silverwolf4455
silverwolf4455
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- silverwolf4455
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Comments
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@Nikkiwhat said:
I miss my Lamps to smack :[
We all just want to be moths
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@AlexisFox said:
Making it hard to pip will result in fewer people at rank 1 yes. However, the trade off is that in order for you to get matches you will have to wait longer or be matched up with players outside of your rank bracket. Both of those options are heavily complained about so no matter what bhvr does with this people will not be happy with it.
If they would hurry up and do crossplay it wouldn't be as bad and the wait times would reduce.
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@Atchoo said:
Anybody knows when the new patch drops? Thank you ^^
Paulie Ester just made a video that the new patch and archive will drop in around 25hours from now. On wednesday about 11am est.
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@Shaai1 said:
https://forum.deadbydaylight.com/en/discussion/comment/1008381#Comment_1008381
There isn't much to be fixed about matchmaking.
If you play in red ranks as surv, game tries to pair you with red rank killer. After some time searching and not finding any red rank killer, matchmaking break its restrictions and try to find purple killers, then green kilkers etc.
If there was enough killers in red ranks, you wouldn't wait any time at all.
Putting red ranks survivors against red rank killers only might double, even triple times in lobbies searching for match.
Because pipping requirements for survivors are to lax. To many potatoes ranking up... need to make it harder.
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@ReallyBigShoe said:
I also think if you step in a trappers trap, DS should not proc. That's kind of your own fault.
It should also deactivate if you unhook someone while DS is active, and if you take a protection hit. Both of those situations are just you using DS as a superman perk and not as an anti tunnel perk.
I'm against the protection hit, if you get farmed off the hook by someone hurt and then tunneled and downed near them, protection hit.
But I like the idea of it ticking down faster while doing things and not moving while slugged. Making it the anti tunnel perk. It would still be strong but not op.
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@ReallyBigShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1010213#Comment_1010213
This. Every killer should be usable (and winnable) at all ranks.
I know right... the easiest way would be to shrink all the maps to a more manageable size... that is what seems to make killers viable. Map pressure is just hard for a lot of killers on all the large maps.
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@PapiQuentin_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1010206#Comment_1010206
That's already a bug XD.
Sometimes a survivor will get hit and they won't make any injured sounds until they crouch
I know right..now it will be all survivors with iron will all the time lol
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Absolutely
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@hahaspience said:
https://forum.deadbydaylight.com/en/discussion/comment/1010196#Comment_1010196
Huntress, Pig, Spirit, Nurse, Billy, occasional Myers. That's actually perfect. I don't want to play against Doctors, Trappers, Hags and Cannibals. And I won't. :3
I would rather see the full roster at red ranks.
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@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/1010204#Comment_1010204
To be exact, the matchmaking is not "broken". It is intentionally how it is to help shorten the queue times.
I feel like 4 red ranks vs a rank 14 killer is pretty broken, and that they were thinking of removing the post game ranks is a bad sign.
They have messed with ranking so much that there is no middle ranks, everyone gets to he red ranks cause it's to easy. Lol
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@PapiQuentin_ said:
So we all know that Iron Will hard counters Spirit right?
Well there are the occasions that a survivor doesn't have Iron Will and it's a Spirit.
They can do fine against her until they're injured, they are now a massive pain beacon for her to come kill.
My idea was for there to be a bit more fairness for the injured survivor but not stripping Spirit of too much of her strength.
My idea was to make survivors injured audio omni-directional (Can't discern where they actually are) when she is phasing.
I know what you're thinking. "You're essentially nerfing Spirit", that's not my intention and there's more to it.
After a period of time during her phase, the survivor sounds will become directional again. This idea was to make it so the injured survivor at least has a bigger chance to kind of give the Spirit the slip.
What are your thoughts on this idea? Is it good or bad?
The devs cant get the normal sounds right, they have been broken forever.. and you want them to do a partial sound change... oh lord.. everyone will end up with built in iron will lol
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@waffles4all said:
https://us.v-cdn.net/6030815/uploads/271/V7PR3Y8S1125.jpg
Every killer game I've played this week has been like this, always matched with red ranks, even when I play as survivor (rank 2) I'm finding green rank killers that don't stand a chance.
