THE_Crazy_Hyena
THE_Crazy_Hyena
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I have experienced this too. I was not the one having the issue, but another person in my SWF lobby was having this issue every other match
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@nars said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481111#Comment_3481111
I refuse to use windows because I know It'll make me a worse survivor. Not to bash on anyone who uses it or anything, but it does make chasing much more streamlined. You dont have to take note of where pallets are and build a mental map if WoO gives you a visual one.
I use MFT sometimes just because its fun, but i try my best to stick to SB. Honestly survivor chase is just kinda boring without SB for me.
I swear by Lithe myself. Saves me from having to walk around the map to prevent accidentally using SB
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My personal experience with the game during the event.
Killer side: Has been really fun, since I haven't played super seriously. It is a BP event after all, and thus all players deserve to gain a lot from the cakes. Granted, some survivor groups has been playing like it has been a tournament, ex. rushing 5 gens in 5 minutes with BNP and stacked toolboxes (often paired with Built to Last). Those games are never fun, even if you are just goofing off. And of course the bully SWF's with head on and 4 flashlights (thank god for lightborn 😈), but it has never felt completely unfair.
But for the most part, my killer games has been an awesome experience, and how many games have I just goofed around, doing meme builds (Scratched Mirror Myers, Walking Nurse etc.), and the survivors loved it. It was quite different from what they were usually going against. Some games, the survivors just gave me the 4K and others were pretty close (as it should be). For the most part, I play a very relaxed and casual killer side. Even still, I managed to get Gold 3 before the grade reset, so I am happy with that.
Survivor side: This has been MISERABLE during the event. Might be that I have horrible luck, but as soon as I hit Iri 4, it was as if a wall came dowm before me. 95% of my games past that point has been tunnel, tunnel, tunnel, or face/proxycamped on first hook.
This experience has happened more often then not when playing SWF. The killers are being extremely toxic it seems. We haven't even played the META way either, just trying to have fun, since it is an event after all. But no no no, 95% of the matches I had as a survivor was anything but fun. I think I have a 10% escape rate in total (if that even), which is terrible.
Funnily enough, I have had a much better time when playing solo survivor, while normally this would not be the case.
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Grades will incidentally reset at the same time the event is over
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480126#Comment_3480126
OG ruin was too powerful against beginners and did nothing against experienced players. low mmr killers already have a blast and easy time. I see no reason to bring back perks like OG ruin.
However I agree ruin could use a buff - it makes very little sense right now (but buffing it in more regression - say 150% would do it).
Thing is, it would only favor high mobility killers (like blight, nurse) with the auto regression in place, Regular killers would not gain as much value from it.
What if a compromise was made instead, like if the totem didn't get cleansed before X amount of time has passed, red skillchecks would appear.
Or tweaked the original effects to make it less punishing for new players.
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I love the idea, and it looks very well thought through
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479786#Comment_3479786
10% is SUPER NOTICABLE. To give you a perspective. I never ever use any other addons then speed addons when doing sabo. The chance to have successful sabo thanks to extra speed is much more then possibility to try it one extra time. The buff saboteur is getting this patch (7.1.0) is actually HUGE deal to me. 10% is a LOT.
I'd rather alexis was made pink if it was 10% faster, then making it green with 10% slower effect
I'll revise my original comment then. All in all though, I'd say 45% sabo speed on a green Alex, but with a stronger Hacksaw to compensate for that. That should make it better overall
- Tweaked the values of Alex' Toolbox to +45% sabotage speed
- Tweaked the value of Hacksaw to +30%
- Added a note about event toolboxes
In total, with my idea of a tweaked sabo box and add-ons, you can obtain +85% sabo speed (up from +80% currently), or +75% with 40 charges (up from +70% with 36 charges today). It should make saboing a tad better.
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@Mandy said:
My concern with having a perk to counteract tunnelling is that it would then be a must run perk - I'd much rather there was something in the base game to incentivise NOT tunnelling as a playstyle first. Just my two cents though.
A window (20-30 seconds) of full invulnerability to the unhooked survivor, that gets disabled if they do any conspicous actions. This could incentivice killers to prioritize others over the newly unhooked player, and allow them to be fully healed.
I read in another post that a basekit BBQ and Chili could be a good idea for the killer players. A mini-version that reveals one survivor that has not been hooked yet, outside of a 40 meter radius. It could be a good helping hand for the killers who has trouble finding other survivors.
As for the other side of the coin. I think old Ruin needs to be brought back (in its original red skillcheck form), so that there is a legitimate counter to genrushing as well.
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@xEmoGirlxAlexisx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479922#Comment_3479922
not just teabagging also hate Mails where they instant call u trash just because i didnt got a 4k whit a weaker Killer on a Survivor sided Map like the Game or Red Forrest
im just sad that u CAN Play how u want Survivor are still going to be toxic to you they are blaming Killers for tunneling but then when the Killer trys to Play nice they are still toxic if u didnt get a 4k
I ran into a toxic SWF yesterday, but that doesn't mean that I should change my playstyle entirely.
If all players did this, then the game would be unplayable, and people would outright stop playing altogether.
On a side note, I did end up cornering one of them in the end game, and after he failed his dead hard, ending up on the hook, he had a complete mental boom in the end-game chat. Not only did he do the usual "UUUUUUHHH KILLER IS SO BAD" nonsense, but he also threw a lot of salt at his teammates, making them all hardcore flame eachother. Guess I got the last laugh after all 🤣
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480013#Comment_3480013
Sadly, there isnt much that can be done about smurf accounts. It honestly ruins the game for new players and even might drive them away.
Yeah. The sad truth about any game with SBMM in place. It is so easy to exploit by smurfing. Players who enjoys power trips does this quite often. They usually end up playing a few games against newbies, and then they leave that account until the MMR has dropped all the way back to zero.
