sizzlingmario4
sizzlingmario4
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No. Survivors spawning together is usually better for the killer. As survivor you want to spawn separately from your teammates.
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We’ll see what the movement speed is once the chapter releases, they didn’t give us the exact number.
I didn’t mind the miss cooldown being generous as much with Chucky as I did with Alien because Chucky is 110 and can’t spam his power. But it might be fine especially now with the 20% buff to the Slice and Dice duration. Time will tell.
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I think this nerf is just another example as to why Haste stacking should be removed for both sides.
I don’t personally mind that it got nerfed, I didn’t want another strong haste perk anyway (I’m kinda tired of them at this point), but I think it’s really beginning to show that stacking movement speed is an issue. I can understand if they didn’t want this perk stacking with NOED or even with BFFs Legion in endgame, but MFT + Hope is another example of speed stacking that isn’t balanced either. The only reason that will mostly go away now is because MFT is getting a nerf anyways - that combo will still be unfair if a survivor is lucky enough to get them active at the same time, it just won’t happen nearly as often anymore (and MFT’s pick rate will surely decrease as well).
My point is: Allowing Haste to stack for either side makes it more difficult to balance those perks than it should be and we now have an example where a perk ended up getting nerfed partially because of that. It’s like when Awakened Awareness got nerfed because of Starstruck Nurse, the 2 second linger wasn’t an issue on any other killer, but it was for her so it got removed when Nurse should’ve been getting nerfed instead.
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@RaSavage42 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591418#Comment_3591418
Fair enough... but it's more like why ask for Unbreakable to be basekit if you don't even use the perk?
I don't understand that is all
I know Knockout is bad for the game... But is it cause of the Blindness effect or the other effects
The main issue with Knockout is that it hides your aura.
The other effects are not a big deal and really are not even that good since they’re only active for the first 15 seconds (unlike the aura-blocking which lasts indefinitely). During those 15 seconds, the recover speed penalty only adds about 3.75 seconds to the total recovery time (assuming no other recovery speed modifiers are in play), which is not much.
Overall though I don’t think it’s healthy to have a perk that only gets any value if you go into the match planning to primarily slug survivors and/or slug for a long period of time. For any killer who wants to pick up a survivor right away or even after only slugging for a short period of time, Knockout does almost nothing. There are other perks that can promote some slugging like Infectious and Forced Hesitation, but they don’t require you to slug over and over in order for them to work nor do they encourage you to slug every time, only sometimes. They can also work when only slugging for a shorter period of time. If Infectious lets you know someone is nearby for a save and it’s not safe to pick up, you can act on that accordingly, but you may also learn that no one is around and you can pick up. You may get a free hit on someone with Forced Hesitation but you may decide to go back and pick up afterwards and you’ve gotten your value from the perk already.
Knockout is different from those perks because it often won’t really do anything if you aren’t slugging a lot, but if you are using it to slug a lot, it’s absolutely miserable to play against and it also affects solo players way more unlike the other perks I mentioned.
With all that in mind and considering that changing Knockout to not hide your aura anymore would just make the perk kinda bad, I’d rather see the perk reworked with a new effect instead.
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@RaSavage42 said:
Then why not run Unbreakable... rather then asking to have it basekit so you can keep using the same 4 Perks
Just saying
Unbreakable doesn’t really help against this specific build where you’re getting slugged multiple times per match.
To be clear, I’m not saying UB should be basekit either, in fact I heavily disagree with that idea. Knockout is just an unfair and badly designed perk and that’s it really.
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It should just be reworked entirely.
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He’s getting buffed to 4.6, that alone is a huge increase to his strength. He’s not going to be weak.
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I disagree. While FTP is definitely not as strong without Buckle Up, it’s still very good and has come in clutch for me several times. No other perk in the game allows you to instantly heal another survivor at any time.
Without Buckle Up, you just can’t use FTP directly in the killer’s face without one of you getting hit immediately, and that’s exactly how it should be.
Buckle Up on its own is still good too. It’s a strong deterrent to slugging that puts the killer in a lose-lose if you get someone up since then they can’t down either of you for 10 seconds. It would not be a dead perk at all if the FTP synergy was removed.