This is not a just ps4 issue. It's all platforms. Matchmaking is broken to the point that the devs were gonna remove post game ranks so no one would know but then decided not to. Lol
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@hahaspience said:
https://forum.deadbydaylight.com/en/discussion/comment/1010166#Comment_1010166
Killers like that won't get to the red ranks though. So games are going to be way more entertaining there.
Games at red ranks are going to be boring AF... gonna be prolly spirit or Billy only because others are to weak without ruin. And if it's not them 5 gens pop in 3 minutes and game over.. no one pips or makes points. :(
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@ClickyClicky said:
So why is Billy the only killer that can cross the map and then back again with no cooldown?
In addition he’s the only killer with that kind of movement that has instadowns on top. An unlimted number of instadowns he can swing, swing, swing all game with little punishment if he misses.
tHe mOsT bAlAnCeD kIlLeR
If he’s the most balanced then all other killers need buffs.
Most of the other killers do need buffs.
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@Horror_Gaming said:
Their is 0 % chance of you being awake in a chase. Just like their is 0% chance of knowing if the pallet you are running too is fake if you haven’t been to that area. Just like their is 0% chance of stopping Freddy from spamming all of his pools at every loop.
Hence Freddy is unfun and his power does not rely on skill. It relies on spam and luck
You dont loop Freddy like you do other killers if he has puddles. Do him like the clown, drop the pallet early and if your team is decent gen speeds carry the game.
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@Waffleyumboy said:
Optimal killer versus optimal swf the winner is not always survivor. The outcome of a match is determined entirely based on killer and map at that point. Sure most killers are weak and most maps are strong for survivors but that doesn't mean the game is survivor sided. This mindset is unfounded and outdated. I don't think killer will ever be stronger tbh. 2 escapes for survivors is not a win despite how bad the pipping system is.
You just stated it in your opening. *most* killers are weak and *most* maps are survivor sided. Therefore most of the time the survivor is the power role.
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@Atchoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1001611#Comment_1001611
Thank you for your input.
Thats why I mentioned map pressure as an issue aswell. I totally agree with your statement, most killers do not have the tools to put pressure on (all) survivors. I hope they find another solution, I kinda like the map size, I do not want to play on very small maps, this would kill stealth gameplay.
The maps dont have to he super small. The new springwood maps are around 140m, and you can definitely stealth on them. But there are several maps like rotten fields and mothers dwelling that are almost 180m.
If we could shrink them all to springwood size, they would be much more manageable without being to small.
Currently some of the big maps can take almost 40 seconds to walk across, which is half a gen just to patrol. Add in god windows and tons of super unmindgameable loops like those on Thompson house and Fractured Cowshed and the killer doesn't have a chance.
When you can see the killer during the whole loop there is no mindgame so its just looping mindlessly. The fun part of the game is either moonwalking the survivor or joking the killer and sneaking away, which are taken away on these loops.
You can have a couple but these maps have multiple of these loops plus strong tiles like the shack and cow tree. By the time killer is done being dizzy gens are done.
I'm not saying these maps are unwinnable, but they need some changes. Size is a good start and could really make the game more intense and fun again. Let's face it, sitting on gens is boring, we all play the game for the interaction. Either losing the killer or stealthing and not being seen.
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@Yamaoka said:
Just a friendly reminder that most red rank matches are by far too easy as killer and the Ruin change is for the better.
I like how you hide your perks and addons.. why? Lol.
Also seems like some pretty potato survivors, they had one of the strongest maps and derped and grouped up against a leatherface.
Considering I can do nothing and die and still pip as survivor getting a 4k doesn't mean that killer is easy. Just that you had potato survivors. Real good survivors will knock out the gens, ruin or not. They will also loop the crap out of you. Not one of them even ran for the overpowered middle building with 4 good pallets and 2 windows.
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@BenZ0 said:
Actually Clown has a really good and strong power, probably one of the best anti loop power. I hear and read alot of ppl complaining that Clown is so bad because his power needs a rework. A personally think that is not true at all. I would consider myself as a really good Killer main and good clown player. And I NEVER have issues catching survivors. In a decent balanced map "Badham" I catch a survivor in 1min at max time. Depends on if the survivor is at the school pallets or not because they are pretty damn save.
