Is there a reason why perks like..

Coup de grace or whatever it is called, are extremly limited use wise while you can replace boons, as much as you want?


Why not rework totems altogether then? Let it work the same way for killers, totems cant be destroyed by any side anymore, you can only curse or bless them.

Of course the perks need to be adjusted then but it would make so much stuff much easier.



Also do you know the pain, watching your random cleanse a totem in front of you while you try to tell them that you want to boon the totem.

:(

Comments

  • I don't think killer hexes should be relightable but rather they still have an effect even when destroyed just a weaker one.

    Coup de grace used to be pretty good. Don't know why they changed it. It might have been too good.

  • Because the Devs doesnt even Play there Game and so they didnt know how Survivor Sided the Game isn


    Im pretty Sure if the Devs are playing they only Play Survivor and then got killed and are like " yep Killer are to strong we need to nerf them "


    Survivor are way to strong in high Rank and only 4 Killer are viable ?

    Nah nerf Killer and Buff Survivor whit broken Boon Totems

  • The entity is not beholden to your whims. Its motives are its own.

  • @xEmoGirlxAlexisx said:

    Because the Devs doesnt even Play there Game and so they didnt know how Survivor Sided the Game isn

    Im pretty Sure if the Devs are playing they only Play Survivor and then got killed and are like " yep Killer are to strong we need to nerf them "

    Survivor are way to strong in high Rank and only 4 Killer are viable ?

    Nah nerf Killer and Buff Survivor whit broken Boon Totems

    they nerfed boon totems though there not what you think

  • Coup de grace needs 2 simple changes. Make it so you gain tokens on A gen repair and hooking a survivor. Make it so you press the action button to consume a token so your next lunge is longer

  • permanent lunge extension would be far nicer and massively more viable (deja vu....) but killers can only have very specific nice things

  • Don't fear, they will nerf boons to the point of complete uselessness because of all the cries soon.

  • @Junylar said:

    Don't fear, they will nerf boons to the point of complete uselessness because of all the cries soon.

    it doesn't really work that way with survivor mechanics, even before factoring that new dlc = significant delays before any major nerf

  • @Nayru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2584432#Comment_2584432

    it doesn't really work that way with survivor mechanics, even before factoring that new dlc = significant delays before any major nerf

    It does though, sometimes. We can't forget MoM was nerfed heavily, a somewhat short time after it's release.

    Sometimes the changes take years, but short changes have happened.

  • @NomiNomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2584435#Comment_2584435

    It does though, sometimes. We can't forget MoM was nerfed heavily, a somewhat short time after it's release.

    Sometimes the changes take years, but short changes have happened.

    ye i know i've just become superbly bitter lately over spirit/deathslinger/sbmm end results, reading the latest survivorposting takes has gotten to become a bit grating as of late

    wonder if a hit to self-heal mechanic itself is more likely than a hit to circle, but i think people are correct in asserting that shadowstep is the real destroyer at higher skill levels since if really know what you're doing that can make a chase (i.e. even getting damaged) hell on earth




    by the way your name is cute

  • @Nayru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2584432#Comment_2584432

    it doesn't really work that way with survivor mechanics, even before factoring that new dlc = significant delays before any major nerf

    Mr. Hatch wants to have a word with you. But it will be hard to find him though, since he is invisible now.

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2584435#Comment_2584435

    Mr. Hatch wants to have a word with you. But it will be hard to find him though, since he is invisible now.

    'kaaaaay.......

    but i need you to roll with me on this one




    how long has it been possible to 4e through the hatch with one key at killer's expense before last patch

    aaaaand how long do you think that was viewed as a problem comparitively speaking

  • @Nayru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2584447#Comment_2584447

    ye i know i've just become superbly bitter lately over spirit/deathslinger/sbmm end results, reading the latest survivorposting takes has gotten to become a bit grating as of late

    wonder if a hit to self-heal mechanic itself is more likely than a hit to circle, but i think people are correct in asserting that shadowstep is the real destroyer at higher skill levels since if really know what you're doing that can make a chase (i.e. even getting damaged) hell on earth

    by the way your name is cute

    That's fair. I'm also extremely bitter towards the game, but for different reasons. I think the Spirit changes were warranted, but they gave Slinger the Billy treatment, and I doubt they'll even consider the feedback. They didn't with Billy. SBMM has always been a bad idea.

