AngyKiller
AngyKiller
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@selflessnea said:
I mean you could just not tunnel 🤷
I mean you could just not do gens. 🤷
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2865309#Comment_2865309
Borrowed Time is being considered as a fix for Face-Camping and Tunneling-off-hook-till-dead, 2 kill strategies that have no counter except for Borrowed Time and Decisive Strike. If you don't have at least one of those perks, then you have no counter to those strategies. Also consider that both of those perks are behind a paywall, cash with Decisive Strike and bloodpoints for both, so new players have no counter to a killer tactic that is available from level 1.
Everyone knows Borrow Time works as a counter for these two tactics and isn't abusable such as other implementations the developers have attempted.
This is a fix for a game design flaw. It needs to be implemented but should be implemented with a slow-down to gens to balance it out. This fix will only affect face-camping and tunneling-off-hook-till-dead tactics. Every other killer tactic in the game is going to be unaffected.
And what happens when everyone is now bodyblocking the Killer due to Borrowed Time being basekit, allowing for a new second-chance perk to take its slot, and now the Killer can't chase the unhooker?
Making BT basekit just makes Survivors more disgustingly OP, gives them more ways to shaft the Killer, and makes more Killers leave. But on top of that; my example shows that you don't balance in a vacuum. Making BT basekit literally adds more problems to the game.
But those are a Killer's problem, so I guess it's an acceptable loss. Survivors are happy. Killers are given another middle finger. Life goes on until the game dies from lack of Killers.
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@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/comment/2865287#Comment_2865287
But you just look at it in 1on1 comparison. Basekit survivor = basekit killer. Thats exactly not how game design works.
I'm not the one who made a 1 to 1 comparison; you are.
You said 'Survivors have bandaid fixes; Killer's don't. Therefore Survivors deserve free perk'.
That's ignoring that that 'free perk' is on top of 16 second chance perks being run, and, frequently, Discord. That's called 'balancing in a vacuum' and it's not how game design works. At all.
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That's literally how game design works; you don't alter anything in a vacuum. Everything affects everything else.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2865272#Comment_2865272
That list of things survivors don't want to see are things that also necessitate fast gen speeds. Every time there's a complaint about tunnelling or camping? 'just clear gens faster'
Then they do, and the other half of the killerbase starts complaining.
This is exactly the compromising I'm referring to.
Funny, it also works in reverse.
- Survivors complain about camping.
- Killers say they camp because gen speeds are too fast & they're pressured to get a kill ASAP.
- Survivors say gen speeds are fine, and Killers would camp anyways.
Once again; it's like only one side is supposed to compromise.
I know I'd camp less if I did not feel like 3 gens always popped in the first chase.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2865243#Comment_2865243
Then the entire game can just crash and burn. A fun game requires some compromises.
Funny, the compromises tend to be 'Killers can't do <list of 40 things Survivors find 'unfun'>'. But the second Killers say 'What about gen speeds?' the answer turns into 'Git gud. Gens are fine'.
It's almost like 'The health of the game' is just a smokescreen for 'Whatever Survivors demand'.
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@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/comment/2863556#Comment_2863556
Cause some perks that are used frequently on survivor are band aid fixes for horrible game flaws. Killers dont have anything like that. So it makes no sense to give killers something for free just because there are needs on the other side.
It makes perfect sense, because nothing is done in a vacuum.
You give Survivors a free perk on top of their 4 second chance perks per match (for 16 second chances), plus those who use Discord, and you're literally made Killer unplayable.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2865203#Comment_2865203
Don't get pissy with survivors, the majority prefers hit-and-run over camping and tunnelling, but the devs have a really weird concept of 'fun' and they want to maintain the boring playstyles while crippling what people play DBD for.
What the Survivors 'prefer' should not mean anything to the Killers. And vice-versa.
Neither side should have any say in what they 'prefer' the other side to do, because those views are inherently biased. Since they also 'prefer' to win.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2862564#Comment_2862564
That's gonna take some camping nerfs.
