Langweilig
Langweilig
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Sadly the devs see her as strong, because of the high kill rate, but they don‘t question why this is the case.
Sadako‘s current design is extremely unhealthy. She is extremely effective against players who have no clue how she works and extremely ineffective against people who know the counterplay.
I argued for a change of this design for ages, but it seems like the devs want a design that punishes less experienced players and makes her extremely unfun. I don‘t want wins handed to me because some people don‘t understand her and have no power when they do.
These changes should make her equally effective against all skill levels. I would also like other buffs, but that would fix her core design and remove the boring spam playstile that noone seems to enjoy.
- Tapes grant one stack of condemned for every 30 seconds you hold them.
- Hooking a survivor with a tape grants one condemned stack to all other survivors. (Ring drawing basekit)
- You only spread Condemned around the TV you projected to, but every 50 seconds every survivor receives one condemned stack globally. Each survivor has their own timer that gets paused by being in chase or being hooked.
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Honestly the only item where infinite charges is game breaking is toolboxes. After testing it medkits don‘t become much better through it. Normally you only need 2 heals and not more, but it’s nice to have more. Flashlights is the last item affected by it and I don‘t see it being a problem either.
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That‘s what I suggested for weaving spiders since it came out and I always got negative feedback.
I think it would be great for weaving spiders, but other invocations should have downsides fitting to their effects. Treasures crows for example should either make you oblivious or not have a downside at all.
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This map is just miserable to play on. You load onto it knowing you will lose without having any chance at winning. Trash loops, tiny af and open af.
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@Metagamer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3860871#Comment_3860871
The same patch they introduced Shoulder the Burden, which is casually one of the most overpowered perks in the game for SWF to steamroll 99% of killers even harder.
I don‘t think this perk is good. For a tunneling killer it is pretty easy to just go for the exposed survivor and make them second hook instantly. This is without mentioning that you can be the first person found which deactivates the perk and you could also just force the killer to go for you when your teammates gets tunneled or the killer doesn’t tunnel which makes this perk pointless.
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My problem is that they are not even aiming for a 60% kill rate. In a stream they said they are fine with „60-65% kill rate“. 60% is already absurdly high, but then they go even higher. The killer has a 20% higher chance to win than the survivors. I can understand that this a horror game and for the theme of the game it needs to be killer sided, but it is just too much. They should aim for 55-60% kill rate instead of 60-65%. With their current philosophy you almost win every match as killer without even having to try. A lot of bad decisions and changes solely came from their stupid goal, which made the game increasingly frustrating because of it.
I agree that matches should be more closer and have more 2ks and 3ks than 4ks and 0ks.
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@Stibfa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975439#Comment_3975439
Making kaneki slide for a few seconds would hurt his skill expression a lot, i would be highly against it unless it would only be on the first leap
Why would it hurt his skill celling? Now you would have to time the cancel better, which would require more skill. Regardless I don‘t want that part to be nerfed, but if they need to that, this would be what I would be fine with.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/452776/ghoul-is-on-bhvrs-radar
People been complaining about Ghould for a while. I admit, there is nothing remotely fun or interesting about playing against Ghoul. He has scamper, he has instant catch up into m1, he has free injury and insane map mobility. The only fun thing about Ghoul is when they mess up window vault and that's it. I can't even imagine how to make him more interesting as BHVR stated they have no intention in changing his power core.
I think the most important thing is to make him harder to play and they need to make it possible to mess up with him.
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You have to write JocelynAwakens if you want to change your name I believe.
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That‘s what I want for him.
@Langweilig said:
The two big things I want to touch are his hitscan injury attack to give it more counterplay and nerf kidnap tech while giving him two quality of live changes to make him feel less clunky.
Hitscan attack nerfs
- Reduce the hitscan hitbox for survivors. I‘m still hitting survivors that I don‘t want to hit and it is still almost impossible to miss. Imagine if it was smaller and he missed, he would pull himself towards an object, which would not only be funny and rewarding for survivors, he would also be able to mess up more which is something he needs.
