BenihimeWrath
BenihimeWrath
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@[Deleted User] said:
"gens take longer for Survivors unless taking a now mandatory progression perk"
We've already got that problem with Killer and regression perks and you just want to exacerbate it, and shift it to Survivors as well as using the same gen mechanic instead of anything even remotely different. (and If I can double-down on regression/block, which you also buffed for some reason, why wouldn't I?)
Stake Out has more diverse gameplay than this suggestion.
Case in point my favorite line:
"
Increase baseline regression from 1/4th speed to 2/5ths speed to compensate for the now lower c/s of survivors."What are you compensating for? Survivors have a lower c/s, and you'readditionally penalizingthem with even harsher regression???
(edit) Hang on, nvm, forgot fractions for a moment.
Still, a 20% reduction in base regression for a 50% reduction in gen speed isn't equal.
This has got to be a bait post.
I don't understand whats wrong with forcing survivors to go even in perk investment, at the moment 99% of a survivor's effectiveness is in personal skill, which on one hand is fine because that means they function well out of the box, but simultaneously that means all of their perks are meaningless.
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@[Deleted User] said:
Gens take 50% longer.
Totems take 23% longer.
Regression Perks and Block Perks have easier trigger conditions and last longer.
Take longer to co-op repair a generator unless the generator has 4 open slots and everyone is on it.
But hey, Great skill-checks give 2%, regression is reduced by 20%, and Hook time has been increased by 33%!
(Toolboxes being spread out is about an equal change, so long as time saved remains the same)
With all that time added against them, Survivors need to rush even harder to climb that summit. Need to get better at skillchecks, bring skill-check related perks, "progression" perks.
I don't like the term entitled Killer because it's extremely dismissive, but this reeks of it.
Yes, very entitled with all the buffs I suggested for survivor to compensate for the elongated time spent in the trial.
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I'm already practicing my face camping endgame builds because its tournament rules baby.
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Lowkey, I'd probably use that slot for the obligatory ruin since you basically have to run it on every killer since its the only gen defense worth a damn that doesn't take 40 perks working in concert like Eruption/Thrilling Tremors/PoP/Brutal Strength combo.
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Ya'll need some massive perspective. As Huntress I could use iri head to snipe insta-down 3 people from across the map standing still.
But the range of bottles is trash, even worse when hes trying to hit you directly. If you suspect the clown is trying that hard to hit you, you know whats up and should play accordingly. Its hard to dodge an orbital strike from space, but the mans literally has to be within 3 meters of you to hit you accurately and honestly if you are that close to clown to begin with you deserve to be slapped with his knife.
Its called holding W, you should do it.
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No, get good at the game. You can see him from 20 meters off easily, silent bell means nothing if you are paying attention. This is why there is only Nurse, Blight, and Spirit at high end play, because ya'll whine, #########, and cry when a NOT EVEN AN A TIER KILLER starts to perform well.
Alternatively, stay bad at the game and just use spine chill which has no counter in the game other than looking away.
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Ruin/Undying have already been nerfed, tinkerer was actually buffed to make it better because before it was actually worthless.
The answer is to do bones, without Ruin the killer gets no passive pressure and base regression is so hot garbage as to not even exist.
Its really telling how bad survivors are that if you stall the game out for even a little bit of time outside of their genrushing window, they buckle like dried wheat.
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Its because breakable walls came in the same patch as Deathslinger and DDS, it is basically the pioneer map for the mechanic. All other walls were added retroactively to older maps.
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Honestly, just tunnel and face camp with NOED/No Way Out/Blood Warden and reliably 4K every game.
Bonus fun points for ruining toxic survivors days.
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You basically have to throw the entire match in order to get it, like most rift challenges.
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Honestly I just wish they would make him quieter when he comes out of his portals. Yeah his undetectable is nice and all if you have good portal placement. But its kinda immediately ruined by his random noises and thundering footsteps. Definitely doesn't remind me of the demogorgon in the show that is basically an almost silent predator until hes right upon someone.
The only explanation I have for him being so loud constantly is a psuedo lullaby effect because he can whip around a corner and throw himself like a hatchet.
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@DetailedDetriment said:
Buff Camaraderie to double its duration and remove the requirement to hit skill-checks, and we've got a deal.
