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TrueGuardian32

TrueGuardian32

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TrueGuardian32
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  • Doesn't help if they don't get injured in the first place.

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590723#Comment_3590723

    Good idea. Then we could also try again what the Devs tested a while back: inflicting Torment via range attack. The problem now is, that PH can tunnel so easily if the player knows how. I tried it for a while and it felt disgusting, because it's so easy.

    Yeah it's funny cause the two other peops that mentioned me ignored the moving cage part.

  • I think some more fun perks should be made universal. Things with a bit more fun based instead of objective based to get new player more hooked into the game. Objective Based Perks are mostly useful after you get hooked. Not at the start.

  • @MoNosEmpire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590731#Comment_3590731

    I agree but the core player base would not bother with this change then. As for the reward aspect I was referring to "Rewarding to good players that carry major risks if you misplay.", or did you just mean the reward would be gratification?

    Ah. Hmm. I would have to think harder to figure that out so I can't give you anything on that per the moment. Right now I am taking over the feedback page giving my thoughts while keeping a positive attitude.

  • K unlike some I read your text. It seems that the bigger thing your annoyed at isn't the turrets themselves, but the tail attack. In this? I agree. It isn't telegraphed enough. In any other killer there is a telegraph before the attack. I think the window between the attack and the hit should be slightly adjusted. I am thinking half a second or less. To account for some people not having a high enough reaction time.

  • This means if BHVR ever decides to remake DBD with newer code. We would see a massive performance boost, better graphics, and more frequent updates. The only problem is that it would take time and money and in the eyes of BHVR per the moment. It just isn't worth it cause we will complain if we go threw months without content. Much left the one to four years it would take to remake the game from scratch to a playable state.

  • Ah it's a separate team with with more refined code. Meaning unlike PC and Console DBD the code is easier to work and not made of sticky spaghetti. This means they get more simply cause it's easier.

  • Ah. You guys are getting Movie and Lore mixed up.

    Movie Wise this killer could make sense. As the Entity could make the children think that they were "making friends" by hooking them. Like in their view the hook would look like a animatronic suit. In the movie they really don't know what they are doing, so they could be made into a killer from Entity manipulation.

    Lore wise, they could have it where the entity took the AI version of Freddy and told it to murder. So technically we can use more than just Springtrap using the Entity's actual lore. Remember it is really manipulative and can change what the Animatronics and Afton sees.

  • I like this reminds me of the Chucky in the PTB. He would still be weak with these changes, but it is still interesting.

  • This actually sounds like a big problem. I would rather have both the turret placement box changed and have the map reworked. The map is fun. But not at all balanced, and in some cases against a good SWF it becomes unplayable as killer. Not to mention Billy can still hit the air and doors on that map.

  • Not terrible. Hurry is a big no in my opinion. Like you do not realize how strong that is. At most of should be 2 or 3 percent.

    I would change wall up to be charged based, and recharge whenever it is broken. Don't think you should use toolboxes to do it by default. But it would be an interesting use for toolboxes. I would still limit it to one pallet per survivor.

    Snare Trap is interesting. A bit strong, but at the same time I wouldn't mind dealing with it as killer.

    Fragile Hook is mix of op and useless to me. But it can also be used by me to tunnel out a survivor. Like if I figured out you fragiled a book and I wanted someone dead? I would hook them there so I can get them off the hook fast enough to murder them.

    Without Fear is a also a mix of OP and Useless. Great for Stealth. But terrible once your discovered because your basically no mither with extra steps.

    Handymans downside isn't needed. Your basically making a holiday pallet in exchange for two broken pallets that you have to go and get. So remove the downside and your good.

    Already mentioned hurry.

  • After a month and a half break? I would say that the anti face camp mechanic is pretty good at what it does. The main problem I have with it is that newer players won't even know what it means. They should be taught about it. At least in the tutorial.

  • I would nerf it to not activate unless in chase for x amount of seconds. Other than that, I would leave it unchanged. That was peops can't completely avoid dead zones before a chase even starts.

  • @MoNosEmpire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590716#Comment_3590716

    Say it was to be added as an addon, what would you suggest this reward be to entice killers to use it?

