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Vaimore

Vaimore

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Vaimore
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  • Some of you have nit-picked certain aspects of my post to counter on. Some are worthy entries, but many have over-looked the part where winning is unfulfilling, due to bot replacements for end game quitters. I.E. entitled survivors whom cannot handle seeing themselves lose so they DC without penalty, and all I get are bot mori's. How is this supposed to be engaging? If it is not the responsibilities of the devs to entertain us all, then who's job is it?

  • Killer players who do not slug, and play "fairly" should NOT be punished with dealing with bots instead of the wussies who left early because the killer won ( even if in their minds a killer player never wins fairly if they win ). Why should a killer player be subjected to waiting for bots to slowly die on a hook to get the mori they worked really damned hard for?

  • @Krazzik said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767583#Comment_3767583

    If you coordinate with your teammate you can give them one-shot potential on-demand.

    So then its okay to take away a killers power IF his team mate can make up the difference?? You're a joke.

  • @Krazzik said:

    In 2-man KWFs Hillbilly is insanely strong.

    HA! So strong as a simple M1 killer with no power? Nice one, guy.

  • You're not doing anything wrong. Behav don't want killer mains around their game. In their last patch to update Legion and Ghostface they tampered with the sounds effects so killers have a harder time hearing from which direction sounds come from. Secondly gen speeds are insane. You do realize that there literally isn't anything you can do other than get lucky with a game where the odds aren't stacked against you. Everything from multi-survivor perk stacks, to 100 pallets a map and so on are all against you. This isn't even mentioning how discord and team speak will ruin a game when you get a lobby of hacking survivor friends for an entire day until you hate yourself enough to never play this ######### game again, there are other things as well.

    its brutally easy to play survivor you almost need no real perks to get out. You get a free hatch at end of game and and simply wait for everyone else to die if you want out ( since the devs cause the hatch to SPAWN on the last survivor).

    Behav. Fix your ######### game.

  • @SxfetyPin said:

    Hello, hope you're all having a good day/night. Since I've seen so much discourse over the new Boon Totems in the PTB, I've decided to put myself out there and interact with the community for the first time. There will be no TL;DR for this Post, as I feel every detail mentioned here is extremely important to the point that I'm trying to articulate here. I'm well-aware that I may be wasting my time typing all of this; This Post may never be seen, or acknowledged by the Devs at all. But I still want to take the chance and put my thoughts out here. 

    I have a lot of experience in competitive games, and would like to give my input upon how Boon Totems have the major potential to take away the thrill of competition in Dead by Daylight. This is going to be an extremely long Post, covering many intersecting problems with how players approach the game, and how their views can possibly have DbD in a "Make or Break' scenario. I will aslo be covering solutions to these problems/how I would adjust these things in hopes for it to create a more enjoyable game across the board. 

    Let me start by saying that yes, I am a Killer Main. Now, I've played a fair bit of Survivor as well- but I mainly love to play Legion, Ghost Face, Demogorgon, and Trapper. If this somehow invalidates my opinions for you, then this isn't a Post for you to read; I only want to start some kind of intelligent conversation between us. Nothing negative is implied. Please go into this this Post with a clear mind while considering both sides of this coin. 

    Now, as soon as Boon Totems were announced, I- and many others- immediately knew that there was major potential for this to "Ruin" the game to an extent. So far, it seems that they're doing just that. But let me give my take upon this whole ordeal, and how we can create something healthy from it. 

    How I Play the Game; This may be an odd thing to include in a Post like this, but it's purely to create transparency between us! I play the game doing my best to not tunnel anybody. I go out of my way to gain eleven Hooks every game, and (most of the time, when I feel it's been earned) give Hatch to the last Survivor. I love to use Make Your Choice on nearly all of my Builds! I feel as if it creates a layer of critical thinking and choices to make for both sides; I give you a Safe Unhook, but you become Exposed. Do you stick around and risk doing Gens, or do you grab my attention and attempt to lead me into a Deadend- a location where a Gen has already been done- for your teammates to then have comfort in doing objectives in the other areas of the map? Competitive Critical Thinking, with a fast choice to be made for both sides; Do I commit to you for that one-hit down? Or do I sacrifice that potential value to establish Map Control elsewhere? I have to make a choice here too. All in all, I feel as if this creates an engaging and fun Match for both sides! I feel as if this is healthy, as if I were to commit to an Exposed target, I 100% can be outplayed and not only lose my value, but also a lot of time that may have been more valuably applied elsewhere. This is all to make it clear the competitive layers that this game does have. From mindgames, hiding red lights, making tough decisions in hopes for it to pay off; That is what makes Dead by Daylight fun for me. 

