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ad19970

ad19970

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ad19970
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  • I think a 5th perk slot would be nice actually. Would definitely like that. More than 5 should never happen though. But adding a fifth one would be great.

  • @Master said:

    @Dave_Microwave said:
    If you're in the dream world, can you hide in a locker so Freddy can't see your aura? Can't believe it took until now for me to think of this, lol. Just curious if it actually works.

    Yes, one of the several nerfs freddy received recently.
    The devs really hate him =(

    What several nerfs did Freddy receive? I don't know any, and I don't feel like the locker buff is a real nerf to Freddy either.

  • @Poweas said:

    @ad19970 said:

    @Poweas said:

    @White_Owl said:

    @Poweas said:

    @Mochan said:
    I find Doctor much harder to fight than Nurse. But that's probably because I play Stealth first and foremost.

    I find Nurse quite hard to face honestly, Doc is so easy. Just keep running. You can get double the amount of loops you would if they try shocking.

    You can loop even a Nurse if she's bad. When I play Doc I rarely allow more than a lap around a loop. Judging a killer based on bad players is anything but smart.

    No I'm rank 1. I judge them based on the ones I face/play. And I'll happily admit Doc is not effective at all against a loop. I don't base it on bad players.

    You're judging him off of bad survivors. Same thing.

    I'd say it depends on the loop though. At almost all pallet loops I agree, his shock therapy is useless. Against window loops his ability can pretty much be a built in Bamboozle though, very strong in certain situations. At the killers shack for example, he is probably one of the best killer to deal with that loop, aside from Nurse of course, since he can deny both the window and pallet. A small buff to his chase potential would be nice. Just don't forget, if you ever buff Doctor so his power is actually useful at pallet loops, denying pallets and then being able to hit to survivors before looping and reaching the pallet again, he'd be able to make every pallet absolutely useless which would make him very overpowered.

    I still think he's low tier though.

    Yeah of course that's fine. I'm not always sure where to place him myself. Personally I would say he is mid-low or mid tier for me.

  • @Poweas said:

    @White_Owl said:

    @Poweas said:

    @Mochan said:
    I find Doctor much harder to fight than Nurse. But that's probably because I play Stealth first and foremost.

    I find Nurse quite hard to face honestly, Doc is so easy. Just keep running. You can get double the amount of loops you would if they try shocking.

    You can loop even a Nurse if she's bad. When I play Doc I rarely allow more than a lap around a loop. Judging a killer based on bad players is anything but smart.

    No I'm rank 1. I judge them based on the ones I face/play. And I'll happily admit Doc is not effective at all against a loop. I don't base it on bad players.

    You're judging him off of bad survivors. Same thing.

    I'd say it depends on the loop though. At almost all pallet loops I agree, his shock therapy is useless. Against window loops his ability can pretty much be a built in Bamboozle though, very strong in certain situations. At the killers shack for example, he is probably one of the best killer to deal with that loop, aside from Nurse of course, since he can deny both the window and pallet. A small buff to his chase potential would be nice. Just don't forget, if you ever buff Doctor so his power is actually useful at pallet loops, denying pallets and then being able to hit to survivors before looping and reaching the pallet again, he'd be able to make every pallet absolutely useless which would make him very overpowered.

  • I'll just go ahead and take position to every perk change idea here.

    Boil Over: Personally I don't think that would be a good change. It pretty much would just be a perk to annoy the hell out of the killer, far more than it is now. A more useful additional effect would be nice. Not sure what though. Maybe a secondary effect that increases your bleedout timer when on a hook by 20 seconds for every hook phase.

    Stake Out: I feel like this perk would counter Hex: Ruin pretty much totally. Not a fan of that. So I feel it should stay the same it is now. Hex: Ruin is the only way for killer mains to counter gen rush effectively, it's only fair and important that there's nothing that makes this perk almost useless at high ranks.

