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tesla

tesla

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tesla
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  • @lagosta said:

    Well, using a perk that only worked 40% of the time bc the validation only accounted for the killer side was fair?

    Then why DH was the most used exhaustion perk even before validation if it was so bad?

  • Doctor is already weak, leave him alone.

  • The problem with nerfing DH is that playing nurse would be so much easier. They would need to nerf her lunge, I guess.

  • It should be one or another, I guess DH for distance would be fine if it didn't also give the i-frames. Complaining about DH for distance would be the same as complaining about SB, BL or lithe.

  • Yeah, man, salt can happen both ways. And it's not the survivors fault for gen speed, it's the game's mechanics fault. Gens should have a top speed cap (and maybe then we could also have an anti-camp mechanic). But playing as survivor or killer, you can use whatever the game provides you to win and your adversary has no right to whine about it. If they think the game is unbalanced, they should give feedback to BHVR. I will never understand players who get salty in post game chat.

  • @Grimzy said:

    None of these are good or even worth reading....

    You know what is not worth reading? Your comments in this forum.

  • @Grimzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2706329#Comment_2706329

    Killers are tunneling / camping ebcause they choose to, not because survivors have nothing else to do. Even if there were other objectives, killers would still camp and tunnel, ecause that is what most of them do.

    Adding more objectives would mean more chances for survivors to get found / hit / killed. the longer a match takes the less survivors have at their disposal (items, perk tokens, struggle phases).

    They don't always choose to. They frequently have to do this if they want at least one kill.

  • Well, compiling kills vs escapes and ignoring killer's tiers, maps, SWFs, items, perks, offerings and 80% of what happens in matches isn't exactly the best way to implement a SBMM in an asymmetric game.

  • Killer:

    DH

    CoH

    Shadown step


    Survivor:

    Ruin

    Devour Hope

    Thanatophobia w/ Sloppy (I just hate those red bars)

  • Great ideas by the way

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2706263#Comment_2706263

    One doesn't affect the other.

    Of course you could say that any Killer buff is dependent on NOED being removed from the game. See how the logic doesn't work.

    If NOED was actually OP, this comparison could be valid. And one does affect the other actually. CoH would facilitate much the activation of MoM.

  • @SkeletalElite said:

    The change twins needs is for the ability to switch back to charolette during victors fatigue and to have no wake up fatigue when doing so, same as when victor is kicked. This avoids the painful 8 seconds of fatigue after downing someone if you decide to hook them and rewards the twins for NOT slugging. BHVR got their original nerf wrong. Twins players weren't slugging because it was ecessively effective. They were slugging because they ate a 3 second fatigue into another 3 second fatigue after getting downs with victor for not slugging, and only a 3 second fatigue for slugging.

    By allowing the twins to avoid this insane (now 8 second) fatigue by choosing not to slug, it gives them some massively needed QoL fixes a lot of their issues with picking up survivors before you're physically able to do anything about it and incentivizes not just being a slug lord, all things the twins needs badly.

    As for blight, I have no idea what stretched res has to do with blight, and I am blight main with 15k lethal rush hits.

    Billy I kinda want them to shorten the cooldown after ending a chainsaw without a hit a tiny bit or adjust the speed curve during the cooldown to speed up a little quicker.

    For deathslinger, I don't see why you would want a 32 meter lullaby over 32 meter tr. You can hide or reduce your TR with perks or use perks that affect survivors within your TR more effectively without having a lullaby and keeping the big terror radius.

    Yeah, I didn't get the stretched res thing too...

  • Laceration decay should be an action, like mend.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2706256#Comment_2706256

    It can be buffed to only take 2 hits instead of 3. It's not useful at all right now, unless you are a streamer and trying to get views.

    If they nerf CoH properly, I'm fine with this.

  • MoM is fine now

  • yes please

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2704612#Comment_2704612

    Why should we compare the two? Sure the both work on totems but they are both completely different otherwise.

