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GlamourousLeviathan

GlamourousLeviathan

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GlamourousLeviathan
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  • I say this only regarding Off the Record. I think it is the only second chance perk that I find problematic.

  • I don't think that this perk is overly busted, unless you're playing Huntress, Trickster and Deathslinger. However, these killers are already bad, so I guess this perk is just being overkill.

  • I feel like the design has potential, but this killer just feels like they came nerfed right from the factory.

    First, the EMPs are way to useful and way too easy to get. Survivors have them almost all the time and they have a really big range which allows to deactivate the killer's power in a huge area without much thought. IMO they should just deactivate one biopod at a time, prioritizing your own, then your closest teammate, then whatever biopod is stuck on the environment. Either that or reduce the time the biopod stays inactive from 60 second to 20 seconds. 60 seconds is basically killing the biopod, so the devs might as well just use the EMPs to kill the biopod.

    Second, fix his hitboxes. His hitbox is so confusing, like, sometimes you see survivors almost full body on your line of sigh but for some reason you can't get them slipstreamed. This is such a detrimental, especially since most of the times you will need to put two biopods on each gen, because even if you get the perfect angle, you might still not be able to get the shot.

    If those two issues were fixed, I think that the killer would be way better. His teleport ability isn't bad, the fact that you can keep spamming it and getting the overclock is pretty nice to avoid survivors holding shift W. Also, the overclock is good, but it works better if you get stunned than if you have to break a pallet or vault a window.

  • @RoastedGarlic said:

    otz broke down the math, perk is op especially when paired with built to last. you cant argue with math.

    https://www.youtube.com/watch?v=OW3IFk5pId8

    I believe in our lord and saviour Franklin's Demise 🙏🏻

  • The first time I read Gabriel Soma, I immediately thought about that horror game, Soma. Ironically, it is also a sci-fi horror game with similar vibes with robot mixed with organic matter monsters.

  • the main thing that concerns me is that this will basically screw indoor maps. They basically admitted that, as a killer, you may get punished for staying above the hooked survivor on another floor, even if you aren't camping. If a feature isn't ready to be implemented and you don't know the solution for such a problem, then just don't make that feature.

  • Out of these? Trickster. Considering every killer? Definitely Myers.

  • FNAF has a very specific fanbase that isn't necessarily interested in classical slashers and horror movies. For that reason, I think that a FNAF chapter could bring another completely different demographic.

  • She is probably the best 3 genner. People really underrate her only because she has almost no chase power, but she compensates in her 4 gen capability.

  • That is true. I will use a build of Pentimento, Plaything, Gift of Pain, and Franklin's Demise. If there are no items, I might consider something else, like Deadlock, Oppression, Surge, Nowhere to Hide, Eruption, Sloppy Butcher, Dying Light, Forced Penance, or Bamboozle. Boons will be less common since CoH got nerfed, so it won't be very common for survivors to run around and boon all your Playthings to deny your Pentimento, so to that extent, this combo got buffed.

  • Ruin. I already found it bad before the nerf, but now it is just detrimental to you. Ruin's regression is so laughable that there are survivors who won't even bother cleansing it if they have Soul Guard.

  • I would make gen time escalate with the number of survivors left in the trial. The reason killers tunnel is because 4 survivors working on gens is faster than 3. If gen speed was slower when four people are alive, and then faster with 3 people and even faster with 2 people, killers would be so incentivized to get someone out of the game quickly.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393574#Comment_3393574

    -"You ignore that Killers also got a buff by making their pallet breaks faster."

    Truetalent made a video on this using Wraith to have maximum speed pallet breaking and even with something like 100% faster breaking it made no difference in chase. So the 10% pallet break speed was literally nothing.

    "Survivors also got less of a speed boost after each hit and most importantly: +10 seconds of generator time, adding up to around +50 seconds over the match and improving all percentage based regression perks..."

    Survivors also got base kit borrowed time - which was a meta perk. But now almost nobody uses BT because the base kit effect is so strong.

    Every unhook gives the survivors +10 seconds. So while survivors "lost" 10 seconds across five generators they "gained" 10 seconds off the hook about 8 times per match. That's a net loss of 30 seconds.

