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Boons123

Boons123

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Boons123
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  • @Lavoonus said:

    I find the reasoning for this buff a little strange since Nurse and Judgement are the killers least likely to be affected by this perk. Regardless its obviously really bad in its current state and increasing the blindness duration would at least help it a bit.

    Residual Manifest works with any means that blinds the killer, so even for killers who ignore the pallet and windows, it still works against them.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/472640/residual-manifest-need-a-buff

    I would rather see more perks that allow blindness on a killer. You had blast mine and residual manifest to combo against nowhere to hide. With TBTC existing you trade two perks for nothing while killer can then proc NTH on different gen without option to blind them anymore. I agree 30s is a little too less, especially because when it needs the value it will be probably already almost over. I can see it being even 60s and having 30s cooldown, meaning you will get the value from it more consistently while having reasonable counter to aura perks. Shawstep is also good counter but it rings from miles and has limited range while with residual manifest you support your team too.

    I don't like the idea of ​​a cooldown for this perk, because blinding the killer again is in itself a cooldown. If you count how many times you blind the killer in chase without hindering yourself, it won't be that many.

    blast mine and residual manifest to combo is itself a cooldown.

    In my opinion, 60 seconds is an exaggeration considering that the killer is playing against four players, but what do you think of 45 seconds?

  • Trevor Belmont, the lore and his perks.

  • After all these years, the forum ended; nothing lasts forever.

    The forum is calm for the mind and most of its members are rational. Going to Discord is like entering a palace hall filled with monkeys and chimpanzees screaming and jumping around!!

    Discord and Reddit are not healthy for the mind!! Oh, I'm not excited to see strange changes in the future because ideas came from there.

  • Do I have to be absolutely precise? You are precise, I give you that, but not everyone is as precise as you.

    When I use an example, character, or perk, I'm trying to make it easier to understand. It's easier for the average player to grasp that a high kill rate is always associated with a lower kill rate, like the example of twins. Twins are very well-known for this example, which makes it easier for the other player to understand your point.

    Aurora pick rate is very high, does that mean she's too broken to play against? No, of course not, that has nothing to do with it.

    But I will follow your rules and see. Scavenger itself has a low usage rate, but when you use it, you always find Hyperfocus used with it at a usage rate of 70%. Stake Out is in second place. What does this indicate? This indicates that the problem is pairing Scavenger with other perks. This means that Scavenger itself is not the problem, Hyperfocus is the problem, and easy to fix.

  • Escape rate is not a good metric; Quentin Smith is the most low played survivor and yet has the highest escape rate in the game. The killer, the skull merchan , has the highest kill rate but a very low play rate, same as the twins.

    Even the game pictures show that half of your team was killed, and some of them were Jason, even though Jason was a stealthy killer for most of the match, this indicates that his skill is weak.

    Some of the pictures show some survivors not even using scavenger; these are very misleading images.

    If it indicates anything, it may indicate that you are deliberately playing against low-skill players to show misleading data. Or this is a custom match.

  • @ABAEX said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119443#Comment_4119443

    https://us.v-cdn.net/6030815/uploads/5FDV5080JOVO/5e309262eeda799bec9e40af3830c5af.png

    At present, it seems that only [reduce your Repair speed by -50% for the next 40/35/30 seconds] cannot achieve the effect mentioned by the designers in the update notes of 'heavily discourages continuing to repair a Generator for some time after it is activated'.

    So scavenger need change.

    If you disagree, then you are just a selfish person who wants to hoard the wheelchair perk build for yourself.

    ???

    My response was one thing, and your response was something completely different.

    My previous response still stands, and this perk alone is perfectly fine, doing its job perfectly.

    The developers could have made this perk block the generator by the entity for 30 seconds, but the developers decided to give the player the option to complete the generator repair but with 50% penalty of repairing a generator slower or to do a different goal. It is entirely up to the player.
    Your agressive style of responding does not make your response stronger; rather, it makes you someone who cannot be taken seriously.

  • What does Scavenger have to do with this? Most of the work was due to Hyperfocus and perk 1234.

    Hyperfocus can easily be considered to have a special skill check without any nerf for Hyperfocus. Then these links are old; Streetwise is no longer what it used to be.

    If you want to complain about something, complain directly instead of going around in circles and trying to gradually destroy the weaker perks, pls.

  • Oh no, leave Scavenger alone. Perks are supposed to help the player, not hinder them.