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Trickster still is getting a huge buff overall considering he’ll be 115%, even with the nerfs from PTB. And he was too strong on the PTB. Main Event will also still activate far more frequently too, he just won’t be able to get it in 3 blades with addons anymore.
Chucky changes seem good, I agree.
Batteries Included is definitely a lot worse now but tbh I didn’t want another good Haste perk, it’s a trend that needs to stop imo. If anything it should be reworked.
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If you have both of the sabotage speed addons as you indicated, then toolbox sabotage is faster than Saboteur as long as you’re not using the Mechanic’s or Engineer’s toolbox (both of which have a sabo speed penalty).
The 2.3 seconds needed to use Saboteur is equivalent to about 30.4% bonus sabo speed, which is less than the 35% you get from the two addons. This also means Alex’s Toolbox on its own without any addons is faster than Saboteur as well.
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@Firellius said:
That is absolutely a bug, especially if it doesn't occur when switching between different, non-EMP'd cameras.
The cooldown works correctly when switching between 2 non-EMP’d cameras (they are all put on the 3.5 second cooldown after a tag, not just the one that was used).
So yeah it’s definitely a bug.
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It’s not that good.
10% movement speed is really strong, but the perk usually never activates more than once a match and the survivors have a lot of control over it too. They’re the ones finishing the generators and if they’re paying attention, there’s actually a unique sound effect they hear when finishing a compromised generator so they know you have it.
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I don’t think it should give full immunity but it should increase the speed of picking up and dropping by 50% which would make saves harder and save a little time for the killer.
I do think the perk needs something whether it’s this or something else, it just feels completely inferior to Agitation right now in almost all cases.
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@K139K05 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586925#Comment_3586925
I think there was a case where it didn't work for me when combined with Botany Knowledge. I did a full heal and didn't get 16 charges for Renewal. But it could just be that my memory is a bit obscured. And the "didn't get fixed for decades" part was an overexaggeration. I just wanted to make clear that there might have been a bug that didn't get fixed for a long time. But it could that there never has been such a bug and only my memory is not working properly.
Did any other survivor help you with the heal? That will cause you to only get credit for the portion of the healing that you did (thus causing Renewal to not be fully charged).
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Nope it’s completely broken and needs to be changed. Zero counterplay combo
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Basekit he’s pretty balanced now.
The anti-turret addons are too effective though and should be nerfed.
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No, IW is fine now. 100% noise reduction eliminated too much of the downside of being injured and was too effective in chase. It’s actually still a good perk now if you know how to use it properly.
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I don’t know, but if they did change it, I haven’t had a positive experience with it.
All but one of my survivor matches today were completely one-sided. Every game either the survivors got crushed, or the killer only got 2-3 hooks all game, or fewer. There was no in-between, with the exception of one game which was ok at best.
After I got tired of that happening, I played 1 killer game and got an easy win because one of the survivors got themselves quickly killed going for sabotage plays twice right after getting off hook both times.
So, yeah, not great games today. Whether it’s because BHVR changed something or it’s just a coincidence, I couldn’t tell you.
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I mean, there's multiple things in this build that need to be nerfed regardless of whether you put them together like this or not. Ultimate Weapon is too strong, Knockout is an unhealthy perk and is too oppressive against solo players (because it hides your aura) and should be reworked entirely, and we all know how broken Blight's addons are. But he would've been able to use Ultimate Weapon like that even without those addons, Compound 33 just ensures it works out for him since that addon has literally zero counterplay in chase.
This build overall is just a testament as to why all of those things need to be changed.
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A killer vault takes 1.7 seconds by default.
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I think it’s in a good spot now.
Previous version 100% needed to go and I think the current version is a good compromise. It still gives you info on the killer fairly often but it can no longer be used basically whenever you want.
Though maybe it should be disabled in 1v1, since at that point it really only gets you killed.
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Sloppy Butcher is easier to apply and on most M1 killers I think it's the better option overall for that reason. It's also way more popular because it's a free perk everyone can use while Gift of Pain belongs to a licensed killer.
