GrimReaperJr1232
GrimReaperJr1232
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@cburton311 said:
The perks we'll make it and bond, work well against legion. One give ridiculous heal speed buff the other shows where survivors are so you can spread out. IF you can't see their aura then Legion can't see you after a hit on his power.
Reducing healing to 8 seconds, is worth it. Reduces thana penalty by 5% for all survivors, which maximally could save 12 seconds if the survivors are each on a generator with one getting chased.
20 seconds. The action speed formula in DBD is a little weird.
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Legion main
Just power through Thana. Its effect is mostly psychological since its numbers aren't all that amazing.
The best thing you can do is split up. This stops them from chaining effectively, lowering the amount of people injured at once, lowering his stacks of Thana.
Healing against Legion is a little complicated. People generally say "don't heal" which isn't entirely false but a bit misleading. Heal when necessary (ex: going for an unhook/are dead on hook) or if there is a fast means of healing. If you have a beefy medkit, knock yourself out, but do it smart. If you heal after every love tap, you'll die; that's not just against Legion, but against most killers in general.
Under no circumstances should you mend in a Legion's terror radius. At worst, you'll get stabbed again and potentially downed from his lethal 5th. At best, you're signaling your exact location to them.
If you're Oblivious, mend near safety. They may not be able to detect you with Frenzy, but they could sneak up on you, especially with the add-on to see your aura while/after mending.
If you do all this, you can reduce Legion back into being nothing more than an M1 killer with the only benefit being that you're injured.
I hope this helps.
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Legion was nerfed because he was a completely unfair killer with no counterplay, and could get guaranteed downs.
Current Legion can be countered easily by just splitting up, not mending in his TR, and then they're just an M1 killer like before.
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The nerf was a waste of time. The actual problems with the perk haven't been addressed and likely never will in the near future.
With this perk, all 4 survivors can heal themselves at about 75% efficiency. For reference, Old Self-Care was nerfed from 80% to 50% because it was too strong. You literally give Old Self-Care to your entire team, only this also makes medkits stronger AND allows quick group heals. This perk completely breaks the balance of the game due to what it does. Anything below 50% would be ridiculous in terms of viability, but at the same time, this perk is still broken.
Its entire function needs to be looked at. You should not get a free BETTER Self-Care. Idc if that kills the perk anymore. At this rate, I would rather have a mediocre perk rather than a perk that single-handedly breaks the balance of the game.
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1. Remove the lullaby entirely
2. Decrease post projection cooldown from 100 down to 60
3. Make her Old Newspaper add-on basekit
4. Add another way for Sadako to apply condemned. Idc if it's by staying near a tv, by injuring people, or making the Ring Drawing base. She needs another means of applying it besides her teleports.
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Bbq - points is why.
Pop/Surge - I've played this game without slowdown. It is the most infuriating experience unless you play a killer that can get very quick downs, and even then, maps can make you still use them.
Blood Echo - Dead Hard. That's why.
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@PerfectlyPink said:
I seriously doubt he'll be nerfed; he's still fairly week and relies on survivors playing horribly to do well. I'd even bet he's going to get some slight buffs.
We know how Wraith was, we're talking about Le---Oh wait.
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The actual issues with the perk still haven't been addressed, and the nerf was a waste of time.
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I'm... so confused. Not by what you're saying, but was this actual news to people?
The whole reason medkits are busted is they allow a survivor to heal themselves at the same time a teammate would. In terms of efficiency, it's the same as an 8-second altruistic heal minus the travel time a teammate would need to get from place to place. The entire reason self-care has the 50% penalty is to stop it from being more/less efficient than a teammate healing you unless you bring perks.
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I want to say they usually wait before buffing/ changing a killer, but then I remember that pretty much a week after release, Trickster received several buffs.
Even if these changes were mostly numerical, those would still benefit Sadako. Some examples would be her base flicker rate or her teleport cooldown.
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Because Artist could place a bird, launch it to interrupt, then get a grab/practically instant down, just like Bubba or Huntress (with oak haft especially).
Hag still has to go through the default 3 second cooldown, meaning you can unhook in front of her if she hits you. You'll just be trading.
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I have a couple issues with this take.
1. 3 blinks and range add-ons exist. This pretty much destroy her counterplay.
