Avatar

sizzlingmario4

sizzlingmario4

About

Username
sizzlingmario4
Joined
Visits
18,774
Last Active

Comments

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715990#Comment_3715990

    I get what you say, but even though "it does not happen a lot", I want to avoid a "Plague scenario" where nobody uses a spray.

    I am also against unnecessary nerfs even to stats which are rarely important. Multiple small tweaks can have a large effect (look at Pig: always get s changed tiny bits here and there and got worse and worse because it stacked).

    Imo 4% hindered (and the threat of instadown if you're healthy) will still be enough to avoid this kind of thing happening most of the time. Survivors don't cleanse vs. Plague because it's not really to their benefit a lot of the time. Staying injured vs. an m1 killer is usually better than being healthy vs. corrupt purge.

    With Wesker, using the spray doesn't give him any kind of tradeoff like corrupt purge, it just gives him killer instinct and a little bit of game delay from the time you had to spend getting the spray and using it.

    There might be occasional scenarios now where a survivor chooses not to spend time getting a spray in the interest of trying to get a particular gen done faster, but they're at least still taking a risk if they do that since it's an instant down + hinder + faster recharge time for Wesker. Technically this has always been an option for survivors, but no one ever really tries because voluntarily keeping an 8% hindered was almost always a surefire way to be downed quickly once you get found. It'll be a little more realistic now with 4% hindered that you could actually try to get away with doing this, but it's still a significant risk and 4% permanent slowdown is still a big deal. And I think Wesker is strong enough overall that this is okay. I had a much bigger issue with this kind of thing when they tried to increase Pig's trap timer because she's a much weaker killer and she could not really afford that loss of time pressure.

  • @MrDardon said:

    It's funny how they initially nerfed Pop to 20 % current from 25 % total progress and no one used it. So they buffed it to 30 %, and it helped.. because the Perk was popular again.. perhaps a bit overtuned.

    So instead of using the middle ground of both versions they decided to nerf the Perk to it's initial state where no one used it. Seems really smart.

    I think the issue with this is more that they are making a mistake by trying to balance Pop around current generator progression.

    The current Pop we have right now (30% of current progress) is undoubtedly too strong in its best case scenarios (where generators have a lot of progress and/or are almost finished). But in its worst case scenario (eg. generators without much progress) it doesn't have much impact, because 30% of a tiny amount of repair progress, is just a tiny amount of repair progress. It's just that Pop is so strong in its good scenarios that it's worth using it anyway and it's one of the best perks in the game because of that.

    When it was 20% of current progress, it was pretty much similar in its worst case scenarios (where it didn't really do anything), but wasn't as good in its best case scenarios, so it was a lot less appealing.

    I would honestly rather they nerf the regression percentage even more than they did but change it back to total progress again to make the perk's regression amount more consistent overall and always feeling like it does something useful for the killer, while also removing the best case scenarios that made the perk overpowered (there would be no more regressing an almost finished generator by like 29% or something).

  • @Leonardo1ita said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715596#Comment_3715596

    It could have been a great opportunity to make vaccines something like Pig's traps, where you have to waste time or play the macro game, but no, they chose to just nerf his catch up tool and making the full infection threat much weaker overall, what a garbage change imo.

    I mean, his built-in slowdown from the sprays is not really comparable to anything Pig can do, nor is it really supposed to be. It's just an inconvenience for the survivors, and this update doesn't really change that. It might mean recently unhooked survivors have a little more time to heal before going to get a spray, but I don't think that's inherently a bad thing considering Wesker's overall strength.

    Either way, using his infection for tunneling was a problem and it needed to be changed.

  • All of the perks that are getting nerfed in this next update did need changes though. And they did not completely destroy any of these perks either. They are all weaker, some were nerfed a bit harder than others, but they will all still be usable perks and some of them were barely nerfed at all.

    Though I agree I hope we get some buffs to bad perks soon, there are still a lot of bad perks out there that need improvements.

  • Usage rate isn't everything.

    Deadlock overall is not as strong as Pop and Pain Res were, but it had no input required from the killer. It just works, and was particularly good for camping playstyles since the effect is entirely passive. Ultimately even if the killer was completely AFK the perk still worked. It'll still do that too, it'll just be slightly less effective.

