NuclearBurrito
NuclearBurrito
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@susto said:
https://forum.deadbydaylight.com/en/discussion/comment/914555#Comment_914555
The only reason a player would play those perks is because they don't have better perks. But lets do a recap.
Jeff:
Wasting a perk slot to break 2 hooks per game in case someone farm you so they don't get hooked in that hook but in one a little far away? All this supposing the killer is near the hook and can put down the surv who farmed you.
Waste a perk slot so the killer can't see you 3 times and go for another surv instead of you is counterproductive because other survs will spend their "hooks" while you are hidden from killer route. Making the killer able to get an early kill from survivors he can BBQ and probably losing you the game.
Aftercare is the only perk that i had some hope in but the fact that removes the aura readings if you get hooked it just kills it. If they would change it to permanent reading through the trial would improve ppl altruistic playstyle and would help a lot for solo players and i would pick it over bond anytime but bond or even empathy are just superior.
Quentin:
What can i say about his perks. Having to rely on a perk slot to find a single use heal from a chest that you have to look for is extremely useless. So situational that you would have to play dozens of games to even think "wow, pharmacy just won that game for me"
Wake up is pretty much the same. Sure it will help you at some point but well, i would pick Hope for an endgame perk if you really want to survive the killer coming to the gate. I am not even going to talk about Vigil.
Tapp:
I really like stake out but the cooldown needed for a charge is too high to even make an impact in a game for using a perk slot. About the other perks well, you can pick maps for aura reading and the killer going out of their objective to make use of Tenacity... i used it a lot and with slug nurse out of the table it is just a bad perk that will make an impact in a really little amount of situations.
Steve:
Do i really need to point out how bad his perks are? Only babysitter could be considered a minor perk but i would always take borrow time over it. Camaraderie i bet it has like a 0.0001% representation. Having to be almost out of the game for a perk to start working is... well you know what it is.
Second wind could be a really solid perk if the healing time was 8 seconds like inner strength, but 30 seconds and the fact that it deactivates if you get slugged is a fraking joke. It would be an awesome perk if it forced the killer to pick you up from the ground the same way DS forces the killer to slug you after an unhook. Also the fact that you need to heal someone to full before it activates is just BS and you can easily die in a game without even having it activated or used.
I could keep going but as you see, i have tried to make a lot of perks work but I just can't get into a game knowing that 2 or 3 of my perks will not be used or even slightly make an impact in the game.
The same i could say about a lot of killers. They have cool perks but most of them are useless because they are so undertuned that are a joke. For example, the Demogorgon have ######### perks but then you have surge that could be an amazing perk but it turns out that it only works with basic attacks in a game where most killers have special powers who will never make use of it.
Another example: Overcharge, it should be an unnanounced skill check during the repair of the gen and not when survs just get back to a gen. You could make it overlap with the next skill check forcing the surv to press space twice in a short time but it is just pure trash.
Another perk that would be cool if it had no cooldown and no minimum distance, Territorial Imperative. Would make really good perk and simple as a baby "You get into the basement? The entity tells the killer you are there because that basement is dangerous" FIN. Situational, as any good perk, but powerful enough to make someone think about picking it.
https://forum.deadbydaylight.com/en/discussion/comment/914571#Comment_914571
I see you saw some numbers. Could you please share pre-nerf cuota vs post-nerf use of this perk? Because at rank 1 i could play 100 games and maybe an ash doing the expert achievement is using it, but not a single serious surv is picking that perk at ranks where the survivor have the best perks available because they understand the game and played long enough.
Breakdown also has the Killer vision in addition to the hook breaking part.
Second Wind is really underrated. If your playstyle involves healing people then you get 2 free heals per game, this is better than Adrenaline. The 30 seconds isn't time wasted since you can still act during that time, making it effectively an instant heal.
Unless you are being farmed you should have no problems getting the perk to work, I personally get it to proc every game and only don't get the full 2 procs because I wasn't hooked twice that game at all.
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@Fibijean said:
See, people used to use flailing arms to mean "the killer is camping me, don't bother", but now most tend to use it to mean "please come and get me as fast as possible". I'm not sure where the shift came in, and maybe it varies by rank and region which makes it even more confusing.
The most reliable way to tell one way or the other is honestly just to run Kindred at this point.
