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Blazelski

Blazelski

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Blazelski
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  • @NotJared said:

    Personally, the main reason I prestige characters isn’t for the bloody cosmetics but for the increased chance of better add-ons and offerings.

    With this in mind, I’m curious if anything could be shared about how this prestige incentive may work in the prestige system rework? Will it still be there? Will rarity stop increasing at P3 or will it continue becoming rarer? If anything, I’ll at least give my two cents in that I’d love to see it remain a feature.

    Sorry to tell you this after it's become irrelevant, but the numbers on this were crunched and the increased rarity of bloodweb nodes from prestiging were so insignificant as to make it essentially a lie. If that's been your reason, you were scammed.

    Considering it was never really there, it would be nice if they at least officially announced the removal of that effect.

  • I agree. His duration addons feel pretty damn necessary.

  • @MrPeanutbutter said:

    https://forum.deadbydaylight.com/en/discussion/comment/2918420#Comment_2918420

    when was the last time BHVR said “well, we spent a lot of time on this change, but we know most people didn’t like it so we’re going to undo it.”

    yep, never

    This actually somewhat happened with The Early Game Collapse. They tested it internally and everyone hated it apparently, so they scrapped it. They just won't take back something they pushed live because they paid for the man hours to create a polished-ish mechanic.

  • Would have been Myers strangely enough, but now it's Legion because at least they feel fun and the occasional fifth hit with FF feels like a rush.

  • Commenting to say this needs acknowledged.

  • @TheMidnightRidr said:

    It’s a decent idea, but I don’t understand why it’s purple. It’s not worth the rarity in the slightest, bring it down to at least yellow and maybe there would be a place for it. Maybe.

    Same thought.

  • New add-on for billy. Airplane rotor: While more than 10 meters off the ground, Your chainsaw charges instantly and becomes slower-moving and more controllable, while slowing your rate of falling, allowing for a steady glide across the map or a dive bomb onto a survivor's head.

  • @Haddix said:

    that "WAA WAA WAA WAA" sound is way too rapid and high pitched. I would like to make it clear that this is not my personal opinion about the quality of the soundtrack, I am stating that it quite literally is giving me a headache, just as it did in the PTB.

    My opinion is that it's also not that good and absolutely needs more depth and variety rather than just one loud repeating siren with some other drowned-out sounds underneath, creating what feels like a literal 2-second loop, but this is really miserable to listen to honestly, whether or not I like it.

    Clown be like "You thought listening to my chase music was bad? Get a load of this guy."

  • I agree and I haven't even played as them yet. The only way they are hitting with their power after hitting everyone else is I don't know where they are coming from and I guess wrong. I've been consistently denying them their lethality with good ol' Shift + W and no brain power other than "Does everyone else have a yellow bar now? Do I know where any of those survivors is or where the killer is? If yes to both, run the exact opposite direction. Bye-bye power." Would probably work on everything but the never-sleep pills, which I feel might get nerfed for making their power reliable.

  • While I appreciate them making Legion's music into the absolute best we've had, they need to finish Ghostface's music, and revert it until they do. Clown's music is absolutely terrible to listen to while playing him, but Ghostface's is unbearable.

  • oh #########. Uncleansable totems? Invest in Ruin now! BUY BUY BUY!

  • It's not a terrible idea, if tweaked, but it's too complicated for BHVR. They want all their boon perks to function very similarly, and this would break the conformity. There's no point in suggesting changes, even good ones, if they are complicated and "hard to understand for new players."

  • I went up against a hacker bot Spirit a couple hours ago. They were even streaming and spamming in post game chat to go to a certain website to "get your own bot."

  • No one said Blight? Consider yourselves all lethally rushed.

  • @Heartbound said:

    I'd vote for going through breakable doors but not dropped pallets. A ghost going through walls doesn't bother me when demanifested but for gameplay purposes that spooker would just end up having the survivor slide to the other side over and over. There's no benefit to it.

    This.

  • It's not players getting "fed up" unfortunately. It's just better (and more hyped) games coming out, namely Elden Ring. They'll be back eventually, most likely.

  • inb4 BHVR reverts the buff since you reminded them about their arbitrary consistency goal.

  • I'm pretty upset they felt the need to nerf it. I think they are afraid of actually good stealth perks, and for reasons that I'm sympathetic to, but damn. They took another perk I'm not going to use because it isn't good enough and nerfed it. Not only that, I was saying it needs buffs and they nerfed it. It was the only new perk with real potential, imo.