    The devs could have given killer base kit Fire Up or base kit Save the Best for last. Instead they gave paltry buffs that basically change nothing in the grand scheme of things.

    Survivors now have 5 perks each thanks to base kit BT and the killer has 4 perks. Overall patch 6.1 was one step forward and two steps back for killer.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394036#Comment_3394036

    Exactly. DH needs to go down in usuage to where Pop is right now - dead.

    You know what is funny about that Borrowed Time base kit? When talking about the possibility of making BT basekit, the devs also mentioned how difficult the early game is for killer. Then the community said that BT should be made basekit alongside Corrupt Intervention. BT got added as basekit and Corrupt got nerfed.

  • I mean, yes. BHVR allowed the survivor player base become this spoiled. They created this monster, let them deal with it.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393665#Comment_3393665

    Off the Record is the most busted perk they ever released if you ignore og Mettle of Man.

    Not really. I mean, it's definitely stronger than DS used to be, but that doesn't make it powerful. It's very restricted in its use, demanding inefficiency from the survivor if they want to put it to use outside of its intended use, and that intended use is entirely in the killer's control.

    The perk has much less restrictions than old DS, which people already agreed it was busted af.

    If you, like me, meant to say DH there (I royally messed up in the post you quoted, freely admit that), then yeah, old DH was pretty busted.

    If you're talking about the DS prior to 6.1, then no, no one agreed it was 'busted af'. Pre-6.1 DS was incredibly healthy for the game since it basically blocked a perk slot for survivors in exchange for blocking tunnelling for the killer and doing barely anything else. It took the spikes out of both sides and slowed trials down, which is what both sides are constantly begging for. The DS stun duration nerf is one of the worst changes DBD has ever gone through.

    That is not true, Off the Record mutes you so it may be a deliberate decision of the killer not bothering with you since you have that perk. In which case, you are already getting value out of it.

    No, you're not, because you're not allowed to do anything to further your team's interests if you want to keep OTR. The moment you do -anything- to help the survivors, you lose OTR. You're a non-entity as long as you have OTR on, outside of bodyblocking, which is admittedly unfair to the killer.

    The only way I can see someone saying 100% that OTR was useless for them is if they died on the first hook, or never found the killer for the entirety of 80 seconds after getting unhooked.

    Or you got hit within 10 seconds of being unhooked, in which case OTR becomes blocked, ironically making tunnelling harder the counter to the anti-tunnelling perk.

    Off the Record is better than the DS version which didn't deactivate when doing a conspicuous action. First, it can be used twice perk match, something DS never could, so if you wanted you could get rid of DS early and not have to deal with it for that survivor again. Second, you could slug survivors so counter DS, with OTR, you can't. Third, Off the Record has 20 more seconds, which does make a lot of difference.

    About that part which you said that you said that you have to do nothing to use OTR, that's simply not true. First, the endurance deactivates with a conspicuous action, the muting does not, which means that if the killer don't see you repairing a gen or doing something similar, they will still think that you have Off the Record and decide to ignore you. Not only that, but you can *still* make your time useful while within OTR's limitations, bodyblocking is just one of these actions. Getting yourself healed doesn't deactivate it, as long as it is not self healing. Also, you can interact with killer's powers, which is also being useful. Disarming Trapper's traps, removing a reverse bear trap, cleansing the vile purge, following a Ghostface to take him out of his power, solve the lament configuration, locking lockers when against a Dredge, waking survivors up against a Freddy, snapping out of madness, turning off Sadako's TVs and getting rid of condemnation, destroying Artist's crows, kicking Victor, using a vaccine or a spray, disarming drones and destroying upside down portals. For example, just yesterday I found a survivor who used Off the Record to activate my traps as a Hag, so even if she got hit, she would still have a free health state.

    The *only* counter to Off the Record is Save the Best for Last and the original pain add-on, other than that, it has no counter whatsoever.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393507#Comment_3393507

    DS - Still good, just outclassed by Off the Record. Off the Record has 20 seconds of more usage, can be used twice per match and can't be countered by slugging. It is old DS on steroids.