    A 50% slower repair speed of 30 seconds is perfectly sufficient, even with the skill check build, this is a trade-off; you won't be able to complete the generator repair by a large margin.

    Let there be variety in the way the generator is repair; this is healthy and fun.

  • @XombieJoker said:

    1 use per trial is the risk you take, StB only being used by 1 player if 2 players bring it is like if 2 players bringing Left Behind is a wasted perk slot for one of them. Or that a player can't use their boon perks because another player is cleansing all of them for bloodpoints/build

    Left Behind is a bad example. If all the survivors brought Left Behind, it doesn't make your argument stronger, because none of the survivors knows if they will be the last survivor left to benefit from Left Behind. So it's a complete gamble if you or another survivor benefits to stay alive.

    1 use per trial is the risk you take, StB only being used by 1 player

    This isn't a risk; this is bad design. A perk is being stolen from you by another survivor. This is unprecedented in the game's history. Basically, any risk is something you can manage, but this is completely beyond your control.

  • Honesty? Accept the game as it is; nothing changes according to your feelings, even in real life.

    In any online game, there will always a toxic and bullying players; there's no escaping that. They'll never care about how you feel; all they want is to provoke you and see your reaction. You need to detach yourself from the character you're playing.

    When you feel overwhelmed, angry, and frustrated, this is a red line and you should leave the game and rest yourself. Your mental health is more important than the game.

    Just always remember, whether you were provoked in the game and got very angry and failed to get revenge on those players, or even succeeded in getting revenge on them, this will not really change anything. It is a match that has ended and you will move on to another match as if nothing happened, so why even stress yourself out in the first place?

    You are like a cup of water over a flame—where the fire represents anger and pressure. The more seriously you take the game, the hotter the flame burns, until the water boils over and harms everything around it, even yourself. The true strength isn't about enduring the boil; it's about knowing how to turn down the heat, controlling yourself, controlling your emotions.

  • I am just glad to see someone who have there own opinion and don't care what others say.

    Some people consider disagreeing with the majority opinion to be an unforgivable crime, you will find them arguing with you and reprimanding you simply because your opinion does not match there opinion or that of there content creator.

    If there is no criticism based on logic or evidence, then do not listen to them and ignore them, your life and your thoughts are more important to you than trying to please others and harming yourself.

    Having your own unique opinions makes you alive and refreshing. Hearing the same opinions, the same ideas, and copying and pasting from the same person is repetitive, and anything repetitive is boring, dead from inside, and repulsive, at least for me.

    So thank you for finally seeing something different! 👍

  • I see these two perks as equal, and each one of them has a benefit.

    You can use Calm Spirit, but you'll never know what perks or add-ons the killer is using against you to force you to scream. Calm Spirit is purely for stealth.

    What makes Hardened unique is that it completely turns the tables on the killer and reveals the killer's location to you instead of the killer revealing your location, but at the cost of you fulfilling the Hardened requirement first.

    We don't need illogical downsides to make perks perform the same function in order to make them different.

  • @NordSahne said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118872#Comment_4118872

    What work exactly? It is 24meters and 15 seconds, it isn't farfetched that the chase is somewhat nearby or you happen to be there, it isn't that hard to get the stacks, but they could increase the range a bit I guess, but there is no actual work you need to do to activate the perk

    That is true, Stake Out could stay the way it was, but the normal skill checks that would become great skill checks shouldn't count toward any skill check related perks, like Hyper focus, Road Life, Scavenger, Fast track, Bardic etc. don't work with the transformed great skill checks, so that it doesn't become the engine for unhealthy future perks, that would be okay

    24meters is bad, not all killers are equal, and not all killer you want to get close to them.

  • @Arcturus said:

    A lot of people on the forums, including me, have been asking for 5 chests in every trial for these niche perks and builds. I think it would be a great change for them, and simultaneously BHVR could get rid of all coin addons to remove bloodweb clutter.

    Honestly? I like coins, I'm in favor of keeping them, even if the number of chests increases by default.

  • @NordSahne said:

    The devs were pretty smart about it, they saw that Stake Out was the problem for great skill check builds and not something like Hyperfocus, they future proofed the perk and made it healthy, although it can be ridiculous when several survivors run it, 4% extra progression on top of hitting the skillcheck is a big gen speed buff for survivors that are good enougn to hit the skill check

    Or you can skip all this work and fix the generator and you will get more progress than any token you could get from this perk.

