not_requested49
not_requested49
About
- Username
- not_requested49
- Joined
- Visits
- 913
- Last Active
Comments
-
@Spectralfx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3464086#Comment_3464086
I agree,
Assymetrical games can be a nightmare to balance for devs, but it's also what makes them replayable and feel fresh with a pletora of playstyles to chose from.
What I dislike atm is the way the community complains in such a way that said diversity is almost survivor exclusive.
I honestly, unironically, not a troll post, but as killer I love to camp / tunnel.
It doesn't work on good survivors but those who let it get to their heads and insta-DC usually means smooth sailing and a fun match from there for ME.
As killer, in the CURRENT meta (even more so due to that awful event mechanics that give survivors FREE GOD PALLETS forever), 4 vs 1 feels completely miserable as killer...
But 3 vs 1... now that's a lot of fun!
You get to do chases and have, for the most part, peace of mind that gens won't fly in less than 2 mins.
So haters gonna hate, I know, but as someone who loves M1 killers that aren't top tier, I would appreciate if less agency was given to survivors on how killers play THEIR games. Survivors now have basekit endurance on everything to counter those "evil" playstyles they dislike so much... let's call it a day and move on from their silly rulebook for killers.
Killers deserve to have fun too, the current state of chases being so patheticly survivor biased rn... I'd rather not play that.
That's fine but.. do you really have to do it when 5 cakes are burnt tho? Come on
-
@ReverseVelocity said:
I really don't know why BHVR haven't brought in anything to reduce the time wasting potential of bleedouts yet.
I mean they have, it was basekit unbreakable but they decided against it because it was hated even though it would've been fine with some tweaks
-
@IronArtemis said:
Slugging the second to last survivor is a really a waste of time unless the other survivor is within sight tbh
the basekit unbreakable thing with the last man standing mori mechanic seemed a little too overkill when they announced it, with some tweaking it could be ok though
but I really just don't know why there are so many killers bleeding survivors out for 3-4 minutes just to bm them, I have had it way too often during this event and as a survivor the experience is miserable. I would just dc but it would just end up ramping up a dc timer with how often it's happening and dcing or doing nothing should not be my only options against this
I will never understand why slugging is seen as toxic and hated outside of "slugging for the 4k" when there's only 2 left
The killer is literally allowing you to stay in the game longer than you normally would, so I don't get why its hated
And tbh I can also see why they do it during the event also because they don't want anyone to suicide on hook
-
@jamally093 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456988#Comment_3456988
Yeah I know just one of those things where you wanna hear what someone like Signularity is saying since you can't fully understand it due to the glitchy voice.
Same but not that big a deal anyway
Annoying sure but nothing game breaking
-
@fulltonon said:
Because survivors are also allowed to focus on a gen and delete it within 5 seconds without any killer interaction at all, games be like that.
How tf are you completing a gen in 5 seconds?
-
@Chiky said:
As a new player with Pig, I would actually like:
-Traps can't be removed unless they are active.
It's so annoying when the traps take like 20 seconds to be off the survivor and then you can't have more... At least make them worried a little while they search
Agreed tbh, or at least the no.2 rules basekit
Personally what I would love is to rework Amanda's secret to allow you to reuse traps once they are taken off with the current penalty of not being able to see jigsaw box auras
Right now, that addon is just taking a penalty for no reason at all
-
@BarnesFlam said:
If previous anniversary cakes are still usable after the event ended, why would the Terrormisu have a different treatment?
I don't know who told you that won't be the case, but they are wrong.
Alright I'll take your guys' word on it
-
@UnProx said:
So I've noticed that when using the Auto-Bloodweb feature, sometimes the Terrormisu and Event survivor items are far enough to the edge of the Bloodweb that the Auto-Bloodweb feature doesn't get them before they're consumed by the Entity. How about prioritizing the special event items during events similar to how Perks are already prioritized by the Auto-Bloodweb? Would there be any downside to this?
Probably once the event is over
Not worth it tbh, just select them and click auto when you collected all of them in your bloodweb
-
@BarnesFlam said:
Yes.
How can you be sure of this? Are there any sources saying they will?
