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Elan

Elan

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Elan
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  • It's difficult to judge, most maps are not statics and some that are still don't always spawn all the same pallets. Midwich I got 2 roms next to each other without a single pallet yet they spawned there before. It's menace in solo where you have no idea what pallets been used and it prevents running to dead zones. I think it's very usefull in solo while not so usefull in swf. Five moves ahead are only working untill you drop pallet then it has 40s cooldown, Windows used to have 20s cooldown if you vault or drop pallet which is kind of only reasonable change that migh be reverted to prevent braindead loop chaining but on the other hand, modern vs og killers, so many factors. If you ask me what perk I want to be nerfed windows would be a long behind after perks like we gonna live forever, sprint, made for this, champion etc.

  • Jason doesn't need nerfs just don't play like a rat. I'm for rebalancing some of his add ons and also I'm not huge fan of his mini blood warden add on - same with Springtrap, those are not good designs for endgame which is already in killer's favor to secure one more kill.

  • @Domicci said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100844#Comment_4100844

    You can still heal super fast like you can with resurgence and brand new heart heal under hook in under 3 seconds

    That is true, but considering that the person with lend a hand perk must go through three totems + search + heal, it's quite time wasting and if someone is just doing totems through crucial early game it might gave you more pressure that take away, similiar to invocations.

  • @Domicci said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100835#Comment_4100835

    It was a while back when they nerfed anti heal perks like giving sloppy a timer but healing perks most of then have been slowly buffed back up like well make it botany knowledge and others I cant rember the names of.

    That is true, yet with diminishing returns it's not true anymore. :)

  • @Domicci said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100810#Comment_4100810

    then lets add a heal limit to survivors its frustrating playing hag and they heal in under 5 seconds repreadly. they nerfed anti heal perks when they nerfed healing perks but have just buffed healing perks back up to almost where it was before while anti heal perks are still in the same place.

    How they nerfed healing perks? :) You mean leverage? Well, it wasn't really a nerf as people just waited out the 30s so it was only good if you proxycamped every hook and unless you tunneled out you didnt get the value from antiheal anyway. Now it's 60s so they have to either wait out twice as long or take the penalty. I run leverage and gift of pain on twins and it's still very decent combo, I'd say even better because of the changes I mentioned. And if you want a heavy antiheal, you can use coulrophobia instead, but Hag isn't a good antiheal user tbh, out of sloppy you won't find many hit and run combos. I'd much rather run franklins with weave but I'm overall not a Hag enjoyer because she's boring to me and not even very strong.

  • Hex: Huntress Lullaby needs complete rework, something like…

    First time you hook survivor, hex totem ignites and your TR is transformed to it for 20s and you earn a token. Each next token grants extra 5s and is earnt for every ongoing hook.

  • People have to understand the reason behind tunneling. It's not because the player is sweaty or toxic, they just try to win a video game where lower efficiency awards them. In every single asym game there are tunneling and camping as common strategy without any limitation. DBD community has luxury of having those to help them fight that back and if you have issue with tunneling there are plenty of perks to help you fight back - decisive strike, shoulder the burden, off the record, resurgence, we'll make it, dead hard, blood rush… if killer hard tunnel and you are semi-decent at looping you will at least guarantee 2-3 out. I know that being tunneled multiple games in a row might be frustrating but in the end it all depends on your team whether the tunnel will profit or punish.

  • Agree on possible 5th perk slot, but not on gen kick limit. The issue is that there are currently killers who are insane at holding 3 gens and this would cause them to stay there and prolong game for significant amount of time. I think that they may increase it from 8 to 10 though so there is better chance to defend valuable spot.

  • @Rokku_Rorru said:

    I would love for invocations to be revisited, the basement chicken gameplay is so fun but I really hate the broken risk, they could be way more creative than that lol

    I love them too. I can see the idea behind weaving spiders because perks tied to gens must be well though before thrown into field but broken for bnp on every gen is quite heavy punishment. I'd say you can spawn broken into game with all gens already decreased and people would still take it as negative. 60s in early game spent in basement is a big downside already. That's why I think that repair penalty for weaving spiders might be enough downside.

    Treacherous crows are cool concept, auras are not as popular but 2s is a very little, same with rapid response. Increasing it's duration to make the global effect better would help a lot. There are still stealth killers and perks and add ons that will make it's value very difficult.

