Nerf Blast mine and Chemical Trap
Blast mine should remain at 50% progress
It stunning killers is kind of stupid because now it COMPLETELY counters lightborn
Chemical Trap is fine, but it can be set up way too fast, so maybe slow the placement speed
Comments
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Speaking as someone who runs Lightborn basekit thanks to Flashbangs, I actually have no issues with Blast Mine - it gives me their aura (usually hiding nearby) or a lot of people love to do this thing now where they think you're blinded so they come and put another Blast Mine on the same gen to try and stun you twice… so free hit for me.
Chemical Trap is meh, it's a brief slowdown. Doesn't bother me much.
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I actually have no issues with it Blast Mine - it gives me their aura (usually hiding nearby)
^ This. I usually chuckle a little when I get hit with Blast Mine. I often see their aura crouched in a bush five feet away. They stunned me and didn't use it to good effect, and I get a hit. In these situations, I feel I come out ahead.
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Chemical trap is okay but blast mine im agree is very annoying
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Both of these are fine. Blast mine can be irritating after running into it a lot, but that's it.
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Blast mine is not broken and doesnt eat much time just frustrates the killer
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I don't think perks that mostly exist just to frustrate the other side are good or healthy for the game. Blast Mine should give the Killer at least some minor hint after being hit by it once - say they can see the little bomb on the gen and choose not to kick it - and then I am fine with it.
Chem Trap's rework is fine and healthy. Don't touch it.
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I use it as a timewaster and where I want to killer to be manipulating them from the gen I want to finish so a critical gen can be finished.
Example using Blast mine, Illusion and Red Herring I can bait the killer to the area I want him to be at. Blast caps it and it works against stealth killers.0 -
That sort of build is how you get three-gen situations, friend. I would never run these perks that way.
I also regret to inform you that this Stealth Killer Main is wise to that idea, and just runs perks that kick or block gens for me instead. No Blast Mine for you. :)0 -
It works for once or twice and thats enough for 2 people to break a key gen :P
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… If they are coordinated. Not every Survivor group is. :)
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I've used it consistently since the change and no matter what pallet I play, most killers refuse to break it and just blood lust me down. It buys my team extra time; even in the most unsafe pallets, I've found myself being able to distract the killer for so long just by playing the pallet
I do gens so I love that this perk is now a bit more rewarding with its less stringent activation requirement
it's not strong imo, I think the killers who just refuse to break a pallet are making it more strong than it actually is
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Blast mine shouldn't work if you have lightborn
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