NuclearBurrito
NuclearBurrito
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@Cetren said:
https://forum.deadbydaylight.com/en/discussion/comment/904424#Comment_904424
I understand that, and its a fair point, but every other perk in the game is the same way. Every time you run self care, or inner strength, there is a chance the killer will tunnel you off the hook every time you get unhooked so your perk never comes into play, leaving you wishing you brought more chase perks.
If you run DS and hit a killer that slugs for a fair portion after a survivor gets unhooked, than its worthless. Unless he grabs you and you hit that skill check, its a dead weight in your slot.
Same with Unbreakable for killers that don't slug. Same with Adrenaline if you don't live to see the gates powered.
EVERY PERK IN THE GAME has a situation where it won't come into play where another perk would've been more effective. Calm spirit just isn't meta so people don't run it. Its not about it being situational, because every meta perk is dependent on the situation you're put into by the killer.
I just find it funny people will run Adrenaline, DS, Unbreakable, Iron Will, and then complain when they go up against killers with infectious fright. They can have fun complaining about slug Oni, I'll have fun not having to worry about it.
Not all situations are created equal. The issue isn't that Calm Spirit isn't always super useful, but that the situations where it is useful don't come up that often. Unbreakable is indeed another good example of a perk with that quality.
However the difference between Calm Spirit's situationalness and most (but not all) other perks is that Calm Spirit is useful dependent on the Killers Build and not the situation.
Unbreakable let's you cover situations where it is optimal for the Killer to slug, this can allow you to change how you play safely even if the perk was technically never used, and every Killer needs to worry about you using the perk and not just specific Killers or build.
And perks like Adrenaline have conditions that are on the way. Completing all of the gens is something that you want to do in every game and is something you can force.
Stuff like that.
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@Cetren said:
https://forum.deadbydaylight.com/en/discussion/comment/904352#Comment_904352
Calm spirit is amazing. Even one or two survivors running it completely shuts down an infectious fright snowball, allows you to hide in lockers against an iron maiden huntress, brings the free anti-stealth opportunities of doctor down to zero, and prevents good killers from using crows to pinpoint locations in the area. I can't tell you how many times I would've passed a survivor by if they just hadnt disturbed one crow a few seconds ago flying back to its perch. The only people who could possibly see this as underwhelming are people that don't run the perk and people that don't utilize crows in tracking as killer.
I'm not saying its an outstanding perk, but it more than justifys a slot, which is more than can be said for some perks in the game.
The issue with the perk is that it's too specific. When it comes into play it's amazing, but there are a lot of games where it DOESN'T come into play making it hard to justify running.
Unless you are facing one of a few Killers or the Killer is running one of a few perks the only real benefit is the crows interaction, which while nice isn't needed since you can crouch by the crows anyways.
The amount of time saved by not crouching there isn't by itself enough to justify a perk slot. So the perk is a gamble, which can be hard to justify running even though it's extremely effective when it matters.
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@Venoxxie said:
I see it like this, if anyone thinks it's not a team game, then let yourself die on first hook. Please. Why should anyone save you if it's not a team game? If it is everyone for themselves, then no one should save you. When you allow people to save you, you are admitting you need a team to live. If people really say it's not a team game, then I'll sit in a corner and you can do ALL FIVE GENS by yourself.
Point? You need a team to live. You need a team to at least attempt to make it to the end and survive. You need a team to help you because you cannot face the killer and do all the gens by yourself. It is a 4v1, not a 1v1. You cannot survive in a 1v1, the hatch shouldn't even spawn/open for the last person until there's 1 or 2 gens left so if you depend on the hatch at like 3 or more gens left, you don't even deserve it especially with the "It's not a team game" mindset because at that point, you expect everyone to die (if you've done poorly in the match) so you can live.
Dude. Being incentivized to cooperate is not the same as being on a team.
In any game a group of players count as a team if and only if they have identical win conditions.
Survivors in DBD each require a different player to Survive in order to win. Specifically themselves. However you still want to unhook people because doing so usually improves your own Survival odds. And when it doesn't I simply won't go for the unhook.
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This isn't a team game. You win individually. You may have others that are highly incentivized to help you, but their goal is to ensure they survive, not to ensure you survive.
Contrast Identity V where the goal as a Survivor is 3 or 4 escapes. There you ARE a team and your goal is in fact to ensure the rest of your team escapes sometimes sacrificing yourself for them.
