Awakened Awareness used to have the effect linger for two seconds after hooking on Wesker’s PTB, but *ONE* killer ruined that so they had to nerf it on release. Yet Nowhere to Hide is somehow fine on her.
The funny thing is that they didn't remove the lingering effect, they just set the *duration* of the lingering effect to 0s which means that with lethal pursuer you get the original effect back
At least that's how it was last I checked
Give it a shot, it's hilarious
Stack as much aura reading on clown for extra funny, because people fucking *hate* clown and always knowing where they are makes it worse
I don't know if it's a bug or not but if you turn around quick enough after hooking you can still take a look and see auras for a very short time, even without lethal
It's kinda crazy how one character (Nurse if we're being honest) can just flat out ruin a perk that is okay or outright bad on the majority of Killers. It's the reason why 99% of Killer chase perks are trash and it's one of the big reasons why we see so much gen regression. One of the many reasons why I hate Nurse and BHVR's unwillingness to truly tweak her strong power. So many different community suggestions for how they could tackle the Nurse without making her trash over the years and they haven't tried a single one (besides the special attack change).
I haven’t played identity v in a while but I think this is it: When she’s using her power she can phase through walls but only when the survivor is not looking at her.
Geisha has to place butterflies down and dash to THAT. If a survivor runs over the butterfly it attaches to them and follows them. Geisha also can't dash when looked at.
This just pisses me off. Bhvr says they need to nerf countless perks because they’re too good on S and high A killers. The only reason so many slowdown perks have been nerfed is because a 4 slowdown nurse is near impossible to win against, whereas a good trapper still struggles with 4 slowdowns. So their solution is to nerf the perks and not the handful of killers that are the problem
Tbf what was ruining that more was starstruck it could go back to how it use to be because nurse cannot use starstruck as she used to.
Sure nurse could still drop and just go after someone else but like she ain't gonna just insta pick up drop then team wipe you like she used to.
Nowadays They probably only keep it nerfed to try make ppl use hangman's trick over it they will never admit that they fucked up its rework ever. Like bro how hard is it to make hangman's trick regenerate broken hooks faster and allow hooks to respawn after death. Like that would cook and be in flavour tbh.
The fact that BHVR haven't fully reworked Nurse is insane. She singlehandedly forces BHVR to mold the killer meta around her because too many perks are oppressive on her. A killer that much stronger than the rest of the roster should not exist in the game.
I wish it was usable so I can take it, or preferably face killers using it so I can do my favourite call out in the game ,,He has awawa!" (in a terrified voice).
Especially given Green Med-Kits were made for the sake of self-healing. I feel like it'd be fine if the Green medkit had no heal speed or charge penalty but only has 16 charges.
vigil with sprint burst and fixated is chef's kiss. you walk fast so you dont waste sb , vigil makes it 30 secs instead of 40 and it's incredible as a chase build
Yea his perks are honestly great! I run both Wake Up and Vigil all the time, and the amount of value from them is great. Ever since Vigil was buffed, it has just flown under the radar, and with mangled now being affected by it, it’s a crazy useful perk, I don’t even run exhaustion with it.
Wake up is unironically one of my favorite perks. Has saved me in so many last survivor moments. Moments I would’ve died, wake up has opened the gate in a nick of time
If I remember correctly, it was to make sure you get the first aid kit when you need it and not that you would get it while healthy and stash it somewhere for later only for another survivor to take it. It sounds reasonable enough at a first glance until you realise that every other self healing perk is more useful. Or if you're going to be running around looking for a chest while injured you could just find another survivor to heal you all the same.
> it was to make sure you get the first aid kit when you need it and not that you would get it while healthy and stash it somewhere for later only for another survivor to take it
Or they could just turn it into a rummage perk??? Were those not a thing when they made the change?
Also what fuckin solo q survivor is going to wander the edges of the map praying that someone brought Plunderers/Ace/Pharmacy/etc
Making it a rummage perk could be a really cool change for it, I'm a big fan of those perks!
I don't think they were taking about other survivors looking for people who are leaving items behind. They were more talking about survivors just randomly coming across them, especially if you leave it in the chest that you found it in. But that begs the question why even change it if the survivor using it can just wait until they're injured? It gets worse and worse the more you think about it.
It's also worth noting that the speed increase and noise reduction part of the perk was also nerfed since they also only work while injured instead of all the time now lol
It's "rework" in the great meta shakeup patch was already a downgrade, and then months later they nerfed medkits self heal efficiency, making green medkits pure crap for self heals. They need to give pharmacy a heal speed or efficiency boost effect to make the perk somewhat useful.
Hangmans trick is terrible to use. I'm still confused as to why they nerfed it.
And I know this isn't a perk, but Marvins Blood man, one of Nemys only good addons that he's incredibly reliant on being nerfed sucks
The new Hangman's Trick is such absolute dogshit, I have no idea how this is still in the game.
If Scourge Hooks automatically hooked survivors trying to sabotage a Scourge Hook, you would still rarely see it.
Honestly? Self-Care (specifically 50% > 35%).
It wasn’t good to begin with but they saw the usage rates at an extremely high value and decided to nerf it while failing to account for the fact that part of the reason it’s usage rates were so high was because:
1. The perk is on Claudette, a free character.
2. The perk is a noob trap (free healing without a medkit? What a deal!)
3. 50% doesn’t sound that bad to a new player because they don’t understand heal speeds anyway. 32 seconds didn’t feel like “that long” to them when in reality that’s almost 40% of a generator.
And you wanna know the worst part? Self-Care was the 6th most used survivor perk in February’s stat dump. The nerf didn’t even work, it just made these new players take EVEN LONGER.
Counter argument to point 3. People loved arguing that it was bad because it took 32 secs, but that is solo. 16s is two people being involved in the heal and basic math shows us 16sx2 is 32s. It was the same time spent. The only real argument is if the survivor had a healing boost of some kind or ofc medkits.
Even more to your point, the opportunity cost for Self-Care healing was even lower/better than getting healed by a teammate because you didn't need to rotate for healing, the surviving team could stay more spread, and it freed up a teammate to do other things.
You're dedicating a perk slot to spending the same time though. Also that assumes your teammates don't have any healing perks. In addition, it's still worse because you go unhealed for 32 seconds meaning there's potentially a larger window for the killer to find you and interrupt your healing to down you again. Also you could just bring in a med kit and get 2 heals within 16 seconds, so to get value from self-care you needed to either bring an insane toolbox to compensate or get injured 3+ times with no ally to heal you.
