Devil_hit11
Devil_hit11
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@Volcz said:
https://forum.deadbydaylight.com/en/discussion/comment/3248001#Comment_3248001
Your/Tru3's point would be valid if were talking SWF. Again, were talking about solo play. In solo play, you are on a team with 3 other strangers. No comms, no trust, no knowledge of how good or bad they are in a chase. You have to rely on your teammates BLINDLY. You have little to no information. You'd have to have complete Line of Sight on the person during the chase so you knew when to hop off a gen. Again that isn't likely because maps aren't a straight line, they're boxes with buildings, walls, windows, pallets, bushes, etc all filling that space.
He is defending Eruption POORLY and IGNORANTLY because he does not want to agree that a killer perk is bad for the health of the game. Its that simple. He claims to be objective and open for a 'discussion' but its very clear he isn't, as anyone objective and unbiased would admit faults in the game, regardless of what side it leans to. Also he doesn't play for hooks (he used to), he plays for kills now.
he explained why he plays for kills. its because the game for killer is not balanced for hooks. if he plays for hooks, he is playing the game in its imbalanced state. Eruption tries to balance the game for hooks by rewarding the killer for downing the survivor. The issue is that kicking generator is secondary objective for the killer. Secondary objectives are not helpful towards a role that lacks time. Ultimately, the majority of killer powers are balanced around the killer getting a low amount of hooks which is why he disagrees with developer's obsession on balancing off the kill statistic because kill statistic does not accurately represent the killer's gameplay.
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@Volcz said:
https://forum.deadbydaylight.com/en/discussion/comment/3247970#Comment_3247970
No it doesn't. Telling people not to go down is unrealistic. You're going to go down against good killers. I even said this. His reply was 'oh so I don't deserve to get any downs?' ...I never said you don't deserve to get a down. I said there's no counterplay for it as a solo player because its a horribly designed perk. I don't understand anyone who defends this perk. Its unhealthy for the game if 1 portion of the playerbase can't do anything about it. Again, saying 'dont get downed' is the most lazy response anyone can have to this perk. Just tell me you don't care/are biased as hell w/o telling me you are.
what is unhealthy about a perk that grants 10% regression and 25 seconds of incapacitated for downing a survivor after kicking a generator? Tru3 is defending the perk because he believes that survivors should not be able to complete the generator objective If they are unsuccessful at the chase. He states that as one of biggest problems in dbd for killer. He is defending eruption because the perk rewards the killer for being successful at the chase and gives incentive to go for what he will describe as playing for 12 hooks.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/3247970#Comment_3247970
The counter is relying on someone else to do something? That sounds awfully a lot like luck and not a counter.
ok, so what exactly do I need to do as killer to get rewarded for kicking a generator?
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@Volcz said:
I was in True's stream today and people got on me for saying it was a horribly designed perk. They decided to blame it on the whole SWF vs Solo problem. I agreed noting SWF and Solo are night/day but by them saying that, they unknowingly were agreeing with me that it was fundamentally a horribly thought out and designed perk.
I asked True what the counterplay was for Eruption as a solo player and I kid you not, he said just don't get downed. I exitted the channel a few seconds later.
The perk does have counter though. its called being successful at the chase. The main problem with killer is the killer could end multiple chases in 45 seconds throughout the entire match but still lose all 5 generator despite the survivor playing every chase incorrectly. Eruption rewards the killer for kicking generators and successfully ending chases to activate the perk. tru3 explained that in the stream. In many ways, he is right on the topic.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3247254#Comment_3247254
I am pretty sure 20% is not extra 1m
depends how much is base. suppose the pallet is 2 meters and you get 1 meter stun leeway on each side for total rectangle. the perk would grant you 0.4 meters extra. I think its interesting having an exhaustion perk that rewards pallet greeding over pallet pre-dropping/playing safe.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3247685#Comment_3247685
if it removed chase music for killer, it would become way too OP. Footsteps would be almost permanent short distance wallhacks. Especially for people with good headset
that is the point. i am equipping perk so i can hear survivors properly in the chase. Imagine hearing survivors, what a crazy OP perk. DBD 2022 where QOL perk is imbalanced.
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only useful for spirit to counter old Iron will. the tracking is too situational to be worth perk slot. This is one of those perks that killer never want to equipped but want base-kit because while sound is important for killer, its not important enough for killer to use perk slot on.
I would make perk remove chase music on the killer side. perhaps the perk would be more useful in the chase for red glow mindgame purposes.
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@Gandor said:
The biggest problem with this perk is, that it's hard for survivors to consistently stun killer. And once they learn it, then they don't need the exhaustion, because stun itself will provide enough time to get to another obstacle.
Also the perk is lying a little. It gets activated at the start of stun - locking you to whole pallet dropping animation. Meaning it looks like this sprint-exhaustion at least provides most distance compared to all the rest of them, but it effectively provides same benefit. This makes it sprint burst/lithe/overcome with worst possible initiation condition (because pallet stuns are hard, pallets are limited and there is no additional benefit).
That being said. I have no idea what to do with the perk to actually make it good. Parental guidence merge would definitely be buff, but it would become strange perk that requires you to have to know how to chase good enough to actually stun killer, but still want you to hide rather then loop. IMO there is not that many survivors like this.
Second buff to activate it on "every stun" would not help, because blindness is not a stun. If we included blindness, then maybe that would be a buff.
As for secondary effect of making stun area larger. That would probably work to semi-reliably extend chases. Especially because killers would not expect this play. But I have a feeling that 20% would not be enough for respecting killers. On the other hand you probably don't want to make the area too large, because that would probably create too much frustration with killer players.
To say the truth, I don't know what to do with the perk. Maybe extend sprint duration for additional second or two to make it really longest effective sprint in game to counter worst possible trigger condition. But I don't like it super much, because this just promotes holding W and does not bring anything extra interesting.
Especially because killers would not expect this play. But I have a feeling that 20% would not be enough for respecting killers.
its really strong because the perk creates something called a form of self-deterrence. Its similar to dead hard. Dead hard existing means that every chase I open with survivor at the start of the game, I cannot long-range swing because there is a chance that the player has dead hard and until they reveal their exhaust perk, I have to respect dead hard.
