Laluzi
Laluzi
About
- Username
- Laluzi
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Love: Scratched Mirror Myers (on an indoor map, outdoor map is just sad), Ghostface, Sadako. I love stealth killers that keep me tense and checking my surroundings.
Hate: Bubba, because three times out of four, the chainsaw is a harbinger to a boring camp game. When you remove playstyles from the picture, the killer I like facing least is probably Twins.
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Legion, Nemesis, and Deathslinger all do a fantastic job of both capturing their killer and being an absolute jam to listen to.
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@ohheyitsbobcat said:
https://forum.deadbydaylight.com/en/discussion/comment/3025951#Comment_3025951
I wouldn't be worried too much. If it looks like it's not going to be finished then they'll probably just extend the event, calling it an after party or something like that and give a couple extra days or however many they think is needed.
When it comes to community stuff, it's pretty rare any company would ever let a timed event end in failure. It's why they reduced the numbers for the first part and why I think they'll change the 2nd part if they have to.
Didn't we have an event end in failure a long time ago? Like the 2018 summer or autumn event, I think.
But yes, I wouldn't be surprised if they extended it if the community fails to meet the goals by a sliver. They don't want to create rewards and then not give them out.
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That's a sad thought. Cherish your 250k matches while they exist :(
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Like, I agree that Nurse getting to use Exposed effects is generally too strong, but you're wrong on so many other levels that I can't agree with you on principle. If Nurse was as easy to use as you say, she wouldn't have the lowest killrate in the game despite her obvious power. Removing killers is a horrible idea. And for the last time, stop DCing against killers you don't like.
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@MilManson said:
Michaela and Meg especially if they do the cute slow walk, don't have iron will and they move their heads around in front of me.
I had a Mikaela yesterday accidentally sandbag the first survivor I downed, and she got in the way and shook her head when I tried to pick her up. I let her have the Meg and went to go find someone else, and she spent the whole match bringing me gifts. It was adorable.
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Some people are just dicks. Better not to feed them the attention they want.
Seriously, going to someone's Twitch to complain about their gameplay is the single most validating thing you can do for them or their viewers. Don't bother.
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Different game modes like that would be pretty awesome, and would breathe some fresh life into the gameplay. Though they'd have to be balanced pretty carefully so that they aren't any quicker or slower to complete than generators, and that nothing can be totally camped by the killer (like how there's 2 extra gens in every trial, and 2 exit gates, so the killer can never park themselves in front of the sole objective and make it impossible to complete.)
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@Absolute_Zero said:
https://forum.deadbydaylight.com/en/discussion/comment/3024441#Comment_3024441
it was a ragequit since they didn't all disconnect all at the same time. The first disconnected, then the second survivor ran up to me and stood still, so i downed them, then they dced. The 3rd and 4th disconnected shortly after.
It it was a blackout or something like that, all would have disconnected at the same time.
And I am not complaining, I just find it hilarious, gave me a good laugh.
My guess is that the first one ragequit and the others followed so they could get into another game with their ragequitting teammate. But that's still pretty baffling. I mean... it's Nemesis. Not like you can't outplay the guy. And your score leads me to think that it wasn't an early down.
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I'm happy about a lot of the changes; I just think there's some areas where they could do better on and a few perk changes that totally missed the mark. On the whole, I think this is a great patch and I'm ecstatic that they finally did a game health midchapter.
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@lemonsway said:
https://forum.deadbydaylight.com/en/discussion/comment/3023779#Comment_3023779
Hope is NOED for Survivors.
You're joking, right? 😂
Hope is maybe equivalent to half of NOED. The weaker half. When people complain about NOED, they're talking about the Exposed, not the speed boost.
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Yes, yes, people are salty and don't want anyone else to have nice things. We get it. Now if you'll excuse me, I'll be over here getting bloodpoints.