I like Gift of Pain more on killers who have instadowns. That way, you don't end up injuring the survivor (removing the 16% debuff) but then not down them/decide you need to leave chase. Instead it gets removed when you down them and then you can reapply it immediately. But it has an RNG component and isn't guaranteed.
Also since Resilience + MFT is very common right now I've noticed when I see Gift of Pain in my survivor games or use it as killer a lot of the time survivors just opt not to heal because staying injured and doing gens 9% faster with 3% speed in chase is often preferable to having an extra health state but doing gens 16% slower. But that may change in a couple of weeks when MFT is nerfed.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586271#Comment_3586271
I can't speak for OP, but it's that first part that tends to trip me up in these conversations.
The tracking that Ultimate Weapon offers is the weakest form of common information in the game, only second in any information gain to Whisper's binary on/off info. A single scream is not particularly powerful information, compared to other sources. It's pretty much exactly what you'd look for if you needed a type of info for a perk like Ultimate Weapon; low effort, low reward.
I'll agree it could stand to have its duration/cooldown numbers shifted but I just don't see it being straight up overpowered. It offers, at best, a scream every thirty seconds. More realistically, a scream every minute. That's good, but it's nowhere near overpowered.
It's not that a scream is too powerful. Making a survivor scream is fine. It's how often it can be triggered (given its easy activation condition) and how long the perk stays active for that are the main problems, especially given its general lack of reliable counterplay (other than Calm Spirit).
Apologies if that was unclear.
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586271#Comment_3586271
The tracking it provides is worse than every other tracking perk, especially nowhere to hide, which is much much better.
If you mean it's worse than other tracking because it's only a scream while other perks generally show auras, then, yes, that is true. I just don't think that outweighs the other mechanics of the perk that make it good considering how the perk works as a whole.
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A few reasons. The tracking it offers is too powerful for how easy it is to activate the perk and for how often the perk can be activated (the cooldown is too short). There's nothing wrong with the perk being easy to activate, but if that's the case then it shouldn't turn your terror radius into a moving detection zone for an entire 30 seconds. In that time you can basically cover the entire map and once it's over you only have to wait 30 seconds before it can be used again. You mentioned how the perk doesn't have very many limits/restrictions on its use and that's part of why it's too strong. It simply gives too much information for free and has a degree of reliability that no tracking perk should have.
The Blindness component of the perk is not a problem and does not need to be changed.
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@Leonardo1ita said:
The description was fixed to 30 seconds, but the fix wasn't mentioned in the patch notes.
Yeah I noticed this as well. At this point I'd guess that 30 seconds is intended and the description is correct now since it was changed to that
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Yeah there’s literally no reason it should have that. Lore-wise it makes sense, but balance should be a higher priority than lore so it should be removed.
Kinda ironic that a killer who has 3 perks that are strongest in endgame (2 of them don’t do anything at all until endgame) gets their power hard countered in endgame by a popular survivor perk.
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Maybe for Huntress Lullaby.
I think the rest are too strong to have this mechanic and weren’t designed with it in mind. Two Can Play is one of the weakest hexes in the game, so the respawn is fair.
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Been having the same issue since last week. Sometimes it works and sometimes it doesn’t. Haven’t found any pattern for it.
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It’s a problem on every killer, not just top tiers. Yeah, the DMS + UW combo is better on high mobility killers but UW by itself still provides insane value. DMS is just the icing on the cake.
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Nah, it’s fine. It’s more map-dependent than other exhaustion perks, but given the right surroundings it is still very strong.
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Yes, while aiming down sights, his movement speed is reduced to 3.74m/s
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I thought once the mirror was repaired (after you interacted with the basement glyph) you could drop it and pick it back up?
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Nah. No form of self-pickup should be basekit under any circumstances. When there are only 2 survivors left and one is slugged, then the slugged survivor should be able to give up and bleed out early after 30 seconds so the game can come to a conclusion, and Knockout should be reworked as it’s too oppressive against solo queue. But slugging as a whole is not a problem.
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Prior to Ultimate Weapon existing, I think it was only ever an issue on Pig if they also had the addons that make the boxes take longer to search and/or Tampered Timer. I've gone against plenty of Pigs using FTD but if they didn't also have those addons, it was never actually a problem. So change those addons (and nerf Ultimate Weapon which needs to be nerfed regardless of screams interrupting actions or not) and it won't be an issue for Pig anymore.