Or, and hear me out, we STOP trying to nerf the Killer's playbook down to the 3 things Survivors don't (yet) find 'unfun'?
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@HexDaddyissues said:
https://forum.deadbydaylight.com/en/discussion/comment/2865131#Comment_2865131
i see way more killers complaining about survivor perks than vice versa. Killers have even complained about how OP Spine Chill is, and i don't know the last time i or anyone i know used that last. Spine chill is one of the LEAST helpful perks for survivors and its still somehow too much for killers to handle.
And I see Survivors complain about:
- Their fun, and how Killers should put it above trying to win.
- Killers not giving Final Survivor the hatch/gate.
- Killer perks.
- Killer powers.
- Camping
- Tunneling
- Slugging
- I've seen Survivors complain about a Killer before the Killer is even on the PTB.
I could go on and on. But if a Killer does or has something; Survivors will complain it's OP, or unfun, or anti-fun, or broken. Or whatever new buzzword they want to use that means 'Nerf it because I want EZ wins.'
So, again; your point?
Edit: I'm not saying Killers don't complain, btw.
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@HexDaddyissues said:
https://forum.deadbydaylight.com/en/discussion/comment/2863700#Comment_2863700
*Also killers* DEVS NEED TO NERF (insert litterally any perk a survivor has) BECAUSE ITS BROKEN
And Survivors say it too. Your point?
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@GuyFawx said:
Camping first hook overall has seemed to increase killers no longer enjoy the chase. I just wish there was a perk that sped up repairs heals and gates while being camped. That way killers are actually punished for more then loss of bp. Killers in general I feel like have no concern about making the match fun for everyone anymore and I dont get why this has happened more recently. Maybe the playerbase has gotten younger and thats where this selfish behavior is rooted. I just had a ghostface camp me on my first hook because i made it my job to keep knocking him out of stealth and he was maybe annoyed because he could figure out who was doing it as gens kept flying.
Your opponent is not an employee; They do not exist to make you happy nor give you fun. They should not be expected to put your fun above their attempts to win in a PvP game.
This is still the ONLY game I've ever played where I've seen people upset their opponent is not thinking about their fun.
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No, a mechanic designed to prevent infinite loops does not equal a free perk for Survivors.
Guess what I think, using that logic? Killers should get a free perk, but Survivors should not.
Reason? Discord communication. It gives Survivors 30 free information perks.
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Honestly, BHVR should make a code on 'Expired', so that anyone who shares it will say 'New Code: Expired!' and everyone will think they missed it. 🙃
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2863755#Comment_2863755
Eh. I said etc. And most of them are also toxic in egc.
with your argumentation, using emotes or teabagging after pallet stuns/at open exit gates shouldn’t be considered toxic.
I don't think those are toxic.
If someone is emoting after a pallet stun; they are trying to anger me. My best counter is not biting. Possibly; they want me to chase them because they are good at looping; time to switch targets.
At the gates? Meh. Again; they want to get a rise out of me.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2863711#Comment_2863711
for me it’s the other way around, most killers are actually toxic in end game chat or doing stuff like nodding after downing/hooking etc.
but I can still distinguish between the average/general player and those toxic ones that may very well seem like a majority because others are just not noticeable next to the loud ones.
See but YOU decided nodding was toxic and decided to get offended & then blame the Killer. Which is part of the problem.
Know why I nod? Because I can't bow. When I nod, it's supposed to be bowing to acknowledge a good chase or a hard-fought game.
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@FlameGNG said:
https://forum.deadbydaylight.com/en/discussion/comment/2863703#Comment_2863703
well once again do you think BHVR should pay for a full brain surgery to 98% of all survivors??? no
do you think they should ban survivors that doesnt do gens? no
The problem is survivors yes, but that is due to MMR no one asked for MMR no one wants it... its a joke how i can get matched with 7000 hour survivors and some matches are with 200 hours survivors ITS A JOKE... played a match against a spirit 1 month ago and 2 of my teammates got hooked within the first 20 sec and i was like fun a hacker... but it was just a normal spirit?? how tf does 2 people die within the first 20 seconds....