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@Jejune said:
https://forum.deadbydaylight.com/en/discussion/comment/903358#Comment_903358
I am sorry for my stupidity please forgive me, i will now jump off the cliff to end my bloodline.
Don't be silly. Shattered bloodline is the Spirits DLC. Billy is in the base game
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/902435#Comment_902435
I know right, that Broken Key.. absolutely gamebreaking 😋
of course. That item is broken
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/902283#Comment_902283
The amount of teams that lose to it is ridiculous. I could post screenshot after screenshot of endgame scorecards showing Bubba doing work, but you'll always have that 1 guy saying "Those survivors must've ALL been potatoes". I kinda wish Bubba had Dead Hard so I could run in there real quick just incase the pallet accidentally missed me.
Considering Bubba having a synergy with PWYF and Nemesis basically just being a PWYF buff I'm not surprised that you'd have a lot of success with that build.
Nemesis + PWYF + Enduring + Spirit Furry seems like it could be the ultimate anti-loop build for an M1 Killer. But it's probably more efficient to use some gen stalling perks like you did.
Btw I'd suggest swapping out BBQ for Thrilling Tremors (assuming you don't need the BP of course)
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/902271#Comment_902271
Youd think that, but this setup is hilariously effective. I've just been facetanking pallets while building PWYF stacks and slaughtering with the saw. Eventually it gets to the point...theres no more pallets.
ok sure but that build was JUST added. What did you use prior to Nemesis? Just PWYF on it's own?
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@hysteria said:
https://forum.deadbydaylight.com/en/discussion/comment/901550#Comment_901550
good. predator is already a bad perk and shouldn't be used unless it's for a gimmick/tracking build.
Why would you want to make it even MORE niche then!?
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48 meter Killer vision here I come!
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@hysteria said:
https://forum.deadbydaylight.com/en/discussion/comment/901541#Comment_901541
probably? but who runs those perks anyway??
The Killer: Aka the person who is going to be punished for running it and will thus run something else instead.
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@HamdaN said:
https://forum.deadbydaylight.com/en/discussion/comment/895883#Comment_895883
i disagree, in any sort of open area you have 0 chance. its way to fast and u can only weave/360 the bad onis. its pretty miserable
if you are in an open area and are caught out then you are taking a hit. You don't need a Killer power to hit someone that isn't near a loop.
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@hysteria said:
https://forum.deadbydaylight.com/en/discussion/comment/901523#Comment_901523
it could probably look something like this
Predator:
Scratch marks left by survivors spawn considerably closer together. Uninjured survivors will leave behind scratch marks if they walk within 6/8/10 meters of you.
basically it can counter fixated, and probably lightweight.
Lightweight:
Scratch marks that you leave behind spawn considerably farther apart. Noises that you make while moving are reduced by 4/6/8 meters.
basically countering predator. it can also be used in a stealth build.
@hysteria doesn't that punish injuring Survivors and further encourage the no-heal meta?
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/900872#Comment_900872
I'm typing on a phone, that's no excuse.
"Youre saying youve not come across 3 campers in 100 games what were they kyf?"
Yes I am. And no , solo queue. All of them.
"Because everyone ive played with always run into a camper every 3/5 games and were all between the ranks of 1-10"
Where do you play? That could make a difference. Or you're remembering the matches that annoyed you instead of the whole picture. Which is normal.
"either youre extremely lucky or you dont see the camper because youre on the other end of the map refusing to be remotely altruistic"
Considering the amount of times I died because I went to save someone after the gates were open...I would say... no.
In fact, I'm way too altruistic. Unless I get a daily or challenge that requires me to escape, I never leave unless the egc timer is about to run out or everyone is at the door.
"I read all your comments..." "...i quoted one of your comments simply because i didnt want to waste more time reading your comments"
Which one was it? Did you read all my comments or not?
"where you simply degrade and refuse to believe others come across these problems"
Simply degrade? Wow. What an accusation. Where did I simply degrade someone? Go on. Show me. Because I am a bit of an ######### sometimes but that's always on the side and not the main part of the comment. At least on this thread.
And refuse to believe? Again, where? I believe what people are telling me. But saying someone is wrong and not believing them, aren't mutually exclusive.
"the only reason i find for such a defensive attitude for campers is because you must be one of them"
I know this is a logical fallacy, but I don't remember the name.
It's kind of an af hominum since you're trying to insult me instead of arguing against my points. But I am not certain it's that. 🤔
Either way... this "you only defend them because you're them" is ridiculous and useless. Doesn't matter where I'm coming from, if I'm right, I'm right.