    And fwiw, I would not say Deadlock and Grim Embrace are getting the same treatment as Pop, Pop got a much bigger nerf than the others.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715808#Comment_3715808

    Right? I'm more than happy to trade in those numbers for Background Player and FTP+BU, as well as all these killer buffs.

    Almost can't believe Bubba finally got his basekit chilli's and scratch marks.

    I'm super excited for the Bubba buffs, basekit Chili is something I've wanted for a long time and he's finally getting it

  • I honestly don't think most of the slowdown perk nerfs are even that big of a deal. Most of the changes except for Pop are pretty minor imo. Deadlock is 5 seconds shorter, Grim Embrace is only 2 seconds shorter on the first 3 tokens, and Pain Resonance only got a 5% nerf. None of those changes make those perks bad or not worth using anymore. The Pop nerf was the only one that kinda stood out to me as being more severe.

  • I mainly want 2 things for him:

    1. QoL updates, especially including better pod placement, it's way too common to shoot somewhere to place a pod and it just gets rejected because it's just barely not a valid position, it's very finnicky.
    2. The gap between playing Singularity with the Soma Photo addon (5% haste during overclock, -20% overclock time), vs. playing him without it, is really large. It's by far his best addon and frankly it's probably too strong for a single addon. But playing him without it feels considerably worse at times. I'm not sure what the best solution is to fix this though.
  • He doesn't need a compensation buff, even when survivors aren't fully infected his power is strong. His Bound has a lot of potential, and this update doesn't change anything that you can actually do with it. Everything that you could do in chase with Wesker's dash before the update, will still work after the update.

    The only things these changes do are:

    -Makes full infection not a guaranteed down 99% of the time, while keeping full infection a dangerous threat. It still makes you one-shot, and 4% hindered, while not 8%, is still significant since it is permanent until you are cured. It's still worth going to get a spray to get rid of your infection. And infection still reduces his power cooldown.

    -Makes recently unhooked survivors less vulnerable to being tunneled. Yeah, you can still tunnel them, any killer can. But you have to actually catch them without relying on a slowdown mechanic if you want to be efficient about it. It will take a lot longer now to reach the full infection after an unhook, and when they do reach it, the slowdown is reduced. Overall, it makes tunneling in that situation less appealing than it was before, and with the previous 8% slowdown there was not really anything the tunneled survivor could do, even a DS only delayed the inevitable since in general, you cannot loop a Wesker with 8% hindered. Unless you have a haste perk or something that just doesn't happen.

  • Hard to say without seeing the PTB.

    The scamper change is a huge nerf, but the lower cooldown is also a major buff. It pretty much completely changes the way the killer is played.

    I am a little concerned that with this change scamper becomes largely irrelevant because doing a scamper during Slice and Dice does not usually get you a hit, since your turn rate is limited survivors can just get out of the way. And buffing scamper from 1.4s to 1.3s does not really change that.

    I am not opposed to changing scamper when not used during slice and dice because honestly it was kinda cheap sometimes, but I don’t know if this will work in its current state. We will see.

  • I would use it more if the cooldown was just a LITTLE shorter.

  • @Royval said:

    should start with 1 token

    This would not really fix the problem. Starting with 1 token might limit its potential early-game but it would still be very easy to get the tokens back. The problem with Distortion is that it has a token system meant to limit its use, but that token system recharges too easily to actually be much of a limiting factor in most cases. I don't use Distortion that often, but when I do use it I usually only ever run out of tokens if you are against a killer with a small terror radius like Huntress, or a stealth killer. Usually from playing against the perk it just means I never see that survivor's aura the entire game. It's basically a hard-counter to aura reading with no restrictions in 95% of cases.

    The change I would make to Distortion is to not have the token recharge be based on the terror radius anymore, and instead have the perk recharge 1 token for every 25 seconds spent in chase with the killer. This allows it to be recharged slightly faster in chase and allows it to be recharged against stealth killers more easily (making it more consistent vs. all killers), but it ensures that you have to actually engage with the killer in order to recharge it at all. If you don't, you won't regain any tokens and you'll run out.

  • I agree that Buckle Up on its own was not an issue balance-wise.

    However, they did say in the dev update that they wanted to differentiate it from other endurance perks, and while there may only be a few of these, particularly WGLF is quite similar and already fulfilled that purpose. So I do not really mind that they reworked it back to being a speedboost perk again.