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Seriously. Self-Care was perfectly balanced as it was, and now it's a joke at best and a noob trap at worst. The only players who are going to bring the new version are the scared survivors who Self-Care in a corner as soon as they get injured - they're just going to be even more of a hassle for their teammates now.
Remove the medkit efficiency if you have to, but there's no reason to touch the healing speed. It's balanced. It's exactly as time-efficient as one player healing another, but with a greater risk of interruption rendering all sunk time wasted.
Also, yeah, going after Self-Care when CoH is still miles better was a bizarre choice. CoH's nerfs just hit a parity where Self-Care could be better to have in some few situations, and now CoH is better in every single way again.
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@Fuzzycube said:
No you keep all your current items.
But just to be clear it hasn’t been implemented yet and won’t be until the next chapter so if you don’t want to lose items don’t prestige at the moment.
That's not what's being asked. The question is whether the bloodwebs themselves will reroll, not if you'll lose items you've already claimed.
For instance, when Hawkins offerings were removed, bloodwebs got reset, or at least bloodwebs that contained them. People who have old bloodwebs with retired offerings sometimes preserve them as a memento, and that might be jeopardized.
Anyway, I'd like to know the same thing, because I like to leave all of my characters with a fresh bloodweb that has event cakes, so I can claim cakes even after the event ends. I'd hate to lose out on those if bloodwebs get rerolled. (I also have a Huntress bloodweb with a yellow rarity Wooden Fox that I keep because it's weird, though it's not as cool as old splinters or map offerings.)
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I want Pig's crouched movement speed to increase to 4.2m/s.
I want Freddy's Dream World to actually be more than a greyscale filter with occasional glowing red spots or fake pallets. Imagine if there were fake generators, or fake chests and totems that would vanish when you finished interacting with them. Or if there were bloodied, nightmare versions of environmental objects - Autohaven's cars now have blood seeping from the windows, MacMillan's walls now have bones embedded in the stone, fire barrels now have distorted faces burning within them. There's so many untapped possibilities for Freddy to be cool again.
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The only one of those perks that's a problem is Off The Record, and only then because it can be used aggressively and forces the same endgame lose-lose situation as DS did.
Hope hasn't changed except it doesn't time out anymore - it's still a perk that only works at the very end of the game, and isn't as much of a gamechanger as Adrenaline. And Lightweight's still not on the level of Lucky Break or Shadow Step.
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By that logic, why 4k at 4-5 gens left with 5 flans? People slam gens because it's the surest way to get out alive. You have no way of knowing if your killer intends to play a chill game or if they're going to play hardball, so you err on the side that favors you.
The BMing is ass, though.
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+1 for no especial reason except that I want more bloodpoints and always will.
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Calm Spirit would still be a pretty unwanted perk even if they hadn't thrown in that nasty penalty. It has new applications, sure, but you very rarely open a chest or do a totem next to the killer - booning in particular is completely pointless, because the finished boon will immediately give itself (and yourself) away. The only time I can see this coming in clutch is getting rid of a Devour Hope or NOED that the killer is camping... but in those cases, the 30% speed reduction is probably going to kill you anyway.
It definitely shouldn't be a thing.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3023417#Comment_3023417
Eh...yes and no.
Dead Hard is still going to be a very strong perk. It all depends if the Endurance is MoM Endurance (no Deep Wound) or standard Endurance. It just won't be so strong that not using it is playing the game wrong. Even then, it's almost an infinite Styptic.
The baseline BT also has a very nice Haste effect, which should be enough to dodge a Bubba's follow up sweep or a Trickster volley unless you foul it up. Slinger should be able to get around it, but Slinger isn't exactly lighting up the boards atm.
Baseline BT also frees up another slot for something evil, like the new Lightweight (which...holy crap is that going to throw me off), one of the new faster gen perks or PTS/OTR which are both going to need a nerf.
Survivors got a few nerfs that either go way too far (Spinechill - removing the vault speed and making it not work against stealthed killers would have been sufficient), Self Care (this is a dumb, dumb nerf and just pushes people to run CoH more) and on the killer side, Ruin is now going to be completely worthless.
