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ToxicMyers

ToxicMyers

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ToxicMyers
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  • For me I feel bad if you don't have ds because it makes it seem like I'm tunneling

  • @OkKiLLer said:

    So you can use scratched mirror Myers

    One build shouldn't be the excuse for an outdated power

  • @Maperson said:

    Honestly they should remove tier 1 or rework him, he is in nowhere near good spot. Playing against r1 survivors is like a hell. In a game where killer start with zero pressure and having downfall like tier 1 is stupid, it's outdated, game is much different than it was before. Look at the killers like Oni or GF, who can get they're power much faster and are much more deadlier, sure Myers have insta down, but so does GF, Oni or even Leatherface. They really need to do something with him.

    ^

  • And sure spooky myers would get removed so I'm not opposed if they rework tier 1 rather than remove it

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/185556/why-does-tier-1-myers-exist

    I have been able to win, 3-4K with Spooky Myers (Scratched Mirror + Boyfriend's Memo) consistently at Lerys, Hawkins, Swamp, Midwich, and Coldwind Farms. Would I love for him to be 110% rather than 105%? Sure. But he is functional and fun.

    *I forgot... also the Meat Packing Plant.

    Just because you succeed with a killer doesn't make them strong. That would be like otz saying trapper is s tier because he succeeds with him often

  • @Todgeweiht said:

    His power is supposed to be a massive buildup, even in tier II he has some really nice buffs

    • Increased vaulting speed
    • Lower TR than most killers (16 meters)

    And in tier III he becomes an snowballing beast

    • Greatly increased vaulting speed
    • Normal TR
    • Exposed status for everyone
    • Lunge with better reach

    Oni does this better and without tier 1

  • Ok I'm back and let me say this. Just because you can succeed with a killer doesn't make them strong. Personally though unless I have add ons that boost my stalling rate getting out of tier 1 is a hassle against good survivors. And about your the tier 3 statement yeah that's true but there are killers like oni who can show ball way better and without the tier 1 handicap

    @BillyMain77 said:

    I think myers is one of the most balanced killers.

    Hes super weak in the start of the match and stronger later on, an experienced myers can get 2 or 3 downs when he pops his tier 3 power.

    Plus i think myers has some of the funnest builds in the game.


  • Imma go to sleep and check on this thread in the morning

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1565912#Comment_1565912

    Oni has to score hits and is second in volume only to the Demogorgon.

    If we're also talking base kit, then yes Bood Fury is technically stronger, but Myers' add-ons can cover that gap pretty quickly, such as INFINITE Tier-III, or KILL a survivor. What does Oni have in that range? See blood they pick up, so ignore half of your power?

    See this was a good counter argument. To this I say rework his broken add ons along with removing or reworking tier 1

  • @Eleghost said:

    https://forum.deadbydaylight.com/en/discussion/comment/1565912#Comment_1565912

    Oni is hindered by having to absorb blood orbs and actually hit people. Myers you just look at people and hold a button. You can't take out tier 1 without completely reworking his tier 2 and 3.

    So we gonna ignore how stalking works? Dude myers literally comes to almost a full halt while stalking someone and has to keep LOS. Not to mention he can't obscure his body to hide himself like ghostface can. Oni gets his power by playing normally and absorbing blood orbs isn't all that bad if you choose the right times to absorb them

  • @PigMainClaudette said:

    Tier-I has the Undetectable status and Tier-III is so immensely strong, especially with add-ons.

    Consider it a balancing act.

    Please tell me this then. Oni's power is stronger than tier 3 and he doesn't have the hindrance tier 1 has yet he isn't op. How would taking out tier 1 make him unbalanced?

  • @Khar said:

    Maybe one day they'll look at him and rework the way his ability progresses. As it stands, it's not exactly balanced as it's now archaic. Scratched Mirror builds are fun, but I'm sure the devs didn't even have indoor maps in game at the time of his release. It was the players who created the whole jump scare Myers build.

    Hopefully.

  • @zoozoom6 said:

    also survivor need a queue to know what killer they are playing against and their first idea of who the killer is shouldnt he a tier up sound and instantly being downed you can make comparisons to ghostface but even he has a universal sound when he goes into nightshroud

    Just no

  • @Eleghost said:

    https://forum.deadbydaylight.com/en/discussion/comment/1565868#Comment_1565868

    you're saying take out tier 1 which is what makes myers balanced as he has to get up to tier 2 for normal speed/lunge. tier 1 is simply for stalking or being sneaky. You have no heartbeat while in tier 1 so that's decent.