The only thing they can do about it is nerfing killers that are camping, fix the MMR so you are matched with equal skill so higher upp camping doesnt work... or c) nothing and keep their 2kills 2 escapes wonderfull juicy ratio
So, because Survivors are bad, we need to nerf Killers to make bad Survivors happy?
Congrats; now no one wants to play Killer. Because they have an uphill battle every match due to nerfs, and get insulted by salty Survivors if they DO win. Game is dead.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2863700#Comment_2863700
Things most survivor players don’t say?
just because there are some toxic ones doesn’t mean it’s actually a general thing.
9 times out of 10; 2-4 Survivors in ANY of my games will insult me for doing ANYTHING that made them lose.
If Survivors were not toxic ON AVERAGE, then Survivor queue times would not be through the roof. Killers don't want to play because the game is stacked against them, and then they get blasted for trying to win.
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@FlameGNG said:
https://forum.deadbydaylight.com/en/discussion/comment/2863655#Comment_2863655
both are allowed but hook camping SHOULD in 99.999999999999999999999999999999999999999999999999999999999999999% of all cases be a fast win for survivors since it takes 80 sec to do a gen solo, 47.5 do do on duo and 37 - 38 to duo one with prove thyself a hook stage is 60 sec so a hook camp equals 2 minutes lost time 0 the time it took you to chase him down and hook him... the problem isnt hook camping hookcamping theroetically is teh quickest way to lose in DBD but the problem is that SURVIVORS DOESNT DO GENS once again SURVIVORS DOESNT DO GENS SURVIVORS DOESNT DO GENS SURVIVORS DOESNT DO GENS SURVIVORS DOESNT DO GENS SURVIVORS DOESNT DO GENS SURVIVORS DOESNT DO GENS SURVIVORS DOESNT DO GENS!!!! the tutorial gives you no advice on what to do against a hook camper and since we have this wonerfull MMR your matched with people that has 7000 hours 2000 hours 200 hours and 20 hours
That's the Survivors fault. So why are Survivors playing badly, then demanding Killers get punished/nerfed for it?
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Survivors: I DC if Killers use any <Killers/perks/maps/tactics> I don't like.
Also Survivors: I insult Killers if they use any <Killers/perks/maps/tactics> I don't like.
Also, Also Survivors: I insult Killers if they don't give final Survivor a free escape! Be happy with the 3K! But don't expect a free kill, ever! Sweatlord!
Also, Also, Also Survivors: Don't ever camp, tunnel, or slug! Because my fun matters more!
Also, Also, Also, Also Survivors: Why are my queues 15 minutes?!
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You can do something about hook camping when you do something about sub-5-minutes for 5 gens.
I seriously don't get the mentality of 'Hook camping is bad' but when Killers point out gen speeds, the reply is 'No, that's fine'. Why is one side not allowed to go for a fast win, but the other side is? 🤔
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May as well just say 'Nothing'. Monstrous Shrine is next to useless, given how rarely Survivors stay near Basement.
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@Tiufal said:
Why should killers even get a perk for free?
Why should Survivors get a perk for free?
I mean, they already get 30 free perks by using Discord. But Killers getting ONE is just horrid! Horrid, I tell you!
Still seems that Survivors complaining about 'camping', 'tunneling', and 'slugging' are simply saying 'Killers should not be allowed to win if they break my made up rules. BHVR; please enforce my made up rules! Think of MY fun!'
Killers: What about our fun? These ideas are abuse-able!
Survivors: Who cares about Killer fun?
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2863138#Comment_2863138
Tunneling and camping is out of control. BT base-kit needs to happen. Not everyone plays using voice comms.
Ah yes; Killers trying to win is out of control! Survivors NEED a free perk that makes it harder for the Killer to win!