  • Blast Mine is kind of a nerf. It just needs to be placeable on dropped pallets or breakable walls, and actually let you install it immediately once it's ready, rather than after working on a generator for like 5 seconds.

    Bite the Bullet should just work for anyone involved in a healing process you're involved in. All 3 survivors are quiet, and the part about failed skillchecks applies to everyone.

    Clairvoyance's buff is probably too good. It's hard to buff because it's almost useless without totems, but completely overshadows Detective's Hunch with them. I think it should just also show the auras of survivors.

    Corrective Action can keep it's token system, but it just works map-wide.

    The other changes seem great!

  • @YOURFRIEND said:

    No, it's fine as it is now. The hooking process should be the least vulnerable part of the killer's routine. You've outplayed the survivor at least twice(three times if they have dead hard).

    Current boil over can still cost hooks, especially in indoor maps where you can get stuck on small walls. Additionally even without accompanying perks you can wiggle off if the killer downs your somewhere high and leaves you alone for a few seconds. That's pretty close to being a decisive strike or unbreakable, for free potentially multiple times a map. It's fine. Situationally good, even.

    I can't fully agree based on the points you've made. It can be situationally good in small closed in maps like Lery's, but even that's pretty rare. I can't imagine a situation where you wiggle off without accompanying perks that doesn't demand easily avoidable killer mistakes in even slightly more open maps. Between it advertising itself to the killer, being pretty avoidable in terms of effects, and the new hooks on second stories, I doubt it's really a reliable enough perk to bring instead of the obviously better options. As a killer I'd ######### love dealing with Boil Over rather than Dead Hards and Iron Wills. At least there are killer perks to secure the hooking process (that admittedly need buffs), as unpopular as they are because people highly value gen slowdown (which is fair).

    I do sympathize that hooking should be the least vulnerable part of the killer's routine though. That's a good point. I could agree with it being fine if the meta were worse... Man, BHVR has got to get on those nerfs.

    @ReverseVelocity said:

    I think that the wiggle progress should be 50% of the current instead of 33%, that way it still won't be as useful if you go to a certain spot to die but will be actually significant if the killer decides to drop later while carrying.

    I like this change a lot too! I don't really care what buff it gets, it just needs *a little* something more.

    @Mazoobi said:

    https://forum.deadbydaylight.com/en/discussion/308054/boil-over-proposal

    I made this discussion recently that shared some thoughts and a proposal I had for it.

    I like your suggestion a lot too! It seems like a much healthier form of the perk! I feel like BHVR didn't go this way because it doesn't seem as fun...

  • @YOURFRIEND said:

    Breakable walls should count towards stacks of spirit fury. Most of them are tantamount to God pallets and must be broken by most killers anyway. That's all, thank you.

    I've never seen such an obvious and clear-cut good idea. It needs a small buff anyway.

  • @Munqaxus said:

    Don't double-nerf Boil Over. Add hooks to the problem stages like RCPD, Forsaken Boneyard and any other stages where a Killer isn't able to reach a hook. Don't also remove the 25% struggle timer from falling, effectively double-nerfing Boil Over.

    Boil Over is not a strong perk, it's a perk that is being abused on certain stages. If you add hooks to the problem stages, then Boil Over can not longer be abused.

    I 100% completely agree. It only needed the additional hooks, not the nerf of the perk itself (except actually triggering only on decent falls, rather than slight elevation). It's very bad again, and will be rarely used.

  • @TapeKnot said:

    Predator.

    This is correct. It actually makes the game harder. Beast of Prey is only useless, Predator makes it harder to track people at a distance.

  • I just want to point out that Deathslinger can also counter this by spearing people, dragging them off the high location, then hitting them down once on the floor below. Also, I'm actually quite salty about people wanting nothing but the stale meta we've had for 4+ years. Let Boil Over be "abusable." From what I've seen, there's never a situation where it cannot be played around (RPD library aside). I saw a friend go against someone that was abusing it with some other perks in the middle of the Asylum. They were unhookable because a Jake kept sabotaging the only hooks my friend could reach. What was the solution? Go for Jake or anyone else in the match not running those particular perks. She ended up killing the Jake and won the match easily.

    Also, I like the fact that perks like Agitation, Iron Grasp, Mad Grit, and Hangman's Trick just went up in value, because I run those sometimes instead of the stale 4 gen regression combo.