I'm not totally sure how common BT will be for as long as OTR is a thing. I doubt they stack, and OTR is better in nearly every way except for tight situations where the killer has snowballed (since you can unhook someone or pick them up with BT's endurance, and you can't do that with OTR's.) But yeah, BT is still in a good spot in and of itself. It's Iron Will, Spine Chill, Self-Care, and Decisive Strike that got completely binned. When you compare that to how NOED, Pain Res, Corrupt, and Tinkerer are all still good perks despite their nerfs, it doesn't feel that equivalent. And I'm unhappy about perks being nerfed into oblivion in general, because that doesn't encourage build variety, that just encourages a new meta to form.
I'm also unsure about the built-in Haste, because 107% ain't much and this is coming with an update that reduces the base distance survivors get from being hit. The 107% is more of a compensation for that than an additional effect.
Agree with Dead Hard, though it's not as versatile as the old Dead Hard. It's more dangerous if the killer falls for it and swings, though.
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It's always cool when you run into someone you recognize from here. Pretty sure I played against @TAG not too long ago.
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Eh, I can't agree with that. Killers got some really nice across-the-board buffs, and for killer meta perks, only Ruin was nerfed into a state where nobody will use it anymore. The others got slight to moderate nerfs but are still viable perks.
Survivors got a tiny anti-tunneling mechanic that's already weaker than Borrowed Time, which was basically a given in non-potato lobbies, and the survivor meta got gutted like a fish. The only really powerful thing survivors got was Off The Record, and I'm unsure that'll last for long in its current state.
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I traded 20 flans and 2 BPS to p3 Legion, but I think that'll be my last one. Might P3 Bubba if I can use up ~50 flans. Mostly I just want to stock up on those sweet sweet bloodpoints, and continue building my hoard of addons on Plague into the sky.
Option 3 isn't really a thing. You'll still need bloodpoints for addons and future characters. Flans = bloodpoints, bloodpoints good, use flans.
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If you're not bringing flans, do so. They make it so that the invite is highlighted in purple when you're close to it.
Other than that, I don't know what to say. If you move around the map, you're likely to encounter one. It's easier as killer than as survivor just for how the general killer game flow works. I think they spawn in areas where Pig boxes/Freddy clocks/Plague fountains do, but I'm not certain about that.
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Why would they need one? It's mostly M1 killers that were considered underpowered on the roster. Like, Blight definitely doesn't need a reduced attack cooldown.
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I've been doing Wraith, Nemesis, and Artist. All have pretty solid Deviousness gain - heck, Nemesis can go farm his own zombies if he feels like it.
I was playing Legion for a while to use up their cakes and P3, and while they've got solid power gain... it was pretty much a recipe for DCs. Sadge.
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They should just make the BP bonus basekit to a lesser extent (maybe 12.5% per stack up to 4.) As killer, you get a boost for hooking different survivors. As survivor, you get a boost for doing one of each: a safe unhook, completing a generator, lasting 30s in chase, and cleansing or blessing a totem.
Or something like that. But I agree that having an extra objective players could chase for bloodpoints was a good thing and removing it lowers satisfaction in games that otherwise aren't going well.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3023104#Comment_3023104
Yeah, Pinhead could. So could Pyramid Head if they're tormented. But it's a pain in the ass to be playing a killer that can't.
I'm not sure Pinhead reliably can, though? One of the unoccupied survivors will probably do the box unless all four of them are nearby screwing around, and in that case, the time constraint doesn't really matter because the game isn't progressing.
Though that reminds me of a clip I saw - Nemesis can interrupt it too, albeit on a delay. Zombies will eventually wander over due to all the loud noise notifications. Wait for one to go in front of a locker and anyone who jumps out immediately gets whacked.
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Too weak, not worthwhile. Vastly eclipsed by other regression perks now.
