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Xernoton

Xernoton

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Xernoton
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  • Most survivor perks are not as strong on their own. However, you have ways of combining them to create builds that are incredibly strong in specific situations. That might be the main issue as a coordinated SWF can abuse that and dial it up tenfold. Also survivors have a total of 20 perk slots (base kit BT included) that can be used to create special builds.

    Have you seen what Wiretap + Open Handed can do? Imagine that kind of information shared between all 4 survivors with the cost of only 2 perks.

  • Hopefully the same update they rethink killer adepts. Good luck getting those without slugging.

    Seriously though, base kit UB is a horrible idea. It means BHVR have to rework a number of killers and perks as well as other mechanics because they include and encourage slugging.

  • Haven't noticed that yet. Maybe its just bad luck? I have however experienced that some Items and addons appear rarely in the BW but when they appear, they come in stacks.

  • The killer meta changed massively. Instead of Ruin + Undying, Pop, Corrupt Intervention and Pain Res + DMS you see a lot more Eruption, Overcharge, Call of Brine etc. Slowdown is the new slowdown. Also BBQ got nuked back to stone age because we can't have a game health perk in the meta (probably the worst decision in this process).

    Honestly though, its hardly surprising slowdown is still the go to for most killers. Gens now take 90 seconds in theory but with all the gen perks and other tools survivors have at their disposal to progress faster in a match this really doesn't do much.

    Personally, I've never been to keen about slowdown perks but seeing how regularly I lose a match as killer in under 3 minutes, I'm questioning how long I can compete with more chase oriented builds.

  • I knew it was only a matter of time until someone shared the crouch tech.

    I'm a fellow Billy main but I'll admit playing him is tough. Even if you do everything correctly you can still get screwed over by survivors simply walking a single step to the side, weird collisions or the survivor crouching. It's just too much. Also it feels awful to play Billy without Shadowborn.

  • Knight's power doesn't work. That's why people try to find situations where they can get out on top with his power. Sadly camping is the Knight's biggest strength. Everything else is just a weaker version of other killers' powers.

    Though camping, tunneling and slugging are no exploits, mind you.

  • How is playing Blight unfair or unsportsmanlike? Blight is a killer everyone is allowed to play in DBD. There is no rule against it. Its pretty harsh assuming someone that plays Blight has no moral compass. Is it more fair for survivors to finish the gens and escape in under 3 minutes? This happened to me just the other day and while I wasn't happy about it I couldn't pretend they were doing something forbidden.

    I am currently experimenting with a variety of killers, addons and builds that are anything but meta even going to the point where I nerf myself to the ground just to see what reactions I get. The survivors in my lobbies don't care about that too much. This is pretty much the same situation you described with the roles reversed.

    I'm not going to argue about what is balanced and what is not but balancing has nothing to do with how unfair or unsportsmanlike something is.

  • Uhm...Ok?! What is it you wanted to show with these pictures? Your perks and addons tell me that you are just as competitive as the survivors you were facing. And considering the fact that Pig and Sadako can bring instant death to survivors that make mistakes especially with the right addons it is hardly surprising these survivors weren't willing to mess around.

  • I played public 5 games as Twins. Happened every single time. So far I've seen it get triggered by switching between Victor and Charlotte, opening a locker as Victor, getting kicked as Victor and attaching to a survivor as Victor. One game I had that bug and grabbed someone out of a locker. I couldn't move anymore and they couldn't wiggle out I dced before EGC so I don't know if the entity would have gotten rid of that.

    It seems to vary between maps how easy the bug is triggered. I have tried to replicate it in a bot match but no luck so far.

  • Well, it takes something of about 1.2 million BP for one prestige level. Multiplying that by 100 we get 120 million BP for one character on prestige 100. Now, there are 30 killers and 34 survivors in this game. That brings us up to 64*120 million BP = 7.68 billion BP.

    Or you can simply sell your soul to the devs. That should do it.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3287868#Comment_3287868

    You're not hearing me. The tp is instant, as soon as it triggers, and yet I have to walk a few seconds to catch up and hit them, completely defeating the purpose of the power. Mostly because of the movement exploits I've mentioned, but sometimes just in general.

    Ahh. I thought you were talking about this obnoxious bug.

