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  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/3020237#Comment_3020237

    Then we should remove perk tiers. But for some reason BHVR did not want to do it.

    But anyway... Why is at issue to be able to get all perks on max tier in a reasonable time? Probably because they still want to make it hard, because bloodpoints lose value if you have unlocked everything, and then e.g. matchmaking incentives stop working. But I think BHVR is implementing this the wrong way. Perks should be free/easy to get. Add-ons and items should be difficult: then you are motivated to perform well so that you can finance your iri add-ons.

    I can’t speak to why perk tiers exist in the first place or why they’re locked as teachables under specific characters. But given those requirements the new Prestige system costs a lot less to “grind” perks out than the current system.

  • @JeanCharpentier said:

    https://forum.deadbydaylight.com/en/discussion/comment/3020221#Comment_3020221

    • yes DH will be less effective in some scenario and way more in others. I do not call it a nerf.
    • 10 seconds on gens won't change anything, the cnerf on regressing perks will negate this change
    • COH is in all high MMR game, even 2 survivors with COH
    • BT as base kit will have an effect on you as a killer, why ? Cause it is freeing a perk slot for each survivors that do not need BT anymore and in end game it will be a huge game changer as it will be like every survivors have BT
    • It would be significant if there was less pallets/windows, fact is that the survivor is able to run 20 meters away or 16 won't be game changer as there are pallets every 5 meters

    Your positivism is good but at high MMR it will be terrible to play killer, more than what it is now : more frustrating, more gen rush.

    • It won’t be “way more effective” in most cases, it will be “as effective”. If the survivor uses it to get to a pallet drop for instance they lose the speed boost after the drop so it would be identical in that scenario.
    • 10 seconds is a significant difference, and the nerfs to the regression perks aren’t that bad in a lot of cases. In particular it’ll be a boost to any loadout that had one or no gen slowdown perks in it.
    • COH is in about 12% of matches at the highest MMR brackets according to the dev chart of use by MMR bracket. That translates to one person using it every other match.
    • Everybody having a weakened Borrow Time won’t change how I play in unhook situations. Like, at all.
    • You’re underestimating how often you get in situations where 1 or 2 meters makes a difference.
  • @HexPleaseLetMeSpeak said:

    https://forum.deadbydaylight.com/en/discussion/comment/3020175#Comment_3020175

    You can literally get unhooked, go get healed. Come back, and tank 2 hits without going down. Even IF you go straight off the hook. You tank the hit and get the speed boost so you just run away anyway.

    Meanwhile you haven’t touched a gen in all that time.

  • @Nyphia said:

    Hello folks,

    I see the coming changes to the prestige system as a grind tripling. Currently you need 3 levels per char to unlock everything, in the future it will be 9 levels. At the same time wglf and bbq are gone, the most important bloodpoint perks and the reason for this is unacceptable to me and hard to understand. I like to play on completion and that will be unattainable.

    Even if I find the implementation of the perk sharing very successful, it feels overall bad for me.

    How do you see it?

    You don’t need to go to Prestige 3 on all your characters to unlock all the perks on everybody. You only need to reach P1 on your characters to unlock the perks in everybody’s inventory at level 1. After that if you really want to get a perk to level 2 or level 3 on a specific character it’ll show up in that character’s bloodweb normally and you’ll probably be able to raise it up after a few levels once it appears again (same system as now) if you don’t feel like grinding that underlying teaching character up to P2 or P3 to increase it for everybody all at once. (And honestly there are quite a few perks that level 1 is good enough. There’s functionally barely any difference between Devour 1 and 3 for instance.)

  • @Seraphor said:

    1. It cannot be used purely for distance any more, you have to use it at precisely the right time.

    2. It cannot be used to avoid powers. E.g. bear traps, trail of torment, shock therapy, etc.

    3. Using it successfully requires you to mend, so there's a time cost.

    4. You cannot use it if you're already under the effect of Deepwound. E g. BT or Off The Record.

    Regarding mending, there’s nothing in the announcement about it inflicting Deep Wounds. Note that Endurance doesn’t automatically inflict Deep Wounds, it’s a separate Condition. For example, Mettle of Man grants Endurance with no Deep Wounds required.

