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Mazzagatti

Mazzagatti

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Mazzagatti
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  • Came here to say the same thing. Smh BHVR

  • @Peanits said:

    First, I just want to make it absolutely clear that this is not intended to 'solve tunneling'. This change is solely to make the perk provide more consistent value when it activates, not bring an end to the entire tunneling playstyle. I wouldn't recommend approaching this with the idea that it will end tunneling entirely as that is not the purpose behind the change - you would be setting yourself up for disappointment.

    Secondly, regarding disabling Killer powers: I see this getting suggested a lot, but this is not an option. It's one of those things that sounds really simple on paper, but once you start drilling down into it, it turns out to be a whole can of worms. Each Killer power works differently from one another, and there is no one-size-fits all solution that can apply to all of them. Each power would need to be considered on a case by case basis to determine what should happen when they're 'disabled'.

    For example, even if you disable the Killer's power button to stop The Nurse from blinking, there are multiple Killers who may already have traps set up around the map - would these also need to be disabled, or are they okay since they were already there? Some Killers also have passive powers/mechanics, such as The Cenobite's Chain Hunt, which would also need to be considered. It would also limit the possibilities for future Killer powers since we would always need to worry, "But how would it work if it was disabled by this one specific perk?"

    To be frank, this would be unsustainable. With over 30 Killers in the game and more on the way, having special conditions for each one would require far too much ongoing support just to make that condition feasible. To give an real example from the past, the original version of Tinkerer used to increase the effectiveness of all charge speed add-ons. Even with only a handful of Killers in the game at the time, it ended up being very confusing for players to keep track of which add-ons it could affect, a nightmare to balance because those add-ons could be too strong with the perk or too weak without it, and an unreasonable amount of work to upkeep as the game grew. In the same way, this would require quite a bit of additional work to be done for every Killer just to support one perk. It's one of the reasons that perks typically don't interact with powers, and the few that do are gradually moving away from that (e.g. Adrenaline waking up Survivors).

    Don't get me wrong, it's a neat idea and the intention behind it is good, but it's way outside the scope for a single perk and could quickly turn into a confusing mess.

    I'm so sorry but I still whole heartedly disagree.

    No one is going to reasonably complain that setup Killers like Hag and Trapper still get their traps. They can't directly use their power to counter the anti-tunnel unlike most movement/attack powers. If you fall into one of them right after a DS then that's kinda on you?

    As for passives like chain hunt and zombies, again the killer cannot directly use them to counter DS so they're irrelevant. In those cases it's either the teams fault for not handling the passive slowdown or it's simply bad luck. Now complaining about the luck elements in DbD is an entirely different can of worms, but the fact is its something y'all choose to keep (fine imo, the variety allows it to stay fun and unpredictable) and it isn't a TUNNELING related issue. So doesn't hold merit either against power disabling.

    You only listed a few powers and then loosely said "etc." to cover all cases, but honestly not a single power/passive/setup is worthy of an exception. I genuinely believe just disabling all M2 (potentially Shift as well) abilities (for a fairly short time mind you) would be an appropriate fix all around. It literally only helps weaker Killers (by not effecting them at all) and limits oppressive ones. It's easy to see once you actually review each and every Killer instead of just saying "etcetera". It's the definition of balanced.

    And for the final point of "a perk shouldn't have this much power/leverage", I agree! It's been said before and there's still years later a clear solution. Make it base kit.

    I knoow, the dreaded words. But seriously. Reduce the stun back to 3 seconds, change DS to something else, give Killers adequate buffs to ensure it doesn't become overbearing...do whatever you have to do to make it not oppressive but just make it base kit and start giving incentives for hooks over kills!!!

    Some of these things are so incredibly obvious when you actually have thousands of hours in the game. I sincerely implore you and your team to please not take another 3 years to realize we were right all along like you do nearly every time!

  • @AnchorTea said:

    How does this buff boons if the hex can't be removed?

    Check the Goals section of the graphic, with this change I'd also want Boons heavily buffed.ย ๐Ÿ™‚

  • @dspaceman20 said:

    If im bring honest I wouldn't want this. Non of the other boons other then coh is powerful enough to warrant this effect

    Check the Goals section of the graphic, with this change I'd also want Boons heavily buffed. ๐Ÿ™‚

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3100958#Comment_3100958

    I think the idea was to develop a system that gives BHVR the design space to buff or nerf individual boons or hexes without affecting the other ones. This baseline changes would make booning, snuffing, blessing and destroying all tactical decisions instead of no brainers.

    I think it's an interesting idea, but yeah its probably too complicated to be implemented. Sad, as it its very nuanced, indeed.

    Yes exactly! Everyone please note on of my goals in the top right is that because this would be such a significant nerf to Boons in two ways, BHVR would be able to buff Boons to crazy fun levels. I'm talking OG CoH level buffs, especially for the 3 "bad" Boons.

  • @Remedicist said:

    Just to be sure, does this mean cleansed hex totems still break like usual? They do not become charred totems?

    yes

  • I actually just made a concept for that exact reason. Lmk what you think!

    Loadout Filter:ย 

    https://twitter.com/Mazzagattiii/status/1318552772573335558?s=19