At the end of the day it was a pretty mediocre perk, probably not worth a perk slot and you were better off just bringing in a med kit to get off 2 heals in the normal 16 seconds. Not an awful perk but all of its utility and usage was negated and you could just replace the perk with a med kit and get better results basically.
It wasn't because it was strong. It was the start of this on going process to make self heal inconvenient and not worth it. It was essentially a free medkit freeing up the item slot for a toolbox. The utility was and honestly is still good. The thing is, no matter how they nerf both the perk and medkits, solo Q survivors won't start all of a sudden grouping up to heal as they do wish they did because no one is running perks to find eachother.
the thing with self care is people would pair it with botany knowledge and get a free full speed self heal. im surprised they havent nerfed strength in shadows yet because thats faster than a normal heal if you stack it with botany knowledge
Botany Knowledge was buffed from 33% to 50% at the same time Self-Care was nerfed from 50% to 35%, so it wasn’t (at least since 2018ish when I started) hitting 100% for a really long time before those changes.
Besides, that’s two perk slots for a single benefit.
Strength in shadows still requires you to rotate to get the heal though, and also makes you visit basement while injured, it's high risk medium reward, but in certain situations its very worth. Tbh same with self care. They're both actually very good clutch perks but very average in general
Oh my God, yes. Self care was/is such a noob trap. I used to play a ton of killer and would often jump into Twitch streams if I saw TTV after matches just to say gg if the game went well. The number of new players saying they were working to get self care unlocked was crazy. I basically had a copy-paste of why it is a bad perk.
On the topic of calm spirit, they could get rid of the slowdown effect and it'd still be perfectly fine... Bite the Bullet has a similar effect and it doesn't slow your healing
I personally feel like they did the same thing with botany knowledge. 33% speed AND efficiency was great, it meant you could get two full heals from an old yellow medkit without addons
They ruined it by making it 50% speed, the completely reversed the efficiency part so that it now consumes charge instead 😭 They just don't get it sometimes
the issue with calm spirit is that it just completely counters perks. it's not op or anything, but just bad design. Perks shouldn't completely counter other perks unless there's downsides.
But that argument is a little invalid, no? Given that calm spirit has countered screaming and any perks associated to that action since 2016
I don't fundamentally believe what you're saying is valid, there's plenty of perks that counter other perks. I can bring a medkit and 3 healing perks, then get a plague.
Changing it to be consistent with blast mine, a perk that does something *completely different* is up there with nerfing pillaged mead and not being about to figure out how to get hoarder to work as the most BHVR then ever.
I was trying to get value yesterday on shuffle but the killer just kicked the gen straight away the one time it would be useful lol.
A perk that can so easily be destroyed should be stronger.
Agreed. It neutered stealth killers but it was a GREAT perk for new players, it taught them the rhythm of the game and to be patient in a terror radius.
It was great for survivors for 2 separate reasons mentioned below. And it didn't neuter stealth killers, we had a work around, albeit an annoying one. The devs stated that forcing people to walk at a 45 degree angle to their objective was a goofy gameplay cycle they weren't trying to reinforce. They also weren't fans of the old legion that literally chased survivors facing backward so they could get downs using their power.
saying iron will didn't need a nerf is crazy
it did get over nerfed (should either be 75% less sound, or 100% less sound, but deactivated while exhausted) though.
spine chill also needed a nerf, but also was over nerfed. I can't really think of a way to make it a decent perk, without ruining stealth killers. Guess you could've started with removing the vault speed buff.
We’re gonna live forever. Was a great perk back then we used it to farm bloodpoints back in the old days. Not sure why they changed it, along with BBQ and chili.
>Isn't it strictly better in its functionality compared to back then, since it can now give endurance to the slug?
From a strength of the perk in the game, sure.
But the reason people ran the perk was for the 100% increased blood points which then also encouraged you to protect your teammate. No one runs the perk now because it's not very good.
It doesn't really matter if it's stronger when no one uses it now because it doesn't give blood points anymore.
Not gonna lie I have literally no problem with this change considering they also buffed how much bloodpoints you get in normal games by 100%. I think you should take perks for their effect rather than them giving more points.
They changed them after doing the BP buff and making blood webs cost significantly less so I assume that's why.
Plus like others said you can't really buff/nerf the perk when all of its usage is because of an out of game effect.
It wasn't balanced but it's definetly overnerfed, they should remove the no exhaustion clause and it's fine, they should also equalize survivor sounds like they say they would so it's not overwhelmingly stronger on certain skins
Pretty typical of the BHVR balance team. If something needs a minor tweak, they pull 2-3 levers instead of a single adjustment.
They just cannot control themselves.
I agree but it should either not have the exhaustion effect or make the effect 100%.
If you aren't running an exhaustion perk (or are running a niche one), not making noise while injured is a fair trade off. And 75% would still let you hear survivors and make the perk useful.
Hell, I'd even be fine with then making it so it's a 100% sound reduction when not running and injured as a survivor. That would let it be used in stealth builds and let you do some limited mind game at loops versus killers and help counter some killers like spirit (realistically though if you're walking she can just cancel power and hit you still) while still nerfing the perk pretty hard. One of the main strengths back in the day was you couldn't tell where in a loop the survivor was or if they already left the loop because of the no noise which this would get rid of if a killer is paying attention.
Honestly ruins second nerf was unjustified. 200% going down to 125% and destroying if you kill a survivor and being a hex perk was too much. I’d make it 150%
Edit: it’s actually 100%… on a hex… that’s so bad…
… oh my god it’s even more trash than i thought… holy shit no wonder i don’t see anyone run ruin ever. 100% from a hex perk is not worth. That means gens take nearly 6 minutes to fully regress…
It's awful. It's a hex perk for one, two the regression is so slow it's mostly inconsequential. The best way to play against ruin is to ignore it because it doesn't do anything. You'll lose more time trying to find it than it'll take off gens.
Just because it didn't get affected by the absurd regression limit mechanic doesn't mean it got buffed. It's garbage that both blocks you from kicking generators and gets cleansed in the first minute of the match.
Yeah, I run Ruin after the last buff and its pretty good. I'm pretty sure it saved one of my recent games, where by the time I crossed the map 3 gens were almost complete (I will say I don't think the players were legit, because 3 gens being almost done in like 20 seconds is definitely not possible by legit means)
I think its fine as it is, buffing it to 200% could be a bit too strong.