2. Nurse is not a DBD killer. Nurse is something entirely different. She completely disregards any and all conventional means of defense from survivors. You're essentially telling a survivor "sorry, you got outplayed because this killer breaks every single rule in the game. Git gud." Learning how to counter a killer is one thing, but having to essentially *relearn how to basically chase entirely* just for one killer is ludicrous.
3. There are perks in this game that break because of her. I'm All Ears, Starstruck, Floods of Rage, etc. All are absolutely *disgusting* on Nurse because of her ability to go through walls and bypass all defenses.
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I vote for #2. The ability to self reset infinitely and have it strengthened by medkits is ridiculous. Having CoH tied only to altruistic heals is the best compromise i can think of without completely completely reworking the perk and giving it an entirely new name and function.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2901919#Comment_2901919
It’s fine if you don’t find her fun but don’t act like she’s not a good killer.
https://forum.deadbydaylight.com/en/discussion/comment/2901921#Comment_2901921
You know she has two add ons that counter pallet camping right? Even if she didn’t, she can still manage it by simple pressing space bar and catching up with great speed.
Two add-ons to counter pallet camping? Are you referring to her Iri and green that recharges her power after breaking/ getting stunned by a pallet?
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@MilManson said:
https://forum.deadbydaylight.com/en/discussion/comment/2902157#Comment_2902157
You are complaining, you made a thread with hidden nerf motives.
You can smell it from a mile away, survivors always suggest "changing" something which ultimately would make nurse crap which is their ultimate goal.
- I main killer. I have defended the Spirit of all killers in the past.
- I listed Starstruck as the most egregious example. I've seen that perk literally banned on her in tournaments, so thought it was worth bringing up.
- Even if you were correct, that does not invalidate a word I've said.
- Make Nurse crap? She goes through walls and has a 3-blink add-on, range add-ons, and double recharge that essentially turn her into her pre-nerf state.
Now, I see that there is likely no changing your mind. I can respect that, and I would appreciate the same amount of respect in return. Thank you.
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@MilManson said:
Christ survivors love to complain about everything.
That's a little uncalled for. I just had a thought and wanted opinions. I'm not complaining nor am I picking sides.
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@anarchy753 said:
I've never understood the categorisation of "basic attacks."
If you want to make perks strong for M1 killers, but weaker on killers that have huge mobility power hits, then sure, but basic attacks have no consistency.
Of the two top tier killers, every hit from Nurse is considered basic, yet power hits from Blight are not.
Every hit from Spirit and Wraith, even those greatly amplified by their post-invis boosts are basic.
No ranged attacks are basic from Huntress, Nemesis, Trickster or Plague, but every hit from Deathslinger is.
A perk like Surge with a built in cooldown is basic attack only because letting people trigger it with power downs is unacceptable, but something like Infectious Fright is fine when it lets Billy and Oni chain 1-hit downs easily.
In my opinion, "basic attacks" should be removed as a concept entirely, with the exception of the exposed status. As far as I can see the only downside in doing so would be Demogorgon having a harder time keeping StBFL stacks, and I've never been fond of that on him anyway.
Slinger literally reels you in for an M1. Breaking the chain is considered a special attack. Now, if you wanna talk about how odd it is that a basic attack can put you into Deep Wound, then you might have a point.
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No one doubts Artist's power. A lot of people just find her boring. I enjoy her, personally.
She takes practice to hit her full potential but she's a powerhouse. Don't worry.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2900472#Comment_2900472
What killer player has fun with a build like that on Nurse though?
Some people are very competitive and try their hardest to win because that's how they are. Not gonna judge them, though I think that's overkill, personally.
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2900440#Comment_2900440
I mean if you want more dead mans switch and pain res nurses then I guess that's what you want because that's what you are inadvertently saying.
Not to pick sides, but what M1 perk replaces that combo right there?
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@[Deleted User] said:
You already know how I feel about it Grim, but... Yes. Nerf Nurse.
I... think I might've just pulled the pin on a grenade reading this thread. Oops.
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Fellow console here.
To put it simply, you get used to it. You remember what can get your blink snagged, how it interacts with certain objects/environments, etc. Important tip: You cannot blink inside survivors, meaning they can get in the way of your blinks, throwing them off.