His bottles are fine I would say just the reload speed is to slow, the brown addon should be baseline. What Clown truly needs is a secondary power OR the gentimes overall needs to be adjusted. In this case giving Clown a secondary power that somehow slows down the gens or gives him more map pressure. You can consider Clown as a Freddy without Teleport, he has a great anti loop ability but has NO map pressure.
What do you guys think?
As other people have said, his power is a worse Freddy power. He has no map pressure and good survivors will just throw pallets early.
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@Atchoo said:
Right now there is a big discussion about the upcoming change of Ruin and this goes hand in hand with the current debate about the gen speed/match length. I think this discussion is necessary but I think most discussions neglect there are way more problems which influence the current discussions which lead to survivor biased or killer biased argumentations or toxic behavior.
Those are the problems and connections I see right now. I do not claim this is correct nor do I think its a full list of problems which have a direct or indirect impact on the current debate about Ruin and Gen speed.
https://us.v-cdn.net/6030815/uploads/497/GCOK98MXOKYC.png
What do you think about these problems? Do you have an idea how the devs could adress these problems better than they do right now?
I think changing Ruin or the gen speed alone wont lead to a more balanced game.
The quickest solution to gen speeds is pressure. The devs obviously want killers to exert more pressure because they changed ruin from free pressure to earned pressure.
Problem is most maps are way to big and have to many super safe loops, including god windows. Until they shrink maps to a reasonable size and work on some of these loops, the game will be extremely survivor sided.
They keep balancing for newer players, because they just want to increase their player base. But balance should always be done for the top players in a game (red ranks). Otherwose just throw ranks out the window, why have them?
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Love the Lery's visual changes (design team has been knocking out these reworks) but the doctor chase music seems a bit lackluster. Is there any chance you will be changing it? A youtuber by the name of Mr. Envy has made music for several killers including the doc and it's really good. You should check it out and maybe get in touch with him.
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Looting Build.
Up the Ante, Plunderers Instinct, Ace in the hole and pharmacy
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Ok I understand you calling for a killer strike until a few things are taken care of by the devs, like ruin and survivor meta perks.
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@whammigobambam said:
I'm thinking there is a perk upcoming that strengthens totems which explains the necessary rework of ruin. Otherwise, with gen speed as it currently is, all of the totems never gain any power to affect the match in any way.
I would rather a revamp of map sizes so that all killers can pressure the gens effectively. There is almost no hope on maps like red forest unless you three gen or play one of the stronger killers.
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@CLAUDETTEINABUSH said:
I told you guys already that I'll make a series called (...do you use it?)
I'll keep switching to killer/survivor so it is fair. Survivors turn
Borrowed time,the anticamp perk,do you use it? Do you also feel bad for using it? Let me know down below :3
PS;I'm going to continue posting them because I want to hear the community's opinion on every perk
Sometimes... it's hard to justify it in solo queue
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@thedarkwasabi said:
All maniacs have a good time of day.We all see and understand that the developers did not care about the opinion of the community of maniacs.On this, times are constant fixes and nerfs are exposed exclusively maniacs and their perks.I suggest Disband. On the agreed and fixed day.All the maniacs who read this and agree with it-just do not go into the game and do not get up in search of the game.And so we will continue until:
1) do not cancel fix Hex: Ruin
2) Until the community of Maniacs-do not start to hear and listen.To the second point, I propose to collect in one pile all those perks that need to be cut for a long time from the survivors and provide them as requirements to the developer.Otherwise, you can continue disband until the developers have fulfilled at least 50% of the requirements.That's all I wanted to say.
P.S Every damn patch, you appease the wishful aching constantly on the forum survivors.Did you even play what you did? At least one of the developers went into the game after the fix of a maniac or perk and played with the community of PLAYERS, and not with their colleagues ? I think that none of the developers did this.How f****d to see in each patch: a Survivor's annoying and we're going to cut.At least once they wrote: Maniacs are irritated by such perks - we are their regime. You can delete the theme I created.But on Reddit - you don't delete it.Personally, I, like most other players-already up to the tonsils fed up with your one-sided attitude towards the community.
No offense but I have to agree. I can tell English prolly isn't your first language it's a little hard to follow. By maniacs do you mean killers? And I have to agree by the seemingly survivor sided devs recently.