And remember that comment I made like... a while ago...you might not remember... it's right above yours. Where I said.
@Weck "Camping and tunneling is rarely the best strategy at any given point."
Wow...you must be a genious to think I actively play in a way that I myself consider a bad strategy.
Or better yet, when I told the OP that camping is a failing strategy. That is probably why you think I play like that.
Only a true madlad such as yourself would see through my clever ruse. Who would think that I, the guy saying at any point that camping is bad, besides some very situational circunstances, am in fact a camper?
Only you! Oh master of the smartness! Please teach this but humble trickster how to smart like you smart.
I could go on...but it got boring.
What you just said is stupid. The very fact you would consider such a thing is stupid. The fact that you can't decide if you read my comments or not is stupid. The fact that you think that insulting me is somehow helping you is stupid and hilarious. The fact that you say I need to accept others point of view while telling me you're not accepting mine is stupid.
But no matter how stupid your points are, I still read every single one of your comments. Because I wanna understand your position before replying.
If you wanna ignore what I'm saying and pretend you somehow have the high ground, then not only your points are bad, but you're pathetic aswell.
Enjoy your miserable experience
The fallacy you are looking for is "Poisoning the well", which is where an accusation regarding your character not relevant to your claims is used to discredit you. In this case you are being called a camper, which is not related to your claims of what happens when you play as a Survivor.
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@SammyWasabi said:
https://forum.deadbydaylight.com/en/discussion/comment/901128#Comment_901128
This is also another problem with the 1v4 aspect.
I agree with this, and this is why I have a general dislike for moris. (Same with keys I'm not an entitled survivor main)
The main reason for the problem is, both sides are correct in their own ways.
The chase is the only skillful interaction between the survivor and killer and is usually a 1v1
But the game as a whole is usually a 1v4
There isn't a clear way to balance except for the 2kill 2escape model. But then again, problems with that.
Devs would need to drastically change the game to balance for either the 1v1 or the 1v4
Step 1: Stop dancing around the games win conditions. They are defined in the tutorial and everything, so why are they so against putting emphasis on them?
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The REAL problem I can see with balancing for 4v1 isn't about the core idea. But simply about how it has a false premise.
Specifically that the game is in fact 4 players vs 1 player.
In reality the game only STARTS as 4 players vs 1 player, and then those 4 players become 3, and then 2 and then 1.
Meaning that if the game is balanced around the gen speeds with 4 players alive then the Killer getting an early Kill throws off the games balance.
But that's more of an execution thing and has ways of being fixed.
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*Ahem
"So the survivor gets a item like a drink or something and throws it on the ground and it slows the killer down for so long y’all would have to pick the ratio obviously or a piece a gum the survivor chews for a few and throws it on ground to slow killer puppers idea not taking it just though it should be noticed"
^that is what you just read
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@SammyWasabi said:
https://forum.deadbydaylight.com/en/discussion/comment/901044#Comment_901044
You've pivoted from the chase to the game as a whole.
The game as a whole is a collective of several chases, not a single chase.
If you lost the instant the Killer downs you then yeah your skill wouldn't matter if the Killer will win every chase.
But that's not the case, you going down in a chase doesn't mean you've lost the game or even that you've done badly, it just locks in your time for that chase.
In otherwords you skill expression doesn't come from IF you go down, but WHEN you go down.
Stalling the Killer for the entire game and escaping with unbroken is the equivalent of a 1v5 penta-Kill in a game like League of Legends. If it's something you can do with anything even close to consistency then either you are smurfing or there is a HUGE problem with the games balance.
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Having played new Spirit she feels pretty much the same. The removal of Collision is something to get used to but really isn't a big deal since Survivors still haven't learned to be unpredictable.
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@HellDescent said:
Maybe change it so that once it's applied every time you'll take damage you'll hemorrhage again. Basically it only goes away when you are fully healed. Although it'd make sense if you bled out faster on the ground, but that would just promote slugging.
That's already how Sloppy Butcher and Bloody Echos work. And it wouldn't matter if the addons are changed to work like that if the effect itself is still useless.
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@[Deleted User] said:
I’d like to see it have 3 tiers, and like sickness or madness, a survivor increases the rate of approaching the next tier by running or engaging in actions, until fully healed.
T1: Increased bleeding frequency.
