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sizzlingmario4

sizzlingmario4

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  • @Pepsidot said:

    Very interesting, it never crossed my mind that this mechanic would be changed. Is this nerf live?

    This mechanic pre-nerf helped in very niche situations such as helping to dribble survivors further from the exit so that they die to EGC, but still.

    Yes, this change went live in 5.5.1.

    It was listed at the top of the patch notes under “beta features”.

  • Wiggle progress regressing while not wiggling has always been a thing, but the regression rate is so low that hardly anyone knew about it I guess (I don’t even know the exact number but it’s tiny I promise).

    Over time though it does add up. If you get your hook sabotaged and make the correct decision to drop, before the change if survivors were negligent to pick that person up, eventually their wiggle would regress enough that you could pick back up and hook, which I think is a good thing. Now you have to just leave them a lot of the time which I feel rewards bad play.

    I know this change won’t have any impact on most matches but I just don’t see the point of removing it, especially when the drop bonus exists. Sabotage and wiggling mechanics don’t need to be buffed, at all.

    I already had a game since the change where someone was left slugged for two minutes after sabotage and even though they were near a hook while slugged I knew I couldn’t do anything with them.

  • Judith’s tombstone is fine as is and using lockers to evade it should be removed.

    Tombstone piece is busted and needs a nerf.

  • EGC mechanics are fine as is.

    It’s meant to be a way to ensure the game ends, not to really help the killer (even though it can).

    If survivors truly refuse to leave, you can force start it yourself.

  • I had a myers game about a week ago on midwich where there were legitimately no hooks downstairs on half the map. I still 4k'd but 2 survivors wiggled out because of it.

    Fortunately they didn't abuse it/didn't keep running to that area but I could've been forced to slug had they done so.

  • Never understood why it wakes you up.

    A perk should not have an effect that screws over one killer in particular and that is completely and inarguably useless against the entire rest of the cast.

    So I’d be fine with removing that. It doesn’t need any nerfs beyond that though.

  • I think it’s fine that they can be sabotaged since the survivors can’t actually see them ahead of time.

    Overall I think the scourge mechanic as a whole is in a pretty good spot. Gift of Pain needs a buff, though.

  • There's not much reason for depips to exist anymore.

    You already can't depip anymore if it would cause your rank to go down. I don't see why it needs to exist.

  • I pretty much always run memorial flower + a tier 3 duration addon on him.

  • You can use any exhaustion perk with vigil and only be exhausted for around 30.8 seconds instead of 40.

    As mentioned above, FTP and deliverance pair well with it too since that will reduce the broken duration from 60 to about 46.2. I don’t think there’s any other survivor perks that self-impose negative status effects like that (other than no mither, but vigil wouldn't do anything to that).

    (To clarify, vigil modifier is calculated as adding 30% to normal recovery rate, which is 1 - so then take the normal status effect duration and divide by 1.3 - this is how long it lasts w/ vigil.)

  • If you can mass slug and bleed them out that’s what you do. If they bring the right setup though then even that won’t work.

    But it’s getting nerfed soon anyways.

  • Self care being slow is what makes it balanced.

    And is a part of why COH is not balanced.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2789379#Comment_2789379

    Thanks appreciate the reply!

    I'm assuming I have all of them then already. I thought there was more than 10 so I guess that's why it went so fast lol.

    Thanks again though!

    No problem!

    (Also even if you have all 10, keep bringing the envelopes - they're worth a ton of extra points.)

  • For the event rewards, when someone opens your envelope and you get a reward there should be a thing at the bottom of the screen when you return to lobby showing you how many you have out of 10 (it only shows for a few seconds). If it doesn't show up at all then you have all of them.

    Just bring a red envelope offering into your game and reveal your envelope so other players can interact with it. You don't have to do this for them to interact, but it will allow them to see its aura across the map. Once another player opens your envelope you get the reward and both you and the player that interacted get bonus bloodpoints. Both survivors and the killer can interact with them.

  • I've never used it, ever.

    I don't find the default killer FOV awkward to play with, and if anything when I watch other people use it it looks disorienting to me because I'm not used to it.

    Even with monitor it's a bit awkward for me sometimes with the increased FOV but if I'm running it I'm running it for the terror radius, not the FOV.