Like you said. It is so discouraging for new players when they run into smurfs.
In all fairness, that is why I preferred the old ranking system over the SBMM and grades we have today. Sure it was easy to exploit by deranking on purpose, but you were more often facing players of equal skill or playtime in or around the same rank as you.
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@[Deleted User] said:
Hag
I can’t stand her. She’s a bit jumpscary, and I appreciate it, but that’s it. Every Hag I’ve faced traps the hell out of hook spawns and GG if she defends the basement heavily. In solo queue she’s a nightmare.
Oh my, I knew I forgot someone in my list.
The fact that she got made A LOT stronger after BHVR took away the ability to remove traps with flashlights. It's just terrible to face her at times.
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Speaking of breakble walls. There should have been ways for survivors to utilize them as well, like creating a temporary breakable window vault or something. That could have been a very interesting and interactive way for both sides to shape the trials to their advantage.
I remember seeing someone bringing up that idea a long time ago, not that long after breakable walls became a thing. It would have been really cool seeing that being implemented in some way. Just hopeful thoughts.
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@Ariel_Starshine said:
Med kits were already homenogized, please don't do this to toolboxes. It will make the game so incredibly boring with no variety.
If you read my previous comment, my suggestion would still keep toolboxes unique from one another, but they would reflect their rarity more (as well as shifting rarities of some boxes and add-ons around).
My suggested change for the Commodious toolbox was giving it Iridescent rarity, buffing its base repair speed by 10%, and giving it a 30% sabo speed boost, while reducing the charges down to 24 instead. It would feel a lot more balanced to go against, since it would not last as long as it does today. And I suggested adding a downside to Wire Spool by giving it a 10% penalty to repair speed (while also giving it more charges to offset it), and making it a purple add on instead. This would severely bring down the usage of said items and add-ons, as they would be much harder to obtain. The fastest box for repairing alone would then be the Engineer's Toolbox, that would then add 90% repair speed at 40 charges (maximum). Commodious with my suggested changes would give you 40 charges at +75% speed, or 40 sabo charges at +55% speed (with the correct add-ons), which implies that the box can serve a dual purpose, rather than being a glorified and better Mechanic's toolbox.
I also think that Built to Last should be chaged to give much less toolbox charges than it currently does. Maybe down to 50/40/30% for its three uses, making it much less prone to be used in a genrushing scenario, as the time lost going into a locker would offset the time gained from repairing with a half-full toolbox.
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No, just no!
I agree with @nars way of a Trickster rework (or rather QoL change). It sounds way better from a balance standpoint.
I would also add if you need one less blade to injure/down a survivor, then the base throw rate has to be slightly toned down as well to offset some annoyance.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478226#Comment_3478226
- ah ok, It just reminded me, how back then. A lot of players would derank on purpose to 20. In the hope to get new players during a free weekend. I glad thats gone for good. While the sbmmr isn´t perfect, it at least prevents this.
- Absolutely. DS has been nerfed several times to 3 seconds, only to be buffed again to 5 seconds. I´m really surprised how this time, it stays at 3. When thats simply not enough time. 5 seconds would be better, healtier. Old Ruin gave survivors a reason to search for the totem or get better at skill checks. Either way, it slowed the match down in a good way. It also teached how to become better at skill checks. Current Ruin is so weak, that no one bothers searching for it.
- I love scratched mirror Myers on RPD! Both playing and facing. Its one of the few occasions, where the game actually feels like a horror game.
- Sometimes you can get unlucky and other matches you end up with 200k bloodpoints and don´t even know why. Saturday i had a match, where someone dc against Nurse on Garden of Joy at 5 gens. Nurse proceeded to slug everyone because he just wanted the match to end.
- Maybe 1 meta shake up every 3 months? Since it took the community like 2 months of fresh builds before a meta formed.
- For different game modes, i would love to have a Casual mode (more forgiving for both sides. With more gens and hook stages) and a Hardcore mode, where everything (perks, aura reading, heart beat, scratch marks, hud) is turned off.
- Yes. Just like killers have addons that give 100% bonus bloodpoints in exchange for turning their power off, there should be perks that allow for that. For example a perk that turns the heartbeat off, but you get more points. Or one that gives a random status effect (from a list of 5 positive and negative). Just for laughs.
I remember the times of people deranking on purpose to get easier opponents. Still, today you see the odd smurf account out there. I was watching a friend who just started playing the game try a game of killer, and had a survivor who was ungodly good compared to him.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479244#Comment_3479244
Do you think sabotaging is so OP, that you need to overall nerf sabotage speed by whole 10%? It's huge nerf. I don't like that one bit
Not really, but a 10% decrease to the base speed bonus should not be that noticeable, plus, with my idea to buff the sabo add-ons instead, as a trade-off for the decrease, should make it just the same as it is today. (Hacksaw + Cutting Wire = +35% sabo speed, with the Alex box, makes it +75% in total).
Also, my suggested Commodious change adds some sabo speed to it (+30% instead of 0%) as well. So, that box can have a true dual purpose.
Anyways, I was more looking into a rebalance of the repair aspect, as well as doing some rarity changes. Not looking to gut saboing in general.
Once again, a 10% reduction is not much in the grand scheme of things.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479046#Comment_3479046
It might be fine as one time item like firecracker, but definitely not perk where you can have multiple of them.
And why would lingering effect be longer than clown have (2 seconds).
Using this item would on most loops make you unkillable for many killers for 12 seconds + classic looping time.
Killer will basically have to drop a chase whenever this is used.
The game would be hell for a killer if survivors could bring 12 of them (items + perks).