    There are many options for invocations and I'd say they are interesting alternative options to bring things in. I hope mechanics like inovcs, scourges, boons and others will recieve more love to make the game more diverse.

  • Jason with hex build is more fun than OG Skull Merchant. :D

  • Win is when you can effortlessly win every game for both sides who complain about balance the most. You simply have to run Ghoul with pain res, dms, surge and corrupt nad yamori mask and cempetide otherwise you cant win every game. :D

  • Update: After versing Ghouls with headphones, Spingtraps, Plagues, Doctors and FTTE/Furtive Chase Krasue cross examination might be ok. :D

  • Why are we talking about killer that hasn't even come out so we are not aware of what she/he actually will be in a final state?

  • Simple buffs I would like the to recieve:

    → Increase base FF speed from 5.2 to 6.0m/s

    → Increase bonus speed per slash from 0.24m/s to 0.3m/s

    → Increase FF charges from 10 to 12

    → Vault in FF decreased from 0.9s to 0.7s

    → Survivor who suffer from oblivious are now revealed (it works for Doctor so it can for Legion)

    → Nerf of iridescent button - this effect applies after second feral frenzy hit is applied

  • To be honest I believe that Invocations have potential in the current form. Just need a few tweaks.

    Weaving spiders

    → After 60s ritual is performed and all gens (even blocked ones) will be reduced by 10 charges. Survivor who performed the invocation will for the rest of the trial suffer 25 % decrease speed action to repair, healing, cleasing, blessing, searching and rummaging.

    Treacherous Crows

    → After performing ritual every time killer is in survivor radius and scare crows the killer will be revealed for 4s, prevents survivors from scaring crows. Survivor who performed the ritual will suffer oblivious for the rest of the trial.

  • Those are not reasonable. If you say that Ghoul or Nurse can't stack 4 slowdowns which I wouldn't agree with either way I'd at least see it as some sort of reason. There are no problematic perks for specific killers at the moment. Actually some perks that were at least good on some killers fe. hoarder on Pinhead are now completely useless. I hate the diminishing returns with passion because some fun or nieche combos of already bad perks are now even worse. Like Help wanted with save the best for last or desperate measures with no one left behind. But I guess that supporting both sides in running the same meta for years is a solution. And each time new perks come out everyone screams for massive nerfs. Bad perks simply can't stand a chance. No one will use Jason's, Ghoul's or Krasue's perks because they are insanely bad. Now they broke the rule with Shane who has insanely strong perks but those will be nerfed eventually. The only true meta perk that come out in a long time was five moves ahead and all three Vecna's perks.

  • I'm sorry but game is not balanced at all. Mainly because:

    → Every match has it's own RNG, so one Backwater Swamp will spawn 4 good pallets in the middle and second match there will be only hill and nothing else.

    → Killers have too diverse strenght. You should have about even chance to win same game with most, at best every killer. If you jump on Midwich with Blight, Dracula or Jason you shouldn't lose but if you are there with Skull Merchant, Leatherface… you struggle a lot.

    → There are perks that are insanely strong - sprint burst, resurgence, vigil… and perks that are not even worth running like flow state, spine chill, leader, no one left behind, boon:illumination…

    → Ping does a lot, bugs do a lot… lately there been a lot of invisible random stuck spots.

  • Reassurance itself helped me so many times prevent someone going second stage but I run it extremely rarely because it's the type of perk where you never know whether you will get any value of it. It's fun on maps like Midwich or Game where you can activate it from different floor.

  • I feel toxicity on both sides tbh and equally as bad. There are mechanics that are automatically marked as bullying fe. using toolboxes to sabotage hook or flashlights to saves. Luckily there are ways to counter that if you truly want to. I feel like running pain res, dms, pop and clock every game with wish to not being stopped by anything is kind of impossible.

  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099913#Comment_4099913

    I would also remove his ability to see survivors doing objectives when he is in his power.

    I always felt that the biggest issue is that he has so many prebroken pallets on the map to the point where you play Spirit on steroids. If the pallet density is so awfull as all the people say, does he need even more pallets?

  • Apart from exhaustion add on and miniblood warden add on he's fine.