    We haven’t seen the actual new perk description yet so who knows, maybe they’ll set Dead Hard up like Borrowed Time to inflict Deep Wounds if the survivor would die, but unless it’s in the perk description it won’t.

  • Also honestly a lot of perks do not need to be at tier 3 to be useful. Many of them work just fine at rank 1 or 2. For instance I don’t think there’s any significant difference between Devour Hope 1 and 2 and 3, they’re all effectively on par with each other.

    That’s not to say some perks aren’t more useful at level 3. But you definitely don’t actually need to level literally everything to Tier 3 to have good builds.

  • @sizzlingmario4 said:

    I doubt it. You couldn’t DH before, don’t see why you’d be able to now. It would be stupid anyways.

    Yeah, someone else pointed out that Dead Hard requires the survivor to be running when they use it, so assuming that’s still in place the new version also would not work if the survivor isn’t running.

  • @JeanCharpentier said:

    With the changes that have been announced, i do not see how killer players will continue to play.

    • DH change is a buff to my mind, but i would agree to call it a side step
    • All regression perks nerfed, gen rush will be huge, the added 10 seconds to complete a gen won't change anything
    • No change on CoH, it was META and will be even more META with the various nerf on other perks
    • BT becomes base kit
    • no change on map layout/pallets/windows
    • slight changes on stun/speed boost but it won't be game changer as there are 15 pallets on a map

    They have nerfed to the ground killer that won't be able to rely on regression perks to have a single chance to win and they have changed the survivors' META that will be : DH, COH, Prove Thyself, Unbreakable, Lithe, SB.

    Well, once again, i had hope BHVR would understand their game, they still did not. I did not play for 2 months and i won't come back.

    • Dead Hard isn’t a buff. Simply the fact that it doesn’t protect against non-damaging effects and grabs means it’s not useful in a bunch of scenarios the current version is, like hopping over Trapper traps and dodging Deathslinger spears and not being grabbed at vaults (where the current version you can preemptively lunge ahead to vault without being grabbed, not if the killer is too close they can grab you as you vault and the Endurance has no effect). So it’s still a good perk but no way is it a “buff”.
    • You’re definitely wrong about 10 seconds per generator not making a difference. I can’t count how many times as a killer I’ve barely missed gens being completed at 80 seconds that I would have stopped with a bit more time. It’s a significant base game slowdown.
    • CoH has seen a lot less use since its most recent nerfs. It’s still being used but it’s not as meta as it was when it first came out.
    • Borrowed Time being base kit has zero effect on me as a killer. I always just assumed every rescue had Borrowed Time anyway and played accordingly. This change has no impact on how I play as a killer.
    • Those reductions in stun times and speed boosts are actually significant. It’s a difference of a couple of meters of distance I think between how far a survivor can get away from you now versus after the changes. Just look at why Save the Best for Last is popular as an example of how reducing stun duration after a hit is useful.
  • @DoritoHead said:

    Keep in mind, you need to be sprinting to use Dead Hard. I’m sure that will still be the requirement with new DH, meaning that you wouldn’t be able to.

    Ah, you’re right, I never really registered the “while running” part of Dead Hard. Makes sense.

  • If survivors actually start taking a lot of protection hits look for Forced Penance meta coming soon. 🙂

    Anyway, if someone is running around trying to get lots of protection hits instead of doing gens I’m perfectly fine with that as a killer. I’m getting two survivors off the gens for the price of one chase, go for it!

  • If you bodyblock off the hook with the new base kit Endurance you’re losing that 7% movement speed bonus you could have used to get really far away from the killer and ending up best case having to Mend afterward (assuming the new base kit version works like the current Borrowed Time). Depending on the situation it might be better strategy to actually just run away to a safe distance to heal yourself and/or start in on a gen while the killer chases the unhooker or someone else.

    Either way it’s not any worse than the current game where basically all killers just assume all unhooked survivors have Borrowed Time anyway.

  • @dspaceman20 said:

    Well you can't dead hard while chained right? So I don't think so

    Possibly, I wasn’t really sure if Dead Hard is actually truly disabled during the reel or simply that if you use the ability it doesn’t matter since it doesn’t remove the reeled effect.