T2: Slight Hindered status (equivalent to Freddy’s Kid Drawing add on)
T3: DW. Mending returns survivor to T2. (With DW changes can’t be abused by simply chasing survivor till they drop, but survivor can’t abuse “hiding” within TR either)
Seeing as this is a status tied to Sloppy and now Blood Echos I wouldn't want something like this to be it's effect.
Hindered is too strong on something that can be applied that easily.
You'd be able to give everyone permanent Hindered and occasional DW with Plague using Blood Echos.
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Spirit Furry due to it having a Synergy with Enduring.
PGTW doesn't synergize even if it is useful on it's own merits.
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/895535#Comment_895535
It all depends as the killer is allowed to take advantage of a situation with a survivor being a troll.
the Survivor is still working with the Killer and thus is preforming a bannable offense
Pointing out a Survivor in a locker after deliberately revealing yourself while you could otherwise have been hidden is not to your benefit. Thus that Survivor is not simply preforming a strategy.
The Killers reaction to this however (specifically him not hitting that Survivor) means he likely is in fact working with the other Survivor (as in they likely sent messages beforehand) since there is no reason not to just hit the Survivor AND open the Locker.
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Yes
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Why does the Oni's power have a build in Drain condition while in Demon form. I'm referring to losing a portion of your power when downing a Survivor. This question also applies to the drain occurring on picking up a Survivor in the PTB.
Why does that drain exist in any form at all as opposed to not existing?
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@PalletOrWhat said:
What are you talking about? Spirit is still a monster.
No she's a spirit.
The oni is a monster
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/894692#Comment_894692
Because that information isnt information it's a requirement to play a game for the majority of the population hense it is absolute and free.
Either way I told you were done. If I could find a way to hide your messages I would your replies are a joke.
Just because it's a requirement doesn't mean it no longer qualifies as information. And some of the things the game tells you AREN'T required to play the game, such as the aura of downed players and the location of the exit gates.
The aura of downed players can even be removed by Killer perks.
And since information like this can exist the idea of MORE information like this can't be fundamentally bad.
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/894043#Comment_894043
Well imma end the discussion because apparently you can't be in the wrong. Also the fact you literally said black tv no audio for info made me laugh so much. So taking anything you say seriously till I forget about it makes me think your a joke.
Either way there's a difference between situational information and free information. You should learn the difference.
I.E a bosses HP bar with numbers is free and a boss HP bar without is situational information. Both are useful while one is absolute the other is derived. Get it? Same situation big difference.
Kindred at base is Free information while currently as is for hooks its just situational information. While Kindred would be nice it effectively goes against what the game needs for killers. While nice for survivors because it just states should u do gens or go for the unhook. It basically screws killers over. I mean unless you want killers to struggle further. At that point we may as well petition Behavior to work on AI bots.
Your definition of situational vs free doesn't put the basic information you get from having a camera and audio in the first place as situational.
You defined situational information as information that is derived from something else, but that something else would still be free information. So you still inherently MUST have some level of free information in order to have a game at all (unless you are one of those guys that will do a literally blind speedrun. Believe it or not that's a thing).
And again, you HAVE to balance around Survivors having that information for free at some point because even if they straight up deleted the perk the info would still be there because SWF exists and they will have that info without using a perk slot. So the first step to doing that is to ensure that the rest of the player base also has the info you are about to balance around.
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@Peanits said:
While I get what you're saying, we did just give every 18 free cosmetics earlier this week. The point of giving people the event cosmetics was to compensate for the fact that people had lost them due to loss of progress. We found a better solution that would have allowed us to award them only to people who had earned them. I'm sorry if the free cosmetics we gave you weren't good enough, but this way is more fair to the people who put in the effort to get them.
Something something give me more free stuff something something I deserve everything you have something something salty tears
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@Acromio said:
https://forum.deadbydaylight.com/en/discussion/comment/893243#Comment_893243
Oh, yeah? Where's the "survivors afflicted by Carter's spark can't interact with anything for 2,5 seconds" part? Because I don't see it.
it wasn't on the previous description either. The text describing Shock Treatment is the same as before.
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/893653#Comment_893653
It's not that I'm dismissing the idea I straight up think its stupid. No one should have free Information without having first used something for it.
In every game you have played with Solo, Co-Op, PvE, and PVP in it. You can run a generic good stuff build for everything or you can run a specialized build for a specific one. If you say run a good PvE build in PvP you might do well against some people, but against a tuned PvP build you'll lose. While if you run a highly tuned PvP build the opposite is also true. You can still do well, but it's not nearly as optimal as picking a specific purpose for a build and what you need for the trial.
