http://dbd.game/killswitch
Dying Light should have no survivor boost.
Dying Light seems like an outdated perk even though it got updated.
Honestly, I would rather it ONLY have 2% speed penalty if that mean't it didn't give the MASSIVE Obsession healing unhooking bonus. Even though I don't think 3% would be a big deal. I would even be willing to have it impact healing less.
Considering you need the obsession alive for the perk to work. It hardly seems like a good trade off for the killer at all. Achieve these tiny penalties to survivor repair/healing meanwhile the obsession who you can't kill gets a MASSIVE 33% boost to that.
The way I see it. This perk pratically helps the survivors heal eachother FASTER than if you didn't have the perk at all. Even if you have the max benefit of the perk the obsession is able to heal STILL with a bonus and this hardly matters to them if they dual heal.
No obsession gain. 1% penalty to healing perk hook. 2% penalty to repair per hook. Sounds fair to me.
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I'll drink to that!
It's in a very weird spot currently. OG Dying Light (25% slowdown on everyone once the obsession is dead) was unhealthy for the game. (I am not ashamed to admit I ran it pretty often with a Mori to kill the obsession ASAP on 3-gen Doctor or Black Box OG Freddy)
New Dying Light is just poo-poo. I like how it synergies with the other Myers perks, but by the time you get to the old Dying Light slowdown, 2 survivors are dead, the third survivor is on death hook, and the obsession doesn't give any stacks, gets a speed boost to healing, and is immune to the effects of the perk! And if he dies you lose your entire perk.
Damned if you don't kill the obsession, damned if you do kill him.
The only real way to use it is to slug the obsession as much as possible until they're about to bleedout before you start hooking the obsession. I've also had a few obsessions disconnect once I started doing this which deactivated the perk early.
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I used to use it on Demogorgon and Plague until I realized it was hurting more than helping. Being Broken means nothing if you're going up against Survivors that know how to loop properly.
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It'd be a fine buff to the Perk, but my reservation is that it kind of removes part of the Perk's uniqueness. Personally I would only be okay with a rework like this IF the idea of a Killer perk that buffs the Obsession but has some powerful upside is revisited with a future Perk, because I think it's a genuinely good idea.
As a different idea, I don't think these changes would be enough to make Dying Light a great or even necessarily a good Perk, but I think they'd remove some unnecessary conditions to the Perk and help it be a little comfier to use:
- Removing the "If the Obsession is alive" clause from the action speed penalties. If the Obsession is dead, you only lose the ability to generate future stacks of Dying Light, but the Perk doesn't become defunct. IMO the fact that you can only generate stacks while the Obsession's alive is plenty of reason to prioritise other Survivors.
- Removing the "that is not the Obsession" clause from the stack gaining conditions. This makes it easier to generate more stacks because you can get 2 extra out of the Obsession. Myers already has two Perks that pull off the "don't attack the obsession and you'll get rewarded" idea better than Dying Light, I think this Perk can afford to be more neutral on the topic of hooking the Obsession.
- Removing the "other Survivors" from the stack's effects so the speed penalties influence the Obsession too. This works almost like a reverse Fire Up, the Obsession will steadily lose their benefits the more hooks you get.
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The obsession not being affected by the negatives and having a massive heal is the downside. You dont have a reason to chase the obsession at all with dying light otherwise. Essentially, the bonus the obsession gains is your reason to still down and hook the obsession.
The only thing that needs changing is streamlining Dying Light to be similar to STBFL. AKA, if the obsession is dead, the stacks are permanent.
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Perks that aren't even that good to begin with don't need downsides. As far as I know thats the only perk in the entire game that actively gives the survivors an advantage while giving the killer something that isn't even all that good.
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I swear I could probably use Nemesis/Furtive Chase and Dying Light together to make the ultimate survivor-rewarding build, it's ridiculous lol. I'm in for this change idea.
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Dying Light is a snowball perk, it gets heavy really quick. So yes, it needs a downside. Essentially, if you slap it on, it should punish you for not getting value out of it. Same with Oni. Oni's ability is the only one that requires you to hit survivors. The more survivors you hit, the more insane he gets. But if he hits 0 survivors, he is just a mere m1 killer with no ability. No abilities actively give survivors the advantage.
I've had games where all I ran is Dying Light and just kept on hooking people after each other, within 1 minute, I had 30% regression on gen speeds. Add Thana to the mix, and that's potentially 50% regression. Add Sloppy and healing takes forever.
