Visionmaker
Visionmaker
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- Visionmaker
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If it's in-game then yes.
Literally anything but chat-based offenses has to be recorded.
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/528264#Comment_528264
No. It's making a decision to try and save yourself. The killer chooses to kill you or swap and follow. Theyre not obligated to follow your instructions.
If you messaged the killer at start, "hey find me I'll show you all survivors with bond", that would be working with killer.
So following a teammate around, spamming noise notifications, and pointing at them the whole time wouldn't be bannable because you didn't directly message the killer?
You would just frame it as "trying to save themselves" if a teammate did that to you?
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@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/comment/527547#Comment_527547
This becomes a situation of being aware. See a survivor running with a key? Get rid of them asap, preferably in the basement.
Certainly, and that's why there needs to be a notification. It is unreasonably difficult to notice a key in-game (allies and killers alike), and god forbid a Claudette is the one who finds it.
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@FireHazard said:
It will somewhat fix the lag, but what you're explaining is actually normal. Killer takes priority over the hatch when he closes it vs the survivor jumping in.
The devs said it was latency, not any intentional priority.
Assuming what they said was true, we should see fewer interrupts when dedicated servers hit.
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I think if someone finds a key in a chest (the first time), there should be a game-wide notification. That way the killer and solo survivors are able to adapt to the situation.
Other than that, I see no reason to change anything. You have the option to prepare for one in the lobby.
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It's great when it works. But often times gens pop right after another, and timing is practically random (unless you're using it to pop a gen right next to the killer).
It's not useless, it's inconsistent.
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Agreed. Everything does go on sale from time to time, but I'd appreciate if they made it easier. There should be a $60 all DLC included bundle every anniversary or Christmas period.
I religiously buy all of the DLCs on sale, but I'd imagine it feels pretty crappy for new players.
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They don't need downsides. Killers just need stronger obsession perks.
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Most people leave when they die.
Would be solved with end game chat staying around from start to finish instead of only showing up when the player is done.
And don't think this is one sided. I haven't had anyone thank me for BPS as survivor either.
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I like mind-game loops where there is obstructed vision.
I do wish the chase gameplay is more varied. There are only pallets and windows to it.
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It isn't about abiding to the rules of physics... it's about abiding to the rules of its own fantasy... The game creates its own realism.
https://www.youtube.com/watch?v=sYgIJRA_pbwHonestly this is such a stupid conversation. There doesn't need to be a congruence to realism from real life because the fantasy makes its own realism, and the fantasy realism doesn't justify changes that impact game balance.
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0
No one is complaining on the forum so that's probably the number so far. :)
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I have a different idea. A few key changes to put a cap on the strength of this perk combo so that there is a perfectly uniform way of dealing with this perk combination: waiting out for 45 seconds.
Adrenaline: Instantly heal one Health State and sprint at 150% of your normal running speed for 5 seconds when the Exit Gates are powered. If you are disabled, Adrenaline will pause and instead provide a 45 second Endurance buff when activated.
Borrowed Time: For 15 seconds after unhooking a Survivor within the Killer's Terror Radius, any damage taken that would put the unhooked Survivor into the Dying State will instead trigger a 45 seconds seconds bleed-out timer, which ticks down regardless of chase or TR. Unlocks the ability to Mend.
Decisive Strike: After being unhooked or unhooking yourself, Decisive Strike will become active and usable for 45 seconds. While Decisive Strike is active, when grabbed by the Killer, succeed a Skill Check to automatically escape the Killer's grasp and stun the Killer for 5 seconds.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/68779/the-problem-with-the-mom-nerf
The conditions to earn a protection should be as follows:
- There must be a survivor within 8 meters from you.
- That survivor can not be downed or hooked.
- Take damage from the killer when you're not hooked.
Protection scoring is limited to the first survivor hit.
This is why you sometimes won't get a stack when bodyblocking a hook.
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Only if it excludes hook grabs.
Aside from that, I think allowing gen/vault/pallet/locker grabs would be fine on Amanda.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/525995#Comment_525995
That's somewhat fair, however, he can still camp with Evil Within and insta-down anyone who comes near the hook. Essentially, no killer, except Bubba, relies on camping exclusively. GF has a crutch to counter 1% of games. Honestly, all noise when he's in Night Shroud needs to go and they need to remove hooked and downed survivors' ability to spot him.