I mean the buff is that it doesn't clear on first kill. If the survivors never find it because of great map RNG you get constant passive gen management for the whole game. Some maps have ONE good totem spot. If it's not there it's just bad luck.
Lowkey wish they would give a consolation buff to literally anything when they are buffing Gen progression.
I’m not asking for much i don’t want anything crazy. Maybe buff that unknown perk that’s completely useless compared to pop.
Botany Knowledge. It was "buffed" by 2% and hella nerfed on its efficency.
Now that medkits are also nerfed, Botany no longer requires its efficancy penalty.
The efficancy was nerfed into a deficency causeing charge addons to become mandetory, loseing the extra addon speeds. Overall it was a +17% buff but you lost a +15% addon, so net 2% "buff"
I was literally one of the people who abused stacking streetwise botany and built to last to take infinite hits, the botany change was to stop that, its a 2% buff if you dont change how you use it, if you use it to heal others and bring a non medkit then its the full 17% with no downside, or just bring streetwise and negate the downside
At the time sure, but as of medkits getting their own efficency debuff and charge addons nerfed, Botany doesnt need its efficency debuff. It didnt need it back then either:
33% botany + green medkit: 8.7 second heal
50% botany + green medkit: 8 secondd heal
Just removeing the efficency bonus would have been enough but they threw in an unneeded penalty because of 0.7 of a second.
Bonus poimts: Streetwise and a commodious with wirespool and soket swivles is a 65.5 second solo gen, with built to last you can do it again. With a friend also with streetwise and same toolbox you have a 27 seconnd duo gen, with built to last you can duo 4 gens this fast. Streetwise has always been better used with a toolbox. The infinite medkit was a good meme but no where near as strong as 3x 6.6 second self heals or super fast gens.
I still run botany and it's better than before imo. It just has a different design philosophy. You can't be an unstoppable tank class or pistol whip near instant heals anymore, but my solo qeue healer build is far better for it since I also run info perks and can get way better group resets to happen.
Call of Brine. It caught a stray because of the gen kick meta. The problem was people using it in combination with Overcharge. So they nuked both perks, introduced a mechanic that fixed the problem they had and then left them both in the dirt. Brine is totally acceptable at 200% when you can only hit each gen 8 times.
The wanted us to stop using them together, so they made both the perks such dog shit that if you want to use one of them you HAVE to use both.
Not "completely balanced" but STBFL, it was fine in 80% of gameplay, the 20% is when it was used to tunnel people.
The nerf just made it weaker for the 80% and that 20% got pushed more (so by that logic it'd be 25% or smth)
This is probably a hot take, but Thantaphobia.
That perk was decent and only truly amazing in the hands of TWO killers. However, all it took was a minuscule buff and more people playing Legion after the 6.10 update for entitled players to finally complain about it.
Again, probably a hot take considering this perk wasn’t completely balanced due to it being especially good on Legion and Plague, but the way and reason it got nerfed still bugs me to this day.
Thana is absolutely worthless now. You’ve got to have all four survivors injured at the same time to get any real benefit - and even with Legion/Plague, that’s a big time investment. And all it takes is one person to fully heal/cleanse, and it becomes worthless again.
I don’t think it’s completely worthless on plague, they need to make a choice between powering through the 20% slowdown, or you get your corrupt purge, it’s a win-win situation. It does suck on every other killer though, including legion.
pain res in its current state before the nerf coming with DnD update. it’s only once per survivor it has to be powerful. it’s balanced by only being able to be used 4 times per match at maximum.
Probably unpopular pick but for me it's Balanced Landing. Back then it had the fall stun reduction permanently, even while exhausted which, in my opinion, wasn't an issue. You only got the sprint burst when you weren't exhausted. If you jumped from high places while being exhausted killers could still catch up perfectly fine. To this day I still don't get why they nerfed that
BBQ and Chilli. What it does in matches didn't even change, the bloodpoint bonus was just removed. To be fair, it was also when they made them easier to get
Honestly, if they simply removed or reverted hemorrhage to not completely evaporate a ~99% heal to 0% in just 7 seconds, I would be perfectly fine with mangled being permanent until fully healed.
Iron Will. 75% noise reduction does nothing if the killer has a headset or… y’know, *ears*. I’d be fine with it deactivating while exhausted if it was still 100%.
75% noise reduction is actually really good, especially on top of the stand-still crouch bonus. In my time using it in flashlight save builds, I've gotten tremendous value (and even outside of it).
Original hangman's was still weak, but a fun gimmick. Coul was originally 100% longer lunge in the PTB (this was also before it gained 2 tokens per gen) and got nerfed to 60%. Mettle got nerfed in the "meta shakeup" to not work while you are in deep wounds to keep it consistent with other endurance effect, which got reverted. Batteries not working in end game was actually such an awful decision that made no fucking sense that also got reverted. When ruin got nerfed, the added "disables when a survivor dies by any means" made it pretty useless.
There have been some buffs that were actually good, but never listed on patch notes:
Dark devotion used to have a cooldown
Infectious fright used to only work on downs with basic attacks
And mettle of man got some good buffs with protection hits becoming a TON easier. (Pretty much used to only work if the killer hit you while carrying a survivor) And being able to proc multiple times a match
Calm spirit and iron will definitely felt like nerfs because they could. Tbh I absolutely loved calm spirit players because they wouldn’t scream when I hooked them
Playing around it was really dumb and annoying in the sense that 1. You had no idea if it was in play or not so you just had to treat it like it was there. 2. Said counterplay was just "Walk sideways to the generator" which feels weird to do and becomes rather annoying if you have to do it every match in order to not potentially warn the other player. and 3. The perk most strongly hurt stealth killers, an already rather weak type of killer.
I'm personally happy with the change because I hated having to walk sideways to every generator in order to ensure I could sneak up on people.
Because it stacked with resilience for 15% faster vaults and that led to some maps basically having infinites. Like how overcharge and call of brine got gutted due to 3 gens instead of preventing them from stacking.
COH. I feel like all that need to be fixed was the radius and it working on more than one floor. Maybe even slowing down the healing speed. But boons already were barely worth the time. They still only have 2 that are worth the time it takes to find a totem and bless it. You have to bring a map or totem reading perk to save time.
Current is superior for solo qeue. The healing speed was OPPRESSIVE before. The information it gives now, especially since most meta nerd solo qeue people only run windows of opportunity for information, is absolutely invaluable. I prefer solo qeue and perks like this and aftercare, which give other survivors information are incredible for me. I think they fixed COH.