    Okay, but OTR is already not good, considering its restrictions, and DS has worse restrictions. Keep in mind that DS is still an exhaustion perk, precluding the use of Iron Will, Sprint Burst, Lithe, Overcome and other exhaustion-related perks. Additionally, as far as I understand, this version of DH will still lose its activation token if it gets used without tanking a hit with it. This makes it incredibly hard to use, very limited in its usage, and extremely punishing to misuse.

    I don't think that's 'still good'.

    Off the Record is the most busted perk they ever released if you ignore og Mettle of Man. The perk has much less restrictions than old DS, which people already agreed it was busted af. People think that just because the killer didn't decide to tunnel you, you aren't getting value of OTR. That is not true, Off the Record mutes you so it may be a deliberate decision of the killer not bothering with you since you have that perk. In which case, you are already getting value out of it. The only way I can see someone saying 100% that OTR was useless for them is if they died on the first hook, or never found the killer for the entirety of 80 seconds after getting unhooked. As it is now, Off the Record is a free health state, basically a Second Wind without the broken activation time you have to go through.

  • @I_CAME said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392726#Comment_3392726

    This forum is full of insane people. I'm convinced at this point. Either that or they're just extremely dedicated trolls. Even reddit has more reasonable takes.

    DS - Still good, just outclassed by Off the Record. Off the Record has 20 seconds of more usage, can be used twice per match and can't be countered by slugging. It is old DS on steroids.

    Iron Will - I don't know if this is a bug, but survivors still feel like they have 0 sound when they have this perk. I can't say for sure because I don't see it enough, but when I see it survivors still feel muted.

    CoH - Still good. You only need one survivor to have the perk for the whole team to get benefit for something that is always useful, which is healing.

    DH - Still incredibly strong. Now instead of using it on all 3 of your chases in a match, you only get to use it two times. Wow, big deal.

    On the killer side, almost every single thing that was remotely good.

    Ruin became basically a hindrance for the killer, you can't kick gens to apply other perks and survivors get free Soul Guard for a minimal drawback.

    Pop Goes the Weasel has a extremely limited usage window for a perk who only gives significant regression if the generator is almost fully completed.

    Pain Resonance now has 4 usages for a regression that Pop gave you infinitely.

    Thanatophobia has an insignificant amount of slowdown unless you can keep all 4 survivors injured all the time. And even so, it isn't a good amount of slowdown.

    Overcharge was never good to begin with. What made it decent was the ability to stack with Call of Brine. By itself, it was a thrash perk.

    Call of Brine now gives a insignificant amount of regression. Before, it gave 50% on the speed of a solo for regression, which meant that for every two seconds of regression, you only had to repair one.

    Dead Man's Switch was only used when pairing with Pain Resonance for the ability to get instant usage out of it. Not only it's usage time got nerfed, which made it more dependant on PR to work, but the survivor HUD changes made this perk completely ineffective, since you could avoid getting your gen blocked just by looking at the HUD.

    Eruption wasn't considered good when it was released. It was only being used when it got a slight buff on the incapacitated time and the other gen defence perks got nerfed. Then, they decided to removed the incapacitated effect altogether, which was the main attractive of the perk.

    The *only* killer perk that survived the nerfs until today is Corrupt Intervention. What happens to killer meta is that every time something gets nerfed, killers switch to second strongest thing available and so forth. It is never about a new release that outclasses stuff, but something that was meh and turned good when it's better counterparts gets destroyed. That doesn't happen on survivor, Dead Hard is still the most used perk after half a decade, DS just got buffed but as a new disguise that is Off the Record and Borrowed Time got made basekit. Not only that but other broken stuff still gets released giving more variety to an already big pool, so it is with CoH, Hyperfocus and Windows of Opportunity.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392737#Comment_3392737

    The risk is high. 14 seconds spent on a totem is 14 seconds not on a gen.

    Take this hypothetical scenario.

    Most players will not know every totem spawn and some maps (Midwich, ######### off) have weird spawns. We'll say, considering this, that it takes 25 seconds to find a totem on AVERAGE. 14 seconds to Bless it. We'll say it's a small map and it only takes 10 seconds to run to the Boon range. Now, it's an 8 second heal, I think.

    So, in total, we're looking at around a 75 second time investment, assuming the Killer doesn't snuff the Totem prior to you healing.