    You have the ability do an instant lunge right after teleporting. That can only be countered, if the survivor triggers the trap from the edge of it's range and then changes direction. In this instant you are not guaranteed a hit. But since the game will mainly take place inside the Hag's web of traps this doesn't make too much of a difference because eventually you will catch the survivor with another trap by either hitting them after the tp or reading them correctly and not go for the tp to let them run into you.

    You can avoid this scenario by putting traps behing corners where survivors cannot see them or you put them right next to a vault and chase them so they have to vault into them. Sometimes its enough to set a trap in the open where it is covered by grass. Few people expect that.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3287663#Comment_3287663

    Actually that's wrong. You don't get fast enough teleports to catch survivors, especially if the survivors are doing the movement exploit to not pull their camera. Hag has a slight stutter when she teleports. You can feel it. It's why she used to be my second-most played killer, and now I either don't play her or get bullied in 98% of my matches with her.

    Not many, but others have acknowledged the lack of an instant hit out of tp. They argue "So you think you're supposed to get a hit just from tp'ing?" If I instantly tp the moment the trap is tripped, yes. It's criminal to not get a hit from that, I don't need to explain. I'm guessing most of the people who say Hag is strong or doesn't need buffs either have a connection advantage or something to make her to feel less janky, barely go against SWF, or straight-up don't play her.

    The stuttering can be avoided by teleporting fast enough and getting the instant hit. However, if the timing is not perfect you are right. Wating for even a fraction of a second can cause you to be unable to attack. The little stutter can save survivors from getting hit very often. That doesn't make Hag a bad killer though, especially since it can be avoided. Still, I hope BHVR will fix that soon.

  • Probably because it can be hard to see anything at all, if the map is very dark. I've seen that happen on Garden of Joy, old RPD and half the maps when playing as Freddy. Too bad BHVR have so much trouble with finding the middle ground here.

  • Hag is alright. She just doesn't fare too well in the current meta, is all. Hag is still an A to B tier killer.

  • So you got about a 47% kill rate. Pretty much what I would expect.

  • Not only do these nerfs not benefit anyone, they lead to a worse game experience overall. Survivors don't like seeing the same meta perks for killers every game, yet here we are removing synergy with perks that are fun for both sides. Admittedly these perks were not used too often but it was still fun when it happened. Its frustrating to see that the competitive aspect of the game seems to be prioritized over a fun experience.

  • They pretty much killed these niche builds with that shadow nerf. Wesker didn't even get the bonus speed to vaulting. There were absolutely no problems with these perks, other than the Schroedinger's vault Wraith bug and that was hilarious! BHVR probably knew this wouldn't sit well with the community and decided not to communicate it because of that.

  • Twins. There is like 2 Twins mains on the planet and no one else bothers playing them. They are extremely hated by survivors as well. You cannot play Twins in a nice way. Their power literally forces you to slug.

  • Honestly, I like the changes they did to flashlights. Survivors can't spam their flashlights anymore or use the exploit in a 360 and uncounterable locker saves are gone. It is only fair they get a little something in return. Flashlight saves being a little bit more forgiving might convince a few players to actually use them again and its not like the killer has no counterplay.

  • Knight has so much potential but his power just doesn't work. The things he should be good at he is still horribly bad at. He is a bit like old Clown.

    Also this is not a "high MMR" issue. Its an issue in general.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3280376#Comment_3280376

    Now, thats is besides the point, its the distance we are talking about.

    That beeing said, try watching the video before making a fool out of your self. - This is a tutorial video made to show how to easy make flashlight saves, that is the reason he is facing the way he is.

    Also, i would suggest you real the thread, i see no reason that i need to repeat my self, because you dont read the thread that you are commenting on, it just makes you look silly.

    Before belittling someone that debunks your whole argument in 3 lines I suggest you don't try to seperate your argument from your argumenation. It makes you look like you have no idea what you are actually trying to say.

    By providing a tutorial video you don't show how strong something is. The only thing you actually provided is a compilation of clips showing exactly how situational these saves are. Every single time the survivor is in front of the killer and the killer obviously doesn't try to counter it. I could also make a video and show how broken every single aspect of the game is. Trapper? OP as hell because all 4 of my friends walked into the traps I put in front of them. Clown? The survivor stands still and I down them in 2s. Billy is the easiest killer in the game because all you have to do is bodyblock someone into a corner and go for the M2. Easy.

