Do the following buffs for start, it will make game BETTER trust me

Game will be healthier with:

  1. Kindred basekit
  2. Nerf to Medkits healing + iridescent addon
  3. Corrupt intervention basekit ( old corrupt back if you use perk )
  4. Shattered Hope basekit so the boons can finally be balanced, right now, it's abused af
  5. Reassurance basekit
  6. Unbreakable basekit


Comments

  • The first three are pretty reasonable, though corrupt should stay as it is right now and dissappear when a survivor goes down for the first time. The perk itself should then be reworked.

    The rest however are iffy and are not guaranteed to do anything good. Yes, boons are annoying but they're easily taken out in mere seconds while it takes forever for a survivor to set up. Plus it would make pentimento even more unbearable as it doesn't need the help.

    Unbreakable base kit was already a disaster as was very abusable with little counterplay. It should stay as a perk

  • I don't like this idea. Nerf medkits and shattered hope basekit means killers want to have nonstop injured survivors (and every boon is now meme buckle-up level perk) - especially soloQ would be screwed (no need to talk about another option in SC - this one got gutted for good and now can be considered killer perk without any reservation). CI basekit will not be balanced by kindred basekit. Reassurence and UB basekit can counter camping/tunneling, but will not be balanced by being nonstop injured. This would be direct buff to DH as it would basically become requirement - you can't heal so you might as well try to learn DH every time.

    Overall I don't like this.

  • As a killer main, i would rather have original boons AND 80 sec. generators back than having to deal with Ub basekit.

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  • @Xord said:

    https://forum.deadbydaylight.com/en/discussion/comment/3244718#Comment_3244718

    Boons are still extremely problematic because of CoH, it takes forever to snuff but mere seconds to boon. (because of how different time management is for a killer and survivors, yes, snuffing takes a second, but getting to the totem effectively makes you abandon a hook stage).

    HOWEVER, Shattered hope basekit should come with a boon entire rework. Because outside of CoH, most other boons are either bad, or just barely good.

    SH basekit means boons death. CoH would become extremely slow SC with limited usage and other boons would maybe make some positive (yet very limited) difference every 20 games, but quite some negative difference every time it would be used.

    There would be 0 reason to even bring CoH ever

  • @Gandor said:

    I don't like this idea. Nerf medkits and shattered hope basekit means killers want to have nonstop injured survivors (and every boon is now meme buckle-up level perk) - especially soloQ would be screwed (no need to talk about another option in SC - this one got gutted for good and now can be considered killer perk without any reservation). CI basekit will not be balanced by kindred basekit. Reassurence and UB basekit can counter camping/tunneling, but will not be balanced by being nonstop injured. This would be direct buff to DH as it would basically become requirement - you can't heal so you might as well try to learn DH every time.

    Overall I don't like this.

    Same, i hope the devs dont actually see this as something all of us want, most of these ideas here are pretty stupid and not well thought out

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  • what a surprise killer mains want even more buffs. L M F A O

  • @Xord said:

    https://forum.deadbydaylight.com/en/discussion/comment/3244910#Comment_3244910

    With SH basekit CoH would still be a good perk.

    However, yes, other boons would become trash, that's why I'm only for this change if it comes with an overall boon buff.

    I would advise you to measure your time from when you get injured until you get healed with CoH. Count games where there are no totems for any reason. And compare it to SC time or even better - medkits (because boons would also become limited use)

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  • @Xord said:

    https://forum.deadbydaylight.com/en/discussion/comment/3244983#Comment_3244983

    And multiply it by 4, because that's the thing with boons, they are perks that work on everyone.

    But they pose much higher risk for everyone involved. Even if boon is already standing (that's a big if).


    Please just try a few games with it. Measure your times. That we can understand each other

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  • @Xord said:

    https://forum.deadbydaylight.com/en/discussion/comment/3244991#Comment_3244991

    I mean, I think I have enough hours to say I compared it quite a lot already.

    However, there's a huge difference between CoH and other boons, other boons are only useful if the killer is inside the radius.

    Ok. So what's your average time for heal after booning? My goes upwards of a minute (it's quicker when it's standing but slower if I have to look for a totem). Some games I can't boon at all because there are no totems. SC takes 50s (42 for heal and 8s on average to get to position to heal). What are your numbers?

