DawnMad
DawnMad
About
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- DawnMad
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Comments
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A boon that removed all Hex effects from everything inside would be cool but probably hard to implement.
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Honestly I think it would be fine if the totem just broke down when the killer kicked it. It would limit the number of times boon perks could be used to 5 per match and only one or two of them would be in actually useful locations. Additionally if the survivors wanted to make full use of the perks they would either have to bring an additional perk to find totems or spend time looking for them and not constantly bless the same ones over and over.
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I don't get much use out of it since I usually do a scan of the tiles at the beginning and most tiles are already easy to understand from a distance. It is a pretty good perk though, especially on maps like RPD or Hawkins.
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The ability to create loadouts you can quickly switch to or being able to favorite some perks to later find them easier would be nice.
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Warframe, Destiny 2 and Division 2 are all decent third person looter-shooters if you are in to that stuff. Personally I like Warframe but the movement in that game is very aggressive so it may also give you motion sickness.
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CoH doesn't affect him much more than other killers in my experience. Against an Oni survivors will heal as quickly as possible so usually most blood orbs you will get are the ones dropped in a chase or while they were healing. The chase one is of course unaffected and the healing one is only affected if someone else is healing them, since self caring in CoH takes the same time as normal healing. Of course you will have to deal with generators being done faster because of less healing pressure but so would you playing as most other killers.
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Keys also have other functions. Seeing your teammates from 48 meters is decent and seeing the killer through walls in a chase is very strong. These combined with the ability to open the hatch as the last survivors is good enough where a buff isn't needed. If we were to ever change them, it probably should be a full on rework.
Also if what you want is help finding the hatch as the last person, try Left Behind.
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He didn't really get an actual buff. He got an addon pass, the bag addons became partially basekit and his trap RNG got removed. He is still around as weak as before but feels much better better to play especially without addons.
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The change in meta with the new Boon perks hurt her more than her nerf.
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If they are deliberately showing the killer where you are that's a reportable offense. Otherwise there are even survivors in this game who bring the killer to their teammates just to save themselves, I doubt your survivors would do any different if you weren't doing your challenges.
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The survivors technically found and did all of the totems, instead of cleansing the last one they booned it. This is the same time investment as finding and breaking all totems. It's sensible that this also prevents Noed.
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If you think camping is the best option there then you are free to do it. Survivors can still do most if not all of the remaining generators before the hooked person dies because you didn't put any pressure on them, Shadowstep doesn't change this.
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As a killer, I'm indecisive if they are too strong or fine. I haven't had a ton of experience and in the ones I had it did feel like they were recovering very quickly and getting on generators more often, but compared to other meta perks I don't know if it's too much or not. For example, I've had more kills lost to unbreakable than I feel to boon totems.
As a survivor though, boons feel extremely powerful. Just one person bringing 2 boon perks and placing it in a good spot literally carried us to victory in some matches. If the BHVR ever decides to nerf them I would say Shadow Step is fine and Circle of Healing is the only overtuned one.
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Since Viktor is different than an M1 attack it may be working differently. We already know Huntress hatches and Deathslinger spear isn't calculated at killer side so why not this too.
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To me M1 killer isn't a specific killer but a specific situation. For example:
- Trapper away from any of his traps,
- Clown against most dropped pallets,
- Legion/Plague against injured survivors,
- Pig, Myers and Ghostface but with slight exceptions,
...and a bunch more would be M1 killers.
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It's not really the existence of MMR that's the problem but how it's implemented. From the developers explanation, if you want to increase your MMR your best bet is to be as passive as possible since dying first loses you a lot more MMR than dying last. If your teammates aren't good you will not be escaping that match anyways so you will minimize your loss, and if your teammates are good then there should be no problems.
If you want to be active with the killer and have a lot of chases and hook rescues for your team then you will probably not go up in MMR, sadly that's how it works.
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Pig's Rule Set No.2, crouch speed and crouch transition speed addons would be nice quality of life.
Nemesis's Marvin's Blood would be a good buff for the killer.
Demo's Rat Tail would be nice quality of life.
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In addition to what ARTRA said, if the survivor who blessed it dies, DC's or escapes the totem disappears as well.
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I didn't have a problem playing Ghostface but I had two killers yesterday, Myers and a Trapper, who just never lunged. I assumed they were new to the game but it could be a bug.