- Reduce the time he has to start another leap from 5 seconds to 4 or 3 seconds. This would make him harder to play and reduce the boring gameplay of running around a loop with his power to eventually injure someone.
- Reduce the leap distance for injury attacks to 10 or 8 meters, so he does have to get a little closer to survivors.
- Reduce the required time to mend when affected by his mark.
All these things should give survivors a lot more counterplay and reduce the frustration evolving around his hitscan attack.
Nerf/remove kidnap tech
Probably the biggest issue of most players. The best thing would be to give it the same outcome as the normal vault or a slightly better one.
Two quality of live changes
- Increase the leap range when not shooting at survivors to 16 meters.
- Reduce the minimum required distance for a leap from 5 to 3meters.
Both of these things would be slight buffs for sure, but I would consider them more as quality of live. Everyone who played him knows what a pain it can be to shoot at stuff 20 times before he pulls himself towards something. Strength wise I don‘t think this changes too much.
I don’t think he needs more changes. He would be a strong killer but have a lot more counterplay and feel less frustrating. Maybe you should reduce the enraged vault speed slightly but nothing more is needed. Please don‘t remove the scamper from him like you did with chucky’s!
Thanks for reading!
I mainly want them to nerf the hitscan attack and remove kidnap tech, that‘s all he needs. If they want to touch the cancel make him slide for a few seconds when canceling but please don’t make it longer.
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Agree. The new charge system is way too limited in use and I don‘t like that they removed all the old functions from maps. All they needed to do was add an addon for maps that shows you windows and pallets and make the iri map the base one.
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@Memesis said:
I like fog vials. They make killer ques normal again.
Most important thing to be honest. I couldn‘t play killer for ages without waiting ages for a match.
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I‘m not sure whether or not I‘m the only one, but Pyrmid heads speed nerf when using his power feels really bad. Survivors just gain too much distance when I try to go for m2s. Maybe could you try 4.3ms, it would be the middle ground between the 4.2 we have now and the 4.4 we had before.
Also please make m2 flicks available for controller as well. They are currently only possible with mouse and keyboard and it is shame that I can‘t do it because I play on controller. You did it for ONI, please do the same for Pyrmid head.
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Play mindbreaker if you can‘t stand it. It is a hard counter to sprint burst.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974610#Comment_3974610
Blight and Wesker are in that way different that they can instantly down you with their power which is why the ghoul has short cance
He is supposed to have issue downing survivors, that's whole premise of free injury. Well, he doesn't have that now…
Can you elaborate what you mean by that?
Right now he can just dash near survivor and press cancel next to them. He cancels rest of dash and slide, very easy and nothing survivor can do about.
I want him to be able to cancel only after dash+slide ends → he skips just waiting before his dash window ends. He still has low fatigue, so his power would be still great for mobility with this.
But it would be harder to end his dash near survivor, because Kaneki would need to know where to aim, so slide ends nearby. It would also create valid counterplay for survivors, because if I see you grab too close, I can double back. That's just not possible now.
I also think Kaneki miss playing his dash would look very funny to survivors.Main issues of Kaneki are he is very easy and very boring to play against. I believe this change would help with both of those.
He is supposed to have issue downing survivors, that's whole premise of free injury. Well, he doesn't have that now
Well with the changes his injury woukd no longer be free, which is what I wanted to address. My main issue playing against him is the super free injury. The cancel isn‘t really a big problem on most maps. If you get let‘s say a map like haddonfield the fast cancel sucks as survivors, because you have nothing to work with, but I would call that a map issue and not a kaneki issue. On maps that have good loops, it really isn‘t a problem, because when you position yourself and prerun in time, you will most certainly get to something. This is also not really hard to do because of his massive terror radius that warns you very early and you would wonder how effective hiding is against him.
To come back to your idea, I think it would generally be fine as you describe it. I generally don‘t want that part nerfed tho. A fair middle ground would be to make him slide for short time when canceling, basically what you suggest only that you can still cancel. It would also allow survivors to dodge him to make him slight past them, which would be funny and rewarding agree.
