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FFirebrandd

FFirebrandd

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  • Assuming that's accurate... that means it is impossible to make it so Legion travels further via using frenzy than just walking.

  • Trapper needs a few changes.

    At base he needs to be able to carry 2 traps. Trapper without a bag add on is almost unplayable.

    Traps should be less random. They need to be changed to be around 10 seconds to get out, 100% chance instead of 2 seconds to get out and 25% chance to get out.

    How his traps spawn on the map should probably be nicer.

    Other than that though, he's fine. He is a bit inconsistent depending on how good survivors are at spotting traps, but that isn't in my opinion a flaw.

  • I don't DC on it, but that's because 80% of the time I'm on Deathslinger and those ridiculously long but short white picket fences with windows won't save you from me. The house of pain might... but that's a whole other issue.

  • So the thing about Legion is that their strength is heavily dependent on whether the Survivors in your game know all of the minor details about how Feral Frenzy works. As Legion I've had both games where I felt like I could barely touch Survivors with my power because they knew exactly how to handle it and games where I just absolutely run over the Survivors because they constantly do things that are just ridiculously terrible ideas because I am Legion.

    So, when you are first starting out as Killer, Legion is fantastic. When you get higher and higher, Legion will be less effective because you'll have more Survivors who know how to handle what they do. They are definitely not terrible, but I would not call them the best either. However... running fast and fast vaulting windows and pallets pretty much never gets old.

  • Killer. I very much enjoy theory crafting and experimenting with loadouts and perks and there's just *so much* more going on over on the Killer side of things. That's not to say its impossible to do that on Survivor side... but there's just less to work with.

  • Outpace him. Deathslinger is kind of slow at everything he does, so be fast, be efficient and you'll probably beat him.

    The other thing that almost no one mentions is try to get shot in spots where you can hook yourself on some scenery and keep him from stabbing you after the shot. If you manage to do that when you're already injured, Deathslinger basically got nothing out of shooting you and wasted a bunch of time. Time he doesn't have.

  • @LowSpecGamersMatter said:

    https://forum.deadbydaylight.com/en/discussion/comment/1722470#Comment_1722470

    according to you the killer can get a hit on you within 10 seconds. So how exactly is buying time for the team to selfcare in a corner for 32 seconds (or more) just to get hit within 10 seconds again?

    Ur arrogance just confirms it. Its usually the worst players who think knowing the best and refuse to bring arguements aka "IM RIGHT MUUUHHH"

    Stealth killers exist. Stealth Perks that can give killers easy first hits exist. A perk that prevents those from being 1 hit downs is obviously better than one that gives them 1 hit downs for free when they shouldn't have them.

    If you're rocking No Mither, are on a gen not next to a window or pallet and you suddenly hear the light rasp of metal on leather signaling that Pig just uncrouched right behind you... well... you're going down, getting trapped, hooked and will be useless to your team for probably a solid minute. The guy running Self Care... sure he'll also take the initial hit, but then run off with the speed boost to an actual tile and... if he's decent, eat a lot more of the Pig's time. On top of that, his ability to do that throughout the trial won't be impacted by his teammate's willingness to heal him.

  • @GodDamn_Angela said:

    https://forum.deadbydaylight.com/en/discussion/comment/1715638#Comment_1715638

    You are saying Shadowborn is worse than Territorial Imperative? 👀

    Sorry but The Huntress hands down has the worst perks, especially after the Lullaby nerf.

    Yes I am. How much does a slightly wider FoV actually help? Sure it can feel nice, but you mostly don't need it. Territorial Imperative isn't reliable in the slightest, but it can result in the survivors ending up in a very nasty situation. Also there's just the simple fact that none of Huntress's perks are actively working against you like Predator does. I will say that Shadowborn is probably Wraith's best perk, but that's not saying a ton.

    Also, Lullaby was only nerfed for Doc. For everyone else it was actually buffed.

  • I think I have to give it to Wraith.

    Shadowborn has no concrete game play value. Predator actively hurts you because scratch marks are less likely to splash up onto walls/trees and be visible at a distance. Bloodhound... is just not particularly useful. It's not bad... its just that there are other, much better tracking perks.

    Huntress seems to be the other main contender and I would argue that hers are quite a bit better than Wraith's. Beast of Prey I will admit is kind of useless, the effect is nice but it takes way too long for it to come online. Territorial Imperative is not great, but there is at least some potential there. If a Survivor goes into the basement and you catch them out, it can cause a brutal cycle of someone going down to get them, they don't make it out, they get hooked in basement, etc. Lullaby is inconsistent as are all Hex perks especially ones that stack, but it can absolutely cause the survivor team a lot of grief.