    Streetwise: Sounds good to me, although personally I think 16%/18%/20% would be enough. Being able to use items for longer than usual can be extremely good when coupled with items and add ons of higher rarity.

    Vigil: Like it. Vigil should definitely have slightly higher values. Although I wouldn't mind the idea I read that the values are kept as they are and instead add an effect that also allows you to recover exhaustion while running, maybe at a 40% or 50% speed of the normal exhaustion recovery speed.

    Nurses Calling and Barbecue should stay as they are. They are strong enough, especially Nurses Calling, they already counter stealth very effectively.

    Fire Up: Like the idea. Could definitely need a buff, that's for sure.

    Franklin's Demise: Some people would argue that perk is good enough, but I wouldn't mind if it was buffed the way you suggest. I think 10%/15%/20% would be enough though.

    Hex: The third Seal: Like it, but I personally would like to see this kind of change to most Hex: Perks, especially Ruin so it can't be turned into a useless perk sometimes. Though for Ruin I would suggest 1 minute, whereas for the third seal 3 minutes would probably be still balanced.

    Monitor and Abuse is already pretty good. Especially on killers with lower terror radius, so I wouldn't buff that perk.

    Pop Goes the Weasel: This change would be so good. This way you wouldn't have to rush away from the hook immediately, and it would be a nice help against gen rush. The higher values would also be great. Really hope they would buff the perk to this.

  • @Poweas said:
    It's a BT bug I think. If you down the saver, it'll not activate.

    Just yesterday I had a match where I saved a survivor from a hook with BT, got downed, and shortly after, he got downed as well. Was really confused, good to know why that happened. Hope they fix that soon.

  • Maybe also make it so that everytime a survivor dies, one token is removed from the perk. It should also not affect healing speed, that would be a bit too much, considering that Sloppy Butcher reduces healing speed only by 20%.

  • I like the idea. The fact that Dying Light requires you to tunnel the obsession is ridiculous in my opinion. This would encourage not to tunnel. I like it.
    The only problem I have is that it could make the end game when only 3 gens are left more effective for killer, especially the 3 gen strat, and that's when killers have the most power anyway already. Still it would be a huge improvement over Dying Light as it is now. Hope the devs see this.

  • I would probably put Spirit above Hag and maybe even above Hillbilly honestly. And Doc isn't that bad in my opinion, same for Leatherface.
    And what do you mean with Clown being a low skill killer? I mean he definitely doesn't take as much skill as others but perfecting his bottle throws isn't really easy as well.

  • I've tried it on Clown in a few matches in the ptb. Honestly had one match where it didn't help at all, and another where it helped once. It's not really that good in my opinion, though I could imagine it being better on killers with a lower terror radius.

  • @MaxiferPriest said:

    @DwightsLifeMatters said:
    "or extend the gen time"
    NOOO!! As survivor I don't want to hold M1 even longer! Second objective is the only healthy way for DbD, extending any timer will just lead to get bored 

    YEEES, they should extend gen time for 10s and remove 2-4 pallets and 2-4 windows on every map. That would fix a lot of [BAD WORD] balance problems, but noooooo survivors need to have it ez. it shouldn't be even difficult to survive or all survivor mains will cry they are not escaping every single motherfucking game

    Dude the game's quite balanced already. The pallet density has also been nerfed three patches ago. And increasing the gen time is no solution. I agree to a certain extent that gen rush can still be a bit of a problem, against really well organized survivor teams that can rush through gens in a very short time. But if anything, the game would need a second objective. But killers would also need to receive some nerfs if gen rush was ever nerfed in that way.
    Killers are no longer underpowered, at least not the higher tier killers, and survivors aren't having it "ez" anymore.

  • That's just one of his advantages with his ability. Doc isn't even that good of a killer, why would they nerf his power?

    in Doc. Comment by ad19970
  • @PolarBear said:

    @ad19970 said:
    I'm really thankful for this, that change would have been really bad. But I do hope they'll never release it as it's own perk. I mean just because it doesn't replace the Self Care now doesn't mean it will be any less flawed. I don't get that.