    Oni doesn't have a hindrance like tier 1 myers and isn't broken. How would removing it make him broken? That is what confuses me

  • @Heartbound said:

    Gen grabs

    Gen grabbing when you need early evil within isn't such a great idea 9/10. That's if you actually manage to get the grab if they don't run away at first sight of you

  • @MadLordJack said:

    Tier 1 is an outdated mechanic. That's all it really is. It's supposed to be thematic, but in a game where you NEED early pressure it's just a hinderence these days.

    ^

  • @zoozoom6 said:

    i like the tier system on Michel it makes him the most versatile killer in the game. being permanently undetectable until you choose is great. thought while he can effectively play all playstyles there are better killer options for everything you would want to do with myers.

    he does need a buff but i hope it does not come in the form of deleting t1 myers.

    i would love to see say t3 myers having permanent bloodlust 1 and changing some of this useless addons like the reflective fragment line or the stalking movement speed line to be useful or making boy friend's memento a rare addon and heavily buffing its numbers so i dont have 60 of them to use with my 6 scratched mirrors because they are usable in any other way

    Like I said I would prefer a buff to it rather than a removal but I would be fine with either

  • @Eleghost said:

    I don't think myers' power is op in any sense, tier 1 is to sneak up and stalk stealthily, 2 is to chase or stalk, 3 is for stabby time, hurdle champion myers. He is in a decent spot aside from his point scores being extremely low.

    Wut I never said he was op and decent spot? Most people who played the game for a while would tell you myers m is a weaker killer

  • But that's the only occasion where it's even partially viable since you aren't looking to stalk anyone. But please try stalking against people who know what your power is and getting out of tier 1 is a hassle. And that's the thing. Why is tier 1 such a hindrance to michael as a killer. All of his tiers should be upgrades to his power not hindrances. Either buff tier 1 of take it out. I would prefer buff tier 1 so scratched mirror doesn't have to be removed.

  • I would feel bad if it wasn't for your lies and toxicity. Also you are an idiot, recording yourself filing a false report and even if you did file it on stream why didn't you blur your name in the picture. You are most likely gonna receive punishment so take it as a warning. Don't record yourself doing something against the rules. Also to your mori issue it sucks man, but move on to the next game or alt-f4 when you see a mori. But I honestly am disgusted with your behavior. Filing false reports that have a chance to get someone banned falsely. Why? Because he brought a mori and made use of it. GTFOH

  • I'll thank you for your non aggressive argument as well. Although I disagree with some of your stand points I can understand where you are coming from. If you succeed as much as you claim this could've been really a knife to the gut for you since you were on a roll. But still even if a 4 man runs meta perks and beats you one game, there will always be another. Yeah those perk saved their asses multiple times but you gotta understand how you would've ended all those chases within seconds without those perks. It's called balancing and yeah it may affect other players but it can push them to become better to counter or bait dead hard for example or wait out bt. Smol pp is kinda uncountable but I think that's the only thing survivors had that isn't counterable, while killers have multiple builds to make them game hell and boring for survivors without any counter.

  • You say it's not realistic to 4k yet you brag about how much you don't lose. Literally fi you lose 5 games per week than you are good enough to where these perks shouldn't affect you. I'm not saying you had to 4k. I'm saying you could have gotten more kills had you been better or made better decisions

  • @Opex said:

    https://forum.deadbydaylight.com/en/discussion/comment/1560621#Comment_1560621

    I can just play you like 3 - 5 games right now where I play with no regression perks, and 2 flex perks and 4k every time. It has nothing to do with you cant 4k. It has something to do with you cant really 4k against stacked up meta perks, its just not realistic unless the survivors are not really working on gens. You are totally missing the point.

    Yes again with the flexing on how many times you can win in a row type stuff. I don't wanna hear it it just hurts your case because if you succeed that much then these perks aren't really that much of an issue are they? Also you literally said "you can't win without using the strongest killer and 4 gen regress perks." So yeah you did say you can't win without using strong killers. Anyway to your other comments you made way more mistakes then just 1 to 4 you made at least 5 or 6 and I'm not even done with the video. Here's the deal, you are using the strongest killer in the game when played right, second chance perks aren't an issue against good nurses or literally any good killer. This loss was on you. Killers dictate the pace of the match by their actions since they are the most impactful.

