sizzlingmario4
sizzlingmario4
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582696#Comment_3582696
Well, tell the non-tunneling killers to tell the tunneling killers to stop. Then we can talk.
If this is making you want to tunnel, you're just in need of some soul searching. What a baffling thing to say...
Believe me, if I could single-handedly convince other players to play in a fun way and not be super sweaty every single game, I'd do it in a heartbeat. Unfortunately, it doesn't work that way.
I play more survivor than killer and being on the receiving end of a hard tunnel is frustrating. I get it. It's not fun for me to do it, nor is it fun to be the one getting tunneled. The thing is, there are really only two indirect counters to this perk combo (there are no direct counters). One is to be playing a killer that is good at keeping everyone injured consistently, which only a few killers can do and this isn't something you can change once the game has started. The other is to get the FTP + Buckle Up user out of the game after you see it once, so they can't use it again. It's incredibly boring and frustrating to be tunneled, but losing your down with zero counterplay is equally boring and frustrating. It has nothing to do with "soul searching", it's simply doing the only thing you can do in order to counter an unfair combo, though even then most of the time I won't do it because it's not worth it and I won't enjoy it regardless because I know how much I hate being tunneled on survivor. And a lot of the time it may not be the most effective strategy anyways. And ultimately, I don't care about winning every game, I'm perfectly okay with losing. The only thing I care about when I lose is losing knowing that I made one or more mistakes and/or that I could've done something better, which is almost always the case. Losing a significant amount of pressure to this perk combo doesn't make me feel that way. Nor do I feel that way when I get owned by Alch Ring/Compound 33 Blight at 4-5 gens. I want matches to feel fair and fun on both sides. This perk combo is not fair. And yes, the high effectiveness of tunneling should be addressed too. Doesn't mean this perk combo should stay untouched until tunneling is addressed because it's far from the only thing it's good at countering. Two things can be a problem at the same time.
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@zarr said:
It should definitely be getting addressed, I just hope they won't nerf either perk in the process, because they are more than completely fine on their own, it is strictly their synergy that isn't. They simply have to do the same thing for Buckle Up that they did for Made For This, which is to make it not proc on FTP heals. That they haven't already done so is a bit mindboggling indeed, but then again, not really, there's plenty blatantly busted stuff in the game that's been there for years and years.
The MFT + FTP interaction was a bug and that's the only reason it was removed (and why they haven't done it with Buckle Up). Since FTP requires you to be healthy and MFT requires you to be injured they were never supposed to work together. It was a bugfix, not a balance change. Buckle Up + FTP on the other hand needs a balance change (and the easiest solution imo is to just make FTP not count as a healing action for any purposes - both perks aren't affected on their own but the combo would no longer work).
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@SOULWARRIOR71K said:
It’s great against tunneling too not just swfs. Until tunnel off hook is made less rewarding, this combo should stay as is.
While I get what you're saying, it's still incredibly punishing against non-tunneling killers as well. Even though it can be useful against tunneling, that alone doesn't justify its existence. I rarely tunnel as killer and still get put into lose-lose scenarios with this perk combo all the time. If anything, seeing this combo in my games makes me MORE likely to tunnel, not less likely.
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Just make the hex move to a different totem instead.
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I agree. It has no place in her power anymore. Having an entirely passive speed boost just as part of a killer's power is bad design. It was tolerable before because it encouraged her to use her power for chases and not 3-genning, but now it's just completely unnecessary.
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It gets complained about because its token system which is intended to limit it, does not really limit it hardly at all. In most matches you never run out of tokens because they're too easy to recharge.
Unless you are against a killer with a small terror radius (like Huntress) or a stealth killer, it's basically a hard counter to auras, even if the killer has multiple aura reading perks. It's also never a dead perk even if the killer doesn't have any aura reading, because just having the knowledge that the killer doesn't have any aura reading is still worth the perk slot especially if you can tell that to your friends who then also don't have to worry about it.
It should either recharge only while in the terror radius and not being chased (the same way Diversion works), or it should only recharge while being chased. Not both.
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Maybe Victor could get it. Other than that, no, 1st person should remain as the general rule. 3rd person just makes sense for Chucky because of how small he is, and his size is only fair because of the footstep mechanic existing.
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If a stealth killer gets punished for trying to use their stealth just to camp, that sounds perfectly fair to me.