I sometimes forget there's people who can't understand that the Killer player is trying to win, and is not an employee that exists to make Survivors happy.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2863107#Comment_2863107
Survivors need it more.
I disagree. Survivors have 30 perks, when you take into account everything voice comms can do.
Survivors need jack squat basekit, but will get it anyways, so Killers should get something.
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@IronKnight55 said:
None imo
Why? Why should Survivors get a basekit perk, but not Killers?
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/2816770#Comment_2816770
I’m not calling them trash for use noed. I’m saying I see very bad killers get undeserved kills left and right. Imagine a surv perk that put a mark in a closet and if the killer doesn’t touch it whenever he kills 2 survs 5 gens are done and the doors opened.. This is noed version for survs
Say it with me: If the Killer kills you; it was a deserved Kill.
If the Killer kills you; it was a deserved Kill.
If the Killer kills you; it was a deserved Kill.
If the Killer kills you; it was a deserved Kill.
If the Killer kills you; it was a deserved Kill.
If the Killer kills you; it was a deserved Kill.
Your opinion on the perk does not invalidate the kill. This mindset is what has players frothing at the mouth and THREATENING OTHER PLAYERS for doing something they deem is 'cheap' or 'crutch'.
Knock it the ######### off.
Once again:
If the Killer kills you; it was a deserved Kill.
If the Killer kills you; it was a deserved Kill.
If the Killer kills you; it was a deserved Kill.
If the Killer kills you; it was a deserved Kill.
Repeat until you get that bullshit 'undeserved kill' out of your head.
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Remember when the devs said we'd get Husks to replace DC'd Survivors, so Killers can still hook them, and Survivors can save them, for the tokens on such perks as require those actions?
Pepperidge Farms remembers.
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@GentlemanFridge said:
https://forum.deadbydaylight.com/en/discussion/comment/2816966#Comment_2816966
My guy, you may want to calm down. There are legitimate reasons to criticise a perk’s design, and that doesn’t make the one expressed said criticisms a ‘whiner’. That’s rather immature.
The reasons expressed are not legitimate.
It's always 'NoED STEALS WINNING!' No, no it does not.
'NoED rewards failure!' Again; no it does not.
'It's a crutch perk!' No such thing. People use perks they get results with based on their personal play-styles. Moreso with Killers, since the Killer's Power has to be taken into account, whereas Survivors can pick all-rounder perks. Though a Survivor wanting to The Healer can take healing perks over META second-chance perks.
Thsi is why I'm done with it and slap down all this bullshit. Never mind that dictep goes into posts and screams how much Killers suck if they use NoED in a pathetic attempt to shame Killers & force a change in how they play through behavior modification via said insults.
IE: Only BAD, No-Skill Killers use NoED! (Left unsaid, but implied: You want to be a good Killer? Stop using it.)
NoED is ######### fine. Call me immature, but only lazy Survivors whine about it, because they don't want to be punished for staying on gens for 5 minutes.
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@CrashMADDS13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2816862#Comment_2816862
Lmao ok. I'll link you this any time you complain about something survivors do that makes you not win. Not criticism of bad design, no constructive feedback, just whining.
When do I whine about Survivors doing something to make me not win?
- I've said that Dead Hard should have TWO activation keys; one for distance, but no immunity, and one for immunity, but no distance. Never said it was OP.
- I've said, many times 'genrush does not exist'. It's just whiny Killers angry Survivors do their goal well. And whenever I use to ther, it's because it's an accepted term, not because I believe in it.
- I've said, MANY times 'Survivors don't win after 5 gens pop' and, conversely, the Killer has not won until he kills every Survivor reamining in the trial.
So sure; go off with 'I'll get you later!' fist-shaking, but it won't happen.
Also; there's no 'constructive criticism' about NoED, because the only complaint about it is Survivors claiming they won 'because 5 gens popped' and then being mad the game does not enforce this stupid rule they invented.