  • I like Otz but I’m not inclined to watch a one hour video about this. If someone wants to do a TLDR post with his bullet points that can be read in 5-10 minutes that would be useful.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3020116#Comment_3020116

    The difference with those is that a survivor is still spending 14+ seconds to cleanse or bless it. Ruin will be the first and only hex to remove itself from a totem. And its power was halved.

    I still don’t see a problem with time limited Hexes in general. Hypothetically you could make a Hex that Exposes all survivors for the first 90 seconds of the match for instance (kind of like a reverse NOED). That would probably be a powerful enough effect to be Hex worthy and something the survivors would want to deal with by destroying the totem if possible.

    The issue with Ruin isn’t the time limit, per se, it’s that its effect is maybe too weak to warrant it.

  • @Alen_Starkly said:

    CoH with the new Botany is gonna be a HUGE problem. You unnecessarily nerfed Self-Care (only self-use), but buffed CoH (everyone can benefit from it) through the Botany Knowledge buff..... Whyy.....?

    Botany Knowledge is a buff to all healing effects, not just CoH. What’s stopping someone from using Botany Knowledge to offset the new slower speed on Self-Care for instance?

  • There’s nothing inherently wrong with Hexes having a time limit. Haunted Grounds for instance has a time limit when it triggers, and Hex Retribution likewise only lasts a limited amount of time per destroyed totem so has a net time limit as well.

    That’s not to say Ruin isn’t possibly overnerfed, they may have made it a bit too weak overall. But as a general statement Hexes having time limits is fine provided the effect you get during that time is powerful enough.

  • The new Dead Hard has no effect on things other than protecting from damage which makes it weaker in various situations. For instance, you can’t use the new Dead Hard to get over Trapper’s traps or dodge Deathslinger’s spear or avoid being hit by Plague’s infectious puke. And if the killer is close enough when you vault a window or pallet the new Dead Hard presumably won’t protect you from grab animations.

    It’ll still be a good perk, though, since it still has its core ability to guarantee that if you are 1 second away from being able to reach a vault or pallet drop you can hit Dead Hard and the killer can’t just injure you on the way to it. There’s no preemptive speed boost to reach it but stopping the possibility of damage is the main effect you want in those cases.

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018522#Comment_3018522

    Styptic Agent actually defines Endurance. Endurance prevents a survivor from being downed, inflicting deep wound instead.

    BT, Soul Guard and Styptic specify gain Endurance for X Seconds, while Mettle of Man actually does not make any mention of Endurance, instead stating: Once activated, the next occasion that would put you into the dying state from the injured state is ignored.

    Now, either BHVR simply made a mistake or Mettle of Man is different because it actually doesn't grant Endurance. Based on Styptic's flavor text, and the consistency between Styptic, BT and Soul Guard, one could come to the conclusion that Endurance does, in fact, cause Deep Wound. Especially since BT and SG make no mention of Deep Wound.

    @StarLost I wouldn't mind your input on this.

    After triggering your third Protection Hit, Mettle of Man activates and you are protected by the Endurance

    It’s right there in the perk description.

    Also Endurance isn’t “defined by Styptic Agent”, Endurance is its own condition with its own icon that other things can put on survivors. There are currently four things which can give survivors Endurance, three of them also happen to inflict Deep Wounds as a separate Condition if the survivor would go to the dying state and one which doesn’t. Dead Hard is going to give survivors Endurance for 1 second but unless the description says something about Deep Wounds that’s a separate condition independent of Endurance.

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018483#Comment_3018483

    In almost all cases, Endurance does automatically inflict Deep Wound. The odd one out is Mettle of Man. Styptic Agent, Soul Guard and BT all apply deep wound. I assume, and hope, it will be the same for Dead Hard.

    Four things with one that doesn’t have it.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018522#Comment_3018522

    The only exception is MoM, from what I can tell. And as I said, that feels like a simple oversight they never fixed because of how wretchedly bad the perk is.

    EDIT: Literally just saw Styptic used on a stream, it gives deep wound.

    There’s literally only 4 things that give Endurance and one of them doesn’t inflict Deep Wounds. There’s no particular reason to think it’s an accident.

  • Looks like that wiki page for Styptic needs an update, the main description doesn’t match the history section.