GF can camp without a TR or stain. No other killer would be able to without a limitation, so I don't see what you're getting at.
Besides, why should all killers have abilities that assist in camping? Doctor can effortlessly facecamp in Treatment mode. Does that mean everyone else should be able to too? Why would the devs want GF to have the same cancerous playstyle as Bubba?
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/525980#Comment_525980
It isn't necessarily about camping, it's about anything that happens while someone is on the hook. If survivors rush to unhook like they usually do, you aren't allowed to punish them for it on GF, differently to EVERY OTHER KILLER who can still use their power around a hooked person.
You chase someone, and they go near the hook? Well you can't use your stealth to mindgame a jungle gym, because that dude over there is hooked. You down someone, and know an ally is on a gen nearby. Can you make a play by going for them in shroud? Nope, that guy you downed gets to permanently disable your power at 0 cost.
Okay, I can see that. I think it would be fair to reduce detection range of hooked survivors to something small like 4-8m.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/525614#Comment_525614
I noticed you left out The Shape, any reason why? He is the most similar to GF.
He's not exactly quiet when camping. Shape's camping is exactly like Bubba or Billy. They practically announce it without Insidious.
I'm guessing he didn't mention it because it's self explanatory.
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/525965#Comment_525965
You keep saying both sides like it's going to be SO MUCH FUN for a killer whose power, with a massive cooldown that can already be disabled, is also going to have their power rendered completely unusable any time they make a decent play.
This mechanic isn't 'fun,' it's a safety net for survivors who make bad decisions and still demand to win.
Since when is camping decent play?
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Honestly the hacking thing is such a non-issue.
Perks don't insta-win you the game and the blood-web is so slow and tedious that it's enough of a deterrent by itself.
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There's no compelling argument from either sides.
It's either some BS like "reducing skill" or "hurhur infinites", yet demonstration of neither points.
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@miaasma said:
https://forum.deadbydaylight.com/en/discussion/comment/524481#Comment_524481
noed is far worse. i don't understand the point of your post
https://forum.deadbydaylight.com/en/discussion/comment/524479#Comment_524479
there are circumstances where this doesn't work. survivors can stay in the game long enough for the person near the gate to just crawl out, forcing you to pick them up, thus triggering the aforementioned scenario
late game "tunneling" as in going for the only person you can possibly catch (since everyone else is likely healthy and cannot be caught before they escape) doesn't really fall in line with what i consider tunneling, and probably isn't what the devs had in mind when they designed the perk
They have to be within 60s of the Exit Gates. That's extremely close, by the way. It's merely 25% of the bleed out bar. Again, I say those circumstances is an example of you being outplayed, not DS being overpowered or unavoidable.
Do I blame killers for tunneling at end game? No. Do I blame killers for tunneling outside of endgame? No. But if someone takes a perk that provides a chance to prevent being tunneled once, then it should provide that chance.
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@Paladin_Goo said:
https://forum.deadbydaylight.com/en/discussion/comment/524470#Comment_524470
"This is sound until it gets to the end game and killers effectively get free kills even if they were potato all game" - Similar statement for noed.
Amen. You got four little survivors running around like roaches with the gate open.
It ain't DS, it's you.
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@miaasma said:
https://forum.deadbydaylight.com/en/discussion/comment/524473#Comment_524473
downing them near the gate? sometimes you have no other option, especially if nearby survivors are body blocking
i think DS needs to punish actively tunneling killers harder and punish killers who are not tunneling less
Down them near the gate, hit the bodyblocking survivors, drop them, and force the other survivors out. If you fail to do this, then doesn't that mean you got outplayed? It isn't DS, it's a concerted effort at a save, which should be rewarded if successful.
It sounds like to me that you think that desperate, late game tunneling should not be considered tunneling.
Personally, if you were forced to hook a survivor that close to the gate with multiple other survivors around, you've already practically failed.
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@miaasma said:
https://forum.deadbydaylight.com/en/discussion/comment/524446#Comment_524446
this is sound until it gets to the end game and people effectively escape for free after being unhooked
it's the same issue mettle has but to a lesser degree
i mostly don't mind DS but it could do with some tweaking to make it less punishing to killers who aren't actively tunneling
And what prevents you from hooking them farther from the gate?