-
@Redrum411 said:
can the match just end when all 4 people are slugged and dying? let the killer auto mori the last man down and match is over.
had a match where we all got slugged and killer didnt hook anyone untill everyone bleed out it was unnecessary and unfun.
This was how the finisher mori worked
It wasn't really well received
-
@adsads123123123123 said:
Honestly, a Prove Thyself nerf is all that's needed to fix gen rush. This perk gives far more gen speed than any other perk.
That would just mean survivors would always split up on gens, meaning you have multiple gens popping at once instead of 1
Yes this happens anyway but killing prove thyself would mean it would just be more frequent
-
@MrPenguin said:
Just trying to get a gauge on what people think.
I wouldn't say it's exactly strong but I can get the concerns, however it does NOT need to be nerfed into the ground
See here for my suggestion:
-
@Ariel_Starshine said:
Yeah it needs to go back to how it was, it is not good in solo q anymore. I use it and stand near it and no one comes to heal me lol.
I bought Mikaela just for the perk, and now it's...well, not so good anymore. I'm forced to run we'll make it and hope for the best, but as for me being healed, I usually don't get healed and die.
self care meta when
-
@fussy said:
3rd - nerf it to 50% altruism healing as it should be
...why exactly?
-
@Shroompy said:
I can guarantee you SWF's aren't the main reason why you're losing games and this would change absolutely nothing.
Punishing people who simply want to play with their friends would also kill this game faster than anything else.
So would all the otherthings that would supposedly "kill the game" but they didn't
-
@inkblot said:
We need a nerf for boli over, maby keeping it mostly the same but either takeaway the not being able to see hooks within whatever radius, or make it less. As it currently is survivors that run flipflop and boli over can just run up a hill or the second story of a big building(the worst map for going against this is Ormond) and just wiggle off your shoulder because you'll have to drop down to hook them witch gives 30 percent the current wiggle progress, the problem is that if you slug them they could have unbreakable and just pick themselves up. As it is currently the only counter to this is to slug them witch will cause survivors to call you toxic and will get you reported for griefing the way to fix this is either nerf boli over so that the drop down wiggle progress is less or reduce the not being able to see close hook radius, or do both, would this make boli over a horrible perk? Not really, it would still be what it always was, witch was a faster way of wiggling off the killers shoulder. The other way this could be fixed is to do what happens on garden of joy witch is that theres a hook on the the second story of the main building, this could be done to all maps(within reason) with a second story. The reason I'm not mentioning Nerfing flipflop is because it's already not a very good perk except in some builds such as this one, it's extremely annoying and hard to go against even for me, and I like to consider myself a pretty good killer (although I'm definitely not the best) so newer killers would have basically no way of dealing with this because the only game mechanics they know are to chase survivors, kick gens, and hook survivors. Not being able to do the main point of the game could make new players not want to play and could make people that want to pick up the game not want to because of problems like this. Please try to find a fix for this!
Slugging isnt reportable.
-
@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459444#Comment_3459444
Well better make sure its here buddy, cause it sounds very powerful https://forums.bhvr.com/dead-by-daylight/categories/bugs
It already is by someone else
That's how I came to know it
Only "acknowledged" by the devs so far
-
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459450#Comment_3459450
Medkits and Inner Healing are still 100% viable. Self-Care and Botany Knowledge is also a viable combo, albeit one with a risk. There's really no excuse for running Self-Care on its own, especially since this idea of your teammates refusing to heal you hardly happens every match.
To the wider topic, it is worth pointing out that Self-Care isn't totally worthless. As mentioned above it pairs really nicely with Botany, and using it to finish uneven amounts of heals from medkits isn't completely useless either. Still, some kind of rework would probably be healthier overall.
Agreed
-
@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459022#Comment_3459022
I do not believe either of the instances I mentioned resulted in any compensation.
I think it's because the anniversary happens only once a year and is the big opportunity to load up on the special cakes
-
@YOURFRIEND said:
I'm sure the people trying to avoid invisible Wesker will care
I tried doing the glitch in a custom eith friends and we didn't even notice anything out of the ordinary
I'm surprised he got killswitched and not Hag, given her glitch is much more consistent..