I don't play Clown as much, so I forgot the duration of the lingering effects. But think about it, it is an item that takes away a toolbox, a med-kit or a flashlight. And since I suggested it being an iri item, it should be able to be replenished in a way.
Maybe make it so that Made for This doesn't affect it.
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Hmm, You do have a point. Though if they did nerf the base value of BNP down to 10% (from 15%) you would still get 20% repair progress if you hit both skillchecks.
I agree on Built to Last combined with the charge and speed add-on being really strong. In my opinion, the repair and sabotage add-ons should swap rarities (both wire spool and the socket swivels being green or purple instead of yellow), as saboing hooks is not as common to see anymore outside of daily challenges or in niche scenarios.
Heck, even the brown add-ons are pretty good on the commodious/event toolboxes. 40 charges at 70% incresed speed.
Here's how I would change toolboxes:
- Engineer's Toolbox: - Fine as it is
- Alex' Toolbox - Dropped the rarity down to Rare (green), decreased base sabotage speed to +45%, removed the +10% repair speed.
- Mechanic's Toolbox - Fine as it is
- Commodious Toolbox - Reduced charges down to 24 (from 32), increased rarity to iridescent (red), increased base repair speed to +60%, and base sabotage speed to +30%
- Toolbox - Fine as it is
- Worn out tools - Increased charges to 24, decreased base repair speed to +35%
- Event Toolboxes - Changed the base values to that of a regular Toolbox, to match other event items.
Add-on pass:
- Brand New Part - Decreased automatic repair to 10%, and increased the progress from hitting the skillchecks to 7% (up from 5%) - gives a grand total of +24% progress if both skillchecks are hit.
- Wire Spool - Increased rarity to Very Rare (purple), increased charges to 16. Gives a -10% penalty to repair speed.
- Socket Swivels - Increased rarity to Very Rare (purple), decreased repair speed to +25%
- Hacksaw - Increased sabotage speed to +30%
- Spring Clamp - Increased rarity to Rare (green), makes generator repair noises silent instead.
- Grip Wrench - Also increases the time intervals of sparks from generator repairs by 50%
- Protective Gloves - Also prevents a generator from exploding while working on it (consumes the add-on).
- Scraps - Increased rarity to Uncommon (yellow)
- Clean Rag - Increased rarity to Uncommon (yellow), decreased repair speed to +15%
- Instructions - Skill checks triggered has a 20% larger success zone, and grants a +1% to progress from Great skillchecks
- Cutting Wire - Decreased rarity to Common (brown), decreased sabotage speed to +10%
Edit: tweaked some values based on feedback.
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Clown bottles for survivors does ACTUALLY sound like a lot of fun, as well as being totally crazy.
I mean, such a feature could be implemented in a similar way to flashbangs, where you have to do a prerequisite task (be it 50% of a generator, or healing a teammate for one health state), and then craft it while standing in a locker.
It doesn't need to have too strong of effects, but they would definitely need a different color to discern them from the actual Clown bottles.
So to take the idea up one notch, here's my take on the idea:
Item: Stolen Bottles (Iridescent) - Start the trial with 1 "Clown bottle" in your inventory. You toss it with the secondary action key (M2 by default).
Grants the ability to craft "The Afterpiece Tonic" while being in a locker for 1 second.
The ability to craft this item will activate after you have completed 60% of a generator's repairs, or after healing one health state of another Survivor. This can occur two times during the trial.
Upon tossing the bottle, it will break upon impact on the ground, spreading a green cloud of gas that only affects killers.
- Applies a 10% Hindered status effect and blurs the vision of the killer while they are inside the gas cloud. The effect lingers for 3 seconds after leaving it.
"Not that overpowered to be honest, but it does sound like a lot of fun as well as an interesting take on consumable items"
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3476285#Comment_3476285
Thats interesting. To me, playing since 2016, i´ve noticed that survivor matches get easier instead of harder. Like a lot.
- Correct me if i´m wrong, but it sounds like you wanted to stay on rank 20, to be matched against new players. That doesn´t really sound fair or fun for those new players. The SBMMR should however, not be only based on kills/escapes. It should factor more things in. A face camping bubba with 4 hooks and 4 kills would be considered stronger/more skilled than a 9 hook Huntress with 1 kill. When its the other way around.
- DS as counter to toxic strategies? Uhh DS was used for toxic strategies. It was so weaponized, that streamers regularly made montages of their usage of DS against killers that were not tunneling. When Ruin was stronger, it encouraged survivors to search totems. Now, no one searches actively totems. Which in return makes NOED more viable.
- I agree. Stealth killers are a bit on the weaker side, but they make for more fun matches.
- Earning bloodpoints is ok. The more you interact with the killer or other survivors, the higher the points at the endgame screen. More often than not, my points as solo are on par or higher than the killers. So i don´t see an issue here.
- The last meta shake up was fun. For a couple of months, we had no meta and everyone was testing new builds, streamers came up every day with new, wacky, fun builds. We really need more of that. I agree.
- Random perks can be fun. Playing with non meta perks can be really interesting and give players a chance to see the advantages of perks, they previously ignored.
- Tbh, i wasn´t prepared for the perks of Nicolas Cage. I was like what the? But yeah, the devs should introduce more crazy stuff, even perks that go a bit over the top.
- Well, I was mostly playing in the purple ranks, as I was playing in a more casual way. Most killers I faced back then were players with a similar amount of time put into the game, therefore games felt more like a tug-of-war instead of a complete steamroll like they do nowadays. It's either 100/0 or 0/100, and not 50/50 it feels like.