  • I don't think you understand what I'm saying. You don't need to play the strongest killer to succeed against this type of game. Just means with the weaker killer more skill is required to win. You slugged too much in this match which costed you. If you took early hooks you probably could have had an easier mid/endgame. I'm currently at the part in your video where you hit the girl with bt after downing the rescuer which was a waste of your time I think.

  • Also since there are no statistics for this game. I'm gonna guess by you whining about dead hard that you don't remember how good nurses counter it. Sure it saves them once, but only once. If you were one of the best as you claim then you would've been able to down them no issue after they used dead hard and had no more perks up their sleeves

  • I can link a game for you where I use one regression perk and 4k

  • @Opex said:

    https://forum.deadbydaylight.com/en/discussion/comment/1560569#Comment_1560569

    I don't have much to deny you are right, these things that I did were mistakes. And gen regression would've helped me in that game, I just use two flex perks because I don't need more than 2 perks in 99% of my games.

    What I am just trying to say is, survivors just have to take meta perks, like all of them, and just be average players and play as a swf.

    And now if we say the killer wants to win this than he has to play the strongest killer in the game, with strong add-ons, 4 perks with gen regression. And make almost no mistakes. Than that's not really balanced.

    Yet there are people like Stalky boi who use weaker killers and 4k. You can succeed with any killer in high ranks. Just with some the difficulty is higher

  • We really don't need to keep making strong perks. We need to make weaker killers have better kits. Because this perk could be another perk on forever freddy or impossible skill check doctor. It would suck for survivors and make the game more unbalanced than it already is. Buff weaker killers kits. Then start worrying about balancing perks

  • Both are fumb ideas

  • no it isn't but the fact its rarer than ebony is just stupid

  • already have edited this post but yeah SOME killers need buffs not all though

  • maybe a tier power with the killer getting stronger when people are in his terror radius

    For example lets say he starts off in tier 1 hunter class and his base movement speed is 110%

    tier2- 2 one person is in his terror radius his speed increases by 5 percent

    tier 3- 2 people are in his terror radius his actions are faster by 5 percent

    tier 4- 3 people are in his terror radius he gets "enraged" and now everyone in his terror radius is exposed

    tier 5- 4 people are in his terror radius he gets a 5 percent stack on tier 2 and tier 3

    however they have to stay in his terror radius for 10 seconds for him to tier up and when they leave his terror radius he stays in his tier for 10 seconds after they leave

    So like if someone escapes a chase and they aren't in his terror radius his power starts weakening by detiering every 10 seconds until he is back to tier 1

  • i personally thought so as well. Since usually if the survivors know what tf you doing then they can starve the hell out of you. When you get starved its kinda hard to actaully get out of tier 1. I have been playing this game longer than my last discussion so i kinda understand the game more. I mean there's a reason most good players put him as a c or d tier killer

  • @ Antares2332 said:

    Survivors don't need to be nerfed, they need to be removed from the game

    big brain moment right here lol

  • this was honestly a dumb thread coming back to it and survivors don't need a nerf as say they are getting a second objective tho so thats something but until other things are nerfed/buffed then survivors are fine

  • this is ######### juicy let me get my popcorn

  • @BubbaMain64 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1436240#Comment_1436240

    The problem with the one second is that it's on demand, so survivors get a bunch of distance for free. Plus since it's one second there would be no time to the speed to pick up so they'd just blast away when you're about to hit them. Also reviewing your game play it shows you really don't know what you're doing. Those guys were garbage and basically gave themselves to you so good on that I suppose. But you knew Ace was picked up and decided to use the rest of your tier 3 to camp Claudette. Also you would've gained far more pressure than if you didn't just tunnel the death hook Ace. Along with the whole pressure thing you stayed in tier 1 for 5 minutes. How are you going to get any downs like that? I know you probably don't have very many levels yet since you're rank 14, but if you can you need to improve your build. Survivors aren't op. You just don't know what you're doing and that's okay. Just don't end up as one of those killers who have the "ooga booga survivor bad killer good" mentality. It's a detriment to everybody.