It's because flailing to signal urgency is more intuitive, since you are spamming the ATTEMPT TO ESCAPE button.
it's less useful of a signal tho. I suggest clarifying in the pregame chat
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@Revansith said:
I guess I fall into the small category that doesnt fit the mold. My real concern is the reliance on certain perks to "win" a game. I checked today and I have adepted all the survivors I play. I admit I will use spine chill but the rest tends to be stuff that helps the team or occasionally me personally.
Spine Chill; Kindred; Self Care and some boost to repairs. Note I dont include perks that piss killers off, or are used to run really fast. I rarely use flashlights and even then only for a challenge which made me feel ugh so I stopped.
I tend to ask the killer if they completed their daily if they act oddly. If I have a bad match I might at the very worst exit the chat immediately, or just type gg. I try to remember real people play this game and I will never know what their goals are.
Personally I try to give advice post game, like explain some strategy they weren't utilizing on their Killer that would have helped.
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@BBQnDemogorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/913264#Comment_913264
It'll likely happen in just over a month from now. Like late January
1 year, got it
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I'm honestly Surprised that it's the duration addons and not the cooldown addons that everyone runs.
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@Deadeye said:
@NuclearBurrito Still don't get your point before, that made no sense.
Prayer beads got changed for a reason and iridiscent hatchets are only OP in combination with the +2 belt (which of course everyone combines). But that's it. People complain more about Clowns exhaustion gas (which is uncommon) than about Scratched mirror, even a lot of people love to play against scratched mirror.
The Demogorgon addon is nice with slower teleport but longer stealth. Less map control but you get a different playstyle and may place your portals differently and get some free hits. But beneath that he has still the Shred for the chase. The Oni has nothing until he has downed two survivors. Not sure if the aura reading helps out this much compared with being double the time in Demon Mode. That's why I think the duration should be at least long enough to catch a view on it, without rotating your camera 180 degrees per second.
Why would people complain about Scratched mirror? It has an appropriate downside which when combined with the upside makes for a really fun playstyle. If the addon was just free info with no downside then it would be extremely unfun and boring.
As for this addon I think you missed the part where the orbs stack the duration. So if they run into 3 orbs all at once they will be revealed for 6 seconds, and if they run into a cluster of 20 then you won't be losing sight of them any time soon.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/912831#Comment_912831
Sorry, what? Im talking about the aura reading addon. Plague always has the vile purge and the corrupt purge is not affected by that addon in any way. What do you mean?
But back to the changes. I just think the ultra rares are allowed to be strong. Currently there is a trend of adding these downsides. That was not an issue before. Currently the addons go from unusable / not worthy to totally OP. There are a lot of killers that don't have downsides at all and I was happy about the Oni having these again just being good. Then this double nerf.
I mean if there is a survivor that is able to loop, he will gladly suck up all the orbs, being visible for a minute and then heading for the loops where aura reading doesn't help at all. Sure this will not happen in every game, but for an ultra rare that should not happen at all. And now pls noone say "then don't chase him". He still will deny me my power AND addon. So the benefit should be big enough. And as said before, 2 seconds are easy to miss. And don't forget that survivors see the orbs and can play around it most of the time. The only assured scenario is that survivors can't do gens injured without being noticed.
Addons with downsides are the best kind of addons.
Remember, ideally addons will be completely unneeded, and there is a limit to how strong a Killer can be before it becomes problematic, regardless of the rarity. Prayer beads, iridescent hatchet and Mori's are great examples of this gone wrong.
So for a Killer to have super strong addons and be balanced their basekit needs to be weaker, however we don't want this. So it's much better for the Killer to instead have weak addons and thus their basekit can afford to be stronger.
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@silverwolf4455 said:
https://forum.deadbydaylight.com/en/discussion/comment/912870#Comment_912870
I'm guessing people feel targeted when their fav killer gets adjustments and immediately goes.. all killers are getting nerfs.... tho I agree behaviour does some questionable balance changes. It has slowly been getting better... just to slowly..
Right. They make missteps all the time, but no ones going around in BHVR plotting how to make Killer's lives missurable or something like that.
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Doesn't have the fundumental problem regression does at least, but still isn't required
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@CloakedDagger1 said:
https://forum.deadbydaylight.com/en/discussion/comment/912876#Comment_912876
Not on keyboard on console so didn’t have that problem
File a bug report or something then. You are supposed to be able to flick up to exactly 90 degrees according to the devs.
