Tsulan
Tsulan
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@Marik1987 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327294#Comment_3327294
Lol forget it. Survivors need BHVRs Hand.
I´ll happily wait for the new kill rates. Where the devs have to adjust things again, because kill rates plummered.
Hell, my solo queue last evening was 4 minutes before i found a match and another 3 minutes with killers dodging.
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@Entitled_survivor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327295#Comment_3327295
Both work,,safe nurses will blink to last spot they lost LOS and take things from there and some will try predicting,,,it's honestly a 2 way thing
I also love them.
Sometimes i even get a message in the endgame chat about the chase. I think some nurse players are just happy that people don´t instantly dc or give up. But try to run them instead.
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@Krazzik said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327295#Comment_3327295
This is what I always figured. If you're within her blink range then holding W is pointless, you need to do at least some amount of mindgaming.
Correct
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327294#Comment_3327294
How was it nuked? The meta perks were nerfed, and a few of them nuked. But that's it. Now we have eruption, which is arguably a bigger pain for survivors than any meta slowdown perk before. Killers still have strong slowdown perks even after that update, including pain resonance. But now gens also take 10 seconds longer than before. Killers were definitely buffed that patch.
As i said, the Killer slowdown meta was nuked.
Not a single slowdown perk that was meta before 6.1. is still meta.
In comparison. The survivor meta has barely changed.
While gens take 10 seconds longer, the current slowdown meta is no where as strong as the previous one. On top of that, survivors received gen repair perks and gen times really don´t vary that much from before the change.
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@Entitled_survivor said:
You are actually supposed to hold w against nurse not loop her ,,her addon brings her back to the original position she blinked from first ,,so if you stay in that same tile it's you doin it to yourself,,if you hold w as you should chances are you're good to go
Best action against Nurse is to break line of sight and then mindgame.
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@Ghoste said:
Patch 6.1 was the general Killer buff. This is to compensate.
6.1 also nuked the slowdown meta. So to compensate gen repair perks are about to get nuked to, yes?
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The information is extremely powerful and it already affects my solo queue times.
Long term it will affect kill rates. How much is hard to say.
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Maybe because Bubba players receive salt no matter how they play?
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@HungrySnek said:
Really thanks for this insane nerf guys. You did a pretty good job. You nerfed the most broken killer that she can't use exposed perks anymore. Now she is reeeeeeaaaaallllyyyy balanced :) Let's just forget the part that she still ignores the game mechanics and that someone who plays her for longer then 30 minutes can still win most games undeserved and that she got New broken addons now :D
If her kill rates confirm that, then she will receive a nerf. Until then... it was just a rework.
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Wow...
Thats really downplaying how much this update buffed survivors.
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@Nikkiwhat said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323531#Comment_3323531
Ultimately I still prefer having the faster matches, even though I hate when I get paired up with people better than I am, or more dedicated to sweat. But the flipside is that I remember queue times being DREADFUL, medium to horrendously long and would still at times get paired with a Smurf account with their high ranked buddies in a party to abuse MM (they did fix that at some point). But having 5+ mins waiting for a match, just to have people leave, or be in a 3/4 lobby where people would drop out and immediately the 4th Survivor would queue in and all that JUST to potentially have people DC early in....######### dreadful. I'll take getting stomped/juiced over waiting & doing nothing for so long. I can get like 2.5 matches going by the time 1 normal match conlcuded with how it used to be.
Yeah, queues have been really long in the past. The matchmaking incentive seems to have solved that. Maybe the devs could test how a stricter mmr would work with the current incentives.
Like, we could have testing months. People that opt in to form part of the current test to see how it goes.
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@Erenior said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321068#Comment_3321068
You are right. I tried running no slowdown perks and gens are flying. Several games. With no stealthy killer to get them by surprise it is nearly impossible to hook faster then they do gens.
Ironically, survivors complain about full slowdown builds but will rush gens and instantly leave, when the killer isn´t using them. Like they prefer to have extra short matches or something.
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@VikingDragonXii said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323699#Comment_3323699
I know but until the part is installed it can still get regressed but I understand what your saying.