- yeah, I do agree that DS was used in nefarious ways, especially by bully squads (I did face a couple of them back then), but had they reworked the perk in a better way (deactivates on conspicous actions, and permanent deactivation in the end-game, but kept its 5-second stun and allowed to be used on two hook stages), it would have made a pretty good anti-tunnel perk today. Somehow, I do miss the old Ruin with red skillchecks, as it did "slow the game down, just a lil' bit" - famous quote by Monto. It did prompt survivors to look for the totem, and it bought the killer some much needed time, unless the survivors were really good at hitting great skillchecks.
- Stealth killers does need to make a comeback. It is a lot more fun facing a Scratched Mirror Myers than it is to face most meta killers these days. Playing them is also way more fun, especially on indoor maps with tight corridors like Midwich and RPD.
- Might just be my bad luck of spawning alone, or getting tunneled quite a bit. With the abundance of killers running Lethal Pursuer, they often track down the player who is by themselves at the start, or it could be my bad luck with the killer I am facing (seen a lot of plagues lately), which doesn't allow for high-point games. Last night was a lot better though, as I managed to escape a few times, often ending up with 35-40k points.
- Indeed. We do need more meta shake-ups, so that we get more diversity again. The problem is that once a meta is established, the game gets stale fast.
- Random perks needs to be its own game mode (maybe with an incentive to try it out, like 2x BP)
- I agree, the perks just blew me away with how silly and fun they looked. They really should introduce more crazy and silly ideas into the game, just for the fun of it. We need more meme-perks in general
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@Cryptikk said:
There is sop many pallets on this map and it makes chases take really long and having to crush 6 pallets in a minute gets tedious.
It used to be much more Survivor sided in its old form, when there were much more pallets, and the upper floor did not have this huge open room.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3474926#Comment_3474926
The funny thing is this applies equally to killers and is demonstrated by the no pip 4K example by Spectralfx above.
If you utilise scummy killer tactics such as camping and tunnelling, you will 4k without acquiring enough chase or hook points, and you won't pip.
Just as survivors will want to complete actions in all categories; repairs, healing, chase and surviving, killers need to complete enough actions in all of their categories as well, this involves letting survivors be rescued from hooks, so that you can score more chase points, and hook them multiple times.
If you just didn't camp, then not only would you gain more pips, but all of these anti-camping mechanics would be of no consequence to you.
Some people are too thick-headed to see the game from both sides. Just let it go, they won't listen to us anyways
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@GensByDaylight said:
What is the funniest/most enjoyable thing you've ever done or experienced in DBD?
I just played a game where a Skull Merchant was trying to camp a 3-gen on Toba, but after getting hit with 5 blast mines she DCed and sent a #### you in chat. It was very very satisfying.
A few nights ago, I sat down and played a game of killer. Incidentially I was playing AS the Skull Merchant, and the game was very close, as I did not do a scummy 3-gen on the survivors.
Then out of nowhere, this Nea had the audacity to teabag me in the exit gate. Little did she know that the treshold for escaping was further out, so I downed her, got her on the hook and ended the game with a nice 4K. That was a very satisfying win, by instant karma 😌
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I am sure there are many great options to pick from when it comes to Norse mythology. Could you imagine a killer based on Loki for instance, who played tricks on the survivors. Or a killer based on mythological creatures (we do have monster or non-human killers already). That would not be too far out of this world.
- Trolls - So much folklore about these creatures, and their vicious nature fits well into DBD. They could have special interactions with flashlights, since trolls turn to stone upon being touched by sunlight.
- Huldra - A mythical creature in the shape of a beautiful woman, with long blonde hair and a cow's tail. A demon of desire, she draws unsuspecting men into her spell, and eats their souls, feeding on them.
- Nøkken - An aquatic creature in the shape of a hollow man's body, not so different from The Hag. Lives in small ponds and lakes. As soon as the fog rolls in, the creature will come out and hunt for unsuspecting travelers who may camp near its waters.
Anyways, I had a much different idea regarding a Norwegian themed chapter. If you have watched the Cold Prey (Fritt Vilt) movies, you probably know what I mean. And something that would bring back the feeling of "old DBD" again, where the killer is genuinely scary to face. If you have the time, read this post, and let me know what you think of it: https://forums.bhvr.com/dead-by-daylight/discussion/381725/chapter-idea-cold-prey-fritt-vilt#latest
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For me, the least fun killer to face has to be the Plague. You are forced to either play the match with one health state, or risk having to face her overpowered red puke. Teamwork goes completely out of the window with this one, and you often end up with a puny amount of BP too. Really not fun to go against. Don't worry. Legion is up there too. but they are not nearly as bad as Plague.
Other mentions:
- Huntress - Due to her ability to easily proxy-camp hooks, she is so damn boring to face off against. On the flipside, she is really fun to face if she doesn't play the "oh Camper Camper" game.
- Wesker - Same reason as Huntress, way too easy for him to tunnel/camp with his power.
- Twins - Another killer who excel at camping. Not fun playing against. Victor is also way too hard to dodge. There is so little counterplay.
- Knight - Way too oppressive, hard to counter, and his summons last way too long at times, giving you zero chance of outrunning them.
- Blight - With speed add-ons, or alchemist ring, he is quite a nightmare to go against. On the flipside, if you meet an inexperienced Blight, or one that does not run the overpowered add-ons, he is quite fun and engaging to play against.
- Clown - Due to my already bad vision, his power messes me up so bad.
Now, for the ones I DO enjoy playing against:
- Michael Myers - A fair killer, assuming he doesn't use any tombstone add-on. Scratched Mirror Myers is really fun to verse, as you need to be on your guard the entire time. It adds a whole other dimension of gameplay.
- Demogorgon - Probably the most balanced killer out there, and I stand by that statement. If there was a "perfect" killer, Demo would be it. His power and add-ons are not overpowered, and you can counterplay him quite well, if you know what you are doing. A very engaging killer.
