sizzlingmario4
sizzlingmario4
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- sizzlingmario4
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Because it's fun, popular amongst the playerbase, and easy to put in the game since unlike 2v8 there isn't individual balancing changes for it and it doesn't make the queue times a nightmare either.
Lights Out was mostly unpopular and I wouldn't be surprised if it never comes back, they tried it twice already.
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He is definitely top-tier material and may actually give Nurse and Blight a run for their money, and that's saying something. Easily the strongest killer we've had in a very long time.
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I mostly agree, though I would say it's just that 125 is a bit too high of a number for the flame threshold. They don't need to disable m1 in crawler mode or anything like that.
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On the PTB this broke Decisive Strike as well as the ability to wiggle altogether, I'd imagine this is what's being referred to here.
Hopefully at some point they can find a way to fix this so the cap can be removed, putting this cap in place isn't really an ideal solution.
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I also had this happen, but with Inner Focus instead. The bug is not exclusive to Fogwise
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903899#Comment_3903899
If the pallet is broken before the Survivor runs away (but it does trigger if they leave during the kicking animation before it's broken)…
Except it sometimes would? Dont get me wrong, DBD is DBD, so there are bound to be bugs and glitches, but I think it is the lack of consistency that really frustrates me more than anything, since there are times where it should have proc'd and didnt, and times where it shouldnt have proc'd and did.
And even if, Brutal Strength reduces the amount of distance gained more than Knockout does. Ive tested it even on M1 Killers and Brutal just seems better and more consistent. Like this perk definitely needs something because in it's current state it just gets severely outclassed by all perks similar to it.
I also want to make it abundantly clear that Im not asking for "old Knockout" back, the perk was poorly designed and was long overdue for a rework, but I was just kind of hoping for more with the new Knockout, and I waited before giving my final thoughts on the perk since PTBs are not a good metric of a perk's strength due to the lack of any form of matchmaking.
Weird, and for what it's worth, it is definitely bugged at least in some way because the hinder actually lasts 6 seconds and not 5, so there's that.
I had a friend kick a pallet normally (immediately after I dropped it) and I waited to leave until it was fully broken and didn't get hindered. Then I tried again except this time I ran away during the break animation and I did get hindered. Wouldn't surprise me if it was inconsistently bugged or something. I definitely agree that the new effect doesn't fit the name or theme of the perk at all.
edit: just tried like 6 instabreaks with Demo immediately after pallets were dropped and it never triggered
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Knockout's effect doesn't trigger if the pallet is broken before the survivor runs away (but it does trigger if they leave during the kicking animation before it's broken). So if you are insta-breaking pallets as they're dropped with Shred then Knockout will never work. So it's actually not good with things that break pallets quickly.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903688#Comment_3903688
Tell me why the Variant Maps are bad, I don't think so, I have no issue playing them. Didn't seem much different from other maps. like what specific thing is wrong with them?
They were in a lot of cases confusing and not very well balanced either. In most of the original maps, things felt like they were placed in certain positions deliberately and carefully whereas a lot of the variants completely lacked that flow and felt like things were moved around solely for the sake of change, which made a lot of them not feel good to play on. Some of them had problems with gen layouts, some of them had issues with loop placements, it varies. But if you asked me to pick the best version out of each map with variants, almost all of the original maps would win.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903798#Comment_3903798
Honestly, both are good maps. I'd hate to see Suffocation Pit 1 to go considering how iconic it is.
It is definitely iconic, that is true. I've just never really liked Suffocation Pit 1 because of its layout. It encourages 3-gens due to its shape and strong center, never found it fun on either side tbh
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903701#Comment_3903701
I'd be lying if I said I won't miss the Suffocation Pit II variant a bunch, that was a map variation done right. However, this is an overall good change I think, a lot of the map variations were not all that fun to play on.
It also means more Ormond Lake Mine, which is a W. Love that map and I'm glad it won't be crowded out of the realm by the Resort variants.
Exactly how I feel about this as well, I think they should remove Suffocation Pit 1 and put Suffocation Pit 2 back in, but other than that keep the variants gone. Pretty much every original map version was better except for that one.