    Previously you could save tokens by hitting great skill check, now once you get one token you will lose it whether you want to or not, they could easily keep this perk as it was before, but consider a special skill check.

  • I think it would be an item instead of a perk, an item you use to strengthen a pallet to make it take the killer longer to break it, or adding screws to the pallet to stun the killer longer, or as you suggested with the windows, or both.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/472407/my-problem-with-shattered-hope

    Honestly, I want this perk to do something completely different, and the ability to snuff boons to be either basekit or not possible at all (and adjust boons accordingly).

    This perk is so stupidly specific, counters a very niche and small group of perks, and sucks in any other way.

    Do you mean that the design of this perk is bad on both sides? Because that's how I feel.

    Developers can do whatever they like with this perk, but not reveal the aura of my boon totem!!

    You have a perk like Counterforce which is a complete anti totems, yet it only reveals the totem aura after the totem has been cleansed, and then it reveals the farthest totem from you.
    Shattered Hope? The boon totem aura is revealed immediately after the survivor blesses the totem. The killer does nothing, literally nothing, the aura was just given to the killer like that.

  • @esarraf said:

    Look I'm a survivor main since killer is too easy but like, if they are bringing an anti boon perk it should be good.

    if they are bringing an anti boon perk it should be good.

    This is no justification for revealing the boon totem's aura; there is nothing the survivor can do about it, absolutely nothing.

    The survivor cannot benefit from Boon perks at all, because once the totem blessing is complete, the killer will immediately see the boon totem aura.

    The killer does nothing to see the aura of the Boon totem; it is simply a golden platter given to the killer only because the survivor completed the totem blessing.

  • I think that Vigo managed to completely escape being dragged into trials. He may be hiding or barricaded in a place that prevents the entity from dragging him into trials, so the idea that he is a survivor is a weak possibility, because if he becomes a survivor, it means that he has failed in what he was striving for.

  • @dangersmymidd1ename said:

    https://forums.bhvr.com/dead-by-daylight/discussion/472407/my-problem-with-shattered-hope

    Agreed, aura reveal of Boons is too much. They can already find it quite easily if they try, and part of the fun of blessing one is choosing the right location in the hopes the killer doesn't notice too quickly.

    Honestly, you summarized most of my post 👍

  • No, this change is good, no more Ghouls jumping over Pallet and then jumping around me like a rabid monkey.

  • @BloodBehemoth said:

    Shoulder having 1 use for the whole team is what the perk needs, because hook shuffling is insufferable and completely broken. BHVR could put up a notification in the lobby on the perk stating someone else currently has it equipped, letting others know the risk of still taking it into the trial.

    As for other perks receiving the same "tourney treatment" I wouldn't worry and think you're just strawmanning. No one complains regularly that having 4 DSes needs to be changed so that when the killer is DSed once the whole team loses access to it.

    Unless of course you DO like the slugging meta. StB makes hooking pointless.

    I did not defend Shoulder the Burden in my post at all, nor did I address its impact; I only focused on the rule "Shoulder the Burden deactivated for all Survivors".

    I am not strawmanning, and this is a pattern that has been repeated a lot. It starts with a very simple and limited rule, and once the players accept it, the developers increase the dose a little, then let the players accept it, and then increase the dose a little again, and so on, just like a seed when you water it.

    If Shoulder the Burden too broken then the developers must rework it, not put this rule.

  • @T1MEXII said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118172#Comment_4118172

    Pick one. Would work against stealthy killers or if you go against a killer with stealth the perk will never work unless they are not stealth. Besides, Whispers work when survivors have no scratch marks, pools of blood, no noise, no aura etc. Doesn't seem like a huge problem, also 36m is much bigger than you think.

    It seems you have ideas. Try posting a suggestion regarding Stake out. My post is about changing the current Stake out. Perhaps if you post a suggestion, it might be amazing.

  • @T1MEXII said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118167#Comment_4118167

    I agree 24m is a little low, could buff it to 36m. Also need to remove the Terror Radius requirement. Now it'll also work like the old Whispers but for survivor. That would be quite nice 👌


    But this can be problematic for stealthy killers.