I also agree with your last point, that main issue is that he is too easy to play and that you can‘t really mess up with him. I kept saying it since he released, he mainly needs nerfs that make him harder to play and more skillful than actual nerfs. Then he would also be more accepted. He has the same issue like yellow bottle clown and old skull merchant that don‘t require much effort from the killer to perform well.
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@PetTheDoggo said:
Yeah, I have no idea why it is still that low. Quest system seems like a nerf to me…
It just gives so low I am not even bothered to read what am I supposed to do.I never read one quest since they introduced the quest system. My mentality always was with it, that as long as I finish my rift, I’m not going to bother.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974600#Comment_3974600
nerfing or removing the cancel would feel awful
Why? It doesn't feel bad on Blight, or Wesker. I fail to see how he would be different.
Either using dash to get near survivor needs to be more difficult, because it's very easy now, or his fatigue needs to be longer.
I would say fatigue would feel worse than not being able to just fully cancel dash+slide. It would also make him suddenly way more fun to play against, which is currently main issue imo. I would love to see Kaneki just zoom past me, because he dashed too close…
I am fine with cancel after dash and slide ends, so he doesn't need to wait his time limit, but cancel during animation shouldn't be a thing.
I am fine with cancel after dash and slide ends, so he doesn't need to wait his time limit, but cancel during animation shouldn't be a thing.
Can you elaborate what you mean by that?
Blight and Wesker are in that way different that they can instantly down you with their power which is why the ghoul has short cancel. It’s his way of being able to down with his power like blight and Wesker can do it without having to cancel. He just has to do one more step than the others.
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@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974581#Comment_3974581
Before the patch it was even worse, you'd constantly get stuck on door frames/other geometry due to the slow strafe speed. It's smoother now but still rough on enclosed maps at times. It's fine once you get used to it though.
Also about when to use which guard
Jailer's best for the 1v4 due to his massive detection radius, unless the survivor can quickly block LOS he's almost a guaranteed hunt. Best used for stalling survivors away from objectives
Assassin's the best for chase pressure since he moves at 110% m/s last I checked so holding W against him is harder. Even more so with the Knight also approaching from the other side.
The only time Carnifex should really be hunting survivors is if the other two are on cooldown.
His best use case is insta-breaking pallets/walls or quickly regressing a gen with a lot of progress to buy you time to close in and pressure them off it yourself. Worth noting though, Carnifex isn't purely the best at gen kicking - the others take longer but that also means a longer time where they physically can't touch the generator so there's a bit of a trade off there.
Thanks for the explaination. It helped a lot.
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@PetTheDoggo said:
My main issues with him are:
- kidnap tech
- full mid dash cancel
Get rid of those/nerf and I am fine with him.
Also validate if there is not object between him and survivor during bite…
Kidnap tech I‘m fully with you, but nerfing or removing the cancel would feel awful.
If they really want to nerf that they could make it so he still slides when canceling, which would give survivors the opportunity to make him slight past them kinda like Wesker if they dodge.
I feel with you on the topic of hitting someone through walls, but this is actually something that is rather difficult to fix, because on the ghoul screen you hit the survivor while sliding and until you reach them they are slightly behind a wall.
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@UndeddJester said:
Honestly, sound changes. Nothing to add, just posting to bump traffic and appease the algorithm. 😏
😂👍
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@ChaosWam said:
Idk why I keep forgetting about the kidnap tech despite it being talked a lot about, but I do agree with ya here.
I think I also said something about seperating the hitscan/pull mechanics ranges would be a good idea when he was released, so I'm glad to see I'm not the only one who thinks that would be beneficial.I think I saw your post back then and you inspired me there. It is such a good way of making his injury less oppressive but keeping his mobility in takt without making him more clunky to play.
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974278#Comment_3974278
To my knowledge there was not nerfs to Jailer at all in the recent patch. They did not change standard spawn times at all it was the only change from PTB to Knight they did not implement to release.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974282#Comment_3974282
Carnifex is not a chaser he is the one who kicks gens, brakes pallets and walls for you fast. For chase he is the last I would use if I have no other guards ready to use
Assassin in the one that you try to put to get fast hits he does not chase long but is the fastest of the guards and usually the one that gets the hits when I play Knight
Jailer chases and patrols the longest and is used to occupy chase survivors getting some hits sometimes or patrolling gens or areas as he stays the longest.