-
@StickySlasher30 said:
I'm gonna say it: The worst perk rn is Self-Care
Winning as killer against survivors running this feels cheap and losing as survivor with teammates running this is depressing
This game really needs a new tutorial for survivors, just to incentivize them to know how to play INJURED. Self care heals a health state in ######### 46 seconds, thats half of a generator, and with Mangled is beyond 60
Some rework ideas I thought for this perk:
- After unhooking someone, Self-Care Activates. When Self Care is active, you can heal yourself without a medkit at 75% of the normal healing speed. The perk deactivates when you heal yourself once.
- Self-Care starts with 2 tokens. Grants you the ability to heal youself without a medkit at 66% of the normal healing speed. Whenever you heal youself with this perk, Self-Care loses a token. The perk deactivates for the rest of the match when it lose all of the tokens
Tbf while it may be terrible I don't blame people from running it since the self care from COH was removed, how else are they going to be healed when their teammateswon't?
Sure they can just do gens injured but not everyone is confident enough to do it this way so they may feel that the best perk to take is self care (even if it it basically throwing the game)
-
@UndeddJester said:
Evil Within trophy is one I won't even attempt until DCs becoming bots is a thing XD
That still won't help about survivors just jumping in lockers tho
-
@Notyourbuddy339 said:
I and a lot of people wonder why legions legendary skin hunk don’t have looming dread as his chase theme I believe this would make a lot of people happy and fell like they get more for there money
This and him not having his own voice is what stops me from buying him
A different mori like the upcoming naughty bear outfit for Trapper would be a very nice cherry on top as well
-
@Nazzzak said:
Apparently a glitch that makes him invisible
Strange Hag isn't then since she also has a game breaking bug where she can make survivors permanently hindered and stack it to a point where running is slower than walking
-
@EntityNea said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450328#Comment_3450328
Get better at not getting caught first?
Most or my games (9/10), whether it's with friends or solo queueing, I get caught last. The only time I die is if we all die, with rare exceptions of me messing up.
So no, it's not RNG whether you pip up or down. It's a game that you could learn to play better instead of blaming the game itself for losing.
While this is true, not everyone wants to play stealthy and sprint burst away into a locker with Q&Q and lightweight every time they hear the terror radius for 0.1 seconds
-
@UndeddJester said:
There is an argument that following the self heal nerfs, haemorrhage by proxy gets a lot stronger as an effect. It's why we see sloppy butcher and gift of pain becoming a more popular perk, because you can take advantage of applying pressure to healing Survivors and keeping them in an injured state.
This is a natural by product of the healing nerfs that this effect is much more popular and common...
A nice buff for self heal or some similar perk could be that healing yourself for 5 seconds or whatever disables the haemorrhage effect.
Could also be that any healing done while using "better than new" stays regardless of losing health states or hemmorhage
-
@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459296#Comment_3459296
Sometimes you want to recharge your Med-kit (Built to Last) but it still contains some charge
So you will have to waste the charges freight and then enter the Locker and then waste the entire Med-kit again
If the suggestion here applies, this scenario will not occur
That's fine? It's clear that it's not encouraged to use medkits with built to last anyway since even a "full heal" will result in a very very tiny amount preventing you from refilling it proactively
-
@uganda_calm said:
this is what status effects are supposed to do bro, counter perks.
I dont know what else to tell you man.
While that may be true these perks are far too weak to need to be countered
-
@tuttoinunavolta said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459410#Comment_3459410
I never said the perk should be nerfed into the ground (but it should definitely be nerfed in its current state) and I never even commented on your rework idea...
The user I replied to said that the sinergy between MFT (the perk in its current state, not your version) and Hope is basically its only problem, and I think that its possible sinergy with perks like BL, Dead Hard and Smash Hit are very problematic too.
It doesn't matter if MFT deactivates when you can pair it with Exhaustion perks that you can activate very late into a chase. MFT, as of now, gives you guaranteed haste with no time limits nor requirements. You're gonna get injured, you will always have MFT active. It's free haste, something no other perk of its kind does, having either time limits or special requirements. Exhaustion perks specifically activate the Exhaustion status effect so you can only use one at a time. Being able to gain considerably more chase time for free thanks to MFT makes it even easier to get to activate that exhaustion perk's requirements (ex. finding a upper floor to trigger BL) and then get even more haste and extend chases even further, with no more effort required than the one used when using BL/DH/SH without MFT. The fact that current MFT gives such a nice advantage for free, in situations that are guaranteed to happen in game no matter what, makes it a big problem when paired with any haste bonus perk at all. It's busted that MFT doesn't cause exhaustion.