One nerf or the other would have been fine. Well, 100% regression would still be pretty bad, but having a hex perk turn itself off is the nail in the coffin for it. Now Ruin is an extremely unreliable perk that doesn't do that much for you anyway.
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@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3023002#Comment_3023002
Exactly, they're doing nothing, so if you find this boring you can go and pressure the other two who are probably doing gens, actually progressing the game.
Personally though, I find these games fun. They're being dumb and I like playing along, so that's subjective too, even more so if it's the whole team being there, so I don't see the problem
https://forum.deadbydaylight.com/en/discussion/comment/3023011#Comment_3023011
Wow you lose the ability of pressuring two people who are not doing anything, while you go and push off gens people who are actually progressing the game... That's such a loss really, why would anyone ever do that
Except if you leave them alone, they're going to go back to doing gens? It's not like they're just going to sit in the lockers all match.
If you're Trapper, Twins, or Dredge, you can stop them. That's about a 1/10 chance your killer is equipped to hook a survivor that is right in front of you. Otherwise, the only way to deal with it is to keep grabbing and wait for them to run out of flashlight juice, which takes an ungodly amount of time, especially if they switch places while you're blinded so you can't focus on one of them.
I don't see a reason why this should exist in its current state. Things without counterplay are bad, and this nonsense is way too easy to pull off for what it gives. Lockers are not meant to be invulnerability zones. I don't have an issue when it's DS because it was your own choice to tunnel and you could have gone after a different survivor, but double locker saves are just cheesing.
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@tester said:
https://forum.deadbydaylight.com/en/discussion/comment/3022135#Comment_3022135
I barely ever saw Knockout in use. I remember seeing one a few months ago. It was completely useless against SWF. At least now there will be some use. And I never noticed it being too hard to counter in solo. I'd prefer killer use it anytime over any gen slowdown perk.
Off The Record is a hard counter to tunneling and was sorely needed. DS is just a tiny nerf. If they didn't nerf it, you could probably stack DS on top of OTR and that would be annoying.
If I never saw Knockout again, it would be a good thing. It's the worst kind of perk; like Third Seal, it's worthless against SWF but nasty against solos, and tends to cause survivors to die on hook or bleed on the floor for long periods of time.
I never see anyone use Knockout unless they're a.) doing adept Bubba or b.) intending to 4-man slug everyone to death. It isn't a healthy perk and the update just makes it better at what it does.
@tester said:
https://forum.deadbydaylight.com/en/discussion/comment/3022120#Comment_3022120
While it doesn't stop all kinds of camping, it stops the most common one: proxy camping and at least it gives a chance. In the past, if Bubba proxies you and no BT. Chances are both people go down. Now there is an opportunity for exchange.
"Survivors will receive a 5 second Endurance effect after being unhooked. This gives the unhooked Survivor an opportunity to reach a nearby window or pallet, or for another Survivor to position themselves for a Protection Hit. " - it's to give "opportunity", they never promised guaranteed anti-tunnel.
The problem is that this came with a bunch of killer buffs that indirectly buffed camping. The mini BT/Guardian is nice, but I'm skeptical that 5 seconds of 107% is enough to make it anywhere, especially once pallets have started to disappear. That sure as hell isn't going to get you out of the basement. And it doesn't do anything against a facecamping Bubba or a killer that's waiting next to the hook for a grab - those are now stronger than before.
They wanted to reduce the reliance on second-chance perks, but Off The Record is looking like a 100% necessity again, just like BT was. I guess it covers the role of both DS and BT, and that's nice to free up another perk slot? But it's still a clear showcase that there's problems with how easy and powerful tunneling is, and how few options survivors have when the killer won't leave the hook.
Ultimately I don't think survivors got enough out of this exchange and solo is going to be miserable for the next few months. I expected more out of the promise to address tunneling and camping. Naive of me, perhaps, but I was hoping we'd actually see something that disincentivized that behavior, or rewarded not doing it, instead of teaching killers to wait 5 seconds before they hit the guy again.