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@Avilgus said:
https://forum.deadbydaylight.com/en/discussion/119012/change-doctors-chase-music-its-bad
Scary and eerier like this fan-made https://youtu.be/y90A4uYwISc
Mr. Envy has made some really good killer chase music.
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@Revansith said:
I dont find ranking up as easy.
For a long while I would gain three pips then lose them all in consecutive matches over and over. The only reason I swf now is that I get better squads to play with.
Since the game removed ranks in the lobby, I have no idea of the quality of the team I will be in. Sure I can control that by only playing 4x1s premades, but I have found in the matches where I have done so, since not everyone is on voice it makes it impossible to co-ordinate, not everyone feels happy using voice in this game.
I would suggest completing one gen one safe unhook and not dying in ten seconds is not going to be enough to pip you up, unless you are playing a different version of DBD, in which case I would like to know where I can get a hold of it.
It is way to easy to rank up as survivor... if you are struggling outside of swf to rank up you just need more practice.
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@crossboy said:
Wow we are still spitting out this false info.
He wasn't talking about the PTB.
Nowhere in the post did he say PTB.
He was referring to *internal* testing. He was saying they were happy with out the *internal* testing worked.
Except no one expects them to listen to feedback at all. There was tons of feedback on the nurse basekit nerf and they ignored it. There is a ton of feedback on this ruin nerf and they will prolly ignore it... so meh
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@Groxiverde said:
https://forum.deadbydaylight.com/en/discussion/comment/977081#Comment_977081
Actually, I want a rework for his add-ons. They are pretty boring and some of them like the Carburetor Tuning Guide are pretty overpowered in my opinion. But if they touch his basekit...
They will prolly add a cool down.. that seems to be their plan on every killer now...r.i.p
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@DBD78 said:
So PC players have to pay for Hag? Do they have a free killer that us console players have to pay for?
The game is cheaper on PC... it's more expensive on console but some dlcs are bundled in.
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@Watery said:
https://forum.deadbydaylight.com/en/discussion/comment/975647#Comment_975647
I get that, but I think that now it’s safe for perks to just not be “ruin” level.
You know?
I feel like gen rush wouldn’t be such an issue IF we looked at how gens are done.
Now that ruin is gone, this will definitely show that games go too fast even after the changes, which will likely bring about hopefully new changes or objectives.
If we want to figure out why gen rush exists, we should understand that speed and reasons why gens are done is so important.
Ruin was holding the game back— in my eyes. Now we can move forward and bring about newer changes; and hopefully make a game where a perk isn’t required to have fun.
Naw adding objectives or changing gen times will be to frustrating to newer players so the devs won't be into that.
They prefer to balance around low tier play rather than hi tier like every other game in existence.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/975630#Comment_975630
3 seconds? Couldn't you switch stances and hit in less time than that? Dafuq!
Are you sure the vaulting part isn't dedicated servers doing stuff? Or not doing stuff?
It used to take 1 sec to swap and you could pre swap before the shock actually hit them. So you could kinda mind game a pallet or vault with it.
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@Widowmaker8197 said:
This is coming from a survivor struggling to stay in rank 1. Stop it. The new ruin changes are needed. Almost every game I play the killer gets 2 or more kills. But no, the killer mains are gonna complain because the devs are starting to realize the game shouldn't be balanced around the killer getting 4 kills every single game. It should be balanced around 2 kills/escaping half your games.
Gen rushing doesn't exist. The survivors are supposed to want to get the gens done as fast as possible it's our OBJECTIVE ffs. The gens already regress pretty fast if they've been kicked but with the new ruin they're going to regress automatically as if they have been kicked. It's like all generators are automatically kicked with the new ruin. Oh, and I haven't even mentioned what it's going to be like if the killer kicks the gens and ruin is up? It probably will regress as fast as one survivor's base repair speed.
TL;DR: We haven't experienced the new ruin in game yet so we shouldn't be complaining right now. Also, gen rushing doesn't exist. Survivors are supposed to want to get the gens done as fast as possible.
Imagine struggling to stay in rank 1 on the survivor side
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/973696#Comment_973696
You see countless people say the FPS is terrible on console, and people continue to beg for optimization updates — I don't think I'm the only one who thinks hitting greats on console is difficult due to FPS.
When I had just the typical XB1, skill checks were really choppy, but now that I have an XB1 X, skill checks are easier to hit.