Any further and you hit a hard cap.
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@altruistic said:
His flick was unintended, supposedly.
Darn you can’t flick 90 degrees anymore, just like every other Killer in the game 🤔🤯
You are supposed to be able to flick 90 degrees. There was just an exploit that let you flick further using Keyboard shenanigans.
Fixing this ended up messing with mouse flicks, and what will likely be the solution to THAT problem was proposed by peanits in the thread explaining this entire mess.
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If it were true that Killers throughout the game have been getting nerfed more than Survivors and that Survivors have been buffed more than Killers then it logically follows that if we go back in time Survivors should be weaker and weaker the further back we go.
https://www.youtube.com/watch?v=Q1fkX3H84SE&t=229sThus in order for that to be true the Survivors in this video must be far weaker than Survivors are now in terms of what the mechanics allows them to do compared to the Killer at the time.
Since this is clearly not the case it's just a matter of quantifying what changes makes this so and why it had this effect.
My theory (which is easy to verify by just looking at patch notes) is that the big core gameplay changes were all in the Killers favor, while the majority of Killer nerfs were outside of the core mechanics.
For example some core gameplay mechanics that have changed since 2016:
- Medium vaults added
- Entity blockers will now block windows after 3 vaults
- Killer vaulting is faster
- Pallet breaking is faster
- Generator regression implemented
- Generators now take 20 extra seconds to repair
- The end game collapse was added
- The Hatch can now be closed
- Bloodlust added
Those are all the ones I can think of off the top of my head. Meanwhile I can't think of any changes to the core mechanics that were in the Survivors favor except for the hatch always spawning for the final Survivor.
I'm sure you can come up with plenty of Killer nerfs period, but if we restrict ourselves to just the core mechanics it's pretty obvious how and why Killers are stronger now than before.
That doesn't mean a lot of Killers don't need buffs, it just means that the claim that Killers have been getting weaker is demonstrably false.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/912799#Comment_912799
So you want the plague ultra rare nerfed as well I guess. This one doesn't cut the Plague's power, it just has no downsides
Yeah cuz if it's active then the Plague doesn't HAVE a power.
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@Peanits said:
I would be against this. Unless there's a totem counter on screen, this would create a divide between solo survivors and a full SWF group. You could easily say, "I cleansed three totems" to your friends to figure out how many are left, but every solo survivor would need to search the entire map just to make sure.
And to some extent, I'm not sure if this would really be a game changer. I feel like if that's the meta, most people would just rush through the generators and dip. You might get one kill, but nobody would stick around and risk giving you another if they expect it.
On one hand you said the solution yourself: Adding a totem counter.
On the other hand that's far from the only reason not to implement this
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@Dragonu said:
https://forum.deadbydaylight.com/en/discussion/comment/912666#Comment_912666
But plague haa no negatives , and tracking ia even more important to her than oni
Yes but plague has a much harder time capitalizing on it. Remember that Oni isn't completely denied his power by the addon, it's just a bit harder to get.
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@Alice_pbg said:
Thanks for clarifying.
Can we get one of these for his ultra rare? Why allow the survivors to effectively remove his power?
What do you mean?
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@Troman said:
https://forum.deadbydaylight.com/en/discussion/comment/912261#Comment_912261
As a player you can't have a more reasoned argument than stats, anything else is just your personal opinion. Are stats 100% accurate? No. But in most situations they are surely more accurate than most arguments a player can come up with based solely on his personal experience.
If you think that killer X is underperforming, what reasoned arguments can you show? The fact that you lost 10 games out of 15 with him? But if stats show that most people win 80% of games with that killer on average, it trumps your subjective experience. That's why we need stats. Of course you must investigate why it happens, before applying any nerfs, because you must know what exactly to nerf, but it doesn't change the fact that the killer is overperforming and must be fixed.
Reasons would be just a set of statements about the mechanics (which are objective since the mechanics of the game are not opinions) that show there there is an unreasonably effective strategy either for or against whatever we are arguing about.
As an example I've used movement speed comparisons and Killer pallet break speeds to show that against Killers that don't have a gap closer looping ends up wasting an insane amount of time even without the use of God loops, thus making any Killer that does not have either a gap closer or anti-loop (such as leatherface) automatically underpowered given maps with more than a few safe pallets or windows (especially windows).