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That change is not in this update, that's coming later
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It just needs the moving range removed, ie. survivors within 24m of the generator should be revealed. The range moving with the killer's position is a bit much.
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Removing them is mostly a good change simply because the vast majority of the variant maps were just not good maps. Disregarding the fact that they were variants, a lot of them had things arranged in ways that just felt completely out of place or not well laid-out, they felt rushed if anything and they were mostly downgrades compared to the original maps. It also added an additional barrier to learning maps (especially for newer players) and overall this was not worth the variety it added to the game especially when we already have as many maps in the game as we do even without the variants.
In my opinion, the only one that was actually better than the original and should have stayed was Suffocation Pit 2; Suffocation Pit 1 is a bad map because of its layout (creating 3-gens on either side of the map with a strong center area in between encouraging the killer to mostly stick to one side if they can), a problem which Suffo Pit 2 did not have at all because it was a completely different shape.
As for Badham specifically, 5 variants was simply way too many. I have over 5000 hours in this game and I still could not tell you the exact differences of all the Badham variations and where the buildings spawn on those maps even if I knew which one I was playing on. Also, the entire Badham realm was unbalanced anyways, so hopefully the map design team can now rebalance Badham more effectively now that they only have 1 map to worry about and not 5 of them.
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@Jadelysta said:
Can someone please explain this change to me like im a 5 year old? I am at work and i cannot for the life of me figure out what exactly this means lol. I know on badham there's like 600 versions but like does this mean they are getting rid of all realms except one within MacMillans, Coldwind etc? for example they are keeping ironworks and thompson house but getting rid of the others?
A map variant is any map which had one or more additional versions with the same name, and solely re-used assets from the original map (not adding anything new) but with a different layout/different map shape.
For example: Coal Tower had 2 variants, Coal Tower I and Coal Tower II. Both maps had the same fixed landmarks such as their main building, but the map assets were arranged differently and the shape of the map was different in each. This is NOT the same as different maps within the same realm (for example, Coal Tower and Groaning Storehouse are different maps, but they both exist within the MacMillan Estate).
So for example in today's update, Coal Tower II was removed from the game. Coal Tower I is now the only Coal Tower map.
This is a list of maps that were removed:
- Ironworks of Misery II
- Groaning Storehouse II
- Suffocation Pit II
- Coal Tower II
- Shelter Woods II
- Family Residence II
- Sanctum of Wrath II
- Mount Ormond Resort II
- Mount Ormond Resort III
- Badham Preschool II
- Badham Preschool III
- Badham Preschool IV
- Badham Preschool V
@Royval said:
so classic maps like auto haven are gone?
There's been no change to Autohaven maps, that realm did not have map variants.
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@Yippiekiyah said:
Is there still two eyrie of crow maps on the latest update?
Yes there is Eyrie of Crows (which got some changes in this update) and the new map Dead Sands, which is a new map within the same realm but it's not a "variant" map, they are different maps (Dead Sands has no main building, just the killer shack)
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@TWS001 said:
Is there only one RPD now? And if so which one is it?
No, RPD is not included in this change. East Wing and West Wing are both still in the game.
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Well I can't say I agree with 180s being intended, but at least everyone's on equal footing now, that is good.
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I still think the speed addons are the biggest problem with him at this point and that they should be removed. Despite having their values cut in half they are still by far his best options and make Blight far too oppressive, to me he feels far more reasonable without them honestly. I think the only other change I would want is a slightly longer cooldown (like +2 seconds) and that's it. I know some want him to be 4.4m/s but if you take the speed addons away then that's not necessary imo
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@missellievator said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3902845#Comment_3902845
This is really disappointing to hear. The blog posts are extremely helpful to keep up with these changes. If they're going away, there should really be a more accessible way to get them than having to watch or search through a several hours long livestream.
Agreed. The blogposts also often provide important context to changes (ie. why a change is being made/what the devs think about something that's being changed) that the patch notes don't really provide. I always read the patch notes too, but they just aren't the same in that regard.