    25 to find + 14 to Bless + 20 (two Survivors run to the Boon) + 16 (two Survivors healing) = 75 seconds of total time investment to heal once.

    There are situations where it can be very good, but it won't be consistently good now that it's main strength (self-healing) was completely removed.

    14 seconds for survivor isn't that much of a deal. Also, the most popular totem spawns are well known and pretty obvious. On Ironworks of Misery for example, everyone knows the totem on the second floor of the main building and that place is so inconvenient that killers won't even bother going there to snuff the totem. Again, you are pretty much investing 14 seconds of your time so you and your teammates can get faster heals for an indefinite time, which is still huge.

    Exponential has much more of a risk involved, since if the killer don't slug you won't get value out of it, and it is still a great perk since it can nullify a playstyle for just a tiny price. Of course, as a solo, your perk slots are more valuable since.you won't know the full build of your teammates, but on a SWF you can use those perks since it much easier to get synergy between builds.

  • @philward1953 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392718#Comment_3392718

    I agree with your take, but I don't think that DH really adds much to that because killers do that now, and rightfully so.

    If I have a survivor on first hook, and I happen to be around them with 10-20 seconds left till 2nd stage, hell yeah I'm gonna camp for a sec.

    I think the new DH adds very little to that playstyle or sentiment as there is huge value from ensuring another hook stage regardless.

    Well yeah, I don't think that Dead Hard is the main cause of that sentiment, since it is Off the Record. Dead Hard can still be avoided depending on the situation, but with Off the Record you have to take the hit.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392450#Comment_3392450

    CoH is now a risk reward perk.

    You need to take the time to set up a Boon and you need two Survivors to heal with it. All of that is essentially free time for me as a Killer.

    I expect this to be a somewhat fair patch, though it is difficult to tell. I don't expect it to affect my kill rates much.

    The risk is minimal. Only one survivor needs to have the perk for all 4 to get value out of it. Survivors have 16 perk slots in total, so dedicating only one to get faster heals is pretty worth it. Also, the time to set up a boon isn't that big as long as you know totem spawns, so I don't see this "risk" of CoH.

  • But that logically makes sense. If the survivors took a while to get the hook and you only need to camp for one minute to get a hook stage, it makes sense to do it since it's one less chase and one less Dead Hard usage. Therefore, this new Dead Hard encourages camping to some extent.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392662#Comment_3392662

    DH is stronger now than the old "DH for distance" because you get sprint burst distance on demand.

    DH should give endurance but no movement speed buff. The problem is that it has always given better distance than both Lithe and Sprint Burst and as a result lets you waste more time.

    Look at what happened to Eruption - the core effect that made it worth using got obliterated.

    DH should get an equal treatment to where it goes down to 1-5% usage among top players.

    I agree, Dead Hard wasn't nerfed back then. It was more difficult to use but it gave you WAY more value if you got usage out of it. In that sense it is better on some situations and weaker on other, not a bit like Ruin and PGTW nerf which basically just nuked the perks.

  • What bugs me the most is the fact that nerfed Overcharge. The perk wansnt's even good, what made it usable was the fact that it could stack with Call of Brine to get 300% regression, but by itself it wasn't even worth using. Since Call of Brine was nerfed, I don't see why nerf Overcharge as well.

  • I like the changes overall, but the Overcharge nerf feels kinda of unnecessary. No one runner Overcharge by itself, what made it strong was it's synergy with Call of Brine, but since the former already got nerfed, the Overcharge nerf feels like overkill.

  • Well, to tunnel is to play fairly lmao. What isn't fair is cheating, stretch res, etc. Other than that, everything is game.

  • I definitely like the CoH and DH nerfs, don't get me wrong, they were definitely deserved, but I do find it strange that BHVR has chosen to ignore the elephant in the room that is OTR. It is the single most overpowered perk that the game ever had (except for OG Mettle of Man).

  • It's interesting to see people also liking Knight and Skull Merchant. I thought I would be the only one.

  • Even though it is not on the list, I would like to see Off the Record nerfed. It is the most busted perk they have come with in years and it really deserves a nerf.

  • Midwich is my favorite map and it is really well-designed. If I would put a map on the chopping block it would Garden of Joy and the Coldwind bunch.