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Blood Pact doesn't stack with other instances of haste, ditto with Hope. If it's stacking with Dark Theory, then it's a bug.
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I support this.
Given the number of perks that break pallets quickly and/or conveniently, I think a perk largely dedicated to breaking pallets could be a little bit better.
At 30% the 2.6 animation could go to 2 seconds, down from 20%'s 2.17.
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They'll never do a full fledged Freddy level rework again. Not only is it very resource expensive, requiring countless hours of thinking of a power concept, coding, testing, and approving it, but there's also the issue that Legion IS a popular killer.
Legion has a surprisingly above average pick rate, which means that despite their shortcomings, they have a fanbase. There is a niche Legion fills that others cannot substitute. Reworking them would create another group of players begging for old Legion back, similar to Freddy.
And let's be honest, most of the ideas thrown around are unrealistic.
"Let's teleport through lockers!" Doesn't help in chase, Legion's weakness.
"Have all Legion members as bots!" I've played Nemesis. I'm not interested in my allies getting stuck on a tree.
"Allow us to switch members mid-game!" That'd require reworking the entire customization system simply for Legion. Never gonna happen.
@UnluckyDucky said:
https://forum.deadbydaylight.com/en/discussion/comment/2881052#Comment_2881052
Mend is probably one of the dumbest mechanics in the game, TO ME. So long as youre running, not even in chase, Mend will remain frozen. So you can literally run across the entire map with no punishment. You can run all game with Deep Wounds on, and nothing will happen so long as you keep sprinting. It doesn't force the survivors to heal like it should. I think deep wounds should start unless youre actively in chase. because honestly running should make a person bleed out even faster, not slower. thats how blood works
That's how it used to be. People exploited the chase mechanics of the game by moonwalking, preventing a chase from starting and guaranteeing a down with 0 skill required.
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No. It's not.
If you M1 a survivor, Frenzy, and try to bodyblock. You'll fatigue, they have a window get away, and you'll accomplish nothing.
If you Frenzy and body block, then you'll fatigue, and you'll get nothing cuz they'll run across the map. Even with 3 seconds, this is all that'll happen.
It ultimately does nothing except get rid of the niche situations where you might want to Frenzy after downing a survivor.
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2% vault speed changes a 0.5 sec fast vault to 0.49 secs, and 0.9 medium to 0.88. It's very tiny.
I'd make it more like 5%, personally.
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Pretty sure it REPLACES the bleeding. Personally, I'd keep both effects but what can you do, right?
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@Mandy said:
What do you think the issue is, what suggestions do you have for improvement?
1. I'd make T1 110% instead of 105%. As it stands, being in T1 is a massive hindrance rather than a resource.
2. Make T3 proc the press of a button, similar to Oni. People 99 for the same effect, only with a slight margin of error (don't pretend none of you haven't accidentally popped a T3)
3. He gets a slight boost to vaulting in T2 and a bigger one in T3. I'd make that boost apply to breaking pallets as well.
Beyond that, I think he's mostly fine. Tombstone Piece could definitely use a nerf imho...
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"Manifesting near a survivor that is within 24 meters of you will make them gain (one) condemned progress."
Bad idea. She could repeatedly spam it until someone is exposed and able to be Mori-ed.
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You're comparing game-breaking perks to just simply unfun one.
MoM gave survivors an extra health state that you could use alongside DH/SB with 0 counterplay other than playing Huntress/Billy/Nurse (who was immune for some reason?)
BL created genuine infinities and made you flat-out impossible to catch on maps such as Haddonfield.
Boil Over was an incredibly toxic perk that you could use to easily make yourself unhookable.
CoH is getting nerfed because it deletes a killer's pressure in moments, stacks with medkits, and determines how the killer needs to play the game at the cost of a single perk slot of just a single survivor. Not to mention, breaking the backs of over half the roaster.
NOED is dumb, don't get me wrong. But what does it do? Make the killer camp someone to death? It's stupid but it doesn't break the game nearly as much as the others did. If you want an example of a perk that DID, look at Old Rundying. Now THAT was stupid...
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/316827/og-vs-current-vs-new-coh-numbers
Shouldn't it take 32 seconds for a survivor to heal at 50% speed?
No, that's not how it works.
You heal at 1c/s.