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I knew this was possible against flashlights in rare occasion but never thought it would work against DS. We are back to 2018 I guess.
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1 out of every 3 matches I play are against Pinheads
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I use Brutal in a bunch of killers like Wraith, Pig, Clown etc. I don't think the perk itself is very strong but dropping pallets early is extremely strong against killers like Pig and Clown while in pallet dense maps it is also pretty strong against Wraith. Brutal is the only way to really somewhat counter this.
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Good thing is you don't have to do it to get the skin, you can go through another path.
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Something most survivors or killers don't know, if you swing right before they Head On you, you will usually still hit them. I downed so many survivors like this trying to chain DS in to Head On.
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It would be a good if boon totems were strong enough to be an addition to meta perks.
It would be awful if boon totems were too strong and became a no-brain choice like DS used to be.
No one is complaining about the meta changing. People just don't want it to be overpowered.
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Only killers who drop chase against me are either bad killers who realize they can't catch me so they go for someone else or very good players who see I'm in a safe area so they only get a pallet or two out of me and leave me to defend generators, as they should.
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It's not supposed to work like that I'm pretty sure, but it's a trick Pinheads can do. It will probably be fixed when the console issues with the chains get fixed.
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Even if the MMR worked perfectly, it would still be awful because of the power imbalance of SWF -> Killer -> Solo Queue. So in top MMR Solo Queue survivors will suffer against top killers and top killers will suffer against SWF groups. And of course SWF would just have too easy matches unless the killer is Nurse or Spirit, and even then they would still have an advantage. As long as the game isn't balanced for all groups, and it will likely never be, I don't think MMR is a good idea.
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Well if you were to do that and it blocked the pallets, they could just hold W because of your fatigue. I think this would be better since it's more likely they will stun you out of your power.
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Deadlock + Corrupt requires zero input and is more reliable, but Ruin + Undying gives you much more control over generators. With Deadlock you can't really defend specific generators yourself since the perk does it on its own and you gotta focus on downing survivors quickly while with Ruin you get a ton of value for pushing people off. They are both playstyles, I would say Deadlock is an alternative to Ruin or Pop.
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Yeah, holding M1 on a generator for the whole game and just dipping is more "skillful" than running a killer for 5 gens and being left behind by your teammates according to MMR. Not surprised sadly.
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@Killing_Time said:
Why is it a hex tho?
Well its effect is tied to hex totems, and it gets removed when its cleansed.
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I'm pretty sure there already is a score event for getting a near max range shot with Slinger. No idea about Huntress.
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From my experience that's basically his best addon build. You can cover a ton of distance in your chainsaw dash with those two. I remember seeing a Bubba use his dash for mobility in Otz's Bubba vs Billy video, so it's really good.
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A perk being used a lot doesn't always mean the perk is problematic. In this case it means that the base gameplay mechanics are not well established and those perks are necessary to fix problems caused by this. For example:
- For survivors nerfing Decisive would increase tunneling, nerfing BT would increase camping and tunneling, nerfing Unbreakable would lead to more killers like Nurse or Oni going for mass slugs etc.
- On the killer side even with the best regression perks killers are at a disadvantage against survivors, nerfing those would only make this worse. Also everyone uses BBQ and nerfing it would just not be cool.
If you want to increase perk variety, you do it by fixing these problems. Give killers a basekit way to slowdown the game and nerf the slowdown perks to even it out. Give survivors basekit ways to prevent tunneling/camping/slugging and nerf their respective perks to even them out.
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New survivors struggling a lot if fine since new killers also struggle a lot to use undetectable effectively. When balancing the other groups of survivors we have to take SWF as baseline and information in Solo Queue should be increased to match them, likely by adding ways for people to communicate in solo queue. To compensate for this, stealth killers would also need buffs to either use their stealth more effectively even if the survivors are communicating, or have a secondary power as a substitute in situations stealth is useless. For example Ghostface getting a secondary power that gives him chase potential would work very well with his stalk etc.
TLDR; New players are fine. Buff Solo Queue information to match SWF, and buff the (stealth) killers to match them. I talk about this in most of my suggestions these days.
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I go look for totems lol.
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I would prefer improvements to the gameplay and balancing of the game before they try to add anything new. But if I have to choose one, I would like perk loadouts, would be nice to have my Power Struggle or Breakout builds ready to go whenever I want.