    I can see killers avoiding this addon and continuing the flow of the game like normal.

    I also feel as though this game should be more scary too.

    It doesn't technically need a reward. Remember some people will play it just because they like added difficulty. I mean we have people that absolutely love playing Singularity and Billy despite other killers being able to do the same thing ten times more easily. I certainly see myself running something like it if I wanted to play a five perk gimmick game or something similar.

  • Actually not terrible ideas. The vaccine part would be annoying though. However if we reduce the number two stations and remove the boost from infection hit entirely. It would work fairly well. It would give use to the expose addon most definitely.

  • Wesker and Pyramid Head are interesting when it comes to this topic. Pyramid Head for example can completely ignore anti tunnel mechanics. While Wesker can make those anti tunnel mechanics do nothing. There is actually something to help with these situations. Like making Wesker infection not progress after hook until a conspic action is performed.


    And for Pyramid Head I would remove the bubble notif from cage rescues. And have the cage move close to the nearest survivor after a set amount of time. I would also prevent Pyramid Head from seeing caged persons aura so they don't have info to tunnel with.

  • I got bullied by a good player running it... Please don't try to get it buffed. All it takes is one player that is good at mind games and your absolutely bullied as killer.

  • I agree. Get rid of it. I am tired of getting head-oned after vaulting a window.

  • I play both, and I will give my input.

    I have always been a fan of risk/reward. It is why Billy is such a rewarding Killer if you can hit your attacks. But since then the design philosophy has changed from risk/reward to casual difficulties for killer powers. Killers like Knight for example, despite being a fun killer to play. It is what people would call braindead.


    My thoughts is that there should be an addon or addon set for each killer that turns the killer from a casual killer to a risk/reward killer. Rewarding to good players that carry major risks if you misplay.


    Killer abilities shouldn't be a complete replacement for m1 but in some cases it is.


    Also one more perk slot would be so nice as killer. I could throw on four chase perks and then a gen regress for my fifth. Or five anti pallet perks. Enduring, Spirit Fury, Hubris, Dissolution, and the new Chucky blinding perk.

  • @GensByDaylight said:

    You want a lightborn nerf...

    ...

    I'm sorry you can't harrass new killers with your flashlights.

    Tools that reduce abuse of new players are 100% unhealthy for the game.

    Rework mostly. Insta blinds are not in the game and there are tools to deal with flashlights. They shouldn't be completely negated just significant mitigated. Although if they do that I sincerely hope they add a accessibility option to change the blind screen.

  • I have to write all this on my phone as the PC is currently down till the power is fixed and my fingers are tried. So it might be a while before I reply to your next message. Sorry if I seem aggressive or something similar, I acknowledge your points I just have my own knowledge of the perks doing things differently to what you said. My main thing is that how it currently works both of them are not healthy to the game. Not the balance of them. I just said all that and now my fingers are even more sore, so next message might take a while.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513997#Comment_3513997

    "Lightborn completely disables one of the fundamental mechanics of the game, at no downside, it isn't even a wasted perk slot."

    Literally wrong. A blind isn't a "fundamental mechanic" of the game, it requires you to bring a perk or item. It isn't base kit. The downside is the wasted perk slot. Giving up a perk slot is a huge downside. You never need Lightborn to avoid flashlights. If someone is needing Lightborn then they are making many, many mistakes. IE a skill issue.

    "Lightborn can singlehandedly turn entire games around"

    No lol, no it doesn't, not even remotely. You can always avoid Blinds at base kit and after it prevents one blind they will know you have the perk and never attempt again, wasted perk slot. You want them to waste time attempting flashlight saves instead of doing gens, it's literally bad to run the perk, it hurts you.

    "good killers will hide that they have it to the best of their abilities"

    No, they won't, because good killers don't run Lightborn because they realize how bad and counter intuitive it is.

    "Causing the people that try for saves and such to keep trying without realizing they can't do anything."

    The perk will tell them you have Lightborn after they try to Blind you one time. If you understand how this perk works then you will know that it prevents the scoring event. Having this prevented when they go to Blind tells them you have the perk.