  • I've played a whole lot of different builds on Legion. Most end up working out fairly well. I'm fairly certain that Thanatophobia is still decent on Legion. However several of these builds could swap Thana for Pop or Surge. Also, one could swap Whispers for BBQ on just about any of them depending on when you want your tracking.

    The Basic: Thana, Whispers, Enduring, Brutal Strength

    I am Speed: Thana, Whispers, Play With Your Food, Make Your Choice

    Hidden Blade: Thana, Whispers, Tinkerer, Trail of Torment

    Skillcheck City: This is a new one I'm workshopping. BBQ, Monitor and Abuse, Unnerving Presence, Huntress Lullaby.

  • Is this specifically Survivor perk builds? Anyway, I've got 2 I like.

    For the People, Dead Hard, Tenacity, Self Care/Inner Strength

    Build is mostly designed to enable you to use For the People without dying horribly. Dead Hard because you're frequently going to be injured. Tenacity because you frequently get slugged when you go for a For the People play and that way you can disappear on the ground. Self Care/Inner Strength to recover after you've given someone a health state and aren't broken anymore.

    Lithe, Red Herring, Saboteur, Diversion

    It's my "Run the killer via noise notifications" build. Basically you go around the map luring the killer to parts of the map where there are no other survivors and then leave before they get there or hide so they waste a bunch of time. After all, if the Killer is hunting for a phantom 5th survivor, that gives your team all the benefits of looping without the risks of someone going down.

  • OoO needs to change.

    There are certain situations where it is just way too broken to be OK (Midwich, vs Trapper, SWF) and it incentivizes the killer to tunnel the OoO user out of the game.

  • Honestly Demo's base kit is pretty much fine. I did see someone say the game should be nicer about where demo can put portals... and all the yes. Hate trying to place a portal then shuffling around for 5s trying to find a valid spot.

    Demo's main issue is that he's not the best at any one thing and is worse than Freddy, the other generalist in the game.

    Seriously... Demo has some chase power with shred, then his portals give some mobility, some slowdown, some tracking, and some stealth. Honestly what I'd like to see for Demo is an add on pass that gives him a lot of options for shifting his portals into specific directions. So... things like...

    Open Portals close again ~30s after Demo uses them. That would make them much better for mobility and stealth but sacrificing slowdown and tracking.

    Demo places open portals instead of closed ones. Better for tracking and slowdown, worse for mobility and stealth.

    I think that's what the devs tried to do with Demo's add ons... but the add ons are just not strong enough to actually pull that off.

  • @Blazelski said:

    https://forum.deadbydaylight.com/en/discussion/comment/1710422#Comment_1710422

    Oooh, I think I may try that Legion build when I want to have fun with the ultra rare pin...

    To be fair it still seems to function without that. Frenzy has a not super well known side effect of pushing your Terror Radius out by 8 meters and so does M&A, so with no add ons, you're running around with a massive 48m Terror Radius. I'll need to play more with the build to know for sure, but so far so good.

  • I main Killer.

    I'm the sort of person who loves to come up with ideas for off meta loadouts and play styles and see if they work. There's just so much more to work with over on the Killer side. Also if it does or doesn't work, usually it isn't because of something dumb I couldn't have seen coming. It's not like "Oh hey I brought a healing loadout... and... there's plague wells. Well shoot." or "I've gotten instantly tunneled every time I've gotten off the hook." Nah, that particular variety of crap can't happen when you're the one in the Killer seat.

    In case you were wondering, my current build in testing is Skillcheck Legion, featuring the newly buffed Huntress Lullaby, with Unnerving Presence, Monitor and Abuse, and BBQ.

  • Honestly I'm glad she's as rare as she is. To me at least she is by far the least fun Killer to play against. I'd rather play against Stridor Spirit several times in a row than Plague once.

  • Yes and no. Legion is downright spectacular against Survivors who don't know how all the little details of Frenzy work. I've seen more people wildly misplay vs my Legion than I have any other killer. However, survivors that know what's up will scatter like rabbits when they hear a TR and see a teammate get Deep Wounded, against them you've basically only got one shot to get a really solid Frenzy off because you aren't going to get another one.