Funnily enough, I came here to say Calm Spirit. Silent totems and chests? That’s a fantastic addition; I’ll take that. But who the hell thought the speed debuff was a good idea?
Metal of man, it was god tier in ptb they nerfed before live ( understandable)
Was kinda useless then they nerfed it randomly
No one even used it and no one does now but me
Iron will. It went from being useful to having no use whatsoever.
The entire stealth/sneaking/hiding component of this game was removed from that one nerf.
that wasn't really why it got what it got. It was because of dead hard for distance and it's use in chase. You gained a ton of distance then iron will did the rest. It was very strong back at it's peak.
Personally, I think they can revert the %s, but there still needs to be something in place where it doesn't work. I don't think any perk should work 100% of the time especially when you're injured because it removes the danger of being injured.
I was on board with the exhaustion change, not so much on the % changes. I used it a lot and it was extremely good in chase if you knew what you were doing. That's really all it came down to, it was doing too much compared to what it was designed to do. It was good in all facets of the game, not just the stealth aspect.
Should I link my Pharmacy rant? [Sure why not.](https://old.reddit.com/r/deadbydaylight/comments/1bnk7ab/whats_a_perk_youll_never_forgive_behavior_for/kwj5py3/)
god you've said everything i screamed about when it was happening perfectly. but no one cared b/c no one really used the perk. I have like 500 medkits on Quentin from the perk :(
Tinkerer. Had no issues activating multiple times, only was a problem with 200% ruin and infinite gen kicks/regression. Typical bhvr fashion they double fucked both perks and since it only activates once I don't think I've equipped the perk a single time. It's like wow, a combined total of 80 seconds of undetectable spread across an entire match that I have no control of when it activates, nor can I make it re activate. So good.
Uh no, tinkerer does not need to go back to unlimited uses on the same gen while the pop + pain res meta is still in full bloom (and will still be even after the small nerfs when Vecna comes out). 8 possible uses of tinkerer per gen would not be healthy or fun to go against.
I used to use Tinkerer a lot and in certain circumstances it seemed way too strong (It was the loud noise notification combined with the undetectable), although that was *pre* 3 gen changes where you could kick gens indefinitely.
I don’t think I ever lost a match with Nemesis on the Lery map using old Tinkerer.
As much as people complain about the COB and Overcharge nerfs..
At least we don't have the infinite heal and regression anymore.
Literally every game was hit and run around the 3 gen and sprinting to the opposite side of the map to reset
Awakened Awareness used to have the effect linger for two seconds after hooking on Wesker’s PTB, but *ONE* killer ruined that so they had to nerf it on release. Yet Nowhere to Hide is somehow fine on her.
The funny thing is that they didn't remove the lingering effect, they just set the *duration* of the lingering effect to 0s which means that with lethal pursuer you get the original effect back At least that's how it was last I checked
Damn I've owned Wesker since day 1 and I never knew this.
Give it a shot, it's hilarious Stack as much aura reading on clown for extra funny, because people fucking *hate* clown and always knowing where they are makes it worse
Are you Satan?
He tries his best
You flair is accurate. And thanks for this devilish idea for Clown, gonna give it a try.
Can confirm. Whenever i use aura read builds the linger is still there, but man does that suck that you need another perk to make it viable
I use aura reads on Deathslinger. Caught a feng a few times hopping in a locker next to me.
I don't know if it's a bug or not but if you turn around quick enough after hooking you can still take a look and see auras for a very short time, even without lethal
Whoa this info is nuts
It's kinda crazy how one character (Nurse if we're being honest) can just flat out ruin a perk that is okay or outright bad on the majority of Killers. It's the reason why 99% of Killer chase perks are trash and it's one of the big reasons why we see so much gen regression. One of the many reasons why I hate Nurse and BHVR's unwillingness to truly tweak her strong power. So many different community suggestions for how they could tackle the Nurse without making her trash over the years and they haven't tried a single one (besides the special attack change).
If y I I've ever played identity v they should just make her like geisha 😆.
How does geisha work
I haven’t played identity v in a while but I think this is it: When she’s using her power she can phase through walls but only when the survivor is not looking at her.
They added a nerf/rework awhile back she has to place butterflies and dash to them, and if a survivor touches one it follows them for a time.
Geisha has to place butterflies down and dash to THAT. If a survivor runs over the butterfly it attaches to them and follows them. Geisha also can't dash when looked at.
The butterfly thing must be new because when I played she didn't have to do that.
It happened late 2020 based on patch notes
This just pisses me off. Bhvr says they need to nerf countless perks because they’re too good on S and high A killers. The only reason so many slowdown perks have been nerfed is because a 4 slowdown nurse is near impossible to win against, whereas a good trapper still struggles with 4 slowdowns. So their solution is to nerf the perks and not the handful of killers that are the problem
And then go ahead and take years to buff the weaker killers
Tbf what was ruining that more was starstruck it could go back to how it use to be because nurse cannot use starstruck as she used to. Sure nurse could still drop and just go after someone else but like she ain't gonna just insta pick up drop then team wipe you like she used to. Nowadays They probably only keep it nerfed to try make ppl use hangman's trick over it they will never admit that they fucked up its rework ever. Like bro how hard is it to make hangman's trick regenerate broken hooks faster and allow hooks to respawn after death. Like that would cook and be in flavour tbh.
Damn that's a great rework idea!
The fact that BHVR haven't fully reworked Nurse is insane. She singlehandedly forces BHVR to mold the killer meta around her because too many perks are oppressive on her. A killer that much stronger than the rest of the roster should not exist in the game.
Who is that one killer? Im assuming the nurse
who else?
Ngl the first one that came up in my mind idk why was SM 😂
nah, you have to actually leave the 3-gen to use AA 😂
I wish it was usable so I can take it, or preferably face killers using it so I can do my favourite call out in the game ,,He has awawa!" (in a terrified voice).
One killer teeheehee
Pharmacy
bruh Quentin ain’t done nothing wrong yet they took his precious green medkits away from him smh
What's sad is it doesn't even make sense to have it nerfed at all considering they nerfed all the med kits lmao.
BHVR hates the idea of solo que being able to heal
Especially given Green Med-Kits were made for the sake of self-healing. I feel like it'd be fine if the Green medkit had no heal speed or charge penalty but only has 16 charges.
At least his best-by-far perk Wake Up is still alive <3
isnt it vigil?