    1. I use Autodidact sometimes. Even though I know it sucks and it has on occasion gotten my team killed due to a loss of healing progress.
    2. I still have 41 anniversary cakes on Wraith.
    3. I have 1300 hours and haven't learned how to flashlight save. I also can't 360 hardly at all and I still get spun sometimes (although I've gotten better at this lately).
    4. Over those 1300 hours I have never prestiged any character since I feel like it's not really worth it.
    5. I almost never use purple or iri addons on killers with very limited exceptions.
    6. I almost never use dead hard as survivor. I know it's good but I hate it so much that I'd be a hypocrite for using it in more than 2% of my matches. It's probably even less than that.
    7. Bubba is one of my favorite killers when they don't facecamp. I play him a lot too.
  • If you've had 1 in 5 afk killers you're unlucky.

    I've had one afk pig during the event and that's it.

  • @ProfSinful said:

    https://forum.deadbydaylight.com/en/discussion/308609/dead-mans-switch-is-overtuned

    you can literally deny the killer pop by actively letting your gen get blocked when they start approaching

    And that's why you just shouldn't run pop with DMS like ever.

    Tbh I think part of what makes DMS balanced is that it has poor synergy with a lot of the other slowdown perks.

  • @FriendlyBubba said:

    https://forum.deadbydaylight.com/en/discussion/comment/2788313#Comment_2788313

    I agree with you. There really is no reason for the Chainsaw Sweep movement speed penalty so I removed it from the list.

    I added The Grease and Long Guide Bar to the list! What's your thoughts?

    https://forum.deadbydaylight.com/en/discussion/comment/2788350#Comment_2788350

    I added something spicy to it. Do you like these 2 add-ons changes?

    https://forum.deadbydaylight.com/en/discussion/comment/2788267#Comment_2788267

    Fingers crossed 🤞

    What do you guys think of Rusted Chains and Begrimed Chains? Just leave it as it is? I can't really think of anything for these two add-ons except maybe for Begrimed Chains where you can see the item on the ground.

    Oh you changed it to include those. I don't even think increasing them to 5 and 10 seconds is necessary, could just keep it at 2 and 3 with the second effect you added.

    Begrimed chains could make the item lose charges like franklins does. Rusted chains I think is okay as it is.

  • As someone who also plays bubba a lot, I like these changes! I never see half these addons used.

    I also think long guide bar and grease need complete reworks, though. Simply buffing the numbers like they did in 5.5.0 can't really save those addons.

  • It's not usually that relaxing, no.

    If I want to relax, I play survivor.

  • Can confirm. This has been a bug for nearly a year lol.

  • I’m pretty sure that’s how it’s meant to work. You’re not supposed to be able to do anything other than move after getting shocked. DH included.

  • I would be okay with making it so that if a survivor puts an item on the floor they can see its aura until they or someone else picks it up.

    This would not apply with franklins though.

  • It actually does have a cooldown - the 45 seconds it’s active.

    If you hook someone else before it ends it doesn’t reset.

  • I actually had a similar experience against a trickster the other day. Although it didn't completely remove his terror radius it actually seemed to almost completely obscure his lullaby which is weird because it's not supposed to do anything to a lullaby.

  • It sucks too because the few bubba players who don't camp get a bad rep because it's bubba.

    I actually love going against bubbas who actually play the game - some of my most fun chases are against bubbas.

    I've been trying to think of ways to fix his facecamping that isn't either exploitable by survivors or that wouldn't nerf non-camping bubbas and I just can't.

  • Not knowing which Killer you're up against right away is one of the core parts of DBD. Stealth killers can rely a lot on surprise at the beginning of the match and knowing exactly who you're playing against would allow you to change your loadout accordingly (eg. IW against spirit, calm spirit against doctor, not bringing a medkit or any healing perk against a plague, etc.).

    I don't even like the idea of a "survivor lethal" perk.

  • @CashelP14 said:

    @Tr1nity @GoodBoyKaru @sizzlingmario4 @anarchy753 @jesterkind

    Thanks to all you for participating. I want to know did you find it difficult trying to squeeze everything you wanted to change into such a small area? Do you realise how many things you wanted to change, but didn't have the "time" to do it?

    Funny how most of you wanted to give a nerf to Tinkerer. Also don't think I didn't noticed some of you bending the rules slightly to nerf 2 perks on 1 role 😉 it's ok 👍 I only added that rule because I didn't want someone doing 3/4/5 nerfs to perks on one role (I.e Nerf Ds, Bt, Boil Over, Dead Hard and CoH).