    "Sloppy doesn't actually encourage split pressure."

    Yes it does. If you tunnel someone you aren't getting value from the perk.

    "What instead happens is that the person who is eventually unhooked almost never has time to heal"

    If the difference between you getting healed and not is just Sloppy then you are making a misplay healing in a bad position.

    " It can actively encourage tunneling in most cases."

    It objectively does not, ever.

    "If the survivors aren't healing under hook sloppy will constantly remain in play."

    If you ever go down healing under hook that was misplay. Healing under hook is a huge risk.

    "There truly isn't much survivors can do against sloppy there is barely any real counter play to it outside of bringing something like syringes or running full second chance perks."

    You mean like the 16+ healing perks that exist in the game? Oh and medkits.

    Blinds, Stuns, and Generators have been in the game since the very beginning. Blinds are as part of the game as doing a generator is. You can get blinds even without a perk or item at the start by finding them in chests. As for it being a downside. It isn't one, it provides two important things, security and tracking. If you have lightborn you do not have to care if someone goes down in the open or not, nor where they are. The only worry being a possible pallet. Which in some cases may not even be dropped due to a attempted blind. You can also use flashlights to deter the killer from going in a straight line to the hook, especially depending on angles. Lightborn nullifies this. It isn't just a skill issue.


    Good Killers can and will occasionally run Lightborn. They normally don't be sure there are more fun perks to use or they want to try a certain build out. You can't actually know if the killer has Lightborn or not because of angles. The only time you can truly tell is if the killer picks up facing you and looks straight into the beamer. Good Killers will still act as if they don't have it to provoke beamers into trying again and again.

    Lightborn isn't a waste of a perk slot as you say due to this. If you truly believe that I must ask, how. The gen thing? Survivors will be on gens regardless. Not everyone will constantly look for flashlight blinds. Normally it will be one or two people at max. It is possible to figure out if a killer is running Lightborn. But not immediately.

    Now then. Sloppy.


    You are getting the value from the perk when you tunnel someone. Unless they are FTP'd they will be unable to heal. If someone bodyblocks and you lose sight of the unhooked survivor, you can track them down, and they will almost always not have a safe location to heal. You also get value from it due to the tunneling in itself. As you slap the bodyblocker that person is affected by sloppy. Making it harder for that person to try to stop you from tunneling.


    As for bad positioning? That is only the case for large maps, and even then those large maps normally have wide open areas that can allow you to track the injured survivor. There is such a thing as bad positions to heal. But places that normally would be safe to heal are now risky due to this perk.

    Now then. Counter play to it. Healing perks don't matter if you aren't able to capitalize on them in time. Medkits as well. People don't know what they will be against all the time, they normally won't put together a healing build solely to counter one perk they may or may not run into. Sloppy is a general tool that affects every aspect of play due to this. It effects tunneling, it has a large slowdown, and it can counter most builds. There is no way to cleanse the effect outside of a full heal, and even then it is instantly reapplied on the next hit. It is a problematic perk in its current state. It needs to be changed just like MFT and FTP + Buckle Up needs changed.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513949#Comment_3513949

    Lightborn is extremely niche and even a bad perk at that. You can avoid flashlights by just being an even remotely decent killers. Lightborn is a wasted perk slot. There's not a single game where it would ever be worth me running Lightborn. We should not be nerfing a perk like that.

    Sloppy is not only balanced but healthy for the game. It encourages split pressure and trying to interrupt multiple survivors. That is the exactly game play we want to encourage instead of tunneling someone out. It's not over tuned and easily dealt with. Also the best killers to utilize this perk are m1 killers, which are already the weaker killers in general that need help.

    So no, these perks are totally fine. I'd even be closer to buffing Lightborn if anything because of how bad it is.

    Lightborn completely disables one of the fundamental mechanics of the game, at no downside, it isn't even a wasted perk slot. As the survivors only have to try it once. You could be running it in a game with no flashlights, and all the sudden get value from a flashbang, blast mine, or a flashlight found in a box. Lightborn can singlehandedly turn entire games around, and good killers will hide that they have it to the best of their abilities. Causing the people that try for saves and such to keep trying without realizing they can't do anything.