  • I love this idea, but I actually think the extended aura time might be enough! Tremendous value on all aura perks, and the extended range is useless for some perks yet OP for others.

  • She was never my most hated killer (see old Deathslinger), but now I have no problems going against her (excepting the one add-on with the killer instinct). I honestly like her changes a lot.

  • @SeannyD115 said:

    They could make cruel limits map wide and people still wouldn't run it.

    It's a very map dependent perk where some maps it's useless.

    This a million times. Going map wide or making it permanent in it's area is the only way people would even run it at all.

    I think if Crowd Control just also turned all fast vaults into medium vaults then it might be okay. It's too bad right now, but just blocking windows when - but before - you used them would be too strong. If it blocked pallet vaults the same way it blocks window vaults right now, that might be a good change.

  • Good start for a buff, seems pretty simple and needed.

  • Good changes, Agree with Jester.

  • @landromat said:

    So just better smash hit

    Except maybe it can't be used IMMEDIATELY after a pallet gets dropped.

    Also, yes it would be better than Smash Hit, which perks should be. Smash Hit is really bad and needs it's own buff.

  • @zarr said:

    I would tend to agree, though I do still think the perk sits somewhere between "super good" and "too good".

    The big arguments are Class Photo Freddy and Artist, but they indeed do have counterplay: against Freddy, simply stick to the gen through the teleport - he can only actually teleport to 1 gen, so worst case scenario you take a hit (or get grabbed lel, which is however unlikely since you can still regularly react in time); against Artist, simply let go of the gen and wait for the swarms to pass, then go back on the gen - she can't keep her crows up indefinitely, and so even if she delays the launch anticipating that survivors will have let go of the gens, she does have to launch after some time.

    On top of this, scenarios where you can see the killer after the hook (and be it due to Kindred or other aura perks) allow you to identify which gen Freddy is actually teleporting to, or which gens Artist is targeting with her crows. Also, the longer Artist delays her crow launch, the more time survivors of course have on gens, and the less time Dead Man's Switch will still be up for once they do get forced off them. Further, the first set of swarms do not even "force" survivors off gens, as they can simply tank them and keep working until the second set of swarms.

    Letting go of gens as the hooking animation starts is of course also general Pain Resonance "counterplay" that works against the Resonance + DMS combo as well.

    That said, forcing survivors off gens manually is something people underestimate. Not only are there high-mobility killers that can do so rather reliably even over large distances, but in gen cluster scenarios DMS could become very oppressive on just about any killer (with some being paticularly problematic, such as Doctor). Usually in "3-gen" scenarios like this killers can't easily commit to chases if the survivors are smart enough to run away as far as possible from the gens, but with DMS, a single down can turn this dynamic on its head by giving the killer free time to commit to chases while the gens are blocked, and that will of course result in another down, which can trigger another DMS. This is something that might warrant tweaks.

    But I hold that the perk is not overpowered. And on the contrary, I am very glad that BHVR dared to come out with at least one notable perk buff like this in the update, attaching no unfortunate cooldowns or restrictions to it. I want a more diverse perk meta, and while the killer perk meta still naturally revolves around game delay, there are now various different highly viable game delay setups, each with an enjoyable amount of differentiation in the playstyles and strategies of playing to their benefits on the killer side and against them on the survivor side. Corrupt, Weasel, Ruin, Undying, Tinkerer, Deadlock, No Way Out, Pain Resonance, Pentimento, Thrill, Plaything, Thanatophobia. That now Dead Man's Switch will join this pool of options is great, and it is particularly so because it has anti-synergistic relationships with some of them (Ruin does not regress blocked gens, Deadlock does not block gens that are already blocked, you cannot kick a blocked gen for Weasel), which will encourage diversified builds. For example, I can see Thrilling Tremors see more play again alongside DMS. Resonance will of course become even more attractive. And DMS also encourages completely different tactics than other delay perks, of going around the map forcing people off gens before committing to chases, or using abilities with the sole intention to do so. Stealth killers can benefit from it because survivors will either be reluctant to let go of gens due to DMS, which can allow the killer to sneak up and get free hits or grabs, or they are scared to stick to gens, so DMS will block them (or survivors just won't be repairing them for some time anyway).

    I hope the perk will come to live just as it is now. I would give it at least a month on live before looking at whether it is actually undesirable in this state.

    If everyone left detailed, rational comments like this one and read them, this forum would be a better place.