The FTD + Thrill of the Hunt combo can be countered and isn't a problem. The injured survivor causing FTD to be active needs to go do the totems (since they don't scream), or cleanse Thrill while FTD isn't active.
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@Ayodam said:
Is Hope the one where you need to have the exit gates like powered up or something? It’s not like Adrenaline where you’ve gotta complete five gens; you actually have to complete all gens then have the gates 99’d at least to use Hope, correct?
No, Hope activates at the same time as Adrenaline. There’s no survivor perk that activates only after the exits are opened anymore, No One Left Behind used to work like that but it got buffed.
@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585460#Comment_3585460
I argue that even hope alone is on the edge to overpowered (and certaintly not fun going against)
I think it’s very strong but it’s not overpowered on its own. It’s about as strong as it can be without being OP imo.
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Stacking haste is an issue in general. Hope on its own is fine, having it combined with other stuff is not fine.
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Hold a tape to prevent condemn buildup and don’t wait until you’re already almost condemned to take a tape. Take tapes early, find a TV near the start of the match and take a tape. If you accidentally get hit with the tape while your condemn is low, it’s no big deal. But if you wait until you already have 5 stacks and then take a tape, you’re making yourself an easy target.
@Phantom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585398#Comment_3585398
This depends though, good Sadako players TP so fast around the map that it turns the tv's off, so it makes it more and more difficult to find tv's where you can get a tape from and place it.
For inserting the tape it doesn’t matter if the TV is on or off, either works. It only needs to be a powered TV for collecting a tape.
That said, this is exactly why I think the addons that reduce the TV cooldowns are actually bad now. They help survivors more than they help the killer.
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Honestly remove the useless mist offerings and replace them with this. Would be something people actually use.
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They are intended not to work together.
The game isn’t clear on this and I wish Open-Handed’s description explained this properly, but Open-Handed only applies to aura reading ranges centered on a survivor (either yourself or a teammate). Examples of this would be perks like Bond, Visionary, Kindred’s killer-aura reading (Kindred uses the hooked survivor as the center of the range), or aura reading using a key. Wiretap’s range is centered on the generator, so Open-Handed has no effect on it.
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@Coffeecrashing said:
Locker passes should only happen if the killer is specifically Dredge, Huntress, or Trickster.
We don’t need to buff survivors against every other killer in the game, by forcing all killers to deal with more reliable lockers.
It would be very annoying if players had to remember specific locker locations as/against certain killers that don’t appear when playing as/against others. They have already added more lockers to some maps around the time Dredge released and it wasn’t a big deal for other killers. I highly doubt it would be a big deal if it was done on other maps as well.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3580600#Comment_3580600
Or, or… it’s made an optional setting.
Making it optional doesn’t work. Then you can just dodge based on “you’re hiding your prestige so you must be a high prestige you don’t want me to see.” It’s just as irrational of a reason to dodge as dodging over high prestige is to begin with, but it would at least partially defeat the purpose of hiding them.
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I do think the perk could use a few changes. It doesn't need a huge nerf but it does need a few adjustments.
First - no more conserving stacks on M2. This is the biggest issue with it imo. It removes the ability for the obsession to try to reduce its strength by taking hits since any M2 killer can just use their special attack instead. M1 killers aren't affected by this nerf, but it prevents killers like Demo from just saving stacks for free.
Second - cooldown reduction goes to 4% per token instead of 5%, for a maximum of 32% at 8 stacks. This brings the reduced cooldowns at the higher token levels closer to what they were prior to 6.1.0. The higher token-level cooldown times were fine prior to 6.1.0 and didn't need the indirect buff they got from that update (even though the base cooldown reduction was 100% a good change). The cooldowns with this change will still be faster than they were with 5% prior to 6.1.0 all the way up to 7 tokens, and only slightly worse at 8 (and even at 8, survivors still get less of a speedboost than they used to so it's not really worse). (I like this more than just reducing the number of tokens to 6, so it still requires the same amount of effort to reach maximum power.)