  • @T1MEXII said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118164#Comment_4118164

    What if the killer has no terror radius, then the perk would really suck.

    see by yourself:

    • Stake Out (Rework)
      • After hiding for 15s within 24m of the Killer, while in their Terror Radius, you earn 1 Token, up to 2/3/4.
      • While you have at least 1 Token, basic Skill Checks are replaced by special Skill Checks.
        • Special Skill Checks grant +4% more progress.
        • Whenever you miss a special Skill Check, lose -4% more progress.
      • Whenever you hit or miss a special Skill Check, spend 1 Token.

    (After hiding for 15s within 24m of the Killer, while in their Terror Radius, you earn 1 Token, up to 2/3/4).

    so there 24m of the killer and you must to be in the killer terror radius too, this is risky and you must stay for 15s for one token!

  • @T1MEXII said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118160#Comment_4118160

    True but not while hiding. You can 48% of a gen using a stealth build. Like a mini brand-new part from hiding, actually quite insane. Still, I would like it so stay the same until live to see what others think. If the devs think it is not OP, then keep it though I have my doubts.

    I hope at least they remove this "close to the killer within 24 meters" the killer terror radius is enough.

  • @T1MEXII said:

    I got to disagree. Maybe it is not too OP as a solo survivor but like with a lot of perks, this will be crazy strong in a swf. Not in chase for 60 seconds and you can get a total of 48% of a gen instantly. Actually insane trying to counter a 3 gen.

    60s you can do it in gen and you do 70% progress then 48% progress with Stake out.

  • @HexSlugged said:

    do you let hex totems breathe?

    If I didn't spawn next to them :)

  • @NeverSolus said:

    This is … uh… kind of exactly the response I would expect from someone named 'Boons123.'

    That being said, it takes a perk slot. The killers are no more having their hands held by being shown where the boon is, than survivors are for using perks that tell them were the totems are. And just like survivors, shattered hope just lets a killer destroy the boon rather than snuff it.

    No one argues that anti-totem perks 'slaughter totem perks completely and that is unhealthy.' At least, no one people listen to. Hell, several totems actively show you their aura. This is one of those 'rules for thee but not for me' situations. If a killer blows a whole perk slot on shattered hope, it does need to be worth it.

    I can find totems on most maps (except for indoor maps where I struggle a bit) without needing to reveal the totem's aura, so this "rules for thee but not for me' situations" is not on me.

    But there is a difference between a totem revealing to survivors and revealing to killers. Killers without any perks defending Hex totems are still able to prevent survivors from cleansing the Hex totem, such as The demogorogn, the judge, the artist, even The Hillbilly.

    But if the Boon totem's aura is revealed to the killer, what are the survivors supposed to do? Bodyblock? That's why the developers gave the survivors the ability to bless the totem an infinite number of times at the cost of wasting 14 seconds each time.

    The survivor cannot even delay or punish the killer for sniffing or destroying the boon totem, so having the boon totem's aura revealed immediately after blessing it is a bad design.

  • This is exactly what I meant in a post I made two days ago. If you play the role of a survivor a lot, you will know just by reading the description of this perk that it is a very bad design and susceptible to misuse by some killers.
    It's perk that holding the killers hand instead of helping them.

  • @NeverSolus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117234#Comment_4117234

    … what?

    A killer chasing a survivor around a loop is "forcing" the killer to stay in the same place. How is that fun or engaging design? This logic doesn't work in the present game as it is. Most perks do things of this nature. Doing gens "Forces" a survivor to stay in one place. There's a great deal of things that "force" players to stay in a given place or loop to achieve a counter-action. That's… that's literally the purpose of looping.

    Are you suggesting that looping is inherently unfun design? Because I'll agree, don't make me do it. I hate looping.

    ???

    This logic doesn't work when the killers have perks literally designed to close loops.

    I literally don't know what the developers are thinking. The intentions are good, but the execution is very bad.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117227#Comment_4117227

    Not every pallet needs to be broken, looping them is sometimes the play. Every pallet break gives the survivor 20 seconds of distance, now that every map has like 20 pallets that is 400 seconds of distance available on the map, and that doesn't factor in loops, or windows, or perks, or the fact that you have to hit the survivor twice. If you break every single pallet you are going to lose.