Besides, you WANT survivors to heal, healing=not being on gens. Since the obsession is the only one with normal genspeeds, you WANT the obsession to be healing non-stop.
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Dying Light is far from the strongest perk in the game. So no I disagree that it needs a downside. Every single killer perk is a snowball perk if you're managing to do well. Does POP need a downside? Or Sloppy?
Dying Light offers a huge slowdown if the survivors accomplish absolutely nothing. If they're playing well they should have multiple gens done by the time you actually gain a lot of stacks. Meaning you were already going to win anyway. It might as well have no impact on healing when really the obsessions boost counters all of the healing penalties to where it's actually an advantage for them as a team. This is even more underwhelming when you realize the obsession with the boost is also IMMUNE to the perk entirely. That 33% never decreases. They never lose THEIR gen speed. The obsession can afford to heal all game. Dual healing with that boost is like healing at light speed. Worse if they have other things boosting their heal time. I think Dying Light is an almost crappier version of Unnerving Presence. Thanks for bringing this and making Great skill checks slightly easier.....Dying Light just helps coordinated survivors who can already heal at light speed do it even faster.
I'd even rather see Dying Light give a certain penalty to healing and repairing for a LIMITED duration of time after each hook.
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Saying Dying Light isnt good is saying you suck at hooking survivors. Thats a you problem.
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It is far from the strongest untill it has 6 stacks. And no, thats false.
Pop has a downside: you either go into chase, or you use the perk. You can lose Pop. You dont lose stacks on dying light(ofcourse indicating that all Dying Light need is perma stacks once the obsession dies).
Sloppy has a downside: it gives survivors a reason to not heal and instead work on gens. Healing tends to slow down games to a point where you can make it, Sloppy gives survivors a reason to not heal, speeding up the game(especially if people run Resillience). Sure, people can be instadowned, but there are many killers who already have access to an instadown. Let alone that people would have permanent access to Dead Hard.
"Dying Light offers a huge slowdown if the survivors accomplish absolutely nothing. If they're playing well they should have multiple gens done by the time you actually gain a lot of stacks. Meaning you were already going to win anyway."
This is completely false. Dying Light offers a huge slowdown if you're playing well. Survivor's barely have any impact on it. Once you get your first hook, you should quickly gain your second one. If you dont, you're not using Dying Light well. I mean, thats like waiting for survivors to work on totems before you start patrolling generators, making terrible use of Ruin. If both are playing well, you should have 4-5 hooks before the survivors finish 3 gens. Which Dying Light even adds onto as it slows down people the more you hook. So no, you were not going to win anyway, Dying Light gave you that slight benefit allowing you to win games that would have otherwise been a loss. Are there other perks being more effective at doing so? Sure, but using the same build over and over again because they are the most effective perks is boring unless you play competative.
"This is even more underwhelming when you realize the obsession with the boost is also IMMUNE to the perk entirely. That 33% never decreases. They never lose THEIR gen speed. The obsession can afford to heal all game. Dual healing with that boost is like healing at light speed."
But the obsession is not immune to chases, the obsession is not immune to being hooked, the obsession is not immune to being hit, the obsession is not immune to being injured. If you use Dying Light effectively, all the obsession is doing, is healing teammates, because he/she is the only person capable of healing them as the rest is slowed down. If everyone is fully healed, or if people run Resillience, only then would the obsession focus gens purely. Which is why Dying Light is often matched up with Thana, to give people even more reason to heal up(Legion is pretty much the reason Thana's healing aspect was nerfed, which is a shame, so now people are practically forced to run anything based around Mangled too). And no, dual healing with dying light is actually beneficial for the killer, because one is decreased while the other one is increased. Negative effects are multiplicative, positive effects are additive. They might heal at light speeds early on, which is why you're supposed to scare away the obsession while you get a free second stack. Besides, once again: healing is not doing gens. At around 4 stacks(which is easy to get), the only survivor being able to effectively do gens is the obsession, at which point you need to keep the obsession busy with either healing, being downed, or the first time you actually hook the obsession. Dying Light has a different playstyle, that doesnt make it weak. That's like saying T1 Myers is weak because he can be looped around a pallet for 2 minutes before being forced to break that pallet, untill T1 Myers absolutely destroyed you(springwood used to be T1 Myer's worst map, due to the amount of safe loops, its now T1 Myers heaven). Different playstyles do not equal weakness. Sure, they might not be viable for tournaments. But guess what? DBD isnt a tournament.