I think your suggestion is solid, its restrictions make MFT's possible sinergy with exhaustion perks a bit less worrisome. But again, the comment I replied to and my response were both referring to the offiicial version of the perk, not yours
Oh ok, sorry the the misunderstanding
And yeah I do think my idea will actually make the survivor need to "earn" the effect before it can happen, like renewal and I think (most) would be happy if it was nerfed that way as it isn't too big a nerf to render it completely useless but also enough that it isn't just "free"
-
@Gandor said:
According to nightlight, the perk has 3,9% usage already (and this is still too high considering ppl wanted to try new perk out). That's even lower then 6% I predicted. At this point any nerf is undeserved.
I know I already swapped back to my balanced landing or bg player as both of those are much better in my eyes.
I know but tbh we already know bhvr is going to cave in eventually and nerf it because of the sheer amount of complaints
I just hope they see this one and decide to do it instead of the other plethora of terrible ideas that nuke it into the ground or are COMMANDING it to be gutted completely
-
@AmpersandUnderscore said:
I'm not sure what they have in mind to 'fix' a 3 gen from the start kind of strategy, and I'm not even sure how they could fix that issue without an overhaul to at least part of the core game mechanics.
Unfortunately, the only mechanic that currently prevents a stalemate situation is the EGC, but that obviously doesn't cover everything, including 3 gens or when the last 2 survivors do nothing but hide indefinitely.
The only solution I've heard that I even kind of like was someone suggested having an 8th generator in the basement under the stairs that only one survivor could work on, and was completely blocked by a door or something unless a stalemate was detected. So basically it only came into play if the game stalled, but not in a 'normal' game.
Even then though, what happens when the basement is also in the 3 gen? It'll just get camped with the rest of them and we're back to square 1.
Moving the unfinished gens to the edge of the map will just cause trapper and hag to have to walk across the entire map for no real reason, and mobility isn't the strong suit of a setup killer.
I suspect having a mechanic that forces the killer to leave the area in the event of a stalemate is probably what they have in mind. Like adding a switch in the basement that is only available when a stalemate scenario is detected. Have it take 90 seconds or more for the killer to activate, like a gen, so they have to commit to being away from the 3 gen, but then triggers the EGC with doors unpowered if they finish it.
I still don't like that option, because it seems ineffective at best or prone to abuse at worst, but something like that could be possible.
Could be that it slowly progresses itself over time, starting at first extremely slow but then mabye as more time passes it gets faster and faster
-
@Emeal said:
This would just encourage tunneling, Why would I ever go for the healer now if there is a chance they have MFT and its active?
Why would you go for the healer in the first place outside of endurance? One is injured, another isn't
-
@tuttoinunavolta said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457985#Comment_3457985
It can also be chained into DH/BL/Smash Hit/Lithe, and that's also a problem
How is that a problem? You're using a perk to deactivate another perk, they can't be used at the same time, it's one or the other
The perk does NOT deserved to be nerfed into the ground, ESPECIALLY since my idea is probably the best way to go about it
Otherwise, we would have lots of posts complaining about renewal because "it's a free health state after getting hooked"
-
@DaddyMyers_Mori said:
It doesn't need anything.
It's effect is not oppressive towards killer. It's just kinda QoL perk, similar to Bond.
Both of those help soloQ a lot, why the hell would you nerf it?
noOooo bOnD is OP bEcAusE iT aLlowS fRee iNfiNite hEaLs bY shOwiNg wHeRe yOuR tEaM iS
-
@Jay_Whyask said:
Also more rewards for characters that are P11 - P99.
And devotion rewards as well.
Just like "Oh! Good job getting to P15, here's a pair of white pants".
"Congratulations on getting to devotion 3! Now when one role has a 100% BP incentive, the other is guaranteed to have a 25% incentive".
pls, literally anything you can think of. I'LL TAKE SOME CHARMS MAN, ANYTHING!