With smash hit, its same idea. With every chase, you need stand 1 meter further away from the pallet to avoid getting stunned but by standing further away, it allows survivor to disrespect dropping the pallet in shorter loops and keep gaining extra loops. It makes a lot of unsafe pallet loops really safe as long as the pallet is standing face-up. Normally as killer, its super easy to force survivors to drop the pallet and down them on unsafe pallet with small sides but with this perk, the risk of getting stunned means that you do not get that free hit and those loops become time-wasters for killer. 20% pallet stun hitbox's stun is really strong statistic. It is like balance landing 100% stagger statistic. The effect being permanent on every pallet would be too strong just like balance landing 100% stagger created infinities loops. in theory you could counter the perk by swinging into the pallet but now you need anticipate the survivor dropping the pallet ahead of the time instead of just reacting to whatever survivor does. if he drops pallet, you go around until you hit them and if they do not drop it, you can often hit them before they make to next rotation on max distance lunge. it makes pallet dropping a mindgame instead of reaction for killer procedure.
scary survivor perk to play against for killer.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3245590#Comment_3245590
Which results in them getting picked up for free. Survivors have such dumb perk design.
it wouldn't be a problem if slugging was rewarding for killer and punishing for survivor forcing it.
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just remove bottle activation delay for yellow bottles.
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I think the perk should grant a secondary bonus effect similar to balance landing that turns off when your exhausted. It should increase pallet stun hitbox by 20%. This will make it harder for survivors to respect pallets. The killer will need to stand further away to avoid getting stunned. If the killer over-respects a pallet, this allows you to go for another loop as survivor. I see potential in this perk being a popular exhaustion perk for pallet looping.
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/3246625#Comment_3246625
The buff to the timing more than compensates. This update will be a net buff to flashlights.
its net nerf because people who timed flashlight properly do not care about 0.25 buffer or whatever this does. there is just 1 less chance to flashlight save option.
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they're nerfing flashlight again by making locker immune to flashlight saves.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3246421#Comment_3246421
Actually Tier 1 Meyers is 105%, he's faster when he uses Agitation (and one of the funniest backpack gimmicks is Scratch Mirror Meyers with Agiation and Starstruck, etc, since he's still Undetectable while doing it. 😄)
But yeah, I've downed people while using Agitation who were, again, too close and out of position when I picked someone up. It doesn't matter much if you're 108% versus 115% when they're already right near you.
i never let killer hit me while they're carrying a survivor. that is textbook bad survivor play. I also hate teammate that give killers free hits. those are most pointless teammates to carry in soloq. the only time where letting killer hit you is ok is if you 100% know that them hiting you results in the killer dropping the survivor on their shoulder. typically only relevant in hook sabotage gameplay.
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@roundpitt said:
https://forum.deadbydaylight.com/en/discussion/comment/3246096#Comment_3246096
Yea I just think a killer that forces survivors to seek each other out and do negative actions against each other would be a really cool concept for a killer.
While I was writing it, I recognized the fact that the killer would have little to do, which was why I gave them the ability to pester nearby survivors and basically lock them out of doing anything. Granted, if the killer just locked one survivor down, it meant that the other three survivors could simply do gens, so she would have to jump between the survivors, pestering them with screams until either one of them got four stacks or they start hurting each other.
In the instance of the four stack. I'd like to see this killer have VERY strong strong chase potential. Enough chase potential that survivors do not want anyone getting four stacks or "excrement will hit the fan", so to speak. Perhaps the Intrusive Thoughts Traps could straight up block pallets and windows for a few seconds.
old freddy was like that. He was completely invisible. He could not attack survivors. he has to put you in dream world. While in dream world, your aura could be read and you suffered 50% action speed buff towards healing and doing generators. In order to wake up, you had to seek a teammate which would clap their hands to wake you up. its still like that in present freddy. The other way to wake up was to hurt yourself by failing skill-check when healing or fail skill-check when doing a generator. your idea is 1:1 towards old freddy.
It was pretty good killer idea. They just failed to balance it, rather the survivor dislike playing against so it was under-powered which is why they reworked him to be chase-killer oriented killer with action speed debuffs which survivor once again hated so he got nerfed to the ground.
Who knows, maybe this idea of action speed debuff healing stealth killer will return but as I said, given the most recent patches, it's not returning any time soon.
It’s extremely snowbally, the moment all four survivors have four stacks and are injured it would be nearly impossible to get rid of all the stacks. Probably would need to remove all stacks if you hurt another survivor so it’s not too OP
I like playing this play-style because its super snowbally. I love playing killer that are snowbally because killer that are snowbally in my opinion encourage an active-gameplay style over passive campy play-style. if balanced correctly(high reward), they reward the killer for spreading hooks. I wish killer releases were more in that direction over the whole camp-gameplay on every single killer release.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3246034#Comment_3246034
I've definitely downed people moving 108% speed with Agitation who started near me. You can't do a long chase with it but you can definitely get someone who is out of position nearby when you pick the person up that you are carrying.
downing someone at 108% m/s is like playing tier 1 burger king myer's. I understand that bad survivors exist, but starstruck is not a serious perk that I could ever consider on any killer besides nurse. 30 second is a joke-level of duration for normal killers. fun fact, when ghostface was put into PTB, His mark had 30 second duratio. it was changed because his mark would run out if you chased anyone with it active. On release, it was increased to 45 seconds. After his recent update, it was increased again to 60 seconds. what this shows is how much of discrepancy there is between a high-tier killer time to get hit on survivors compare to everyone else. SS is meme-tier perk on every other killer except for nurse, with or without agitation.
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@Canas said:
https://forum.deadbydaylight.com/en/discussion/comment/3246036#Comment_3246036
Found one of the SWF players. Telling Trapper to pressure gens better, what a jokester you are. Setting up traps already takes up plenty of time and these guys made it even worse.
your playing against 4 no Mithers. the day killer complain about no mither. no traps are needed against 4 no mither.
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@roundpitt said:
https://forum.deadbydaylight.com/en/discussion/comment/3245541#Comment_3245541
Forever Freddy? I think this is different.
- You can harass survivors trying to do gens by causing them to constantly scream every time they tap the gen. They would gain 4 stacks fairly quickly if they kept trying.
- The moment one survivor has at least four stacks, ALL survivors can be hit. The survivors need to work together to manage stacks and gain breathing room.