    Swamp only bothers me because it looks outdated, but gameplay-wise it is not the worst.

  • The only one of these killers that I play regularly is Spirit. I play Blight and Nurse sometimes but they aren't that exciting.

    As for Huntress and Wesker they are the killer's that I most loathe playing. So if they were removed I wouldn't miss them at all.

  • I don't like being the one to give simple solutions to problems that seem complex but the problem with tunneling has a solution that is so obvious that it is not even fun speaking about it. Just increase gen time when there are 4 survivors alive and progressively increase repair speed the fewer survivors are in the game, kinda like an in-built Solo Survivor.

    Tunneling is required and that's because of simple math. 4 survivors have more efficiency than 3, 3 have more than 2, and so on. The obvious solution is to balance that efficiency difference by making it similar no matter which stage of the game. In the best-case scenario, you can make killers rewarded for putting every survivor on the last hook before killing them. Without this change, I don't see the tunneling issue being resolved especially since nowadays there are so many anti-tunnel perks. Punishing killers for tunneling is not resolving the problem, but I am sure that rewarding them for not doing it will.

  • Basically only Nurse, Blight and Artist. They are pretty much the only viable killers rn.

  • @AverageKateMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3346527#Comment_3346527

    I'm the entitled one when you're complaining about not being able to tunnel for free? That's rich. Unlike you, I know how to counter OTR so the problem lies with you

    Oh yeah, because it is totally my fault is the survivor throws themselves at me to body lock because they have a free health state... I'm totally tunneling then.

    Taking the hit isn't countering the perk... It's is literally giving them value out of it. You know what are the only two counters of OTR? Save the Best for Last and the Original Pain add-on.

    But what can I say to someone who wants to get away with poor gameplay everytime?

  • @AverageKateMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3345261#Comment_3345261

    Are you saying you want a free down after someone was unhooked? It's weird how you guys will argue and not see the entitlement

    As I see, you want a free health state every time you get off a hook. I'm pretty sure you are the entitled one who can't see how this changes the game rules.

  • @AverageKateMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344840#Comment_3344840

    Do you not know how endurance works or OTR? Like I'm convinced you have no clue what you're talking about. If you hit the survivor one second after the unhook, OTR is gone and you are in deep wound. I'm now convinced a lot of you guys argue without knowing basic mechanics

    Yeah, but you are still hitting the survivor with no reward. It is the same thing as a free health state, or do you want to convince me that hitting a survivor twice from healthy to downed, and hitting them twice from injured to downed is different?

  • @AverageKateMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344550#Comment_3344550

    How can I play unsafely if I'm being unhooked and I get hit a second later? Do you even know what you're trying to argue anymore?

    First, if you get hit a second later you're already using the basekit BT, so it is not the Off the Record. Second, getting hit after getting unhook normally mean that it was an unsafe rescue. Third, Off the Record gives you far too much time of endurance, so it is very likely that the killer won't even tunnel and eat through the Off the Record after going for another survivor. It is the same problem of old DS but with more usage time and less counterplay.

  • @AverageKateMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3343454#Comment_3343454

    Literally putting them in deep wound cancels endurance. It's like you guys want to tunnel for free and with 0 consequence

    Yeah, but it is still a free health state. It is like you guys want to have 0 consequences for playing unsafely.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3343544#Comment_3343544

    No killer is uniquely rewarded for slugging. It's just a consequence of the playstyle for Twins. And even against them, I wouldn't bet on the perk being of much use due to its range restriction and counterplay.

    And even then, the perk only being useful against Twins does not make it a useful perk overall.

    Being a gameplay destroyer perk to a specific killer while also being quite decent against others is quite a deal. Old Iron Will was a stupid counterplay to Spirit while also being okayish against any other killer, hence why it was nerfed. What makes Exponential better is the fact that only one person needs to use it to give the benefit to the entire team, while with Iron Will everyone had to have their own, so there is much less risk with the boon.

    Oni, Plague, and Myers have their gameplay centered around slugging, because slugging is the efficient way of playing them. Exponential wouldn't be a problem for them if you could know whether the survivors have it or not. If this was the case, they could decide on the least efficient play and not slug if they know there is an Exponential, but since they don't they have to guess and possibly get surprised by it in the worst case possible.