If there's a specific reason why the timeline surrounding these blogposts is tight, I'd definitely be interested to learn what it is and why, and hopefully they can come up with an alternative solution.
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I really like her. Despite all her initial problems with bugs, she's quickly become one of my favorite killers both to play and play against. I do wish they could improve the search aiming mechanic a bit, it's extremely janky right now and often difficult to lock on to generators. But her chase power is fun and skill shots with the dog can be very satisfying. She also has very good build diversity, there are a lot of perks and builds that are good on her.
As for her own perks, Jagged Compass is good with Gift of Pain/Floods as it makes them trigger on every unhook. All-Shaking Thunder is fun but situational. No Quarter is absolutely terrible though.
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@NekoGamerX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3902328#Comment_3902328
like I said posted above me you want to stay in the game or not?
you know what I try my 3 attempts in most of my games yes I hit Struggle Skill Checks so not trying kill my self but you know what I get a survivor who feel like doing the unhook animation over and over again to teach me a lesson or something every time I record amd report and I'm sick of it.
I mean you say they try unhooked them self for free like what do you want to happen?
I mean, being able to unhook yourself without any drawback is one of the strongest things you can have in the game as it's one of the easiest ways to completely destroy a killer's pressure. That's why Deliverance is such a strong perk when used properly. I don't feel like adding a chance of having that basekit would really feel fair is all.
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They changed this in the 8.5.1 update, the gate block linger was lowered to 1.5 seconds. With it blocking the gate for 5 seconds it enabled the Houndmaster to permanently prevent a survivor from leaving by grabbing them with the dog repeatedly since the 5 seconds block was longer than her buffed cooldown for the dog, which was not intended.
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The problem with this is there'd be little reason not to take your 3 attempts if there's no penalty for failing. You either try to unhook yourself and succeed, or you fail and can still be rescued by a teammate with no consequence.
I don't think adding what is essentially an ~11.5% chance (cumulative chance of 4% with 3 attempts) to unhook yourself completely for free is a good idea.
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He's in a good spot imo. Difficult to play for sure, but he's very strong in the right hands and there are plenty of opportunities to counter his power so he feels fair.
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Each individual alarm clock has a 45 second cooldown after a survivor uses it. This addon increases that cooldown to 49.5 seconds.
From what I've noticed when playing against Freddy, alarm clocks are usually plentiful and the cooldown on them rarely comes into play, so this addon isn't very good imo as it only adds 4.5 seconds to a number that often doesn't matter anyway.
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I think I would want to see more of how he plays with the 2.5 seconds before we talk about reducing it further. 3 → 2.5 seconds is already a significant buff, and this is coming with a higher movement speed during fatigue as well, the duration isn't the only thing that changed here.
I'm not opposed to revisiting Legion later if the fatigue still feels underwhelming with these changes, but it's too soon to make that determination imo.
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You can shoot up to 8 biopods around the map. After that, placing a new one will destroy the oldest. When facing towards a biopod, you can take control of it in two ways - either tapping the button, or holding it. Tapping it will take control manually, holding it will cause it to lock on automatically to the nearest survivor in range (if there is one). You need to aim at a survivor for 0.6 seconds to apply Slipstream to them, and Survivors within 20 meters of the biopod can be targeted. Survivors that can be targeted while in a biopod will be highlighted to you in white. Once you've Slipstreamed a Survivor, your biopods go on cooldown for 3 seconds.
Slipstream can also spread amongst survivors if they are close to each other for too long. Any Slipstreamed Survivor (whether you tag them from a biopod or they get it from another survivor) is revealed by killer instinct for 3 seconds upon becoming Slipstreamed. Slipstream lasts until removed by an EMP (explained later) or until the survivor is hooked by the killer.