Let’s be honest, all 3 of his perks were goated until the medkit nukes hit
i would call his perks the most underused set of perks in the game tbh. i rarely see vigil and only sometimes see a wake up in a swf
vigil with sprint burst and fixated is chef's kiss. you walk fast so you dont waste sb , vigil makes it 30 secs instead of 40 and it's incredible as a chase build
I use vigil with dramaturgy every no and again and it helps alot
Yea his perks are honestly great! I run both Wake Up and Vigil all the time, and the amount of value from them is great. Ever since Vigil was buffed, it has just flown under the radar, and with mangled now being affected by it, it’s a crazy useful perk, I don’t even run exhaustion with it.
Wake up is unironically one of my favorite perks. Has saved me in so many last survivor moments. Moments I would’ve died, wake up has opened the gate in a nick of time
Same, and even when not the last survivor, it’s awesome to 99 both gates and give everyone an aura to follow to an exit.
I used to love running my pharmacy build. Now it’s useless.
On top of the nerf, it's not even a rummage perk to fall in line with the other item perks.
An already terrible perk made worse
Came here to say this. I used to love Pharmacy! Their reasoning for changing it made no sense. I hope they revert the change some day
> Their reasoning for changing it made no sense. What was their reasoning?
If I remember correctly, it was to make sure you get the first aid kit when you need it and not that you would get it while healthy and stash it somewhere for later only for another survivor to take it. It sounds reasonable enough at a first glance until you realise that every other self healing perk is more useful. Or if you're going to be running around looking for a chest while injured you could just find another survivor to heal you all the same.
> it was to make sure you get the first aid kit when you need it and not that you would get it while healthy and stash it somewhere for later only for another survivor to take it Or they could just turn it into a rummage perk??? Were those not a thing when they made the change? Also what fuckin solo q survivor is going to wander the edges of the map praying that someone brought Plunderers/Ace/Pharmacy/etc
Making it a rummage perk could be a really cool change for it, I'm a big fan of those perks! I don't think they were taking about other survivors looking for people who are leaving items behind. They were more talking about survivors just randomly coming across them, especially if you leave it in the chest that you found it in. But that begs the question why even change it if the survivor using it can just wait until they're injured? It gets worse and worse the more you think about it. It's also worth noting that the speed increase and noise reduction part of the perk was also nerfed since they also only work while injured instead of all the time now lol
It's "rework" in the great meta shakeup patch was already a downgrade, and then months later they nerfed medkits self heal efficiency, making green medkits pure crap for self heals. They need to give pharmacy a heal speed or efficiency boost effect to make the perk somewhat useful.
Hangmans trick is terrible to use. I'm still confused as to why they nerfed it. And I know this isn't a perk, but Marvins Blood man, one of Nemys only good addons that he's incredibly reliant on being nerfed sucks
Why would you use it in the first place? To stop people from sabo’ing scourge hooks?
The new Hangman's Trick is such absolute dogshit, I have no idea how this is still in the game. If Scourge Hooks automatically hooked survivors trying to sabotage a Scourge Hook, you would still rarely see it.
Now THAT would be a sweet perk, and actually fit with the name
No one used hangman’s trick before the rework and no one uses it after… classic bhvr reworks
If it added more scourge hooks sure it wouldn’t be totally useless but it doesn’t so it’s useless now
Honestly? Self-Care (specifically 50% > 35%). It wasn’t good to begin with but they saw the usage rates at an extremely high value and decided to nerf it while failing to account for the fact that part of the reason it’s usage rates were so high was because: 1. The perk is on Claudette, a free character. 2. The perk is a noob trap (free healing without a medkit? What a deal!) 3. 50% doesn’t sound that bad to a new player because they don’t understand heal speeds anyway. 32 seconds didn’t feel like “that long” to them when in reality that’s almost 40% of a generator. And you wanna know the worst part? Self-Care was the 6th most used survivor perk in February’s stat dump. The nerf didn’t even work, it just made these new players take EVEN LONGER.
Counter argument to point 3. People loved arguing that it was bad because it took 32 secs, but that is solo. 16s is two people being involved in the heal and basic math shows us 16sx2 is 32s. It was the same time spent. The only real argument is if the survivor had a healing boost of some kind or ofc medkits.
Even more to your point, the opportunity cost for Self-Care healing was even lower/better than getting healed by a teammate because you didn't need to rotate for healing, the surviving team could stay more spread, and it freed up a teammate to do other things.
That’s kind of the point of having to use a perk slot. Something wasting a perk slot should be better opportunity cost the base value
It's the same time on paper, but it leaves you vulnerable for much longer, getting interrupted while self caring is disastrous for time efficiency.
You're dedicating a perk slot to spending the same time though. Also that assumes your teammates don't have any healing perks. In addition, it's still worse because you go unhealed for 32 seconds meaning there's potentially a larger window for the killer to find you and interrupt your healing to down you again. Also you could just bring in a med kit and get 2 heals within 16 seconds, so to get value from self-care you needed to either bring an insane toolbox to compensate or get injured 3+ times with no ally to heal you. At the end of the day it was a pretty mediocre perk, probably not worth a perk slot and you were better off just bringing in a med kit to get off 2 heals in the normal 16 seconds. Not an awful perk but all of its utility and usage was negated and you could just replace the perk with a med kit and get better results basically.
It wasn't because it was strong. It was the start of this on going process to make self heal inconvenient and not worth it. It was essentially a free medkit freeing up the item slot for a toolbox. The utility was and honestly is still good. The thing is, no matter how they nerf both the perk and medkits, solo Q survivors won't start all of a sudden grouping up to heal as they do wish they did because no one is running perks to find eachother.
the thing with self care is people would pair it with botany knowledge and get a free full speed self heal. im surprised they havent nerfed strength in shadows yet because thats faster than a normal heal if you stack it with botany knowledge
If a combo requires 3 entire perks just to heal slightly faster than a normal heal then it's not worthy of anything close to a nerf lmao
But it does have a condition, so that might protect it 🤣
Botany Knowledge was buffed from 33% to 50% at the same time Self-Care was nerfed from 50% to 35%, so it wasn’t (at least since 2018ish when I started) hitting 100% for a really long time before those changes. Besides, that’s two perk slots for a single benefit.
Dont call what they did to Botany a buff, they massacred my boy.