It’s extremely snowbally, the moment all four survivors have four stacks and are injured it would be nearly impossible to get rid of all the stacks. Probably would need to remove all stacks if you hurt another survivor so it’s not too OP
as user pointed out. its similar to old freddy who was stealth killer. powerless killer in the chase. strong 4vs1 potential because of dark thought mechanic of reducing action speed for multiple survivors. Reworked freddy reduced 4vs1 potential in add-on section in exchange for improving his chase to a mild level. Survivors complained about his 3% and 2%x4 scaling on jump rope & swinging chains, so those add-on were nuked/removed from the game. The corresponding thanotophobia perk was severely reduced in strength and then later further reduced by 60% of its strength post 6.2.0 update effectively erasing the perk from the game.
given current updates. it does not seem like they're interesting in these types of mechanics although stealth+anti-heal killer would be strong design albeit absence of healing perks and med-kits.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3245989#Comment_3245989
That's why I included Agitation, you can outrun survivors if they're near you with that perk when you pick someone up. Without Agitation it's not as good.
your only moving 8% faster. I am not going down anyone at 108% speed. backpack(Agitation+Iron grasp) build is a joke build. I have played few killers trying something like that but it just looks so silly. The thread derailed from dark devotion to SS.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3245953#Comment_3245953
I don’t know, I’ve gotten decent value out of Starstruck plus Agitation before. Even if you just get one or two instant downs from it the whole match it’s worth a slot, and it’s amazing how often survivors try to bodyblock you after the first carry before they realize you have this perk. It really punishes bodyblocking squads. 🙂
not my experience with the perk. the perk generally expires from survivors running away. By the time you get to them, the exposed debuff is gone. I have tried the perk on 5-6 killers for like 10 games. I tried on wesker, its ok but somewhat of gimmick that relies on survivor playing poorly. I don't like gimmicks. I like running perks that work against me when I play survivor because it verifies the effectiveness of the perk for when I run it as killer. I use this same logic for survivor perks when I am playing killer though Its strange to suggest improving a survivor perk because your only making your killer gameplay harder for yourself when playing against it. very awkward.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3245884#Comment_3245884
really? Hit obsession, down her within 30s and pick her up. No matter where they are, everyone is exposed. The next person you meet within 30s can be downed in 1 hit. This does not sound so bad to me. Sure enough, without obsession condition it would be even better
30 sec for m1 killer is too little. I wouldn't use it on other killers. only nurse can use starstruck because her time to down is around 30 seconds, with other killers, you just hold-w against the status effect and the perk has no potency. you can already run distressing+agitation for 52 meter terror radius. Starstruck simply is not good perk for pretty much for all but one killer.
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@VaporLion said:
i can guarantee you that 2 protection hits would make this broken. Ive seen this be used in swfs with reactive healing and purple medkits with extra charges and it does somewhat well. if it had only 2 as a requirement , this exact thing would go out of hands for the killer.
your post is inconsistent. you are saying that you can abuse(utilize) reaction healing and med-kit to trigger the perk but in other posts, you state that a good usage of the perk is using it for sabotage.
Using med-kits to endless tank hits at hook is a waste of survivor time which is why protection hits is a bad trigger condition. Your wasting time to activate a perk when doing generator is better option. Your also wasting your med-kit for this action. Purple stypic can be used to activate this perk but it is not worth it because purple stypic is better used as defensive safe-guard towards playing injured/chase extension.
As for sabotage, You need dead hard and Alex toolbox+Hacksaw to perform sabotage. MoM is wasted perk for sabotage. The perk design is to gain second chances over course of a match but designing a perk that grants consistent second chances means that killer has to hit 4 extra times to down someone. that's way too strong when multiplied 4 times at 100% consistency. they need find a better balance between the perk activates once per match or once every two matches on a single survivor. Currently, the perk is straight bad and never worth considering in any survivor build.
@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3244846#Comment_3244846
Ok. Say that I go for this specific case. Say that my teammate wiggles free. Does that mean that my tunneled teammate is safe? Oh no it doesn't. Because killer will be stunned for something like 3s. But survivor is also stunned for 1s. Net gain for the survivor is 2s (this assumes killer will not realize what's happening and does not let survivor wiggle into stagger effect - which happens rarely, but good killers do this should opportunity show itself). What I usually see is survivor going down within 10s of wiggling free. I mean - this is good for a team to do gens, but it will NOT REALLY help tunneled survivor. And considering all the time investment. It's still throwing the game. And this assumes that survivor will indeed wiggle free which is still a HUGE assumption.
the teammate is not safe but successfully performing a sabotage does provide a 4th hook-state and delay the tunneling death. It is like decisive strike for your teammate.Sometimes that is all you need to finish last generator. I wouldn't call sabotage useless especially with toolbox, its low commitment move for somewhat high reward. The killer slugging offers no reward for the killer in the current iteration of the game, so just a free second chance. The biggest time that sabotage wastes is not sabotage itself but rather healing to tank a hit to sabotage. This is why you often only sabotage on 2nd hook-state survivors where there is only 1-2 generators left because one survivor spending time to sabotage killer objective at this point in the game is somewhat worth it since 2 survivor can easily finish the last two generators if your team is efficient. Sabotage is more of heighten version of survivor body-blocking. soloq is too disorganized to use mechanic towards a positive outcome. not enough information to use the mechanic.
Jake's saboteur perk is pretty garbage but if the perk granted 75% sabotage speed and did not go on cooldown for cancelling it, it might be decent perk option assuming soloq had more information to use it.
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I think he did a fine job but I thought he promised team-mmr for survivor. with his departure, I suppose that is not showing up any time soon.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3245870#Comment_3245870
Fake terror radius will always momentarily confuse. There is no reason to remove it. More so in lower MMR ranges. Also there are more TR based perks. The most prominent one is starstruck. Meaning if you are able to down and pick up within 30s, then your second version could make everyone exposed...
starstruck activates when the killer pick up a survivor. this perk activates when you injure a survivor, only obsession though. Agitation is better perk when it comes to activating starstruck. m1 killer have too little duration to use starstruck while nurse does not really get stunned by pallets(for nemesis to switch obsession to trigger this perk), so the perk is synergy you are describing is not worth it.
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useless perk. as solo. i will instantly spot this perk as soon as it is active. If its useless vs solo, its likely more useless for SWF. I have two opinions of this perk. The first opinion is that if this perk was intended to be a stealth perk, then this perk is far complicated to be a stealth. The fake terror radius does not fool me as survivor and the obsession triggering condition adds a perk tax to use a obsession switching perk to improve consistently in triggering the perk effect.