    At any rate, like I said, not everything that gives Endurance inflicts Deep Wounds on a hit. The things that do mention it.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018483#Comment_3018483

    I cannot think of any Endurance effect in the game that does not give a deep wound, aside from MoM. I think it's reasonable to assume that DH will work the same way.

    Endurance itself doesn’t inflict Deep Wound, like you said. The perks that do inflict it explicitly say so in their descriptions.

    Also Styptic Agent gives Endurance without a Deep Wound, FYI.

  • @steponmeadiris said:

    Except... you have to perfectly time it. And the effect lasts a single second. And it has an animation, which visually shows the Killer that it's been used, and the Survivor is now safe to hit. The only way to get value out of the new Dead Hard is to time it perfectly — which I'm happy with, as it actually requires some sort of skill and ability to predict. It's really not comparable to Mettle of Man.

    Actually you can get value out of the new Dead Hard by simply using it when you are 1 second from a pallet and worried the killer might attack. If so then it guarantees a safe pallet drop or sprint burst away with no injury either way.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018471#Comment_3018471

    Doesn't Endurance automatically confer a deep wound if you get hit?

    No, Endurance doesn’t automatically inflict Deep Wound. Borrowed Time inflicts it but that’s specific to that perk.

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016104#Comment_3016104

    But then they have to mend, so they lose a bit of time.

    No, there’s no mending.

  • @TheSubstitute said:

    https://forum.deadbydaylight.com/en/discussion/comment/3015428#Comment_3015428

    I see it as a nerf because, with current DH, what negative effect do you have with your third health state? None.

    With proposed DH what negative effect do you have after? Deep Wound. At the very least, you got a slow down out of it.

    There’s no Deep Wound in the new Dead Hard.

  • @bluedusef said:

    https://forum.deadbydaylight.com/en/discussion/comment/3017941#Comment_3017941

    When the hatch is closed, you have two exit gates, all you have to do as killer is stand near the gate that whispers is LIT up on. then u find them pretty easily. its almost impossible to screw it up at that point.

    for the sake of keeping the game fairer and more fun, it should be switched off at last survivor. the survivor dosent stand a chance, unless the killer themselves is blind and death.

    Why would I use Whispers over Lethal Pursuer if it doesn’t help with the endgame? Especially with the incoming buff to Lethal Pursuer.

  • I couldn’t care less about a special banner on the endgame screen so I’ll be playing normally.

  • I like Whispers, it helps you get into a chase quickly in the beginning and helps you track the last survivor at the end. Considering finding the last survivor is literally half the point of using the perk in the first place there’s no way that should be removed.

  • Dead Hard will still see use, just not 75% of survivors using it. It’s losing some of its secondary abilities, but its prime function to allow a survivor to give themselves a safe buffer to reach a vault or pallet is still there (e.g. trigger it when you are 1 second out from dropping a pallet and most killers won’t be able to stop you). It’s definitely weaker now, though, because it won’t be able to for example dodge over Trapper’s traps or dodge Deathslinger’s spears or avoid a killer grabbing you during a vault animation.

    So I’m sure there are survivors who will still use it, especially the ones who were already good at dodging hits with the current version. But I’m sure a lot of other survivors will switch to other things.

  • @GodDamn_Angela said:

    https://forum.deadbydaylight.com/en/discussion/comment/3015001#Comment_3015001

    Yea, agreed.

    The Jolt buff (a perk some Killers were already running) is another example that slowdown perks are still going to be a thing. Slowdown is still going to be the go to for Killers. And healing/second chance is still going to be the go-to for Survivors.

    The difference now though is if you run a loadout with no slowdown at all you are a bit better off after this update because of the base game changes. So there’s at least some extra flexibility.

  • @Adjatha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3017327#Comment_3017327

    Hexes in general need to be completely overhauled. They basically admitted that snuffing a perk with a single action would be too powerful if killers could do it to survivors (so they made a perk you have to bring to do it). So why is that still how killer hexes work? It's super dumb.

    Because Hexes and Boons have different types of benefits. Boons have benefits that aren’t in play at the start of the match, they take 14 seconds to place after finding a totem, and their effect is limited to a short range around the totem. Hexes on the other hand start out in effect immediately at the start of the match and their effects are all map-wide. So generally speaking Hex effects are in principle supposed to be more powerful than Boons, but Boons last longer because they can be replaced.