    Firstly boons aren’t map wide and secondly take time to set up. Hex’s on the other hand activate from the start and are map wide

    If killers could choose the totem even if they had to take 3,5 seconds to lit it up, it would be a massive buff to hexes. No more ruin inside shack or on top of a hill like a christmas tree.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/300990/gen-speed-healing-speed

    With the developers seeing a roughly 2k/2e between Killers and Survivors. I doubt there will be any drastic changes like gen speeds and healing speeds being reduced.

    Killers are going to have to give up something to get something. I would say add preventative measures against camping and tunneling off hook, since those tactics are inflating kills, then slow down gens/reduce healing speeds to balance out the other side. (Killers for the most part don't enjoying camping and tunneling-off-hook and it's definitely not enjoyable for survivors either).

    That's the thing, preventing camping/tunneling cannot happen before those things are addressed since it's the only thing the killer can do in certain matches (specially nowadays). Perhaps they must happen simultaneously to keep things balanced.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2706108#Comment_2706108

    ######### duration, I want speed! I wanna be Legion the Hedgehog.

    but otherwise yes.

    yes, 6.0 or close would be great.

  • Shorten the fatigue. Increase power duration. Remove the power gauge reduction on normal hits. Then maybe he will get close to C tier.

    Also make scratch marks visible again just to give him some QoL.

  • @Ssajbambusa said:

    @tesla It is a waste due to multiple of reasons:

    1. Equipping end game perks is preparing to loose (exception being No Way Out - this one is actually strong and healthy) instead of bringing in stuff that could help with the trial while it actually lasts
    2. Good survivors don't really care if they are injured or not and dead hard is perfect counter to noed.
    3. There are two items which can track totems and 4 perks which can track and/or make it faster to cleanse (6 if you count resilience and spine chill) and Small Game actually have a built in counter of totems in game... Survivor who does not want to be hit by noed will not get hit by it.
    4. Noed only gives killer one aditional hook state if survivors are not throwing or not being dumb - given you actually get to use it and find someone in time. Many people just leave seeing it or fearing Bloodwarden. Still a depip in emblem system.

    While it is a joke of a perk which was already nerfed twice... it still works, but this only, because survivors let it work. Same goes for looping, if killer is bad and unlucky a survivor with brain will loop them for 5 gens without an exhaustion perk. Just like killer should know when to drop the chase or mind game a little bit, the survivor should know how to counter a perk THEY CRY ABOUT FOR 5 YEARS NOW.

    Yeah, I guess a combination of an 8 stack STB + exhausted effect can be even stronger than exposed sometimes. Perhaps NOED is just fine as it is. You can't nerf it because it would be useless, and you can't buff it because people already complain about it as it is.

  • @Labrac said:

    I like the map as killer. It's not nearly as bad as old Ormond because most loops are able to be mindgamed. It's a bit more on the survivor side, but at least it's not garbage like RPD, Badham, Haddonfield or Cowshed.

    What is one more survivor sided map to the collection? 🤣

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2706035#Comment_2706035

    Yeah, but my argument is that you have killers that are able to deal with it.

    Those things are not really an issue for like top 5-10 killers. So I would rather fix only super broken stuff like spawns, CoH, some maps and then just buff weak killers and perks for both sides so everyone can have fun...

    If we exclude most broken things, then main issue is lack of variety, which can be fixed with buffs, which is way better than fix it with nerfs imo...

    I agree in part. Buffing the unused stuff is good. But I will still defend the cap speed, for I think the gen speed should be a more homogeneous thing, not so variable from match to match. Stacking PT, resilience, toolbox should not be a thing, and in SWF it's even more broken. Caping speed will also make it more simple, so devs don't need to actually go for nerfing perks.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2706027#Comment_2706027

    Don't take me wrong, I am not saying they are not supposed to do it. I do it, because it's best way to win your games imo.

    I just disagreed with you that holding W means easy down.

    Thing is that it might be an "easy" down, but it's going to waste time more than wrong looping. You can ######### up looping, you can't really ######### up hold W...

    and if you combine hold W and good looping, most killers are just screwed...