    the problem was they were hiding behind structures meaning i couldn't tier up also their issue in that game was their altruism which i picked up on and i hit tier 3 and went crazy. That's michael's issue. He can't apply map pressure without some other DLC perk. Which i talked about in the og comment on how i have to buy DLCs just to stand a chance. It shouldn't be that way

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1434420#Comment_1434420

    If you are new close this post you dont know anything about op if you came after 2017-early 2018 I dont want to hear anything about survivors being op

    first off don't disrespect me like that i have watched this game for years the toxicity is what kept me away so hush

    @shyguyy said:

    Every time someone makes a post like this I think they should be required to post a link to a YouTube video of one of their games to prove to everyone they are actually decent before screaming for nerfs.

    https://www.youtube.com/watch?v=if3a4rJVzuk&t=6s

    @Mtom912 said:

    130 seconds for a gen??? lmao i would be embarrassed if i didn't 4k every single game with gens that long

    already changed the time in a late comment to 100

    @BubbaMain64 said:

    Sprint Burst on command is a terrible idea. Imagine you're in a chase and they just zoom away before you hit them. From this post it seems you play pretty bad. Not to mock you about it, but "why let them off the hook anyways" or getting hit by ds when someone is healing along with "anti-gen rush perks don't stop gen-rushers". If there's 2 people healing you can down one and if you know you can get the other person or suspect the injured one still has ds, go attack the healer. Either just smack them and let them go or full out kill them. In both of those situations you don't really lose much, as you gain a slug and an injured person. If the injured person doesn't heal you can pick them off later or you can just down them before hand. I agree there needs to be a base way to legitimately stop gens more than a kick to just start regression, as many survivors will just tap a gen. I think an 8% regression penalty on the kick would be a simple enough change, along with an early game rework, which is coming sometime later. We could nerf pop to still be 25% combined with the new gen kick. I think adding a small progress decay on doors and gens that aren't being worked on would be good too. Not so much that it's like built in ruin, but enough to make survivors consider leaving it and putting more pressure on them to make a decision.

    its only for 1 second which isn't even half of the normal time

    @CertArn said:

    So you are bad killer? Change my mind. :)

    already linked a video to one of my games

  • you are welcome see this is an actual change my mind not where people just look for arguments lmao

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1434546#Comment_1434546

    Billy got nerfed but like the spirit, good Billys will still perform at a high level. You can't have the ability to just camp people to death with instadowns in the game.

    Nurse, does indeed require skill, but you complained about pay to win, she is a play to win killer, that breaks the game when you hit the skill ceiling.

    Your own skill will improve as you play, and you will be astonished at the things you no longer fall for, as at you ability to read crows, scratches, blood trails, etc.

    Maybe 1% is an exaggeration, but surely it is not more than 5%

    probably less then 15% instead of 5%

  • @D3_destr0y3r said:

    https://forum.deadbydaylight.com/en/discussion/comment/1434472#Comment_1434472

    I think killers as a collective are easier to buff and nerf than survivors. Survivor buffs/nerfs usually have a lot more unintended consequences.

    Most things you buff killers with are going to have barely any unintended loopholes for use in situations it wasn't meant for, For example buffing the length of the lunge is always just going to increase odds of hitting a survivor with a lunge, with little way to abuse it.

    Survivors are much more the type to literally use everything they have to survive. They are also more reliant on perks as they don't have special abilities like killers. So if you nerf vault speed, the vault speed build will become more popular but also meaning that 2 perk slots will be filled for survivors(Nerfing them more than intended), Buffing vaulting speed would do the opposite and make that build less popular leaving more open slots.

    It isn't that much more difficult to balance survivor, but it just will usually have more unintentional effect.

    Balancing killers individually is the hardest but killers as a whole is easier.

    Either way I'm pretty sure it's just safer, better & more fun to buff killers

    that's most likely true but this is a discussion for a reason

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1434521#Comment_1434521

    I would recommend buying her because she is awesome, and my go to when I suspect a 4 man swf.

    But Billy and Nurse are not pay to play and are in the top killers in the game.

    Also individual skill can negate some of the advantages survivors have.

    But a well coordinated 4 man is probably the strongest thing in the game, and I'd argue as it should be. But you're talking about 1% of the player base.