The self care penalty is 50%, so 1-0.5 for 0.5c/s
The CoH buff is +50% of 50%. So 0.75c/s
16/0.75c/s is 21.3 seconds.
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@just_one_player said:
The solo heal with the manggled status its 26.7 s?. On my accounts the healing speed would be 0.5 + (0.5 – 0.2)x0.5 = 0.65, so 16/0.65 = 24.6 s
Mangled is uniquely calculated. Without Mangled, it's 21.3 seconds.
There are two ways to get the answer. The simplest is 21.3 * 1.25 = 26.7
The alternative is 21.3/(1-0.2) = 26.7.
I should note that i did a fair bit of rounding. If you enter those numbers exactly, you'll get 26.625, but that's because 21.3 is 21.333333333 (repeating)
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@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2875135#Comment_2875135
It would turn into a perk with 0 effect, I know if a none stealth killer is coming towards me because, get this, every killer has a thing called a terror radius, which scales in intensity depending on how close the killer is. Spine Chill was obviously created with stealth killers in mind due to it being created alongside Wraith.
It certainly has a big effect against stalking killers but at the end of the day, it's a necessary evil, inconsistency and high variation is a thing that poses a threat to new players, having killers that completely ignore certain perks / mechanics isn't exactly a welcoming prospect for newcomers.
Spine Chill is an amazing perk besides countering stealth killers.
1. The 6% action speed bonus makes a difference, especially with vaulting. It's subtle but it's definitely there.
2. It tells you when a killer is coming FOR you instead of NEAR you.
3. It warns you despite a killer's shorter TR, so less chance of getting snuck up on by a Spirit or T2 Myers, for example. Not to mention, rendering Obliviousness pretty much moot.
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Nurse has a higher skill floor. She takes more effort to get the basic fundamentals of her down.
Blight has a higher skill ceiling. You can play as a basic m1 killer, or you could keep practicing to be an unstoppable pinball of death.
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1. I think Adren Vial should've never been buffed. It was fine as the fun meme add-on it was before.
2. Blight doesn't go through walls and completely circumvent all standard survivor defenses.
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@SonicTheCoolest said:
Everytime when I'am playing against Bubba he always is focusing on me, he facecamps me,chases me and worst of them he tunnels me if you don't have dead hard you're screwed.I've had enough of him .
Btw please I would love to see Stranger things back in dbd and see rework for RCPD or even deleated it.
I sympathize but Bubba himself isn't the issue. Facecamping in general is. Besides , nerf Bubba and they'll move on to other great campers such as Trickster, Huntress, or even Billy.
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The 1st charge being slowed is a bug, not a feature.
I think doubling the tantrum add-ons effects is overkill. Stacking two add-ons shouldn't effectively eliminate the punishment for going into tantrum on a power this strong.
Grease, I don't like lowering the punishment for screwing up. Bubba's cooldowns already range from fittingly punishing (3.5) to a slap on the wrist (1.5)
Shop Lub, I'd rather it just refill 1 charge immediately. 32% sounds big, but with DBD's charge system, it's 1.5 seconds. That's basically Spark Plug but with a condition.
Rusted Chains, the devs don't want add-ons that affect repair speeds anymore. I think they're fine as a fun add-on for niche injured builds.
Light Chassis is an underrated hidden gem and I will die on this hill.
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1. I don't agree with a STEALTH killer having a lullaby.
2. She needs another means of inflicting condemned. Currently, she can only inflict it by teleporting, which is too slow for it to even be a mild nuisance to survivors. An idea is for it to build passively when within a close radius of an active tv.
3. Lower her teleport cooldown. 100 seconds is ridiculous.
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I refuse to call its last change a nerf because the numbers make no tangible difference while the things that make it busted are still in place.
Honestly, there's no middle ground with this perk. It'll either be too strong, or too weak with simple number tweaks.
Fast altruistic heals, infinite self heals, stacking with medkits, etc.
I can't think of any perks that have single handedly broken the backs of so many killers that has lasted this long.
People say, "just snuff it," not understanding the time a killer spends finding, reaching, and then snuffing is time you are essentially refunding for any time they spent blessing that totem.
People were excited for boons with certain beliefs in mind. 1) snuffing would break the totem. 2) you couldn't bless hexes.
I'm fine with the latter. I can't accept the former if they'll allow perks this strong.