I did recommend buffing Camaraderie, you can read about it here:
@BenihimeWrath said:
Increase base generator completion time to 120 seconds, this changes repair charges from 1.25c/s to .83~c/s a nerf of 34%.
- Passively buffs all generator defense perks, giving them a larger window to be effective.
- Passively buffs survivor perks that interfere with generator regression, specifically repressed alliance, blast mine.
- Passively buffs all killer perks based on generator %
- Suggest reducing % activation required for survivor perks to compensate.
- Gives a new opportunity for game development by allowing the introduction of more survivor perks that directly affect generators.
Increase multiple survivor penalty to 20%/35% per # of survivors. A change of 1.3c/s per 2 survivors, 1.6c/s per 3 survivors, penalty for 4 survivors all on one gen remains the same at 45% for 1.8c/s. A nerf of 24%/24%/19%.
- Reduces survivors ability to finish generators easily by efficiently two manning them early, giving more opportunity for killers to return and interrupt, passively buffing lower performing gen defense perks such as Surge. While also attempting not to affect rushing the last generator by too much.
Increase Great Skill check window by 33% on generators only, and give 2% for succeeding. All other skill check windows unchanged.
- Meant to help compensate for the increased generator speeds through means of skill, making them more interactive and more accessible to the average player simultaneously.
- Passively buffs perks relying on Great Skill checks on generators, such as Stake Out, Fast Track
Revert toolbox nerfs, as their power is now more in line with the new time it takes to finish a generator. (Besides BNP, obviously.)
- Passively buffs perks that aid in the preservation of items such as Streetwise, Built to Last
- Passively buffs perks that aid in the consumption of items, such as Franklin's Demise, Overwhelming Presence
Suggested changes in relation to these changes.
- Increase survivor hook state to 80 seconds for both states, a buff of 25%, to reduce the effectiveness of camping a survivor near a strategic generator. Chances to 'kobe' remain the same, effectively adding a 4th chance base line.
- Buff Camaraderie to be 32/39/45 seconds. A buff of 33%
- Change Gear Head to activate on any attack, instant downs that consume 2 health states automatically trigger Gear Head. Change Gear Head to only trigger on Great Skill checks, or Good Skill checks that have been upgraded by Stake Out. Making it a much more effective perk at higher skill levels and increasing synergy with lethality perks.
- Change Surge to activate on any attack, instant downs that consume 2 health states now double proc Surge for 16% instant regression, making the perk a greater gen defense contender and increasing synergy with lethality perks. Change Surge to now rely on killer terror radius in accordance with its new power budget instead of a flat 32 meters, forcing some killers to have to run terror radius increasing addons/perks to compensate. (Spirit, Deathslinger, Huntress, Trickster, Myers as examples) Also rewards higher skill cap positioning/use of ranged killers.
- Reduce Blast Mine requirements to 44% generator repair before activating, reduce Repressed Alliance requirements from 80/70/60 to 75/60/45 seconds repairing.
- Increase Streetwise effectiveness from 15/20/25% to 20/25/30% and Increase Built to Last from 30/40/50% to 40/50/60% to compensate for the extra length of trials, more uniquely positioning the effectiveness of the perks.
- Remove increased generator repair speed from Spine Chill in accordance with the more valuable increased skill check chance.
- Increase the bonus of Stake Out from 1% to 2% (4% effectively with the increased bonus of Great Skill checks.)
- Increase the duration of Detective's Hunch from 10 seconds to 15 seconds to compensate for the increased interval generators will now pop. Increase Dark Sense from 10 to 15 seconds.
- Increase Bitter Murmur from 5 seconds to 8 seconds for the first 4 generators and from 10 to 15 seconds for the last generator.
- Increase Distortion from 3 to 6 tokens to compensate for the now more useful, universal perk, Bitter Murmur.
- Add a 2.5% instant generator damage to baseline kick which now takes survivors a little over 3 seconds to compensate for. (1 second more than the killer takes in the base kick animation.) Making gen tapping a more strategic choice for survivors, as well as making the baseline kick a more strategic option for killers.
- Increase baseline regression from 1/4th speed to 2/5ths speed to compensate for the now lower c/s of survivors. From .25 c/s to .33 c/s. A buff of 25%. Passively increases the value of removing survivors from generators and keeping them off, reducing the need to camp/slug multiple members of the survivor team.