    The previous version of Buckle Up before the current one (where you got 10% haste) was bad because if the killer was right there they just downed the survivor anyways (10% did not really save them if the killer was already right on top of you when you healed them). If the killer wasn't there (or didn't slug) then the perk did nothing. Now that it's an old-Adrenaline level speedboost, it gets the healed survivor away from the killer a lot more effectively and thus I think the perk does still have a purpose.

    Ironically, FTP + Buckle Up is still situationally useful as well to prevent a tunnel-out (or just to prevent the sacrifice of a death-hook survivor in general), it just means the killer can down the healer now since they're not protected but that's better than a survivor dying.

  • @Star99er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715171#Comment_3715171

    While I agree it’s important to prioritize problematic perks, it’s just gotten the point where over the years fewer and fewer perk are effective at higher levels of play. I just think they should focus a little more of perk balancing as the game has felt stale.

    That’s fair, and I agree there are a lot of perks that just aren’t great, both old and new.

    Tbh I wish we had a little more insight into what goes into perk design. Because I feel like in some chapters we get good perks and other times we get really weak perks no one uses. Like we had the Tools of Torment chapter which has 9 perks total and most of them are quite bad, but then in the very next chapter we got MFT. I wish there was a little more consistency in perk strength upon release so there would be more perk diversity.

  • Buffs to bad perks are a good thing but it is more important to address the perks that were a problem than it is to buff bad perks. Perks that are too strong are worse for the game’s health than perks that are too weak, because perks that are too strong become frustrating for the other side to face. Perks that are too weak cause less frustration because you can simply choose not to use them and bring something else instead.

    There’s only so much that they can change in each update and every perk that is getting changed in 8.0.0 needed a change. There isn’t a single perk here that was wrongfully nerfed (even if I might not necessarily agree with the specific changes that were made). Hopefully we do get some buffs to weaker perks in the midchapter.

  • Bubba will definitely feel a lot better, that’s one of his best addons basekit + slight speed increase with no downside (unlike the speed addons). Tantrum reduction is good as well.

    I understand your sentiment regarding the collision change, I don’t think a minor adjustment to this would be bad but I could see it removing a significant component of his skill cap if it is more than minor. But we’ll have to see how it is on the PTB.

    Overall excellent changes.

  • He doesn’t gain anything from it?

    He gains the ability to instantly down out of a cage and bypass base BT + all anti-tunnel perks. That’s a pretty big deal and not something that should be promoted by any specific killer power.

    Fwiw, if it gets changed I’m all for giving him better addons and giving him a range addon basekit in exchange (the strongest one), he kinda needs it.

  • Artist’s antiloop is fine. Pyramid Head tunneling does need a change though

  • I don’t really have a problem with this nerf. 8% hindered was pretty much a death sentence 95% of the time and you still have to spend time using a spray after unhook, you just won’t be fully infected nearly as fast if you do get tunneled. Ultimately neither of these changes impact his ability to still be a strong killer so it’s fine.

  • It wasn’t “too effective” for anti-tunnel, but it was too effective for offensive use/when not being tunneled.

    I don’t know if 4 second stun is exactly what I would’ve done to change it but it did need an adjustment. I agree that it should disable the killer’s power buttons for a few seconds though.

  • Because it is completely free game-delay with nothing required for the killer to make it work and was one of the best slowdown perks for camping.

    It’s a 5 second nerf, it’s not a big deal.

  • @DyingWish92 said:

    Does holding a tape make you immune? They've changed this killer so many times now that I guess I don't even know how she works anymore.

    Holding a tape no longer makes you immune, no (and getting hit while holding a tape also doesn't condemn you or destroy the tape anymore either).

    When she teleports, you get condemned if you are within 16 meters of any TV that is turned on (not just the one she teleported to, any powered TV on the map).

    So in order to avoid getting condemned in the scenario you described, you just needed to turn off the TV near the gen you were working on, this would disable it for 70 seconds and then you'd have enough time to do almost the whole gen before it turns on again.

    Also one other thing, you mentioned at the end you went to the next TV to try to get rid of your condemn, you can't do that anymore either. To remove condemned, you can only use the TV that is shown to you in yellow which will be far away from the one you took the tape from. You can interact with other TVs while holding the tape (other than the target TV shown in yellow), but this will just turn them off and automatically gives you another stack of condemn (and doesn't get rid of the tape).