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I think IW should be 75%. I find it *odd* that IW, a perk with 0 downsides, completely silences you while No Mither, a perk ALL ABOUT being injured is 75%.
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@DBDfan_groups42k said:
The developers were asked directly on the PTB to give it a speed of 4.2-4.4, but they ignored this fact. By releasing her and breaking the balance, since it is not possible to run in circles against her, shacks and pallets
No killer should ever be 4.2m. Only killer under 4.4 is Nurse, and she's... special
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Myers - B tier? He has the worst early game of any killer and is essentially just an m1 killer with no power, except an occasional insta-down and faster vaults (which don't help with pallets).
Spirit - I mean... she got nerfed but it's nowhere near THAT bad. Especially when she's been given Cherry Blossom which is a flat out broken add-on, especially combined with MDR.
Bubba is above Artist. I don't think I agree with that. Bubba can be dealt with by feeding pallets and abusing windows. With Artist, you're pretty much dead if she knows what she's doing.
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I'm not that into Plague, unfortunately.
I don't hate her. I play her occasionally, but her playstyle requires you to be very adaptable. You gotta worry about maps/fountain rng, how often a team cleanses, when to use your Corrupt purge, or to just be Ms. M1 killer. It just feels like a lot of hassle to me to be able to use my power, which is what distinguishes one killer from the other.
She's fun every now and then, but not my type. She fulfills a niche I'm not a part of.
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Is that... Omega Blink?
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@Phasmamain said:
It’s not meant to be an insanely impactful mechanic imo. More so a passive slowdown/ homage to the films
There's nothing wrong with it not getting kills. The issue is that it's completely ignorable; there's no slowdown because you build up condemned so slowly that you barely need to interact with tapes.
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Against? No.
Will they do it? No.
@jesterkind said:
Judging by the reaction to the last midchapter, I'm pretty sure most people would find a health patch really boring due to the lack of content.
Not to say it isn't a good idea, but it wouldn't go over well.
I mean, the patch was reviled before it hit live since it contained numerous (seemingly nonsensical) nerfs to killers such as Clown and Twins, while not mentioning most of the bug fixes (mainly in regards to Nurse) until the day of. I can only speak for myself, but I would have been much kinder to the patch if those changes were mentioned beforehand.
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Twins are a bit unfair to put below Huntress and Wraith.
Coup has SOME use, Hoarder has its moments, and Oppression is only held back by a brutal cooldown. Not very good, but compared to Huntress' or Wraith having a perk that actively HARMS you? They're not THAT bad.
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@jesterkind said:
Because their purpose is to provide back-and-forth slowdown by bringing survivors off generators to relight the boons. For all the boons except CoH, this works... somewhat well, some of the totem spots make it kind of obnoxious but the core principle is sound.
CoH is broken because it doesn't follow the pattern of requiring the killer to be in the boon's radius to work. For the other boons, the back-and-forth is a lot more potent and the infinite nature of boons becomes dramatically less of a problem.
Boons aren't hexes. They're not designed the same way, and so they can't be balanced the same way.
Yet, they use the same totems as hexes.
This means, making them less obnoxious and into more convenient spots harms hexes. Unless they intend on adjusting the range of the boon to be spherical instead of cylinder, the issue will remain.
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@BenZ0 said:
I just realized when it comes to "worst times of dbd" ppl have various opinions, some say it was when old Legion came out, some ppl say Halloween chapter with old DS, some even say when Spirit came out and she was busted.
But like.. did you guys forget how it was when Ash came out with Mettle of Men? You had every single lobby every single survivor using Mettle of men cuz this perk was that op and busted, you literally couldnt play any other Killer except Nurse, Legion or Huntress cuz these Killers didnt really used M1 hits so you could play around Mettle of Men.
I am still having nightmares of Mettle of Men to this day, Ash vs Evil dead was truly one if not the worst time in dbd by far, it was the most toxic and most unfun time in the whole life span of this game and I remember clearly how so many ppl where complaining and how many Killers quit playing because of this perk, myself included. I was even so done that I started playing Franks mixtape Legion only just to ######### up survivors and let them bleed out on the ground to show them how "fun" dbd was.
*Billy
Nurse, Huntress, and Billy. Legion fed stacks because his M2 counted as a basic attack (and I think OG Legion was patched out by then)