My suggested buffs would be:
-Remove Fake terror radius 32 meter, Just make it grant undetectable for 30 seconds after injuring a survivor by any means.
-Remove obsession mechanic.
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The other way to look at this perk is that its a perk meant to confuse the survivor using the heartbeat instead of stealth. In that case, the perk should work like doctor's calm-add-on in T3 where applying an injury grants all survivors on the map a 32 meter terror radius. The calm add-on makes all survivors hear the heartbeat as if the killer was right on top of them. The perk would have synergy with terror radius perks as a single hit would trigger all terror radius perks. The main issue is that only coulrophobia has a decent effect while unnerving presence and overwhelming presence are really bad perk effects. I do not think this version of dark devotion would get used but the perk could potentially become better in the future if more powerful terror-radius perks are added to the game. At very least, dark devotion would be more confusing to play against then current iteration.
The perk would read as follows:
Whenever the Obsession loses a health-state by any means and thus enters the injured state, Dark devotion activates:
-You become undetectable for 20/25/30 second.
-All survivors gain your terror radius in 32 meter radius.
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Currently, the only killer that I have tried using this perk and have had some success with it is Legion with Susie's tape for chaining feral frenzy hits. Beyond this meme build, it is not very good perk.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3244751#Comment_3244751
I think a pretty reasonable marker for how much extra time you want out of a perk to be good is around 60 seconds per match. That’s how much time you get out of No Way Out for instance. So if Jolt hits about 7-8 generators per match it’s worth it. Considering it hits 1-2 generators most downs that means if you get about 5 downs you’ve gotten your 60 seconds out of it. Pain Res gets 60 seconds after 4 hooks, maybe 5 or 6 if you can’t reach the scourge hooks for some reason. So I think they both have good value.
When I play surivvor, I do not really feel the impact of surge in the match. It does not seem to do very much. It makes sense since in order for surge to be worth it, you need to get 10 downs for 80% regression assuming it hits 1 generator. By the time that I get 10 downs, I have already won the match. I do not value the area of effect aspect of surge. too map dependent. I wish there was single target version of surge where when you down a survivor, the nearest generator explodes for 15% progress. that would be an amazing perk for killer. closest perk is pain res and SC:pain res has that hook rng problem.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3244612#Comment_3244612
Extra free information would also be yet another buff for SWF, which is what people never seem to understand. Every buff that "closes the gap between solo and swf" also buffs said swf, and the approach is always to then "fix killer later" when said information has a disproportionate effect on half of them. The best part is that it will do nothing to improve the actions of bad players, as kindred has proven multiple times over.
SWF isn't some hive mind, in order to convey information people need to communicate. The more info they get for free without needing to communicate multiple things simultaneously, they're still getting buffed as well. Not only that, but the core problem with solo queue is having to leave a significant portion of your agency in the hands of completely unknown players, which that type of information does nothing to improve. You can't make anyone play the way you want, and you can already deduce most of that information without needing to be spoonfed it.
The best part is that it will do nothing to improve the actions of bad players, as kindred has proven multiple times over.
its not suppose improve bad players. Information is only as good for as well as you use it. Window of opportunity and Kindred have among highest usage rates because they bridge soloq and SWF. A bad player using kindred is still going to lose regardless of using these perks just like casual swf have little impact on the overall escape rate. player that play survivor poorly do not have a high-escape. Its just common sense.
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3244783#Comment_3244783
"Because there is a difference between having information visually accessible on demand vs having to keep calling out back and forth, let alone the discordance that gets caused by multiple people trying to convey multiple pieces of information at the same time. Did that honestly need explaining?"
If the SWF is that uncoordinated that they are talking over each other constantly, they are not really a problem, lol. Whenever someone mentions communication they always refer to some tournament squads who divide the Map into Tiles and give precise callouts, while in reality, nobody plays like that.
Icons would do nothing for SWFs. Because you can easily coordinate as SWF if someone is on a Gen or who is going for a Unhook as an example.
And it would not bring Solos to SWF-Level either, because the main strength of SWF is filtering out bad players. Even with Icons you can have 1 person on the Hook, 1 in chase (visualized by an Icon), 1 on a Gen (visualized by an Icon) and would still have the Meg self-care in a Corner, even if she knows that nobody is going for the Unhook.
And it would not bring Solos to SWF-Level either, because the main strength of SWF is filtering out bad players.
MMR already filters bad players out. Playing killer before MMR was playing matches that were 2/10 in difficulty. Now the difficult is around 7-8/10. I would say it is opposite because vast majority of SWF are casual SWF that are not doing much better then solo survivors. As peanut stated, there is no much difference between low to middle swf. The only significant escape difference they noticed were from higher-level MMR survivor players when playing a swf.
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@Sharpefern said:
https://forum.deadbydaylight.com/en/discussion/comment/3243374#Comment_3243374
Tinkerer is still a pretty popular perk even with its recent nerf. I wouldnt count on seeing a buff any time soon.
where did you get that info? the dev post a stat review on 6.1.0.
The popular perks were following: Sloppy Butcher, Save the Best for Last, Overcharge, Thanatophobia, Call of Brine, Hex: No One Escapes Death, and Corrupt Intervention. BBQ/, SC:pain res and Jolt are new top 3.
Tinkerer was only used to mix-max hex:ruin. they nerfed tinkerer pretty badly. According to nightlight, it has 2% play-rate though dev never disclosed the charts post 6.1.0. just a brief summary.
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@dugman said:
Jolt is already solid, it's the number 4 most used perk on Nightlight as well. It definitely doesn't need a buff.
an 8% regression perk being top perk for killer shows how much the killer perks have been obliterated. jolt is pretty underpowered. the basic attack function limits its activation. the regression below 15% barely does anything for killer when playing aggressively and going for hooks/pressuring the map. I usually expected each individual regression perk to deal 60-80% total regression in a match. The only perk that seems to be doing that for me is pain res and that perk has some serious inconsistent rng.
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@dugman said:
Continuing a series of threads on the least picked perks according to Nightlight, next up is Ash's perk Mettle of Man (0.48% usage)
Mettle of Man - After you earn 3 Protection Hit scoring events, Mettle of Man activates. Once activated, the next occasion that would put you into the dying state from the injured state is ignored. The next time you heal back to full health, your aura will be revealed to the Killer when you are further than 12/14/16 meters from the Killer. Mettle of Man will deactivate the next time you are put into the dying state.