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Imo, the active duration needs to be reduced no matter what. Then as far as the cooldown goes, I feel like there's 2 routes they can take, one being to increase the cooldown, or give the perk an additional requirement beyond just opening a locker. Something that makes it not be available as often as it is right now.
I don't mind the Blindness though, I think that component of it is fine.
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It was a bug so it got changed, but honestly it should’ve stayed.
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I always play on Low graphics, solely for performance reasons.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3580148#Comment_3580148
I hope you make right decision and let them stay. There is no skin reward for P100 but there is reward you can at least show it.
You can still show it in the postgame screen which is enough on its own. There is zero good reason to show it in the lobby.
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You are healthy when using FTP and you need to be injured to use MFT, this is why FTP and MFT don't work together. Buckle Up works with FTP because Buckle Up doesn't have the injured requirement.
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She is one of the most obnoxious and oppressive killers in the game now. If anything she needs a nerf.
The 2% Haste on Geo Readout was no healthier than MFT btw. It was a bandaid that gave the old Skull Merchant an edge in chase, but really it never should've actually been a thing if her old basekit hadn't been so horribly designed and it definitely isn’t needed anymore.
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For that challenge you just need to heal yourself twice, it doesn't matter how the heal happens. Blood Rush has always been a one-time use perk, so you'll need to bring a medkit or another healing perk for the second heal.
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I almost always run Corrupt on Trapper but that alone is usually enough for me. You don’t need both that AND Deadlock. Though I guess you can run both if you want to.
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I don't know if they would have time for a new killer, a Trickster rework, AND a Myers rework in the same update.
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Bodyblocking like this is something that needs to be addressed in general (eg. losing collision after a certain amount of time). Fixing one specific spot on a certain map won’t fix the issue overall and removing all of those spots from the game would be impossible, this is something that can be done on any map.
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Yeah I feel like it’s probably Chucky then. Makes sense needing the stool to reach the knife.
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@Archol123 said:
If they make it so hatch does not count for the adepts than sure I don't care but otherwise I don't think that would be fair...
This is why adept requirement should be 3k instead of 4k imo. Gets rid of that problem
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You can play whoever you want.
Personally, yes, I still hate her, just for different reasons than before and I don’t play her myself anymore because of how much I hate facing her now. I used to play the old chase Merchant with the purple addons (no 3-genning) which I actually had fun with on both sides since I felt like there was enough counterplay with drones overall not being as strong in chase. Now she’s so obnoxious in chase it’s not even satisfying for me to play her anymore so I dropped her. As survivor it just feels like you don’t have any options against her if the killer player is any good, perhaps unless you’re on a really strong survivor map. Half the time you leave the loop to avoid a drone and try to get to a connected tile, you just get hit anyway since a lot of the time she moves faster than normal. Tbh I don’t think she should have haste in her power anymore at all, it’s just not necessary anymore.
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I don't have an issue with it. I think it looks cool and makes the map unique
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If there's only 2 survivors left then the one on the ground should just get a "Give Up" option after like 30 seconds or something. This way it fixes the issue but also doesn't force them to bleed out early in the rare situation that this happens in endgame and there's still a realistic chance of both survivors escaping.
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The newest killer released before the map was removed is Pinhead.
So Artist, Sadako, Dredge, Wesker, Knight, Skull Merchant, Singularity, and Xenomorph haven't been on it until today.
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Man, I missed this map the last 2 years. It's great to finally be here again
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Overall, it's a significant (but very deserved) nerf.
Fwiw, I don't think it will be better with Dead Hard than it was before. Previously you got the full benefit of the 3% for as long as you could until you needed to use DH, after that, you didn't have it anymore for the rest of that chase. Now, the 3% would activate AFTER a successful DH, and you won't get it at all if you fail your DH and get downed.
I think the only situations where you could say it was situationally buffed would be vs. Legion and Slinger since they can't counter it with killer exhaustion perks anymore. Which is why I'd personally like MFT to activate on Endurance hits specifically and not just all sources of deep wound so those killers are not unfairly punished just for using their power. You can also run it with other exhaustion perks now as survivor (eg. SB + MFT) but I don't think the benefit of that outweighs the nerf it's getting.
TL;DR: In very specific situations, yes, it will be better than it was before. But overall, it is not nearly as strong as it was.
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@Agt_Scully said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3578004#Comment_3578004
Yes, you receive the Endurance perk as well (thats the shoe with wings icon) but if you release a haunt inside the Void, you also receive the Undetectable icon.