    In it's current state there is no reason to release it as a perk. They need to figure out another drawback.

    Sure if the drawback is good enough and balanced well, not flawed by design, than of course that perk would be fine.

  • @Rebel_Raven said:
    Any word from PTB players? 
    They're supposed to fix totem placement on that.
    Had a hard time not laughing writing that.
    Waiting wity low expectations. 

    Well I played the ptb for two days, and I did feel like my totems would actually last a bit longer than usual on average. But was only two days, maybe I just got lucky. I did however get the feeling that the totems were better hidden on average and not so easy to spot from miles away.

  • Personally, I almost always use Hex: Ruin. I stopped using it for a while, and at first it seemed like I didn't need it anymore. However, once I got to the extremely good survivor teams matches went real fast. I switched over to Hex: Ruin again and I definitely noticed quite the difference, even at rank 1. I am 100% sure that there is not one single player on this world that can actually hit great skill checks 100% of the time. And just one good skill check can already buy you some nice time, especially if multiple survivors are repairing the same gen. I gladly take the risk of losing one perk almost immediately if that means I can have many games that are definitely slower. And I'd say on average my Ruin totem lasts like about 2 minutes. Or 3 maybe, hard to tell exactly.
    I heavily disagree with the statement that the perk is not good at high ranks, even there it can definitely buy you some time. Just watch tru3ta1ent videos, he also thinks it's one of the best perks, and he always reaches rank 1 incredibly fast. Obviously though the perk is even better at lower ranks.

  • @Tsulan said:
    ad19970 said:

    @Tsulan said:

    PinkEricka said:

    ToxicFengM1n said:
    
    @PinkEricka said:
    
    ToxicFengM1n said:
    

    @PinkEricka said: ToxicFengM1n said:

    In the higher ranks, some people learned that ds can be not as annoying by running enduring, so that ds is less hard hitting and you can get back in action fast, ds really does not need a nerf or buff, and I play killer 75% of my games        @ToxicFengM1n As I stated earlier in the comments, there are certain times that DS will rob killers of a well deserved kill, that’s the unfair part about it.    I don’t mind getting stunned, it’s the fact that a kill I worked for just got a free escape. Especially, when they get too cocky and teabag at the exit gate and get downed just to DS out. It rewards bad survivors.    If you’re going to give survivors a perk to escape
    

    the killers grasp, at least have a downside to it like @I_am_Negan suggested. Make it an unnerving presence skill check or give them the broken/no mither status. If they decide to not do anything about it, that’s cool too because at the end of the day, it’s just a game.  I like the idea of broken status effect when using the perk, forcing survivors to hold onto it @ToxicFengM1n yes! I know people are going to be pissed as hell when it gets nerfed, but I feel like it would really shed some light to try and get survivors to use other perks. 

    Community-wise also since the boosted ones always rely on it, I feel like it’ll help people play more efficiently and not too cocky.
    
    
    
    A good idea for you all in community to evaluate is DS can get nerfed in a good way, I am not being rude, but DS is in my opinion the hardest perk to nerf, its like freddy, one nerf can make it too weak, one buff can make it too strong, reworking DS would take too long, and the people who say remove ds, you guys have ran this perk before, dont lie about it, a good way to nerf it is making it give you broken for 120/100/80 seconds and reduced action speeds by 14/13/12% for the rest of the trial after use, the skill check could be smaller and the stun time can be reduced, but this can lead to survivors not liking it and I hate making perk ideas that are not the best
    
    
    
    I really like this idea. Tagging @not_Queen , even though I doubt she’ll see it heh.
    
    Damn, you really give up fast. 
    

    A injured survivor who's being chased anyway wouldn't have time to heal. So this uhh nerf is like trying to fight global warming by throwing ice cubes into the ocean. 