Increases your chances to be the Killer's Obsession. The Killer can only be obsessed with one Survivor at a time.
Mettle of Man went through some changes during and after the rework so it got as high as about 1.5% a month ago, but has settled back down to around 0.5% or so since. Either way it doesn't see much use despite hypothetically having a potentially strong effect, namely protecting you from being downed similar to Endurance but without the restriction that Endurance has involving Deep Wounds. It can even hypothetically trigger multiple times per match if you take enough Protection hits between uses.
But that leads to the issue with the perk, namely that it requires you to take a whole bunch of Protection hits to get any use out of it. Taking a single Protection hit might not be too hard, for instance if you rescue someone at a hook and the killer is nearby odds are pretty good you'll take the hit. Or if the killer is carrying someone nearby you can bodyblock them for it. Doing it three or more times in a match though is probably getting into the realm of taking too much time off gens where you're running around, taking hits, and then healing the damage to take more hits, etc. Yeah you eventually get a "free hit" out of it but it comes at a pretty significant time cost.
Therefore aside from the meme thing of intentionally trying to take a ton of "free hits" using this and Dead Hard and Off the Record and such, it's probably not that great a perk with the hoops you have to go through to use it. (Not to mention that aura downside is adding a little insult to injury, you could remove that aura and the perk still probably wouldn't be all that good.)
So I suspect this one could use a buff. The most obvious buff would be to reduce that 3 hit condition to 2 hits and see how it goes, I'm honestly not sure how that would play out though. You could almost certainly remove that aura from the perk either way. If 2 hits as the requirement across the board is too strong, you could also gradate it having, for example, the first use takes 3 protection hits to trigger but subsequent uses only take 2. That would keep the first one at the same difficulty but make it more likely to get multiple triggers.
Another taboo perk discussion. Second chance perks.
I think their original rework of the perk was to make it more of perk you earn over-time in the game. Taking protection hits for 0 reason is throwing the match as survivor especially at hooks when the killer is carrying survivors to the hook. Protection hits is not a good way for survivor to earn the perk.
I think the perk should work like deliverance. you need to get 4 safe unhooks to earn the activation of the perk. I think more survivor would use this perk if the trigger conditions did not involve throwing the entire game to use the perk. I think this is how they meant to rework the perk after nuking the perk. I am just not entirely convinced that a perk that rewards survivors second chances from survivor passively playing the game is entirely fun for killer. As a result, I cannot see this perk ever being an enjoyable perk for killers to play against.
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@Zeidoktor said:
https://forum.deadbydaylight.com/en/discussion/comment/3243256#Comment_3243256
I feel you've misunderstood what I'm going for here.
The idea is to find a way to make Condemnation more consistent precisely because it's difficult to do without such a build, and to do so by adjusting what Sadako has currently. I'm not asking for tips on how to do it with how she is right now.
With the idea I'm suggesting basically every down is a potential bar of Condemned. I'm not sure if it could be 1 Manifest Hit = 1 Bar of Condemned, that feels like too much, but Manifest hits adding to it is my suggestion to be able to add Condemned without needing a whole build devoted solely to it.
your idea would make sense if dev balanced around killer gameplay. Unfortunately they balance off kill-statistics. Sadako has too high-kill statistic for dev's. I suggested that idea already on forum. it would help reduce dependency on add-on's.
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The killer is dominating me in the chase. excuse me, plz bvhr, fix this! Where's my free escape? Its not like the player cannot get better at looping m1 sadako with practically no ability.
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/3243145#Comment_3243145
Idk, I don’t think 45s of exhausted on basically any survivor you chase next (assuming you don’t waste too much time) is all that terrible. I think it’d be too much if that applied to everyone on every hook, but I also think the cooldown is kinda dumb so scourge hooks provide an alternative limit to its power. You could also make the hemorrhage cause bleeding on healthy survivors (like that freddy addon).
i rather deal with 40 second cooldown, a mild cooldown then deal with scourge hook rng. exhaust does not recover when running. I would imagine removing the injury condition would make exhaust timers overlap in many cases between hooking. The injury condition is specific put there to make the perk not effective at doing one role it is suppose fulfill which is removing exhaustion perks for a perk slot.
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@sizzlingmario4 said:
Here’s an idea.
Make it trigger only on scourge hooks. Affects all other survivors, not just injured. No cooldown.
exhaust is not powerful enough by itself for it to be scourge hook. I agree with dug's analysis of the perk. just removing injured condition would be good enough. for the perk to be scourge hook, hemorrhage would need to be swapped for 2% hindered or maybe broken.
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Increasing movement speed could work, but you would need to increase pallet vaulting speed and window vault speed by 50-100% to accommodate the extra movement speed the 1.0 m/s increase. I suspect not much would change in open loops. The biggest shift would occur in loops with line of sight blockers since a single backpeddle from the killer would lead the survivor running straight into the killer. You would likely need to increase the length of red glow by 25-33% but killer that would backwards red glow moonwalk or have the ability to turn off their red glow in a loop would be significantly stronger at closed structures.
The other side-effect of the change would be that maps would feel 25% smaller because the movement speed of the killer increased by 25%. that is my guess to the effect of increasing movement speed.
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@dugman said:
One thing I’ve always been curious about but don’t have a good way to track without the game actually providing the stats is how often do killers at various MMR brackets miss attacks? Obviously the higher rated the killer the less likely they are to miss a given swing, but I always get the sense that on average players miss more often than they think they do. For instance, I suspect Unrelenting might be a bit underrated as a perk because one of the common arguments against it is that you shouldn’t ever miss an attack in the first place, but I have a sense that if you actually tracked missed attack percentages you’d find you’re missing sometimes but forgetting it happened later. In fact there’s even a bit of evidence in that in how many people complain about aim dressing “making them hit objects”, when in reality an aim dressing object hit is because the game already determined that you missed the target and is compensating by “correcting” your aim to hit something else nearby instead.
It would be kind of an interesting data point if a dev pulled stats someday on basic attack miss percentages hours played. So how often do players with less than 50 hours miss compared to people with 100 or 500 or 1000 hours? (Assuming the game tracks that stat of course. It seems like a stat that might be tracked internally for development purposes though.)