    I doubt they'd change anything about the self-heal mechanic itself, Circle of Healing would he the target (if they're getting changes at all.) Honestly, I can't say too much about either of the Boons as I've stopped playing the game, and I haven't gone against them.

    And oh, thanks :) I legitimately don't think I've ever gotten that before.

  • @Nayru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2584463#Comment_2584463

    'kaaaaay.......

    but i need you to roll with me on this one

    how long has it been possible to 4e through the hatch with one key at killer's expense before last patch

    aaaaand how long do you think that was viewed as a problem comparitively speaking

    You can't really be that annoyed by a 4e through the hatch. All gens are done at that stage and they have to be VERY coordinated to pull it off.

    It's the 3man escape that was BS for me...


  • @NomiNomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2584457#Comment_2584457

    That's fair. I'm also extremely bitter towards the game, but for different reasons. I think the Spirit changes were warranted, but they gave Slinger the Billy treatment, and I doubt they'll even consider the feedback. They didn't with Billy. SBMM has always been a bad idea.

    I doubt they'd change anything about the self-heal mechanic itself, Circle of Healing would he the target (if they're getting changes at all.) Honestly, I can't say too much about either of the Boons as I've stopped playing the game, and I haven't gone against them.

    And oh, thanks :) I legitimately don't think I've ever gotten that before.

    well i don't have much interest in many killers anymore due to that + sbmm, i don't play with headphones and don't have thousands of hours of experience so actually whapping people instantly out of phase actually felt like a triumph for me (or just vsing absurdly predictable survivors in which case not so triumph) - spirit's why i even picked up the game and now i'm the one being oppressed by headphone users that know exactly where i am and clap me if i dare go through a pallet, it's rough

    even long before i started playing i always looked at billy as the lowest-end of the top killers and it seemed like that panned out pretty well, only just getting nerf after nerf while still keeping the completely archaic design, at least billy mains can go to space and other goofy things

    at any rate i guess it's just more potatosquad for me and wondering if balance really is revolving around my gen-allergic teammates

  • A killer that moves at 4.6 speed and uses basic attacks is too much for a lot of people to handle, so of course BHVR is very cautious about Coup de Grace.

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2584475#Comment_2584475

    You can't really be that annoyed by a 4e through the hatch. All gens are done at that stage and they have to be VERY coordinated to pull it off.

    It's the 3man escape that was BS for me...

    it's not meant to be an utterly accurate comment on the scenario of how the game was for all that time

    it was a very elaborate way of saying 'hatch/key did not get nerfed quickly after mass whining, it got nerfed after like half a decade of mass whining'

  • @Nayru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2584463#Comment_2584463

    'kaaaaay.......

    but i need you to roll with me on this one

    how long has it been possible to 4e through the hatch with one key at killer's expense before last patch

    aaaaand how long do you think that was viewed as a problem comparitively speaking

    What's the point of making 4 escapes through the hatch with a key? Back then hatch could only spawn when the number of gens done was 1 higher than the number of alive survivors. So making 4 escapes was only possible after all 5 gens were done, when the gates were available. What would be the point then? The killer had already lost by that moment, 4e with the hatch was never a game changer.

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2584475#Comment_2584475

    What's the point of making 4 escapes through the hatch with a key? Back then hatch could only spawn when the number of gens done was 1 higher than the number of alive survivors. So making 4 escapes was only possible after all 5 gens were done, when the gates were available. What would be the point then? The killer had already lost by that moment, 4e with the hatch was never a game changer.

    i don't know, what was the point of ganking someone out of the game on 2nd down

    both keys and moris screwed people out of part of the game, i guess you've never run stuff like blood warden/no way out that did absolutely nothing to people that skipped exit gate entirely?