    That is why you HAVE to look at a mechanic in a realistic setup in order to assess it. This is not realistic. Not even remotely. I pointed that out and debunked your "prove" without even watching the full video.

    Considering your argument "This is not even close to the killer." I can only say; "It actually is." The survivor needs to be around when their teammate goes down. So they are in fact close enough for the killer to easily notice them. Adding the fact a killer COULD turn around and usually will, the survivor has to be even closer in most cases.

    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3280373#Comment_3280373

    Here you go, it cant be countered by anything but lightborn or a wall next to the downed survivor - https://youtu.be/SVME94nVjxo?t=274

    As I said earlier: The killer can always force the other survivor away. That survivor has to be nearby and in more than 90% of the time a killer will pay enough attention to know someone is around. There are several indicators for that, like:

    -random scratch marks, pools of blood on the ground

    -disturbed birds

    -no scratchmarks where a survivor was seen prior

    -sound clues like breathing, grunts of pain and foot steps

    -flashlights you saw in the lobby

    There is counterplay. You are just not willing to adept. Looking towards a wall is the most reliable and easiest thing to do. It happens very rarely a survivor goes down in the open because that means they didn't loop the killer (with a few exceptions).

    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3280443#Comment_3280443

    If you play killer as much as you say, you would know that this is not an issue in about 80% of the cases.

    If you had a bit of experience you would know that it actually is an issue. Let's say the killer downs survivor A in the open while survivor B hides 14m away. This is far enough to not get found immediately (mostly) but still close enough for a save. Now the killer turns around and picks up A. B has to run at least 14m to get into position. A survivor moving at 4.0m/s needs 2.5s for that even with no reaction time. The killer's animation only takes about 3s so the survivor has 0.5s left at best. Good luck blinding the killer in 0.5s. The numbers are all in the survivor's favor here and still it doesn't look good.

    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3280454#Comment_3280454

    Because it dosnt happen to you does not mean its not happening to anyone else, thats a strange analogy.

    Flashlight saves do happen. Occasionally. That we can agree on. However, most killers aren't concerned about them simply because they actually look at the screen and identify risky situations before proceeding to play around them. You are the only in this thread disregarding all the flaws that were pointed out in your "uncounterable" argument.

    If flashlight saves are that big of a deal to you, that is indeed a skill issue. Run Lightborn or learn how to play around them. Its the same with every other mechanic in the game. You either learn how they work and how you can benefit from / play around them or you put on perks to help you.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3279632#Comment_3279632

    Have you seen the video i provided?

    it is close to the killer yes, but not very close, and hes not using any Beam Reach addons on the flashlight, most if not all players that know how to use a flashlight have one equipped.

    Edit : This is not even close to the killer

    https://us.v-cdn.net/6030815/uploads/KKIH5806MN49/image.png

    What exactly is your point with this picture? The Trapper messed up. Instead of turning to face the wall when picking up a survivor he is staring out in the open. There are very few situations where the killer cannot prevent a blind by looking in a different direction and even then, if the killer pays attention to their surroundings they can force the survivor with the flashlight to leave.

  • I disagree, personally, that Knight is unfun to play. His power just doesn't work the way it is intended to. Way too much visual feedback and it feels a bit clunky. Also his guards are too slow. A survivor can simply outrun them.

  • I mean, I see your point but this is a bit counterproductive, don't you think? Survivors and killers have the goal to win the match. Your suggestions, while greatly improving some killer games, basically tell survivors they have to risk the game for pretty much no reward other than MAYBE a "gg wp" in EGC. I think there are other ways survivors can be a bit nicer without actively nerfing themselves like:

    - Don't tbag. Would you appreciate the killer hitting you on hook every single time? It is unnecessary bming.

    - If you are about to win the match with your SWF after absolutely dominating the killer that's good for you. But keeping the last gen 99ed and not allowing the game to end until you feel the killer has suffered enough is a really unhealthy mentality. It happens rarely but it is more than a little demoralizing.

    - Think about your items. Do you really need 4 green toolboxes/medkits with extra charges and perks to make them even more efficient? Do they improve the quality of your games or is it just the quanitity?