Lastly - if you are within 16 meters of a hooked survivor, and for 5 seconds afterwards, you don't get the cooldown reduction if you hit someone. STBFL should be a strong chase perk. It should not be a strong camping perk, especially in endgame. It's currently too effective for camping as well as quickly downing a rescuer and then immediately slugging them and going straight after the unhooked survivor again.
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583432#Comment_3583432
This will take away the only minor drawback EMPs have, making singularity more of a joke than he already is.
I think EMPs need some kind of adjustment anyways. Singularity/EMPs shouldn’t be balanced around countering regular items, even if that means buffing him elsewhere. He’s a fun killer and very strong in his best case scenarios but having an item undo your power in 2 seconds is frustrating.
@Halloulle said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583432#Comment_3583432
There is definitely some bug with the TVs; friend of mine had it a couple days back too. I could see auras of TVs just fine and they got - understandably - frustrated that they couldn't see a single aura of TVs. First I thought Onryo maybe had a perk/add-on that blocks survs from seeing auras temporarily but in match result screen no such thing was equipped; just the add-ons to reduce teleport cooldown after projection, Deadlock, Jolt/Surge, Eruption and NTH.
On topic; I can see how it makes sense that a survivor can only use one item at a time and that switching items should not really be possible in the middle of chase. - For Wesker and Nemo for example putting down the item has an animation time so that works just fine. For Singu and Onryo where you can't put down the items it isn't. I suggest to make a "switch item" action (idk, while standing still press and hold the secondary action button or sth like that); you press it and upon the bar having filled the items are switched and you can move again. For all I care it can have a cooldown of 15 seconds or so, so people are discouraged from going back and forth all the time; it's more of a "if all else fails" kinda thing, or, in the case of Onryo, more of a permanent trade-off; you don't get stacks from teleport but you get several stacks at once if you do get hit. - Putting a "you semi-permanently can't use an item" debuff on top of it does seem kinda overtuned.
Yeah, I think a "switch item" action would be best to address this. I don't think it even needs a cooldown or other downside either tbh, it'd make very little difference for Nemesis/Wesker and I'd consider it more of a survivor-quality of life feature for Onryo/Singularity than an outright buff.
Regarding TV auras: I haven't been matched against an Onryo for a bit so maybe it's some new bug I haven't encountered yet. But you (normally) can only see the auras of TVs close to you while holding a tape though, they're not shown from far away (unless she has the iridescent addon) and they're not shown at all if you're not holding a tape (the only exception being if you're fully condemned and not holding a tape - in that case you can see the auras of all TVs that are powered on/available to take a tape from). If they still weren't visible within close range (I think it's around 16 meters) while holding a tape then that sounds like a bug.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583220#Comment_3583220
So there is nothing strategic using her power in a way so survivors can't easily ignore her drones, but throwing bottle on position of survivor, or position of clown is so strategic... How does that make any sense?
Clown is not able to think ahead of current chase (when we talk about his power), you can think how to play next loop, but that's about it.
Skully actually can do it and setup drones in advance, but you can't really just spam it and expect it to work, because guess what? Survivors can disarm your drones without any real drawback and it's quite hard to tell just from aura of that drone.
Clown gets slowdown while realoading, so what? You don't do it while in chase, if so you screwed it. You throw yellow bottle before it, so you get speed boost when you are done realoading anyway.
She felt really bad to play as when she had cooldown on recall, that was simply terrible. You want to get her cooldawn on recall? Sure, but create drawback for disarm. Stack of lock on would work, but I don't think you would enjoy that.
I do agree the recall cooldown didn’t feel good to use which is part of why I don’t really know how to fix her power to be fair for survivors while still keeping her power good. I think she may just be unsalvageable tbh
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@NotJared said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583220#Comment_3583220
Side point while we’re at it:
Your point to her recalling and instantly placing a drone is why I think drone recalls need to trigger a cooldown on her power. Even if shorter, like 5 seconds.
She can instantly replace a disabled drone (which is very easy for her to tell when they’re disabled, as the aura disappears while it’s being taken down and then it rises high in the air)
If you take her to a loop where someone has taken down a drone, she can recall it and put it back up instantly and you’ll take damage/Lock On progress despite the fact you went through the effort to take the drone down.