  • @Nayru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2584481#Comment_2584481

    well i don't have much interest in many killers anymore due to that + sbmm, i don't play with headphones and don't have thousands of hours of experience so actually whapping people instantly out of phase actually felt like a triumph for me (or just vsing absurdly predictable survivors in which case not so triumph) - spirit's why i even picked up the game and now i'm the one being oppressed by headphone users that know exactly where i am and clap me if i dare go through a pallet, it's rough

    even long before i started playing i always looked at billy as the lowest-end of the top killers and it seemed like that panned out pretty well, only just getting nerf after nerf while still keeping the completely archaic design, at least billy mains can go to space and other goofy things

    at any rate i guess it's just more potatosquad for me and wondering if balance really is revolving around my gen-allergic teammates

    SBMM certainly did ruin a lot of things. The only advice I could give is to use headphones, as if makes Killer in general easier. That's of course up to you.

    Poor Billy can't even go to space anymore as far as I know.

  • @Nayru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2584506#Comment_2584506

    i don't know, what was the point of ganking someone out of the game on 2nd down

    both keys and moris screwed people out of part of the game, i guess you've never run stuff like blood warden/no way out that did absolutely nothing to people that skipped exit gate entirely?

    Killing after 1 hook = skipping a hook phase, therefore requiring 8 hooks instead of 12 for the total wipe. It's like having an offering that would automatically repair two gens at the start of the trial.

    Making 4 escape with the hatch = skipping 20 seconds of door opening animation.

    You are comparing uncomparable.

  • @Nayru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2584506#Comment_2584506

    i don't know, what was the point of ganking someone out of the game on 2nd down

    both keys and moris screwed people out of part of the game, i guess you've never run stuff like blood warden/no way out that did absolutely nothing to people that skipped exit gate entirely?

    They were completely different and you known it. Moris removed a player at the start of the trial and meant the game was essentially a 3v1, aka a loss for the survivors.

    A 4e through the hatch meant the game was basically over and the only real reason for it was the extra 2k points and the achievement...

  • @NomiNomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2584493#Comment_2584493

    SBMM certainly did ruin a lot of things. The only advice I could give is to use headphones, as if makes Killer in general easier. That's of course up to you.

    Poor Billy can't even go to space anymore as far as I know.

    i'm actually extremely sound sensitive as is and people probably think i do use headphones

    it's just as far as triangulating -exactly- where someone is purely off sound while blind is like, few thousand hours experience tier, i just take too long in phase to know where to instalunge

    but ye aside from not being able to tolerate the (even slight) pressure on my skull i just wish some of the latest changes were more thought out

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2584513#Comment_2584513

    Killing after 1 hook = skipping a hook phase, therefore requiring 8 hooks instead of 12 for the total wipe. It's like having an offering that would automatically repair two gens at the start of the trial.

    Making 4 escape with the hatch = skipping 20 seconds of door opening animation.

    You are comparing uncomparable.

    @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2584513#Comment_2584513

    They were completely different and you known it. Moris removed a player at the start of the trial and meant the game was essentially a 3v1, aka a loss for the survivors.

    A 4e through the hatch meant the game was basically over and the only real reason for it was the extra 2k points and the achievement...

    to me i think there was a way better solution to the hatch/key interaction that wouldn't basically relegate it to being equivalent to mori nerf

    but i also thought that about moris

    you two are honestly making me second-guess my thoughts on it and maybe it should be impossible to skip exit gate/gens with >1 survivor

  • @Nayru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2584528#Comment_2584528

    https://forum.deadbydaylight.com/en/discussion/comment/2584530#Comment_2584530

    to me i think there was a way better solution to the hatch/key interaction that wouldn't basically relegate it to being equivalent to mori nerf

    but i also thought that about moris

    you two are honestly making me second-guess my thoughts on it and maybe it should be impossible to skip exit gate/gens with >1 survivor

    It is currently impossible to skip exit gate/gens with >1 survivor...?

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2584537#Comment_2584537

    It is currently impossible to skip exit gate/gens with >1 survivor...?

    yeah, and i'm not going to bother arguing against it anymore given how hard the entitlement swings one direction, voir l'amour

  • Because Killers aren't allowed to have fun or be good besides a few. Coup De Grace was a fun and unique perk gutted because BHVR lacks the balls to allow perks be good for Killer. Now it's completely useless.

  • @Nayru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2584551#Comment_2584551

    yeah, and i'm not going to bother arguing against it anymore given how hard the entitlement swings one direction, voir l'amour

    Au revoir 💋

  • Coup De Grace has a limit because of Myers and probably Nurse. Let's be honest. 90% of killer perks are limited because of Nurse.