I mean I would think for playing a certain character, they get an extra BP bonus at the end of the match which is based on their prestige level, so if you are prestige 10 on a character you get 10% extra at the end of the match, if you are prestige 25, you get 25% extra, and so on and so forth with devotion following the same rules with shard rewards, just so that it's easier to get high shard cost cosmetics
-
@ChaosWam said:
Not a bad suggestion. I'd also argue for tokens, a set amount of time after being hit, or give a % boost to each slugged survivor but making it akin to renewal is at least more interesting and a better activation than just being hurt.
Actually the more I think about it, it makes it very interesting.
All of those make it trash tier so no
Hardly anyone run renewal as it is, so anything more than that will make it as much a meme as Mettle of Man
-
@jeffkillsyou96 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457793#Comment_3457793
Well it’s mainly hope people stack with MFT and what most are complaining about
Ik but that's really the only perk it's good to stack with, everything else is mainly kgimmick because of its requirements
-
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457787#Comment_3457787
Nobody had any issues with Haste stacking despite it being incredibly strong primarily because there weren't any consistent Haste boosts in the game to use as a base. Blood Pact, Dark Theory, all the unhook perks- they're on a timer or they have a strict radius requirement. There's a hard limit on how much value you can get, and hitting that hard limit is difficult to boot.
Now, though, all the situational and short boosts get to stack on top of Made For This, a perk that isn't overpowered on its own but quickly becomes so when it has other perks making the survivor even faster. So, Haste stacking became a problem just now not because Haste stacking itself magically became a problem, but because until now it wasn't consistently doable.
It's one of those things that sound good on paper but we're actually useless or not reliable in real gameplay
Simply just make MFT needing to activate once you healed another survivor and then get injured later on
That way it will still be fundamentally the same, but nobody will really use it because of its condition, like renewal which would 100% be meta if you didn't need to heal anyone for it to activate
The other haste perks did not change, and they aren't being ran except for hope, mabye if anything in a SWF a single dark theory but other than that they are gimmick meme perks because they're just not consistent enough, just like Mettle of Man which is a very strong effect, but its requirements make it a meme perk
-
@uganda_calm said:
https://forums.bhvr.com/dead-by-daylight/discussion/379494/voodoo-dolls
i think this is a good concept but it would need a few tweaks here and there.
I think a special boon totem for this voodoo doll would be more balanced. Some thing like this:
Boon: Voodoo Doll
When you cleanse a hex totem this perk activates.
Press and hold the Active Ability button on a Dull or Hex Totem to bless it and create a boon totem.
- If you or an other survivor cleanses a totem you/they get a token (only 1 token/survivor max)
- If you have a token and stand in the radius of the boon totem you get Endurance, if you get hit your token is consumed
If 4 tokens get consumed in the boons radius, it gets destroyed. And this perk deactivates.
Only one Totem can be blessed by your Boon Perks at a time and all of their effects are active on the same Boon Totem.
I think this looks balanced.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456465#Comment_3456465
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456487#Comment_3456487
What do you guys think?
I think this is so situational it may as well not even be added
-
@Hernancito said:
Butterrum333 - Now it is impossible to down a survivor. Thats a REAL FACT.
I think you don't know the definition of fact my dude
-
@Frogsplosion said:
Just saw a YouTube video of some guy doing infinite loops with made for this and blood pact, totally fair and balanced...
Against who? Scratched Mirror Myers? Because even 110% killers get bloodlust AND there's a whole extra person that's nearby
-
@NotJared said:
I don't think any perk in the game should increase the maximum base movement speed without any other requisite than something that happens naturally in every chase (be injured), and gaining a whole extra meter every 8 seconds is making any chase at already extremely-strong loops with strong vaults like LT walls, main buildings, or god pallets a game-losing chase. That 1 extra meter per 8 seconds is the difference between making another loop.
Made For This recreates the Dead Harding for distance issue, but with Made For This the "distance" aspect is permanent.
When the perk is paired with other strong movement speed perks like Dark Theory, Hope, Power of Two, and Blood Pact, it has become immediately miserable to play Killer against this perk and these combos.
Not to mention that healing other survivors gives a survivor ten whole seconds of endurance, and the 3% movement speed doesn't even deactivate after tanking the free hit!