The shoes with wings is the Haste status effect. Endurance is the other one.
Undetectable is exclusive to the killer, survivors can't get that status effect.
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This would definitely be a nice addition.
I hate how Ghostface’s power description even says being marked inflicts Exposed for “a limited amount of time” when it could just say 60 seconds. Not only is that phrase far more vague than a number, it’s longer too.
Power descriptions should look more like this, for instance (additions will be in bold):
Night Shroud:
Press the Power button to activate Night Shroud when the power gauge is full. The Ghost Face is granted the Undetectable status effect while Night Shroud is active. Performing a basic attack fully depletes the power gauge and deactivates Night Shroud. Once deactivated, Night Shroud takes 20 seconds to recharge.
Reveal:
Survivors within proximity to the Ghost Face may attempt to reveal him by looking in his direction for
a short duration1.5 seconds. A successful reveal fully depletes The Ghost Face's power gauge and automatically deactivates Night Shroud. Survivors who reveal the Ghost Face have their current location indicated by Killer Instinct fora very short duration4 seconds.Special Ability: Stalk
Hold down the Power button to Stalk Survivors while Night Shroud is active. Stalking a Survivor takes 5 seconds to fully complete. Hold down the Power button while behind cover to lean out and Stalk
at a faster ratetwice as fast. Completing Stalk progress on a Survivor Marks your target and applies the Exposed status effect to your Mark fora limited amount of time60 seconds. Marked Survivors cannot reveal the Ghost Face.Special Ability: Crouch
Press the Active Ability button to Crouch. Press the Active Ability button again while Crouched to stand.
The Ghost Face moves at a slower speed while Crouched.The Ghost Face's movement speed is reduced to 3.8m/s while Crouched. -
I think the pumpkins do take up the spaces for them (since they both use totem locations) and so the glyphs can't spawn there even after you break the pumpkins. I'd try again after the event ends tomorrow afternoon.
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As someone who likes to run a ton of different builds on survivor, here's some:
Blast Mine, DS, Head On, Quick and Quiet. If I have a stun challenge I always run this.
Any Means Necessary, Chemical Trap, Troubleshooter, Iron Will. You can place a trap on a pallet and reset it and the trap will stay on that pallet even though it's upright again. You also see the killer's aura after dropping a pallet in chase and can quickly put a trap on the pallet if you see them trying to mindgame or something. Anything they don't break you can reset, but if you want you can also pre-emptively trap a nearby pallet outside of chase (since you can drop it, trap it, then reset it again) and all survivors will see its aura too and can try to take the killer there since it lasts for 2 full minutes. If the killer is further than 48 meters from you, they won't even hear you do this since notifications for dropping pallets are capped at 48m.
Plot Twist, Hope, Deliverance, For the People. Plot Twist lets you heal more easily after using Deliverance or FTP. Instead of needing to wait the full 60 seconds of Broken to heal, you can down yourself when there's around 30 seconds left and recover. Broken will run out right as you finish recovering and then you can just be fully healed immediately after that (just make sure you don't complete the full recovery until after the status effect expires). Then Hope is just kinda there as endgame support but you can easily switch it out for anything else you want.
Lithe, Adrenaline, Soul Guard, Unbreakable. This one's closer to a meta build than the others but it has one fun gimmick. You get SG with UB obviously but the fun part is if the killer tries the anti-Adrenaline tech where if they're carrying you when the gates are powered they drop you and instantly swing to try to negate Adrenaline. Normally as survivor you can't avoid this once they drop you, but if they try that against this build, SG triggers when Adrenaline picks you up from the ground, the killer instantly swings into the endurance and you get away. (You can switch out Lithe if you want, it's what I run with this build but it's not necessary.)
Circle of Healing, Shadow Step, Detective's Hunch, Scavenger. This lets you use a toolbox and recharge it with Scavenger and gives you a side objective to do during the 30 second Scavenger penalty so you're not wasting time. And you know where the totems are. Bring a toolbox yourself though, don't rummage one with the perk, it just takes too long to do that and isn't worth the time.
Open-Handed, Kindred, Visionary, Bond. Basically just cover the entire map in auras and the extended aura reading range makes Visionary actually a decent perk since you see generators within 48 meters. Saves you a ton of time finding objectives and gives you info on your teammates and the killer as well.