True or not the argument is founded on the games mechanics themselves, which are objective.
And in the example I gave a potential solution could be to instead of buffing the Killers directly to change the map design to include less safe loops (since the math requires the Killer to actually break the pallet or vault the window, and needing to do that or not is a product of the map design).
Hawkins Lab for example has very few safe pallets and so Killers like Legion or Leatherface should be able to preform better on those maps.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/911993#Comment_911993
It did get fixed. The flick was a bug.
The bug according to the dev was that rebinding your keys got you a further lunge.
The mouse lunge wasn't a bug so if that's decreased then it needs fixing.
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Sorry she was nerfed.
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@Troman said:
https://forum.deadbydaylight.com/en/discussion/comment/912197#Comment_912197
That's what I said, stats don't show "why", but are they supposed to? If a runner comes first to the finish, we don't know why exactly that happened, but unless he cheated, does it change the fact the he came first and deserves a gold medal? Or must we first investigate why it happened before acknowledging his result and agreeing that he is not a weak runner? Stats are just a measure of performance and they are perfectly doing their job.
So, my point is, if killer X is clearly underperforming/overperforming and someone asks to generally nerf/buff him, will you rather rely on a subjective opinion or stats? I think the answer is obvious, so why should we stop mentioning stats? It makes no sense.
Don't use either. Use reasoned arguments instead, if something is OP you should be able to figure out what using the mechanics. And sometimes it's not that the Killer itself is OP but that something around the Killer is a problem that they can take disproportionate advantage of, and thus the solution wouldn't directly impact the Killers mechanics (but would have a large INDIRECT effect)
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@ElementDoom said:
https://forum.deadbydaylight.com/en/discussion/comment/912180#Comment_912180
calling something a gimmick addon is the same thing as calling them useless. Pallets are a downgrade to base kit (I suppose this could be argued but in my experience). I've never even seen a black box Freddy. I'll just concede the dress addons having a use and we can say Freddy has two useful addon sets. That's still absolutely pathetic and needs to be fixed.
The difference between a gimmick and something that is useless is that gimmicks are situational and require you to strategise specifically for them, in other words you don't use them to enhance a strategy that works on it's own merits, but rather you use it as the linch pin in some alternative strategy that requires deliberate preparation.
Scratched Mirror Myers is a gimmick, but isn't weak. Burger King Myers is useless. Stalk rate increase addons are not a gimmick, since you can just throw it on and get instant benefit without really having to think to hard about it.
The Nurse's new undetectable addon is another example of a gimmick, it doesn't work on it's own but that doesn't mean it's useless. You build around it for it to give you a real value.
This isn't the best kind of addon or anything, and I'm probably explaining it weirdly, but gimmicks are not useless. Just weird and a bit awkward to use.
Like you don't throw on pill bottles and expect to get a lot of results out of it while playing normally. You use pill bottles combined with something like Dark Devotion and then you use some weird peckabo playstyle to get some extra distance in a chase.
This has value because someone experimenting for weird combo's will find use out of it. Kinda like I did with current franks mixtape legion until they prevented every single combo it could have.
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/912214#Comment_912214
Ahhh.
I thought it was once the obsession is dead, the actions of everyone else were cut in half essentially. Didn't it used to be that way? Or am I imagining things? o.O
Clearly you didn't read the entire page.
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https://deadbydaylight.gamepedia.com/Dying_Light@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/912207#Comment_912207
Did it change? O.o I remember it differently lol. My bad. I usually play Wraith and Billy for the most part so I don't really use dying light xD
read
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/912189#Comment_912189
In what way? It seems like a solid strategy.
Run dying light, tunnel the obsession, murder them, slow down gens, injure survivors, slow them down even more with thana etc.
Because Dying Light deactivates when you kill the obsession.
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@The_Second_Coming said:
I'll be honest, all this is going to make me do is run dying light and immediately tunnel the obsession until they are dead.
That sounds incredibly counter productive.
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@ElementDoom said:
I wouldn't mind if he had any other addons worth bringing. Blocks/Black box/Pill bottle are meme addons at best. Red paint brush just lost its main synergy. Pallets/Class photo make him much weaker than if he didn't run them. I guess double teleport cooldown are his only addons now?
Only the block addons and the kids drawing are useless.
The Dress addons are niche but are decent if you want to discourage breaking out of dream state, or if you stack it with lullaby.