    Now, the true reality of this is; Not everyone plays the game the way I do! Many Killers go out of their way to Tunnel, Face-Camp, etc. all to ruin the fun for the other side and eliminate any fun competition that could be had. I know that this is extremely unsatisfying for Survivors, and I feel that this should be dealt with with actual penalties being systematically built into the game; Oh. you're Face-Camping? Bloodpoints can be subtracted from your final Bloodpoint count. Or even more severely, less Iridescent Shards obtained upon your next Level-up. Because truthfully, Face-Camping is Griefing; You are going out of your way to ruin the experience for other players. This kind of behavior should be shunned, and punished accordingly. Me saying this, is all to build your understanding that despite me being a Killer main, I am on both sides when I play; I want both sides to have a fun, fair, and engaging competitive match, for every lobby that I'm a part of.  

    So, to address the main topic at hand here, Boon Totems; How do they take away from the competitive experience of DbD? Well, the fact that it's possible to hold a lobby Hostage, Body-Blocking a Boon Totem and Healing faster than the speed in which a Killer can hit you a second time to down you WITH Sloppy Butcher active is definitely one to say the least. Although this does require a "Circle of Healing" (two Survivors Healing one Survivor), this is still an undeniable blatant issue. These Healing Speeds are outright ridiculous given the fact that they stack with the plethora of other Perks/Items that already increase Healing Speeds as is. Healing Mid-Chase is nothing new at all, but the fact that you can Syringe and not even make it half way around Killer Shack before gaining a Health State is absolutely absurd and unfair for the Killer. With the way that Boon Totems are, they eliminate any competition to be had for the Killer, as no matter the circumstance, anything gained through a critical thinking decision can be negated within a few seconds by a Survivor. This turns a risk/reward situation for a Survivor to a win/win and a lose/lose for the Killer. This isn't engaging fun anymore. This is a one-sided blowout no matter how you view it. 

    "Well, the Killer can just kick my Boon Totem and take it away!" While this is true, there no chance to make a critical decision for the Killer,"Do I want to get rid of this Boon Totem, and make it a Dull again for my endgame Hexes to come into play? Or do I want to outright completely destroy the Totem altogether to prevent another Boon here?" this points out the very obvious scenario of Survivors simply coming back to that exact Totem and infinitely replacing this Boon. Although it does take fifteen seconds in order to place a Boon, the amount of value gained from these Boons makes the time "sacrificed" a non-factor. 

    While killer Hexes are strong, once they're gone, then that's it; They're gone for the rest of the game. So why are Survivors not only able to replace them infinitely, but also place multiple across the map (if multiple Survivors are running them)? That's again, blatantly unfair for the Killer and eliminates any risk to be had on the Survivor's side of the coin. Don't mistake me for saying this as,"Oh, I'm a Killer- big killer man! I should mogwall these plebs with ease!" Absolutely not! I want this to be a fair and engaging addition to the game for both sides. 

    So how would I change Boon Totems? Well, they should be capped to once per game per Survivor, while only one allowed to be active at a time. It's only fair to match the Totem's behavior with how Killer totems work. Not only this, but these values need to be drastically toned down; For example, increase Healing Speed by 15%. This may sound major- which it is- but I also want to add a competitive layer of decision making to this; Boon Totem values are DOUBLED if the Boon Totem is applied to an active Hex Totem. Making this 15%, now 30%. But this adds yet another layer of,"What if this Hex Totem is Hex: Haunted Ground? If I risk this for the double in value for my Boon, I may risk my team being snowballed from the Exposed Status Effect. Maybe I should play it safe, and find a Dull Totem?" See what I'm saying here? Engaging, critical thinking for both sides. So in the future of a Boon being added of,"While in the radius of the Boon Totem, you gain 2% Haste. It could be 4% Haste if you were to risk Booning an active Hex Totem." Sounds fun, right? It does to me!

    To my next point/solution;"Boon Totems deserve to be strong due to Hex: Undying and Hex: Ruin being way too strong!" To that, I say rework how Hex: Undying works;"Whenever Hex: Undying is cleansed, it takes 3/4ths of the protected Hex's power with it." So instead of Hex: Ruin digressing Gens by 200% still, once Hex: Undying is Cleansed, Hex: Ruin would be digressing Gens by 50%. Rewarding the Survivor for cleansing Hex: Undying but also adding the decision making layer of,"Is it worth it to look for Ruin now? Or can we manage with 50% digression?" Adding more layers to gameplay creates an engaging environment for both sides! To point this out, is the core message of this Post. For another example, if Hex: Devour Hope has 4 Tokens, then Hex: Undying were to be Cleansed, it would regress Hex: Devour Hope back to 1 Token. Adding depth to this system makes the game more fun and engaging for both sides. While the Killer loses some of that Hex's power, the potential for it to be regained is still there. While Survivors still hold the potential to deny the possibility of that being regained as well through cleansing Hex: Devour Hope before it's power is rebuilt. From how I view this, this is a fantastic solution to this problem, while also introducing a healthy and fun competitive system to the game. 