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@tester said:
https://forum.deadbydaylight.com/en/discussion/comment/3022060#Comment_3022060
Spine Chill nerf was done to address 2 specific situations and it does exactly that. It's in the description. It was not to make it completely useless against GF and Myers.
"This perk excels at alerting Survivors when a Killer is approaching, and in high skill lobbies, the vault speed increase becomes the primary draw. There are a few aspects of this perk we would like to clean up.
Spine Chill will now only activate if the Killer has a clear line of sight to the Survivor. This will remove the awkward counterplay where the Killer must look away to ensure a stealthy approach. "
I personally hated doing crab walking. It's just silly.
But now Spine Chill doesn't give you anything worthwhile. It's a niche two-killer counter, and even then, it's only a counter if you're inattentive and don't rotate the camera, so it's not even on par with Calm Spirit and Doctor because only newbies don't do that. Like, there's a reason that stealth killers are all C-D tier, and a good chunk of it is that players get less vulnerable to stealth as they learn to play the game. Previously Spine Chill had a plethora of uses beyond countering stealth killers - knowing if a Nurse was blinking to you or a Spirit was phasing towards you, getting a head start on sneaking away from a gen, even discerning what detection perks the killer is running. Now it's just a secondary pair of your own eyeballs, and doesn't even give the bonus vault speed people occasionally paired with Resilience, which there was no especial reason to remove. (If you want to talk about the theme of perks, then why the hell did they pick Off The Record to be an anti-tunneling perk? The perk name and description implies a stealth perk, and OTR is anything but that in its new state.)
Sure, crabwalking was stupid, but... the perk has to actually do something for it to be worth bringing, you know? That's like saying "Gens blowing up while you're working on them is frustrating, so we've changed Pain Resonance's applied damage from 9/12/15 to 1/1.5/2." Something being an inconvenience is not inherently a reason to nerf it. The fact that there was counterplay was enough. You could choose to crabwalk or risk the perk. Hell, I never bothered with it unless a survivor's behavior led me to suspect they had Spine Chill, and I generally did fine.
You keep referring to BHVR's reasoning as ironclad proof that the changes were good things, but that's assuming people haven't already read the patch notes and formed their own opinions. They're not always right. I'm not saying I am or anything, but you still have yet to give anyone a reason why nerfing Self-Care was the right idea, so I think I'm on to at least something here with this update not being 100% sunshine and roses.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3021953#Comment_3021953
First two changes are more or less healthy for the game as it did completely countered certain killer's power, which was obviously ridiculous.
Self-care nerf weren't necessary at all though.
See, I don't disagree those perks needed nerfs, but there's a middle ground between their current state and completely useless. We shouldn't be trying to create F-tier perks, and that goes against the whole idea of this update that more perks should be viable and they want to see build variety. The goal was to bring the meta down on the level of other perks, not down to the very bottom of the barrel.
Also, Spine Chill still counters Ghostface and Myers, who were the two killers who suffered hardest from it. It's just that nobody's going to run it because the perk is now like Calm Spirit (which also got inexplicably butchered in the name of a buff) - very helpful versus one killer in the roster and basically useless for the other 27, and you don't bring perks expecting a specific killer unless you're streamsniping.
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@tester said:
https://forum.deadbydaylight.com/en/discussion/comment/3021953#Comment_3021953
Iron Will eliminated Spirit almost entirely. This wasn't healthy for the game.
Spine Chill was making stealth killer walk side ways, which is just silly.
Self-Care is bad for your team. Bring COH instead.
While that's true about Iron Will, and it was the most problematic of the bunch, making the perk completely useless isn't a desirable solution either. Currently it does not function as a stealth perk, period. I can think of better nerfs they could have done to maintain stealth while losing its total strength in chase - such as 100% sound reduction while crouching or in a locker, but 75% or even 50% while running.