    Once again thanks for participating 👍 hope you had fun

    You're welcome!

    Yes I absolutely wanted to do a lot more than what I listed but the rules dictated that I couldn't include all of it, so I kinda just arbitrarily chose a few perks that I wanted to be changed. I actually have a list of every perk in the game right now on both sides along with what changes I'd like them to get (if any). It would've been way too much for one mid-chapter patch, but perhaps I'll talk about some more of them that I didn't list here some other time!

    I thought about Tinkerer as well, and while I don't think I'd go as far as to say it can only trigger once per generator, I would be okay with something like "Tinkerer can only trigger on the same generator once every X number of seconds (maybe around 45?)" so as to mainly target its synergy with ruin/undying and/or other slowdown perks, but not really act as too much of a nerf if used alone, since I don't think it's a problem at all by itself, only when combined with certain other perks.

    As for the "4 buffs 1 nerf" rule, I wasn't really sure whether to count my boil over change as a nerf or a buff since I made part of it stronger but also took away the drop effect - mainly I just wanted to remove the exploitable part of it while still leaving it in a better spot than it was pre-5.5.0.

    Dead Hard was something I didn't even want to bother including for the purposes of this exercise since it gets discussed all the time anyways. DS I don't think needs any more changes.

  • Alright I'm bored so let's go.

    Note: since Legion and Ghostface are receiving changes soon, I'm going to ignore them and focus on someone else for the killer update.

    KILLER UPDATE - THE SHAPE

    While we are mostly happy with The Shape's performance, there are a few things with him we'd like to address.

    First, his early game is weak and against competent survivors it can take a while to progress to Evil Within II if you are spotted early. This can also largely depend on which map you get.

    Second, it is awkward for him to enter Evil Within III - most players will 99% their stalk, then wait until they are right behind someone and then tier-up.

    With these in mind, we're making the following changes:

    1. The Shape's movement speed in Evil Within I is now 4.3m/s (107.5%).
    2. The "Boyfriend's Memo" common add-on, which increases the Killer's lunge range by 50% in Evil Within I, is now part of the killer's basekit ability. The add-on will now instead increase the Killer's lunge range by 10% in Evil Within III.
    3. In Evil Within II, once the Killer has enough stalk to reach Evil Within III, they will not tier-up automatically and will instead be able to press the Active Ability button to tier-up to Evil Within III. Doing so will slow down the killer for 0.4 seconds. This will only apply for tier-ups from Evil Within II to III and will not apply to tier-ups from Evil Within I to II.

    In addition to these changes, we're also going to adjust the "Tombstone Piece" very rare add-on - a Survivor can now only be executed if they have 10% or less of their stalk reservoir remaining.

    These changes to Michael Myers are intended to be an overall buff, as well as some changes to quality of life for the Killer. We wanted to reduce the awkwardness of stalking to 99% and then stopping last second to ensure maximum potential from Evil Within III.

    On the other hand, Tombstone Piece was overperforming and wasn't terribly fun to play against, so we've added a downside to it that should make it feel more fair from the Survivor side. You can no longer be executed because of a teammate feeding stalk to the Killer; the Killer needs to stalk the Survivor they wish to kill.

    minor killer UPDATE - THE DOCTOR

    One small change here - the baseline detonation delay of Shock Therapy is being reduced from 1 second to 0.8 seconds. The three Discipline add-ons have been adjusted to 0.05 seconds, 0.125 seconds, and 0.2 seconds accordingly.

    Currently, Shock Therapy's detonation delay makes it difficult to use at some loops against experienced Survivors and often allows a Survivor to begin vaulting well before they are hit with the shock, rendering it ineffective. This small change is meant to make it more reliable at shutting down loops the way it's meant to.

    SURVIVOR PERK UPDATES

    Boil Over

    We recently buffed this perk due to its low success rate, but this unfortunately included a change that made it exploitable on certain maps. To mitigate this, we've decided to revisit this perk again.

    Now, when the Killer picks you up, your struggling effects will be increased by 50/75/100%. This is unchanged from how it currently works. What's new is that it will now inflict the Blindness status effect on the Killer, meaning they not only will be unable to see hook auras anywhere on the map while carrying you, but they will also temporarily be unable to use any of their other aura reading abilities or perks they may have.