    All in all, I just want the expansion of this game to be healthy and fun for both sides playing. I don't want one side of the coin completely outweighing the other. I only strive for the game to be as balanced as it can possibly be. 

    What are your thoughts on this? Are these outright terrible ideas? Or am I possibly onto something here? I'd love to hear some of your constructive criticism, and have a deep discussion on these topics. I hope you enjoyed reading this and thank you if you made all the way through. Again, have a good day/night.

    You were very right when you posted this. This change gives survivors 3 extra perks per boon. This is KILLING the game for me and for many others. Dozens of content creators have quit the game, and therefor are no longer streaming or supporting DBD. I am not a streamer. I am a veteran of the game. I've been playing it since launch. BOONS are ruining this game!! SAVE IT!! FIX THIS!

  • @Starrseed said:

    Titel says it all. Is there a reason why the devs don't tweak stuff on a monthly basis?

    I think that would be a good thing for the game. They could tweak numbers on add-ons and perks up and down till it fits. If they see an killer add on for example didn't get used all month and another one nearly every game they could just tweak the numbers I don't think that this would be to much effort or cost to much time and resources that could be a thing one or two guys do.

    What do you think people would that help the game get to a healthier state

    Do you think its fair that 4 survs who have a total of 16 perks between them and a hivemind against ONE killer is realistically fair?? No! They all communicate and act like ONE entity the entire game. Taking turns on hooks, flashlight bullying, and Tbagging at the exit gates at the end of EVERY match. Its broken and unfair. I honestly think with all the playing I have done in this game, that they need to balance it back out. Killers are 1 against 4 people who can crash Gens out of a game in seriously no time at all regardless of killer set up. I am running ( on Legion ) Hex: Pem, DL, Than, and ruin. ITS STILL NOT ENOUGH!! Games are too fast and survs no longer fear any killers at all. DH is OP, but SWF is over the top.

    Killers need 6 perk slots to make things a bit more competitive. Not every killer should feel like that have to be a pro/ veteran to get 1 kill a match.

  • @Marigoria said:

    Am I the only one that thinks the "nerf" didnt really solve anything?

    My problem with iri head was never the fact that she could still stack 4/5 hatchets, it was because even noobs with no aim can just get behind you and insta down you with it.

    Now, even though she can only carry one, people with no aim can still just get close to you and insta down.

    A way better rework for the addon would make it similar to deathslinger's Iri coin, where she would only insta down you if she was at least 15 meters away. I would have no issue with her being able to carry all the hatchets that way, and it would reward people who actually have aim and can hit long distance hits.

    Don't make me laugh. Survs get 3 hits to take down otherwise. Are you mad about Iri Hatchets because they make you work to survive against a killer?? Can't use your OP Deadhards if you get hit once and go down, huh?

    The Devs have given survivors a major edge in every match with the perks and how fast gens go down. Stop being a baby about Iri. omg.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2735371#Comment_2735371

    That depends.

    If solo's at 50%, Swiffers are at 65% and thus OP.

    If swiffers are at 50%, then solo's are at 35% and thus UP.

    It's possible that Swiffers are OP and solo's are UP, it's possible both are UP, it's possible that both are OP, it's possible that one is perfectly balanced and the other is OP/UP.

    Did they specify escape rate for either Solo or Swiffer?

    SWF is not just OP, its cheating imo. Do you think its fair that 4 survs who have a total of 16 perks between them and a hivemind against ONE killer is realistically fair?? No! They all communicate and act like ONE entity the entire game. Taking turns on hooks, flashlight bullying, and Tbagging at the exit gates at the end of EVERY match. Its broken and unfair. I honestly think with all the playing I have done in this game, that they need to balance it back out. Killers are 1 against 4 people who can crash Gens out of a game in seriously no time at all regardless of killer set up. I am running ( on Legion ) Hex: Pem, DL, Than, and ruin. ITS STILL NOT ENOUGH!! Games are too fast and survs no longer fear any killers at all. DH is OP, but SWF is over the top.

    Killers need 6 perk slots to make things a bit more competitive. Not every killer should feel like that have to be a pro/ veteran to get 1 kill a match.