I'm not saying that optimization isn't needed. I'm just saying you can get good and hit them, you have to press it early and you just memorize where you have to hit it to hit the great at each of the skill checks.
Ya I still have the xbox 1 so it's pretty choppy. It's really bad playing killer because it drops frames at random times, like if bloodlust activates or using certain killer powers. But you adapt. It's a learning curve, that's what a game with skill should have. Learn to hit skill checks, otherwise why have them. Let's just sit on gens without skillchecks... fun and interactive.
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@NMCKE said:
First, I want everyone in this thread to pretend that I'm not a Trusted Member because regardless if I was or not, that doesn't change my opinion one bit.
Now, with that said, I have to agree with @MandyTalk on a post she made, it was well said and explained exactly how I feel about these types of topics:
https://us.v-cdn.net/6030815/uploads/981/RKX0IBX7CF92.jpg
While I can agree the developers aren't perfect, you can't assume they want $$$ just because they decide to nerf killers. As Mandy said, the developers do a lot for both sides, it's not a "Developers like survivors", "Developers like killers", or "Developers like money" type a situation at all. It's more of, "The developers are thinking about the players" type of situation when they changed Ruin because let's be honest, who would want to face a P3 Killer with the best perks as a new player? Even as a console player where FPS is terrible, you couldn't hit greats even if you wanted to, which lead to Ruin being twice as strong on console.
I know, it sounds like I'm rambling on about how much I support the developers choice in nerfing Ruin, but I'll give a conspiracy theory:
- Previous Roadmap: New Mechanic — The End Game Collapse.
- Current Roadmap: New Mechanic — Second Objective?
I don't think the developers would make such a choice without planning to solve the consequences, especially when 80% uses Ruin (that obviously shows a problem). 😁🤗
Dont say that cause console you cant hit skillchecks. Pretty sure I have always played console and have no problem with them. Practice and git good is what I say to survivors who cant hit them.
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@underlord99 said:
I'm just curious as to what the motive to doing this is ? if any devs could answer this it would be nice! I'm sure I'm not the only one wondering why
Yep they are just gonna hide the crappy matchmaking.
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@Umbrae_pk said:
They don't? This is why they always make constant changes to their game? Constant changes to perks, maps, and certain killer powers? It's because they don't listen or care? Hm. Makes PERFECT sense.
You DO NOT understand how much the game has changed if only you've been around for a while.
The pallets have been less and less.
Slow vaults are now a thing.
Killers with traps who depend on early game have been getting buffs.
They nerfed insta- heals because they LISTENED to the killers
They nerfed the 2 most top tier killers because they HEARD the survivors.
And the list just goes on and on and on... Basically, yes, BHVR DOES listen to us. Most of you are just too entitled and ungrateful to realize is.
They take way to long to balance.
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@LordGlint said:
Its iffy. That same concept was also applied to survivor stun perks with enduring affecting them. They made DS extra long because enduring was making it useless. One would THINK they would have tweeked those stun times once they changed enduring...but they didnt. This is probably more of a case of "find a new perk if you dont like new ruin" rather than any changes are gonna take place regarding the core game design.
They really should reduce ds stun to 4 seconds. 1 second is always trapped in the animation so that gives the survivor 3 seconds to get away which lines up with head-on.
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@Tisfine said:
Get a developer to play the game live(Again) and it's on Red ranks.
Yes.. let them get bullied. Lol
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@Quiet_Observer said:
Just want to see where the community stands on the situation.
Do you really believe the devs favor the survivor player base more than the killers?
If you look at the recent update post for the ptb... the wording is very survivor sided... *how was this not checked by the team it sounds horrible* also it's all some pretty crappy nerfs.. but nothing to help out killers...
I mean I understand, I play survivor at red ranks on console and have been playing killer at mid purple ranks it's really hard to keep pressure against swf. Without ruin gens fly, with ruin its found quick... I dunno... I guess I need to get good or go back to player survivor.
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@Dreamnomad said:
What this game needs is a counter snowball measure. For both sides. So at the start of the game when survivors are strongest they should have a penalty such as a 25% reduced generator repair rate while all 4 survivors are alive and no one is hooked or in the dying state. As soon as the first survivor dies instead of a penalty the survivors gain a 15% bonus to generator repair speed for each dead survivor. Games would be much more interesting this way. It would be far less frustrating for both sides and old ruin wouldn't be needed.