This applies to Solo or SwF. If you run a generic meta build yes you can do well, but most of those builds are generic good stuff. Your sacrificing slots you could devote to something more useful in said scenario like Solo.
So while yes I do think that Solo should get buffed I do believe that if you take a tuned SwF build or Meta build then get crushed because of the lack of information you needed in the trial. Then the issue is actually on you not the game.
Free anything is bad game design.
Except games in general usually give you ally tracking for free for this exact reason.
There's no point in even pretending like this is a legitimate trade off when you have players that will get that info for free regardless of your game design.
Also you have to have some info be free, otherwise you'd need a perk to have anything more than a black screen with no audio. You don't need a perk to get sounds and you don't need a perk to have a working 3rd person camera. You also don't need a perk to see downed Survivors, hooked Survivors, the exit gates, the location of completed generators, status effects ect.
All of these are free info. Perks give you more info and abilities compared to some baseline, but the baseline can be anything and adding to the baseline shouldn't be dismissed like that.
Are you suggesting that we should remove the portraits in the bottom left and remove all notifications and basekit auras? If not then you support giving players free info, you only don't think of it like that because it's always been there, but from an objective point of view that doesn't matter since Kindred could have always been basekit as well.
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/892611#Comment_892611
That too, but since it's about Solo I didn't bother mentioning it. I have been enjoying Kindred and Empathy or After Care.
Yes but your dismissing the idea of kindred basekit without actually addressing the thing that makes it a proposal in the first place
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/886497#Comment_886497
Um no. Either use a slot or dont get the info.
Or use SWF
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@TheHourMan said:
https://forum.deadbydaylight.com/en/discussion/comment/891032#Comment_891032
Where are you getting this 25% figure from and why are more feral hits a threat?
A frenzy hit went from 16 seconds of stall down to 12. However his speed in frenzy was increased.
If the extra speed is enough to go from hitting 1 Survivor per frenzy to 2 Survivors per frenzy then that's a total stall increase of 16 to 24 per frenzy use for example, which is a buff.
25% is simply the threash-hold for it to be an actual buff. Since if 1/4 Frenzy hits now were gotten because of the buff to Legions speed, then that means his average stall per match is identical even if the stall per hit is lower.
If it's less additional hits than that then his overall stall went down since the additional hits would be insufficient to make up for it.
If it's more additional hits then his overall stall went up because he is getting disproportionately more hits and thus is applying DW on more occasions.
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@SnakeSound222 said:
I'm hoping that the Static Blast isn't just the Static Field put on a cooldown. If it is, then that'll make him worse in terms of viability. Hopefully it releases a lot of Madness or doesn't require you to switch stances or something good.
From reading the power portion of the text (which isn't in this post but is on there) the stance changing mechanic seems to have been removed entirely.
In other words no stance change needed for Shock Treatment either.
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@OMagic_ManO said:
Why use Deer Stalker over any perk though lol.
Because Monstrous Shrine is useless
Now the REAL question is what GOOD perk I'd use it instead of...
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@WarStRiKeR117 said:
https://forum.deadbydaylight.com/en/discussion/comment/891238#Comment_891238
Yeah but you know the killer main community would flip #########. And I agree those have counters except for rancor, especially now with nemesis and any perk that switches obsession. I saw 3 people got mori by rancor in one match. That perk doesn't have counter play. Just pray to god killer doesn't find you. And tombstone you don't even need to hook survivors the timer would stay for DS. Maybe instead of escaping the survivor uses DS but instead of mori the killer is forced to pick up and can't drop.
You get free information, use it to hide and leave immediately. They will see your initial location when the final gen pops, but you can maneuver in order to remain unseen. From there just leave, the gates are powered so just walk out.
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@lynelmane said:
https://forum.deadbydaylight.com/en/discussion/comment/890921#Comment_890921
I didn't care about it personally but I just think it's an unfair trade since FF can't down a survivor.
Doesn't matter if you care or not. You need to design your suggestions accordingly, otherwise you are wasting your time.
Simply reverting changes will end up with the problem they initially set out to fix still being there. So that's almost never the right approach.
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@MrDardon said:
There is no need to buff DS. If it should get something it should get more of a nerf, but first off they need to change the green and red Moris + the Keys before they change DS at all.