    1. Primary reason I'm against this is because this would continue the trend of survivor hand holding and not needing situational awareness.
    2. Med kits are busted. Yes to this one.
    3. I'd prefer balanced maps rather than gen blocking.
    4. They can't make shattered hope basekit without touching Pentimento ( and i think pentimento is fine as is). They just need to make it so that snuffed boons can't rebooned and/or the next time it's booned, it takes much longer.
    5. No. These "make sure survivor doesn't die too quickly" type perks should not be basekit. Basekit BT is enough.
    6. Hell no. In the PTB, this was totally abusable and will be even worse if it hits the live server. Survivors can already heal themselves, get themselves off the hook (with perks and without perks), gain endurance/haste, pick themselves off the ground, hatch etc. Every second chance perk does not need to be basekit (unless you want killers to completely quit). There has to be risk for survivors. It cannot just be a safe hold m1 simulator with easy escapes.


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  • @Xord said:

    https://forum.deadbydaylight.com/en/discussion/comment/3245015#Comment_3245015

    You litterally just need to open the wiki to get the numbers, I'm not exactly sure what you're asking exactly there.

    How much time is irrelevant since it allows to self heal.

    That's what you guys don't get. I'd be fore increasing the healing speed back to 100%. It was fine at 100. Allowing self heal is absolutely not fine. That's the problematic part with the perk. It should allow fast heals, not self heals.

    Wiki will tell you theoretical numbers. If those were a thing than boons are OK no matter what. 14s+heal is always worse then 1s even if we take into account 4 survs against 1 killer. Give me your real time usage of how quickly you can heal when you get outside of chase and decide to heal. Meaning killer for any reason left you mid chase anywhere on the map (maybe he decided to go for someone else) or maybe you just got unhooked but your teammate refused to heal you. How long does it take for you to heal with boon vs with other methods? And how much worse would this become if CoH would be limited usage by SH being basekit (so you get to same realm of usage as medkits - even though medkits are better, because nobody will cleanse you your medkit - which is more risky than being surprised by franklins)

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  • @Xord said:

    https://forum.deadbydaylight.com/en/discussion/comment/3245047#Comment_3245047

    I have to repeat myself but the problem isn't healing speed. If you keep a survivor off gens for 10 seconds more or 10 seconds less is irrelevant. The whole point is that as long as CoH is standing, as a killer, you have 2 options: Commit into a chase because injuring is litterally useless, or search for the boon and lose gens in the process anyway. You can't just injure survivors because it gives no value.

    So SC is OP because it unlocks self healing without any condition infinite amount of times right? Well. I don't remember seing anyone use just SC after 6.1 - baring that one challenge that requires you to ONLY bring SC and nothing else (sure enough I see it still being used with conjunction to bottany - a perk that only increases speed of healing and nothing else). Speed is all that matters

  • No they need to come up with ideas that aren't just making perks basekit

    Corrupt should've stayed the same... for all intents and purposes

    Making Gens 80 charges is fine

    Making the UI icons have more meaning would go a long way (but I haven't seen what they have come up with so... it's still iffy)

    Making base regression better would help with Killers bringing multiple regression perks and make regression perks easier to balance

    Solving the base game would go a long way to help this game... just saying

    They need more base game stats... seems everyone runs certain perks it throws off everything else

    Like why was Corrupt used a lot- Answer... cause most Killers couldn't make it from one side of the map to the other without Gens getting completed... Simple answer Maps

    Why was Ruin used a lot- Answer... it was automatic and increased Gen regression... Simple answer cause Kicking Gens took to long (even with Brutal Strength)

    Why was Dead Hard used a lot- Answer... Cause it allowed Survivors to make it to a pallet or window and the dodge aspect... Simple answer to make chases even longer therefore giving more time for the other Survivors to finish Gens

    Why was BT used a lot- Answer cause Survivor needed a way to deal with Campers and Tunnelers (safe to say)... Simple answer to punish those playstyles... but we've come a long way from it working as planned

    And so on and so forth

  • @Kosturko92 said:

    Game will be healthier with:

    1. Kindred basekit
    2. Nerf to Medkits healing + iridescent addon
    3. Corrupt intervention basekit ( old corrupt back if you use perk )
    4. Shattered Hope basekit so the boons can finally be balanced, right now, it's abused af
    5. Reassurance basekit
    6. Unbreakable basekit
    1. Understandable
    2. Yes, but the iri is ok
    3. Ehh...something does need to be done, but not that
    4. Not really. A boon is 16 seconds lost, and often doesn't last long enough to be worthwhile unless you let it
    5. Nope.
    6. Hard maybe.