    The big aspect of this nerf would be that the survivor would suffer a reduced action speed for the rest of the trail. Maybe even increase it to 15% for all tiers. That would definitely be a nice nerf without making the perk useless.

    Survivors would save DS for the last hook. Gates are powered at this point. Or it wouldn't matter anyway. 

    Still better than now though, where the DS just wastes an insane amount of time. Sometimes, if you do good enough as a killer, it won't ever get to the point of the exit gates being powered. And when only 2 or 3 survivors are alive, it's not that bad to get hit by DS.
    At least my problem with DS is that it just wastes so much time for the killer, especially at the beginning. Of course, though, maybe there is a better way to nerf DS.
    I'd honestly be happy if they just removed it until they found a way to nerf it properly.

  • @Raccoon said:

    @ad19970 said:
    Question, is there still a way to watch the video? And if yes, where?

    https://www.twitch.tv/videos/361819958##

    Ok thanks a lot.

  • I agree with the change of having the first Jigsaw box never contain the key. That way their will be some guaranteed progress slow down for the pig. Don't really agree with having them activate directly though. I think it's fine as it is. If anything, they could reduce the timer very slightly, but that's it.
    The change to Rule Set Number 2 I completely disagree with. Even if it's an ultra rare, I feel like that would be a guaranteed win for the Pig, especially when coupled with the add on that decreases the Bear Trap timer, since survivors would have to search the entire map and hope to find the Jigsaw Boxes before the timer runs out. Plus it would hurt new players especially who have no idea where these boxes can spawn. So yeah, to me that's an overkill this game doesn't need.
    I think just having the first jigsaw box not spit out the key would be a good start, and then the devs can see what other imporvements they could give to the Pig. Like I said, a very small decrease of the Bear Trap's base timer would probably work as well.

  • Question, is there still a way to watch the video? And if yes, where?

  • @PigNRun said:
    ad19970 said:

    Well since the values for other action speeds have been significantly buffed, I don't feel like this was much of a nerf.

    Actions that are irrelevant, except for maybe healing speed. 

    Well I'd say healing speed isn't a maybe. That's definitely crucial. Having others heal you 25% faster is actually really good. Having it affect Opening exit gates, cleansing and unhooking can also be quite good. I mean none of the actions I would count as irrelevant, even chest search.
    The perk seems more appealing to me now, to be honest. 9% never felt like it made that much of a difference.

  • I'm really thankful for this, that change would have been really bad. But I do hope they'll never release it as it's own perk. I mean just because it doesn't replace the Self Care now doesn't mean it will be any less flawed. I don't get that.

  • @PolarBear said:
    It isn't strictly better. It is only strictly better if everyone is using it. If there is 1 person not using it it will suck for them since they are the only ones suffering, couple it with sloppy butcher and that person will probably never recover to full health during the game.

    But that's the problem. It would pretty much force anyone to use the perk. Guess who would benefit from that perk the most. 4 man SWF team that can arrange and make sure everyone is using Self Care, therefore not wasting as much time on healing and instead having more time to repair gens. It would be pretty much a mandatory perk. Which is why I hope it will never actually be it's own perk.

  • @Zagrid said:
    AlwaysInAGoodShape said:

    @Poweas

    But yeah this change needs to come through imo because Legion right now is ridiculously broken with those buffs.

    This is the wrong mentality. The clear issue here is Legion (which is indeed an issue).

    Why not fix the issue at it's root instead of breaking perk-balance, build-variety and all games where the Legion is not present?

    When a child breaks their left leg, you don't break their right leg to "even things out".

    Instead you repair their left leg.

    This is kind of what people need to start learning.

    Legion should not have gone live in the first place. He is the first killer with no counter play to them. The issue is so huge I doubt they would be able to fix it. Its not a broken leg it is a missing leg.

    Lol kinda fitting actually. Surprised the devs didn't realise the missing counterplay themselves. It's pretty bad.