    • The the knight starts doing that you have options
      • You can leave the loop, whereby you get hindered, but the knight doesn't see exactly where you go and the hinder benefit is largely gone by the time the chase resumes
      • You can stay at the loop and bank on the fact that that guard will disappear quickly because the knight is nearby
      • Again creating counterplay and options for both sides
    • Pig is the same, when pig crouches and starts dashing, you have options now to decide which side of the pallet the pig is going to go down and go on the other side. Additionally, if the pallet is dropped pig dash is not very strong here at most loops because it won't reach, you still have the option of vaulting the pallet
    • How does that work? If twins is using victor you are trying to stun him with the pallet, and if you aren't y ou are just wasting the pallet.
    • Undergate? Come on now, that is so easy to dodge if you are paying attention, why are you dropping a pallet on henry undergating? That's why you keep getting hit by it bro. And vine attack? Again, henry isn't playing the same game here.

    They all assume that the survivor is in the perfect loop, and this rarely happens on most maps, especially indoor maps, most of which have a medium to weak pallet.


    Undergate? Come on now, that is so easy to dodge if you are paying attention, why are you dropping a pallet on henry undergating? That's why you keep getting hit by it bro. And vine attack? Again, henry isn't playing the same game here

    But I didn't say it's hard to avoid, I meant it literally forces you to run away, which in turn forces you to leave Pallet and then you get 20% Hindered for 3/4/5s for making the right decision!

    You're not playing the role of the survivors to understand my post.

  • @NeverSolus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/472307/knock-out-is-a-bad-design

    I keep thinking on this. Besides the fact that it's not even in PTB yet, I don't understand this complaint.

    » Why is this even a problem? Isn't the survivors whole goal to get away from the killer so they avoid to get hit? This perk will be very miserable when facing against the Clown and the Krasue and The Lich. Because when you play against these killers, you must constantly change your position and never allow them to keep you in the same place for more than 7 consecutive seconds.

    This isn't hand-holding, this is literally the premise of the game my brother in the mist. This is what perks are for. Survivors want to do gens faster, so they have perks to do gens faster. Or, alternatively, to loop better, etc etc. The killers have perks to try stopping the survivors from doing their objectives, because that's the killers job. Gen regression to stop gens being done, hindered effects to stop survivors running away, auras to stop survivors hiding, etc etc. That's not 'hand-holding' that's quite literally the entire principle and point of Killers having perks.

    Will this be a miserable perk to face on some killers? Absolutely. As with all perks. Aura perks are strong on Judgment and trash on Spirit. That's just how that works.

    So the solution is to "force" the survivor to stay in the same place? How is this a fun and engaging design? What will happen is that the pig will crouch and then force the survivor to leave the loop, just to punish the survivor by 20% Hindered for 3/4/5s for making the right decision.

    This is a flawed design.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/472307/knock-out-is-a-bad-design

    This is an extremely healthy change because breaking the pallet makes it not work. So if you keep looping the pallet, then great, you don't have to deal with it. If the killer breaks it, great, you don't have to deal with it. This will be a nice perk to use on killers that need tons of help already like dredge for example.

    Dropping a pallet and then just shift+w away is the most boring thing a survivor can do, and having a perk that punishes that is great.

    But the killer ignores breaking the pallet? That's not great.

    The knight summons a guard and forces you to leave the loop? That's not great.

    The pig is crouching and using a dash attack? That's not great.

    The Twins using Victor? That's not great.

    The first uses Vine Attack and Undergate Attack? That's not great.

    I can continue, and what these killers have in common is that most of the time they don't break a pallet.

    This perk has a very flawed and oppressive design.

  • @TheMruczek said:

    No? You don't need to run exhaustion perks and the game is certainly not balanced around survivors having them. 12s SB with og Vigil showed this the most. Vigil is still better at recovering exhaustion so it's definitely not a worse Ghost Notes.

    As for add-ons and perks, most exhaustion add-ons are hard to read and get value out of so they aren't used that much compared to add-ons that make your power simply better. There are about 5 anti exhaustion perks, each with it's flaws and drawbacks preventing them from being meta.

    The newest Hex from Judgement doesn't even fully counter haste perks while being a Hex perk. So this doomposting "oh my god most exhaustion perks are just countered and are not worth running" is not even true to a slight degree. Remember Sauna Rock add-on that got nerfed? No? Well what a damn shame.

    Exhaustion perks are fine for the most part, aside Lithe that is. It not being nerfed in the same update that nerfed SB is beyond bizzare but ey, that's the DbD devs for you.

    I used the Vigil for a long time without pairing it with any exhaustion perks; it was fun, but now it’s been completely killed off, and now, it is completely useless without any exhaustion perk.

    I can guarantee that if they simply removed Vigil's effect on exhaustion, players wouldn't really use it much.