Finally, and this one's a little weird, Distortion, Object, Light-Footed, Inner Healing. This isn't necessarily the strongest but it's fun. Provided you are the obsession, Object will trigger every 30 seconds, thus also triggering Distortion every 30 seconds. You won't see the killer's aura with Object when Distortion triggers (because your aura gets blocked by Distortion and the killer actually seeing your aura is a prerequisite for you to see the killer's aura with Object) but it allows you to reliably hide your scratchmarks in chase for 10 seconds once every 30 seconds. Since Distortion recharges even while in chase you can potentially trigger this multiple times in a row if the chase lasts long enough for that and potentially use it to confuse the killer and break chase. What will typically happen is you'll lose all your Distortion stacks at the start of the match but then you can always recharge them in chase as long as it's not a stealth killer, so then you can get this combo to work. The other two perks can be whatever you want, but I like to use Light-Footed and Inner Healing with it. Light-Footed to make running even more stealthy especially when scratchmarks are hidden and Inner Healing to stay healthy for Light-Footed to work (and it's more ideal than a medkit since you go in a locker to use it so the killer won't see you healing on Object and interrupt you.)
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About half the time when I go into the void I get a massive lag spike and frame drops for a few seconds.
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It gives you perfect information on all resources within a very large radius around you. That sounds like a pretty strong perk to me.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576538#Comment_3576538
i disagree. i would definitely use reactive healing if the distance to trigger substantial bigger/infinity. Like suppose you double distance from 32 to 64 meters. I would use this every game with self-care.
The issue with current reactive healing is that you need to wait for the killer to naturally hit someone within 32 meters or waste walking time to heal. the perk is not consistent. a luck based perk. remove luck based component and I would use it.
if you make it work on total progress, then you don't even need self-care. it would be complete meta perk like COH where you would just see 4 reactive healing every game. that is probably too strong in my opinion.
I think 64 meters would make it activate too often and make it too easy to get. It shouldn’t be something you can easily get for free. When I use it with SC or a medkit I always get good value from it. The reason I don’t use it more is because you basically have to run it with those things to ensure Sloppy doesn’t immediately negate it.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576137#Comment_3576137
your assuming that this perk will be popular in first place.
And it might not be. But it doesn’t matter whether it is popular or not. The point is those killers get punished by the perk more just because deep wound is part of their power and it’s not something they can avoid using. Personally, I don’t think that is fair, nor is it reasonable to expect the killer to go chase a different target just to counter MFT. It should revolve around avoiding endurance hits as killer to counter it. Not be an “I hate Legion” perk.
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Yeah I've been saying they should do this for all the partial-heal progress perks (so Solidarity/Reactive Healing/Resurgence). It would make all of them much better.
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@Astel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575962#Comment_3575962
Well, I personally want them to reverted since I hope killers to have more viable options to giver pressures to gens, since there are only pain resonance, pop, and jolt looking at the recent data that BHVR offered. But you are not wrong, 3 gen kick meta shouldn't be re introduced at all.
The problem with CoB and Overcharge was that unlike other perks like Pop/PR/Jolt, they were free, unearned regression with no cooldown or any other limit on how often they could be used, which allowed any killer to defend generators for an excessive amount of time without actually progressing the game at all. That’s why they were unhealthy and have to be weaker than the other perks. Which is ideally why I’d rather CoB just be reworked. Overcharge still has a unique identity with the skill check component, but CoB has nothing special and its information aspect is weaker than Surveillance imo, because it only works with gen kicks and is reliant on good skill checks, while Surveillance is instant and works with all forms of regression.
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Just make FTP not be considered a healing action, easy fix
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@Mr_K said:
Clearly it's another nerf to Deathslinger.
That’s the one thing I dislike about the change, Slinger and Legion don’t really get the full benefit of the nerf compared to other killers. If they made it apply to deep wound specifically from endurance hits then it’d be perfect imo.
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@Yoshirama said:
I agree, Wesker has an addon for that, why Blight can too?
The difference is Wesker can normally vault pallets. Lab Photo (Wesker's iri addon that breaks pallets) is not even that good because it only replaces a basekit ability with a different one that isn’t that much stronger (and in some cases it’s actually worse than vaulting).
If Blight wasn't able to break pallets with his power, you'd have to wait for power to cancel, go through fatigue, and THEN break the pallet normally. Which would feel terrible and is an unnecessary nerf. His basekit pallet breaking is balanced by it needing 2 rushes to do (since you can’t swing on first rush) and it incurring a short cooldown. Compound 33 on the other hand is absolutely busted though.