  • It's hard, but I actually have gotten surprisingly good at it even with Unnerving in play. Without Unnerving I get it almost every time, with Unnerving I get it like 75% of the time.

    But yeah, Doctor is pretty much the only killer where Merciless Storm isn't a bad perk.

  • This actually also happens in the opposite manner too: If you are in the killer's terror radius when you get the oblivious status effect, it will briefly sound like the killer is right next to you for a split second (when they are not) before the terror radius disappears.

  • Skill check fails do not count, no. Even if it’s caused by a killer perk it doesn’t count. Kicking a gen with Overcharge for example just counts as 1 event for the kick, if the survivor blows up the gen afterwards that doesn’t count as a 2nd event.

    The spikes start appearing on the 4th regression event as a warning but they should quickly go back into the ground until the 8th event. There is also a bug occasionally where they don’t retract into the ground making it look like the gen has hit the limit when it has not and it can still be kicked.

  • For me I've noticed on survivor it usually happens only when I'm being chased or near the killer. I can't recall an instance of rubberbanding outside of that.

    I haven't had as many issues with it in 7.7.1 as I did in 7.7.0, but it is still a problem.

  • I do think it was overnerfed. But the solution is not to just revert it to the previous version, it was a problematic perk that needed a change.

    It might've still had a purpose if they kept it exactly how it is now (32 meters around the locker and doesn't follow the killer) but it still worked for 15 seconds after you open the locker (just around the locker, still not following the killer) so it's like a temporary detection radius around that locker that detects survivors in that area when you open the locker (like it does now) AND those who go there a short time after (which it does not do currently). So for example you would know if someone tried to go back to a generator in that area, even if they weren't there when you first opened the locker. But it would still no longer follow the killer and no longer be a moving range which was one of the biggest issues with it since the old version just let the killer cover the whole map with it pretty much.

    In its current form with it only working as soon as you open the locker and then going on cooldown, it does not fulfill much of a purpose (it has Blindness, but that's not much of a threat) and almost any other info perk is probably a better choice. The only advantage it really still has over other info perks overall is that Distortion doesn't counter it.

  • I would at least like to see the green key have a use on its own since a green key without addons that you pull from a chest is a completely worthless item and that feels awful when you loot a chest only to get an item that has no use whatsoever. Some of the key addons for aura reading could also be revisited, Blood Amber is strong but some of the other ones are a bit lacking and could get a buff or rework. Maybe all keys could have some other minor function on their own without addons (such as some aura-reading ability that is just a part of the item and not tied to an addon).

    I don't really think the hatch should be buffed in any way though, it is fine the way it is. It helps the last survivor in a trial have a better chance to escape in order to help bring the game to an end (otherwise they'd have no incentive not to stall and hide, not like they can really finish multiple generators on their own), and that's fine. I don't feel that the hatch needs to be anything more than that. Even just allowing it to appear once the generators are completed still counters endgame builds which, while rare, do exist and should not be completely denied by a single item.

    (And regarding tome challenges that require hatch escapes, or worse, hatch escape with a key specifically, those should just not really exist imo. They heavily encourage throwing games and would be better off just being removed and replaced with a different challenge.)

    TL;DR: Yes keys should be buffed, just not for hatch-related purposes.

  • It’s nowhere near what it used to be but it’s still a really good perk that has singlehandedly won me games on survivor multiple times.

    I don’t think it needs a buff.

  • I had no idea she was sick. This is heartbreaking. Rest in peace.

  • @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710940#Comment_3710940

    I guess another question. They removed the "only one drone can be affected by this at a time". And the undetectable seems to refresh if multiple drones are disabled. So what if 2 survivors do drones while a gens kicked with unforseen. Would you have 3 then?

    I wasn’t sure about this so I tried it in a custom. Unfortunately no, the drone terror radius from the addon is still limited to 1 at a time despite them removing that line from the description. When I tried to disable a 2nd drone during the 15 seconds, it reset the undetectable and put a terror radius on the 2nd drone, but the TR from the 1st drone went away.

    So 2 total (1 from the addon, 1 from the perk) is still the maximum.