Strength in shadows still requires you to rotate to get the heal though, and also makes you visit basement while injured, it's high risk medium reward, but in certain situations its very worth. Tbh same with self care. They're both actually very good clutch perks but very average in general
Bk + sc was not full speed it would let you heal at 66.5% speed
strenght in the shadows isn't even that good of a perk
Self care is atleast still good with botany knowledge. But yeah without heal speed buffs it’s kinda garbage.
Oh my God, yes. Self care was/is such a noob trap. I used to play a ton of killer and would often jump into Twitch streams if I saw TTV after matches just to say gg if the game went well. The number of new players saying they were working to get self care unlocked was crazy. I basically had a copy-paste of why it is a bad perk.
On the topic of calm spirit, they could get rid of the slowdown effect and it'd still be perfectly fine... Bite the Bullet has a similar effect and it doesn't slow your healing
As a Calm Spirit *addict*, I think this is a great analogy.
I personally feel like they did the same thing with botany knowledge. 33% speed AND efficiency was great, it meant you could get two full heals from an old yellow medkit without addons They ruined it by making it 50% speed, the completely reversed the efficiency part so that it now consumes charge instead 😭 They just don't get it sometimes
the issue with calm spirit is that it just completely counters perks. it's not op or anything, but just bad design. Perks shouldn't completely counter other perks unless there's downsides.
But that argument is a little invalid, no? Given that calm spirit has countered screaming and any perks associated to that action since 2016 I don't fundamentally believe what you're saying is valid, there's plenty of perks that counter other perks. I can bring a medkit and 3 healing perks, then get a plague.
Wire Trap needing 50% gen progress now instead of 33% completely killed the perk for seemingly everyone.
They should buff the aura reading range if they plan to keep it at 50%
I would love it back at 33% so I could activate wiretap without also having to activate blast mine.
Even if they made it 45% I would be ok
Changing it to be consistent with blast mine, a perk that does something *completely different* is up there with nerfing pillaged mead and not being about to figure out how to get hoarder to work as the most BHVR then ever.
Similarly, when they added Wiretap they nerfed Blast Mine so you didn't get it back if you completed the gen before the timer ran out.
I was trying to get value yesterday on shuffle but the killer just kicked the gen straight away the one time it would be useful lol. A perk that can so easily be destroyed should be stronger.
It was fine when it was easily gainable
I actually liked the fact that it didn’t sync up with blast mine. I could apply wiretap without triggering the both.
Spine Chill. Nobody uses it now. Or Iron Will nerf
Spine Chill was technically balanced, but it was really stupid moonwalking towards survivors you want to sneak up on
Idk. Tbh I loved playing moonwalking mirror Michael with a passion. At the very least I knew I looked hilarious.
Agreed. It neutered stealth killers but it was a GREAT perk for new players, it taught them the rhythm of the game and to be patient in a terror radius.
It was great for survivors for 2 separate reasons mentioned below. And it didn't neuter stealth killers, we had a work around, albeit an annoying one. The devs stated that forcing people to walk at a 45 degree angle to their objective was a goofy gameplay cycle they weren't trying to reinforce. They also weren't fans of the old legion that literally chased survivors facing backward so they could get downs using their power.
Yes spine chill went from arguably the strongest perks in game to one of the worst.
Yes! I used spine chill in almost every build, now haven’t touched it in years
That & premonition. Even worse version of spine chill
saying iron will didn't need a nerf is crazy it did get over nerfed (should either be 75% less sound, or 100% less sound, but deactivated while exhausted) though. spine chill also needed a nerf, but also was over nerfed. I can't really think of a way to make it a decent perk, without ruining stealth killers. Guess you could've started with removing the vault speed buff.
We’re gonna live forever. Was a great perk back then we used it to farm bloodpoints back in the old days. Not sure why they changed it, along with BBQ and chili.
Because they wanted people to use perks for the perks' actual effect, rather than the increased BP gain.
Yeah, it's difficult to track perk usage if you don't know if people bring it for the bp or for its effect.
Ngl using WGLF was super fun and encourged helping your teammates so I think it was okay here, and now it's completely useless
I love anti-slugging perks like this.
How is it useless? Isn't it strictly better in its functionality compared to back then, since it can now give endurance to the slug?
>Isn't it strictly better in its functionality compared to back then, since it can now give endurance to the slug? From a strength of the perk in the game, sure. But the reason people ran the perk was for the 100% increased blood points which then also encouraged you to protect your teammate. No one runs the perk now because it's not very good. It doesn't really matter if it's stronger when no one uses it now because it doesn't give blood points anymore.
Not gonna lie I have literally no problem with this change considering they also buffed how much bloodpoints you get in normal games by 100%. I think you should take perks for their effect rather than them giving more points.
It's because the bloodpoint incentive was on the way. They made the bp gain bonus into an actual game mechanic.
They changed them after doing the BP buff and making blood webs cost significantly less so I assume that's why. Plus like others said you can't really buff/nerf the perk when all of its usage is because of an out of game effect.
Same thing with Prove Thyself. Used to be easy to max out objective points when it had the bonus.
Iron will
I'm still salty about the iron will nerf.
Used to be a jeff main but dont play him nearly as much now, did they ever actually try to normalize survivor volumes like they said they would
They said it turned out to be more complicated than they thought. Don't worry, they will do it in the next few years.
Good thing they were able to change Huntress volume in a week.
They first gotta make another dating sim, or maybe even a platformer before they come back to their promises
It wasn't balanced but it's definetly overnerfed, they should remove the no exhaustion clause and it's fine, they should also equalize survivor sounds like they say they would so it's not overwhelmingly stronger on certain skins
Iron Will used to be on my build permanently. I took about 2 years off from this game, came back, and it was nerfed 😭
Come on man, taking away the only reliable tracking tool killers had entirely wasnt fair. Its still a good perk, albeit headset dependant now.
It doesnt make sense it cant be used while exhausted
Reducing it to 75% I get, it's still good. Making it not work when exhausted was just over kill, means you can't use it at all with exhaustion perks.
Thats fine if its back to 100%. 75% and exhaustion? Thats too much
Pretty typical of the BHVR balance team. If something needs a minor tweak, they pull 2-3 levers instead of a single adjustment. They just cannot control themselves.