While that's true about Spine Chill, the killers like Myers and Ghostface who are the hardest hit by SC still tell the user that they're being stalked, so that wasn't actually fixed. The perk is just now completely useless for everything else. Spine Chill now does nothing that you can't do by rotating your camera and being attentive. Premonition is now better, and Premonition is garbage.
If Self-Care is bad for your team, then it's a bad perk and surely doesn't need to be nerfed into a worse perk for your team? Baby Claudettes are still going to bring it and now it's going to be worse. To me, Self-Care was a prime example of how just because a perk is frequently used does not mean it's unbalanced or needs a nerf.
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Can't go that far. I like most of the upcoming changes and I'm really happy about the game health update as a whole, but some things got nerfed too hard, and I don't feel like they did very much to dissuade camping or tunneling.
Iron Will, Spine Chill, and Self-Care got nerfed straight into never-used territory when arguably only one of them even needed a nerf to begin with, Ruin's close behind, and DS got nerfed hard while they buffed another perk to do exactly what it used to do, which makes no sense to me.
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I'm interested in hearing about this too. We just got some across-the-board killer buffs that are going to put solo in a worse position, especially considering the weakness/circumventability of the survivor buffs that were given in exchange. If there's ever a good time to bring solo a notch closer to SWF, it's now.
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@Crowman said:
I didn't think Off The Record needed the change. I liked the Aura Reading effect and with the Iron Will nerf, it would been a good tool to be able to sneak off after an unhook.
I was thinking this too. When I originally saw OTR was up for changes, I was thinking it'd be put forward as an Iron Will alternative. Definitely didn't expect it to become the new DS.
Maybe they're moving away from 100% sound reduction entirely?
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@TragicSolitude said:
I prefer this because Switch is screwed on hitting that tiny skill check. Let DS get gutted, replace it with something that can be used by everyone. The ones who will run DS now are the ones who just get off on stabbing the killer.
However, I really don't believe OTR will go live the way it's currently described. I'd enjoy it as survivor but hate it as killer, 80 seconds is a long damn time.
I hope you're right, but there's been a few recent perks where everyone on the PTB said "yeah, this is busted, don't do this" and they went ahead and pushed it to live anyway. I have slightly more hopes this time around because this PTB is basically all perk changes, but I don't get the sense that PTB feedback is that heavily considered versus their desire to see the data for themselves.
One unfortunate thing about the way OTR functions in the proposed state is that as a killer, you're kind of screwed no matter what you do. If you tunnel, that player has an extra health state unless they manage to loop you so long that you basically lost that interaction anyway. If you don't tunnel, you're creating players that can very effectively bodyblock you from the person you're trying to target, without having to heal up or use styptics and without the ability to wait them out.
I don't expect this to be a major issue in the middle of the match, as you can't progress the game while retaining BT, but in endgame? Hoo boy.
Personally I would have rather them just gotten rid of the DS skillcheck. It's a relic of a time when DS was more than an anti-tunnel perk.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3021463#Comment_3021463
It did very little to address tunneling and even less to address camping-- if not making it more effective.
I'm just more baffled that they laid out the exact reason DS was problematic (triggering in the endgame), nerfed it accordingly, slapped a harsher nerf on it just 'cause.. then proceeded to replace it with a perk that works for both hook states, even better, that doesn't deactivate in the endgame.
They really have to fix both.
Yeah. Half of these changes look like they serve the stated purpose of making perks feel less necessary and encouraging build variety, but the other half just looks like they wanted people to stop using some of these perks and gutted them into the floor. And in some of these cases, they then replaced them with something that does its job better, which just creates a new meta and undoes most the work they put into coaxing out variety.
Giving DS that endgame clause and then introducing OTR without the same stipulation that it deactivates in endgame is a real headscratcher.
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@Slowpeach said:
I think if you are crouched and still (like putting something in your mouth to prevent sound like the picture) it should be 100% silent. This is not a practical thing to do but it would still be useful sometimes. Should also work while healing or being healed.