  • @Zeidoktor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710719#Comment_3710719

    Are you sure about this? I tested this in custom games with Wraith and the meme add-on. I confirmed the suppressed Terror is still in effect when DD and Unforseen are active, and I recall both perks being active at once, but I'm not 100% sure now I'm thinking of it since that wasn't what I was testing.

    I double checked it this morning in a custom game before I posted it.

    Unforeseen’s icon will still be lit up if it’s the one that gets deactivated early, because it will immediately switch to the cooldown timer, maybe that’s what you were thinking of?

  • You can have 2. You can't get 3 because the game doesn't let you have Dark Devotion and Unforeseen be active at the same time. If Dark Devotion is active and you kick a gen to activate Unforeseen, Dark Devotion deactivates. If Unforeseen is active and you hit the obsession to activate Dark Devotion, Unforeseen deactivates and goes on cooldown.

    On Unknown's PTB you were able to use these perks together but after the PTB they changed it for some reason.

    You can have the terror radius from the addon + one of the perks active at the same time though.

  • That just makes it a lot worse even on its own, when it's not even that strong on its own as it is. You'd get mostly the same information (though in a slightly better form) but lose the slowdown.

    All it needs is to not work when forced to let go of a generator so it doesn't work with Grim Embrace and screaming perks. That's it. There's nothing wrong with it when used by itself.

  • Lightweight doesn't need a nerf. If anything, Light-Footed should work while injured as well.

  • So it's like a reverse Vigil basically but tied to scourge hooks. That's neat, I like it.

  • @hermitkermit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710245#Comment_3710245

    I can understand where you’re coming from. I just still don’t see how it is any different than tunneling or slugging or 3 gens etc. You could say tunneling punishes the person being tunneled, but the reply to that is that it’s nothing personal and gg go next. You could say that slugging for the 4k is punishing the last 2 survivors who are forced into this cat and mouse game, using a slugged survivor as bait and left to bleed out for 4 minutes, but again I’ve seen the reply as it’s a valid strategy and slugging for the 4k is perfectly fine. Etc. My point is that this idea of something not being used as “intended” isn’t new, and when anti-face camping, base kit BT, when generator kicks became limited, people were very upset because they believed all were valid play styles that didn’t deserve to be changed, even if those ways to win were not intended to be used in that way. Those play styles are still strong and still defended and accepted to this day. But adding 2 seconds to the DS so it becomes viable as a defensive perk, and usable as an offensive perk, is not being accepted as a strategy at all. It feels like a double standard, and I don’t understand it.

    Basically it comes down to this:

    3 second DS is too weak when used defensively (ie. for anti-tunnel), and balanced when used offensively. (I say balanced here as in, it still isn’t the way the perk was meant to be used, but it had a more appropriate risk factor if the killer eats the DS because it’s a lot easier for them to punish the offensive-use strategy.)

    5 second DS is overall balanced when used defensively (it gives the tunneled survivor a proper chance to get away now, which it often didn’t do before), and too strong when used offensively.

    BHVR saw that DS was too weak when used defensively (and it was), so they buffed it to a point where it is overall balanced when used defensively. But in doing so, they made it too strong when used offensively because there is nothing that prevents the perk from being used this way in a safe manner, and so it is frustrating to face when used this way. If it was only viable as a defensive option (ie. if there was some provision in the perk that prevented it from being used offensively), then there would be no problem because it could then be completely avoided by not tunneling.

    As you said, this change is not being accepted or well received by a lot of players - it’s because there were other ways the perk could have been changed to avoid this happening (or even to at least reduce the likelihood this could happen) while still making the perk good for anti-tunneling like it once was. Instead, it just got buffed back to 5 seconds with no other change and it was already clear that this would be a problem, because it was a problem for the exact same reason before the stun duration got nerfed in 6.1. The only thing that is different now compared to pre-6.1 is it’s not usable in endgame anymore.

  • It isn’t necessarily toxic. It’s more that it isn’t the intended use of the perk and puts killers in lose-lose situations that feel bad for them and sometimes aren’t really avoidable, and isn’t really fair. It’s why DS + UB is a strong and popular combo. Usually it’s when you’re either bodyblocking or otherwise interfering with the killer while they’re trying to chase someone else (and thus not tunneling). Even if they slug you and you get up with UB, that gives the other survivor more distance for not a lot of gen time lost, as long as the other survivors are busy. If you do it properly it is more than worth it in terms of efficiency. If they eat the DS instead, then you have a bunch of distance on the killer and that other survivor is long gone.