The slowdown addons are still ok, they aren't nearly AS good but they aren't useless.
Black box is for specific addons. Paint brush is as good as it's always been
Like you pointed out the cooldown addons will probably be his best addons.
Class photo and pill bottle are both gimmik addons. Treat them as such.
Dream pallets are also a thing.
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Ok just to be clear, what exactly does hooking someone do?
Does it pull them X distance in your direction? Does it put them directly into attack range? Is it a ranged grab? What happens if there is an object between us, such as a window? How is this not like the Huntress? What are his base stats? What are the numbers on his power?
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And we ######### about that too
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@Outland said:
https://forum.deadbydaylight.com/en/discussion/comment/911482#Comment_911482
Then how about you guys NOT release a PTB until known issues that are definitely going to change the game play of a character are addressed?
I'm sure a lot of people would rather the PTB be a representation of the final product, as far as base play-ability is concerned, otherwise, all you are really doing is a fun art show. "This is what it'll look like, but don't get used to any of the game play because we aren't actually done with it."
BHVR has been at this for 3 years now and you sure as heck should know your player base by now. Name once where you actually made changes like this (regardless of how well documented you made them) that didn't blow up in your face?
The OTHER change from the PTB, specifically the pallet breaking bug, didn't blow up.
Ghostface's hotfix didn't blow up
Demogorgons hotfix (which was a straight buff to be fair) didn't blow up.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/911555#Comment_911555
The statistics say Peanits still stinks
Proof that statistics are often wrong right here.
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@OmegaXII said:
Well, i never used those add-ons anyway. So it's fine for me (As long as they don't touch his base-kit)
Exactly! Those poor Legion mains had their Stall greatly reduced always just because they had a large stall on their addons.
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@TheRockstarKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/910993#Comment_910993
Wow, Legion took a bullet for Freddy.
That time they spent in F tier together really must have forged a strong bond. /s
Their sacrifice will be remembered. For it was not in vain.
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@SnakeSound222 said:
I'm shocked that it was only those add-ons.
ikr. I was worried they'd nerf his snares or something. Thank god they didn't.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/910894#Comment_910894
I'm aware of what he was saying yes...
Despite the loud noising ruining the concept of stealth with the teleports... you can still fool people into not knowing where you'll be with many tactics.
You can stand still for 3 seconds after teleporting to make them think you went somewhere else (with Red Moss not base-kit), you can teleport to a hidden portal with plenty of walls that block you from being seen, you can also teleport to a generator as a means of travel RATHER than stealth.
Well you aren't running red moss if you are using teleports primarily for travel. But I would instead point out as a counter argument that his footsteps noise can only be heard within 8 meters.
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@OmegaXII said:
Something happened? I don't get it
Read the hotfix notes. They are nerfing Freddy's slowdown addons. This thread is pointing out that they are ONLY nerfing his slowdown addons.
Contrast Legion where they saw a problem with HIS slowdown addons and.... nerfed his basekit stall for some reason.
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It's a bit like playing against a billy. He's loud and easy to hide against and in order to juke him while his power is up you need to use sharp corners.
By no means can you bully him, but he's hardly unbeatable, not even close.
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I've been running Kindred, it ensures this sort of thing doesn't happen.
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@TheRockstarKnight said:
If that makes you a veteran, than I'm a veteran too.
So I say yes.
Absolutely and totally not biased, BTW.
Seems legit
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/910178#Comment_910178
Depends where you set your portals and how often you teleport between them.
If you don't use them much and than teleport randomly... than people won't expect it. If you use it constantly with obvious areas, than they'll know where you're coming from or going to.
Its even more obvious when less generators are on the field.
It's not about being predictable. He's saying that you are loud enough that the undetectable status doesn't help that much.
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Speed ups are additive, but speed penalties are multiplicative.
So it's not 1-0.25-0.5. It's 1*0.75*0.5 = 0.375c/s
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Regardless of this being an example matchmaking is still broken. I've been matched with rank 1s at rank 15 almost as often as been matched with players my rank.
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@Artyomich said:
https://forum.deadbydaylight.com/en/discussion/comment/908370#Comment_908370
I actually love it when Survivors bring flashlight since majority nowadays have no idea how to use it. Just saves me the time to initiate a chase on another survivor across the map.
https://forum.deadbydaylight.com/en/discussion/comment/908364#Comment_908364
Yes, That's the joke. Slight annoyed playing as a survivor instead of generators being done a guy was following me for a long time just waiting for me to get downed and still fail miserably at the flashlight save. Worst case scenario they also give the killer a free hit.