    With this change, we'll be removing the 25% wiggle progress gained when the Killer drops from a height.

    Simply reducing the wiggle progress gain when the killer falls from a height wouldn't have been enough to balance the perk due to map design and the fact that the maps weren't made with this effect in mind. As such, we're removing that effect entirely and strengthening the way it blocks auras for the killer instead.

    Boon: Circle of Healing

    We reduced the healing speed bonus on Circle of Healing in the previous mid-chapter, and after continuing to monitor its performance, it became clear that the changes were not enough and had very little impact on its high rates of success. We'll be further reducing the healing speed bonus to 35/40/45% while in the boon totem's range.

    45% increased healing speed means that Survivors in the totem's range still effectively have both Self-Care and Botany Knowledge, and then some. We hope that this change will make the perk more fair across all skill levels, and we'll continue to monitor its performance closely.

    Saboteur

    While we are mostly happy with how this perk performs, there's one issue we'd like to address - the cooldown after a sabotage that was not completed. Currently, the perk goes on the full 60 second cooldown immediately upon starting a sabotage, and it does not matter whether you finish the sabotage or not. We chose this behavior intentionally to make you unable to sabotage again after the Killer hits you to stop you while they are carrying someone, but the full cooldown in this situation seems a bit harsh.

    Also, we've all accidentally begun sabotaging a hook instead of healing someone after rescuing them. Be honest.

    So the change we're making is simple: The full 60 second cooldown applies when a sabotage is completed, but when a sabotage is started but not finished, the cooldown will only be 10 seconds.

    Hope

    A simple change here - Hope's timer will pause if you are in the dying state or on a hook.

    For being an endgame perk, we wanted to ensure that players have a better opportunity to get full value out of it, as having Hope on the hook doesn't feel great with its current iteration. As such, we are making the timer only run down while you are actively able to take advantage of it.

    Mettle of Man

    Mettle of Man currently allows you to take 3 protection hits in exchange for being able to resist a 4th hit. However, after doing this, it then reveals your aura to the killer after you fully heal, which is a downside to the perk that feels like a remnant of the original version where there was no protection hit requirement. So it's gone - Mettle of Man will no longer reveal your aura to the Killer and will instead deactivate immediately once you block a hit with Endurance. You can then start building it up again without needing to be downed first.

    killer PERK UPDATES

    Oppression

    This perk has a rather lengthy cooldown for what it does and it heavily relies on survivors missing the resulting skill check to give information. To give the perk more opportunities to work during a match, we're significantly reducing the cooldown from 120/100/80 seconds to 70/60/50 seconds.

    Scourge Hook: Gift of Pain

    Although we are happy with the overwhelming majority of positive reactions to the new Scourge Hook mechanic with Pain Resonance, Gift of Pain has remained an unpopular choice. To make this perk more enticing, we're making the following changes:

    -Repairing and healing penalty is reduced to 5/6/7% (was 7/8/9%)

    -Repairing and healing penalty is now active as soon as the survivor is unhooked and persists until the next time they are downed, rather than when they are injured.

    These changes aim to remove the possibility for Survivors to negate the action speed penalty by healing to 99% and tapping it off when the Killer approaches, and to overall increase the perk's viability by allowing the penalty to linger for a longer period of time. Despite reducing the penalty, we believe this will still be an overall buff but we'll continue to monitor its performance and may have more changes for it in the future.

    Overwhelming Presence

    This is one of the older perks in the game, and it unfortunately has not aged well. Item inefficiency is fairly useless in the average match and survivors can always stop using their item once they see this perk is active - saving it for later when outside the terror radius.

    With this in mind, we're adding a brand new effect to the perk: In addition to what it does now, Overwhelming Presence will now cause Survivors within your terror radius to recover from the Blindness, Broken, Exhausted, Exposed, Hemorrhage, and Hindered status effects at a 20% slower rate. Once out of the terror radius, this effect persists for 10 seconds.

    Hex: Huntress Lullaby

    Although this perk has made its way into some niche builds (hello, Doctor players!), it overall does not perform that well at anything above the lower skill brackets and doesn't seem to have a significant reward for it being a hex perk as well as how much build-up it requires. We're making some changes to how this hex works while still keeping the same general idea. Below is the new and improved Huntress Lullaby:

    The first time you hook a survivor, Hex: Huntress Lullaby gains a token and activates on an available dull totem. Huntress Lullaby then gains an additional token every time you hook a survivor, up to a maximum of 5.