  • Hook protection should go back to 10s and be deactivated in endgame collapse, but removing it? No. The fact that some killers are insane and facecamping and some not is already a reason to not remove it.

    in Victims Comment by Elan
  • @Arcturus said:

    Now here are the ones I literally don't get:

    Cross-examination - it's already weak as hell not working in chase, the only uses it has are trailing the killer for a save and if you have a really really large tile you can lose the killer since you're not in chase, but that scenario is niche and it isn't worth nerfing for. Your change would make an already really weak perk borderline useless.

    Champion of Light - first of all, the hindered is already 20%, so 25% would actually be higher than it currently is, which makes me think you have an inflated idea of how much the perk hinders you. second of all, if you removed the hinder entirely the perk would be pretty much useless. At that point why bother putting on this perk at all when you could just not blind the killer and achieve the same distance.

    Lucky Break - honestly should've included this in my other comment, because I get why it should be changed. But honestly this particular way of changing it would basically remove all functionality, as in 10s the killer has time to catch up, and because Lucky Break doesn't reduce your grunts of pain, you would have to also run Iron Will for even the potential to get value by running away, but even then the killer is probably close enough to you that it would be extremely difficult to sneak away.

    Deliverance - definitely a perk that needs to be nerfed, but permanent broken status??? Every other perk in the game that gives a permanent broken status is an absolute trash perk. In this case, the only time this perk would be useful is when it's the most problematic, aka getting a free escape in end game! Otherwise it's completely useless

    Lend a Hand - it's already not a crazy strong perk, as you need to cleanse 1 totem (14 seconds just to cleanse it, not including time to find / get to one) for every survivor you want to apply it to, and in a lot of cases it only is useful to that survivor once or twice. Nerfing it like this would make it completely useless.

    Tammy Time is already just a meme perk people run for laughs, it's not at all good. It's even worse than Bardic Inspiration, yet you want to nerf it even harder. Again, this would be completely useless, and it already is super weak.

    Parental Guidance - already a very weak perk as is, the only time it is even remotely useful is with Smash Hit, and you want to nerf both. Even with this nerf alone, even with Smash Hit it would be worthless, and again, the activation condition is extremely hard to hit on a lot of killers or players already.

    Should have honestly put Reassurance here and put Unbreakable in the previous post. I understand the want to have Unbreakable have some kind of condition, or be nerfed in some way. Still can't fathom why Reassurance would need a nerf.

    Cross examination - I'm more for rework tbh. Light marks seem like interesting new mechanic that should work in better way rather than ratting around.

    Champion of light - not the hinderance but the haste.

    Lucky break is simply unhealthy perk that luckily isn't very popular because certain killers will bypass it same like with old cross examination - aka doctor, plague, nemesis, Oni…

    Deliverance - that would force you to make decision whether you need to unhook yourself for price of stay broken or wait alos shouldnt work in endgame at all.

    Lend a hand - is actually one of most overpowered perks added ever. You can pop it on boon build and cut off 4s of everyone's heal, meaning that for the entire game max heal needed is 12s base, not even speaking of someone has healing perks. As one time use it was reasonable but boosting heal speed and recovery speed is not a good way.

    1-2-3-4 is defienetly not worse than bardic. Bardic can give you no skillchecks for half of the gen, TT gives you skillchecks every 2s. Try to combine comodious toolbox and scavenger and you will see how busted this perk is. I was doing gens so quickly that I stopped running it how unfair it was.

    Parental guidance is slept on since it last nerf (was 10s), it works on every stun - ds, head on and so on. Don't underate it's power. Running it with bite the bullet and we are in same lucky break, cross examination or champion of light scenario where killer simply can't keep up with you in chase with no real counterplay.

    Reassurance shouldve been reworked since anticamp changes.

  • @Arcturus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099181#Comment_4099181

    Who on earth thinks that botany knowledge, champion of light, the instrument perks, parental guidance, reassurance, and smash hit need nerfs??? And that's just me picking out the half that are the most obvious, but even something like We'll Make It is strong but not OP

    Let me explain…

    Botany knowledge itself powercrept half the healing perks like desperate measures, flow state, empatic connection… with no real downside. When it had antieffeciency it made sense, yet still was strong. If you ever want to run any heal perk you always pop on botany because ot works on you too.

    Champion is a free getaway from chase along with hinderance only because of the haste. It's even stronger than lucky break or cross examination because you get it only for blinding killer at the pallet.