That would just change the meta into bring in one of you 1k brown took boxes with prove thyself and a clean rag ... same gen speeds..
Also making gens slower isn't the answer.. they need to shrink map sizes to all be around springwood size (140m) and get rid of the god windows and start adjust loops so that killers cant put more pressure on the gens.
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@senki527 said:
https://forum.deadbydaylight.com/en/discussion/comment/970189#Comment_970189
wrong, new players should be included too, and hex:ruin destroys new players from the game!
New players should adapt. Most games are balanced around high level play. Its called a skill cap, you get better and you learn. New players need to learn to hit skill checks.
Ruin nerf was unnecessary, and I find it hilarious that they kept it hush hush until the day before the ptb..
It might have been ok if they also nerfed the top used 80 % survivor perks at the same time lol.
Most of the maps are just to big and still have god windows that the devs refuse to shut. Once all the maps were reduced to springwood size (approx 140m) then killers with no mobility might have a chance to patrol.
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@supersonic853 said:
I mean ruin was kinda one of the reasons you could play alittle lax. Now its kill as fast as possible. Edit: i know its not bannable im just saying its pretty much the best way to play now.
You can play however you want.
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@FogLurker said:
https://forum.deadbydaylight.com/en/discussion/comment/969309#Comment_969309
Maybe on top of being an active normal perk having nothing to do with totems, the new ruin could also make it so gens regress on their own if no one is on them. If killer is now to put pressure on the entirety of the map in the early game, gens should regress if a survivor isn't currently repairing them. Also so kicking gens doesn't become useless, maybe kicking the gen increases the regression speed a tiny bit more.
They stated in other posts that's that how it works. If a survivor isn't on the gen it starts regressing. But that means you cant kick it, so no pop + ruin combos
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/969292#Comment_969292
I agree. I've been banging the balance around higher level players drum for a while now. Ruin was ultimately a bandaid perk that dampened the new player experience. I just wish they would address game speed. Obviously, NOED is still here, but there's a weird cultural barrier in the community surrounding it that prevents many players from running it.
They really just need to get these maps reworked. They all need shrunk to springwood size (approx. 140meters) and then close off the god windows that they just leave there. That will solve most of these problems because the maps are to large to patrol for any killer without movement abilities.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/969145#Comment_969145
What about the numerous things that have been done to improve killer gameplay that people just ignore to continue this narrative that the developer's have a survivor bias?
Nerfs are subjective and you can't compare nerfs between survivors and killers.
Until they balance the maps this point is moot. They are reworking Lerys rather any of the other maps with god loops. They could've blocked these windows off at anytime but they just let them live.
Haddonfield was way more important to rework than Lerys. Since when does anyone complain about Lerys? I never have a problem on that map as survivor.
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@pemberley said:
I don’t use Ruin ever just because I never have luck with it, but anyone could see WHY killers relied on it so much.
You shouldn’t nerf Ruin without also putting the stomp on genrush tactics.
If a single perk is used to such a degree that Ruin was, that’s because there’s an underlying problem with the gameplay itself NOT the perk.
You mean the secret buff they will prolly apply in stealth without putting it on a ptb... lol hotfixes.
Prove thyself +20% gen speed.
And an extra 50 charges to all toolboxes.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/969250#Comment_969250
It needed a reowork imo because it would just stomp on the new players trying to play the game and barely affected the actual good survivors that would "gen rush".
So now it does nothing and is still a hex perk? Besides new players need to learn to hit skillchecks.
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@Tarvesh said:
With the new changes, skill checks work normally, but gens being regressed do so 1 / 1.5 / 2 times the normal speed.
So early, Hex:Ruin is no threat. And late game, it's already been cleansed so it will never be a threat.
Good job, BHVR. You successfully butchered the one reliable perk in the killer arsenal and made it so that survivors no longer need to at least be decent at skill checks. Impressively botched!
If they are going to nerf it, it shouldn't have stayed a totem perk that will spawn in the open at most maps right beside a gen and get cleansed in 20 seconds.
This could have been a nice perks if they upped the stats and made it not a totem, combined with pop I could see an awesome three gen strat.