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RokoRynai

RokoRynai

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RokoRynai
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  • @JPLongstreet said:

    CoH already has been changed a couple of times, but I guess it is still a problem. I'll try to go through both sides here.

    There seems to be some set in stone aspects to CoH that they are intent on keeping:

    Unlocks self-care, stackable

    Provides healing bonuses in groups, stackable

    Can be reblessed infinity

    Takes a perk to destroy

    Now what suggestions has anyone to make to changing CoH that still keeps all of that? One of the few I can think of is diminishing returns similar to Built To Last, so each time CoH is snuffed & reblessed it's range & effectiveness are both reduced. Some kind of token system may be another.

    I get that keeping those four aspects may feel unacceptable to many I really do. But if they are here to stay, what do y'all have to offer up?

    I'm fine with a token system personally. Having unlimited uses and being able to move it from totem to totem is powerful at the best at insulting at the worst. Killers can't replace Hex totems, they are in fact destroyed. I would prefer shattered hope to just be base kit for killers and rework the perk into something else as well.

    But when it comes down to it, CoH is really the problem. At the least it should be nerfed so the self heal's are at self-care levels of healing, and the buff to healing others should be lowered as well.

    Over all though I would think a token system is the most likely. I would have it as 1 token per Boon totem token you take, that way it balances out if you decide to bring more boon totem perks to the match, and less if you don't invest as heavily.

  • The net code is pretty bad, I miss being able to get gen grabs with The Pig when it was P2P

  • I agree that healing stacking does need some kind of diminishing returns. I'm also not a big fan of CoH as is. I personally think boons should have a charges system (2 at base in my opinion), and that the healing from CoH should be brought down to self-care levels of healing.

  • What it seems like is we need a shift in the meta. The current gen kicking build for killers is unfun for everyone, its boring for killers because they don't commit to a chase and just kick gens. Its boring for survivors because they don't get chased or any progress done on gens. I personally think they need to buff jolt out to 40 meters as a start. Its a gen slowdown perk that encourages chasing, but its currently not strong enough to compete. I think gen kick perks need a nerf, and as well as gen speed perks on survivors. I think gens could use another 10 seconds added to them as well. I also want to state these are just suggestions, so don't tear me apart for it, but I do want constructive criticisms and am very open to hearing other ideas.

  • @Bot_Salvo88 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323048#Comment_3323048

    It is a lose lose situation. If you swing they dead hard. If you don't swing because you're waiting you eat a pallet.

    If a survivor sees that you're waiting and he has dead hard, he can drop the pallet and still have dead hard for later.

    This

  • I would like this as well just so I can review my play and see what everyone was up to. Especially a killer so I can get a better understanding of what mistakes I made, what good calls I made, and what I can do to improve.

  • I agree map offerings should be gotten rid of. Neither side should be able to pick a map they have advantage in. Let it be up to the roll of the dice.