  • I was going to say no one. Then I remembered Plague is in the game. Thankfully I don't see her often, but... sick survivors makes healing, stealth, and body blocking all impossible and makes sabo and flashlights significantly more dangerous. If you decide you are sick of being permanently injured... you give her the most powerful and broken ranged attack in the entire game. I'll just hard pass on literally all of that.

  • @Talmeer said:

    Don't know how to balance killers without red stain and tr, but if those 2 things would go away, I assume, I would love to play survivor because not knowing where the killer is and that he could be in every second behing me - that would finally something thrilling.

    Maybe dbd could make out of it a second game mode. The people who find killers then too op could still play the old dbd and the people who need that little extra, could play the second game mode without tr and so on.

    Well, we actually have 2 examples of killers with no red stain or tr. Wraith and Scratched Mirror Myers.

  • A decent part of the problem is that Killers have to be very efficient to win which makes them rather predictable. So... if someone else gets into a chase, Killers rarely break chase and go looking for another target, so you know that you are *probably* safe until your friend gets downed and hooked. Depending on how well your friend does, that could easily be 30+ seconds where the scary thing is busy and therefore not scary.

    The last time I felt scared in Dead by Daylight as a survivor was against a Scrached Mirror Myers on Lerys. Why? Well because Scratched Mirror Myers two main strengths is his stealth and information but is worse in a prolonged chase than other Killers. That makes him much less predictable. If he slashes someone... is he going to keep chasing them? Or can he see me and is heading right for me? I don't have any idea and don't have any way to find out. That means I have to constantly be on alert and watching for him... which puts me on edge.

    But compare that to Oni. Oni is one very large, loud, angry killer. I frequently know roughly where he is all game and can guess with a fair amount of accuracy what he's going to be up to. I don't have to wonder if, when, or where danger is coming from which makes Oni... just not scary for me. Probably going to die to him, but that alone doesn't make him scary.

  • Whenever I approach a Survivor on a gen or something and the first thing the Survivor reacts to is my spear gun going *BANG!* By then it is far far too late.

    Another one is playing Trapper, chasing someone and being like "You're going to vault into that trap in 3... 2... 1..." SNAP! Actually just in general the sound of a survivor stepping in a Trapper trap. Wish he was a bit stronger.

    As Survivor it is getting a successful For the People save.

  • NOED is 1 of like... 3 perks in the Killer's base set that's actually good. If you want to nerf NOED, you need to buff or rework some of the current general killer set that is garbage so new killers have something to work with.

  • You can run a quite effective build of Kindred, We'll Make It, Spine Chill, and Resilience on every single survivor. Honestly the base Survivor set is actually quite solid.

    The killer base set is... significantly worse. Some of that is due to differences in the Killers. For example, Huntress doesn't really want to use Sloppy or Noed. However, a lot of it comes down to the Killer base kit being both smaller and having several real stinkers that no one would want to run. Unrelenting, Monstrous Shrine, and Insidious are all incredibly bad. Then Iron Grasp, Distressing, Deerstalker, and Thrill of the Hunt are all quite niche. Of just the general perks, your best option is Noed, Sloppy, Whispers, and Bitter Murmer. Then outside of putting in TotH to bluff you have Noed or help protect your Noed, you don't really have anything to replace either Noed or Sloppy with.

  • @[Deleted User] said:

    I wish Wraith's stealthing was a bit better. For a character who can cloak, he is incredibly easy to spot.

    They should give him the Freddy treatment imo, where you can't see his shimmer at all unless you're close enough (Freddy is completely invisible until within a certain radius). No reason I should be able to track a cloaked Wraith across any open-space map with just my eyes if LOS blockers aren't in the way.

    Oh man... Wraith during the 4th year Anniversary event was hilarious. His cloak didn't hide the glitter effect when you had picked up a crown... so... I had several games where I was getting chased by a cloud of glitter. And one where a cloud of glitter camped a guy to death. It was just so goofy.

  • So...

    My recommendation is to leave your level 5 Wraith for now, stockpile some blood points by playing literally anyone else until you can push him up to at least level 20... ideally higher. Base kit Wraith is pretty weak so you NEED 4 perks and at least double yellow add ons for him to be decent.

  • So, as for the M1 hits feeling like they have way too much range... they're working on that. They've tested Server Sided hit validation on their test server... twice now? So... it'll probably go live at least somewhat soon. Don't know when obviously, but it might help to know that a solution is in the works and is pretty close.