    Both 1-2-3-4 and Bardic are purely genrush oriented and are insane at it. I'd even say that 1-2-3-4 is even stronger because it provides the skill checks that bardic doesn't. So you can roll 20 and still have no skillcheck but 1-2-3-4 is melting that.

    Parental guidance is the same issue as lucky break or cross examination. If you dissapear, more tunnel will happen and you can hide cheaters by those perks.

    Reassurance obviously shouldn't even exist. 100s of hook stage is way too much. There is already enough punishment for camping.

    Smash hit has highest speed boost while being weak if useable against strong killers and too strong against weak killers that have no way to deal with pallets.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099549#Comment_4099549

    Elan, Im going to do my best and be civil here so I implore you, I'm BEGGING here, please read what you've typed, both here and your original post.

    For that whole scenario you need to search multiple boxes, play for 15 seconds, and hope the killer doesn't chase you or you have another survivor nearby or it's basically wasted effort. That's the generous version I have for you. These nerfs you want... they're not good mate, let alone not needed. And putting everything into the dirt doesn't help your supposed cause, especially since I've only seen the tambourine and parental guidance in kyfs (not counting myself).

    You are talking about Specialist, I'm talking about Scavenger.

  • Lightborn is fine as is. You sacrifice one of 4 perk slots to counter single item which is big enough disadvantage.

  • @terumisan said:

    henry exists he does all the things thay you laid out and he was nerfed for some reason after launch

    First has nothing to do with skill expression, he's all about guessing and lucky shots.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099549#Comment_4099549

    that's like 3 perks or so to get value from 1, 12 seconds of performing, 30 seconds of 50 percent reduction. All the while having nothing for chase.

    There is nothing OP about it, it's a specialist build

    You kno,w the reason why the balance is quiestionable is because both sides tend to run the best at all time.

  • @dangersmymidd1ename said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099570#Comment_4099570

    I haven't used it myself as killer - doesn't the icon light up?

    No and I tested it a long time ago and the fact that it starts working once you are 24m and further away makes the perk even weaker on all non-mobile killers who can't instantly get away. If it now works entire time, for example if you play Onryo, the hook stage takes 56s instead of 70 which only works against super-greedy survivor.

  • @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099606#Comment_4099606

    okay so lets just never fix another bug unless its gamebreaking and manifestly alters the balance of the killers what a phenomenal statement

    No, it was just sarcastic. I am aware of were-elk issue so obviously in needs fix. It's just Huntress is in so bad spot right now. With Jason and Springtrap in the game she has fallen down so hard. She has snowball potential but that's it, she's worse in every other aspect so she can only utilize survivors grouping up.

  • Like if silent Huntress wouldn't be still average to weak killer. :D I don't like skins to make killer better but to make killer good on it's own.

  • @Royval said:

    Krasue, Jason, Nurse, Oni, Stranger Things Vecna, Twins. All boring to face in pretty sure nobody would complain if any of the low tier killers were buffed in meaningful ways to give the game diversity 😂

    Krasue and Vecna 2.0 are hot takes.

    Krasue gains no bloodlust, so if you predrop pallet you can loop her around untill 50/50 and if you win it you go again. It's very effective way. It's all about paying attention, also if her heart glows and you do spin there is very high chance she will be locked in her lunge. Not even talking about bodyblocking and long pallet stuns. P100 Krasue, trust me. She's not very strong if you know what to do. It's like Twins, I understand that they are very hard to deal with in solo q. But all you have to do is play in duo and Twins won't be able to utilize their hard slugging tool which is pretty much the only way for them to get pressure. This will force Charlotte to go for pick up which will be further time-wasting for them. Victor can't hit you over stairs or if you crouch at the higher end of the pallet and touch it. There is also one very good counterplay to Victor. Again P100 Twins freshly. Lockers are good counter to Twins that no many people really utilize. It's very important to know where Charlotte is because you can choose from two scenarios. 1) Charlotte is further away and you can crush Victor for free before she reaches you. 2) You jump into locker as Victor charges pounce, now he has to cancel, you jump out, he charges again you jump in. It's very reliable counterplay, not easiest when toy sword add on is in play but still managable. Now I hope I won't meet many people from here as Twins, because against people who can utilize that, you can't really do much.