- Increase baseline time to cleanse Hexes from 14 seconds to 18 seconds. A nerf/buff of 23%.
Overall the goal of these changes is an attempt to slow the game down, reducing the need of both sides to rush the other, giving a greater opportunity for build diversity to flourish. Happy to add anything that I might have forgotten.
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@[Deleted User] said:
fix ur internet 1st
Got great internet, thanks.
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@Maelstrom10 said:
https://forum.deadbydaylight.com/en/discussion/comment/2447999#Comment_2447999
They've reworked perks in the past with entirely new effects. this would simply be keeping weaker/lesser used perks (purely because their more useful to newer players then experienced or veteran players) and putting them in the general pool, but making the perks for these killers/survivors do something more significant/different, that promotes different style of gameplay.
ie rework zanshin tactics into idk a totem perk that gives exposed to anyone who cleanses any totem for 30s (as an example), but make a new perk called "tactics" or "enviormental awareness" with zanshin tactics original effect, and put it in the general pool
It's really not that far fetched when they already rework perks. this would really only require an extra icon and name. biggest problem i see with it is that it would increase perk bloat for both sides
Mate they can't even fix the silent slugged survivor bug thats been in the game for like 35 years.
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The problem becomes replacing the perks with something on their original survivor/killer. Thats why this will never happen.
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@glitchboi said:
This is... an odd thing to rant about. There are more important things to worry about in this game, and this is what you're concerned about?
Nah, its mostly to prove a point. Also nice whataboutism, terrible argument.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2447958#Comment_2447958
Yes, campers gonna camp.
My point is, this would give a good reason for non-camping killers, to start camping. Gone is the gen pressure, that other survivors could be doing gens instead of coming for the rescue.
You are now guaranteed to have another survivor immediately running to the hook. No more reason to leave it.
Survivors bring those playstyles on themselves by genrushing.
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@Seraphor said:
So if the second a survivor is hooked, the other survivors feel an urgent need to immediately go for the rescue... where will the most efficient place be for the killer to find another survivor?
This would only promote camping.
Killers that are going to camp will just camp regardless. Your argument is invalid, kthx.
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Man I love how when people post troll bait they get a bunch of raging feedback but someone posts genuine feedback and its a ghost town.
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I agree with this wholeheartedly. If there was a better gradiation between nurses then people wouldn't feel like they were sitting on a rusty cactus when they go against a god tier one because they've already had plenty of practice.
The feeling of helplessness survivors have against nurse comes from the fact they face so few good ones, and thus are ill equipped to deal with the killer at all.
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Sounds like someone needs to git gud.
Or just use spine chill and keep an eye out when it turns on. Best generic survivor perk in the game.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2442406#Comment_2442406
Then perhaps DBD needs to have a fundamental change to its gameplay mechanics. Better that then to let a years old problem keep getting worse.
Thats never going to happen. Killers have been begging for survivors to have a secondary objective to passively slow down gen speeds, which has been vehemently rejected by survivors because they literally cannot handle doing more than the one objective.
I remember right after the undying change killers were running full hex builds like Thrill, Undying, Ruin, and a wildcard like devour hope, haunted ground, retribution and so many survivors were bitching, pissing, and moaning about having to do bones.
This problem stems just as much from survivors as it does from killers, you can't put the blame wholly on one side when it comes to something like this. I, personally, would love to play fair you know what that got me? See for yourself.
@BenihimeWrath said:
Why do survivors not have any sportsmanship at all?
Recently I posted a discussion
https://forum.deadbydaylight.com/en/discussion/271969/what-do-survivors-do-for-killer-fun
Asking the question what survivors do for killer fun, and most of the replies I received in it were what I would consider to be 'fair' ways to play with a killer, and not necessarily for a killer's fun. (Read OP for context)
The few that were posted that I agreed with include
- Farm if the killer wants to
- Allow themselves to be downed/hooked/killed for the few points its worth (people said different variations of these)
- Help them with a challenge
- Give tips (Presumably in post game chat)
Lately I've been playing games in an attempt to play in such a way as for the survivors enjoyment. What this objectively entails is:
- Only 1 hook on everyone, for BBQ stacks
- Farming when survivors want to farm
- Forgiving mistakes (e.g. routing into a dead end and letting them go to restart chase.)