It would also make 3 gens near impossible to defend. Which is kinda the last line of defense for killers.
Maybe the devs reveal additional objectives in a future dev stream/test build. Like they did with the basekit unbreakable and mori.
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@TheWheelOfCheese said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323529#Comment_3323529
Bring it on.
SWFs setting all this crap up aren't doing gens. Anything that distracts from working on gens is a-ok with me. And you're forgetting all of the prep time that goes into these 2s heals, which is way more time spent than saved on the heal itself. And it pretty much requires the killer to cooperate with how situational it is.
I'll take this over hyperfocus / stake out / prove thyself builds any day.
This would be just another variant of Sabo squads that have no intention of completing gens.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323531#Comment_3323531
I forget the exactly when that poll came out, but they also did a week's worth of matchmaking experiments, on live servers, and asked for direct feedback on what 'felt best' without telling us what they were changing every day.
So I feel like they went pretty far with trying to find a balance on this. The devs aren't perfect, but I really respected them running that test, and kinda want them to do more of that in the future.
Yes, they definetly tested a lot to see how the community feels overall. Thats why a slider might help. But i could be also totally wrong and a slider could bring more problems.
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@VikingDragonXii said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322254#Comment_3322254
I had a idea for a second objective for survivors that would also help with how oppressive some regression perks are.....
Gens would now stop repairing at the 25, 50, and 75% zones where then survivors would have to find a spare part that spawns across the map that they are shown where to look. Once they install it into the Gen it locks progress at that zone so it can't regress past it, and they can continue repairing it. BNP would also be changed from what it is now to that I can be used in place of the spare part. BHVR wouldn't need to even touch either Gen Repair or Regression perks (besides the ones that are issues ATM)
Locking the progress for both sides at certain intervals is a 2 edged sword. It would also mean, that the killer can´t remove progress off gens.
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@NerfedFreddy said:
Can we stop with survivor's nerfs for a sec ok?
So the devs should buff this instead?
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The issue is, that most people voted "faster queues" in a poll about matchmaking. Queues were around 5-15 minutes back then.
So the devs widened the span of players getting matched to shorten said queues.
A middle ground could be a slider for players that allows for fairer matches in exchange for longer queues/shorter queues for unfairer matches.
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These are not things that occur in the regular games.
*yet
There just needs to be a popular streamer who points this out and this will become the next favorite build for SWF.
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@VikingDragonXii said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321068#Comment_3321068
I know I do if I don't run at least 2-3 Regression perks match's go too fast and I get the lovely ez game baby killer responses I'm chat....that's why I stopped playing awhile ago....I don't like where the only viable perk options for Killers is Regression Perks. I have a few good perk combos that are not regression but only if it's against survivors that don't run full meta Gen repair perks.
I have hope in the future of DbD based on their latest questionaires. See comment above.
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@Phasmamain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321832#Comment_3321832
I think it’s safe to say the first shake up was mostly a failure (Though it was still an overall good update) Meta is still 100% slowdown and second chance perks because they are generally the safest and easiest options available
You’d have to make all slowdown/second chance perks useless to stop people from using them tbh. The game’s design just encourages their usage more than any other perks
Or killers simply struggle more with the gen speeds. Because 12 hooks stands in no comparision to complete 5 gens for 4 survivors.
One of the last questionaires contained the question about survivors having an additional objective. This could help with the problem. IF it gets implemented. Gen slowdown would be obsolete.
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@Phasmamain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321068#Comment_3321068
Tbh I don’t see a world where regression isn’t meta regardless of how gen times are changed
When 75% of killers are designed to shorten chase your just better off focusing your perks into slowing gens. Even if the numbers are nerfed further I’d imagine 3 slowdown would still be used most games
You can say killers want to experiment but we’ve seen on both sides that people just don’t do that because it makes matches harder
Sure, there will always be players that will stack slowdowns, just like there will always be Basement Bubbas. But how the majority of the playerbase reacts would be more significant.
After the meta shake up we had a short period where everything was possible. People tried all kinds of builds. Streamers tested all kind of weird stuff (i remember several very weird but successful builds from a particular streamer). No one felt forced to use the current meta. It was beautiful!