This situation also hasn't anything to do with being punished for not tunneling though. It's not like the unhooker gets the DS. What is the problem, exactly?
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@Condorloco_26 said:
https://forum.deadbydaylight.com/en/discussion/comment/524444#Comment_524444
The difference being, when BT fails at being an anticamping perk, it doesn't screw the killer.
When DS fails at being an antitunneling perk, it screws the killer.
And why are we acting as it didn't get buffed just after being nerfed? Increased the stun time to 5 secs because of enduring, and now enduring doesn't even work on DS stun.
But let's keep the 5 sec stun, right.
Besides, if you wait for the 60 secs to run out the survivor will just get another chance at it at the next hook, so pick your poison.
Adrenaline doesn't align with my "vision" either, but it's a fair perk. A strong, fair perk.
Non tunneling DS is cheese.
So this is about Killers vs Survivors then? If a perk is not perfect to your expectations, it's totally fine if it benefits Killers? But when one perk has rare, bonus opportunities for survivors, it is problematic?
I don't agree with that nerf to Enduring. But I am not the ones with the stats here.
Yes, they will, if you tunnel. The perk is near worthless if you do not, and at the very most, it will require a smidgen of patience. Besides, if a survivor is somehow getting downed within 60s every time they get rescued, then they are offering up a win on a platter for you. A slugged survivor is a useless survivor.
Ironically, given that Adrenaline and BT are the third and fourth most used perks respectively.
Well it is so rare and still easily countered, I find it insubstantial.
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@SlickSal said:
@Visionmaker I understand that it is possible, but its not always easiest to tell during the heat of the game and you don’t always know if someone has it. You could easily be wasting your own time.
@SlickSal That is just part of being skilled. Killer is all about time management and game sense under stress.
If you fail to read DS (and survivors with it will often make it obvious), then why are you entitled to disabling it?
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@Condorloco_26 said:
https://forum.deadbydaylight.com/en/discussion/comment/524434#Comment_524434
You're the one talking about waiting 10 seconds.
I'm the one talking about I shouldn't even worry because I didn't tunnel, since I went for 2 other guys. Not only one, but two.
So what? The perk stipulates that you need to wait 60s. If you went for 2 other guys, then you should barely have any time left.
The perk doesn't need to perfectly align with your vision for it. That's not how balance is determined. What's actually important is how viable it is. Again, Borrowed Time fails to be an anti-camping perk at times and that is okay. DS fails to be an anti-tunneling perk at times, and that is okay.
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@SlickSal You should always expect commonly used perks. I don't need to fall for Dead Hard to know they have it. If you are always so successful at downing multiple survivors, then perhaps you should get into a habit of slugging the unhooked survivor.
@Condorloco_26 No duration based mechanic, except hook duration, is revealed to the killer. I don't see why this needs an exception.
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@SlickSal Not waiting 10 extra seconds for DS to wear off is not exactly playing well.
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It's pretty weak for a Hex perk.
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@Cardgrey said:
https://forum.deadbydaylight.com/en/discussion/comment/524332#Comment_524332
glad someone else realizes this lol
Yeah.. if we're gonna outlaw everything that makes people babyrage, we'd eventually just delete pallets and Claudette.
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@StarMoral said:
Gonna have to say a 'no' on teabagging. It's not a mindgame, it's purpose in any game is to be a taunt.
Flashlight clicks, I can see as you're trying to grab killer agro.
Everything else is A okay.
Teabagging is the same as grabbing aggro though. It grabs it a lot faster than flashlight clicks too.
The only case it doesn't is when it's done right before the end of the game.
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@Condorloco_26 said:
https://forum.deadbydaylight.com/en/discussion/comment/524301#Comment_524301
Yet BT has recently received 2 buffs because of stupid Legion coming into the game.
BT was already very fine without them. But even with them now, BT doesn't feel like cheap cheese.
I don't really think that's relevant since it was more of a lazy oversight than an intended change. No one at BHVR sat down and said "let's buff BT by releasing Legion and nerfing them twice."