    In Twins case, what makes Exponential their perfect counterplay is that, unlike the other three killers I mentioned before, they are completely reliant on slugging. Since Charlotte is a potato, you will normally spend most of your gameplay as Victor. If you didn't want to slug, you would have to keep going back to Charlotte, walk to the place you downed the survivor, and only then place them on a hook. This takes a ridiculous amount of time, especially on big maps so it is necessary for the Twins go for big slugs. What makes it even worse is that Victor can't snuff totems, so if there is a boon you probably will just ignore it because going back to Charlotte and snuffing it is a momentum breaker.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3343459#Comment_3343459

    How on earth would Exponential be fine? It's already garbage tier.

    Exponential is incredibly strong, especially if you are playing a killer which is rewarded for slugging.

    The case is even worse against Twins, since it is a perk that feels designed to destroy this killer.

  • Just make Shattered Hope base kit and boons would be fine.

    Dark Theory would need a buff after that though and perhaps Shadow Step as well. Other than that, the other two boons would be fine.

  • You have no idea how I miss Pop. It was my favourite perk and now it is just hot garbage.

    Ruin is now a detrimental perk to your gameplay, so it is now on the same level of Predator. I never liked using Ruin (mainly because it was already underwhelming before the nerf) so I didn't care much about.

    Also, Dead Man's Switch and Thanatophobia also got gutted.

  • You forgot Nowhere to Hide. That is my next bet.

    To be honest, it would be even funnier if they nerfed Ruin again next, considering how they detest the perk.

  • @AverageKateMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3343127#Comment_3343127

    Hit the survivor after they've been unhooked. Congratulations, you've managed to counter the perk. You guys seem to forget killers ca attack survivors

    Oh yeah, and now they get a speed boost for free and now they are on a safe pallet. With Borrowed time at least you can wait the timer, but good luck waiting 80 seconds for Off the Record to disappear.

    At this point, they might as well make Second Wind work instantly. At least it doesn't mute you and hide your auras as well.

  • I would just like to add that Flask of Bleach is probably the second or third best Clown add-on and should probably be basekit.

  • No, normally you need both against a half decent team.

  • Considering this as an irony, I like how people often mention CoH, DH and Windows as busted while ignoring the elephant in the room called Off the Record. That perk is the single most busted perk to be ever be created by BHVR other than original Mettle of Man and even that is debatable.

  • You have two options with Dead Man's, either you are an Artist or you have Pain Resonance on your build. That's because the time the gens get block is the rest of the duration of the perk, not a fixed amount, which means that if you cant get survivors out of gens immediately after hooking, you're only gonna get a small amount of blocking time.

    Artist can do fine with it because she can quickly fire crows to 3 different gens and get them all blocked if survivors aren't careful. The other option is pairing with Pain Resonance which makes survivors leave the most repaired gen in a way that blocks it with Dead Man's Switch, but the bad part is that now with the new HUD changes survivors can easily avoid this combo, making it basically useless.

    The final nail in the coffin was the Dead Man's nerfed timer. Those extra seconds really hurt the perk, which made it more reliant on Pain Resonance than ever.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342180#Comment_3342180

    No, even 40% regression of the combo was reasonable if the killer took his time to get each down.

    How on earth would that be reasonable in any way?

    40% repair is 36 seconds of a solo repairing it. As a killer, having a chase last only around 36 seconds is normally due to survivors incompetence. That means that for every average down of an average killer, the survivor will still have a surplus on that gen. Of course, this only applies to one gen, and two and three survivors on the same gen can repair the 40% regression much faster.

  • @Tostapane said:

    pop was one of the healthiest perks in the game (was an incentive to leave the hook for the killers and being rewarded for a chase ended with a hook), and they nerfed it without a VALID reason (same with Barbecue bp bonus for each different survivor hooked)... With this in mind, do you REALLY think that devs will listen to your complains? Let's be real, not gonna happen. Despite all their claims to bring to the playerbase a better game, the actual version of dbd is a lot less fun than the version that we had in 2019

    I don't expect them to listen to my complaint. They almost never really do listen to killers regarding balance. However, I just wanted to bring up this topic because I think that Pop was unjustly nerfed without even people complaining about it.

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