  • Self Care should just stay the way it is.

  • @Tsulan said:
    PinkEricka said:


    ToxicFengM1n said:

    @PinkEricka said:

    ToxicFengM1n said:

    @PinkEricka said:
    
    ToxicFengM1n said:
    

    In the higher ranks, some people learned that ds can be not as annoying by running enduring, so that ds is less hard hitting and you can get back in action fast, ds really does not need a nerf or buff, and I play killer 75% of my games @ToxicFengM1n As I stated earlier in the comments, there are certain times that DS will rob killers of a well deserved kill, that’s the unfair part about it. I don’t mind getting stunned, it’s the fact that a kill I worked for just got a free escape. Especially, when they get too cocky and teabag at the exit gate and get downed just to DS out. It rewards bad survivors. If you’re going to give survivors a perk to escape

    the killers grasp, at least have a downside to it like @I_am_Negan suggested. Make it an unnerving presence skill check or give them the broken/no mither status.
    
    If they decide to not do anything about it, that’s cool too because at the end of the day, it’s just a game. 
    
    
    
    I like the idea of broken status effect when using the perk, forcing survivors to hold onto it
    
    
    
    @ToxicFengM1n yes! I know people are going to be pissed as hell when it gets nerfed, but I feel like it would really shed some light to try and get survivors to use other perks. 
    

    Community-wise also since the boosted ones always rely on it, I feel like it’ll help people play more efficiently and not too cocky.

    A good idea for you all in community to evaluate is DS can get nerfed in a good way, I am not being rude, but DS is in my opinion the hardest perk to nerf, its like freddy, one nerf can make it too weak, one buff can make it too strong, reworking DS would take too long, and the people who say remove ds, you guys have ran this perk before, dont lie about it, a good way to nerf it is making it give you broken for 120/100/80 seconds and reduced action speeds by 14/13/12% for the rest of the trial after use, the skill check could be smaller and the stun time can be reduced, but this can lead to survivors not liking it and I hate making perk ideas that are not the best

    I really like this idea. Tagging @not_Queen , even though I doubt she’ll see it heh.

    Damn, you really give up fast. 
    A injured survivor who's being chased anyway wouldn't have time to heal. So this uhh nerf is like trying to fight global warming by throwing ice cubes into the ocean. 

    The big aspect of this nerf would be that the survivor would suffer a reduced action speed for the rest of the trail. Maybe even increase it to 15% for all tiers. That would definitely be a nice nerf without making the perk useless.

  • @ToxicFengM1n said:

    @PinkEricka said:
    ToxicFengM1n said:

    @PinkEricka said:

    ToxicFengM1n said:

    In the higher ranks, some people learned that ds can be not as annoying by running enduring, so that ds is less hard hitting and you can get back in action fast, ds really does not need a nerf or buff, and I play killer 75% of my games
    
    
    
    @ToxicFengM1n As I stated earlier in the comments, there are certain times that DS will rob killers of a well deserved kill, that’s the unfair part about it.
    
    I don’t mind getting stunned, it’s the fact that a kill I worked for just got a free escape. Especially, when they get too cocky and teabag at the exit gate and get downed just to DS out. It rewards bad survivors.
    
    If you’re going to give survivors a perk to escape
    

    the killers grasp, at least have a downside to it like @I_am_Negan suggested. Make it an unnerving presence skill check or give them the broken/no mither status.

    If they decide to not do anything about it, that’s cool too because at the end of the day, it’s just a game. 

    I like the idea of broken status effect when using the perk, forcing survivors to hold onto it

    @ToxicFengM1n yes! I know people are going to be pissed as hell when it gets nerfed, but I feel like it would really shed some light to try and get survivors to use other perks. 

    Community-wise also since the boosted ones always rely on it, I feel like it’ll help people play more efficiently and not too cocky.