    Sloppy doesn't actually encourage split pressure. What instead happens is that the person who is eventually unhooked almost never has time to heal, especially in solo queue. Most of the time people won't use it to split pressure. It can actively encourage tunneling in most cases. If the survivors aren't healing under hook sloppy will constantly remain in play. There truly isn't much survivors can do against sloppy there is barely any real counter play to it outside of bringing something like syringes or running full second chance perks.

  • @Blueberry said:

    Neither of those perks needs a nerf.

    They are fundamentally unhealthy for the game in the same way MFT is now, and Dead Hard, Iron Will, Circle of Healing, Eruption, and original Mettle of Man was. They don't technically need a nerf, but at the same time they don't need to stay the same. We need to have MFT nerfed obviously, but the same can be said for these two as well.


    Edit: Forgot NOED, and old Ruin.

  • @rvzrvzrvz said:

    Yes we see people complain all day about MFT-resilience but if devs want to break injured meta sloppy should be nerfed too it's part of the problem, second most used perk and very strong after heal nerfs, it just makes you want to not heal ever..

    lightborn is fine imo

    Agreed. The problem with Lightborn though is that it completely negates an entire side to the game. Someone did actually suggest a good solution above though, take a look at UndeddJesters comment.

  • @Biscuits said:

    I don't think we will ever seen Lightborn get changed, it's not a very popular perk. People tend to only use it when a lobby is filled with flashlights.

    Sloppy butcher however could be in the next round of perk changes. I am curious to see what you could do to it though. I would assume just remove the mangled status effect and see how it plays out?

    For some reason my brain said that if they did nerf it they wouldnt add a timer, instead they would make it act like forced penance and require protection hits

  • @Crowman said:

    Mangled cannot go back to being a timed effect. Otherwise survivors will just wait out the timer making it just as effective as broken.

    Broken is pretty effective though. Mangled can make it where a survivor cannot heal once in a match if used correctly. It is way too strong on killers who knows what they are doing. Having a timer on it keeps its effectiveness but makes it less punishing.

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/387748/can-we-change-lightborn-and-sloppy-butcher

    Sloppy butcher into a hex?

    Sure, if it makes all survivors start injured with 30 seconds of broken

    Wouldn't mind that that honestly. Keep in mind, most of my playtime is killer. I just look at the other side a lot. Having it like that would be like a reverse terminous. They should probably heal a healthstate after the 30 seconds though, normally that is enough time to down atleast 1 survivor regardless.

  • @o7o said:

    Call of Duty Modern Warfare without massive frame drops

    Even a 4090 build can't handle the recent CoD (MW2) without overclocking. What MW are you playing? lol

    MW 1, not 2.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/385439/bhvr-please-optimize-the-game

    Been wanting this from day one. I'd get frames in the teens in the middle room of Lery's on my ol' venerable Xbox1x, the absolute strongest of the prior gen machines.

    Even on the Series X there's massive frame drops in the blessed menus, and a lot of the known fps drop triggers are still cropping up for years now.

    The more badass of PC's can usually power through it, but not always. The last two big updates have hurt as well. Just imagine what our precious Switch cousins deal with...

    I've seen what they deal with, it's the teleporting skillchecks.

  • Now if only they will troubleshoot the game and reduce the CPU usage, it feels like it goes up every update.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477837#Comment_3477837

    If it will end with removing Bloodlust, i am ok to reworking MfT. And i agree with infinite part. I don't think any infinite left but if there is any, they should nerf it as well.

    But it's funny when people says MfT is op but when it comes to Bloodlust, they are okey with this mechanic. If haste is op, then Bloodlust should not exist too cuz it also affect chases. Rewards killer for bad play and punish survivor for good play.

    I can agree with that, [As someone who abuses the BL as much as possible] I can see why BL should be removed if infinites are fixed.

  • @LobbyDodgerLeonidas said:

    The MFT + Hope users will call you trash for using NOED. Already happened to me multiple times lmao

    They will call you that for anything to be honest.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477823#Comment_3477823

    Yeah, these perks should be nerfed. Like how survivors perks are nerfing because they are overused. Same thing should be happen for killers perks as well.