It makes countering her traps entirely futile. Recalls NEED a cooldown for her counterplay to feel meaningful.
That’s something I’ve thought about too. I definitely agree disarming a drone isn’t impactful enough especially since she can just recall it and replace it.
I think them removing the cooldown on recalling after the PTB was meant to be more of a quality of life buff to make her feel better to play and not as much intended to make her significantly stronger. But it actually made her a lot stronger.
Honestly though I’m not really sure how to salvage her power or if it’s even possible. I liked using her old power for chases with the purple addons but even still it wasn’t actually that healthy with all the free speedboosts, it just felt more fair because it wasn’t as strong compared to now (and I refused to play 3-gen Merchant). But that version of SM had its own set of problems too. Now I just don’t play her anymore at all because of how obnoxious she is.
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I agree, and not just for tapes, you should be able to switch between a normal item and any killer-specific item. For some killers it’s not a big deal since you can just put down the killer-specific item, but for Onryo and Singularity it’s very annoying.
@XANA7274 said:
I think Onryo is bugged right now. I was just in a match in Hawkin's Lan against one and we could not see the TV aura's at all. It made playing around her Tape mechanic impossible to work around, so I killed myself on hook.
Her iridescent addon blocks all of the TV auras except for 1 of them and you have to use that one. Are you sure she wasn’t using that?
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@Zraith said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582696#Comment_3582696
This argument goes both ways, right? A tunneling killer against survivors without these two perks is incredibly punishing.
Tunneling is too effective and does need to be addressed, yes.
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He wasn’t overnerfed. He got nerfed to undo a buff that shouldn’t have ever happened. They realized their mistake and corrected it. Most of the other changes they made from the PTB were fine, but that one specific change wasn’t.
While it’s true that the cooldown was also bugged prior to the nerf, the bug didn’t occur 100% of the time and imo it still worked correctly often enough to see that it was too strong and not enough drawback for missing a tail attack.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582907#Comment_3582907
Things you said about Clown can be used for merchant.
so it has to be planned and used strategically
Skull merchant needs to plan and use her drones on specific locations for them to be effective.
Bottles are also a limited resource
Since when skull merchant has infinite drones? From what I know you can't have more than 6 on the map.
Main difference is, you can't deny Clown his slow/speed boost, but you can definetly do it against Skull merchant. Skull merchant should almost never has more than 3% speed boost, which is way less compare to old Skull merchant btw, it was normal to be around 5/6%, because survivors really wanted to disarm them.
Current merchant is most likely to get movement speed only from chased survivor, if you get any more, then someone screwed it and didn't watch where they run / didn't know they can crouch.
There is nothing strategic about just throwing a drone down at a loop when a survivor takes you there. You can technically deny her from getting a speed boost but you often can’t without just giving her a free hit instead. Unlike other killers that force you to leave the loop when they use their power (eg. Artist and Knight) she doesn’t have to stop or slow down at all. So you can’t use that to gain any distance on her.
Drones aren’t unlimited but if you need another drone you just recall one somewhere which has no cooldown and doesn’t slow you down. If Clown needs more bottles he has to stop and reload which often gives survivors a chance to get away if they’re not trapped in a corner with no connecting tile. Gas clouds also dissipate after 10 seconds and can’t be left at a loop to use later, unlike drones, every new chase needs new bottles.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582645#Comment_3582645
How is her speed boost different from a Clown for example? That you think it is bigger issue with her?
Now that it is exclusively a chase power, it should not be in the kit anymore.
Her power works for chase only because of that speed boost. It doesn't make any sense to nerf it, so it stops being a chase power.
The difference with Clown is that his speedboost requires more thought and more action on his part, unlike Skull Merchant's which is much more passive. Clown's speedboost requires him to use a bottle which then also has a short activation delay before it actually works, so it has to be planned and used strategically (and you can even give the buff to survivors if you misuse it). Bottles are also a limited resource he has to manage and reload often + every yellow bottle you use is one less slowdown bottle you have before you have to reload. And Invigoration only lasts 5 seconds by default which is not a super long time. Whereas Merchant can have constant 3% or 5% speed much more often with little to no effort.