    A good idea for you all in community to evaluate is DS can get nerfed in a good way, I am not being rude, but DS is in my opinion the hardest perk to nerf, its like freddy, one nerf can make it too weak, one buff can make it too strong, reworking DS would take too long, and the people who say remove ds, you guys have ran this perk before, dont lie about it, a good way to nerf it is making it give you broken for 120/100/80 seconds and reduced action speeds by 14/13/12% for the rest of the trial after use, the skill check could be smaller and the stun time can be reduced, but this can lead to survivors not liking it and I hate making perk ideas that are not the best

    Doesn't sound like a bad idea honestly. I personally like it. It wastes so much of the killers time, having a drawback for survivors would be nice honestly. Especially the decreased action speed. So the time lost for the killer can be gained back a bit thanks to the reduced action speed.

  • @Poweas said:

    @ad19970 said:

    @Poweas said:
    I wonder if you'd make a post complaining if BBQ got a minimun distance of 20m instead of Self care getting a buff... HMMMM?

    Kidding :P. I got no problem with the rework just run Sloppy. And it's fine that botany knowledge is finally getting love.

    I'm curious though, how does Sloppy help with the problem explained up above?
    It's not necessarily about Self care being overpowered, it's about the fact that a team all with Self Care have no more incentive to heal each other, since they would only waste loads of time. Which means self Care would be pretty much a must. Not only does it allow you to not rely on team mates to heal you, but it now also buys your team time, which is ridiculous. In fact, it's the 4 man swf teams that will benefit from this the most, since they can all arrange via voice comms that everyone uses Self Care, not having to waste time healing each other anymore, since healing yourself is only 25% of the normal speed now. If only one survivor does not use Self Care, than that survivor team will waste a lot of time healing that survivor whenever he is injured. Do you get what I mean with that? It would be awful.

    You got a fair point. I don't run SC myself and I think this change will hurt me a lot. I might run it if the change comes through but with all the killers crying and survivors being surprisingly quiet, I won't expect it to come through. Although the last time killers cried about a change (Borrowed time) the survivors were right about it changing nothing with the perk (:p). So I think the devs will do what they want.

    But yeah this change needs to come through imo because Legion right now is ridiculously broken with those buffs. If he had some actual counterplay I'd be against the buff myself. Killer mains who don't play survivor won't understand this.

    If you play survivor, can you give me your honest opinion on what the hell you think about Legion? I think he's overpowered.

    If your only reason why this change needs to come thorugh is because of Legion, think again. Just because of one killer being buffed doesn't mean other killers and survivors with self care should need to suffer. And in addition to that, I'm quite sure the Legion change won't go through either. It is horrendous, even worse than the Self Care changes. Like I'm pretty sure killer queue times would increase again if Legion got buffed. I don't even want to think of that.
    Also, personally I have never had any problems with any of the new perks or the buffs to other survivor perks, including Borrowed time and Alert. I even liked the Borrowed Time buff, even as a killer main. But the Self care buff i'm pretty sure would be unhealthy for the game.

  • @Ihatelife said:
    Self care 2.5.0 is very good for solo survivors. It doesn't would change anything about SWF.

    It would. A 4 man Swf could make sure everyone runs Self Care, that way everyone would just heal themselves and they would ultimately waste less time on healing and have more time repairing gens. If just one survivor doesn't use Self Care, on the other hand, that team will be punished by having to heal that team mate at a lower speed, wasting more time than normally. If anything, solo survivors benefit from this change the least, and 4 man swf teams benefit from this change the most.

  • I could not agree with you more. Self care can already buy you time by not having to look for survivors anymore, including of being able to heal yourself all the time, at the expense of the risk of the killer finding you before you've healed up. Now it would buy survivors even more time, since healing yourself is more time efficient, pretty much negating the nerf to healing that happened three patches ago. It would be terrible.

  • @Poweas said:
    I wonder if you'd make a post complaining if BBQ got a minimun distance of 20m instead of Self care getting a buff... HMMMM?