Running around, doing gens or anything other then focusing that iron will? You are making some noise,
I like this idea a lot for a proper Iron Will nerf. Make it 100% when crouched or in a locker and 75% otherwise. Still has actual stealth applications but is less of a gamechanger in chase and a no-brainer pick.
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Agreed. As it stands, we're just going to be replacing one meta perk with another. There is zero reason to run DS with the current changes; it won't dissuade a killer from tunneling straight through it, and OTR is better in every way with its 2-off activation, bodyblocking potential, and actually working in endgame.
I'm a little concerned with how little the basekit changes did to address tunneling. Basekit endurance makes camping less effective, but 5s and a tiny speed increase is nothing to tunneling and saving yourself from it still 100% mandates bringing a second chance perk.
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Yeah, I don't get this at all. As it stands, they just completely replaced DS with OTR for anti-tunneling options, and the dependency on perks to avoid being tunneled was not fixed at all with the basekit changes they made. Killers already wait 12 seconds all the time; what makes you think they won't wait 5 or 15 seconds? The changes to DS made it so that it's incredibly easy to power through and continue tunneling. And I don't get why they removed DS's endgame strength and then didn't add the same stipulation to Off The Record, which will accomplish the same thing - or worse, if the killer trades hooks instead of going after the same survivor, they're going to create a squad of bodyblockers with lasting Endurance.
It's not well thought-out.
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Yeah, Spine Chill went from surprisingly good to dead with this change. I thought it needed to be tweaked so that it didn't completely neuter Ghostface and Myers, but making it so the perk doesn't tell you anything you can't see in plain sight, and has no noteworthy utilities outside of that - what's even the point in bringing it?
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I've noticed a theme where a lot of the meta perks got two nerfs, and in all of those cases, one of those nerfs would have been fine, but two completely kills the perk. Iron Will, Spine Chill, Self-Care, Pop, DS, and Ruin.
Ruin was already unreliable; now it's doubly so and its effect is too weak to bother bringing. I see zero reason you would bring it over Jolt or Pain Resonance now, or Overcharge or Call of Brine if you feel like kicking gens.
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I thought it was the other way around - the 5s of BT and speed helps a little with camping (at least, where Bubba isn't involved), but does nothing to stop tunneling, and anti-tunneling is still 100% reliant on perks.
Either way, though, these changes didn't do anything to make camping less attractive. If anything, the 90s gens make it stronger. Everyone assumed survivors were running BT anyway.
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This is also an issue with Freddy and Pig, as alarm clocks and jigsaw boxes create the same issue.
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Oh boy. You're one of those people who quits whenever they can't use Deliverance, aren't you.
Nobody's 'making' you DC. Quit abusing the DC function and just play the game. You're not guaranteed perk value out of anything you bring and all you're doing is ruining the match for everyone else. The hour-long ban is half there to protect other players from having to play with someone who serial ragequits.
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Nah. I'll P3 whoever's close, but on my P1s and P2s, I'm not going to trade my flans for that. And there's no chance of me using them all up before the rework drops.
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I don't understand why it was nerfed to begin with. Just because people were using it doesn't mean it was overpowered. Many other healing perks were viable, Inner Healing and CoH for self-heals as well. If anything had to be nerfed, maybe the medkit efficiency. But the healing speed? Yikes.
It was balanced just fine, and now it's terrible. In the upcoming change, the perk is a pure noob trap and it's going to be more painful than ever to have low-rank Claudettes on your team.
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Iron Will needed to be changed, but this took it from a must-have to a never-used. When it comes to silencing characters, it's all or nothing. If there is a sound, it's going to be heard. Many killers use headsets when playing, and for good reason.
They should have made it so that Iron Will conferred 100% sound reduction under certain scenarios. Like 100% for 30s after being injured each time, or 100% for 180 seconds when injured cumulative in the trial. Even 'when not exhausted' would have been alright as a nerf on its own. 75% at all times is worthless.