"I'd even rather see Dying Light give a certain penalty to healing and repairing for a LIMITED duration of time after each hook."
Aaaaaaaaaaaaand this is the part where you show that you have no clue how to use Dying Light. We're done here.
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If the values are going to stay small, I just wouldn't make the obsession immune. So you can start to work against the boost they have at least. If the perk wants you to both not go after the obsession to gain stacks and also not kill them to keep stacks, it shouldn't make them immune as well imo.
If they are going to stay immune I would just increase the penalty and try to make it into into a sort of "1 obsession army" type of deal and change the heal boost from the obsession healing others to the obsession themselves being healed (i.e. healing the obsession gets boosted by x percent). To help keep them alive and feed into the theme. Spice up the gameplay a little you know.
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It says nothing other than I know it isn't good when you're not playing potatoes who for some reason don't start the match on gens don't consistently do gens during chases ESPECIALLY early. There is absolutely no excuse for a gen to not be finished after one chase is completed. If not 1 then 3 nearly completed. If the person is in a good spot then they can get those done.
Potato squads allow you to get many stacks with many gens left. I don't think the survivors having a huge healing bonus is worth is a small penalty when the game is nearly over.
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We completely disagree on this. I don't consider that POP downside a downside. It is more than trivial to happen upon a gen to kick. It isn't inconvenient at all. As for Sloppy I don't think thats a downside either. Sure don't heal and I can like you said instadown them. Why does there being insta down killers make that a downside? it helps every killer. If they have Dead hard then they have it. I would rather have to only swing at them twice rather than 3 times.
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So, essentially, your argument is that because its not tournament viable makes it a bad perk. If we were to make all perks tournament viable, then there need to be a lot more pallets introduced into the game.
And as for pop:
- you need to hook a survivor
- you need to ignore any nearby survivor or chase if you want the value to kick a gen
- that generator you kicked better has more than 25% done, otherwise you lose value.
While dying light allows you to just do what you normally would anyway and slow down the game by doing so. The only downside being that if the obsession dies, you lose all the stacks. Which was done on purpose at the time, since, you know, obsession dying and slowing everyone down 35% would leave a sour taste, but at least in this case, it would happen gradually.
As for Sloppy, its nice that survivors can be instadowned, sure, but a lot of experienced survivors get more value while injured. Since you can be downed in one hit, you're a bigger target for the killer than someone who cant, regardless if the healthy survivor would go down in 20 seconds and you can last 50 seconds per health state. Let alone that perks like Resilience and Spinechill are used quite commonly on people who never heal anyway. It might not feel like it doesnt have a downside, but objective comparison will show that Sloppy does have a downside.
Especially considering we're talking sweat squads here.
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If you have such severe penalty, you already lost the game, it doesen't matter if there is dying light.
That's the problem with it's effect. Yes, it gives you a strong snowball, but only after you are already winning the game, so you can win even harder.
I will compare it to the devour hope, which after 3 hooks, can win you the game, even if survivors completed 4 or sometimes even all generators.
Dying light... it starts to be effective around 6 stacks, so when already 1 person will surely die on the next hook... but only if you still have 3 generators remeining and they won't pop in a second... so... it gives you no value when match is a tie or you are losing, only when you are winning... when you don't need it's effects.
Meanwhile it gives obsession a free botany knowledge, which in the end it makes it as good as no mither...
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You shouldn't assume anything about my stance unless I actually say it. It makes discourse legitimately impossible.
Agan on pop
Hooking a survivor isn't a downside. So why mention you need to do it? You also need to do it for Dying Light.
I've never once had to decide between a chase happening or kicking a gen. It takes no time whatsoever to kick the gen. Meanwhile, I gain vastly MORE time from my kick than I lost. This is ultimately why POP is a top-tier perk.
You don't lose value if it's below 25%. Sure, you technically do but this isn't a downside. it would be nice to always have the gen be at exactly 25% but that isn't the case. When the gen is at 15-25% it is not only very satisfying to INSTANTLY shoot it back down to zero it also hurts the survivors morale and sometimes makes them unsure of what their next moves should be. If even a solo survivor worked the gen to say 20% progress and you POP it. You just removed 16 seconds of their work in the time it took you to kick the gen.