  • Stomping on Boons over and over is getting tiresome, plus often they are located in corners that you have to look at very specifically to stomp.

    Having said that, Id be OK if there was atleast a more prominant directional and proximal audio que of a Boon nearby, and also WHILST the Boon is being set up, there should be a sound in its area of effect.

  • @KingFrost said:

    Coup De Grace has a limit because of Myers and probably Nurse. Let's be honest. 90% of killer perks are limited because of Nurse.

    myers also isn't a good killer apparently from what i hear so what would it matter, oho

    but having all of killer design revolve around the one that bypasses most game mechanics when it comes to whapping survivors has got to stop someday

  • @xEmoGirlxAlexisx said:

    Because the Devs doesnt even Play there Game and so they didnt know how Survivor Sided the Game isn

    Im pretty Sure if the Devs are playing they only Play Survivor and then got killed and are like " yep Killer are to strong we need to nerf them "

    Survivor are way to strong in high Rank and only 4 Killer are viable ?

    Nah nerf Killer and Buff Survivor whit broken Boon Totems

    Yeah thats why they changed hatch right?

  • to be honest i'm not sure if that's a good example given it took them an eternity to finally deal with that

  • @Nayru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2584617#Comment_2584617

    to be honest i'm not sure if that's a good example given it took them an eternity to finally deal with that

    It takes them an eternity to deal with anything frustrating on both sides.

    And honestly I cant blame them, when you have such a whiny community who have some of the worst takes on balance. Its really hard to tell what's actually unbalanced and whats fine especially if they look at data and everything is seemingly fine

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2584625#Comment_2584625

    It takes them an eternity to deal with anything frustrating on both sides.

    And honestly I cant blame them, when you have such a whiny community who have some of the worst takes on balance. Its really hard to tell what's actually unbalanced and whats fine especially if they look at data and everything is seemingly fine

    Player behavior related to Hatches was always a Survivor problem, not a Killer one.

    Its Survivors that made the Hatch a problematic mechanic, for themselves (and the Killer).

    Killer has little to no control of the hatch, now or before, except stomping it shut.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2584625#Comment_2584625

    It takes them an eternity to deal with anything frustrating on both sides.

    And honestly I cant blame them, when you have such a whiny community who have some of the worst takes on balance. Its really hard to tell what's actually unbalanced and whats fine especially if they look at data and everything is seemingly fine

    all the more reason to get input from more aware people, but given what happened with deathslinger.. well, even if it's hard, it's not that hard

    i know that much from personal experience with more convoluted pvp games (mechanically speaking) than this

  • @Rhoska said:

    https://forum.deadbydaylight.com/en/discussion/comment/2584634#Comment_2584634

    Player behavior related to Hatches was always a Survivor problem, not a Killer one.

    Its Survivors that made the Hatch a problematic mechanic, for themselves (and the Killer).

    Killer has little to no control of the hatch, now or before, except stomping it shut.

    Just like how killers made certain things problematic like Mori's.

    Both sides have had and still have problematic things that are out of their control.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2584641#Comment_2584641

    Just like how killers made certain things problematic like Mori's.

    Both sides have had and still have problematic things that are out of their control.

    Moris dont make much of a difference, as they require two hook status, and third hook would be fatal anyways.

    They dont even necessarily save any time from carrying to final hook, as the animations have their own duration anyways.

    They dont have a significant effect ingame, except as flavor.

    Hatch AND Moris both are not really a balance issue.

    On Hatch part, however, it was leading to some "toxic" behavior by other Survivors towards teammates which was not conducive to a good match.

  • @Rhoska said:

    https://forum.deadbydaylight.com/en/discussion/comment/2584715#Comment_2584715

    Moris dont make much of a difference, as they require two hook status, and third hook would be fatal anyways.

    They dont even necessarily save any time from carrying to final hook, as the animations have their own duration anyways.

    They dont have a significant effect ingame, except as flavor.

    Hatch AND Moris both are not really a balance issue.

    On Hatch part, however, it was leading to some "toxic" behavior by other Survivors towards teammates which was not conducive to a good match.

    Mori's took 4 years to fix.

    At first they were available on first down, didnt even need a hook.

    Then they changed it to only require one hook.