As far as me, personally I guess I roughly miss an attack or two on average per match against survivors who are actively good at dodging. If someone is exceptionally good at it maybe more, especially if I’m not in the zone timing wise. And I probably have attacks miss or get interrupted one to three times a game by pallet drops or vaults simply because I see I need to take a stab at them or lose the opportunity. My nephew on the other hand started playing the game a few weeks ago and when I was watching him he whiffed quite a lot because he didn’t have the timing and patience yet, maybe 1/4 to 1/3 of his attacks missed when survivors dodged. (Ironically when he was playing Huntress he seemed to have a better hit percentage with the hatchet than when he just swung the axe.) And while I don’t play survivor very often, occasionally when I do I’ve managed to get killers to whiff me as well even though I’m otherwise terrible at it on that side of the fence.
So out of curiosity how often do you as a killer think you miss attacks? Or on the flip side, as a survivor, how often do you dodge attacks?
i would say my rate is around 1 miss out of 20 games. I dodge 0 m1 attacks. the killer against are impossible to 360. Most my games are against nurses and blights with other random stuff. The other random stuff is wraith, legion, huntress and wesker. sometimes, the weird killers show up.
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@Pulsar said:
There is counter-play to Nurse.
However, I'd say it's sort of similar to Trickster's counterplay, not his strength. With Trickster, there is counter-play to his knives but it doesn't feel like meaningful counterplay.
There are just situations where you go down to Trickster and there's not really much you can do, if you aren't near a high-wall structure or a main building, sucks for you.
I find this to be similar to Nurse. If you aren't near some good LoS blockers, you die. If you aren't near a multi-story building, you die. If you try to play a pallet loop, you die.
That's sort of how I see it. Nurse has too many favorable positions to chase in and not enough unfavorable one's or neutral one's.
what makes trickster not have meaningful counter-play? I can say for a fact that survivor's with tricky movement are way harder to hit then survivors that do not wiggle unpredictability. you can definitely run out of knifes in the chase as trickster if your aim is not on point. I can't say that about huntress though, I do not remember the last time I have ever ran out of hatchets mid-chase. Otz even remarked/complained that his ammo capacity is too small which forces the killer to run Iron maiden or ammo capacity add-ons.
I can agree with otz on that one. personally I run his +8 knife add-on. Trickster is the one character I wish my aim was better. I am so used to downing 2-3 people per huntress reload that the fact that I can only down 1.5 survivors consistently with trickster is highway robbery but as soon as I put his +8 knife add-on, Now I can down 2 survivors per reload.
I wonder what other people's experiences are for playing trickster.
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I feel like LOS blockers vs strong nurses only go as far to make nurse unable to understand where to blink. I do not think they do anything in term of helping your ability to dodge the blink. for me, the most consistent way that I have found to make nurse's miss blinks is holding-w and large distance blinks. If I am 15 meters away from her first blink, Its generally like 50-70% chance that I can outplay the nurse blinks by visualizing where she blinked, how long she charged and her viewing angle like if he looked up at the end of her first blink.
beyond the long range blinks that have really interesting mindgames, I think all other blinks are based off nurse messing up. The way I see it is that 50% of nurse's blinks are skill vs skill and the other 50% are just nurse-closing out chases from missing blinks.
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@Crowman said:
The problem I find with comparing movement speeds like this is it takes away all other aspects of the powers.
Nurse can go through floors and walls and while might be a bit slower than Wesker certainly has more mobility than he does.
Also Wesker goes ~21m with both dashes. Nurse goes 20m with her first blink (and 10m for her 2nd) before we event factor her range addons.
Blight is also a notable mention, because while he's not as fast as Nurse (9.2m/s by default) Blighted Crow, Blighted Rat, and Adrenaline Vial also increase his rush speeds and he has 5 charges. Meaning the distance he can cover is a lot larger than both Wesker and Nurse.
wesker according to wiki has acceleration in his ability, so he only moves at 14.0 m/s at last 0.2 seconds of his mobility. he is way slower nurse. this is so backwards. the character that goes through walls should be slower and the one that doesn't go through walls should be faster since nurse has way more efficient routing. For m/s they choose for wesker, he does not need that acceleration. just makes him easier to loop. it makes sense why its so much easier to 1vs1 wesker. Acceleration would make more sense if his max m/s was 500%-700% like demo shred.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3241549#Comment_3241549
The majority of the userbase doesn't understand how much information it actually gives via deductive reasoning, thats why so many underrate it. It's like Windows and Empathy in that they're only recently getting people's attention when they understand the metadata they provide. They're too busy stacking second chance perks to learn how to get value and would rather beg for it to be basekit instead.
the perk really should be base-kit because its silly that you need to make reads on your teammates when your on same team. currently its just perk-tax on soloq. I would love for global bond or teammate aura-aspect to be base-kit so there is more perk choices to run. I think a lot of perks on survivor are pretty solid but have trouble getting selected from perk tax in soloq.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3241662#Comment_3241662
I just explained it, lol.
And there is a difference between someone getting hit by the first Lethal Rush and someone getting hit by the last Lethal Rush. (If anything else is the same obviously)
You have the second best outcome and dont get any distance from it, because the Blight has all the Rushes back immediatly. But in the end, it is not even an discussion if Alchemist Ring is OP or not, basically the whole community agrees on that.
well I do not care about popular opinion. I do not agree that add-on is imbalanced. you do get distance from alchemist ring add-on. blight suffers his regular hit cooldown and goes into fatique. you get your regular sprint burst. There is no difference between first hit and 4th hit rush. The survivor got hit in both cases. You get your default cooldowns and you are shortly tasked to outplay the ability once more. there is nothing wrong with interaction.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3241586#Comment_3241586
How is a Blight with Alchemist Ring a "true test of skill from survivor side"?
I mean, the best outcome for a Survivor would be to dodge all 4 Lethal Rushes so that Blight used them all. The second best outcome would be to dodge 3 Lethal Rushes and only get hit by the last one. You probably will agree that a Survivor who manages to dodge 3 Lethal Rushes is better than someone who does not dodge a single Lethal Rush and gets hit by the first Lethal Rush.
However, with Alchemist Ring it does not matter if you dodge 3 Lethal Rushes or none at all. So where is the "true test of skill"?