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@CrashMADDS13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2816851#Comment_2816851
So you can misinterpret what I'm saying here, or youre basically saying dead hard is fine, you know because *face palm emoji
Then what are you saying? Because it looks like you're saying these perks are unfair because they make people lose when they thought they won.
Which just sounds like whining, to me.
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@CrashMADDS13 said:
I hate noed and dead hard for the same reason. They both exist to rob the opposing side of a victory.
They both feel horrible to go against, and if you're not ok with one you shouldn't be ok with other, that is if you actually play both sides of this game
Literally the point of a PvP game is to 'rob the other side of victory' by winning, yourself. 🤦♂️
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And I'm sick of Survivors who can't get it through their heads that 'after 5 g ens pop' does not mean Survivors won or Killers lost.
Do bones.
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NFTs are a scam. Nuff said.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2815459#Comment_2815459
Keep losing players. This community is going to kill this game
They already lost 99% of the Killers due to catering to Survivors.
Yet the second something Killer-beneficial comes along 'OMG! Survivors will quit! Stop catering to Killerz!'
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I'm thinking of two letters. The first one is 'N' and the second one is 'O'. I believe they form a word. A word that is the answer to OP's idea. I believe that word is 'No'.
There we go. There's your answer; no.
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If you could turn down the sounds; everyone would.
While I'm all for disability awareness (See: How often I push the issue with flashlight macro-clicking and light sensitivity); there are just some things you have to accept may not be possible if you have a disability.
One of those things is the sounds; if players could turn down the chase music; they would. It offers a HUGE advantage to turn it down & hear the Survivors breathing/panting/grunts of pain/running.
While I am for the blind animation being different; it still has to blind the Killer in some way, or it would, again, be turned off simply to get the stronger effect of seeing where Survivors go.
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I'm going to try to win, because that's literally the goal of the game; Survivors try exiting, I try killing them.
It's not my fault that 99% of my opponents pitch a major baby-fit and scream I need to 'stop sweating' because they're angry they lost. Or they think they deserve the hatch for <vague reason>. 🤷♂️
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@konchok said:
Your suggestion has made me think of an alternate suggestion. Rather than having the item added to your inventory, what about a charm that becomes unlocked. Have it be a charm related to the VHS.
I like this idea.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/2813535#Comment_2813535
So you're saying survivors escaping with items should lose them, then? To keep on with the theme? ;)
A Survivor's items are different from a Killer's items (which would only be a trophy to the Survivors).
How do Survivors get an RBT off without access to a Jigsaw box? Why would they keep a cursed VHS tape? Or the deadly cube that summons the BDSM demon? Why are they insta-healed when they cross an invisible line? Why do items with charges missing get full charges again? It's pretty clear the Entity 'resets' things. That would include removing Killer-based items.
There's also a clear difference between 'This toolbox could save my life' and 'This object that the Killer is aware of and can possibly track because it's tied to them'. My assumption is that the Killer items turn into fog, and the Survivor forgets about it, the second they exit the trial. Either that, or the Survivor ditches it, on the assumption that it could lead a Killer back to the bonfire.
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@ThiccBudhha said:
No. That makes no sense when we have crossplay.
It's basically impossible, since crossplay exists. 😅
How would the game use 2 different rulesets in the same match, based on who's using what?
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So basically trophies? Kind of not on-theme for a game where Survivors are the victims of an eldritch horror devouring their souls, and even escaping is just resetting them for the next attempt to die.
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I think OP is saying 'Survivors won because the Killer camped'. Basically more 'Killers are evil meany-faced meany-heads for camping' whining.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2813059#Comment_2813059
Then it’s also “intended” that I can last second switch to my item! 🤷🏼♂️
Play DbD Mobile sometime. Neither survivors nor killers can change anything after queueing. So apparently it wasn’t that intended.
If I recall correctly from an earlier thread on this same subject, you’re also against hiding names in pre-game lobbies as well. That and your other posts kinda say all I need to know about what sort of DbD player you are, and what you want for this game.