    Nurse and First are yin and yan. Nurse dictates if you gonna die in 30s or not and there is not much to do about it. Neither spotcheking, neither double back works against good Nurse. Average to bad Nurse will be somewhat okish to go against. And with her lunge add on nerf they won't be carried by bad blinks as much. Vecna on the other hand is completely designed around guessing. While he plays map like it's a field with absolutely nothing he still is completely hit or miss guessing type of killer who will miss 10x and then hit 2x in a row because of lucky guess. I understand this guessing gameplay isn't very engaging for either side. But with his nefs (not so big) he's in very decent spot where he can't spam the power for that long as he used to.

    So Nurse, Jason yes I agree on.

    Oni is a hot topic too. If you play safe against him even if you waste most resources quickly, delay his power as much as possible. He won't be able to snowball if you create enough pressure.

  • @TheGoon224 said:

    legit just increase the pick up, drop, and hooking speed by a bit. I’m a forever entwined enjoyer and I’m telling you even with 2 to 3 stacks feels so nice providing a slightly better chance and flashlight/pallet saves while still having them be possible, and also letting you get back into the action much quicker. you could probably increase the carrying speed by a smige as well, maybe like 5% or 8% and I don’t think there would be any complaints for the most part. But yeah, that’s really all I wanted to say. Just increase pick up, hooking, and dropping speeds by 8% or 12% and it will make all the difference.

    Agitation and forever entwined would feel awesome.

  • @ShanoaLegendaryPlz said:

    And did you reach p100 during this event?

    As i managed to get over 46 prestiges on Shane (currently 1450 cakes) while still spreading cakes to other characters i play like The First, Krasue, Rick, Michonne, and now Hudson. So it would've been possible to go from 1-100 in this event alone i think.

    I wish i could have earned more cakes for Trevor/Rebecca/Dracula/Xeno but they are at p100 which makes reaching even 100 cakes quite the struggle.

    P100 Twins and P100 Kwon had them already higher so finished grinding on them.

  • @coldflame said:

    at the end of the day vigil is two different perks in one slot, that should change

    Not really. However I despise the antiexposed more than antiexhaustion. Those two things must go and perk can serve as tool to remove antiheal perks quicker. Hindred should not be the part of perk ever as that status effect is already nieche out of Clown.

  • The perk deserves higher value, indication for the killer. Giving that info to survivors would just make them mindlessly rush every unhook and fully kill the perk.

  • He's not op. But he is designed to fashion of old skull merchant where most effective way is to stall the game for as long as possible. I feel he shouldn't have free exhausted just for jumpscare but for damaging with spear so it's more of genetic vibe.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099538#Comment_4099538

    How does the nerf to the tambourine perk forward that goal exactly?

    I played all these perks and making 1-2-3-4 less of genrush scavenger combo and more of autodidact combo would be fairer.

    You can bring comodious toolbox with charges add ons, and fully refill your toolbox before you finish gen having multiple full toolboxes per game. Something not even built to last is capable of.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/469994/these-perks-need-more-attention-in-the-forthcoming-future

    ...I'm genuinely curious now, you've pretty much made one of these each month or so basically saying these perks need nerfs, do you honestly believe these or just angry at them?

    I do believe they need tweaks so more perks have room to breath. :)

  • Huntress and her p2w skins. :D After Were-elk they coudlve pay more attention.

  • @MoZo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099366#Comment_4099366

    i don’t think they’ll make the duration longer. they already showed us what the 10.0.3 version of the perk will be (the same as now, except not in a chase).

    tbh i hope they don’t go through with the nerf. it feels like one of those potentially busted perks against a below average killer player but against anyone good at killer player, the perk does nothing. and a lot of people went insane over this perk but since it’s came out, i haven’t heard anyone complaining that it’s losing them games or giving survivors “free chase escapes.”

    and if they do go through with the nerf, the perk will be dead. it will be like fast track where you’ll actively be throwing just by bringing the perk.

    They will 100 % nerf it. I don't think the perk is crazy busted but I do agree if we make perks that make impossible pinpointing whether someone's cheating or not might a be a problematic design. I do agree that lucky break is overall more consistent and may be in urge to be reworked as well. And no, it's low usage doesn't say it's not overpowered.