    And only recently has it changed to 2 hooks

    Mori's were MUCH more problematic than the hatch and keys

  • @Shroompy

    Operative term: "Were" more problematic.

    Since then, they have not been problematic in the least, and have no reflection on balance whatsoever.

    Hatch was not a "balance" problem. But it was creating conflicting imperatives for Survivors that was leading to unsatisactory results in game experience especially for solo-qers abandoned by SWF teamers with their keys etc, or even when 2 soloquers are left and both of them just wait for the other to die at the Hatch.

    This Hatch solution now is much better, and like the Mori above it, has very little impact on "balance", and tbh I question a bit if a Killer gets unduly upset that a Survivor reaches it first.

    In this format it creates a nice final "mini-game" between Survivor and Killer.

    More concerning for a Killer is if slug X over there is gonna pop Unbreakable while he is watching the hook Y over here that it doesnt jump off the hook, and either of them then starts the whole circus show again. Have to leave the slug X down too, cos maybe lost count and dont know if he has DS or not.

  • @Rhoska said:

    @Shroompy

    Operative term: "Were" more problematic.

    Since then, they have not been problematic in the least, and have no reflection on balance whatsoever.

    Hatch was not a "balance" problem. But it was creating conflicting imperatives for Survivors that was leading to unsatisactory results in game experience especially for solo-qers abandoned by SWF teamers with their keys etc, or even when 2 soloquers are left and both of them just wait for the other to die at the Hatch.

    This Hatch solution now is much better, and like the Mori above it, has very little impact on "balance", and tbh I question a bit if a Killer gets unduly upset that a Survivor reaches it first.

    In this format it creates a nice final "mini-game" between Survivor and Killer.

    More concerning for a Killer is if slug X over there is gonna pop Unbreakable while he is watching the hook Y over here that it doesnt jump off the hook, and either of them then starts the whole circus show again. Have to leave the slug X down too, cos maybe lost count and dont know if he has DS or not.

    Survivors being left behind were not complaining NEARLY as much as killers being essentially robbed of their kills.

    Also this whole thing started because some one else said it takes an eternity for them to do changes and I simply said it was for both sides, not just one.

    So I have no idea where youre getting at with this whole Hatch spiel

  • @Shroompy

    "So I have no idea where youre getting at with this whole Hatch spiel"

    From your earlier post stating:

    "Yeah thats why they changed hatch right?"

    However, yes, we have strayed from OPs original post, which was in particular about how other perks work vs these new boon totem perks.

  • @Rhoska said:

    @Shroompy

    "So I have no idea where youre getting at with this whole Hatch spiel"

    From your earlier post stating:

    "Yeah thats why they changed hatch right?"

    Ok... but some one else replied to me saying that it took an eternity to make changes. And I simply said its not a survivor exclusive thing

    You even replied to that one, so again. Whats your point with this whole hatch thing?

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2585066#Comment_2585066

    Ok... but some one else replied to me saying that it took an eternity to make changes. And I simply said its not a survivor exclusive thing

    You even replied to that one, so again. Whats your point with this whole hatch thing?

    I suppose my point was to your inference that Hatch is a "balance" change that is relevant to the Killer vs Survivor asymmetry.

    It isnt. It pertained primarily to resolving what I said above regarding conflicting priorities for Survivors from the way it was implemented before. As to Moris, when they became post-2nd Hook, they lost any relevance in Killer vs Survivor asymmetry also.

    Neither of these are the kinds of balance issues OP is addressing regarding perks, and especially these new blessing ones that piggytail onto the Hex system and Totem mechanic (and arguably not very well).

  • @Rhoska said:

    https://forum.deadbydaylight.com/en/discussion/comment/2585084#Comment_2585084

    I suppose my point was to your inference that Hatch is a "balance" change that is relevant to the Killer vs Survivor asymmetry.

    It isnt. It pertained primarily to resolving what I said above regarding conflicting priorities for Survivors from the way it was implemented before. As to Moris, when they became post-2nd Hook, they lost any relevance in Killer vs Survivor asymmetry also.

    Neither of these are the kinds of balance issues OP is addressing regarding perks, and especially these new blessing ones that piggytail onto the Hex system and Totem mechanic (and arguably not very well).

    I mean in my opinion they were balance changes, but also fixed the issues youre stating as collateral.