Play DbD Mobile sometime. Neither survivors nor killers can change anything after queueing. So apparently it wasn’t that intended.
I don't know if this is new information to you, but this is not DBD mobile. Therefore, DBD mobile's setup is not what's intended for DBD.
If I recall correctly from an earlier thread on this same subject, you’re also against hiding names in pre-game lobbies as well.
I said 'no' to hiding names because:
- It helps hackers hide. All it takes is a hacker teaming up with friends & everyone using the same cosmetics, and now they can't be reported. Even with video; how would a report know WHO was the speedhacker and who was not? You have 4 identical Megs and only 1 was cheating, but no names are shown.
- It lets Survivors all pick the same cosmetic, then whine and snivel and blather about being 'tunneled' when the Killer can't tell who is who.
- The people who wanted to hide names also said they use TTV in their name to get viewers, but were upset they were stream sniped. They, literally, can't have it both ways.
That and your other posts kinda say all I need to know about what sort of DbD player you are, and what you want for this game.
Ah yes, the old 'If I can't attack your points; I'll attack you' defense. I think my points are made stronger every time someone admits they can't counter them with 'Name checks out' or 'That shows what YOU are!' instead of, you know, having a proper discussion. 😁
Face it; Killers need to see items to counter items, and you've made 0 valid points to the contrary. This is intended. DBD mobile's rules are not DBD's rules. See:
- No bots in DBD, while mobile has them.
- Mobile Survivors see their heart beat, as a visual cue to the TR. DBD does not do this.
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@dugman said:
Ok, this is kind of a radical suggestion, but given that lobby dodging is kind of a significant issue in terms of matchmaking and queue times, what if public lobbies simply didn’t show the other players at all? You just saw a blur to indicate someone was there but nothing else, no character and no profiles. Just something to show there are X number of players currently in your lobby. It would completely eliminate the common excuses players use to dodge lobbies (e.g. “they’re obviously in a swf”, “they all have the same skin”, “they all have flashlights”, “I never team with Dwights”, etc). And in doing so would eliminate one of the main causes for mismatches, namely that when someone dogdes a lobby the system has to backfill the spot ASAP to keep the other players from waiting a long time.
Am I overlooking something or is there any actual significant benefit to showing who you’re playing with in a public lobby that outweighs largely getting rid of lobby dodging?
P.S. This would only be for public lobbies. For Private Kill Your Friends matches it obviously makes total sense to see your friends in your private lobby to verify who they are.
Am I overlooking something or is there any actual significant benefit to showing who you’re playing with in a public lobby that outweighs largely getting rid of lobby dodging?
Yes; the Killer gets the ability to gear his perks towards any items Survivors bring. It's an intended part of gameplay that the Killer can switch in Lightborn if he sees 4 flashlights.
@GoshJosh said:
At the very least, hiding survivor names from the killer needs to be a thing. Survivors kinda need at least some kind of identifying information for each other, as pre-game chat is a thing.
I definitely wouldn’t mind hiding survivor’s items from the killer pre-game lobby either. I don’t get to prepare for their kit, why should they be able to alter their build around my item?
I definitely wouldn’t mind hiding survivor’s items from the killer pre-game lobby either. I don’t get to prepare for their kit, why should they be able to alter their build around my item?
Because that, literally, an intended power move for Killers? I don't get why some people think Killers should not have anything just because Survivors can't have it first. There's 4 Survivors and 1 Killer; part of the BALANCE is the Killer being able to react to what items Survivors bring.
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You can tell if the Survivor is staring at his feet while he hides around walls.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2811760#Comment_2811760
The one Ripley posted is slightly better, but it does still hit both the same notes; more of a punishment for SoloQ who aren't really the ones who can use CoH to its fullest right now anyway, and overkill for the three other boons that aren't nearly as problematic.