Bright side is I get a free flashlight after every match I guess.
When I was first playing Killer I had a lot of games where someone would try to blind me, so I'd just swing at the most obvious path they had and get a free hit cuz they stayed so long trying to get the blind off.
Vision is overrated
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if this would happen I'd also bump the timer back up to 3 minutes like it was originally
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ok then what would hitting a great do? Removing it entirely would really be a shame
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@MongByeolBuddies said:
https://forum.deadbydaylight.com/en/discussion/comment/909522#Comment_909522
You might be right; however, I don't see how having 1 extra perk would break the game. You still need to bring a key, meaning no ultra rare map, toolbox, med-kit or flashlight, and find the special chest. Plus, it would keep keys unique and powerful, without giving users a free escape if they find the hatch.
Either way -- special items or an extra perk -- I'm on board with your idea of keys granting access to items you cannot bring into a match to make them more interesting.
Let me rephrase:
Having it just give ANY perk could be broken. That's why it makes more sense to instead just make item versions of the specific perks that can work, that way we can tweak them as much as needed to ensure it doesn't become a problem.
That also means we don't have to worry about balancing around potentially getting ANY PERK IN THE ENTIRE GAME. Like imagine getting deja vu or something, that would be terrible. Much better to just have it be items that act a bit like whatever perk we want but turned into an active ability some how.
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@MongByeolBuddies said:
https://forum.deadbydaylight.com/en/discussion/comment/909404#Comment_909404
Oh, great ideas! Your add-on and key reworks are very good.
I especially like the cleanses all statuses.
Here's one more: Body Armor: Reduces damage from attacks that remove 2 health states by 1. The Body Armor is destroyed after one of these attacks.
Lastly, what do you think of this -- Instead of items, what if the special chest had 3 random Tier 3 perks inside it, and you could select one, and it added it to your HUD, so you'd get to play with 5 perks for the rest of the match. I think this could be amazing.
That could be a bit too game breaking, if we want a perks effect we can just turn it into an item with a similar effect instead.
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This could actually replace both of the Key's current functions, and have Survivor/Killer tracking be a possible item from the chests. It could be:
- Keys have X charges, probably like 2-5
- You may consume a charge to open any chest at a faster than normal rate to get a random special item
- Once you have the item you can use it, once it runs out you can reuse the key so long as you have charges. The item is overlayed over the key and does not cause you to drop the key
Broken Key:
- 1 charge
- Increases chest opening speed by 100%
Dull Key:
- 2 charges
- Increases chest opening speed by 50%
Skeleton Key:
- 4 charges
- You may see chest auras withing 24 meters
Addons:
- Addon set that guarantees a specific item
- Addon set that further increases chest opening speed
- UR addon that acts as a chest offering
- Addon that spawns you with one of the special items
- The white ward addon
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@MongByeolBuddies said:
https://forum.deadbydaylight.com/en/discussion/comment/908981#Comment_908981
That sounds cool! Any idea what the item(s) could be?
Maybe powerful one use consumables? Here's a list of suggestions, I'm sure we can work out which ones could actually work:
* Item that instantly progresses an exit gate by 50% after a skill check
* Item that permanently speeds up progress on the target generator by a bit (Survivors working on the gen get the buff, not just you)
* Item that cleanses all statuses
* Item that grants very brief invisibility
I'm sure we could come up with more. The fact that you need the initial time and charges investment keeps whatever we come up with in check.
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@Nuiveoxr said:
Considering it’s not easy to get one full heal (on average) I think the time to heal should be lowered to like 24/20/16s. Compared to Nancy’s Inner Strength, jumping into a locker whenever you’re injured for 8secs is much better.
Healing someone else is 16 seconds of time.
The 32 seconds is a measurement of efficiency, not time.
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@GoodBoyKaru said:
Some advice for the time being about gens:
When you begin to kick a gen but you're gonna get stuck, you actually jolt forwards really quickly and you can see you're literally in the gen. Cancel the animation. You're stuck but the gen isn't regressing; now restart the animation.
You're unstuck. Have fun.
Nice workaround. Thanks