Killers that struggle to keep up in chase (Trickster, or Michael Myers running Scratched Mirror) are finding it nearly impossible to get downs.
Killers without Special Attacks (like Sadako, Trapper, or Dredge) are finding it impossible to catch up to killers.
Even killers like Knight are having their power negated: Made for This allows survivors to run FASTER than Knight's Guards!
I have no interested in sacrificing a whole perk or addon slot every game just to force the exhaustion effect in the case someone MIGHT be running Made For This: This was the same solution (that many were unhappy with) proposed for countering Boon: Circle of Healing.
Either remove the movement speed and keep the endurance, or tone the movement speed down to 1% or 2% and remove the endurance entirely. The perk doesn't need two ridiculously strong effects, when there are already so many movement speed perks that synergize extremely well with free movement speed..
The only other "strong" movement speed perks you listed is Hope, all the other ones are niche or too situational that nobody uses them, and if they do they're mostly just memeing at that point lol
-
@uganda_calm said:
so when 2 survivors unhook in the basement and the killer happens to be there (not camping, necessarily), the survivors can lock him in there for the rest of all eternity?
Or the survivors, after unhooking, just follow the killer and he can no longer hook anybody because they all have infinite endurance?
Ever thought about how a bubba with insidious counters your idea? or blight with his addon? or wraith? or onryo? or pig? or ghost face?
And how about, in your first example, just dodging the hatchet? you know? gettin gud?
You can not build a mechanic around indefinite endurance like this without some way to abuse it. Time based endurance is enough to counter this.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457320#Comment_3457320
this endurance effect is only lasting under the impress the killer is face-camping;Which the developers are obviously against as their implementing this feature
not the devs are against face camping, survivors who get face camped are.
I dont get why so many people are so winy about face camping. Sure, its a boring tactic for killers who are to trash to chase but its a free escape for 3/4 survivors. When you see some one camping just do gens and escape.
And if YOU get face camped, just hang in there and laugh, laugh about the guy who is to bad to play the game properly.
Keep calm and Live, Laugh, Report.
Camping isn't reportable
-
@jeffkillsyou96 said:
Well the perks aren’t the problem it’s haste perks in general stacking with each other haste perks shouldn’t stack
Ive never heard of anyone complaining Post release abt perks like blood pact, WGLF, Guardian, etc
So no, i think it IS just the perk
-
@jeffkillsyou96 said:
So hear me out I don’t think specifically made for this haste is the problem I just think that
- haste perks in general for both sides shouldn’t stack
- the endurance effect for the perk should be reduced from 10 secs to like 6-8 secs at most
so other than that I think made for this is a great perk for the game it encourages interactive gameplay
I think this is the first I've heard about someone complaining abt the Endurance part of the perk lol
I would guess you hate WGLF too huh?
-
@jesterkind said:
Honestly, you could ditch the Endurance entirely and the perk would be totally fine. Either way, Haste definitely shouldn't stack.
Weird that nobody had any issues with haste stacking in of itself before this perk came out. Especially since there are MULTIPLE like blood pact, dark theory, NOLB, Guardian, etc
If the true problem was haste stacking then it would have been an issue a LONG time ago
-
@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457133#Comment_3457133
Hope was never been a problem despite being 7% which is extremely big, why do you think it will be problematic when adding MfT?
110% movement speed is ridiculous yes, but so is 107%, "it's only problematic with hope" is plain false because in that situation game is basically over and doesn't really have impact in outcome, and people played almost a game with just 3 perks.
True problem with this perk is having haste in half of the basically every chase no matter what, 2% or 1% doesn't fix that problem even though it could be weaker.
So you just propose it become another trash tier perk?
-
@[Deleted User] said:
Just had a 40 minute match so so fun :0
Lucky it wasn't 1 hr lol
-
@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457030#Comment_3457030
1% or 2% or 3%, it doesn't change the fact how unhealthy it is, honestly the idea of adding haste effect should be scrapped altogether unless it's extremely limited like PWYF or exhaustion perks or all that 7% haste perks.
It kind of does since it's only an issue when it's stacked with hope
2% and/or making it disable in endgame would be good enough of a nerf without making it completely useless like scavenger
-
Seems kind of like how it is with pig's combat straps