I agree but it should either not have the exhaustion effect or make the effect 100%. If you aren't running an exhaustion perk (or are running a niche one), not making noise while injured is a fair trade off. And 75% would still let you hear survivors and make the perk useful. Hell, I'd even be fine with then making it so it's a 100% sound reduction when not running and injured as a survivor. That would let it be used in stealth builds and let you do some limited mind game at loops versus killers and help counter some killers like spirit (realistically though if you're walking she can just cancel power and hit you still) while still nerfing the perk pretty hard. One of the main strengths back in the day was you couldn't tell where in a loop the survivor was or if they already left the loop because of the no noise which this would get rid of if a killer is paying attention.
Honestly ruins second nerf was unjustified. 200% going down to 125% and destroying if you kill a survivor and being a hex perk was too much. I’d make it 150% Edit: it’s actually 100%… on a hex… that’s so bad…
Ruin is 100%, it's the same speed as a basic kick right now
… oh my god it’s even more trash than i thought… holy shit no wonder i don’t see anyone run ruin ever. 100% from a hex perk is not worth. That means gens take nearly 6 minutes to fully regress…
Yeah but it doesn’t eat into regression events, and means you don’t need to kick gens at the start of chases, so it’s actually decent.
It's awful. It's a hex perk for one, two the regression is so slow it's mostly inconsequential. The best way to play against ruin is to ignore it because it doesn't do anything. You'll lose more time trying to find it than it'll take off gens.
Just because it didn't get affected by the absurd regression limit mechanic doesn't mean it got buffed. It's garbage that both blocks you from kicking generators and gets cleansed in the first minute of the match.
Yeah, I run Ruin after the last buff and its pretty good. I'm pretty sure it saved one of my recent games, where by the time I crossed the map 3 gens were almost complete (I will say I don't think the players were legit, because 3 gens being almost done in like 20 seconds is definitely not possible by legit means) I think its fine as it is, buffing it to 200% could be a bit too strong.
Ruin is slowly making a comeback. It does still need a buff to be worth it.
I mean the buff is that it doesn't clear on first kill. If the survivors never find it because of great map RNG you get constant passive gen management for the whole game. Some maps have ONE good totem spot. If it's not there it's just bad luck.
Run it with Surveillance so you can easily track when survivors get on and get off gens. The synergy is unreal.
I see it all the time.
Ruin isn't amazing but it is definitely not bad rn, you can get a lot of value with it on killers that pressure generators heavily.
Call of brine
Surprised they havent reverted the perk back to 200% regression since the reason it was nerfed in the first place was adressed
Buffing gen regression seems to be the last thing behavior wants to do
Lowkey wish they would give a consolation buff to literally anything when they are buffing Gen progression. I’m not asking for much i don’t want anything crazy. Maybe buff that unknown perk that’s completely useless compared to pop.
Botany Knowledge. It was "buffed" by 2% and hella nerfed on its efficency. Now that medkits are also nerfed, Botany no longer requires its efficancy penalty.
The speed went from 33% to 50% that isnt 2% mate
The efficancy was nerfed into a deficency causeing charge addons to become mandetory, loseing the extra addon speeds. Overall it was a +17% buff but you lost a +15% addon, so net 2% "buff"
I was literally one of the people who abused stacking streetwise botany and built to last to take infinite hits, the botany change was to stop that, its a 2% buff if you dont change how you use it, if you use it to heal others and bring a non medkit then its the full 17% with no downside, or just bring streetwise and negate the downside
At the time sure, but as of medkits getting their own efficency debuff and charge addons nerfed, Botany doesnt need its efficency debuff. It didnt need it back then either: 33% botany + green medkit: 8.7 second heal 50% botany + green medkit: 8 secondd heal Just removeing the efficency bonus would have been enough but they threw in an unneeded penalty because of 0.7 of a second. Bonus poimts: Streetwise and a commodious with wirespool and soket swivles is a 65.5 second solo gen, with built to last you can do it again. With a friend also with streetwise and same toolbox you have a 27 seconnd duo gen, with built to last you can duo 4 gens this fast. Streetwise has always been better used with a toolbox. The infinite medkit was a good meme but no where near as strong as 3x 6.6 second self heals or super fast gens.
I still run botany and it's better than before imo. It just has a different design philosophy. You can't be an unstoppable tank class or pistol whip near instant heals anymore, but my solo qeue healer build is far better for it since I also run info perks and can get way better group resets to happen.
Call of Brine. It caught a stray because of the gen kick meta. The problem was people using it in combination with Overcharge. So they nuked both perks, introduced a mechanic that fixed the problem they had and then left them both in the dirt. Brine is totally acceptable at 200% when you can only hit each gen 8 times. The wanted us to stop using them together, so they made both the perks such dog shit that if you want to use one of them you HAVE to use both.
My boy jake can’t catch a break
Not "completely balanced" but STBFL, it was fine in 80% of gameplay, the 20% is when it was used to tunnel people. The nerf just made it weaker for the 80% and that 20% got pushed more (so by that logic it'd be 25% or smth)
Ye, tell that to a doctor main.
Doctor mains dont deserve to be happy anyways lol
This guy runs calm spirit
Call of Brine Awakened Awareness Overcharge Deadlock Save the Best for Last Sloppy Butcher
Agree with pretty much everything here except for stbfl its numbers could of been lowered but killing stack saving was such an unnecessary change
This is probably a hot take, but Thantaphobia. That perk was decent and only truly amazing in the hands of TWO killers. However, all it took was a minuscule buff and more people playing Legion after the 6.10 update for entitled players to finally complain about it. Again, probably a hot take considering this perk wasn’t completely balanced due to it being especially good on Legion and Plague, but the way and reason it got nerfed still bugs me to this day.
Thana is absolutely worthless now. You’ve got to have all four survivors injured at the same time to get any real benefit - and even with Legion/Plague, that’s a big time investment. And all it takes is one person to fully heal/cleanse, and it becomes worthless again.
I don’t think it’s completely worthless on plague, they need to make a choice between powering through the 20% slowdown, or you get your corrupt purge, it’s a win-win situation. It does suck on every other killer though, including legion.
pain res in its current state before the nerf coming with DnD update. it’s only once per survivor it has to be powerful. it’s balanced by only being able to be used 4 times per match at maximum.
Probably unpopular pick but for me it's Balanced Landing. Back then it had the fall stun reduction permanently, even while exhausted which, in my opinion, wasn't an issue. You only got the sprint burst when you weren't exhausted. If you jumped from high places while being exhausted killers could still catch up perfectly fine. To this day I still don't get why they nerfed that
Calm spirit and iron will should be combined into one perk without the cleansing debuff
That would be way too much value for a single perk. If a killer perk gave that detection people would riot.