  • @Gandor said:

    I don't like this idea. Nerf medkits and shattered hope basekit means killers want to have nonstop injured survivors (and every boon is now meme buckle-up level perk) - especially soloQ would be screwed (no need to talk about another option in SC - this one got gutted for good and now can be considered killer perk without any reservation). CI basekit will not be balanced by kindred basekit. Reassurence and UB basekit can counter camping/tunneling, but will not be balanced by being nonstop injured. This would be direct buff to DH as it would basically become requirement - you can't heal so you might as well try to learn DH every time.

    Overall I don't like this.

    You don't like the fact that healing is so op right now and you wish not to change it, that's not a valid reason, if killer injury a survivor he should stay injured for sometime and not heal up in 5 seconds with medkits and boons. Some survivors even heal up mid chase so yeah, that's how broken it is right now

  • @RaSavage42 said:

    No they need to come up with ideas that aren't just making perks basekit

    Corrupt should've stayed the same... for all intents and purposes

    Making Gens 80 charges is fine

    Making the UI icons have more meaning would go a long way (but I haven't seen what they have come up with so... it's still iffy)

    Making base regression better would help with Killers bringing multiple regression perks and make regression perks easier to balance

    Solving the base game would go a long way to help this game... just saying

    They need more base game stats... seems everyone runs certain perks it throws off everything else

    Like why was Corrupt used a lot- Answer... cause most Killers couldn't make it from one side of the map to the other without Gens getting completed... Simple answer Maps

    Why was Ruin used a lot- Answer... it was automatic and increased Gen regression... Simple answer cause Kicking Gens took to long (even with Brutal Strength)

    Why was Dead Hard used a lot- Answer... Cause it allowed Survivors to make it to a pallet or window and the dodge aspect... Simple answer to make chases even longer therefore giving more time for the other Survivors to finish Gens

    Why was BT used a lot- Answer cause Survivor needed a way to deal with Campers and Tunnelers (safe to say)... Simple answer to punish those playstyles... but we've come a long way from it working as planned

    And so on and so forth

    Maps are big problem, but they can't re-design it.

    Maps are big aspect of this game, its good to play on different map from time to time, it's good to have some maps that favor survivors and some that favor killers, it's good to have differnt map look, it makes game look nicer.

    But what they can do, they can adress perks, rework and make some basekits to make game healthier.

    Why killers camp ? Because going for 12 hooks is 80%+ of the games a loss. You have to slug, camp and tunnel most of the time. But if they make gen take longer for example and give survivors counterplay for camping and tunneling, you would see healthier game where killer will go for more chases and hooks

  • @Kosturko92 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3245237#Comment_3245237

    Maps are big problem, but they can't re-design it.

    Maps are big aspect of this game, its good to play on different map from time to time, it's good to have some maps that favor survivors and some that favor killers, it's good to have differnt map look, it makes game look nicer.

    But what they can do, they can adress perks, rework and make some basekits to make game healthier.

    Why killers camp ? Because going for 12 hooks is 80%+ of the games a loss. You have to slug, camp and tunnel most of the time. But if they make gen take longer for example and give survivors counterplay for camping and tunneling, you would see healthier game where killer will go for more chases and hooks

    Ok so let's look into the future of this game for a moment...

    If they do make those changes then the game becomes Gen progression VS. Gen regression... with little outlier perks being used

    Where Survivor use PT and BNP Toolboxes and the Killer uses Eruption, Overcharge, Call Of Brine, and Pop... would that be fun?

    Yes they can adjust how the Map algorithm work (there for changing how the Map looks and feels)

    And if do that then a lot of Maps will be changed either for better or worse (in some cases)

    Also if they continue down the basekit perks then there is no stopping it... and then every perk (for the most part) will become basekit

    Oh and before I forget... I would've done basekit Lightweight to help the Tunneling (I'm not sure about Camping)

  • Kindred Basekit would be fine, for Solo Que only, if they are in SWF, they do not get the luxury when they have communication.