Well, I think we need to establish why exactly DS needs to change then, since conceptual purity clearly isn't a driving factor here.
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"How dare you have friends!"
This is probably the only place you'd actually hear this.
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DS is fine where it is.
We don't need to change perks over concept purity. For example, there are situations where the "anti camping" perk, BT, fails to counter camping. That does not mean BT needs a buff.
It is not overly powerful. It is not overused. It has counterplay. It is fine. We need not complicate it.
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@weirdkid5 said:
https://forum.deadbydaylight.com/en/discussion/comment/522678#Comment_522678
This is a terrible argument. Just because no one uses it doesn't mean it shouldn't be nerfed.
It is OP in the cases where it is against stealth Killers. Therefore, it needs to be adjusted so that in CASE someone brings it, the stealth Killer isn't complete dogshit.
Prevalence is a direct indicator of how strong and versatile a perk is. A perk that hardly sees any use is a perk that is either weak, useless in most situations, or both. These perks do not need to be nerfed.
Why is this an issue now, when Pig and Wraith have both dealt with OoO this entire time?
And why should this perk be trash against most killers, troll at best, and also be ######### against killers it's meant to counter?
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@weirdkid5 said:
https://forum.deadbydaylight.com/en/discussion/comment/522694#Comment_522694
The point is a hard counter for Small Game exists in Hangman's. A Survivor using OoO on GF could still be sitting on a generator nearby repairing it while keeping an eye on him. Two for one.
Whether or not you think my arguments suck is irrelevant. The fact of the matter is the other scenarios have clear counters that exist. GF only counter is to do the thing he's supposed to do anyway. OoO is an obvious bait anyway as that person is usually the most skilled looper.
That's not a counter.
A survivor following a trapper around and disarming traps with Small Game isn't countered by Hangman's Trick. A survivor with Small Game could be repairing a nearby generator while keeping an eye on his trap placement.
Lol? "The fact of the matter"? You did not establish that at all.
What counter do you need for people that intentionally reveal themselves? Why not use Rancor?
This is the last post I will be entertaining you with. If you are fine with hard counters shutting down certain killers and not others, you should reevaluate your standards for balance.
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@weirdkid5 said:
https://forum.deadbydaylight.com/en/discussion/comment/522686#Comment_522686
I'm suggesting that if you're playing Trapper, Hangman's is a good idea in general, making Small Game and irrelevant problem. Not to mention a Survivor focused on trap sabo isn't doing gens.
He still can't use his power and will end up getting looped regardless because his power isn't useful in a chase. Meaning he still can't play how he's supposed to.
You just want to hold on to your skilless counter.
Hangman's Trick is never a good idea because almost no one uses Small Game. A survivor focused on harassing Ghost Face with OoO is not doing gens either. Trappers don't run Hangman's Trick. No one runs Hangman's Trick. I get it, you want to be a contrarian, but can you please listen to yourself?
And Trapper and Hag will end up getting looped too, who both have hard counters.
I don't use OoO and I just think your arguments suck. Considering how fast you turn to personal attacks, I'm not surprised.
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@weirdkid5 said:
https://forum.deadbydaylight.com/en/discussion/comment/522650#Comment_522650
Comparing this to Sprint Burst is hilarious. Sprint Burst has a cooldown that lasts 60 seconds and doesn't cooldown while sprinting. Trapper can use Hangman's Trick to nullify Small Game somewhat by making it so he only has to wait 60 seconds for traps. Urban Evasion prevents a Survivor from Sprinting, so even if they crouch over your trap, you gain distance on them. If you aren't in a chase, you'll never even notice the effects of Urban Evasion as Hag.
OoO completely nullifies Ghostface's power 100% by just looking at him through a wall. There is 0 he can do to counter this.
How are you even making this comparison? Did you even think before you posted?
You are suggesting that people use Hangman's Trick to counter Small Game. "How are you even making this comparison? Did you even think before you posted?"
He can go and use his 115% ms to down the survivor that uses OoO. OoO has way more of a downside than Urban Evasion does against Hag.
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Why do we need to nerf something almost no one uses anyway?
Why would someone run OoO every game to counter Ghostface when they're more likely to run into a Nurse that'll rip them a new butthole?