- Trapper - I really enjoy playing against Trapper, since you need to be aware of the bear traps. It changes up your playstyle quite a bit when you go against him, since you can not blindly rush through windows in chases, otherwise you might end up stuck in a trap. Also one of the most fair killers to face, as the games feel pretty 50/50.
- Hillbilly - He is truly fun to play against. Everything from the sounds he makes as he starts chainsaw-sprinting after you, to his counterplay on certain loops. This killer is just pure fun to play against. And seeing someone who is good with Billy brings a smile to my face, due to the poor state he is in right now. It's quite the rare treat seeing a Billy these days.
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I have to somewhat agree on all this. There aren't that many uses for keys these days. Same for the higher-tier medkits.
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If you enjoy FPS kind of games, I would highly recommend giving Deathslinger a go. Landing an "impossible" shot is so satisfying 🤠
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3476970#Comment_3476970
I'm seeing Dead Hard and Iron Will a lot more now that MfT is out, because they work really well together. Survivor perks really weren't killed that much. But hey, stay mad that you fail to adapt to the balance changes.
See, that is the problem right there. What no one thinks about is the lack of diversity. Adaptation only forces you to follow the meta like all the other sheep flocking around the haybale.
The game lacks diversity on both sides. After everything is being over-nerfed, only a handful of perks are really viable to run on either side these days, you hardly see any build-variations like you did in the past. That is the main problem, not player skill.
Builds are getting stale, tactics and strategies are getting stale.
- Survivor: Rush gens as fast as possible.
- Killer: Tunnel/camp someone out as fast as possible.
I can't wait until Nicolas Cage comes around, and brings some fun perks into the mix
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Well, it depends on how many bully squads you have run into that are abusing flashlights to their fullest.
It's really not fun being blinded 24/7 by those. So therefore Lightborn is quite essential in those situations. My rule of thumb is that if I see two or more flashlights in the lobby, then Lighborn comes out.
One player bringing a flashlight is usually not a big deal
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@SweetTerror said:
The last two nights I've played a total of eight survivor games and didn't even make it to the end. I've been trying to acquire masks as survivor because I enjoy playing survivor more, but for some reason the devs just love seeing to it that survivors have a far more difficult time earning event items than killers.
Also speaking of emblems, those things need to be put to bed. Since they don't tie into your ranking in anyway shape or form anymore, they need to go. Just give a ranking based on how much you play. Seeing the devs shorten the amount of emblems required to earn event charms goes to show just how much of a pain in the ass earning emblems are, and as such they need to go away.
Gold (or better) emblems to be exact.
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@humanbeing1704 said:
I only find it annoying when I’m doing an escape challenge or daily and then I’m the target of the tunneling or camping
Yeah, that or the tome challenge where you need the gold unbroken or devout emblem (you need to escape for it). It took me at least 15 games to get the 3 I needed, due to the amount of tunnelers. No wonder the community had such a rough time getting the emblems done
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Or add some emotes, like they have in the mobile version
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You do realize that the average survivor struggles a lot against killers these days, don't you?
I can make a whole counter-argument about this, but for the sake of my sanity, I won't
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So, as someone who has played the game since 2018 (right after the release of Spirit). I have noticed a downwards spiral in terms of fun games, especially on the survivor side. The evolution of toxic tactics from killers, meta this and meta that, the introduction of SBMM, nerfing pretty much every good perk or item that counter said toxic tactics. I am starting to wonder if BHVR actually playtest on the live servers after a patch goes live, to see how badly balanced one side is compared to the other.
Instead of going by the statistics, which does not represent the true story of gameplay, especially seen through the eyes of a soloqueue survivor.
- First and foremost. Rank-based matchmaking (like we used to have) was a lot more predictable, even if matchmaking took longer. You knew you were matched with players of your own skill level, which made the games feel more fair, than to be matched against someone who completely steamrolls you and the rest of your team in a matter of 2 minutes. Games were a lot more tense and even back then, even if the statistics said otherwise. - This also applied to your teammates. If you were a rank 20 player, you often got matched with other people who just started playing, so that you could learn together with the other members of the team, and you had zero chance of running into a rank 1 player who has everything nailed down to the subpixel-positioning of his opponents, to guarantee a hit every time. You were facing new players, and that's it. With SBMM however, it doesn't take long until you face opponents way out of your league, and that kills a lot of fun for newer players. This applies to both sides. In short, skill-based matchmaking needs to go. I don't care how much time and money the devs used on making it, it is really bad for the game.
- Second thing is that most items or perks that counter toxic strategies has been nerfed to the ground by the devs. Perks like Decisive Strike, Hex: Ruin, and so on has been left unusable after being over-nerfed. That is why there has been such a rise in genrushing or tunneling/camping, since both sides can get away with it most of the time. - In all honesty, they should have been left as they were (with minor tweaks to make them feel less unfair). Items such as instaheals were good counters to tunneling, as it punished killers for going after the same person all the time. Faster self-healing was also a good counter to tunneling, as it allowed the tunneled survivor to last longer if they played smart. - Of course good players would abuse the hell out of things like these, but for the average joe, it was the difference between having a good match or having a boring match where they didn't get to play the game at all.
- Third. There needs to be a greater focus on stealth and surprises, like the game used to be in its early years. Playing builds like Scratched Mirror Myers has been refreshing for both sides in the trial. Survivors enjoy games where they are kept on their toes, and not being just focused on sitting by a generator and watching a bar go up. And the killer player gets a good laugh when the survivors are completely oblivious, and gets scared when they suddenly appear next to them. In short: Matches needs more variety, and not being completely focused on speedrunning the objective on either side all the time. It gets repetitive and boring fast.