When a survivor is Slipstreamed, you can teleport near their position by either targeting them again from a biopod (the same way as you did before) or by shooting them directly with your gun. Teleporting this way will trigger Overclock Mode for 5.7 seconds, which has the following effects:
- 3% Haste status effect
- 75% action speed bonus to break actions and vaulting
- You cannot be stunned by any means
- Prevents you from shooting your gun or looking through a biopod for the duration of Overclock
If a Survivor attempts to stun you during Overclock, you will not be stunned, but Overclock will end. In this scenario, you get a 50% Hindered status effect and your power is disabled for 3 seconds (but you can still do basic attacks while hindered). After 3 seconds, you return to your normal state. In some cases, teleporting to a survivor that is near a dropped pallet (especially if they recently dropped it or vaulted over it) can result in you teleporting to them and simultaneously breaking the pallet, and getting the Hindered penalty without going into Overclock.
There are 4 EMP supply crates that spawn in the map, they slowly and automatically generate EMPs over a 100-second timeframe, though Survivors can interact with them to speed up the process by 4 times (making it take 25 seconds). The last bit of progress has to be completed manually by a survivor. Once a survivor retrieves an EMP from a supply crate, it begins creating another one (so the supply of EMPs is infinite). When held by a survivor, an EMP takes 2.5 seconds to charge and reduces the survivor's movement speed by 10% while it's being charged. Upon being triggered, Survivors (including the EMP holder) within the EMP's range will lose their Slipstream, and any biopods in range will be disabled. EMPs have a 10 meter horizontal range and an unlimited vertical range (note: while survivors see a sphere-shaped range visual on their screen, the EMP range is actually a cylinder, similar to Boon Totems). EMPs are single use and are destroyed once triggered.
Biopods which are disabled by EMPs remain disabled for 45 seconds. During this time, the screen overlay you see when controlling that biopod will turn red. Disabled biopods can still be used as cameras, but they cannot apply slipstream or be used to perform a slipstream teleport. A disabled biopod which is about to reactivate will briefly pulse in a purple color before reactivating, attentive survivors can see this and this can act as a warning to them.
Shooting with your gun at an existing biopod in the map will destroy it, you can do this to remove biopods you don't want anymore, adjust their positioning, or replace disabled biopods with new ones. You can also destroy a biopod remotely by looking through it and holding M1 for a brief moment.
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First main: Meg + Trapper
Current main: Feng/Lara + don't really have just one killer main but some of my most played lately includes Wraith, Singularity, Deathslinger, Nurse, Houndmaster, and Vecna (these are in no particular order).
Favorite map: Wreckers' Yard
Favorite perk: Clean Break (survivor), Devour Hope (killer)
Favorite item: Medkit (toolboxes are boring imo and I suck at flashlights)
Favorite chapter: The 2nd RE chapter
How many P100s: None, actually. I've never really been interested in P100 and I just spend BP across a variety of characters instead since I do play almost every character at least some. I have all survivors and killers at a minimum of P3 (so all characters have all perks) but most are higher, with the majority being anywhere from P6-P15, with a select few being higher than that.
Hours: about 5100
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Knockout's main effect definitely needed to be removed, but I'd be fine with the crawl speed reduction being re-added (in addition to its new effect).
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@lettuchia said:
No. Killers should be encouraged to use their power, stealth killer gameplay is faceroll enough as it is
This change isn't going to discourage Ghostface from using his power. It just makes him a little stealthier particularly when his power is on cooldown.
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It's been bugged like that for months. It makes the perk a lot worse since the aura reveal is only 2 seconds which means it's hard to notice sometimes. Like even if you hear the scream you may not see the aura right away or see it at all, but with a big scream bubble that wasn't an issue.
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There actually is an indicator for WGLF already, this shows up while you're being healed in the dying state by someone who has it.
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So after taking some time to think about it, overall I think this is a promising start and is headed in the right direction, but I do think there are a few issues with it or things that could be improved.
First of all, survivors seeing the Skull Merchant's aura after disabling a drone seems overkill and probably not needed. With current SM, drone hacking doesn't feel very rewarding, but it's not because of the lack of an aura/information, it's because hacked drones don't stay disabled for very long and she can just recall and replace the drone if she's chasing you in that area, so it's not really an effective means of countering her power in a chase especially since placing a drone doesn't slow her down hardly at all. However, this would change with the rework if a hacked drone can't be controlled from afar - thus indirectly making drone hacking more rewarding for survivors, and removing the need for the additional reward in the aura reveal. Trap-based killers inevitably are going to get their traps disabled by survivors - this is fine, but I don't think giving the killer an additional punishment in having their aura shown is necessary, especially given that the timing of drone hacking is at least somewhat in the survivors' control.