  • Interesting. I'm a bit surprised that guys are much more likely to play Survivor. I wonder if that has something to do with the queue times I've noticed where the mornings/afternoons have too many killers and evenings have too many survivors.

    Also <3 the Demo pics.

  • I don't think full Undying should be base kit. However Hex Perks do need some help I would be OK with 1 of 2 things being added.

    1. Let the killer move their Hex. Everyone who's used Hex Perks has had that game where their totem was in a garbage spot, they knew a survivor knew where it was... and couldn't do anything about it. Letting a killer "pick up" their Hex and move it to another Totem would be great.
    2. Modify the Hex perks themselves so that they have some effects that are still in play after they break and some further effects that go away when the perk gets cleansed. So maybe for Hex Ruin, it has the 300% regression and auto kick on then when it gets cleansed, the auto kick goes away and the regression bonus goes down but isn't completely gone.
  • So... as Deathslinger your 1v1 is really potent, so usually I gear my perks towards helping me in the 1v4. To that end I've got two builds that I enjoy quite a bit.

    Gearhead, Tinkerer, Sloppy Butcher, Thanatophobia. The idea behind this build is basically to play Deathslinger like Legion but with range and REALLY scary to play injured against. With this build, if/when Gearhead or Tinkerer gives you info on Survivors on generators nearish to you... you take it. Break chase, leave that guy who's injured with Deep Wound and Mangled to try to recover (its gonna take a while) while you go bother those guys trying to do gens. This way you'll on average be keeping way more than 1 survivor busy at a time.

    Surveillance, Surge, Pop, Agitation. I will say though that after Surveillance's bugfix/nerf I might run Thrilling Tremors instead. This build I've nicknamed my Kool Aid Man build. Basically the idea is to down someone, pick em up, use Surveillance/Thrilling to figure out which Gens are being worked on, use Agitation to hike near said gen, get those survivors to run away because 40m terror radius or bait them into trying to play hero, hook, pop the gen that got abandoned way too early. If things go really well, then a chase breaks out around the hooked survivor I brought over to the other survivors. Again, I'm using my build to enable me to bother multiple survivors at the same time. The guy up on my shoulder and the guy(s) who are getting slapped with a 40m terror radius.

  • Keys are the second worst game mechanic in Dead By Daylight. Ebony Mori's are worse, but if I play killer like I do probably about 75-80% of the time... I can make sure they stay out of my games. Keys? Not so much.

    Here's what keys actually do to the game. I like to think that I'm the sort of killer you hope you get in your games. I mostly don't camp, I'll go for the unhooker every time, I don't tunnel, and if I can't find the unhooker or you do something stupid right after you get unhooked... well... I won't leave you be, but I will slug you and not really interfere with anyone coming to pick you up. The only time I do camp is when all 5 generators are done and 3-4 survivors are still alive... but at that point I literally have no where else to be. Also I don't hard core face camp because proxy camping in those scenarios can cause really scrappy end games which are fun. Keys punish literally all of that behavior. I've literally had a friend who also plays Killer point blank tell me I'm too nice when I play Killer. Do you know how infuriating and disheartening it is to play that way and end up with either a 0k or a 1k because it got to or near end game, I'm preparing for a maybe scrappy last stand in the end game an OH WAIT all the survivors just popped the hatch and are gone. It is legitimately the worst part of the game (except getting tunneled with a Mori).

    Now... that's how Keys make me feel... I don't want to feel that way. If I notice that you brought a key into my lobby? Literally every ounce of that niceness evaporates. You are going down and going down as hard as I can possibly pull off, which... since I've been maining Deathslinger as of late, is usually pretty darn hard. I just got out of a game where a Jake brought a key into the trial. He left the trial with 2325 blood points. He didn't get to play the game and I don't feel bad about it. Also yes, yes I will 100% lose the trial just to send a message about that key I saw you bring.

    Does that sound like a good effect on the game to you?

  • I don't mind a good bit of looping. Problem is that unless I'm Legion with all 3 of your mates in deep wound already or Pig with one on hook, one with a hat, and one going for the unhook... getting into a loop against someone means I'm starting to lose the game. I don't have time to get into long chases with every survivor. I just don't.

    That's why I've been playing Deathslinger more. Unless I'm off my game or you have a ridiculous structure, you simply won't be able to loop me for an extended period of time.