- Fourth. Earning bloodpoints on survivor should be easier, especially if you are the victim of tunneling/camping.
- Fifth. A major re-balance of most perks, add-ons and items would be needed to eliminate the meta focus for a while, and would promote different gameplay. The game is in a bad state at the moment.
On a brighter note:
- The random perk mode was a refreshing take on the trials, as it promoted variety, and not running meta every single game. In all honesty, there needs to be a game mode where everything is random for all players. You are dealt a hand, and you need to play every card right in order to do well.
- The introduction of fun perks, like the upcoming Nicolas Cage chapter features is a great addition to the game. There needs to be more "meme" perks with fun effects thrown in. Dramaturgy is the craziest and funniest idea brought into the game. Can't wait to see people running around screaming at random intervals - Personal opinion: Seeing a masked Meg player with this perk would be the funniest thing ever. 🤣
- There needs to be more characters added for both sides who has a fun aspect to them.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3473704#Comment_3473704
I’ve visited Norway. Love it there. The police do NOT play about traffic violations though. xD
Haha, you found that out the hard way right? :D
The fines for speeding are a lot higher than most countries that has flat rates
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@Jaroslavus said:
First of all, I would like to say that English is not my mother tongue, so I apologize for any mistakes.
I love this game with all my heart and I mainly play as a survivor. In this way, I would like to express my negative impressions. these are just my feelings.
1) The Doctor
The Doctor strikes me as a very powerful enemy. his abilities not only pass through objects, but also through floors, and in addition, after being hit, you cannot drop pallets or climb over windows. So it's unfair to play against him, because he still has more than half of the map. It would be best to completely rework it or add a perk that would completely block it for the duration of the game.
2) Long range killers
playing against these Killers is not easy and they are difficult to block both with pallets and hiding places or escaping (for example Trickster, Plague...)
It's not easy to play, would like to add a perk to temporarily block them, like a token perk, etc.
3) Wiggling and hooks
Sometimes it seems to me that the hooks are about five meters apart and the wiggle won't even come out. What's the point of such a mechanic if it doesn't even help when Killers use perks like Lightborn and Iron Grasp. Then the survivor has big problems.
it would be better to either reduce the number of hooks or increase the Wiggling.
4) Pallets and other mechanics
It is very bad to see that there are few pallets on the map, and also, when they are destroyed, they cannot be rebuilt. Adding a perk that would repair pallets or replace them with traps would be great.
Also, the dying mechanic could be permanent and not just a totem or a one time use from Bill.
As I wrote at the beginning, these are my negative impressions of the game.
But otherwise, I love Dead by Daylight with all my heart. And I'll throw in a Survivor and Killer suggestion soon.
Have a nice day
- The Doctor is not as strong or unfair as you make him out to be. He has one counter perk in the form of Calm Spirit. It removes your sound when screaming, and the killer can not see the loud noice notification, as you don't make sounds.
- Use line of sight blockers against these kinds of killers. T/L walls or high obstacles are perfect against them. Do not wait at pallets when facing killers like these. Pre-dropping is a lot more effective.
- Wiggling is fine as it is. Hook spawn RNG is a different beast!
- I do agree that some maps and areas are very low on pallets, and that they should be way more evenly spread out. So say that each map has between 15 and 20 pallets, but the RNG can put all of these in one half of the map, instead of evenly distributing them around. This does create so called deadzones on the map
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@Samwill226 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3473702#Comment_3473702
What's the Skill Check Doctor? Never played him, very interested. What perks and add ons?
The Impossible Skillcheck Build. It is probably as old as the Doctor DLC itself, but it has been revised a lot since it first got popularized by Monto.
First step: Add-ons and perks. Both purple and yellow Calm add-ons are required, as it will increase your terror radius to a massive 46 meters. Distressing can be a good perk too (albeit not required), as it will increase your terror radius further, up to 54 meters to be exact. Here comes the good part: The perks.
- Hex: Huntress' Lullaby - Makes the timing window between the skill check sound cue and the skill check appearance smaller for every stack, until it gets completely silent at 5 stacks.
- Overcharge: Forces a very difficult skill check on any generator that you damaged, and it will also regress the generator a lot if said skill check is missed.
- Unnerving Prescence: Makes the skill check success zone 60% smaller for survivors within your terror radius.
- Merciless Storm: When a generator reaches 90% completion, survivors repairing them will be bombarded with constant skillchecks.
Alternative perks:
- Agitation: Increases movement speed by 18% when carrying a survivor, in addition to increasing the terror radius by 12 meters.
- Distressing: Increases the terror radius by 26%
Second step: Bring a map offering for a smaller map. Midwich or The Game are perfect for this.
Third step: When starting the match, go to the center of the map, and use your main power (static blast) to locate Survivors. Then all you need to do is to get 5 hooks, and make sure they are often in Madness III. When done right, they will be unable to repair gens, or snap out of madness. All you hear are screams or sounds of gens blowing up. Make sure to have your Static Blast in the ready state for best effectiveness.
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Hmm. A good concept, but it would need a lot of playtesting and tweaking to work well.
What if you start at a base running speed of 4.8 m/s, which progressively gets slower (down to 4.0 m/s on a linear scale) as you fill up the stamina meter. What if you drained the stamina over 6 seconds, and you needed to fully recover their stamina meter (30 seconds) in order to get the speed boost once again (similar to Exhaustion). I could see this being a good basekit change to the survivors, with some tweaks to the speed based exhaustion perks to compensate (maybe drop them down to 140%, or add the effect that they drain stamina twice as fast)
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@Pavel_Ch said:
always, when I communicate with the main nurses, and this is at least 20 people, they say that they are satisfied with the current state of the nurse, she does not need nerf, and at the same time they themselves note that after the last change she has become stronger. the only thing that affected her was "exposed" perks. but this is not enough. she needs a base speed of 4.4 and 1 blink. addons could give her 4.6 speed and second blink
The Nurse is a 3.8 killer as base. She is the only killer that is slower than the survivors as default.