    Kidding :P. I got no problem with the rework just run Sloppy. And it's fine that botany knowledge is finally getting love.

    I'm curious though, how does Sloppy help with the problem explained up above?
    It's not necessarily about Self care being overpowered, it's about the fact that a team all with Self Care have no more incentive to heal each other, since they would only waste loads of time. Which means self Care would be pretty much a must. Not only does it allow you to not rely on team mates to heal you, but it now also buys your team time, which is ridiculous. In fact, it's the 4 man swf teams that will benefit from this the most, since they can all arrange via voice comms that everyone uses Self Care, not having to waste time healing each other anymore, since healing yourself is only 25% of the normal speed now. If only one survivor does not use Self Care, than that survivor team will waste a lot of time healing that survivor whenever he is injured. Do you get what I mean with that? It would be awful.

  • Well since the values for other action speeds have been significantly buffed, I don't feel like this was much of a nerf.

  • They shouldn't buff him at all. In no way. Not as long as their is no counterplay to him. Game needs to be fun for both sides, but playing survivor against Legion isn't fun at all. Any buff to Legion will most likely only result into longer killer queue times again. No thank you.

  • Well the sprint burst would be way too much. I feel like that perk would be absolutely broken.

  • I think the biggest problem right now is the category cap. It should be increased from 8000 to 16000, while still keeping the overall Bloodpoint cap at 32k.
    Also I heavily disagree with the 8000 Bloodpoints for surviving, it will if anything just make survivors play more selfish. I'd rather see it decreased to 4000 or 3000, survivors should be rewarded for helping as many survive as possible, instead of just surviving themself, and instead, I would love to see stealth finally getting rewarded with more bloodpoints. Like gaining 15 Bloodpoints per second while within a 28 or 32 meter range of the killer in the survival category.
    I do agree with rewarding more Bloodpoints for repairing though. And some of the other changes also look good. Especially having escaping a chase now be part of the survival category.

  • A full team of 4 survivors all using self care pretty much negate the healing nerf of three patches ago that was meant to slow down the game a bit.
    I can not agree more with you. This change would just make self care mandatory, since when everyone uses it, they'll progress faster than without, since it's only one survivor instead of two wasting their time on healing. Surprised that some people don't realize that.
    With that said, Self Care also shouldn't receive a nerf in my opinion. It's perfectly fine the way it is right now.

  • Yeah this change would be awful since solo survivors don't know which perks the other survivors are using, only swf survivors. So a nerf to solo survivors, but not to swf survivors.

  • @Poweas said:

    @Delfador said:

    @MojoTheFabulous said:
    So when Leader says "all actions" does that include vaulting?

    Wow it would be nuts.

    Does it affect yourself as well? I wonder.

    No but 4 leaders will now increase your vaulting speed by 100%. Holy #########. I love the Prove thyself buffs too, I think solo survivor is getting some love finally. It's still not as strong as Billy or Hag (the ideal killers it should match up to) but it's getting there

    Leader affects healing, sabotage, unhooking, cleansing, opening exit gates and chest search, not vaulting. I think that would be a little too good honestly.

  • @SenzuDuck said:
    There's an interesting new totem spawn in the shack.

    Well survivors will still immediately find it when going into the building, which is likely since it's a go to place when being chased, but it's at least better than before. I'm curious what other new totem spawns they have with this new patch. In the future I'd love to see certain spawn points where only Hex Totems can spawn and not Dull Totems, since I can understand that having too many hard to find totem spawns will just buff NOED as well, which really doesn't need a buff at all.

  • @Dwight_Confusion said:
    We have another very strong killer. Deal with it.

    Being stealthy around Legion is incredibly important. The changes to him are amazing. They simply need to leave him be.

    He's strong, as a killer should be. They did buff Self Care, but no one cares about that lol

    People were starting to not heal at times against him. Now you need to. Maybe they could make it 1 second in between stabs? So it can't be spammed?