@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974282#Comment_3974282
Definitely assassin if you're looking for hits. Much harder to handle assassin in a chase.
Jailer is more of a time waster than a beneficial chaser, but that's not a bad thing either. It's why I use Town Watch Torch for him, since it gives you undetectable while a guard is in chase.Thanks both of you. I played him earlier today and did you also struggle with the speed at which you move before spawning the guards? I struggled to get through doors which made midwich a real nightmare.
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Without meaning it negative, do you really think the battle pass will be much harder to complete? The last time around I was finished with the rift one month before it ended. I think it will probably the same thing now.
I agree that there was no need to make it grindier and for the theme of the game it would make sense to change the name of quest to rituals.
The Rift Pass Quests are still kind of generic. (
SOLUTION: Add a weekly Master Quest/Ritual, that would further lean into the old Tome challenges. Things like killer specific Quests, Glyphs, Memory Fragments, ect.)I really dislike these play a certain character quests, also in other games. There is nothing fun about having to play a character that you despise playing and in dbd’s case there are a lot of killers that cost money to get, which makes it kinda frustrating if you can’t even do that quest. The other things I agree with.
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@SoGo said:
I agree that 5000 is very low for a daily.
But, what makes me more mad is that they made Daily Quests even more required to get the full pass, since they severely nerfed milestone quests.
It will probably still be pretty easy to complete the battle pass. Last rift I was finished 1 month before we got the new one. I’m kinda indifferent about it, because I don’t think it will make it much more difficult to complete it.
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@ThatRyanB said:
I appreciate the different perspectives in here! If you don't mind me interjecting to ask two questions (since I'd love to share this feedback with the team):
- What is one change that would increase your enjoyment of the Map item rework?
- What about for the Key item rework?
Glad you asked XD.
For both items I would like if they would recharge over time or have a cooldown like fog vials. This would also solve the blood amber addon that is currently pointless to run since it helps the killer much more than it helps you or return the old time based system and make all auras linger for a few seconds except blood amber. Currently these items are way too limited and they are not strong enough to compete with other items.
For maps in specific, I want the old rainbow map with everything they showed back (gens, killer belongings, hooks, totems, gates….) and I don’t like that totems aren‘t part of base maps and instead an addon.
For keys in specific my only real issue is that blood amber has not enough uses and that it shows your own aura. Even without the drawback of reducing charges blood amber woukd still have less uses than before, because before the changes you could use them up to 20 times. Also keys should cause you to lose collision like they did in the past, not sure if this got fixed or not.
For both items and items in general, I think item variants should be different and not just worse better versions of one another. Let me give you one example: For maps there could be one map for showing windows/ pallets and another one that works exactly like the old iri rainbow map. This should be done to all items in my opinion like it is with Alexes, commodious and engineers toolbox, balance aside, all these toolboxes are unique and have a niche (commodious many charges good for repair and sabos, Alexes very good for sabos and engineers for fast repair progress).
Addons that should have stayed:
- Maps: „Crystal bead“ The purple one that shows your teammates the auras of stuff as well.
- Keys: „Weaved ring“ The one that did let you keep your key upon dying.
Key addon idea I would like to see:
- One addon that hides auras, scratch marks, pools of blood and grunts of pain for a few seconds after charging it.
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One question, who of the smaller two guards is the better one? I tried playing him but I don’t know which one is better for hunts. I know the big one is for long hunts, one of the smaller ones runs fast and the other breaks pallets very fast.
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I will get downvoted for it but they will probbaly keep most of it and remove/nerf the addons.
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Playing pig in this way was always possible and it is the most ineffective way of playing her. Sure she gets one kill with little to no counterplay but in the end she will lose if the survivors do gens.
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@Jspect said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974254#Comment_3974254
Oh oops I must've misread, in that case I agree with everything!
Thanks ❤️
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@Jspect said:
SPOT ON. Everything I've suggested and more. The only part I disagree with is the increased mending time. The way you manage your enrage uptime is perfect as it is. And mending just sucks, lets be honest.