    1. i may try her out in kyf first
    2. billy got nerfed and nurse has a high skill floor
    3. im new to the game so i go off what i have watched and experienced
    4. that's an exaggeration
  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1434489#Comment_1434489

    I dont see how every killer can be expected to have the same strength. This always baffles me.

    I understand the desire for all killers to be equal strength, but as I have said before, different powers are inherently stronger than others.

    If you play trapper, how can you expect to get consistently the same results as playing freddy?

    Also spirit is like 9000 shards and you can compete with just her base kit.

    i never said all killers should be the same, they should have differences. But when there is one good killer among all the weak ones that shouldn't be happening. Yes some killers are better than others and that goes back to my og comment saying that's pay to win because the DLC killers are better than the free cast. Also i may try buying her once i gain enough shards.

  • @Clevite said:

    Maybe you just need to git gud!

    Play spirit and 4k every game, then when you are bored, switch to a different killer.

    like i said later in the og comment i said not everyone has the time and effort to buy DLC killers and level them up so you get a good loadout. Also playing a op killer shouldn't be an answer to an unbalanced playing field between killer and survivor

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1434463#Comment_1434463

    I'm happy with seeing what the devs wanna do with their early game warmup #########.

    my ideas would need work and testing but it could possibly work but this is why it's a theoritical solution and not a permament one.

    I'm willing to believe in the devs but idk from me actually digging deeper in this community it's so divided i can only feel bad for the devs what they have to deal with

  • That could be another possible option

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1434449#Comment_1434449

    It's much more ineffecient for multiple survivors to work on the game gen. It isn't 65 seconds, there's a 15% action speed penalty. So it's technically 1.7 charges per second, not 2. This means that it'd take 130/1.7 seconds, or 76.47 seconds for a 2 stacked on one gen. This is almost as slow as a solo gen now.

    I disagree heavily.

    The devs have said they're looking into ways of slowing down the early game.

    Then lower that number to around 100 or 110 but

  • @GarlicPops said:

    1. BT: Don't go for the unhooked survivor; Count to 15 before hitting him; Activate your stealth if you are a stealth killer
    2. DS: Once a survivor gets unhooked start counting to 60 (70 for good measure) to know when his DS will have expired
    3. DH: JUST WAIT FOR EVERY SURVIVOR TO USE DEAD HARD!
    4. Sprint Burst: Don't swing if they are walking or just chase a different survivor if one has Sprint Burst

    Tbh, complaining about these perks just means you suck at the game.

    https://forum.deadbydaylight.com/en/discussion/comment/1434394#Comment_1434394

    1. already answered in original comment
    2. how would i be able to tell who i hooked and who i didn't if i'm not near the hook in the first place.
    3. Fair point
    4. I'm talking about how literally as survivor how spine chill or any detection perk for that matter tells me killer is coming so i can just beeline to a safe area in seconds and if i use a scratch mark juke he can't find me then boom i'm back to the gen and pop it's done

    Nice insult

  • @GodDamn_Angela said:

    This is how every "change my mind" thread goes:

    1. OP posts an, obviously, angry and biased post full of exaggeration.
    2. They demand people attempt to change their mind and explain how this is "fair".
    3. People come to express their view and explain some of what OP is upset about.
    4. Other posters tell OP they are exaggerating and point out how to deal with a lot of it.
    5. "Git Gud" posts
    6. OP argues against every point, good or bad, and defends their blatant bias and exaggeration.
    7. Fighting continues and posters, including the OP, start foaming at the mouth.
    8. Anyone posting becomes upset and no one's mind is changed.
    9. OP continues believing what they believe.
    10. BONUS: OP states something about their "experiences in game" and how it proves their point.

    These threads are always a waste of time. You aren't willing to accept anything anyone says and you demand people to change your mind which we all know will never happen because you are stuck in how you view things due to your experience and bias.

    Do I think Survivors are OP? Sometimes, it depends on things. 🤷‍♀️

    im willing to change

    @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1434394#Comment_1434394

    So firstly with your sprint burst changes. Change #1 makes the perk useless. Change #2 ruins the standardisation of the perk the devs are going for. Change #3 literally makes it the best survivor perk in the game. Sprint Burst isn't as problematic as you think it is.