We need another shake up. Probably a more daring one.
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@Phasmamain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320601#Comment_3320601
Killer perks changed yes but the meta is still just gen regression because it will always be the most easy and effective option
90% of killers today are anti loop powers so 4 slowdown is infinitely better than any chase or info perks (Lethal and nowhere to hide are the only info perks I see consistently)
As for survivors all that really changed is more gen speed perks and OTR instead of DS
Of course the killer meta is still gen regression. Playing without them leads to really short matches.
The Anti loop doesn´t really help with that. I honestly think, that most people would prefer to run something else instead. But get stomped when they do.
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@Entitled_survivor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320598#Comment_3320598
It's pretty obvious old DH was dumb as well :P
How things change.
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@JoByDaylight said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320614#Comment_3320614
I can live with that as long as the general info shared in solo is better. I don't get much toxicity in my games anyway so for me this will not be a problem. I see no downside in the HUD-change tbh and welcome it greatly!
Well lets hope its a change for the better.
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@FridayNightPizza said:
My solution; hardcore mode where items and perks are removed along with red stain and scratch marks.
This idea sounds familiar...
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SWF survival rate is 15% higher than solo survival rate. The HUD upgrade is bound to increase the solo survival rate.
While it also will increase survivor vs survivor toxicity: "why where you doing a chest instead of a gen, when Jeff was chased?!"
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Survivor meta didn´t change much.
Killer meta changed completely.
Both still address the same issues.
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@Entitled_survivor said:
One of them is fair and takes skill now while the other is braindead ,not even close to gettin compared
If you would have stated that 1 year ago, i wouldn´t have known which one is which.
What a time to be Alive!
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320023#Comment_3320023
You better off just using the purple add on to let the team see all the gens track by the map. A good team gonna rotate on gens regardless anyway. The marker aka the ray of light would be better if u could actually distinguish it on command. Instead u gotta mark another spot to get rid of the previous marker. people are confuse by the light most of the time and will just stare at it. I try using the light as a way to tell my team the killer is near me but obviously no one understood what i was trying to convey.
pretty useless in solo q cause of the lack of coordination.
pretty useless in a swf cause of comms.
You´re right. The purple addon is better for showing all gens and not just the one you are working.
But that people just stare at it, instead of taking the information of where the killer is. Is just a result of no one using it.
We are often given tools that are pretty strong, but become useless, because they are not meta.
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I really baffles me that no one uses this addon. People could mark gens or the aprox position of the killer with it. So the others know what to do.
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New game modes.
Additional objectives for survivors.
Official tournaments.
Coop mode for Twins players.
Bots that replace disconnecting players.
Option to choose the background/music in the lobby/main screen.
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Dad body.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318821#Comment_3318821
You want to nerf killers to the point that a 1v1 scenario with multiple generators to complete would be even odds?
Do you understand what that would mean?
Oh i definetly understand what that would mean. A completely new branch of endgame perks that could help, the less survivors are around. Killers would be incentivized to not applying pressure by tunneling someone out as soon as possible. Because that could mean that the rest of the survivors become stronger. Suiciding survivors wouldn´t be a death sentence for the rest of the team.
I only see benefits on removing it.
Hatch is a outdated mechanic and it still creates toxicity on both sides. Something that could be avoided by removing it.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318763#Comment_3318763
And generate it's own host of problems, not least turning every 3K into an automatic 4K because the final survivor hasn't a hope in hell of repairing generators by themself.
Which would then result in the corresponding killer nerfs.
Killers slug, because they fear the last survivor escapes through the hatch and writes "gg ez". Removing the hatch would completely solve this. Not only that, it would also help with endgame toxicity. Since a lot of survivors prefer to hide and wait for their teammates to get caught first/run the killer to their teammates.
I don´t see the problem here. Only a solution to a lot of issues.
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Removing the Hatch would solve this instantly.
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@Paternalpark said:
Do you think solo q hud will help this?
Is the game dying?
Are killers just p2w now?
What are your thoughts?
- probably
- dying since 2016
- pay to what?