    - If you lose, that doesn't make it a bad game automatically. If you had fun the game was good. Typing "gg" doesn't take a lot but it makes a difference.

    - If the other side played nice, be appreciative. There is no need to be hostile towards friendly players. This is exactly how starstruck Nurses and bully SWFs are born.

    - Swallow your pride and accept that sometimes the other side did indeed play well. There is no need for hostility in EGC just because you lost or don't like the other side's perks.

    The last 3 points go for both sides. We can all have fun if we aren't always focusing on the negative and be a bit nicer. Its not an "us vs them".

  • It was fun while it lasted. Too bad killers will never be free to swing safely. Its funny, considering there were quite a few people that complained new DH was useless and everyone would switch to SB.

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277388#Comment_3277388

    No, it cannot. The crash report (that doesn't even always spawn) is just a handler from the engine that tells the game has crashed.

    Making a program crash is pretty easy if you have access to the console* (always in this scenario)

    And that's only the first way to exploit such a mechanic.

    Another obvious way would be to fake the report.

    Basically, a free DC for "everyone" who is tech-savvy or paid someone to give them a tool for it.

    *) edit, because I'm pretty sure it will be misinterpreted. In this case "console" means "the computer".

    And in what way would that be worse than what we have now? People dc because they don't like the other player's perks! Even if you are able to exploit the system in this way that would be way more inconvenient than simply pressing "Esc" and click "Leave Game", wouldn't it? I'm not saying everyone with a crash should not be penalized at all because crashing every other game is just as bad but in my oppinion more of an inconvenience and harsher punishments for (repeated) dcs are in order.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277358#Comment_3277358

    That's ridiculous. Dbd is not the only asymmetrical horror game out their. And yeah thoses games are not as successful as dbd but that doesn't mean that those games doesn't have mechanics that dbd can get inspiration from.

    The devs can take some mechanic from other games I think they are just too proud to do so and it's making things worse.

    Name one with similar pacing and similar mechanics, please. VHS for example is very different from DBD because the very pacing and the mechanics that define the game are nothing like in DBD. I don't know of any other game that is as one-sided in a 1v1. DBD's core mechanics, chases, objectives and killer powers are all one of a kind. You cannot play Michael Myers, Freddy Krueger, or Blight on Cowshed, Midwich, or Eyrie of Crows in any other game. There are no equivalents. Its not like FPS games where you could look for inspiration elsewhere without needing to adjust the whole game for that part.

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277351#Comment_3277351

    The game cannot detect an accidental crash. It's just not possible.

    It can. That's why there is a crash report system. It won't work on network errors of course but an unsuspected shutdown of the game does get detected and triggers the crash report screen to open.

  • If BHVR are biased towards one side at all, I think they don't realize. It seems to me they are trying to improve the experience for all players, killers and survivors. The problem is, that DBD is one of a kind. They can't look at other games and just copy their balance. They are pretty much pioneers in that regard, which is why a lot of things spiral out of control before they decide to work on that (like DH's 75% pick rate ore 6.1.0).

  • @MeltingPenguins said:

    This has little to do with the changes now, and more something with the game rewards and punishes all the wrong things.

    DCs shouldn't be punished as hard/at all unless it's a genuine ragequit DC (as in you dced cause you overestimated your looping skills etc, not necessarily quitting against killers you just utterly utterly utterly despise. it's a fine line)

    Camping, tunneling slugging etc however should be actively punished, and the mechanics are present, all while the same mechanics could reward exciting behavior (lets be honest, we all had survivors genuinely thank us (and some of us did the same as survivors) for a good/great/fun match, even though it ended in a 4k at 3-4 gens left. all because there was no slugging, camping or tunneling)

    It just needs better coding and a lot of finetuning

    I respectfully disagree. DCs of any kind should be handled as rage quits because they are (unless its a crash, which the game can in fact detect) and therefore punished as such. However I can see how someone might be more than a little fed up with playing against 5 Nurses in a row. For that reason, wouldn't it be better if Survivors could queue up picking a single killer they absolutely do not want to play against?

  • I noticed it as well. Something is off.