    Borrowed Time changes I can get behind.

    DS changes- no. If we really want to make it an anti tunnel perk then have it so it's permanently active but only if you were the most recently unhooked. If you're smart when being tunneled you'll make a chase last longer than 45 seconds and suddenly the anti-tunnel perk becomes useless.

    For gen speeds? Again, no. Do you know how mindnumbingly boring it is to hold M1 for 80 seconds, let alone 130? This is why it's important we add another objective for survivors- an obligatory extra objective- that's more fun and interactive than holding down a button. Remember we need to make this fun for both sides.

    Also, 130 second gens would break the balance of the game and make the game h e a v i l y killer sided. As in, I cannot stress enough how much this would kill the game for survivors. "oH yOu CaNt hAvE eAsY wInS-" no, shut up, sit down please; it's not about easy wins it's about having to hold m1 for 130 seconds in solo Q when randoms struggle for ######### 10 seconds of gen time. If gens take 130 seconds to complete then you best be bringing back God loops and old tile spacing.

    We don't need to add voice comms, we need to buff the information a single solo survivor gets to reduce the advantage you get from being on comms. From there, buff killers.

    what i basically did with gens is make it where it doesn't take 4 seconds for 2 people to pop a gen and allows the killer time to get there. Also voice comms go well with that rework since you can have multiple working on one gen at once while someone is getting chased which can severely harm a killer if he tunnels. Let's say he chases for about 80 seconds and 2 people are working on a gen while someone is by themselves on another gen. That would be 1 gen popping(65 seconds if 2 people are working on one generator since 130/2 is 65) and another having decent progress(80/130) is decent). Also if they gen rush with 3 people on one gen while someone is chased then you have an even faster gen speed(about 43 seconds) so the gen rush is manageable for the killer but not heavily kicking the survivors to the curb. Also making games longer should compensate for gen times. Now anti gen perks should be toned down a little at least until people get used to it. and i never said you can't have easy wins you are put words in my mouth lmao. So what do you think about these adjustments. Also the fun should be the chase not the objectives.

  • But in the meantime ill make a comment with it right here if you haven't seen it

    I may be new to the game but i know about the most used survivor perks, DH or SB, BT,DS. Those perks need some sort of balancing. Also there needs to be a "game chat" so people can communicate. But I'll get to that point later. Another point I'll get back to is the flashlight/toolbox meta.

    First let's talk about both dead hard and sprint burst. While dead hard hasn't given me much of an issue so I can't speak about it. But sprint burst is way too strong. I have played both survivor and killer for many games and I have figured out that sprint burst kinda needs a nerf. Here are my adjustments to the perk

    • Sprint Burst lasts 1 second instead of 3 (increases by half a second for each upgrade so 1, 1.5, 2)
    • Sprint Burst also has a higher cooldown
    • Sprint Burst like dead hard has a button you can press to activate it instead of it activating by just running

    Secondly we have borrowed time. Borrowed time is a anti-camp/tunnel mechanic but it lasts too long IMO. Here are my changes for that perk

    • Borrowed time should last 5, 7, 10 seconds but the deep wounds should have a longer time before you go down in case of tunnelers

    Finally and my most hated perk as a killer main, Decisive Strike. It should be an anti-camp/tunnel mechanic but really its just a second chance if you lose a chase. Don't get me wrong it should stay a good perk but it shouldn't last so long to the point where any decent survivor can loop and stun you until you finally get them down and you get hit with that. So here are my changes to the perk

    • Borrowed time last 15 seconds less(25,35,45)

    Now I'm gonna keep this short and simple but to counter to amount of SWFs then we need an in game form of communication so that solo queues aren't so bad people only play in SWFs.

    Now we get to the flashlight/toolbox meta or the gen rush. Basically people do as many gens as fast as possible to escape swiftly and without issue. This is what I think people mean by SWF is a problem. The generators need a time nerf. For example increase the time of the generators and add 5 more minutes to matches. Here are my changes

    • Generator repair speed is nerfed by 63%, which means if a gen is being repaired by one person it will take 130 seconds
    • This will promote a style of play where multiple people are working on gens leading to more chases and more cooperation(for this to work there needs to be a game chat)

    I think these changes need a lot of time and money but if they do it it will make the game more balanced.

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