    There is zero reason Boons and Hexes need to work the same way. They just need to be individually balanced according to how Boons and Hexes work as a whole.

  • I think most of the nerfs sound ok honestly. Ruin is the only one that sounds like it maybe got a little overnerfed with its slowdown cut in half and being cancelled if someone dies. If it weren’t actually a Hex that sounds still decent, but as a Hex that could be destroyed 30-60 seconds into a match it’s going to have to last probably two minutes or longer to get as much value as, say, three or four Pain Resonance or Pop Goes the Weasel trigggers. It’s better than nothing but it probably could have stayed a LITTLE better and not been overpowered.

  • @Krazzik said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014456#Comment_3014456

    It was nerfed because it was one of the most-used survivor perks and BHVR wants to change the meta.

    Not just most used, but specifically “most used in the highest MMR matches”. The people saying it’s “only used by baby survivors” didn’t read the dev post.

  • @Majin151 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016865#Comment_3016865

    You might want to update your info with another poll than because I bet a big chunk of people who said they were aren't because why pick bbq when for exists lol

    Someone did a poll this afternoon, 60% of people said they use BBQ for mainly for bloodpoints and didn’t care about the auras. But 40% said the aura reading was a main reason they use it (either just on its own or in combo)

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016851#Comment_3016851

    Prove Thyself`s speed bonus is kinda popular. Stacks with Deja Vu and Overzealous.

    But yes, we'll see.

    Right, but what are they taking out of the load out to put those in? That’s the question. If they go all in on gen speed then they’re losing maybe something like an Exhaustion perk or Unbreakable or Circle of Healing.

    On a tangent, I wonder if Inner Healing plus Overzealous will be a thing? With the Overzealous buff and Circle of Healing prior nerf plus the recent killer perk that destroys Boons this might make a combo that cleanses totems for bonuses more popular.

  • @Crowman said:

    It seems like Monstrous Shrine make basement hooks become scourge hooks while the other scourge hook perks convert 4 random hooks that aren't in the basement into scourge hooks. If you run Monstrous Shrine and another scourge hook you would have 8 scourge hooks. 4 in the basement and 4 outside the basement.

    That’s my reading of it. The faster timer progression might be ok too (stages will take 12 seconds less.)

  • I should also add my poll was before Scourge Hook Floods of Rage existed. Personally I like that perk better than BBQ and they have a bit of overlap in function so I’m guessing if I took the poll again there would be some people who use Floods now that used to use BBQ.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016778#Comment_3016778

    The bonus of Overzealous is pretty hefty, if the killer has a hex perk.

    I'm not saying it's gonna be meta. But a dedicated build could easily make up for the gen speed nerf.

    We’ll see, hard to tell where it’ll all shake out.

  • @Bartlaus said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016709#Comment_3016709

    I was wondering that too, but I think for the first 30 seconds the 400% debuff is from Overcharge and after that it's the 200% debuff from Call of Brian.

    Typically effects stack unless they explicitly say otherwise so I’m pretty sure they will combo.

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016706#Comment_3016706

    Corrupt isnt really THAT nerfed, its a nerf, that I agree but its not that harsh as Tinkerer or PGTW (which are mostly useless now) because either you get your first down ASAP which then it may lose a lot of power or you get it around 60/80 seconds into the game, by that time any Survivor who wasnt the person you were chasing is working on one of the 4 unblocked gens, they are not going to stop working on them and go back to one of the now unblocked ones in the middle of nowhere, actually that would be even a benefit for you because now you can regress wathever they fixed and CI has a tendency to not block the central gens, which are the ones Survivors want fixed first, if they were to abandon them you would maintain those (obviusly they wont unless they suck).

    In the first case if you get a first down that fast you probably have half the game in the bag anyway, if you get it at 60/80 its not going to change where the Survivors are working.

    I agree that Corrupt is still a good perk. I’m also sure it will see less use now though because there are definitely people who will perceive it being turned off on the first down as too damaging. Plus with the slower gen speeds and some of the other perk buffs killer players may feel freer to use other perks instead now.

  • @tippy2k2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016230#Comment_3016230

    What makes you think that? At least anecdotally, it seems like most people on the forums (myself included) run BBQ strictly for the BP bonus and the aura reading is gravy (or at least that's what people say).