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Assuming they fix it on Trickster, I believe it's fine.
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It's because of your ping as a killer, the server normalizes it so if you have lets say 50 ping and the time between the hit and the stun is less than 50 miliseconds (0.05 sec) in your screen, then the server will see the stun first and won't count the hit. The less ping you have the less likely this will happen, but realistically you can never prevent it fully. This is annoying as a killer but on paper this is as fair as it can be.
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MMR is fine from my experience. The problems are that most of the high MMR is filled with SWF groups and most survivors overall are bad at the game, so even as a solo survivor in highish MMR you are very unlikely to get good teammates. Then there is the problem of balancing where in high MMR games killers are at a disadvantage, and if you aren't using a high tier killer like Spirit or Blight it can be as bad as you having zero chance at getting more than 2 kills. I believe neither of these are a result of poor MMR but the result of the inbalance between Solo Queue and SWF.
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I don't even know what meaning of "genrush" you are going for at this point. "Doing gens as fast as possible" isn't a strategy, it's the main goal of survivors. If you mean prioritizing gens over healing/totems etc then that's not something I believe is a problem since there are things like Devour/Noed that punish this and this also leaves survivors more exposed to slugging. If you mean survivors bringing multiple strong toolboxes to do generators faster, that's just them investing more in the match. You are free to use iridescent addons to match this and it would be around balanced.
On the case of tunneling, it is an overpowered killer strategy but it is not toxic, because no strategy that's used to win a game is toxic. That's not what "toxic" means. DS and BT soft-counter this but overall it's always a viable strategy and I believe it isn't a big problem.
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@Mooks said:
It definitely adds the 1% per token bonus to the default bonus.
So yes, Perk on Tier 3 and 3 tokens will result in 4 % bonus.
For Stake Out I am not sure. I think you get the 1% bonus only if you consume a token on a good skillcheck. If you hit a great, you don’t get anything but you won’t lose a Stake out token. So I would assume it’s still 4% in that case.
Hmm, I always thought Stake Out makes great skill checks 2% too. I guess it could have been just confirmation bias.
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Ranks stopped mattering last month, they now reset completely every month so it's just an indication of how much you played this month. It has nothing to do with how many hours you have in general or how good you are.
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When MMR was just released my Solo Queue games were hell too. Nowadays I get a goodish team 1 out of 5 matches and the rest are not terrible. It's at least better than potatoes all day every day like it used to be.
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@DbDCasual said:
So, the biggest takeaway from these forums seems to be this general sentiment among people who "play both sides"..."Killer is stressful but the game is super balanced!" So my question is this...Is it such a sin for killer mains to actually want to have fun too? Why is there such a focus on survivor players "having fun" but killers are told to "get good", practice, learn how to do X or how to do Y, are told "Yeah, the killer role is stressful. If you don't like it quit."
It's just such a weird mentality and I don't get it.
"If you don't like it just quit" is only said by a minority of players, but a pretty loud minority.
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As a survivor I don't really care because it's solo queue, flashlight or not there is a 99% chance you are a potato.
As a killer I love people bringing flashlights because there is a good chance they will run around doing nothing trying to get my attention or get a save (and of course fail).
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/285438/an-idea-for-legions-fatigue
You would need to buff frenzy in some way, so it is easier to get hits.
This would not help Legion against good survivors, because you are not going to get many chain hits.
This change would only help stomp noobs more.
Yeah Legion needs a huge buff to his lethality or anti loop to be good against high MMR survivors. This is mainly to make his fatigue less of a hinder, and to make getting multiple hits more rewarding in the process.
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@nh1ze said:
https://forum.deadbydaylight.com/en/discussion/comment/2542012#Comment_2542012
Is that a good perk even when the Survivor finds out that the Killer is using Enduring?
Yeah that doesn't hurt the perk much. If a good survivor figures out you have Enduring they will never expect you to respect a pallet, and you probably won't. This is also something you can use to your advantage in some cases.
You should just try it out yourself, you will see if it fits your playstyle or not.
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I don't use Enduring much myself, but it is a good chase perk. It's good for saving time on pallets or catching survivors in the open if they start running right after stunning you.
I prefer Brutal Strength as a chase perk since it lets me zone out survivors and get a hit more easily. It's also good for clearing pallets in an area or to waste less time using Pop.