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@Condorloco_26 said:
Yeah let's keep rewarding failure:
- Doing nothing and camping the hatch
- Dropping pallets on other survivors' heads
- Bond/Empathy/Aftercare sandbagging
- Unhooking people in the killer's face, without BT
- Window/pallet blocking
- Item snatching after Franklin's
- Missing skillchecks while healing others
Why not? They should even start giving out trophies/achievements for all these, like F13's "Chad is a Dick"
.
Half of these are bannable offenses and virtually none of them are rewarded.
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Too bad. The killer can easily punish hatch camping, and if they didn't, that's not your problem.
If you have a problem with solo players being useless, you should just play in SWF. There is no way you can control how much of a team player a solo is in any situation in this game.
Also, if you don't want risk dying on the hook as a solo player, then don't get caught in the first place.
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I don't see it being a problem outside of the PTB. How often do you see survivor running OoO, Dark Sense, Spine Chill and Premonition? Even if people will use those perks more, why is that an issue? I thought everyone was sick of the same meta to begin with.
And why can't perks counter Killer powers? Exhaustion perks counter all M1 killers, Small Game counters Trapper and Urban Evasion counters Hag.
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If he's intentionally not killing people and acting to permanently stall the game, then I can see it being considered hostage holding.
You said this was recorded on stream, right? We can see his behavior, so I don't get why people are arguing over this.
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/511104#Comment_511104
Half the lobbies are solo, but SWF have a much higher chance of survival than full solo group.Why do people never look at the stats in a complete manner?
SWFs have a high rate of surviving that scales with the amount of players in the swf. Now if you're working with a a proper team that should be what happens. The issues is that the game doesn't handle that sort of situation well. To that moderate amount of players who are in SWFs skew the game in noticeable way. It also tends to be bad for solo survivors as well as killers. Solo survivors sort of roll the dice on whether the people with them are actually going to help them and killers aren't really designed with having to deal with high levels of coordination between players.
Killers are limited in their responses and by default don't have the ability to break up coordinated teams in a short amount of time. Now the other side of the coin is that SWF has been a part of the game for a very long time and it isn't going anywhere. There is also no way for the devs to see whose going to be on comms and know what is being said. You can't dictate rules you can't enforce so that isn't changing.
So the question is what can be done in game to either bring solo players up or soften swf player advantage enough that the teams are on near equal footing with the solo players.
It doesn't have a high rate of survival. The data shows this. Even if you tried to rationalize the data, SWF would be concentrated only to the highest ranks and still be an even smaller percentage of the playerbase. We're talking about 1-2% of games here. Unless you'd like to imagine that half of 4-man SWF are automatically invincible squadettes.
The real discussion point is the actual prevalence of SWF and how much difference it makes.
If the case is true that SWF supposedly has skyrocket survival rates at high rank, and that high rank is dominated by SWF, does it really make sense that we get so much anecdotal data from people of all ranks (20-5) claiming SWF's advantage? How much of this problem is reality and how much is rooted in perception?
Is it worth it for BHVR to potentially disrupt the status quo to address a problem that influences potentially 1% of all games?
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I like the specialized perks for SWF idea. It sounds fun.
But I don't think it will work because 3-man and 2-man SWF exists. A 2-man SWF with 2 solos aren't nearly as effective as a 4-man, and doesn't hold a handle to a tryhard squadette.
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@Mc_Harty said:
But we all agree that Ghost Face is #########, right?
The on-demand 0 Terror Radius is good.
But I don't know what else they plan on doing with him. His stalk mechanic is so lackluster.
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@Eguzky said:
https://forum.deadbydaylight.com/en/discussion/comment/511995#Comment_511995
Ok. I've had some people tell me MoM is being nerfed, and some say it's being buffed.
What in the nine hells and all the demons therein are they doing to MoM?
They haven't fully decided yet, but the most recent iteration is:
3 protection hits to activate. Only active when injured. No other changes.
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Thank you.
And after October 25, 2016, survivors have gotten "limp-wristed" perks (because that's all survivors get, let's be real) until MoM was released. In case you forgot, that is two years and and five months before an actual "meta" perk. Which is getting nerfed, what... A little over two months after its release?
So if we're going to make a point, can we at least be accurate?