  • @CakeDuty said:

    I just find it funny how people complain about the survivor meta being boring and stale, and then when a decent perk (that can't compete with current meta anyway) gets released or a bad perk gets a decent buff, people flood to the forum to complain about it. "This perk is broken, SWF is gonna abuse it!", only for the perk to get use for like a week and then people switch back to the meta.

    Happened to Lucky Break, Any Means Necesarry, For the People, Soul Guard, Built to Last, Power Struggle, Fast Track, Counterforce, Boon: Exponential and now Boil Over.

    Couldn't have said it better myself.

  • @Zozzy said:

    If you have a perk that binds the killer for 5 minutes after every gen and it is a meta perk, you don't diversify the meta by bringing out or buffing other perks to the same or a higher level.

    There is a power creep problem with this game and NOTHING will be worth taking while the top meta perks give a free life or take away the killers ability to do their objective. They need to nerf the top perks to make the other perks a better option.

    Completely agree. I've been one of the most adamant about the need for this.

  • @konchok said:

    Reducing your terror radius while in a chase is nearly pointless because chase music is heard over the sound of a terror radius while in chase. In addition to this, the change is incredibly small to begin with and only after a minimum of 4 hooks does it offer the benefit of a 16 meter terror radius reduction while in chase. To compare it to another related perk, Beast of Prey, Beast of Prey removes your terror radius and your red stain completely while in chase (after going into bloodlust) and that perk is also entirely pointless.

    Increase the terror radius reduction by 8 meters per stack and remove the chase music for survivors when this perk is equipped and then you'll get an niche perk that can be run for specific builds.

    This is a great suggestion.

  • Completely agree. Other than the accessibility changes and potentially Boil Over and Power Struggle being somewhat more useful, these changes are extremely forgettable/bad, to the point they shouldn't exist.

  • Just FYI, in game reports don't do anything unless accompanied by video reports uploaded to youtube. Just figured you should know.

  • They likely nerfed it because they felt it was too hard on beginner survivors. I can kinda see it. Nonetheless, it needs a buff.

  • @Freddy96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2564267#Comment_2564267

    Smash hit is the most useless exhaustion that ever existed and head on is a borderline meme perk.

    The only decent exhaustion perk except sprint and dead hard is lithe but as all others it's rng dependant because goodluck using it on shelter woods with only c walls

    I think we have different opinions on how strong survivor perks should be. I think Exhaustion perks should be dependent on something, otherwise they are too strong (unless their potency was much less than it is). Sprint Burst and Dead Hard are more or less only dependent on you having the right keys on your keyboard.

  • Well then maybe the real goal of Grades wasn't to give us more bloodpoints, but to get us to play the game more often by increasing the sense of need to grind even more.

  • This could be a good enough upgrade to Coulrophobia to make it a decent perk rather than basically a laugh, but it's not enough for Overwhelming.

    However, Unnerving bringing back old Ruin seems quite inspired and simple code-wise. Seems genius to me at first thought.

  • Wait. I thought Grade couldn't decrease without a reset? I thought it only went up?

  • @KingFieldShipper said:

    These threads are so tiring.

    You can't even get posters on here to agree how to even nerf it - they either think the i-frames are the issues, or distance. Remove either and it's useless. DH's i-frames rarely works, either you end up exhausted on the ground or you go down seconds after the killers cooldown. 4 sprint bursts are absolutely more terrifying than 4 dead hards. When SB inevitably comes meta if/when DH gets nerfed, then you get hit with 99'd sprint burst squad, you'll call for that to get nerfed, etc etc etc.

    I play both sides and I really just don't give a ######### about DH for distance, nor do I care about the i-frames.

    TBF anyone who is calling for Sprint Burst to be nerfed too are correct as well. They are both overpowered Exhaustion perks. The only difference is that Dead Hard is more annoying to most people. There are fair Exhaustion perks like Head On and Smash Hit and maybe even Balanced Landing and Lithe, but they mostly aren't used because why would you use something that's fair when there's OP perks you could use instead that also happen to literally be "fun on demand almost anytime."

    Just because people can't agree on how to nerf something doesn't mean it doesn't need a nerf. People couldn't agree on how to nerf Decisive Strike and it was still definitely the right call to nerf it. People always have different opinions, doesn't mean that there isn't one out there worth listening to.

  • Highly threatening close-range killers are both the most fun for me to play and the most fun for me to go against.