    That's the problem with the huge maps like Mother's Dwelling

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2706010#Comment_2706010

    I am kinda fine with that. I have problem with CoH + medkit tho, but that is just another problem with CoH.

    What I have issue with is last second changes in lobby.

    Hey, lobby looking good let's play friendly, then last second swap for 4x toolbox / medkit. yay

    Well, many people are not fine with that. I guess when you think about one problem you can say "oh, just do this to counter it" and to other "oh just do that", but the sum of all together is just impossible to deal with. You have to deal with the gen rush thing, then you have to deal with second chance and exhaustion perks, if they're down in a pallet, you have to worry, if they have flashlights, you have to worry (all of this taking your time and in the meantime they're doing gens) and for the last survivor, race for hatch, then race for gates (sometime ago, you had to deal with keys letting everyone scape). It's like the game wants the survivors to live lol.

    But the lobby thing, yes, it's ridiculous, you shouldn't be able to change your loadout or character if it's less than 20 seconds for the start of the match.

  • @RainehDaze said:

    I believe this is why people have suggested a true, non-optional, non-beneficial secondary objective be added. Something that isn't just holding M1 for longer, but still makes the repair process take longer.

    That is good too. Something like if the gens required you to fill it with gas, and you had to pick it up and bring it to the gen. That would be fun.

  • @Dino7281 said:

    Spawns are an issue, CoH is an issue and some maps are an issue.

    I wouldn't slow gen speed, that is lazy and boring thing to do.

    Yes, I agree with all. I just think a team shouldn't be able to stack items, addons and perks to reach a ridiculous speed.

  • @NemmyMan3000 said:

    You know what else is also boring, Killers getting gen rushed, by the time u find a survivor 2 gens will be done then while your chasing maybe another goes off and also lets not forget the biggest boring thing of all is just survivors holding your W key.

    I hear you. But don't you think the speed cap thing would help? I also said map balance and weaker killers should be revised...

  • @tlehky said:

    https://forum.deadbydaylight.com/en/discussion/300798/how-would-you-change-noed

    wasted perkslot, they should either buff it or completely rework it, it might jump from totem to totem tho; that would be kinda fun

    Why a waste? I added two extra effects, but I guess perhaps one of them could be something related to increase the difficult in cleansing it. This would be actually fun.

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2705468#Comment_2705468

    Offerings in general are stupid.

    Survivors: Get 4 offerings (1 each) to alter the state of the game, or change where the map goes.

    Killers: Get 1 offering to do the exact same thing.

    Such balance, much wow.

    And even sacrificial wards can be override if 4 map offerings are burned, which obviously only occurs with SWF. Which is only fair, I guess, more players in that match wants that map than players who don't 🤡.

  • @Ssajbambusa said:

    Jesus, #########... christ... leave that overnerfed perk alone, it's already bad...

    Perhaps it needs a buff

  • @herbaljellyfish said:

    https://forum.deadbydaylight.com/en/discussion/comment/2704238#Comment_2704238

    Even so it still doesn't matter. Even with kindred it's a race to see who can unhook the survivor the fastest without BT so they immediately go down again. I think you should be awarded NO points for not unhooking a survivor safely. Currently you get way more points for unhooking and that bit of "distraction" than you get for doing gens. It promotes horrible plays. Survivors should lose points if someone they unhook goes back down immediately. It helps nobody and screws over the person they unhooked. Take points away for doing that for christ's sake.

    I agree. Unless no one else is alive, then it's a last desperate resort.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/300823/can-we-fix-solo-q

    Eh.

    I'm not sure if solo queue can be 'fixed'.

    My own experiences are mixed. I'll sometimes get straight up carried. I'll sometimes get people of a similar skill level to me that do okay. I'll sometimes get potatoes, trolls or people that DC the second they smell the killer.