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We sure need more walking nurses, they are really fun to play against
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@SweetTerror said:
https://us.v-cdn.net/6030815/uploads/8B5EJX8TCEKR/pxl-20230706-023313060-7e2.jpg
Decided to give it one more try, and the very next match we had a teammate DC and the killer showed no mercy at all, and killed us at five gens. It's like, what was the point of even bringing a cake?
Yeah, survivor side during the event has been rather painful to be completely honest. Especially if you are someone who play casually, and trying to have fun. To get the mask, you also have to complete all gens without dying, which is not always possible. Especially against killers like the one you highlighted.
Personal experience with the game during the event:
I tend to mostly get tryhards with the sweatiest builds, who show no mercy, and plays dirty (camping, tunneling etc.) to get the 4k game. Even if me and my friends show that we are friendly, and just want a fun time since well.. you know, it is a bloodpoints event after all. But when the killer goes "super saiyan tryhard" almost every game, it is really difficult to enjoy playing the Survivor side. And yes, we are the kind of people who goes out of our way (like bodyblocking, saboing or things like that) to try preventing someone from being tunneled out immediately, which is really boring. We don't play bad, it's the damn SBMM and competitiveness these days that dictates how (most) people play, and how sweaty opponents we get.
I tend to play killer a lot differently than others, I don't camp hooks or tunnel people out. I actually ROTATE people on hook, keeping count of how many hook stages they are on, I patrol gens, take good chases, and I can still win games by playing fair... As an example, I got a nice 4K game on RPD, both center gens got done:
I did not camp or tunnel anyone, despite them bringing flashlights. The Nea got some karma though in the end, as she was teabagging in the exit gate without realizing she was not far enough out 😅 The Leon was actively following me around, trying to get flashlight saves, hence why his score was so low.
Killer is really easy in comparison, as you need only the invitation to get the mask, and that's it.
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@LapisInfernalis said:
If they would do this they would need to give every country a flag charm on their national holiday. I'm not sure they will do that. They have the Canada charm because they are a Canadian studio.
But if they want to do it: It's Oct. 3rd for Germany.
May 17th for Norway
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@Saiph said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3473425#Comment_3473425
How weird though when these same streamers play survivor suddenly they barely even escape 50% of the time. By your logic since the game is so skill-based then we should see plenty of survivors with a consistent ~80% winrate too, right? The survivor playerbase is 4x larger than killer, so statistically, you should have no trouble finding several of them, can you even name one? Momo is at 1000-winstreak right now, SupaAlf at 100+, but how weird, nobody is even attempting a streak as survivor?
And the neat part, you don't need to have 5k hours to achieve these results. You just need to play killer and tunnel the f*ck out of every game. I have ~200 hours at killer and my killrate is above 80%. The first time I picked Nurse I won 30+ games in a row.
The only survivor streak that I know of is Hens and his team having a 200+ escape streak, but they are essentially playing on a highly competitive level, on comms with their own callouts, the most optimized perks and strategies. So, it is kinda wrong that killers are having such an easy time compared to the survivors, when in a perfect world, it should be pretty 50/50.
Not gonna lie though, this was hardly a problem before SBMM, and the countless survivor nerfs
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@Samwill226 said:
It'll get worse because I think a lot of Killer mains are going to stop playing through this event. Some nights I am running the map, others I can't do anything right. But rarely is it a mix. A few bad nights in a row and I kinda don't want to play anymore. I could see the Killer numbers drop as we go. I don't think many Killers would argue if you want to play competitively it's very hard to do it right now.
I feel the same, but for survivor. I can have a ton of fun playing killer, especially going for fun builds like Scratched Mirror Myers, or Impossible Skillcheck Doctor (evil but fun regardless).
So fun watching the survivors' reactions when you pop out from a corner as Myers. Sometimes they just give up completely, or other times, they will run in terror. I usually show remorse in the end and let them go after having my fun, and both sides usually end up getting a lot of points too. Like this example
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I still don't get what BHVR's problem with bloodpoint gains from perks are, especially on the Survivor side, which usually ends up with horrible gains to begin with. - Speaking from experience
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Trapper should definitely keep the original tracks, but other killers like Plague especially needs new and unique music.
As for Freddy, Pig and Bubba. Not sure how they could extend their licenses so that they can have their iconic music tracks mixed into a DBD thematic.
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Wow, that is impressive. Awesome costume and photography too
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@Neprašheart said:
As a survivor, I do enjoy being part of the team and making coordinated plays with my team mates, escaping chases that last quite some time, getting hooked after a little while to see and experience some chaos.. Such stuff.
I most certainly hate being tunneled just because the killer lacks the experiences to mindgame, hide red stain, use powerful add-ons to gain some advantage, being slugged just because the killer treats the match competitively, and having survivors throwing the match just because they do happen to be in a SWF premade; I do get that it's fun for them, but they're literally ruining it to me and to the killer by removing the challenge from the match. I do also hate getting camped, but that's for another time.. Not even the killer enjoys it, although I've met some sadists who've told me about how much fun they had while they didn't move further than ~5m from the hook where I was hooked at the time..
I don't like when the match is one sided or unbalanced. The killer is too good, plays boring strategies to gain the edge (tunneling, camping, slugging, ...), or the killer is too bad and can't get anything from the match. Both are equally bad, although the competitive mindset definitely ruins it the most despite having a killer who's too new and too much of a casual player to make the match fair makes me feel bad..