    Survivors missing any healing or repair skill check receive an additional 2% regression penalty per accumulated token, up to a maximum of 10% additional regression.

    Accumulating tokens affects skill check warnings as follows:

    1 token: Time between the skill check noise and the skill check is reduced by 28% (current effect of 2 tokens).

    2 tokens: Time between the skill check noise and the skill check is reduced by 56% (current effect of 4 tokens).

    3 tokens: No skill check warning.

    We wanted to keep the perk's mechanics mostly the same but wanted to decrease the amount of build-up required for it to reach full power. With these changes, it will begin suppressing skill check warnings much sooner than before and it also can no longer be deactivated before gaining a single token. We compared how much build-up it formerly required to that of Devour Hope and felt that it wasn't right for those two perks to have mostly similar requirements while one has a potentially much stronger effect.

    Insidious

    This is another perk from the game's super early days. We liked this perk when it was introduced, but over time it has mostly devolved into nothing but a tool used for hook camping - with the goal being to ambush would-be rescuers.

    We no longer feel that this perk is at all healthy for the game, and as such we are removing it from Dead by Daylight.

    ADD-ON UPDATES

    The Blight - Alchemist's Ring

    Rework: When hitting a survivor with a lethal rush, token recharge rate is temporarily increased by 100% until all tokens are recharged.

    The Hag - Mint Rag

    Cooldown between teleports to untriggered traps increased to 20 seconds (was 15)

    Reduces available Phantasm traps by 3

    The Executioner - Lost Memories Book

    Oblivious status effect now lasts 45 seconds (was 15)

    The Spirit - Dried Cherry Blossom

    Killer instinct range reduced to 2 meters (was 4)

    The Spirit - Senko Hanabi

    Window block duration is now 9 seconds (was 5)


    That brings us to the end of our Mid-Chapter update. Be sure to let us know your thoughts!

  • I would be fine with it however I would make it only speed up after 1 minute, in case any DS/UB/4% play is made.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2785507#Comment_2785507

    Right, I just think there are a lot of people who seem to think if you can’t get five of them out it’s “garbage”, I think they’re underestimating the benefit of even a few.

    Tbh I think it’s a waste to even try going for more than 1 or 2 at a time. If there’s 3 totems cleansed I’ll only reset one or two and won’t do the third until one is cleansed again.

    I’d rather have 2 or 3 separate periods of time with 30% gen slowdown than have those overlap with each other in exchange for 30% slower recovery. Slowing down healing can be nice though.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2785446#Comment_2785446

    Just for reference though, if they spend 10 seconds to run over and spend 14 seconds destroying your new Hex while you have someone hooked and are chasing a third survivor, that’s no gens getting done for 25 seconds worst case. More likely though is someone stays on a gen for 60 seconds, for example, then the Hex gets cleansed which takes an additional 25 seconds. That 60 seconds on a gen at 30% slowdown means they effectively lost about 18 seconds of progression, so all totaled one Hex Pentimento would get you about 50 seconds of lost gen progression in that case, which is about two and a half Pop Goes the Weasel procs.

    So basically even if the hex is cleansed again after 60-90 seconds you’ve gotten good slowdown from it. And if you manage to get multiple totems they add up pretty quickly to a fairly large net slowdown. Even the worst case it’ll get 25 seconds per hex you put up.

    Oh for sure, you get something even if it’s cleansed immediately, it just has the potential to do way more than that.

  • Although I get that it may not technically fit the criteria listed to be killswitched, why wasn’t it obvious enough from the PTB that this perk was going to be a problem?

    That’s what I don’t understand, and what concerns me, regardless of whether it’s “working as intended” or not.

  • I’ve gotten value from it but it’s not very consistent and needs a lot of things to go right for it to work.

    Not only do you need survivors to cleanse totems (as opposed to blessing your other hexes) you then also need them to not be cleansed again 30 seconds after rekindling.

    Nobody just cleanses dull totems anymore so you basically need plaything and/or a bunch of other hex perks to make it work.

  • I don't mind blight personally. I enjoy survivor games against him.

    I suck at playing him though.

  • Overpowered isn't the right term.

    Abusable, exploitable, and game-breaking on several maps (not just RPD btw)? Yes, absolutely.

  • Yes it is still good.