    That's just the nature of a random matchmaker.

    https://forum.deadbydaylight.com/en/discussion/comment/2704195#Comment_2704195

    A pattern I've observed when I play killer - the last player joins a lobby, sees 3 other survivors with default skins, dodges and the next player thrown into the mix is a 2k hour monster. I think what's happening is that the matchmaker is trying to find someone ASAP, which can result in silly combinations of skill levels. The other situation is:

    https://forum.deadbydaylight.com/en/discussion/comment/2704204#Comment_2704204

    At certain MMRs, survivor queue times can get absolutely nutty. Forget 10 minutes, I've had a queue that went almost double that once, offpeak. So, yes, what the system does is it finds players with an average MMR together similar to the killers. This could be 2 very good players and two complete newcomers. There isn't really much that can be done to fix this without people complaining about ridiculous queue times and it's not much more fun for the killer.

    The devs recently discussed this and they at least implied that the system prioritizes wait time over match quality. If I recall, they said something like 'some players may be willing to wait a long time for an even matchup, but a lot won't'. Also remember that back under ranks, complaints over queue times led to killer matchmaking protections being completely disabled, which got very silly (and was likely a big reason why SBMM was introduced in the first place).

    Again, I'd be happy to wait longer for better quality matches - but that's not what the devs seem to want. Outside of this, I don't think there's a fix for this.

    https://forum.deadbydaylight.com/en/discussion/comment/2704199#Comment_2704199

    Kindred, as it is, would be brokenly overpowered baseline. Being able to see where the killer is headed post hook is such powerful information that the last 'tier list' video I saw gave it a full 5 stars. On some maps, combining it with Open Handed basically gives the whole team prenerf OoO.

    Making Kindred baseline would be a small buff to solos, but would be a bigger buff to SWFs. And that wouldn't work well.

    Basekit Kindred should be only for survivors auras. And maybe Kindred could get reworked then.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2703961#Comment_2703961

    Tbh, I'd let it count Blessed Totems as well.

    Any Dull or Blessed Totem that remains in the Trial after the final generator has been done will count towards NOED stacks.

    That would be great, also for Plaything and Pentimento.

  • @Sakurra said:

    https://forum.deadbydaylight.com/en/discussion/comment/2703930#Comment_2703930

    If you don't like my opinion ignore it. I don't have too much time to talk with you, sorry.

    Sorry, I didn't mean to be rude. But I don't think the last survivor should be entitled to a free win. That has nothing to do with NOED although. I think hatch + energized gates after closing hatch thing is just too many second chances.

  • @Sakurra said:

    My change: noed should be activated only after all gens are done. Not if survivors didn't finished all gens, 3 are dead, one alive, the killer close the hatch and then survivor is exposed. No. Noed should be activated if survivors will finish all gens. It's a perk that punish genrush, not a reward for closing the hatch.

    Perhaps closing the hatch shouldn't energize the gates then.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2703212#Comment_2703212

    If you think those numbers aren't right, they can be changed.

    But remember that we're using those numbers for Shadow Step and Exponential- it doesn't work out as powerful for those two as it does for CoH.

    Shadown Step is an awful perk designed to reward the "Blendette" gameplay style, then the killer doesn't see anyone on bbq and is forced to camp the hook. I don't even know how to fix this one, if they nerfed it to the point people would prefer to bring Buckle Up, I wouldn't mind (I own Mikaela and use boons too btw).

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/2703111#Comment_2703111

    Would you argue that passionate about Hex totems, though? I know, I know "boons and hexes aren't the same, not even remotely, they just share a single ressource together"; I would argue that they are the most comparable ability between Killers and survivors that we ever got.

    I read a lot boon discussions in the last weeks and something that creeps up every now and then is "if they were destroyable, they would become useless to me and I won't play them anymore" and I think that's a good thing! If something is so strong that (nearly) everyone can see its value, or it even becomes a no-brainer/auto-include in most cases (*cough* dead hard *cough *), then its probably mechanical too strong.

    If it got its ups and downs, but at least some peeps see its worth or wanna put in the effort to make it work, then its probably right on the power level.

    Yes, corner cases and outliers like RPD shouldn't be used as a strong argument, and yes, the CoHs AoE +100% heal speed +self heal is way stronger then practically every other option, but I think that boons in their current state were definitely a poor designed element.