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I think Wraith is in a good spot, especially now that Lightburn finally got removed. Unlike Wraith, Sadako doesn’t move faster while demanifested, can’t bodyblock survivors while demanifested, and doesn’t get a speedboost when manifesting like Wraith does when uncloaking. Wraith also has better stealth than she does since she has a lullaby.
I do wish Wraith had some more interesting addons that weren’t all copies of each other, but his basekit is perfect as is imo.
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Nope. It's a harsh nerf but it was so broken before that a harsh nerf is what it needed.
It's still decent too, it's just not the #1 best perk in the game anymore.
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Overcharge still has its place in certain builds.
Call of Brine is bad but in its current state it can’t be buffed because the gen kicking meta is the last thing we need to come back. If they want to make CoB better, the regression effect needs to be removed and replaced with something else. And no more new perks increasing gen-kick regression speed going forward.
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I’m at least willing to wait and see how Trickster is on the PTB, though my initial impression is that he’ll be too strong now and will likely have to be nerfed, especially if he’s going to be 4.6 going forward.
MFT is far from gutted though, it’s still perfectly usable. It’s only gutted if you compare it to the old version but that’s because the old version was the #1 most broken perk in the game and it needed a harsh nerf. So of course in comparison to that it looks terrible. The truth is, there are still plenty of ways to get the speedboost to trigger, through its own Endurance effect (which by itself makes the perk good), basekit BT, OTR, or one of the many other sources of Endurance that exist in the game now. As well as it just punishing Legion and Slinger for using their power, though that’s something that should be changed imo. But it never should have had a speedboost that was as common and easy to trigger as it does right now.
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It’s still a good perk solely because of the Endurance effect which is exactly the same as before. That alone makes it good. The speed boost is just an added bonus at this point. You won’t get it every game, and that’s perfectly fine. A speed boost should always have a very specific condition and/or being on a time limit (and being injured was not nearly enough of a restriction for it).
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Nah. Not only would that make him feel much worse to play, he doesn't need basekit nerfs. He needs several of his addons heavily nerfed/reworked, and nothing else.
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I disagree. It does too little on generators without much progress and does too much on generators with a lot of progress, because of how it was nerfed to current progress but then later overbuffed to compensate for that.
It should be 15% but go back to total progress like it was before.
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@LilyPad said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575181#Comment_3575181
What does it do better than Buckle Up?
Buckle Up only works when healing a survivor out of the dying state. Made for This works on all heals except self-healing.
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I have mixed thoughts on the new Macmillan maps.
I'll start with the positives. The new Suffocation Pit is way better than the original one, simply because of it being a completely different shape and it not being a "football field" map where there is a 3 gen on each side and a bunch of connected loops in the middle that encourage the killer to play around said 3 gen. Terrible gameplay for both sides (and Azarov's Resting Place is also a bad map for similar reasons). The new version doesn't have that issue.
The new Storehouse also doesn't have the 2 big areas sticking out from the edges of the map that are dead ends. The original one has these and I personally dislike them because they're time consuming to patrol as killer and as survivor if the killer does catch you there you don't have a ton of places to run other than the loop that is right there. Disturbed Ward has the same thing and I don't like it there either.
But overall, I'd rather those 2 new maps have simply replaced the old ones and left it at that. Because the other 3 new map variants (Coal Tower, Ironworks, Shelter Woods) I don't think really added anything to the game and I don't think something like this should be done again especially when there are plenty of other maps that actually need proper balance changes, something that most Macmillan maps aren't in need of. I didn't mind the new Shelter Woods, I think mainly just because it's Shelter Woods and the nature of that map itself and it didn't feel much different other than the building and shack being in different places. Overall I'd say it's a neutral change compared to the old one (and by old one I mean the new version of the old one, aka with the Skull Merchant building). But the new Coal Tower and Ironworks I think were just straight downgrades. I agree with what you said about not really being able to pinpoint it exactly but they just feel less fluent and overall less fun. It just feels like landmarks and loops were moved around for the sake of moving them around and not for any particular reason. It just feels too random and things feel out of place.
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It's not useless at all. Even if we completely ignore the speed boost, 10 seconds of Endurance just for finishing a heal is already a strong enough effect for a perk on its own. The speed boost is now much more situational but is still an added benefit.
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Jolt and Eruption are fine. Pop, Pain Res, and STBFL are not.
Either way, MFT needed the nerf though.