    It’s always been something you could do, but the previous DS was a lot weaker (and wasn’t really good enough for actual anti-tunnel, 3 seconds was a joke in a lot of cases) so using it aggressively was a lot more risky because it was easier for the killer to punish the strategy (after all, you can’t use DS twice). Now it’s a lot safer again like it used to be before 6.1.0, so it essentially boils down to giving too much value for a strategy that isn’t difficult to do and doesn’t really involve any risk for the survivor. I have no problem with 5 second DS for actual anti-tunnel. The problem is it also punishes killers who are not tunneling.

  • I don't really care as much about DS taking it away since it's more avoidable but losing it to Blast Mine/Head On shouldn't be a thing.

  • There should never be scenarios where it's very easy to guarantee that the killer can't hook. Sabotage as a mechanic is fine, and having to sometimes drop a survivor due to successful sabotage is fine. But the edge cases on certain maps like old RPD Library or that one top corner in Eyrie where denying the hook is guaranteed and you are forced to slug no matter what, should not be a thing.

    A lot of it can probably be solved by just reworking Boil Over and getting rid of its wiggle bonus when the killer drops from a height. Boil Over really only works if you are specifically doing this playstyle as survivor, or if the killer has trouble going through a doorway or something, which is not really interactive or interesting gameplay. And outside of those situations it is not even a good perk.

  • Crows don't need to be buffed, they help attentive killers notice survivors but they're not meant to be something that is noticed easily and that always gives value. Adding auras or killer instinct to crows basekit would make them a lot stronger and is unnecessary.

  • There's nothing wrong with teleports as long as they are balanced and interesting to use. There are several killers with teleport abilities but not all of them work the same way and that keeps it from feeling stale imo. Like Dredge is the only killer that specifically uses lockers to do it for example. And several other teleport abilities can only be used under certain circumstances (eg. when a survivor triggers a Hag trap).

    I would feel differently about it if all teleport abilities were the same. But they aren't.

  • It could go up to 125% but I don’t think it should be any higher than that.

    Keep in mind when it was 200% the game was very different from how it is now. Most killers were weaker than they are now, generators were quicker, and survivors were much stronger overall (and both sides had some much stronger perks that have all been nerfed since). If it was still 200% today it would be even stronger now than it was back then, and it was very strong back then even for a hex perk.

  • Yeah I have to agree. Losing a power that you very well may only get once or twice per game, to a random Blast Mine or Head On feels awful and isn't really fair. The risk/reward around pallets removing Corrupt Purge is fine because pallets are more predictable and the killer has to make a mistake to get pallet stunned (and I would say this counter existing is fair due to how strong Corrupt Purge is). But on the other hand, a random stun from a perk is far more unpredictable and often doesn't come as the result of a killer misplay. You can lose your power with no warning just because you decided to kick a generator.

    Also if this is actually a bug and she was always intended to work like this, how did it take 5 years to fix especially when she's been buffed multiple times during that timeframe? If the intent was to nerf her, there are far better ways to do it such as nerfing her really strong iridescent addons (which do probably need to be toned down imo).

  • That addon should just track totems and hooks and all the other killer-related stuff should be removed

  • I don't think Terminus is really worth it most of the time unless you have NWO too. With NWO it lasts longer since survivors can't open the exits and so Terminus has more time to actually do something. On its own, the effect is too short to be meaningful a lot of the time. It can be impactful on its own occasionally, but in most cases I feel like there are better options and unless you are running multiple endgame perks you are probably better off just using something else that helps you win before endgame (or just using NOED if you still want to go the endgame route).

  • Emergency Call is neat.

    Reuse is too strong.

  • This is by design, when drones are first placed (or when they become active again a while after being hacked) they start out in Stealth Mode which makes the scan lines invisible but also makes the drone rotate more slowly. You can see where the invisible scan lines are by looking for the 2 yellow lights on the sides of the drone itself.

  • Yeah they took that away when they nerfed it. Never use a medkit on another survivor in a CoH boon, it just wastes your medkit charges for nothing. It still stacks with other perks though.

1 … 26 27 28 29 30 … 138