As for Sloppy again. If being injured was such an advantage to survivors you would see No Mither squads. You don't. Being injured is not a benefit.
I don't feel like re reading the entire topic so I may have already said this or you answered. Are you trying to say Dying Light is actually superior to.....POP.....?🤔
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Agreed, Dying Light only feels decent against zero coordination rando squads who you WOULD BEAT ALREADY. Against a real team? They just use their already ridiculously fast healing ability their coordination gives them and combine that with the obsession healing they don't have to worry about much.
Its funny but ACTUALLY true. You're giving the obsession a FIFTH perk slot and putting Botany in for them.
In a Nutshell....
Penalty to 3 survivors healing and gens.
Obsession has huge boost to healing and no gen penalty. If killed all benefit of perk lost for killer.
So the idea is what? Gain small gen slow downs that get cancelled out because they can heal faster therefore spend more time doing gens? The perk cancels itself out against any team that knows how to play.
I'd REALLY like Dyling Light if it didn't give those buffs to the survivors.
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I made the assumption based on the arguments you brought. Which is a fair assesment.
And yes, hooking a survivor is a downside as it is a requirement for activation, the reason why I didnt add it on dying light, is because my point was that the only thing dying light needed to change was to keep stacks when the obsession dies as that downside makes the perk terrible.
And that completely depends on the survivors. If they are top tier survivors, no, you wont save time at all as any distance made increases the chase exponentially. Which was your argument against Dying Light anyway, right?
"If being injured was such an advantage to survivors you would see No Mither squads. You don't."
Starting off injured and being injured are 2 seperate things. If we're going to be exact, everyone starts out healthy, then gets injured and wont heal untill they are on dead hook. So yes, being injured brings a massive advantage during the match to a point that healing isnt worth it unless you're about to be removed from the match. That doesnt mean you want to start out injured, as being healthy does have an extra advantage where No Mither doesnt really add much. The thing is that healing up isnt worth it and perks make it even less worth it(especially if the killer has access to instadowns). That is why REMAINING injured is such an advantage, because healing up takes up more time than pressuring gens. And Sloppy simply gives survivors more reasons to REMAIN injured instead of healing up.
No, I am not arguing that Dying Light is better than Pop, I am simply saying that its a good perk, especially on hit and run killers, since it slows down the game overall. The only person capable of healing teammates is the obsession, add Sloppy and/or Thana to it and 3 survivors are going to be incapable of doing gens as they need to heal up, but they cant heal up fast enough without the obsession. As long as the obsession spends time healing their teammates, they are not working on gens. Removing the healing speed from the obsession would make this perk powerful to work on its own, sure, but the synergy it would have with Sloppy and Thana, especially on killers with access to slowdown addons and powers(Freddy, Pig, Ruin) would simply make the perk too powerful. THAT is why Dying Light needs a downside. In fact, Dying Light and Freddy's addons is the reason why Thanatophobia got nerfed of the healing debuff in the first place. Because even with the massive healing buff, it was too much slowdown where any killer could win games through the snowballing power from Dying Light.
Essentially, my only crux with Dying Light is that you do not want to kill the obsession at all, giving 1 survivor essentially immunity. At some point, you want the obsession dead while still keeping the debuff from Dying Light. Just like you would want the obsession dead once you gain 8 stacks on STBFL.
Yes, but that penalty matters earlier in the game, when Dying Light hits a 12% decrease. Normally, 4 hooks dont mean #########, but in this case it could turn a won game into a lost one for survivors.
"Yes, it gives you a strong snowball, but only after you are already winning the game, so you can win even harder."
Nope, as long as the obsession is alive, they have a shot at winning, before that, you have 3 survivors who can still win a game but with every hook decrease their chances on winning. At about 18% with 2+ gens left is where I would agree that you already win a winning game, especially since 1 survivor is about to die anyway. However, up untill that time, Dying Light is actively slowing down healing and gen speeds for 3 survivors. Dying Light isnt a perk that is meant to work for all killers, just as Sloppy isnt meant to work for all killers. Dying Light is meant for hit and run games where survivors get injured fast but not necessarily go down, the same type of games where Thana works well at. Which is why Thana and Dying Light tend to be ran together in the first place.
"it starts to be effective around 6 stacks" I disagree, at 6 stacks, it should turn a potential loss into a win. Before that, it does have quite an effect, not amazing, sure, which is why you use other perks and/or addons for synergy.