If we are working within the restriction of applying a nerf universally, I'd say the best option would be to intermittently show the killer a boon totem's aura after it's been active for a set (low) amount of time. Boons are balanced around the idea of being snuffed consistently by the killer, and CoH's most broken aspect is that the killer doesn't ever have to even know where it is for it to give full value. This way, the other three just hit their intended counterplay more smoothly, and the killer can always at least know where CoH is to go snuff it.
If paired with something to stop boons going through floors (a necessary evil, even the balanced boons benefit from this unfairly), that's much more elegant than actively restricting them.
Fair. A good change would at least be limiting boons to not go through floors/ceilings.
The timer thing...Hmm...Maybe if it was based on use? IE: If the boon heals 2 full health-states in total; now the Killer can see it? That means it got dang good use.
Or maybe just have CoH deactivate once it heals <x> amount of health states. The only problem with that is that the Survivor can't re-apply it unless the Killer Snuffs.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2811741#Comment_2811741
Great, I'm glad you've backed down to "looks like". The next step is admitting that it looks like that to you because you're angry, not because it's got any basis in reality. I have no idea what in their track record would cause anyone to come to this conclusion.
Anyway, I did have interest sparked in your change- I came in to discuss it because I think it's flawed. I didn't actually want to have to field very weird accusations levied at the developers to do that, believe it or not.
TBH; I still think they did. But as that's my personal view, and I know it won't change; I won't demand anyone 'change my mind' or anything, because that would go nowhere. By my admission; it won't be changed.
As for alternate ideas; what about the one Ripley posted, or my reply to them? Both valid ideas.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2811712#Comment_2811712
So your problem isn't that the change wasn't good enough, but that they should have broken convention and used situationally-accurate time measurements instead of the always-accurate percentages?
It's not always four seconds and two seconds. It is always -25%.
If your take is the more reasonable "the change wasn't enough and they probably shouldn't have bothered until they could tackle it properly", I agree. But surely you see how that's a million miles away from the borderline-delusional "they obviously lied about the change to mislead their players for some reason"?
Frankly, I should've called out the main objection from the start here, but how is this relevant? In your world where they'll never touch CoH for "reasons", they're obviously not going to change boons as a mechanic either, so in order for this conversation to even happen we have to 'pretend' that they'd listen to the hypothetical best change- which is still changing the actually problematic perk, not the fundamentally sound but somewhat flawed mechanic it rests on.
How is it situationally different? If it's always 25%, then it's always, at maximum, 4 seconds more self-heal and 2 seconds more heal others. Which is what they should have said. Instead, it looks like they were trying to hide what amounted to a non-nerf behind a very impressive sounding 'We reduced it by 25%'.
If your take is the more reasonable "the change wasn't enough and they probably shouldn't have bothered until they could tackle it properly"
I guess it does rather boil down to that, yeah. They did nothing, and then made that nothing sound impressive. I'm sorry, but given the track record of how they operate; it's not beyond reason to think it was deliberate.
Frankly, I should've called out the main objection from the start here, but how is this relevant?
It's an idea that I would hope sparks interest in a change, while also knowing such a change will never happen. Hope springs eternal, and all that.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2811707#Comment_2811707
No no, be specific. Within the restrictions laid out for that midchapter patch, what should they actually have done, to avoid it being "deceitful" and "lying"?
What would a real change look like, under those circumstances?
They could have said '4 seconds' and '2 seconds'. I'm sorry but I'm convinced they said '25%' only because it sounded like they were making a bigger change than they were. They had to be aware that 4/2 seconds was NOTHING, and Killer players would not be happy with such a non-nerf. So they went with the more impressive sounding '25%'.
@Ripley said:
https://forum.deadbydaylight.com/en/discussion/310678/a-way-to-fix-broken-boons
I think capping it at max two boons of the same kind up at once as a conservative nerf. Solo queue can be a nightmare still. I ran CoH for months feeling like it didn't help much.
Or just make it so certain boons can't have more than 1 effect in play at a time, but if more than 1 boon totem exists, then CoH will jump to the next active boon when Snuffed by Killers.