    Certainly not impossible there's more who run it for the aura but it feels like it's one of the worst info perks you can run.

    I did a poll a while back with a good number of respondents asking if people would still use BBQ if it didn’t have its bloodpoint bonus. The replies were split roughly 50/50 on people saying they would no longer use the perk versus continuing to use it. Also someone did a similar poll today and got 60% of people saying they use it mainly for bloodpoints and 40% using it for aura reading or aura reading plus bloodpoints.

    And I’m not disagreeing with you that other perks are better aura reading. I don’t use it personally for that reason. But there’s definitely a core base of users out there that really like BBQ just for its ability to give auras after every hook. They think it’s useful because it’s predictable and consistent and the info is useful, especially for killers that have the map mobility to act on long range auras.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016679#Comment_3016679

    Overzealus, Deja Vu and to a certain degree Sole Survivor.

    Sure, but apparently these perks weren’t seeing much use so if survivors use them now they’re replacing something else in their loadout for it. Buffing a few underused perks to get swapped in to replace other perks that do a similar effect doesn’t increase the net survivor repair speed.

  • @Annso_x said:

    I play both killer and survivor, but full disclosure i play survivor in higher ranks than killer, so i don't know about high ranks experience from the killer perspective.

    Following the news, i'm wondering, where's the meta changes?

    Survivor meta got nerfed, that's for sure. But killer meta? The only two perks I think won't be used anymore are BBQ, which will be switched for better aura reading perks, and Hex: Ruin that got nerfed a bit hard and will be replaced by an other slow down perk. But overall, slow down builds are going to be even more effective now, and camping got buffed as well, I don't think the killer meta is going to be changed at all, honestly i think it just got buffed.

    If more experienced killers could tell me their point of view about this i'd appreciate it, do yall actually think the slowdown builds aren't going to be worth running anymore? Mostly when camping is going to be more rewarding bc gens take longer to complete?

    You forgot the big nerf to Corrupt Intervention, it’s currently one of the most used perks but the new version will definitely be less popular since it goes away on the first down. (It will still see use but not as much.) Also Tinker is a highly popular meta perk but the nerf that it only works once per generator will probably make it see less use too.

  • I have Overcharge on some killers already so I’m looking for to the buff. 🙂 Also to trying a Scourge Hook build with Monstrous Shrine and an aura based loadout with Lethal Pursuer.

  • @Tsulan said:

    But they also buffed perks that increase gen repair speed. So...

    Which perks are you talking about? I’m not seeing much in the announcement that sounds like survivor gen repairs are getting a boost.

  • @BadZilla said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016536#Comment_3016536

    Everyone will now press it before they vault or drop a pallet to be safe from potential hits so it's either you wait it out and get stunned or hit them and get stunned either way, the 0.5 second 200% distance dash is now 1 second and 100% distance so it's very similar in good survivor hands it's still problematic.

    There are some differences.

    • Endurance won’t stop non-damaging effects. For instance you can’t just run over Trapper’s traps with this version, they will stop and immobilize you. Likewise Plague’s pukes will still infect you, you can’t dodge Doctor’s shocks, Deathslinger’s harpoon will still reel you in, and so on.
    • Although you will have about 4 meters of “safe distance” with this new perk your speed will not increase. So this could mean, for instance, whereas currently you could Dead Hard lunge toward a window and be out of range of the killer entirely, now in the same position if you try it and you are injured there’s a chance the killer will be close enough to grab you out of the window as you vault it bypassing the Endurance.
    • You won’t be able to use this version to Dead Hard through a killer that is blocking you or to Dead Hard from one side of them to the other to throw them off.

    Of course in terms of doing a last minute evasion to make sure you get to a pallet it’ll still work. But the nerf does have some impact.

  • This is similar to a poll I did a while back. About 50% of people said they would still use BBQ if the bloodpoint bonus was removed and 50% said they wouldn’t. There are definitely some people who will still use BBQ even with no point bonus, it won’t be a top used perk any more though.

  • @Norhc said:

    Monstrous Shrine? After how hard they nerfed PR? Yeah, no.

    Pain Resonance is still 15% regression per hook, I’m still going to use it.

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