They can change it in either order.
The existence of one doesn't justify the others
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@WarStRiKeR117 said:
https://forum.deadbydaylight.com/en/discussion/comment/891200#Comment_891200
Again BT that's a situational scenario. And DS isn't a big game changing buff, it used to be able to counter mori's. Now mori is just instant 4k unless the killer is really bad. So I was just saying making it counterable
Change Mori offerings then.
Remember that Rancor, Tombstone and Devour Hope also exist and unlike Mori offerings they do not need nerfs and they all have counterplay and weaknesses.
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@WarStRiKeR117 said:
https://forum.deadbydaylight.com/en/discussion/comment/891003#Comment_891003
Well considering that they aren't the strongest perks and DS is situational. A good killer won't have a problem with DS if they don't tunnel. Same with BT a good killer won't even let it activate unless there is a survivor try to be a little to aultristic. But there are so many campers and BT basically makes it a trade, making whoever is on hook Depip for trying to save. Plus Freddy and all oblivious perks counter BT
Getting hit soon after an unhook isn't a niche scenario. Plenty of Survivors will lead the Killer to a hook mid chase for an impromptu meat shield using BT, and DS's timer of 60 seconds is more than enough time for it to proc often.
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it would make more sense to just have the timer not pause. Ever.
Trying to abuse it for a free Kill is basically just glorified camping since it takes just as long and there is no problem with abuse if there is nothing to abuse.
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@KnifeaToMeetYaXD said:
https://forum.deadbydaylight.com/en/discussion/comment/891085#Comment_891085
Never said you couldn't ask and I don't know why he doesn't remove it outright. It's a stupid mechanic and I'm not sure why it was ever included. Sorry if I come off as aggressive or tilted, these new Legion changes have me real pissed off.
I'm just rolling my eyes about it at this point.
Legion won't be good until they embrace his lethality potential.
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@DepressedClownMain said:
https://forum.deadbydaylight.com/en/discussion/comment/890155#Comment_890155
I cant deny, but you shouldn't complain about 4 toolboxes with bnp and swivels
I'd complain to the devs about that. Not to the Survivors.
Just like my view is that Survivors SHOULD gen rush and that gen rushing should be nerfed. These are not contradictions, since something being OP is a valid reason to use it as much as possible.
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@KnifeaToMeetYaXD said:
https://forum.deadbydaylight.com/en/discussion/comment/891042#Comment_891042
Because Devs and DBD.
ok but this is @Pulsar's suggestion. And since he's bringing it up I can ask why he isn't just removing it outright.
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personally I thought rework #1275 was the best idea.
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Some of the nerfs make sense (fixing the no pallet break animation, flick nerf, charge cancel nerf)
Others don't (passive recharge nerf)
And the fact that his power has a drain didn't make sense in the PTB and still doesn't make sense in live. The change transfered the drain to be when downing a Survivor instead of when picking them up, which at least means it won't force slugging. But it doesn't make sense why that mechanic needs to exist. The nerfs to demon form already counterbalance removing this mechanic, so it could easily be removed without issue beyond the addons needing a replacement.
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Why does M1 need to drain the power?
Like, at all?
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/890550#Comment_890550
That right there would be a non sequitur. Just because one system is not so friendly to new players at the moment doesn't mean that we don't care about new players when we try to make something else more intuitive. What we're aiming to eliminate is the question of, "Does X work with Y?" Like the example given, why does Sloppy Butcher work with Frenzy while NOED does not? Both activate on basic attacks, so why are they different? Having each power work on a case by case basis would mean you'd either have to look it up or test it out for each killer.
If you aren't already can you track how many Frenzy hits the Legion gets per trial on average?
Because in order for the mend changes to not be an overall nerf we'd need to see a 25% or more increase in the quantity of hits.
If we do then the counterbalancing made it not a nerf. He'd still need buffs but at least this patch didn't hurt him. If not then you nerfed him and REALLY need to buff him in response.
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Surge - That's not how stacking works.
Stacking is only applicable when they would happen at the same time.
PGTW happens on kick. Surge happens on down. Them stacking is not applicable since they cannot ever activate at the same time. You can't down someone with a basic attack at the same time as kicking a generator.
Your PWYF buff is a bit OP. I know the perk is situational right now but it has to be since it's a movement speed increaser. So if we are going to buff it then I'd just have it only count Offensive actions that actually hit a Survivor, and not just all Offensive actions in general.