I wrote decrease, not increase mend time. Increasing it would be bad agree.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974067#Comment_3974067
It would be better if Stridor countered the fog vials, and allowed the killer to easily hear the survivors.
Because using a perk slot, on a tracking system that still requires line of sight, isn't anywhere as good. The problem with fog vials isn't that the blood is difficult to see, it's that it's blocking way too many other things at the same time.
Strider should counter the iron will effect of the fog vials agree, just like it is with iron will.
I think you underestimate how useful the glowing effect from bloodhound is in fog viles. I would probably not take it because bloodhound is a really bad perk, but if people have such big issues with fog viles, it is probably worth for them.
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Maybe some have misunderstood what I tried to say. I don‘t want perks to be op (original DS, object…) or anything like that but something that is worth running and interesting when it releases. At the moment most of these perks are not worth running and need like 3 buffs before anyone plays them. I just want that we have more perk variety and not that whenever a new perk releases everyone says „Oh a new perk, well let‘s just stick with the old ones“.
Aside from that behavior is so damn slow at buffing perks that they will never be able to catch up to buff every perk that needs buffs. We currently still have insidious with only one effect that is not really good and calm spirit with the stupid slower chest opening/cleansing speed.
We should be hyped for new perks and get some that shake up the meta or how the game is played, but whenever a perk releases nobody really cares about them except some Youtubers for their content.
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@Aven_Fallen said:
Eh, I honestly prefer Perks being too weak over Perks being Cashgrabs. Even tho, for this Chapter they would not have needed to make Cashgrab-Perks which get nerfed a month afterwards like CoH or Mettle of Man since TWD is big enough of a license to carry it on its own.
But yeah, Perks in general, especially Survivor Perks, are just outright bad. This includes the TWD-Perks, you will not really see those outside of Adepts after a while. Killer-Perks have the advantage that they can be good on certain Killers, but even there I would say that the quality of Perks did drop, because usally you got a weak Killer Perk, a situationally good on certain Killers-Perk and a good Perk. But this also stopped.
But Survivor Perks are usually never worth taking, which results in the Survivor Meta basically consisting of Perks which are at least 5 years old.
I agree, I don‘t want cash grab perks either that get nerfed immediately but I want useful content for the game and not filler content. Most of the newer perks are mostly filler content that aren‘t played by anyone.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973954#Comment_3973954
H
https://us.v-cdn.net/6030815/uploads/LV64B49OWIXY/image.png
Houndsense only shows the blood brighter when the survivor is in the dying state.
Yes, that's terrible and it really should work on injured and deep wounded survivors. But it doesn't, and it's sad.
I meant the perk from wraith or Billy that causes pools of blood to glow.
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He doesn‘t need basekit nerfs. They just need to remove/nerf the speed addons.
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@Readyplayerone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973300#Comment_3973300
What were you guys expecting to happen when you introduced an item that gives infinite, spammable invisibility with zero counterplay?
This isn’t a matter of opinion or player bias — it’s a case of a completely broken design making it into the live game. Fog Vials erase all core tracking mechanics: no scratch marks, no sound, no visual. Killers who rely on those (which is most of them) get completely shut down.
Vials erase all core tracking mechanics
Untrue. You can still see them at close distance and you can follow their pools of blood. You could even run bloodhound to see their pools of blood better if you have such an big issue with them.
They also don‘t have no counterplay. It is pretty easy to find survivors most of the time. My only issue playing this patch is the chase being bugged which makes me lose a lot more than the new item.
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The chase mechanic is bugged, that‘s why.
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They are really good and fair in my opinion. Survivors need to play the fog well to escape or be lucky and as killer I find them most the time. I really enjoy them.
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@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973523#Comment_3973523
Honestly, valid question! Separate queues are one of the tools we have to support new content when it first releases in the game. While there will likely be edge cases (like with Fallen Refuge) where we don't use this, it is something we intend to use more often as we look to the future!
All that to say, I'm making sure that it's communicated to the team as feedback that there was interest in having had a separate queue for Fallen Refuge.