    And thank you for remind me, killers have free MfT which called Bloodlust. This mechanic should be removed as well. Why killers are getting free speed because they played so bad? If MfT is op, so Bloodlust is. Nerf them both.

    Bloodlust was actually supposed to be a temp mechanic to deal with infinities, in a way it should be removed, but we should probably double check to make sure there aren't any infinite loops left. I'm pretty sure MFT makes certain long loops infinite even with Bloodlust. But would have to check that first. Also Bloodlust is removed on pallet breaks. If they are getting to T3 Bloodlust you are doing a pretty good job with that loop that they are refusing to break.

    Killer perks are getting nerfed just for being overused though. Or in the case of Hangmans, getting nerfed for being underused. What is interesting is that if you lowered MFT speed by 1%, it would be just like Dark Theory but with the requirement of being injured instead of booned. I honestly feel like the values on MFT and Dark Theory need to be swapped and It would be better. 1% can make a world of difference.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477703#Comment_3477703

    So you want to nerf it because it's almost in all trials.

    So then we should nerf Sloppy, PR and Corrupt as well. Because i am seeing these perks on most of killer builds. Let's nerf them to ground for judge of meta shaking!

    The difference is Sloppy Butcher is only slightly time wasting on survivor side, and can be dealt with without having to run perks solely to counter it. Pain Resonance only has 4 charges, then it is disabled. Corrupt lasts only for 1 down, or 180 seconds. It also leaves 3 generators unblocked.

    The only downside for MFT is that it is an Exhaustion perk that doesn't cause exhaustion.

  • Currently I have been playing around with the speed perks and such to see if there is a reliable way to deal with MFT, so far the best thing I have managed, aside from constantly NOED is a Play With Your Food and Game Afoot combo, I get my first hit, farm three stacks, then commit to the rest of my chases. If I lose chase in an annoying area with someone that has MFT I hope that they are my obsesskon by that point so I can slowly close the distance

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477765#Comment_3477765

    Add Terminus into the mix, just to mess with all those Adrenalin users ^_-

    An underrated perk that can make a world of difference

  • After five games in a row of MFT+Hope. I just started running NOED. Has made my mental much happier.

  • Shoulda started to run NOED.

  • The difference between Pre Dropping and Tunneling is pretty simple. When tunneling you create a massive dead zone around the hook in most cases. That dead zone is almost inescapable most of the time and will often lead to the unhooked going down no matter how skilled they may be.


    Predropping can be frustrating though, especially when there are seven pallets in a row. Typically I drop chase after three pallets if I haven't injured the survivor and keep in mind the dead zone I made. Of course if I am just playing for the fun of it I don't do this and typically have dozens of pallets dropped in me. It doesn't help that bloodlust is completely unreliable and doesn't actually stay long enough on large loops with LOS blockers. Heck, the new reworks are painful with the shear amount of LOS blockers preventing Bloodlust. Making predropping a even more effective and annoying strategy. What I would like is for Bloodlust to be buffed slightly so it doesn't decay as quickly. Maybe add a lingering timer. Would definitely buff Beast of Prey. Would also make Made For This slightly less frustrating when paired with hope.

  • Didn't actually know who you were till today GTvel, really good Billly.

  • They haven't nerfed the Hex Pentimento, you were likely being affected by blindness via residual manifest or they booned the totem instead of cleansing it.

    Dying Light doesn't effect the Obs repair speed, only all other actions.

    The Pig Nerfs are well known, honestly they don't make much sense, they did buff one of the addons recently.

    The new dead hard is actually easier to bait out on some players, others however will hold it till loops or pallets or until you lunge, it will be receiving a change to make it where survivors who have dead hard won't have it trigger until after they get a safe unhook.

    Hex Totems aren't actually in stupid places, the problem is that we all know of the possible hex spawn locations for each map after playing for dozens of times to the point where hexs can get cleansed easily. What sucks is when you get it in a guaranteed totem spot, as that is checked every time by the survivors.