    Medkits definitely need Reworks, as Healing is fast and strong. It should Rework the charge and speed add-ons; or increase the time it takes to heal.

    As for Iridescent Addons, some of them can be look into or reworks; some addons that are not that amazing and should be scrap or reworked to be something else worthy of a Iridescent addons, effects that dramatically make the killer stronger yet also offer something unique and different playstyle.

    I like your Corrupted Intervention proposal, as Survivors splitting up and spawn at different gens is frustration and should be base kit, since they got BT basekit (and possible UB in the future; I am hoping not)

    Boons are never the problem, COH is. COH can is pretty much what Old Self Care does but it is on Steroids and can be shared with your team and stack with Medkits/Healing perks. CoH needs a direct nerf, either make it more as a Teammate focus perk and solo Survivor is not allowed to heal themselves without a medkit. Or make it a selfish perk, and you have no Healing bonus nor stack with Medkits. CoH shouldn't be the meta Healing Perk that can benefit solo, and especially SWF teams together at once. And the other Boons can be fine, as they are situational and usually only work effectively when near the Killer; all except for CoH as you can used just about anywhere in the map, especially as far away from the killer or in the corner/obscure part of the map which makes it far stronger "Safe Place" to heal quickly.

    Reassures sounds like a nice Quality of life improvement to counter camping; as it buys your hook teammates time for saves; but... there is no incentives to go on multiple chase and get more hooks; when Survivors can easily abuse Map and doing Their objectives times quickly by slamming gens when no in chase by the killer. It not like Scorched: Pain Res. is basekit for killers and it is much easier to put pressure on all the Survivors by killing the weakest link of the group. I would be fine with this additional benefit to Survivor, if by chance, they reward the killer with some gen regression basekit per hooks, to encourage chases more and reward them per down.

    As for the last one, NO.... Unbreakable is quite strong, especially when I saw it in actions in the Experimental PTB. I get that Survivors hate being slugged and somewhat useless; but average killers simply without any gen regression perks have no real method of slowdown; unless it is a specific killer with a build in slowdown power. Slugging is a good away pressure the team, and I like some aspects of it to stay to reward killer with pressuring multiple group Survivors. Also, every perks that boost and have anything to do with Recovery like Flip Flop, New Unbreakable, no mither, etx. Needs some serious revaluation for the sake that it can be abuse by Sabotaged SWFs and can easily create lose-lose situation for the killer when it comes to pick up and hooking. That said, Unbreakable as Basekit would be not horrible idea, if they just simple make it last more then 45 seconds; a minute at best; and every recoveredperk should not be effected in speed and usefulness. Power Struggle in Experiment PTB, would need a serious nerf or new requirement; like... you need to safe Rescue a Survivor from hook, and you have one only token to stand near a pallet and activate it.

  • @Kosturko92 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3244784#Comment_3244784

    You don't like the fact that healing is so op right now and you wish not to change it, that's not a valid reason, if killer injury a survivor he should stay injured for sometime and not heal up in 5 seconds with medkits and boons. Some survivors even heal up mid chase so yeah, that's how broken it is right now

    Outside syringe (that will destroy your medkit) you can heal mid chase only with very specific green medkit once. And it still requires "bad killer" (conditions where killer does nothing with survivor for several seconds). If you don't want to limit yourself to single heal per match, it will always take much longer then 5s. In fact it will be multiples of it. With boons it can take literal minutes for single heal (and sure enough it can take also ~6s under ideal conditions when 2 other survivors heals you already in boon area - but those 2 will also have travel time which means it's not really that short).

    Meaning boons are a gamble. It can go your way, but it can screw you over very hard. I have seen many games which were lost only because someone had boon and tried to get value out of it. I mean - the game would have been won if that person took 3 perks instead. But this is not so visible to killer players. Same way as nemesis players can't see how much time zombies save them from time to time on generators (by harassing survivors. And sure - other times zombies are completly wothless). There is no indication something is happening - the only thing is, that gens are not popping for no reason. Same stuff for boons as for zombies.