You probably will agree that a Survivor who manages to dodge 3 Lethal Rushes is better than someone who does not dodge a single Lethal Rush and gets hit by the first Lethal Rush.
I do not agree. its like saying a survivor that gets hit by first wesker bound is worse then the survivor that got hit by 2nd wesker bound. the end outcome is the same. Both survivors made a mistake and got hit.
How is a Blight with Alchemist Ring a "true test of skill from survivor side"?
Between base-kit blight and alchemist ring blight, the potency of blight's power does not change. Alchemist ring is pseudo recharge token add-on, similar to shred notes. it grants token recharge rate if you successfully use the power. Blight player use this add-on because it allows them to go for more risky blight rushes and not suffer long cooldown for being successful. Cooldowns in general just slow killer gameplay down and add nothing to the game(both for survivor and killer). I can understand killer using an add-on to speed up their gameplay. I have escaped many alchemist ring blights. I do not see the problem with the add-on.
perhaps you should explain why you dislike playing vs alchemist ring?
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blight is easily one of the most balanced killers in the game. he is true test of skill from survivor side. The add-on makes him more challenging to play against but nothing too different from regular blight. my only complain about blight is playing against him too often.
@Sava18 said:
https://forum.deadbydaylight.com/en/discussion/comment/3241158#Comment_3241158
Pretty much every killer you can learn to play against without actually playing them yourselves. But there are quite literally countless ways to abuse blight based on map rng and the random collision that follows that. I'm not saying blight is easy to counter, he's not, he would not be a good killer if he was. People don't know what wiggles are, people don't know most of the collision that does or does not work for blight. People don't know that you can pluto blight off half the shacks in the game. People don't know you can force a vacuum and get distance on blight if you play right at the right tile. The only thing I see people do that is correct is play trash tiles, that are very hard for blight to play around. When I run into that one amazing survivor who knows how to play vs blight really well I could not care less about anything in that game, although that is 1 in 100. Blight is simultaneously the most skilled killer in the game and the most skillful to play against as survivor, the only problem is he has 3 add-ons that mitigate this to some extent. Even though alch ring is op, it can be somewhat played around. Most survivor's will just hold w to the next tile even though they know blight has alch ring, when they should just stay at the current tile where they got hit unless the next tile is less than 12 or 16M away I forget. Blight both plays around the mechanics of the game and can be countered in the same way as nurse to some extent(LoS and being unpredictable) but that is not his primary counter play. Like genuinely most people don't know rad car exists when it doesn't even require a hug tech it just doesn't have collision other than at a perfect 90 degree angle. If you go against even a decent blight on autohaven once you would know that.
Survivor rather just complain that the killer is over-tuned then learn to play against the killer. nothing special really.
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@AhoyWolf said:
Do you know how there is the xp bonus each day when playing a role for the first time? Well what if this bonus xp applied to each Killer on their first round of the day? Would incentive playing more Killers instead of the same Blight, Nurse, Huntress, Wesker, Legion rotation for more xp!
maybe make other killer fun to play so there is reason to choose other killers?
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@Chocolate_Cosmos said:
To my understand you need two addons: The Iri tape for keep reseting TV teleports adn that healing condement addon whenever Survivor heal each other for a one health state, right?
So you don't hook people, you slug them and try to build up condement on 1/2 people? But what if people have medkits or strong loops/good map? What if they have anti-slugging perks or healing speed? I don't see how this can work most of the time.
I can imagine that working on some indoor 2 floor maps where TV can hit people on both floors, but that's about it. Can someone this explain it to me?
sure. I think you need read how add-on's work.
Ring drawing says that every time a survivor completes a healing action between two survivors. the condemn spreads. in practice, if you could force survivors to heal 7 times between each other, each survivor would get +1 condemn until it reaches a max of 7 which would allow you to mori the survivor.
The only problem is, survivors will not heal voluntarily once they realize that you have this add-on. Healing another survivor in practice would be committing suicide.
Survivors would only heal through med-kit or through self-healing as the condemn does not spread when self-healing. When a survivor is on the floor, survivor are only able to recovery 95% of their recovery bar and cannot pick themselves up without aid of another teammate. When another survivor heals another survivor on the floor. The action of healing another survivor changes the dying state survivor into injured state. This counts as completing a health-state. In other words, survivor A gains 1 stack, Survivor B gains 1 stack.
This is why sadako is slugging stealth killer because your forced to slug to build condemn between survivors via green add-on. If base-kit unbreakable is passed, Survivors no longer need to heal each other off the floor thereby rendering this entire add-on irrelevant. Survivor will just stay injured entire game and condemn will never build up. 7 condemn bars. You might thinking, You need down survivor 7 times? How in the world is this efficient? The answer is that you do not need down survivor 7 times. you only need to down them 3 times. in HUD, when a survivor is picked up, There are televisions on the map that allow you to teleport from one place to another. Teleportation through a TV will increase condemn stack by 1. This means every time you slug, you increase condemn +1 via green add-on and +1 from TV.
If successfully done 3 times, Two survivors will have 6 stacks of condemn. Picking up a tape increases condemn by +1 and putting tape into the TV reduces condemn stack by -3(-2). As long you intercept the survivor and prevent them from putting a tape, you can mori them if you can down them.
Iri tape is not needed but the issue with sadako is that TV's have 100 second cooldown. When a survivor is slugged, you need teleport to the TV to build +1 condemn stack. You want re-down the survivor that was picked up who was slugged. If you do not have iri tape, your TV will be disabled for 100 seconds. As a result, you will not be able to teleport to the TV because it is on cooldown. Iri tape reset last 4 TV's used if you hit a survivor after manifesting. this removes cooldown of televisions for her ability.
The advantage behind sadako's power is that she can --gains-- hooks on multiple survivors at the same time for a single down because she is building condemn on multiple survivors at once. Suppose each 2 condemn stack is 1 hook-state, 6 condemn stacks for sadako is like 3 hook-states. The only drawback of this mechanic is that survivor can undo condemn build-up by putting tapes in television. Unlike hooks, when a hook state is earned, it is impossible for survivor to go from first hook to 0 hooks or 2nd hook to 1 hook. This is not true for condemn. Against Sadako, It is possible to go from 6 condemn stacks to 0 condemn stacks. You can reverse your own hook-states. Sadako needs to be excellent at building injure pressure and slugged pressure for this mechanic to be rewarding. All your work can be undone with bad chases.
what if people have medkits or strong loops/good map?