- game is more or less healthy. Occasional breaks are something usual and nothing to worry about.
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Killers should have the same hook indicator as survivors. It makes 0 sense to have different ones.
A killer who wants to tunnel will tunnel no matter the info he gets, but a killer who doesn´t want to tunnel often accidentally kills the wrong survivor, simply because its hard to keep track on who was hooked how often.
This needs to change.
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@Seanzu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316682#Comment_3316682
"IW made it extremely hard to spot a survivor with line of sight blockers"
What does this even mean? Are you implying a perk that affects sounds made it harder to physically see a survivor?
"Both scratchmarks and blood can be deceiving in most loops"
Is it or is it not useful information? Loops are so hilariously easy to keep track of survivors on that only a killer making a mistake would legitimately lose a survivor on one.
"The phase walk of Spirit was heavily disliked by survivors for the same reasons. Because they couldn´t know if the Spirit was just standing at the pallet or running around. Spirit players defended this also as "mindgame" when it also wasn´t one"
The issue with spirit is that you could still see her but she could literally be right next to you, a silent survivor can still literally be seen like, and tracked with other methods, absolutely nothing to do with sound whatsoever, the real truth is that most survivors just wanted some sort of animation flutter to signify when she started phasing, making it pretty obvious most didn't have an issue with the no sound. (probably why killer mains kept swearing blind that her glass shimmers when she phases)
"By removing the completely silent phase walk, IW was bound to get nerfed as well"
Again, there was nothing to signify a spirit was phase walking, the lack of sound on the survivor made you aware they had the perk and also there were other alternatives to tracking, unlike (you guessed it) the spirit.
"Spirit pick rate and IW pick rate both dropped for the same reason. Because people were not able to "mindgame" anymore."
Spirit pick rate dropped because she wasn't as easy to play, iron will dropped because of it being utterly useless to anyone with a $5 headset, being disabled while exhausted as well as having the sound reduction lessened means the perk literally doesn't do anything.
What does this even mean? Are you implying a perk that affects sounds made it harder to physically see a survivor?
Is it or is it not useful information? Loops are so hilariously easy to keep track of survivors on that only a killer making a mistake would legitimately lose a survivor on one.
Your answer sounds like you don´t know what effect IW had and why it was so popular.
I´m afraid this discussion is pointless.
Have a good night.
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@Seanzu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316670#Comment_3316670
You - "Iron will was the survivor version of the spirits' power"
Me - "You can see survivors, their blood & scratch marks"
Clearly I'm talking about the comparison of IW vs Spirits Power which is that even with Iron Will active there are still several things that help you locate the survivor, unlike the Spirit Power, but keep up that deflection I guess.
IW made it extremely hard to spot a survivor with line of sight blockers. Which made the perk so popular and why streamers considered it the best survivor perk. Its users usually defended it with "mindgames". When there actually wasn´t a mindgame at all, because of the third person view and the heavy reliance of killers on sound.
Both scratchmarks and blood can be deceiving in most loops.
The phase walk of Spirit was heavily disliked by survivors for the same reasons. Because they couldn´t know if the Spirit was just standing at the pallet or running around. Spirit players defended this also as "mindgame" when it also wasn´t one.
By removing the completely silent phase walk, IW was bound to get nerfed as well.
Spirit pick rate and IW pick rate both dropped for the same reason. Because people were not able to "mindgame" anymore.
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@Seanzu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316665#Comment_3316665
????
You can visually see survivors, they leave blood when injured & also scratch marks, this comparison is absolutely wild.
Spirit can see survivors during her phase walk?
Please, tell me more!
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IW was the survivor version of Spirits power. People asked the devs to nerf Spirits power, to make it easier to hear her, when phase walking. Then IW got the same treatment. Surprise!
People should be really more careful what they wish for. A nerf can be always applied to both sides for the same reason.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3306982#Comment_3306982
Nice combo with Stake Out/Hyperfocus. Way too OP though.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315879#Comment_3315879
Great way to force a DC in every game.
Well it could be a new starting point for Boon(ish) and Hex perks. Since they can be cleansed permanently, they should be strong. Not what we have right now as Hex perks.