    You just can't use it as a full immunity card while progressing the game the way you used to be able to.

  • I've been doing your challenge too and used it on a few killers, and wow it is good.

    I played Doctor with DMS on swamp and it was a nightmare for the survivors. Not only did I have a 3 gen because that map is notorious for 3 gens, every time I get a hook I just go to the center and static blast and they could never get any of them done. I felt bad by the end.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2784335#Comment_2784335

    I agree, but I'd rather do a mechanical change. The new status icons should help with this.

    https://forum.deadbydaylight.com/en/discussion/comment/2784325#Comment_2784325

    I find that running Agitation with it is a must (and you'll be surprised how much value the perk gives as well) as it allows you to, on most maps, choose a white hook. RPD and a few other maps make PR pretty worthless sometimes.

    I run PR on killers where I absolutely must be in the action ASAP again (ones with setup or no traversal). On killers with side objectives, I go hexes to overwhelm people. On killers with instadowns, I actually like PR+Surge. Wraith and high mobility killers get Pop.

    https://forum.deadbydaylight.com/en/discussion/comment/2784339#Comment_2784339

    Being able to see each other baseline is a little strong for free - consider that what you are doing is essentially simulating a near perfect SWF in some respects. This would also be a bit of a buff to SWFs, as it frees up the airwaves for other things.

    I don't hate the idea, but killers would need something decent in compensation otherwise that's going to be a bit brutal.

    I agree killers would need something in return. That's just one thing out of many changes I'd like to see on both sides of the game.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/308199/lets-hear-your-balance-changes

    • Rework Dead Hard.
    • Rework maps to remove problem loops and to give better hook RNG.
    • Ping system for solo survivors.
    • Encourage better sportsmanship.
    • Negate facecamping.

    https://forum.deadbydaylight.com/en/discussion/comment/2783598#Comment_2783598

    No, Kindred's ability to see the killer post-hook, especially when combined with Open Handed makes it crazy strong. You'd have to buff the everloving hell out of killers to compensate.

    Tbh what I want to see is basekit kindred but without the killer reveal. This way, survivors all see each other when someone is on hook and know if someone is going for a save or not, but it doesn't give any information about the killer beyond that/wouldn't have the open-handed synergy.

    The perk kindred would then continue to reveal the killer as it does now and could have something else added to it as well if deemed necessary.

  • Afaik they didn't say anything about it changing. Pretty pointless nerf tbh, assuming it is a nerf and not a bug.

  • If there really were no hook spawns close enough and you had no choice but to bleed them out, then no, it’s not toxic.

    You can always try to motion to them to crawl towards a hook if they want the game to end faster.

  • Stand-still mindgames were stupid and needed to go. The "kick up dust while phasing" change would have been overkill, but since they ended up not going through with that overall they did a really good job with her changes. A few of her addons could still use some work, but her basekit is mostly perfect now - I say mostly only because I still dislike how much IW counters her.

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  • COH is still overpowered and is still a problem.

    What it doesn't do is make the killer completely unable to hook people, so it isn't exactly the hot topic right now.

  • I tried crowd control on bubba for several weeks and ultimately concluded that bamboozle was better and far more consistent.

    The upsides to bamboozle is the faster vaulting speed, it can’t be removed because it’s not attached to a totem, and it can even be used as a surprise element since a survivor doesn’t know you have it until you vault a window. Crowd control curses you as soon as you vault a window as a survivor so you immediately know and can start playing around it.

    I can only really think of one game in that timeframe where crowd control really helped me win in a situation that bamboozle wouldn’t have, and it was a game with ridiculous back-to-back window spawns that pretty much meant I would’ve had to play M1 bubba even with bamboozle, but CC was able to block all of them.

    Crowd control is overall a weak hex perk and probably needs to be buffed, again.

  • What if it just prevented the killer from seeing hook auras at all, instead of only within 16m? And then remove the 25% on drop effect.

    Would that be enough to make it at least semi-useful in your average game without creating hook deadzones?

  • It’s a meta perk now. I’ve been using it a lot and I play against it all the time now as well.

    I know a lot of people don’t like the PR/DMS synergy but this is partially countered by letting go of the gen for a moment when someone is about to be hooked. In most cases, if the gen is blocked for the entire 45 seconds because you screamed, that’s on you.

  • I hated old slinger but not anymore.

    I’ve always liked spirit.

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