- Help them do challenges (e.g. allow myself to be stunned/blinded, allow a survivor to vault a bunch of times while in chase with me)
This type of play has only resulted in
- Tbagging
- Flashlight clicking
- Noise explosions
- Time wasting (e.g. waiting at gates until EGC is almost done/waiting just to leave in my face)
In all the games I played (62, over the course of this experiment) not one single survivor showed an ounce of good sportsmanship.
Never. Once.
So I put the question to the discussion board, is this sample size of 248 survivors too small for a conclusion, or do survivors bring killer toxicity on themselves, or cause other survivors to suffer from killer toxicity thereby perpetuating a cycle of toxicity?
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2442295#Comment_2442295
I'm pretty sure the people that face camp don't care about negative emblem progression or rank. Its something that does nothing but ruin the game for survivors and discourages them from playing the game. Now if there were penalties for face camping that were more severe maybe we would start seeing less of it.
You will never see less camping/tunneling/slugging until survivors stop being genrushing bots. The blunt fact of the matter is that gen speeds are wildly too fast and the only way to stop them is by actively subjugating the entire survivor team for snowball pressure, OR immediately tunnel someone to death as early as humanly possible.
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If they face camp they get negative emblem progression, which affects their rank.
For them to be 'hard face camping' and the one person that died to get 16k points is not a hard face camp. I've tunneled survivors to death with less than 1k points. I've also played a lot of games as survivor and not even breach 10k points.
As far as I'm concerned this was a good game.
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How else are they going to force you to care about survivor fun otherwise?
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I'd agree with being able to choose one map you don't want to play. Mostly because its very likely that a lot of other people won't really like that map, or won't care so it probably won't affect queue times that badly.
However banning a specific killer you don't want to verse would just be unfun for specific killer mains. I'd imagine killers like Nurse, Spirit, Freddy would have the hardest time finding matches just because they've gotten the reputation for being annoying, not necessarily because people have played against enough of them/when they were truly broken to be personally annoyed by them.
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@Hippie said:
I hate to say it, but from the way you described your "sportsmanlike" gameplay, it just seems confusing to Survivors. I know that if I played against someone who was trying enough to hook someone for BBQ and walk away to find the next Survivor, but then "lost" me easily in a dead zone and easily got blinded/stunned repeatedly, I would think that the Killer was really bad and possibly new to the game.
I've gotten tons of good feedback from my gameplay, even at rank 1 and even while playing Nurse, because I play fair and try my best, and am always positive after my games. But honestly, when a Killer just starts goofing off and being a doormat, I feel annoyed that the Killer isn't even trying and I just want to leave as soon as possible.
Unfortunately without the ability to communicate better it might have been confusing and thats what resulted in the toxicity from survivors, however lets assume for a moment they behaved that way because, like you, they assumed I was newer to the game. Is that really the side of the community older players should show newer players?
Although I do want to make it very clear that I never made it appear like I 'lost' someone, I very clearly indicated with 'no' head shakes that they were outplayed before backing up to restart chase and very clearly indicated with 'yes' headshakes for stuns/flashlights when farming. Otherwise pallets/flashlights were played normally. I just didn't want to put in a wall of text explaining every possible nuance that I ran into.
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Definitely becoming a survivor main, game is going to become even easier for survivor.
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So basically like most fun killers.
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@alaenyia said:
https://forum.deadbydaylight.com/en/discussion/comment/2432350#Comment_2432350
Probably because that is the survivors objective. Where camping and tunneling are not an objective they are a chosen form of game play. A better comparison would be to ask for a penalty for teabagging.
Thats completely false, a killer's objective is to kill the survivors and no perk, power, or tactic is better at it than camping/tunneling/slugging.
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Why aren't survivors punished for finishing generators in 220 seconds and leaving?
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@Crowman said:
If the penalty reset everyday it would just give people a "free" pass to d/c once a day.
Well considering how enormously unstable all of the console ports are, it seems like a good thing to give people a pass. At least its better than just turning the penalty off completely.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/2430136#Comment_2430136
Even when crouching, Hag can just come back to the hook.
It's just too slow.
Crouching and forcing her to walk back to the hook is a better waste of her time than running out of there and allowing her to teleport immediately. You have to punish the 110% movespeed by disrupting her trap web whenever possible. In most cases, Hag's place their traps in high traffic areas, so just changing your pathing can cause an enormous problem for the average Hag player.