    I think he's top tier and strong. As he should be. PLaying against him is intense and tough. ADapt.

    Strong killers are good as long as the skill of survivor player can also affectthe duration of chases against the killer. As long as there's no counterplay to Legion, they shouldn't buff him. It would be awful. Who wants to play against a killer where you can't do anything against them and instead just have to wait until you get downed?
    Unless you want the game to turn into killer lobby simulator, the changes to Legion should not happen.

  • The problem is that it makes healing each other useless if your entire team runs self care. In fact self care would buy survivors so much time and allow to progress much faster pretty much any survivor would have to use this perk. In the end it will only punish those players who don't have self care unlocked yet.

  • @Bbbrian2013 said:

    @ScottJund said:
    No, almost nobody likes the proposed changes.

    How would you make him strong then? He shouldn't need mix tape to be viable. Every killer should be useable man...

    They shouldn't make him stronger. Not until survivors have a way of defending themselves against him and being able to affect the chase. These changes would be so bad I don't even want to think what will happen if they go through. Hello again 30 minute killer queue times.

  • @Dreamnomad said:
    About the only real downside to this perk is that it completely outclasses Discordance.

    I wouldn't say that. You have to kick generators to get use of the perk, and Discordance also helps letting you know if you need to keep an eye out for multiple survivors or not if you find a survivor on a gen.

  • @DarkGGhost said:

    @ad19970 said:

    @DarkGGhost said:

    @ad19970 said:
    I would love a buff to thanatophobia. But they should only buff the values for repairing speed, not healing speed, otherwise Sloppy Butcher will turn useless.

    Why not right now with the new SC the time is 21.4 sec with 20 % it will be 25 sec if thanatophobia get a good but let's say 25 % for all the injured survivors that will make the healing 31,2 sec

    Yeah but that self care buff shouldn't be implemented anyway. It would be awful.

    why not this number is a good example we can use to see the reason if thanatophobia needs buff or not.

    Cause it would pretty much force anyone to use self care. Imagine a scenario of two survivors, both injured, both running self care. Now both can heal each other, but if they just heal themselves they'll be done in half the time, cause the healing speed of healing yourself and others would be exactly the same. It would be awful, and a team with all using Self Care would pretty much revert the healing nerf from three patches ago that helped slow down the game.

  • I hope that means they've already made some improvements in this patch. We really need that.

  • Yeah these changes are way too much. Are you suggesting all of these changes or only one of them to be implemented? The only thing I 100% agree with is nerfing tool boxes for gens, and maybe even sabotaging, nothing more.
    This game needs the hatch.

  • Pretty sure medium vaults were buffed, don't really see why. Pretty sure I've noticed a difference, that you can not hit survivors directly after medium vaults anymore, as you used to, maybe even not at the end of the animation anymore, but not sure. Not a fan of that buff, but might not be a big deal.

  • @Peanits said:
    Leader not longer affects generators, which is a pretty big deal so I don't know if I'd call that a buff. Though the heal speed will be nice, sabotage and others likely won't come into play because those only require one person anyway. Unless you like to hold hands and watch someone break a hook, I suppose.

    Wait, I thought the values for repairing speed just stay the same, or not? With the other values being buffed.

  • @DarkGGhost said:

    @ad19970 said:
    I would love a buff to thanatophobia. But they should only buff the values for repairing speed, not healing speed, otherwise Sloppy Butcher will turn useless.

    Why not right now with the new SC the time is 21.4 sec with 20 % it will be 25 sec if thanatophobia get a good but let's say 25 % for all the injured survivors that will make the healing 31,2 sec

    Yeah but that self care buff shouldn't be implemented anyway. It would be awful.

  • I hope they don't implement that buff. Not as long as their is no counterplay to The Legion. He'll just be even less fun to play against than already. We don't need people stop playing survivor. Please no.

  • I know can't wait to use it. Finally

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