    Coming back to Hexes: they were designed around the concept that they should be stronger then normal perks, but could be removed from the game with some effort from the survivors. Over the years the strength outliers have been curbed down (Ruin and Undying), but by now many counter options exist, and many survs have memorized their spawns, that a lone Hex without support will practically always die within the first min of the game.

    I don't believe that boons were designed as a time waster for survs, they were designed as a cool new mechanic and to give the something to do besides rushing gens, but if they were destroyable they wouldn't lose their individual power, they would use their mindless spammability and add a strategic and risk element, quite akin to Hexes.

    They wouldn't be attractive anymore to everyone, but some dedicated players would most certainly make them work with a dedicated build. You could easily introduce second tier perks that protect them, or allow you to rekindle them once or something, but then you have to give something up, just like killers who run Hunted Grounds/Undying/Retribution on top of their favorite Hex.

    Lastly, time for a killer is at a premium. Every second that you aren't chasing or hooking someone, three others will be doing gens. Even taking a wrong turn or falling down a hole can be impactful in high level killer play, while it would most likely just waste a few seconds for a single surv (unless they expose themselves to the killer). Sniffing totems is nearly never a good idea right now, as they can easily be reblessed and you can never truly be rid of them, heck there can also be up to four active ones on the map. The pressure that even one CoH brings to the table can be overwhelming, 3 can be utterly crushing.

    Yes. And if you think about it, it's even unrealistic to assume the killer would go to all corners of the map to break totems anyway. Most times they just break it if they are chasing someone nearby. Survivors could actually use their brains to place it strategically rather than spam it randomly. It's such an over statement to say nobody would use it anymore, just like when they nerf DS, BT, Ruin, Undying, etc...

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2703113#Comment_2703113

    Not quite. Unbreakable is one use and very strong, but the only requirement for using Unbreakable is that you be left on the ground, nothing more. The other boon perks (not CoH because the time investment absolutely works out in the survivor's favour by a staggering degree) require setup, and once again, they are designed to continually draw survivors away from their objective.

    Why on earth would you bring a perk that gives you some moderately decent stealth, but that requires you to find a totem, spend multiple seconds blessing it, only works within a certain radius of that totem, and can be completely removed from the trial? Why would you ever bring the version of Unbreakable with all of those restrictions?

    multiple seconds = 14

    certain radius = 24 meters (48 meters diameter) and multi floor


    yeah, so many conditions

  • It's only relevant after closing the hatch, which shouldn't even energize the gates. If it has come to that, you lost that game.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2703120#Comment_2703120

    Ah, of course. The perk that requires no setup, is mapwide, and has a much stronger effect than either of the perks I just described?

    The one that isn't comparable in the least because literally nothing we're discussing actually applies to it?

    Oh please. The range of boons is just insane, and applies to multiple floors, and the effect is very strong. Being able to choose the totem is a massive advantage. Imagine if killers could just choose where their hexes would be positioned. In many matches, CoH will have much more impact than ruin, so I just don't know what you're talking about.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2703120#Comment_2703120

    Ah, of course. The perk that requires no setup, is mapwide, and has a much stronger effect than either of the perks I just described?

    The one that isn't comparable in the least because literally nothing we're discussing actually applies to it?

    I'd much rather setup ruin wherever I want than have it broken in less than 30 seconds of match.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2703113#Comment_2703113

    Not quite. Unbreakable is one use and very strong, but the only requirement for using Unbreakable is that you be left on the ground, nothing more. The other boon perks (not CoH because the time investment absolutely works out in the survivor's favour by a staggering degree) require setup, and once again, they are designed to continually draw survivors away from their objective.

    Why on earth would you bring a perk that gives you some moderately decent stealth, but that requires you to find a totem, spend multiple seconds blessing it, only works within a certain radius of that totem, and can be completely removed from the trial? Why would you ever bring the version of Unbreakable with all of those restrictions?

    You mean like Ruin can just be removed from the trial? Who would ever bring that right?