  • I am somewhat curious as to how Old Freddie or Old Doc worked. I joined the game probably... about a week before the Doc rework happened, so I never got to play as those versions of them. Hard pass on Old Bubba though. I saw enough of how he worked to know he wouldn't appeal to me.

  • @CheeseAnton said:

    https://forum.deadbydaylight.com/en/discussion/comment/1671364#Comment_1671364

    Mmmh, yes. I love my dry cereal followed by a glass of milk.

    Oh hey, you just helped me think of one to share.

    I vastly prefer dry cereal over cereal with milk.

  • Blood Warden is fine in theory, its just that 99ing doors ruins it and is kinda dumb. So... I'd make it so exit gates start auto regressing if you let go of them... but won't fall below the thresholds where the lights come on.

  • I wouldn't rework him, because he works quite well the way he is. If he absolutely had to have something changed I'd make it so he was slower putting his gun back down after aiming.

  • It would be somewhat inconsistent, but have you considered PWYF + Dark Devotion? If you can charge PWYF and then Slug your obsession after infecting everyone, your survivors are now broken and need to try to loop a 140% killer who's undetectable. I wish them luck.

    Also contrary to what you said, Plague is not the only killer who's power doesn't help in a chase. After he's landed Frenzy, Legion's power doesn't help him get the down. Plague is taller than Legion so he's got that going for him but still... there's a reason why my Legion build always always has at least 2 chase perks.

  • Honestly its mostly the Survival category. You gain a pittance in that category for wiggling, struggling, and self healing and a 5k lump for getting out. I legitimately have no idea how you are supposed to max that category. There's some other problems too... like getting Altruism points is nearly impossible if the killer isn't injuring or hooking anyone. Its impossible to get anything but Boldness if the killer is on you most of the game. But... the Survival category is the worst.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1669243#Comment_1669243

    Not sure about that. As low mobility killer Slinger might have a hard time to get to gens, having fast downs (which is his biggest strength) is the better pressure in that case. If you leave a chase that could end within the next 10 seconds to go for a gen that is 20 seconds away... I think you lose more than you gain. You still can get to that gen when the chase is done assuming you can end it fast. I think Gearhead will only be worth it on him when you see a gen highlighted that is pretty close to you.

    And I'm also not that sure if Slinger can really be regarded as a killer that is able to quickly spread damage. Regarding that, I would guess that the aura reading addon is doing a much better job than Gearhead could possibly do. But just a guess, I don't play Slinger that much

    Oh Deathslinger doesn't spread damage quickly. In fact he can't really do anything particularly quickly (seriously reeling takes so long). But his injuries stick around in a way that most killer's injuries don't so it still works. Seriously, the only other killer with Deep Wound is Legion, but people don't usually heal against Legion. People do heal against Deathslinger because running around with only 1 health state vs him is a terrible idea... especially after they figure out the Slinger is running Tinkerer.

    As for the aura reading add on... maybe its better than Gearhead? Problem is that that's an Iri add on so you can't exactly run it every game.

  • @Deadeye said:

    First off: "Just information" is kinda completely wrong. Information is one of the most important factors in the game.

    And I think the PTB version of the perk was still too bad. The base hit condition makes it bad for maybe 30-50% of the killers. The hit condition in general makes it bad because it can easily happen that you lose a good amount of value after your "hitting order" gets messed up, so the perk activates while you are in a chase. If not, you lose a good amount of the timeframe to pickup and hook the survivor (I know, this one got debuffed, but it was still bad in PTB). On top, they reworked Ruin with one argument being the randomness of skillchecks, just to introduce this downside in Gearhead...

    In general, the level of information this perk gives you NEEDS some kind of restrictions. It gives you perfect information about gen progression. Think about how strong Ruin+Surveillance is as long as it is up. And that requires 2 perks and will be countered after some minutes. More precise information in a single perk with no counterplay would go near OP. But the conditions they put on it simply breaks most of the possible usage scenarios.

    So, I agree that Gearhead could use a buff. However, the fact that it can give info mid chase is perfect for Deathslinger in particular because he wants info mid chase. If you've speared and stabbed a Survivor with Sloppy equipped... if they try to fully reset, they'll be out of the game for a very long time. Deathslinger's 1v4 game is usually poor. He needs to do things that bother multiple survivors at the same time and applying Deep Wound + Mangle to someone then leaving to go after someone else is a very good method of doing that. However he can't do that if he doesn't know where anyone else is. That's why I started running Tinkerer on him even before the whole Ruin + Undying + Tinkerer meta started.