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@Xendritch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312769#Comment_3312769
We have so many counters to totems now that bringing back old undying I think would be 100% okay. Granted I never thought Undying should of been nerfed in the first place considering survivors had been asking for a new objective since forever ago they were given one and then complained about it lmao.
Eruption is a serious problem though and it's pretty much all because of incapacitation. I'm thinking about it and keep all the numbers what they are right now but switch incapacitation to either exhaustion or oblivious and I think the perk is fine because I agree with whoever said incapacitation should be restricted to killer powers. You still get the regression and a strong status effect but the survivors can still play the video game.
With the amount of anti totem perks, the whole Hex meta should go back to the drawing board. Because Hex perks are so weak, that they don´t deserve the balancing effect of being a Hex. Original Undying was giving Hex perks a better survivability but now its not rare to hear 2 thunderstrikes within the first 30-60 seconds, because totem spawns are so busted. Survivors literally spawn on top of them.
The point of buffing Erruption was probably to increase its usage numbers. Since before the patch, no one would ever use. Because it was simply a terrible perk. Exhaustion would be pointless, as Fearmonger already gives this effect with just touching a gen and Oblivious, well everyone can see where the survivor was downed.
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@Zephinism said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313053#Comment_3313053
Fast Track is tied to hook states like Pop.
Tbh, i had to look at the wiki, because no one ever uses this perk.
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@NewPlayer100102 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312769#Comment_3312769
No, I agree with you. It doesn't need to change for any real reason, other than people crying a lot about it.
Why don't they just make it lock every gen with it active for 30 seconds or so and remove the incapacitation effect, so survivors can do whatever. It doesn't work well against SWF and coms, It looks like it was meant to help with the near infinite loops near generators that happen on certain maps and it usually doesn't. I find it pointless, usually, but I do find the problem described above an issue I want resolved partially via perk( cause its cheaper than map reworks.).
Blocking every gen would be to much. We already have other perks doing that. Its a unique status effect and instead of adapting, people just throw a tantrum how its not fair for solos.
The perk itself isn´t the problem. The problem is, that people got used to much to mindlessly hug gens without paying attention to their surroundings. Maybe a subtle indicator (like the blast mine on top of gens) could help survivors identify gens that got kicked.
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@bunnyfengenthusiast said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312799#Comment_3312799
It is infinite, by virtue of being tied to a simple cooldown, instead of a post-hook system, or something like Deadlock where it procs 4 times a game.
Why should it be tied to a post-hook sytem? Are survivor gen perks tied to something?
You realize that pre buff, the perk was basically considered useless by everyone.
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@bunnyfengenthusiast said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312769#Comment_3312769
Killers shouldn't get pressure-free infinite down time because they downed someone, got a free hook state while supremely confident that no gens are being done.
Its not infinite, its not free and gens can still pop during that time.
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I don´t know why this hasn´t been implemented at the same time as the killers lock. Just make the queue up button the logged button where nothing can be changed afterwards. No one needs to change the loadout for 45 seconds before the match. Pre match lobby has next to no interaction with the other players. So no need to adapt the loadout for the needs of the team.
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Looking at the comments i´m probably alone with this opinion. But no, i don´t think that it needs a nerf.
First of all, killer has to continuously kick generators. Giving survivors a head start in chases or even breaks the chase before it begun.
Second, the 25 second stun is probably just an annoyance and more or less the same time the killer needs to clean his weapon, pick the survivor up, walk to a hook and hook. All in which only the survivors that were working on gens he previously kicked are bound to do basically the same: walk to the hook.
Third, most of the time the effect only affects 1 or 2 survivors at once with a total of effects that combined usually won´t pass the 2 minute mark during the whole match.
Fourth, this just reminds me about the Undying Ruin nerf discussion. Where everyone claimed that they have to cleanse 5 hex totems alone and that no gens get done during a passive effect that only works when no one does. Erruption took the place of Undying Ruin. A different perk (combo) will take the place of Erruption if it would get nerfed. Are we ready for something that could be much, much worse? Because as far as Undying Ruin goes, most people seem to agree that it was a lesser nuisance than Erruption.