Second, depending on the specifics of how drone controlling/drone propulsion works, I could see this design having an issue similar to Twins where the best way to play the killer is to try to mass slug with the drones, similar to how Victor is known for slugging since he's not able to hook survivors (only Charlotte can). I think drone propulsion is a cool idea if you can avoid this happening though, and it's definitely more interactive than what we have now.
Third, it wasn't explicitly mentioned in the design preview so I'm not sure if it was removed or not, but whether it's tied to drone deployment or something else, I do think Skull Merchant should keep some level of stealth in her kit. While current Skull Merchant has a lot of problems, this was not one of them, and it does feel like an important part of her identity. She does get Undetectable while controlling a drone from afar (and this is fine - I'm not saying that this should be removed), but it's not really a stealth ability that's actually used for stealth, it's more akin to Singularity being Undetectable while controlling a biopod. Haste/Hindered/Deep Wound being removed is fine, but it would be cool if she was able to retain her stealth aspect in some form, even if it's fairly limited.
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This is a perk idea I've wanted for a long time.
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Yeah, I agree. Overall I like most of the changes that were outlined, and I did try to answer the survey questions the best I could given the information we have but I agree with you some of the questions weren't really well-suited for what was presented to us/there's only so much we have without playtesting it. On paper this rework sounds much more fun and interactive, but specifics matter and a couple of number changes to the power could drastically change an answer on that survey.
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If the pallet broke and then you continued the chainsaw afterwards that would be a bug. Spirit Fury breaks the pallet, but it isn't supposed to negate the stun. Enduring would still reduce it, but not eliminate it completely.
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Yes, Broken is always visible to everyone (including the killer) regardless of the source.
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That's a very good tier list. I completely agree with this
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Vanity Mirror has been slept on ever since they removed its movement speed penalty. The trick is to bring Dead Rabbit and Monitor and Abuse for the tiny terror radius and it's not bad at all. You don't need a map offering for it to work.
Scratched Mirror on the other hand, yeah it's dead once map offerings are nerfed and it should probably be changed.
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They can improve the locking on mechanic without removing her ability to aim it elsewhere. There are plenty of situations as Houndmaster that you want to use it somewhere else and not on a gen.
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I don't feel like Torment itself really needs to be nerfed, it's more just that he shouldn't be able to tunnel straight out of a cage with no basekit BT. Perks not working with cages is fine since they don't work for both sides but I don't think an uncaged survivor should be completely vulnerable like they are now. Fix that, leave Torment as it is, and give him a range addon basekit that PH mains have been asking for for years. (And give him an addon pass too.)
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I mean this is a problem on both sides, it's not exclusive to either survivor or killer. They have buffed a lot of bad perks in the last few years but they still have a long ways to go.
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I agree. I enjoy chaos shuffle a lot so I don't mind that modifier in particular right now, but I realize not everyone does and overall I feel like we've had too many modifiers/events lately.
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Sounds fine to me. Counterweight is just detrimental in every way and has no practical purpose. Your suggestion would be a much better and more fun alternative.
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I'd be opposed to this simply because the only thing it does is buff medkits, which they don't really need. The items that need buffs are maps and keys, not medkits.
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I'm having fun. I've said this every time chaos shuffle has been available but it is so nice to be able to just play the game and not see the same builds every single match. It's genuinely refreshing on both sides
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Eh, 200% Ruin existed in a time when survivors were a lot stronger than they are now and it was a strong perk back then. I don't think it would be balanced at 200 in today's game
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The teleport recovery speed should be reduced further and he desperately needs an addon pass. A lot of Unknown's addons are weak, boring, or both.
Other than that, he's fine.
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Need to test when it comes out but this might be okay
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They should've just made it not work for the last survivor and then left it at 50% like it was on the PTB. The nerf they gave it was overkill and unnecessary.