  • @MoZo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098890#Comment_4098890

    it’s not live yet. they changed the wording in the description too early. it still activates in a chase as of 10.0.2

    Yeah, I noticed too. I'm kinda worried that they will make it longer duration and people will just rat around.

  • A lot more additions to unique mechanics and reworking worse perks into them.

    → Scourge Hooks

    → Remote perks like "Turn Back The Clock"

    → Compromised perks

    → Boons

    → Invocations

    → Teamwork

    → Light marks

  • @esarraf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099280#Comment_4099280

    I don't think I can have a productive conversation with someone who genuinely thinks ghoul is okay and Jason is not very strong. You simply don't know enough about the game to understand problematic killers and why they are bad for the game.

    I have serious reasons to think so. I do agree that Ghoul has very low skill expression but after revault been added he's not that great anymore, before you simply couldnt do much. I'm not saying he's not good, he obviously is but not on lvl of killers mentioned above. Jason's overall kit is very strong but not any of it. I do agree he needs tweaks because he shouldn't be able to be master of everything. So we can easily have conversation because none opinion is wrong. While I don't mind playing against some killers others would hate me for that.

  • @esarraf said:

    Once we nerf nurse, blight, ghoul, and Jason we can get some nerfs for survivors. Until then it's just a bad idea.

    Nurse I agree onm although I have no idea how. Blight was nerfed and apart from double speed add ons I believe he's mostly fine. Ghoul is in good spot atm, he's not oppressive as he used to be and his free hit and free hit from leap cancel is something not particulary strong, just annoying. If Ghoul should've get further changes, I'd make holding power window shorter and rework Yamori mask and cempetide and that's it. Jason is not very strong, he just promotes the most boring gameplay comparable to old skull merchant. While he can get free hits from 2000 broken pallets on the map, Spirit can do that too. I'm more annoyed from his free tracking because I reckon that killer with heavy infinite mobility, nearly permanent haste and insane projectile truly doesn't need free tracking on top of that. Imagine if Spirit has dried cherry blossom basekit, wouldve been nerfed immidiately.

  • @BloodBehemoth said:

    A numbers tweak won't work, if the numbers are tweaked, either it'll be too little and change nothing, or too much and the perk is dead. Slapping on ONE perk that can counter dozens of killer perks is insanely overpowered, nevermind that it also supercharges exhaustion perks.

    Instead of nerfing Vigil's numbers, I propose the perk be split into 3 pieces. Vigil affects 8 different status effects, so 2 perks will have 3 status effects it reduces, while the last will only have 2. I would imagine the perk with only 2 should affect the most prevalent statuses, probably Exhaustion and Exposed.

    Will the other 2 be used less? Maybe, but the perk as is just does way too much for such a small investment.

    Vigil needs to not remove exhaustion and exposed and rest may stay as is.

    I have way more survivor perks on the radar that should be looked at… after cross examination was nerfed there is made for this, we gonna live forever, champion of light, lucky break, sprint burst, botany knowledge, conviction, built to last, dead hard, delieverance, dramaturgy, lend a hand, 1-2-3-4m bardic, plot twist, parental guidance, resurgence, reassurance, smash hit, unbreakable, we'll make it.

  • To be honest after Jason being added in current form I'd much rather go against Ghoul and Knight whole day :D

  • Nevermind, it's changed already without compensation buff.

  • @Gabrielbg said:

    I Tried everyway possible to make undone not be ######### but it's impossible I even run a build with special skill checks as doctor and the perk sucks. how undone is now https://deadbydaylight.fandom.com/wiki/Undone and how undone should be in my opinion taking in consideration that people almost never miss a skill check on high level play:

    Whenever a Survivor fails a Skill Check  while repairing or healing, Undone gains +4 Tokens, up to a maximum of 12/16/20 Tokens.

    Performing the Damage Generator action on a Generator consumes all accumulated Tokens and applies the following effects:

    • Instantly regresses the damaged Generator by -1 % per Token of its total Progression.
    • Blocks the damaged Generator for 1 second per Token.
    • Causes the damaged Generator to start regressing once it becomes unblocked.
    • Each token also gives 1% action speed on damaging generators

    Undone has a cool-down of 60 seconds. or 50?

    What about:

    Damaging survivor gives 3 tokens up to 30. Spent all tokens to reduce generator by 1 % per each token and block it for 1s for each token.

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