"but only if you still have 3 generators remeining and they won't pop in a second" Again, disagree. If you have 2 gens left, 6 stacks will turn the game. Add in 1 more stack and you can essentially have a perma 3-gen. The only downside being that you cannot kill the obsession at this point. Which is why my argument is that the only thing that needs to change is to keep the stacks when the obsession dies. The healing buff doesnt mean ######### if there is no obession left.
"it gives you no value when match is a tie or you are losing" This is only true assuming a tournament setting/facing sweat squad. The game does not need to be balanced around the 0.1% of players.
"Meanwhile it gives obsession a free botany knowledge, which in the end it makes it as good as no mither" No Mither is actually a lot better than you think tho, especially if you have perks that remove scratchmarks. I'd probably compare it more tho Self-Care. Self-Care is worse than No Mither. You're not going to need Self-Care unless your team is losing, and in that scenario Self-Care can turn a loss into a win. I can think of plenty games where if I had Dying Light instead of other perks, I would be winning. Sure, Pop can be nice in most scenario's too, but Pop requires you to walk to a specific location on the map. People here are heavily underestimating the power of damage over time. New Ruin has more potential than old Ruin because old Ruin was too powerful to keep standing, meaning its over time effect would never remain longer than 1 minute. While current ruin might not be powerful enough to seek out, even though you absolutely cannot keep it standing. You can easily keep up a 4-gen with Ruin, where you cannot do so with Pop. Again, the big issue here is that you lose the stacks when killing the obsession. The healing bonus helps you out more than it does the obsession.
Dying Light is almost perfect as it is now and fills in a niche, it does not need to be buffed by removing the healing bonus on the obsession unless you want to turn it into a hex perk. At best, the healing bonus would need a slight nerf since Thana has been nerfed.
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You know how much is 12% decrease? It's additional 11 seconds. 11 freaking seconds, after 4 hooks and only for 3 survivors.
On paper it looks alright, but if you are applying pressure, it works only on 2 people, or 1 if you have 1 person on the hook... then it sounds kinda meh. It almost never works on 3 people, unless you are chasing the obsession and the rest is doing their stuff... at which point you are probably going to loose.
Dying Light is meant for hit and run games where survivors get injured fast but not necessarily go down, the same type of games where Thana works well at. Which is why Thana and Dying Light tend to be ran together in the first place.
No, it is because you stack effects from both perks... and its still more of a memish build because you don't want to run dying light on anti healing build...
Turning a potential loss into a win at 6 stacks? It's like 15 additional seconds per gen... its sligthly more than a minute if you are at five gens... at 6 hooks, pop will give you 2 times as much, while allowing you to protect important gens. It's just pathethic that in the middle of the match it is and effect of half of pop, if there are 5 gens. So realisticly speaking its not more than 30 seconds...
"No Mither is actually a lot better than you think tho, especially if you have perks that remove scratchmarks."
"I'd probably compare it more tho Self-Care. Self-Care is worse than No Mither. You're not going to need Self-Care unless your team is losing, and in that scenario Self-Care can turn a loss into a win."
iM DONE WITH YOU, SUCH HERECY CANNOT GO UNPUNISHED
Not only you are saying that no mither is a decent perk, but you also are saying that self care can turn lost game into a win... like what? To use self care you need a time of half of a gen, while being way more vurnerable. Like, yeah, it will work if you are the only person standing and everyone else is hooked... the problem is still... unless you started selfcaring way earlier, in which case perks that could help you preventing others getting down would be much better... and still, why would you run selfcare instead of using a medkit.
And no mither? For what? The only thing that will help you from it is to slap also iron will and now stridor has no effect on you... but quess what, it wouldn't have anyway if you were healthy.
Like c'mon you are sounding like the legendary selfcaring nancy, who already is doing totems or the "doing gens and you" survivor from noob3...
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"12 seconds" per gen*
Works for 3 people if you hook the obsession. Seems like your issue with the perk is that you actually ignore the obsession. Nowhere in the perk does it state that you should ignore the obsession.
"unless you are chasing the obsession and the rest is doing their stuff... at which point you are probably going to loose." How? 3 survivors who are slowed down and the only survivor who isnt is about to be hooked. How are you losing in this scenario? Perhaps when you have 0 stacks. Which is arguably the only time you should actively ignore the obsession.