  • Also Pig, but I'm afraid that just by mentioning her, it would cause them to nerf Pig.

  • Probably Legion and Ghostface.

  • By the way, it would be 5 ACTIVATIONS, not 5 uses.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2703100#Comment_2703100

    ...It's really, really not. Shadow Step is strong, but not overpowered, since it's relatively easy to play around even if you're chasing someone in its radius. Circle of Healing, by contrast, completely removes whole playstyles and tactics, and is absurdly strong compared to any other healing perk in the game. CoH is way stronger than Shadow Step.

    https://forum.deadbydaylight.com/en/discussion/comment/2703107#Comment_2703107

    So, you do raise a point where there are niche scenarios that make Shadow Step more of a pain- still nowhere near as powerful as CoH, of course, I'm not sure why "you can't chase anyone" while Shadow Step is up, but it is a lot more annoying and a lot more powerful than that perk is elsewhere. The problem here is twofold, though- it once again bumps up against hard nuking the entire concept just because of outliers (CoH being the strength outlier, RPD being the outlier for making Exponential usable and Shadow Step more annoying), and it's also not actually the solution to that problem.

    Instead of effectively completely removing boon totems from use by making them incredibly limited, why not look into whether or not the effect should get to permeate through floors? That'll handle the outlier situation that you're describing here without making Shadow Step and Exponential quite literally useless on any other map in any other scenario.

    Breaking boon totems is not only not the only solution, it's not a solution, it's only a brief step above saying "just delete them from the game". There are actual solutions to these problems, like reworking totem spawns, making boons travel far less vertically, and nerfing the absolute ######### out of Circle of Healing, so why not push for that?

    Because 5 uses is plenty of uses. Other perks like unbreakable are only one use and still very strong. Saying people won't use it anymore is just like people used to say no one would use DS anymore if nerfed. And yet, what a surprise, DS is still one of the most used perks every match.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2703089#Comment_2703089

    Usually no, but it can be. There are some spots where it's busted to have a totem and you have to get rid of it, but that isn't possible with the current state of boons and the killer's just kind of boned.

    Imagine playing against a team with 3-4 Shadow Steps and an RPD offering. You really just need a totem in the library and one in that room below the fancy office and the survivors are completely set - no scratch marks on most of the map. You can't chase anyone without snuffing the totem, but when you snuff it, somebody's put it back up by the time you find someone else to try and chase.

    Same with Exponential and a SWF who has a few of them dotting the map and full flashlight/sabo builds. Impossible to pick up within 8 seconds, impossible to slug. Add in CoH for speed heals and destroying the totems is the only way to progress, but you can't actually do that, just stall them for a bit - and for way less time than it stalled you.

    So yeah, I'm pretty desperate for destroyable boons (optionally snuffable if the killer wishes to preserve the totem.) Five uses is plenty good enough for a typical match, and hopefully it'll encourage people to place boons smarter instead of spamming them everywhere.

    Nailed it, specially with the final statement.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2703096#Comment_2703096

    Which would be a problem for the exact same reasons. Again, Shadow Step and Exponential don't require a change this drastic, so why push for it? Just nerf Circle of Healing, you don't need to start fundamentally nuking the core concept of boon totems.

    Why is that a problem? I don't see it. I don't even think boons help that much on keeping survivors busy, specially if they already know where is an available totem.

  • @jesterkind said:

    It wouldn't be a good change, because it doesn't understand and reconcile what boon totems are actually designed for. The point of snuffing a totem isn't to provide a huge downside, it's to pull a survivor away from their objective to relight it, and the more times they do that the better it works out for you- if they could only do it five times max (less for any given survivor if they're all running totems) then you won't get any real slowdown out of the situation, and survivors would be much less incentivised to actually run boon totems at all.

    Also, think about it this way: Is this really a problem for Shadow Step and Exponential? Or is it just Circle of Healing that feels too powerful to be limitlessly available?

    Just like lauraa said, it could be an option for the killer. Hold the button longer to crush it completely. Depending on the strategy/killer/match situation one could be preferable than other.

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