  • You lose until you get a game where you can actually play. Then you try to use your killer's power and keep losing until you get the gist of it and start winning pretty much every single match until the game puts you in an appropriate MMR bracket. If you really want to learn a killer, don't rely on strong perks at first.

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3268802#Comment_3268802

    When the benefit is that it counters an unhealthy gameplay mechanic... That neither the players nor the developers want in their game what exactly is the issue then?

    The way of implementing a perk as basekit is only one way to deal with the problem...

    For infinite windows you could either remove them entirely or just give killers bamboozle or some other perk that blocks the window... That's the reason entity blocker got introduced, but it never was a perk... So just because something was a perk at first and got introduced as base mechanic later does not mean it is not a balance change anyway...

    The same goes for bt basekit... They wanted survivors to not get downed straight after unhooking just because their teammate did not bring bt as it is an unfun gameplay mechanic... So there were several options:

    • Remove collision of the survivor that just got unhooked and make them unhittable for a specific amount of time (so they cannot bodyblock for someone else but can reach a safe tile
    • Give them BT basekit... (way easier to implement, so I guess that's why they went for it, but has the downside of survivors being able to bodyblock and tank a hit... But at that point you don't have to feel bad for going for them again)
    • Probably a lot of other things people thought would be a good idea that I did not hear of though

    If people want stuff to be basekit that is healthy for the gameplay or want some mechanics basekit that are not implemented as a perk yet... Where is the difference for you? Why does it matter if it is already a perk? When it being a perk is just not enough for the cause... It just should not be required to run a specific perk constantly just so you don't have to face some things...

    Are you honestly comparing the entity blocking windows after 3 vaults and Bamboozle? The difference is that Bamboozle is used by the killer. Make that base kit and see what happens. Shack and other window loops become completely useless, if you add a mechanic like that. You are proving my point that we should NOT make perks base kit but find other ways to deal with these issues. Bamboozle is already a good perk. Its biggest weakness is... Well its a perk. 1 of only 4 you can actually bring into a match and most killers would rather bring something other than Bamboozle.

    Its good that you bring up BT as well. I was one of the people that asked for the unhooked survivor to lose collision instead, mainly so that it could not be used in unintended ways. They went with BT base kit because (probably because, as you said, it was easy). And look what happened after BHVR created precedence for one perk getting that treatment. Already people are asking for more. Not just balancing but entire perks implemented as base kit mechanics. You see people asking for Bond, Kindred, DS (though that one isn't a new development) and quite a few perks on killer side as well.

    Perks are designed to help you out in dealing with certain situations. For example: You play survivor, don't know the maps all too well and therefore you have trouble making it to a safe structure in chase. The perk that helps you out is Windows of Opportunity. If you find yourself having trouble with a situation then use a perk that helps you with that. A friend of mine is completely addicted to Safe the best for Last and has changed his playstyle quite a bit to maximize the use he gets out of that perk. If he decided to all of a sudden not use it anymore he would have change his playstyle. Do you think STBFL for be base kit for that reason? He obviously feels like he has to use it.

    Many killers feel forced to run certain regression perks every single game. Are they going to be next on the list? Something tells me Eruption or Pain Res base kit is not a great idea. What is with all the lovely people that people that send themselves to Midwich to play starstruck Nurse? Are we going to add starstruck then? They use it every game and surely they would like to not give up a perk slot for that. What about Trapper, Hag and Myers, killers that basically have no choice other than running Corrupt Intervention every single game? Can't wait to see Corrupt Intervention base kit on killers like Blight, Nurse, Spirit, Plague, Oni, Wesker, Sadako and hell even Nemesis (basically all killers that can heavily profit from free slow down without downing a survivor). Basically you could take this further for every meta perk in the game because there is a reason these perks are meta and others are not, which is also reflected in their pick rates.

    Think about what happens when perks become base kit. It doesn't just shift the balance a little. It also influences how the game is played. Surviors play more and more reckless around hooks and killers tend to break more pallets during chase. I am 100% against the idea of base kit Unbreakable for that reason as well. There is too many ways in which it would benefit you even when it shouldn't.

    Next is of course the free perk slot you get with every perk that you don't have to equip anymore. It allows players to use other perks instead while still keeping the benefits of the old perk. For example: Lethal Pursuer. There are quite a few players that need this perk because they don't know the spawns or the they get unlucky and spawn in the middle of the map. You make that perk base kit for everyone no matter if they need it or not. Now everyone has a free 5th perk and the players that used it before could simply bring more slow down.