When it comes to playing as a killer, I do enjoy some challenges. I do enjoy knowing that I still have a chance to make some impact by playing the game in a way to make it fun for everybody involved. I do despite of tunneling, camping, slugging, and so I do never use such tactics.. Which unfortunately ends up backfiring and having myself getting one hook after three or four whole minutes of all generators being repaired.. Only to have some survivors offering me „pity sacrifices“ or „pity points“ with the positive intention, that do only add insult to the injury. It feels as if I was being mocked and been made fun of, so don't do that.. Whoever does that.
I also don't enjoy matches being over too fast in general, or when I'm so dominating as a killer that they can't get any progress on the generators, or have to sacrifice half of the team to get two or three generators done.. As that's when one plays hide'n'seek, having both of them trying to sell each other out, so one can take the hatch.
It is a pity that most matches are decided way too often by the starting few hooks and generators, and so there are barely any comebacks.. Unless you're playing vabank with perks like Rancor or Grim Embrace, at which point the survivors can simply hide until the effects of the perk run out..
I wish, the maps would get darker.. It's not a lot of fun seeing survivors across the entire map even though they're trying to be sneaky and wear the darkest outfits possible to slip past me. There's no fun in that, I miss the old Dead by Daylight with dark fog and actually a valid stealth gameplay.
I sure dislike when I play the game well, but then killer just happens to win the chase because of a perk X or Y add-ons.. Times when it's a matter of half a second or even less that tells whether I get to vault the window or not, wacky hitboxes, and so on.
I could easily burn all my Mother-Daughter Rings and other add-ons with Rin and achieve some easy victories, but where'd be fun in having them handed on a silver plate?.. Which applies to both sides, but mainly to the SWF premades running Brand New Parts or Commodious Toolboxes. Those are plain and simply boring players with competitive mindsets trying to win the match ASAP.. Probably youngsters with so much energy that they can compete for hours with other players, but us veterans do wanna have some fun after a long day, to have an escapism from the reality, you know?..
Players with competitive mindset do ruin the game to players with casual mindset, and vice-versa.. But because the playerbase is too small, we're not getting Ranked X Unranked queues, as that'd also be abused by the competitive players trying to boost their egos by treating casual matches competitively and mocking survivors for being unable to escape them..
Damn, you hit the nail right on the head here! Especially the point about darker maps, like DBD used to be like.
I feel like Midwich might be the only good dark map left, where you could do some amazing sneaky plays on both sides
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@Deathslinger1of2 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469384#Comment_3469384
I’m being it but dramatic, but I mean I see a lot of wraiths tunnel when I go against one. Like 3/4 tunnel, to give it a number. Does anyone else face this problem?
I have not had any issues with Wraith, but man oh man, how many Weskers and Huntresses I have had tunneling/hard-camping lately.
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I left a pretty good comment on Youtube about healing the other day, and came up with some changes that could help balance the healing/anti-healing aspect of the game.
SitRep: Patch 7.0.2 - Sloppy Butcher is a major issue these days, as practically no one is running CoH or healing perks anymore.. well you do see the occasional Botany being used, and We'll Make it, but that's about it. I think that standardizing med kits was a bad nerf to be honest, especially for solo survivors. No one uses the purple kits any more, as they are an utter waste of bloodpoints. I'd much rather see them revert the med kits (though keeping the slower self-healing speed is not a bad idea). My idea of a fair rebalance of healing / anti-heal would be something like this:
Pure buff:
Med-kits: Self-healing has no efficiency penalty.
Adjustments:
Ranger Med Kit (Purple) - Changed the altruistic healing speed to +75% (up from 50%). 28 charges as standard (up from 24). - Self-healing changed to 50% healing speed (down from 66%)
Emergency Med Kit (Green) - Changed the altruistic healing to +60% (up from 45%). 24 charges in a standard configuration. Self-healing speed is decreased to 45% of normal speed.
First-Aid kit (Yellow) - Changed the altruistic healing to +50% (up from 40%). 20 charges in a standard configuration (down from 24). Self-healing speed is decreased to 40% of normal speed.
Camping-Aid Kit (Brown) - Changed the altruistic healing to +40% (up from 35%). 16 charges in a standard configuration (down from 24). Self-healing speed is decreased to 35% of normal speed.
Botany Knowledge (Survivor Perk) - Removed the efficiency penalty, but changed bonus healing speed to +40% to compensate. - Overall buff to the perk.
We'll make it (Survivor Perk) - Changed the altruistic healing speed to +75% (down from +100%), but added a +25% bonus to self-healing speed while the perk is active.* - Active time adjusted to 40/60/80 seconds (changed from 30/60/90 seconds)
*This will make it a much better perk for a solo survivor to run, especially a healer build with my suggested Botany buff. With Self-care, Botany and We'll Make it, a survivor could self-heal at 100% again, within a limited time window. Add a Ranger Med-kit and you can briefly self-heal at 115% speed.
Overall, Botany Knowledge would be a very nice healer perk to run in conjunction with Self-Care, to achieve 75% speed when self-healing without any med-kits. With the best med-kits you can achieve 90% speed (a slight nerf), but you won't need to worry about charges anymore.
Nerf:
Mangled status - Healing debuff reduced from 25% to 20%
Hemorrhage status - Health bar regression going from 7% per second to 4% per second (going from 14 seconds to deplete, to 25 seconds), and loud noises from letting go of the healing is removed.
* This will also indirectly nerf Sloppy Butcher. With the maximum amount of regression now being 5% per second (down from 8.75% per second), 20 seconds regression from full bar (increased from 11.25 seconds).
Built To Last (Survivor perk) - Can not replenish a Med-kit anymore. - As a fair balance change, BTL loses its ability to replenish med-kits, as this would be stupidly overpowered if left as is