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'Using it perfectly by just equipping it' is enormously arguable. You have to be exceptionally good at mind gaming and misdirection as a survivor in order to use it effectively. In fact most exhaustion perks would be better used in Iron Wills slot in terms of survival.
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@Hex_Ignored said:
Sounds reasonable. Would it also work with deathslinger's gun? Because if he shoots he disturbs a lot of crows around him
I would say no, only because other perks like monitor and abuse make Deathslinger a semi stealth killer to begin with. But I could still see it getting good use on him even if he gets rid of crows when he fires.
@Masterninja said:
I would put more buffs, like increasing the range, reducing the cooldown, etc...
Well the cooldown is less than discordance, and Spies was nerfed from 48 to 36 meters. I think, in conjunction with other tracking perks, it would prove to be very strong as a key piece.
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This would basically be a direct buff to killers like Wraith where their ambient noise is apart of their counterplay.
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DH for distance is literally the weakest way to possibly use the I-frames of dead hard. I'm much happier when a survivor uses DH for distance instead of actually dodging one of my hits.
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Probably because they are concealing someones actual ranks so there is not bias by seeing them. In the new system the killer/teammates wouldn't really be decided on what rank they are as rank would no longer be a factor, it would just be a bonus at the end of every reset.
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@kidnappedbyaids said:
certain killers can lunge attack and get on top of the trash bags as well just not over the railing
Yeah I noticed that since I tried to use my lunge to replicate the technique, but was unable.
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If survivors do this then just don't engage. They are doing it to get a rise out of you, so nothing is going to ruin the game more for them than if you just sit there and don't play and go next once they are done holding M1 on generators.
Either that or you too can go full scum and camp/tunnel/slug to your hearts content.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2421087#Comment_2421087
That's the risk of running hex perks, they can be cleansed...
Then most of them, if not all, need to be way more powerful.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2420927#Comment_2420927
Perhaps you should take your own advice and learn to understand hyperbole/jokes? Sheesh.
Sorry, but I don't think its funny, would you like me to have the same hyperbole that both my ruin/undying are cleansed before I even load in even though the majority of my games I literally load in and in 15 seconds both are popped because survivors literally spawned with them up their butts? Something needs fixed here.
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@[Deleted User] said:
We already did that, no one needs 14 ruins per game.
Please increase your literacy, I said max 3, and in another comment I even said if they found undying first, no more respawns, the exact same way it used to work.
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She dead harded the hit coming out of the vault, and it appears you over compensated and forced yourself to lunge when you can actually just swing in place if you tap M1.
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Basically what they should have done was make Iri head instant down if the shot was X amount of distance to reward amazing shots, instead they decided to be lazy.
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To force the survivors to go even in the time it takes for a killer to damage a generator it would take 2.5% (survivors repair 1.25%/s before modifiers) so overall it must be at least 3%~ for it to be a time positive action.
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@AnneBonny said:
undying was a ######### fix for bhvr's awful totem spawns, that then resulted in the ruin-tinkerer-undying hell that then resulted in the wave of anti-totem perks that make the majority of hex perks useless. it's like putting a band-aid on an infected cut over and over until the whole thing becomes necrotic.
I would also like to take this moment to point out that counter force was released after the nerfed Undying, kicking an already dead horse.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/2415134#Comment_2415134
If they had no reward then you wouldn't run them. The reward is if they last long enough, you'll get extremely good value out of them. Totem spots are decent on most of the newer maps but the original maps are where totems are at their weakest.
Also saying anyone above purple basically knows all totem spawns is completely wrong. That's like saying every red rank survivor knows how to loop lol I can tell you for certain that most survivors who don't have 1000 hours in this game or watch any streamers, don't know many of the spots.
As I said above, the only reason I run Ruin is because it is the best gen defense perk, thats not a compliment to ruin its an insult to every other gen defense perk which is, in a word, garbage.
Then it must just be my supremely bad luck that all the survivors I play against know where totems spawn. The only time I ever don't get Ruin down within, we'll say 5 minutes generously, is when I actively subjugate the entire survivor team so theres no time to be looking for totems. Which I don't think is a healthy thing for the game either. Its not fun slugging/hooking 3/4 survivors and I'm sure its not fun for the survivors being slugged and proxy camped all that time because theres literally no reason for me to go anywhere when all my pressure is right there.