    Also some perks synergize quite well with each other. Best example Kindred + Open Handed. This combination would be absolutely unfair if it didn't require 2 perks. There are quite a few equivalents on killer side as well and this will only increase as new perks are added to the game.

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3268783#Comment_3268783

    Ok... for what reason did old infinite windows get removed? You could have just used bamboozle instead?

    You ask for the benefits of a perk, not balance changes! That is a difference. Killers didn't get Bamboozle base kit as you stated and I am by no means against balance changes. Just this whole "Ohh, I don't want to run that perk every single match but I also don't want to give up it's benefits. Base kit plz."

  • The devs definitely have the right idea, balancing for the vast majority of players.

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3268764#Comment_3268764

    It's not about perks for free it is more about improving the game by providing stuff that is currently only available in the form of perks...

    What difference does that make? Think about what happens when you get your will and we add "stuff that is currently only availabe in the form of perks" and make it base kit. You still basically have a 5th perk by default. Next step would be survivors asking for something in return (and with good reason in that regard). Then killers would ask for the next thing because another issue occurs more commonly as survivors will find a way to benefit from their base kit changes in unforseen ways and the cycle repeats.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3268764#Comment_3268764

    Id rather an FOV slider, since some killers I don't really like the increased FOV.

    Take it as you will. Some killers have an awful FOV and I really hope BHVR will take a look at it in the future.

  • This has nothing to do with the animation. The game registers you activate DH and then proceeds to perform the animation. The actual effect however is not linked to the animation. Meaning if you press E and get hit before the animation starts this is because of latency and not the animation itself. If you have a bad connection it is also possible for you to go down in the animation because of that.

  • The only perk killers should get base kit is shadowborn. Seriously, what's with the FOV in this game?

    Other than that, please stop asking for base kit perks. We have limited perk slots for a reason.

  • The funny thing is that they just don't learn. Even when its obvious the killer has lightborn many survivors will still stand behind a pallet trying to blind the killer while they break it.

  • @PB_TORCHer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3268441#Comment_3268441

    One DH is incredibly valuable. Now it’s being used soooo much because of its crazy chase prolonging power that can be used every minute after a cool down. Seriously let’s take the game back to 2 hits to down someone. Survivor’s don’t need 3 hit downs all game long

    Please don't forget that DH is no guaranteed free health state. Its annoying and not especially fun but you can often enough wait it out. There is counterplay to DH. Its just tedious. Before the nerf there was literally no counterplay to DH for distance.

  • Its sad what happened to Billy. His addons were problematic but there was no reason for Overheat to be added or all of his addons to get butchered. Overheat is just so unnecessary. No good Billy overheats when they don't want to but its still annoying that your momentum gets interrupted by it.

  • Don't take it too personal. Sadly, some people are just bitter.

  • While I do agree that DH is still annoying, it is not so strong that limiting it to one use per trial would be justified anymore. The problem I see however, is that DH's pick rate seems to grow again, meaning even the DH nerf was not enough to change the meta for long. Circle of Healing would not be as bad if it didn't stack with other perks and medkits. The other boons are honestly fine. Maybe BHVR could take a look at some of these totem spawns, though.

  • Exposed addon for Nurse when?

  • @WeakestNurseMain said:

    Now I'll give everyone the hottest take I can to spice up this thread: How about instead of nerfing or reworking Nurse, we revert her back to 2018 Nurse, who's with me?

    5 blinks Nurse, let's gooo!

  • Deliverance is a great perk already. A coordinated SWF will force killers to slug out of fear of Deliverance. I don't think there is any reason to buff it.

  • Garden of Joy is awful with it's hitboxes. But I suggest you take a closer look at the table in the dining room ;-)

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/3267360#Comment_3267360

    Seems like we will have another "must have" perk situation.

    Killers before had to use a bunch of regression perks to have a standing chance, and now, survivors might have to use gen speed perks to have a chance.

    I'm just worried history will repeat itself.

    Fair point. In a game that is influenced by loadouts as heavily as DBD is that might be unavoidable, though.

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