"No, it is because you stack effects from both perks... and its still more of a memish build because you don't want to run dying light on anti healing build..." Thana isnt anti-healing tho. Thana is pro-healing. Dying Light is the anti-healing perk here. Forcing the obsession to be the only one who actually can heal others, meaning the only way to powerheal is to heal together with the obsession. That means 3 survivors are not doing gens. 3 survivors not doing gens simply means you're chasing with free gen pressure, especially when everyone is injured. That's essentially 35 seconds of you not having to care on gens while you simply gain another Dying Light stack, then hit and run again. It's pretty much the exact same reason why T1 Myers is powerful. You play differently to what survivors are used to.
"It's like 15 additional seconds per gen... its sligthly more than a minute if you are at five gens... at 6 hooks, pop will give you 2 times as much, while allowing you to protect important gens. It's just pathethic that in the middle of the match it is and effect of half of pop, if there are 5 gens." I've had many cases where Pop didnt help me as much since survivors can pretend to care about a specific gen, besides, you're assuming generators never regress. Essentially, it's a reverse Ruin. Regression rates hurt much more because gen progression takes longer. Those 25 seconds per gen(I did mention Thana) means you need to fix 120% of a normal gen
"iM DONE WITH YOU, SUCH HERECY CANNOT GO UNPUNISHED" Then bring an actual argument that holds value. No Mither only sucks because it starts you out injured from the beginning. Self care sucks in 99% of the cases. Which is why Self care compares better to Dying Light.
"Not only you are saying that no mither is a decent perk, but you also are saying that self care can turn lost game into a win... like what? To use self care you need a time of half of a gen, while being way more vurnerable. Like, yeah, it will work if you are the only person standing and everyone else is hooked... the problem is still... unless you started selfcaring way earlier, in which case perks that could help you preventing others getting down would be much better... and still, why would you run selfcare instead of using a medkit."
So basically: there is 1 person on a hook, no survivors are nearby and you have Borrowed Time. There is not enough time to look for teammates, there is not enough time to look for a chest and hope for a medkit. Selfcare can turn a lost game into a win.
And yes, No Mither is a decent perk. Good killers focus more on blood than scratchmarks because blood doesnt lie. Secondary, good killers focus more on injured noises than scratchmarks too. With No Mither, all they really have is scratchmarks. Add a perk that removes scratchmarks and you can literally vanish. Yes, No Mither is a decent perk. Is it meta? No, obviously not. But it is heavily underrated for what it can do. Let alone that you can dedicate perks that work around the injured state too. Thinking No Mither is trash, to me, is admitting you're simply not good enough to use it in your favor, especially now that Fixated got buffed. You can literally blind a killer and walk away, and from the killer's perspective, you disappear. Dont even get me started on how well it works on Ace. And as for why not use a medkit, why not both? Selfcare does increase the length you can use a medkit for and guarantees you can heal yourself regardless of your teammates. Best of both worlds. Selfcare is more like Unbreakable than it is like Borrowed Time. Borrowed Time is generally more practical, while Unbreakable barely gets used. Selfcare has the issue where it can be used whenever, making it seem very weak. But Selfcare should be used like Unbreakable. How often do you find yourself in a situation where Selfcare could have been the solution? Not that often, sure, but still often enough to be worth running it.
"And no mither? For what? The only thing that will help you from it is to slap also iron will and now stridor has no effect on you... but quess what, it wouldn't have anyway if you were healthy." If you're slugged, your sounds are also softer. And yes, at first that would be true, which is why *the only bad thing* is that you start out injured. After the first hit from the killer, how often do you NOT get healed by a teammate, how often do you need to heal yourself up with a medkit? No Mither has that downside at the start of the match compared to being healthy, but over the course of the match, that healthy bonus isnt going to last as long as you assume it would. You're thinking theoretical situations where everyone gets healed up as soon as they lose the killer. That is practically not common tho.
"Like c'mon you are sounding like the legendary selfcaring nancy, who already is doing totems or the "doing gens and you" survivor from noob3..."
Oh really? I did research into perks because I got bored running meta perks. I looked at the practical effects of perks, rather than the theoretical ones. And guess what? My winrate increased. Because not only are most perks good enough to be ran at high tier red rank games, most players have no clue how to actually counter it. Thinking an effect is weak because it requires a different playstyle is a key give-away that you actually have no clue why a perk doesnt get buffed or nerfed. If they are going to buff Dying Light to a point where both stacks are being kept and the obsession no longer has a healing bonus, I will have a 100% winrate.
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