  • Not gonna lie, this is why I main Legion and Deathslinger. If I pop Frenzy, you're going to get stabbed. As Deathslinger, as long as my shots are on point I'm going to get hits and downs. I might not win, but I'm not going to lose without getting something.

  • So... idk what time zone you're in but for me in Eastern time, any time before approximately supper time the Survivor queues are fast and after that killer queues are fast. I don't know exactly why that happens, I just know that it does. So, if I play Survivor early on the weekends and Killer late in the day I always have fast queues.

  • Honestly... current Frenzy should never be allowed to down Survivors and it should never get a big enough rework to allow it to do that. I like that Legion's power lets him theoretically handle all survivors at once but not give him help at downing people.

    However I wouldn't say no to some buffs that let me use Frenzy more often. Like... 20 second recharge time, lose 10s worth of recharge on M1, lose all charge if you pick someone up while Frenzy is running... just like, why? Frenzy is useful but it's not strong enough to have that much down time.

  • So... my answer partially depends on the answer to this question:

    I don't use BT much... does it light up a la spine chill when you are inside of a Terror Radius?

  • You're also ignoring the other reason to use current Thana. To give you even more time when the Survivors start healing if Sloppy isn't enough for you. Nobody wants to stay injured vs Deathslinger. Double that if they figure out half way through the mad lad is running Tinkerer and Survivors are literally getting stabbed or shot with no warning.

  • I am getting it plenty.

    I literally said I in theory like what they did with the perk. I just hate the numbers they went with... because its overall effect on the match WILL be weaker. Much weaker. On a perk that wasn't overly strong to begin with.

    How are you not getting that part? In theory, the Thana change is great. In practice, I'm nearly certain they botched the numbers.

  • @humanbeing1704 said:

    Should I unlock thantophobia I got all of the other nurse teachables from the shrine and my nurse is like level 9

    Prior to the PTB patch notes, I would have said yes. It is the only semi decent perk to slow down generators specifically without dipping into teachables from DLC killers (paid or free). Now though... nah. The changes look beyond pathetic.

    Course if you already have either Pop or Ruin + Undying or Surge you definitely don't need it. Unless you really like playing Legion... then get it. It'll probably still be OK on them.

  • See, I didn't forget what Thanatophobia is for... we're just not getting enough of a buff back for what we're losing. Old Thana is -4% on Gens and Healing per injured Survivor (and sabo but that almost never matters). New Thana is only -5% on Generators.

    We lost half the perks effects and got back a measly 25% boost to the remaining one. That is simply not enough.

    Seriously... take a game with old Thana and new Thana and lets suppose the Survivors do the exact same number of heals and generators. Do you know how many times they need to heal for Old Thana to have wasted more time than new Thana? Less than 1 time per generator. That's it. +1% was a pathetic buff for losing half the effect of the perk.

    If it had been 6% I would have been cautiously optimistic. 7% would have been great. 8% would have me super excited. I'm not hating on the direction they are taking the perk. Far from it. I think it is brilliant. Making the perk not counter its counter play is fantastic and should allow the Devs to make it stronger because the Survivors can fight it and counter it (especially now that Desperate Measures exists). Here's the thing though... they practically didn't make it stronger. They made room for extra power in its power budget and just... didn't give it back.

  • I think I have to give it to Steve.

    Second Wind can only be used twice and is way too finicky on the activation requirements. If anyone else even touches the person you're healing, you don't get it.

    Camaraderie probably won't activate, can only activate once and is... kinda meh when it does.

    Babysitter... an anti tunnel perk that stops functioning if the Killer is too close... with a side of attracting the killer to you. I'll be honest I considered getting this because I frequently SWF and am the best looper in our group... but in general play I'd never use it.

  • @Han said:

    Surprise, suprise. It turned out exactly like I told you. +1% aka +0.8s per survivor.

    Tell me again how this is a buff. And yes its now slighty better on plague. lol.

    To be fair, I didn't figure that the buff to repair speed reduction would be THAT low. I thought there was a reasonable chance for 8%. I thought at the very least it would end up at 6%. 5% is just pathetic. It is a hard nerf for anyone besides Plague and Legion.

    I'll probably still use it on Legion because healing against them is generally a mistake so he doesn't need to slow that down. I won't use it on anyone else anymore though.

  • That's exactly how it currently works though?

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