    I mean, if the problem lies with exhaustion perks, they should fix the issue itself rather than killing off the perk entirely or turning it into a useless counter or support perk.

    For these developers, it turned into a quick, cheap fix: need to change a perk? Make it counter exhaustion for killers and support exhaustion for survivors.

  • @Kupega said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052266#Comment_4052266

    then if they notice the boon triggers the perk and it gets snuffed, they know not to activate it again. One perk does not kill boons as a concept entirely like the poster claimed it does in the same way iron maiden does not kill flashbang or change of plans. It may give a counter to them but that's literally only if the killer has that one perk equipped among the 100 or so to choose from

    The problem isn't whether it's a good choice or not; the problem lies in the design of the perk itself, which literally severely punishes survivors for interacting with a side objective, and this strongly contradicts the developers' attempt to encourage survivors to pursue side objectives.

    Even the design of the perk never requires the killer to do anything to activate it, and it's not even a Hex totem; it exists to punish survivors for a side objective at any time in the match.

    You can bring in Hex perks and use this perk to make the match on the survivors difficult and very annoying while the killer has done nothing to gain the effects.

    Again, I am talking about the design of Perk, not whether it is a good choice or not.

  • @LockerLurk said:

    … The Killer wanted to 4k.

    I see nothing wrong here, they just wanted to 4k.

    Why is the Killer not allowed to 4k?

    You are on the ground, you can't do anything at all, and the killer refuses to kill you in a match that the killer has already won, and the result is that you waste your time on nothing. You are not playing, you are not enjoying, you can't even watch your teammate's perspective while you eat, like watching a match on YouTube! Nothing, just on the ground.

    Just because the killer is so greedy for 4k that the killer forced another player to waste his time on a match that the killer already won.

    It's like trying to find the survivors who have been hiding for a very long time and still can't find them. You're not having any fun at all.

    You want 4k? No one is stopping you but don't waste other people's time.

  • What an interesting game we are playing!

  • @SoGo said:

    Seen the Mintskull video, I assume.

    In my opinion, the concept you created is fine, although the entire part focused around hooked survivors seems excessive to me.

    In my opinion, the concept you created is fine, although the entire part focused around hooked survivors seems excessive to me.

    I mean I don't want this to be a perk encouraging the proxy camping.

    I mean if you want to get any value out of this perk just stay away from hooked survivor.

  • Pictures and some edits have been added to this post.

  • What's the point of this perk?

    It's the real hard mode! That's the point of it.

  • Huh, who said these perks are for survivors?

    There must be a mistake by the developers, it was supposed to be for killers!

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858383#Comment_3858383

    It wastes considerable time blessing a totem (especially a hex), having it snuffed then searching for another totem to bless. I think people strategically placing totems—as in after they’ve completed a gen—can be fine.

    I don't understand what's going on, you guys are writing tips that I already wrote in my post + I explained that Hex totem blessing ""might"" be the best option but not always.

  • @MaTtRoSiTy said:

    The things that drive me mad with Boon enjoyers - booning the killers Hex and I get that it is a Steam achievement as I had to do it too but this is a stupid achievement as it just wastes everyone's time, since it isn't like the killer doesn't know where your boon is and stomp out your wasted time booning it in seconds.

    Secondly is re-booning the same totem a killer already stomped out, at that point you may as well just sit on a gen as it is more productive than wasting time boonin a totem a killer will almost certainly stomp out again in seconds.

    This is a really painful achievement, anything that depends on luck is painful.

    Secondly is re-booning the same totem a killer already stomped out, at that point you may as well just sit on a gen as it is more productive than wasting time boonin a totem a killer will almost certainly stomp out again in seconds.

    Why was the first tip about totem location ?

  • @For_The_People said:

    https://forums.bhvr.com/dead-by-daylight/discussion/435139/tips-for-using-boon-perks-better

    As a long-term massager of boons, these are all great tips!

    shhh don’t tell the killers though! lol

    It's better if they don't know, I like the killer who doesn't care about the Boon totem, because that allows me to bless any totem without worrying about it!

  • If you have any tips, feel free to share them here!

  • Does this mean that the mobile version is gone forever?

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857405#Comment_3857405

    i'd say more as invocation perk. resilience makes you gain 9% vault speed for being injured. maybe they'll make invocation perk that boosts vaulting speed by 10% for entire team.

    I hope they don't use the "one size fits all" logic if they want to create this invocation perk.

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