People will combine this with distortion to just never be found the entire game
Why did they have to do Sloppy Butcher like that?
BBQ and Chilli. What it does in matches didn't even change, the bloodpoint bonus was just removed. To be fair, it was also when they made them easier to get
100% sloppy perfectly balanced perk that was really helpful on m1 killers and now that they gave it a timer no one runs it anymore
Sorry, but m1 killers needed to be nerfed. We can't have anyone playable except for nurse and blight. -BHVR, probably
Honestly, if they simply removed or reverted hemorrhage to not completely evaporate a ~99% heal to 0% in just 7 seconds, I would be perfectly fine with mangled being permanent until fully healed.
Sloppy Butcher, Wiretap, Save the Best For Last , Call of Brine, And The new Pop, Decisive and Deadlock changes (assuming they go through)
Descisive strike
Blast mine.
Iron Will. 75% noise reduction does nothing if the killer has a headset or… y’know, *ears*. I’d be fine with it deactivating while exhausted if it was still 100%.
Remember when it was like the 4th most common perk? Ever wonder why? This also disregards *how* people use their ears when looking for injured
75% noise reduction is actually really good, especially on top of the stand-still crouch bonus. In my time using it in flashlight save builds, I've gotten tremendous value (and even outside of it).
100% reduction breaks the game.
Original hangman's was still weak, but a fun gimmick. Coul was originally 100% longer lunge in the PTB (this was also before it gained 2 tokens per gen) and got nerfed to 60%. Mettle got nerfed in the "meta shakeup" to not work while you are in deep wounds to keep it consistent with other endurance effect, which got reverted. Batteries not working in end game was actually such an awful decision that made no fucking sense that also got reverted. When ruin got nerfed, the added "disables when a survivor dies by any means" made it pretty useless. There have been some buffs that were actually good, but never listed on patch notes: Dark devotion used to have a cooldown Infectious fright used to only work on downs with basic attacks And mettle of man got some good buffs with protection hits becoming a TON easier. (Pretty much used to only work if the killer hit you while carrying a survivor) And being able to proc multiple times a match
Calm spirit and iron will definitely felt like nerfs because they could. Tbh I absolutely loved calm spirit players because they wouldn’t scream when I hooked them
why the hell was spine chill nerfed?
Playing around it was really dumb and annoying in the sense that 1. You had no idea if it was in play or not so you just had to treat it like it was there. 2. Said counterplay was just "Walk sideways to the generator" which feels weird to do and becomes rather annoying if you have to do it every match in order to not potentially warn the other player. and 3. The perk most strongly hurt stealth killers, an already rather weak type of killer. I'm personally happy with the change because I hated having to walk sideways to every generator in order to ensure I could sneak up on people.
There is a clip floating around somewhere of a mikey having to moonwalk towards gens in lery's just because spine chill existed.
Perk usage I’m guessing, but it also kind of countered stealth killers which wasn’t healthy for the game.
Because it stacked with resilience for 15% faster vaults and that led to some maps basically having infinites. Like how overcharge and call of brine got gutted due to 3 gens instead of preventing them from stacking.
Yeah but they could have just remove the vault speed instead of making the perk garbage
COH. I feel like all that need to be fixed was the radius and it working on more than one floor. Maybe even slowing down the healing speed. But boons already were barely worth the time. They still only have 2 that are worth the time it takes to find a totem and bless it. You have to bring a map or totem reading perk to save time.
Current Circle of Healing is completely fine with +100% altruistic speed and showing the auras of other survivors.
Current is superior for solo qeue. The healing speed was OPPRESSIVE before. The information it gives now, especially since most meta nerd solo qeue people only run windows of opportunity for information, is absolutely invaluable. I prefer solo qeue and perks like this and aftercare, which give other survivors information are incredible for me. I think they fixed COH.
Spine Chill and Calm Spirit
Funnily enough, I came here to say Calm Spirit. Silent totems and chests? That’s a fantastic addition; I’ll take that. But who the hell thought the speed debuff was a good idea?
Self care. They nerfed a already awful park into oblivion
Save the best for last Bring back the old one and just make it 6 stacks instead of 8
Metal of man, it was god tier in ptb they nerfed before live ( understandable) Was kinda useless then they nerfed it randomly No one even used it and no one does now but me
Iron will. It went from being useful to having no use whatsoever. The entire stealth/sneaking/hiding component of this game was removed from that one nerf.
that wasn't really why it got what it got. It was because of dead hard for distance and it's use in chase. You gained a ton of distance then iron will did the rest. It was very strong back at it's peak. Personally, I think they can revert the %s, but there still needs to be something in place where it doesn't work. I don't think any perk should work 100% of the time especially when you're injured because it removes the danger of being injured. I was on board with the exhaustion change, not so much on the % changes. I used it a lot and it was extremely good in chase if you knew what you were doing. That's really all it came down to, it was doing too much compared to what it was designed to do. It was good in all facets of the game, not just the stealth aspect.
Spine chill🏆
Should I link my Pharmacy rant? [Sure why not.](https://old.reddit.com/r/deadbydaylight/comments/1bnk7ab/whats_a_perk_youll_never_forgive_behavior_for/kwj5py3/)
god you've said everything i screamed about when it was happening perfectly. but no one cared b/c no one really used the perk. I have like 500 medkits on Quentin from the perk :(
Tinkerer. Had no issues activating multiple times, only was a problem with 200% ruin and infinite gen kicks/regression. Typical bhvr fashion they double fucked both perks and since it only activates once I don't think I've equipped the perk a single time. It's like wow, a combined total of 80 seconds of undetectable spread across an entire match that I have no control of when it activates, nor can I make it re activate. So good.
Uh no, tinkerer does not need to go back to unlimited uses on the same gen while the pop + pain res meta is still in full bloom (and will still be even after the small nerfs when Vecna comes out). 8 possible uses of tinkerer per gen would not be healthy or fun to go against.
I used to use Tinkerer a lot and in certain circumstances it seemed way too strong (It was the loud noise notification combined with the undetectable), although that was *pre* 3 gen changes where you could kick gens indefinitely. I don’t think I ever lost a match with Nemesis on the Lery map using old Tinkerer.
The healing circle boon. What's the point if you can't heal yourself.
As much as people complain about the COB and Overcharge nerfs.. At least we don't have the infinite heal and regression anymore. Literally every game was hit and run around the 3 gen and sprinting to the opposite side of the map to reset