    I wouldn't mind a set-up killer, but they haven't done it in a way that appeals to me. Trapper is too weak, and Hag is either way too powerful or or gets bullied by top-level SWF or even just gets very unlucky. I feel like I might enjoy a set-up killer who was mid tier but didn't require me to stop playing the game to do my set-up. But I don't like the feeling that I could just be wasting time setting up for something that doesn't happen when I could be directly chasing someone instead.

  • Yes, I think it was your friend blocking the pallet by standing where you'd need to be for the animation. It is hard to tell exactly what's happening there, I'll give you that.

  • @CornMoss said:

    Maybe if he shoots the walls with his harpoon he pulls himself towards it really fast and he can sorta slide around? Not really fitting for his character tho

    Just want to point out that this was the original intention, but could not be done due to engine limitations. That suggestion is one they apparently literally cannot take.

  • There's still so many perks that need addressing, Wake Up still exists, Solidarity is still garbage and could be slightly off-meta if it was doubled, then there's Furtive Chase, and there doesn't seem to be any pattern with what perks they change. Even if they continued to work on perks like they did on this patch for all future mid-chapter patches (they won't) we still would be left with very bad perks by the end of 2023. Don't hold your breath for particular perks.

  • I'll wait for the patch to see, but it's possible they over-nerfed Slinger. He's my most hated killer to go against, don't get me wrong, but he wasn't overpowered because he sucks in the 1v4, and he needs buffs in that regard. They also didn't seem to address that certain weaker pallet loops are totally irrelevant against him because he can just drag you around the structure after shooting you from the complete opposite side of the pallet.

    I already use Windows of Opportunity a lot of the time, and I genuinely think it makes me a much better and more efficient survivor than any other perk by an order of magnitude (excepting possibly the potential of Dead Hard, which I don't use because it's bullshit). Not to mention I almost always used it with Open-Handed, which I won't have to anymore so I can use another perk. I'm honestly worried that as far as a single survivor can go, this buff will make me OP because I'll have basically perfect environmental information about where I can go and what I can safely get away with.

    I'm extremely excited to see how the Built to Last buff plays out. I'm incredibly eager to see more perks enter the level of being semi-close to meta. My fear is that people will panic about it like they did Lucky Break and it'll get needlessly nerfed (notice how you barely see Lucky Break even though it's pretty strong?)

  • For me there is no one definitive straw. When I stop, it'll likely be because there are simply too many killers who ignore survivor counterplay (Trickster, Nemesis, Deathslinger, etc) and not enough killers that are good enough to not HAVE TO ignore survivor counterplay (Blight, Demogorgon, Wraith) I really wish Behavior would stop with ranged killers, and just release more really strong melee killers. They are way more fun to play against, even though they aren't worse.

    The other possibility is if they release another few Chapter/Mid-chapter updates with little to no perk adjustments. I've been dissatisfied with the perk imbalance for years, and that might slowly drain away my willingness to play this game if they just don't care to ever make terrible perks like Babysitter or Boil Over even worth CONSIDERING running.

  • I agree with most of it, to a startling degree.

    Hag: Maybe not destroyed, maybe just made inactive for 10 seconds or so. I wouldn't want my traps destroyed that I placed there earlier just because I later hooked someone there. But maybe destroyed is fine in practice. I'd increase the radius where traps can't be too close to each other. Another 5 meters maybe, make her spread them out some so you don't have to avoid 3 traps around a hook/loop. That's about it.

    Legion: If not a rework, a significant base-kit duration buff to his power. It's not okay that his duration addons are mandatory.

    Twins: Still think this killer might need a significant rework, but this seems pretty good if we can't get that. Being able to be on objects but not able to switch might be a coding disaster though. I'm sure there's lots of stuff you could get stuck on, and then if you aren't able to switch... GG DC. Missed attack cooldown is probably too much, unless we're talking about one like after the current successful pounce cooldown where you can't be kicked after too long, but your movement and pouncing is hindered. That I can see working fairly.

    Trickster: Maybe. I can't tell how this would play out in practice.

    Nemesis: He doesn't need an overall buff. Not sure that a longer tentacle cancel cooldown is going to make him feel fairer enough for survivors to justify the other buffs. This would be enough to move him into Blight tier, I'm fairly sure.

  • The changes are great overall. Black Box probably needs further buffs or to be reworked. What's here is mostly great, my only complaint is that perk changes are coming way too slowly. You can safely give buffs to terrible perks like Wake Up!.

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