Thanks for the answer. I just was curious because someone from behavior said you are going to do it for all new maps from now on.
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Yes they should be buffed, but I honestly gave up on it.
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I have to agree. I gave them feedback about it in the ptb but I don‘t think they are gonna tweak them anytime soon again.
I really liked old maps and their functions (revealing gens, totems, hatch, killer belongings…). All they needed to do was make the rainbow map the base one and give it something additional to what it already does. Windows of opportunity as function for the maps is nice, but not at the cost of losing what made them great before.
For keys they distroyed the only reason I wanted to use them, the blood amber addon. It is pointless now. The new things are nice, but honestly why would use it them for just that?
Overall both items suffer from the new charge system which is so much worse than the old system which worked with time. I could use my items a lot more (-/+20times) with their old system, but nope now I have 6 uses which is barely anything. They could have done the recharge over time thing for both items instead of the new system which would have been a thousand times better or add an aura linger for everything except blood amber.
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@ThatRyanB said:
While we don't plan to have a separate queue for Fallen Refuge, I can confirm that the team has adjusted the map weighting to give this map a greater chance of showing up for players for the next week.
Didn‘t you want to do a separate que for every new map? What happened to that?
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@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973201#Comment_3973201
Purples and yellows forced mind games. Now its just yellow brutal strength the pallet and walk down in dead zone.
Before the changes you just threw the purple bottles at survivors and the survivors couldn‘t do a thing if the pallet wasn‘t strong enough. Pair that with brutal and bambuzle and survivors couldn‘t do anything.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973213#Comment_3973213
Well, that's not true. I play both sides, truly more killer… but I have no problems with either side getting something crazy or fun if it shifts the games in a more variety. The only hates from me are about Vigil and DMS that fundamentaly destroy game mechanics and fun.
I don‘t mean you and everyone is doing it, but a lot of people complain about the other side getting something almost every patch.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973210#Comment_3973210
It's not the problem. Everyone dislikes something, but this is massive hate on something that is truly not even that good. And the game needs some new elements to feel better. I truly don't get the point where everything that can become meta or fun and push forever stale away is so hated, and as I said I don't even think that fog vials will be used even if they stay as they are.
I agree. They are massively overrated. The thing is most people in this community don‘t want the other side to get anything and complain about everything that slightly annoys them.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973121#Comment_3973121
The iri addon originally had an opacity of 53%, and now it has an opacity of 50%. That really doesn’t count as “nerfed quite heavily”
It reduces the duration and size as well, that are two massive nerfs. I will definitely not run this addon it’s not good enough.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/452242/please-remove-fog-vials
To be honest. I don't truly understand the hates towards fog vials, because they are pretty meh. And with iridescent add on being nerfed quite heavily, they are even worse. People are complaining about medkits and stale gameplay and when anything new comes they keep complaining too. I was facing them and trying them and it didn't do anything, killers been still able to track me. The only use I saw was to pop it when someone gets hooked to prevent bbq. If you don't want people to run just medkits, there must be incentive to run something else and as maps been nerfed heavily too to the point where it's windows on limits, removing any killer tracking, totems tracking, gen tracking etc. Keys, again baby version of perk that you'd always run over item to get way more consistent value. Medkits will be still best items because there is just nothing else. People will run vials for a moment and then will move away from them.
It‘s the dbd forum. That‘s normal. Every patch something releases for survivors everyone freaks out.
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973188#Comment_3973188
In the skillful department aka the purple bottles? Yes. In terms of just run you down with haste? Nope buffed.
The purple bottles were not skillful neither are the now buffed yellow bottles.
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@Elan said:
Yeah, weird. they might give it some tunes in hotfix i suppose.
Insidious:
At the start of the trial you are undetectable for 30s. Every time you get undetectable from any source, it lasts 3s longer.
If you stay still for 1s, you are granted undetectable for 5s
Yeah I really want the extending undetectable effects as a buff as well as being undetectable at the start of the trial. It is such an easy change and it be worth using instantly on killers with undetectable. The extending undetectable would also work perfectly with the standing still effect and make it a lot better.
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Yellow bottles are busted now. He definitely got buffed not nerfed.