Not that its very hard to learn, just run small game for maybe 50 hours and you'll easily have enough time to figure them all out.
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@KingFieldShipper said:
I mean, if we go to the system you are proposing you might as well just bring back old undying, and that was super unhealthy for the game. There is a reason it only transfers once - and I think undying is in a really healthy spot right now because of that. Hex totems are supposed to be high risk/high reward, like my devour hope might be cleansed immediately or I might mori everyone at 5 gens if I put enough pressure. I truly do think undying is already still strong despite it's nerf it got, and wouldn't consider it weak at all - especially now that it keeps your tokens too (on hexes that do anyways).
That being said, totem spawns on maps like Ormond, Autohaven and Macmillan can be brutal sometimes - especially the ones just way out in the open on hills. At the same time, totem spawns on indoor maps (racoon city especially) can be super tough to find without a map or *insert totem perk here*. My biggest worry is that if we rework totem spawns to be too hidden they will be impossible to find, which really hurts solo q players the most.
Out of curiosity and trying not to deviate from the original topic too much, besides removing obvious ones (on the hills in plain sight, that one god damn totem right outside the main ormond building in between the rocks, etc) - how would you rework the spawns, or if they removed those is it ok?
Hex totems are high risk, no reward perks. Change my mind. When you play a game with undying + X hex totem and both are cleansed within 1 minute of the game starting thats not okay. Their consistency needs to go up because I haven't played a single game where I haven't immediately lost my hex totems. I don't know what rank you play at but anyone at purple or above generally know where all the totem spawns are and they are cleared out nearly immediately. I've even gone so far as to test how fast totems get destroyed by using Thrill for the counter. They fly right past.
@truegod_10 said:
As the person said above just rework totem spawns. Undying was way to good before and the aura reading from it can be nice at times.
A change I would like to see is a totem counter for both survivors and killers on all totem based perks (similar to new small game).
BHVR is never going to bother to rework anything, its too much work thats why I'm suggesting this change to Undying which would be easy.
@CashelP14 said:
The problems are mainly on the original maps. Mainly because these maps are pretty generic with the original tiles.
If the devs decide to not put any totems near tiles then good survivors will know to avoid these areas, and probably find totems faster.
Maps like Dead Dawg, Midwitch and RPD are completely different so it's easier to hide totems. Whereas Sanctum Of Wrath uses the old generic tiles and feel. This map isn't too difficult to find totems on.
If you cleanse undying first then no more respawns, furthermore I'm not suggesting that the hex totem eventually takes over the undying spot either so it would only respawn 3 times as a hard limit which is still less than the original Undying and still give room to use other hex perks. Furthermore of the 3 perks that were buffed by the undying change, Devour Hope, Third Seal, and Huntress Lullaby the only one that is used is Devour hope and if you say you use the other 2 I'm gonna have to call you a liar straight up, 100%.
@Artick said:
https://forum.deadbydaylight.com/en/discussion/comment/2413841#Comment_2413841
Exactly. And also the "wahaaa the totem spawns are so bad" is BS. Sure, there are still a few very bad spawns, but especially on the new maps the totems are pretty well placed.
Totem spawns are hot rancid garbage on some maps, if you are talking about the new indoor maps those are just straight up trash, but the only reason totems survive for awhile on them is because people don't know the spawns by heart yet. In fact its even easier to find unique totem spawns because of how much more they stand out in your mind over regular spawns. The hex totem spawn in the top of temple of purgation comes to mind.
@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/271426/buff-undying
Undying is so horrible it's used in 50% the matches I play.
I don't like running Ruin either but I run it on every single killer because no other gen defense perk is worth it, so now what? We do things because they are the most optimal choice given the circumstances, not because they themselves are good choices.
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I know what you mean, I gorged myself on playing DBD during the anniversary just knowing it meant less grinding later on. I finished the builds of 5 killers, and about 9 survivors in that time. I think bloodhunts should happen every weekend, or at least twice a month. Around the 1st and 14th~ right after rank reset. Especially if they don't intend on implementing any other solution, but we won't know until its happening unfortunately since they were punished for their transparency early on.