Sadako only makes sense for upper-skill bracket of killer players. You need have high understanding of m1 chase to perform well in all maps. Sadako is m1 killer with little to no chase capacity. You need down survivor multiple times for condemn to work. The mechanic very easily can backfire. This is why it makes no sense to why she has high kill-rate. No mither's effect counter slugging and ring drawing as a whole. BVHR is on the road to deleting the slugging. you can just forget about this gameplay after chapter is released.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3240796#Comment_3240796
Sorry, my bad, I misread what you said.
I do agree that perks over 2% very likely don't need a buff. This range we're in now of about 0.6-1.0% usage perks are the ones that still probably could benefit from a slight buff but it shouldn't be anything major if they get one at all. So we're in that borderline area now of "it's kind of a bad perk but maybe seeing some niche use" type thing.
its because casual survivor complain about instant downs, so perks that give instant downs are taboo perks for killer. I would say that every perk that is like below 2% might as well be ghost perk that nobody really uses. I looked at make your choice which is way better perk for exposed and it had 1.62% play-rate on your site. Make your choice is near unpreventable for triggering instant downs. it is way better instant down perk and it still has low usage rate. the chart suggests a float 2% play-rate. If you play around make your choice, you can get 1-2 downs per game that are instant downs.in most situations. MYC still has poor usage rate.
with dragon grip, its just pointless. you might as well be rolling dice for instant downs. i would rather roll haunted ground dice over dragon grip dice. Haunted grounds according to your sit floats between 2% to 4% perk. As you can see, HG has more relevance then this perk which is to be expected since HG in my experience from playing killer is most consistent exposed perk to trigger during 1-5 generator marker. the stats line-up with gameplay experience.
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@GoshJosh said:
Outside of Azarov’s Resting Place, Suffocation Pit, Sanctum of Wrath, and RPD, I always blame survivors for letting a three gen happen. Those maps need to be reworked or deleted, though. They are the most unfun maps in the game for both sides.
i don't agree. every single map has a powerful 3 gen nearly. like 95% of them. the main maps that i think of that do not have a good 3 gen are like Ormond, Mother dwelling and Eyrie of crows. What a surprise? all these maps are majorly survivor sided. Not just in regard to gens, but loops themselves. These are also some of the main maps that killer complain about being "too big".
the reason why this was not a problem before was because killer had no way to consistently regress generators. Before sadako's update and 6.1.0 overcharge, there was no perk in the game that reliably regress generators for killer. All of them were conditional with a totem, a down condition or skill-check condition. Kicking gens was straight up unrewarding. gen-tapping was an effective counter-play to 3 gens.
Post-update, we have opposite problem. They fixed survivor gen-tapping, so now survivor have no counter-play towards 3 gens. There is no perk that survivor can bring that punish kick-tapping. survivors would need a perk that gives them progression every time a killer kicks a gen to counter overcharge+call of brine 3 gen camping with 30 minute games.. Some of them are winnable but its like serious waste of time.
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3240441#Comment_3240441
Thank you. Yeah, SupaAlf 100% deserves it as does Hens and his SWF and Wima with his 363 escape streak. They also faced Nurses and beat them quite handily. I just mention them because the 'Nerf Nurse' people also ignore that there are SWFs that are outliers. If we balance around outliers why not balance survivors around outliers as well? BHVR wisely doesn't because it would make the game unplayable. Balancing around outliers just wrecks the game for someone so it is best not to do it.
https://forum.deadbydaylight.com/en/discussion/comment/3240431#Comment_3240431
It was Saturday evening which could have something to do with a lack of replies. You still haven't directed me to the comment that argues against any issues with Nurse must be limited to a tiny fraction of the playerbase nor how this invalidates the concept that you shouldn't balance around a tiny fraction of the playerbase.
if anything, these two problems illustrate imbalances for how most killer are underpowered and nurse-balance issues. I am not sure what win-rate would be fair for either side, but i think killer should have at most an 80% win-rate with roughly 75% kill-rate. I am not sure what a good win-rate and escape rate for good survivor team should be. I think it should be around 50% win-rate but escape-rate would be like 35%.
the game is not too far off from that in some sense but the killer are a bit far away from that. foundation wise, the game is good, but killer-wise. its a bit off. nurse too strong(lack counter-play), other killer powers, too unrewarding. lack of skill-cap in winning the match with many killer powers.
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@hatchetChugger said:
https://forum.deadbydaylight.com/en/discussion/comment/3238203#Comment_3238203
Starstruck, Agitation, Distressing, Awakened Awareness, Infectious Fright, and Lethal Pursuer (perks used in that sort of Nurse build) Are quite niche. They are sacrificing sometimes an entire build for a very risky playstyle. Congrats, you were able to get starstruck value and an additional down, but you have no generator regression perks. Theres a reason no one uses that build in comp or tourneys. Because slow down is a million times better, and starstruck only really works once because of the surprise factor. After that, you won't get much out of for the rest of the trial.
you realize superalf, a 5000 hour nurse main ran agitation+pain res+starstruck+flood of rage as his main build for 250 winstreak. He is now at 500 win-streak. 100% win-rate. I am not sure what kill-rate would be but I would assume 80-90%. It would depend on how many trap doors and exit gates got opened. superalf just proving nurse counter-play problems. I wish nurse was more like Wesker with the ability to go through walls, more of skillshot blink instead of teleport then m1. Survivor need to learn to play vs nurse.
Just a skill-issue.
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too long cooldown is one issue. I would consider using this perk if the cooldown was 30 seconds.
If not for reduced cooldown, then maybe the perk not go on cooldown until it is triggered. 80 seconds would be reasonable if you could apply this perk on multiple generators and it only goes on cooldown if someone touches a dragon grip generator.
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@ReverseVelocity said:
With the 5.0.0 update, Vermillon Webcap was buffed to give 3 extra seconds of undetectable, up from 1. However, Violet Waxcap still sits at a measly +0.5 seconds.
I think this addon should be buffed to +1.5 seconds, personally.
I do not see the point in it. Red moss+cap is 11 extra second of undetectable. a 3rd undetectable add-on is redundant. It would be better to rework it.
Demogorgon's shred is pretty easy to dead hard. perhaps an add-on that grants 10 second of exhaust if demogorgon basic or special attacks when undetectable.