivors. It's kinda hard to get into. New players usually start playing as killers or SWF.
I may be wrong, but it simply makes sense to me.
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buffed by the removal of Lightburn
You mean that nerf by creating default trap removing for each survivor?
It's funny way how to call a nerf. Buff is usually something that makes you better... Weird
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@[Deleted User] said:
Dull Merchant needs the OG Legion treatment; just gut the entire Killer and forget about her for 3 years👍🏻
C'mon, mistakes of past should not be repeated.
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Damn, that was painful to watch.
I can't be bothered to deal with this. So I'll just keep doing my part and have a break.
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@ProveKa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507600#Comment_3507600
These people have been waiting for months already. Instead of saying we are working on it, give us a way out when we encounter skull merchant. Playing against 3 gens skull merchant is hopeless and time wasting.
Better than when they say some killers are where they want them to be (Myers, Trapper), or some perks are fine (MFT).
You know it will be changed at least...
BHVR fixes are slow and often fail anyway. You still didn't get used to it?
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@loki1337 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512578#Comment_3512578
It's about the majority of survivors - people who are bad at running from killer and can't play without the Windows of Opportunity perk. In most cases, such survivors fall in 10-20 seconds at best 30-40. Pro survivors in any conditions will be good, but there are few of them. We're talking about average and weak survivors.
Yeah and what about killers then?
You know someone has to play against it, right?
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3508728#Comment_3508728
Plenty of statistics show it is 'objectively busted'? Where are they? Sprint Burst gives 6 extra meters, and MfT gives .12 extra meters per second. That would mean MfT needs 50 seconds of uninterrupted running to reach the equivalent distance. We have an in-game mechanic, Bloodlust, that takes 15s to reach T1, 25s to reach T2, and 35s to reach T3. We can use this to time the difference. You can count to 15s after reaching Bloodlust 3 to determine whether or not MfT was better than Sprint Burst.
Even if that were not the case, could you show common loops with and without MfT to see when the speed makes a difference? Just take a friend into a custom and record loops where the difference is made. You can have them bring Self-Care and Any Means Necessary to reset pallets and heal back to Healthy to remove the MfT speed boost. The lack of this evidence is why I am so in doubt of it being overpowered. I have had little to no problem dealing with MfT users as Killer myself. The only nerf it deserves is the removal of the Endurance effect. That makes it 2 perks in one, and it has no right to be.
Well, we can agree then the perk needs a nerf.
Removing endurance is still a nerf I would be happy with. Perk just doesn't need it.
Better way of testing would be try like 20 games of 1v1 and see difference between with and without MFT, you can add SB too.
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@Kebuzi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3510397#Comment_3510397
Its so rare that people do it for adept, 99% of the time its for their ego
Well, for me there are 3 options:
1) adept
2) challenge
3) survivors pissed me off
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@Yoshirama said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3510397#Comment_3510397
I mean, this could be end by just hooking the third survivor and find the hatch if you find it
That's RNG unless you have hatch offering tho.
But I don't like to play without BP offerings. There is never enough BP.
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@DrKetchup said:
Slugging for 4th is the most annoying thing. They should make it so one of them get an automatic escape and the other gets sacrificed. Not only will that hurry up the game, but it will also be win streak safe, as most win streaks regard 3k as a win.
Adept and 4k challenges have an issue with this...
But if they make it 3k, then I couldn't care less.
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So where should I sign the petition for replacement of his chase music?
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@DrKetchup said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3510390#Comment_3510390
The whole point is that killers won't chase me, I went private profile, playing on a low-prestige survivor. If I get the opportunity to loop I'll keep him in chase for 5 gens. But they always leave and down a teammate in under 10 seconds.
Well, that's smart from the killer...
That's why I said elo hell is near impossible to get from with this MMR system without SWF.
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Well, that's what happens when you have adept and challenges that require 4 kills...
I am not going to risk RNG for it.
I can say same about survivors hiding waiting for hatch. That's also fun experience. My record is 34 minutes.
Both could be fixed with give up system.
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@[Deleted User] said:
And yet when the alien haste perk hits servers, the killers will say 5% means absolutely nothing, and survivors are whining about absolutely nothing 😂😂
Sure I can feel MFT in matches, but it hasn't ruined any one of my matches. I find flashlights to still be way more annoying. Of course, I haven't tied my DBD win ratio to my real life self esteem, so I can't quite reach that headspace 😂
Ok, make MFT work only for 10 seconds after getting injured and I will say absolutely nothing about that perk.
5% is not bad at all. 10 seconds make it 2 meters. Removing bloodlust makes it asking for really bad experience.
That perk is trash compared to MFT...
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Sounds like skill issue (doesn't have to be yours) and match making.
Making MMR work simply based on escape was super lazy and bad approach.
If you get to elo hell in DBD, you will not get out unless you are really good at looping (run killer for 5 gens).
I think ranks did better job than this. It was simple and separated players by playtime (recent).
DBD is not a game for MMR system, yet alone bad MMR system.
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@catslayer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3510261#Comment_3510261
by nerf mft, you mean how? make it a 0.00000000069% haste? sure, i'm down for it.
3% isn't even THAT much...and if it was made to 2% then basically it'd be the same as not using the perk at all, so i don't really see any changes if they "nerfed" it.
If you think 3% is not much, then you simply don't know how it works.
I wouldn't change %.
Simple fix is remove endurance. That perk doesn't need it at all in it's current form.
Better option is keep it, but make haste effect work for 30 sec after getting injured (each time). So you have to heal and hit&run is valid counterplay against it.
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I usually give them hatch for it...
When I can't find survivor for a whole game, they were probably useless for their team and I don't really want to give them a chance for hatch.
So I will give other survivor a chance to show me the way.
Snitches get hatches
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With last two Mori, I wonder who the hell made Mori for Skully....
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@catslayer said:
when an actual good survivor perk comes to the game people will immediately rant about it being too "op", unfair for the killer, etc... it's literally only 3% haste, what, you expect it to be 0,5% or something? and when you say something about a killer perk being "too strong", you get bashed for it. equal rights, equal skills. i'm tired of almost every useful perk being nerfed to the ground.
I don't mind strong perks, but I don't like oppressive perks.
It's kinda funny to talk about killer perks when most of them got nerfed tho...
So sure, make it equal and nerf MFT, you can add buckle up on the list.
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@jordanjustice said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3508336#Comment_3508336
Just to state,... Most survivors are SoloQ... So they won't have 4x Insta Heals or 4x BNP... Even with that, the insta-heals (which I've never seen or used) are one-time use. Rare add-ons for Killers are constant/match long add-ons.
Killer add-ons will ALWAYS be way more OP than survivor add-ons.... unless they, for example, make survivor add-ons also last for the entire match.
But it doesn't decide killer power level.
You don't have killers playing 50 games in a row with iridescent addon.
We can talk about yellow/brown, that's possible to use regularly.
His iridescent addons don't make him S tier killer. He is still bad. He is currently even worse than before because of survivor changes/perks.
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@timetodohottakes said:
it's nasty, i've used it and it is, it's good, for M1 killers it will be really good.
Can you test it against MFT + Hope too? That will be lovely experience for sure.