    As for gens getting completed super quickly? Survivors are learning how to play. Most survivors have learned that splitting up gens is actually a smart idea so once you finish your first chase? 2 to 3 gens will be either close to popping, or popped. And if you interrupt one, another is still popping, the survivor hud allows the survs to have confidence on what they need to do.


    Things are in a much better state for killer than they were, and it is hard to win against a SWF with a good looper, or you get a map with six chain loops, or they abuse the infinite in Garden of Joy. It feels like its harder as killer, but in reality it is a lot easier. The best advice I can give you is the PICK YOUR CHASE! By that I mean ignoring the first person you fine and focusing on interrupting someone on a gen, depending on how you found that first person they may want you to chase them or they may be exploring for something other than a gen, regardless they are not on a gen so your target should be pressure, so find a gen being progressed and interrupt it by chasing the survivor that was on it.

  • I want to try the new changes before I pass judgement, my question is how much did they nerf it. Did they brutalize it into the ground or just make it slightly worse. I'd like for them to remain untouched but no clue if that will happen.

  • Huh, new changes on on Billy coming... Reworking the heat? May be more forgiving?


    Nerfed Engravings... Ok, why? But more importantly, how much?

  • @Emeal said:

    Overheat is for chainsaw Camping (both bubba and billy)

    Overheat is for BBQ snowballing on open maps.

    What good reason is there to undo these fixes?

    Overheat has never mattered for chainsaw camping on Billy or Bubba.

    Why can't you BBQ snowball? Why not? It can be done with any other killer, especially nurse and blight.

  • @tizzi717 said:

    The overheat mechanic is useless to prevent chainsaw camping. If you are smart you just wait for unhook animation and start your chainsaw there. Overheat is a huge nerf not requested from anyone and I don’t understand why bhwr hate so much billy maybe for sell new dlcs . I play mostly survivor but I always love the old billy . It was strong but you can counter him if you play well. The only thing that they should touch was the insta saw combo. But they destroy his entire power. The basekit billy didn’t have nothing wrong

    Agreed. If you look back most of the complaints anyone had was the insta saw addons. It was universally agreed the addons were problematic. Not the killers basekit. They themselves disagreed on the change

  • Didn't realize this was getting activity


    @Gandor said:

    There's difference between trying to curve and reving for longer (here heat mechanics could be more lenient) and having m2 always ready no mayter what. Also camping billy is a factor and if we don't want to disable m2 near hook, overheat has to stay.

    Also it's hard to distinguish between curving case and just infinite prepared m2. So even though I think Billy should get some slight buff, overheat should stay IMO

    Was playing multiple games without camping hook and just playing normally. The Overheat mechanic procs and I am forced into a crawl. I am using my chainsaw for both map coverage and to curve over loops.


    @Wexton said:

    I think overheating should stay but it should be changed, I once saw someone say it should be changed to where if the chainsaw is overheated you can still use it but it only takes one health state as opposed to insta downing.

    Billy has a lot of issues but tbh overheat is a small one, it's only an issue when you're learning the killer. The problems billy faces are kind of unique to him, he's just outdated and the new maps being released are usually not very good for him. And his add-ons are kind of trash, there's some good ones but most are trash.

    His addons aren't good, but his overheat is way too punishing on bigger maps. You could be playing normally and the overheat will hit you.

    @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362520#Comment_3362520

    who is also problem in this regards. And both billy and bubba have 1 counter you can try - make them overheat and then rescue

    To counter a camping Billy you need to force them to use their power into the hooked survivor or wall. In wide open areas that is problematic, but most of the time you will just face the same issue as any camping killer. Plus billy isn't as bad cause you can trade. Bubba on the other hand will down you and the unhooked survivor.

  • I am excited, especially after seeing the changes from beta.

  • Huh, in the right hands the new dead hard is a slight buff in terms of chase potential, but overall a nerf to a majority of the player base. If not a little luck dependent in the hands of a survivor who knows how to use it. The old Dead Hard simply uncounterable ina massive amount of situations. Allowing you to get distance and free pallet drops that the killer could do nothing about.

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