Boons123
Boons123
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@NarkoTri1er said:
truly the most cursed tierlist i've ever seen
Why😂?
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@vBlossom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/434445/to-all-survivors
unbreakable
Sure Jan, if killer would do 4-man slug & there are 4 gens left to be done I'm sure that Unbreakable would get me out of troubles, it won't be like this Nurse/Blight would instantly come back to me and down me again <3
As if unbreakable is the only way to counter Slug ?😑.
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@[Deleted User] said:
Anti-slug perks can help, but you're always going to be chasing your tail trying to counterpick based on something that might happen in a trial. The devs have been trying and failing to balance these tactics with perks over the years, and it just doesn't work. The competitive balance of the game can't hinge on players being psychic.
The difference is that nowadays a lot of killer players tend to Slug Survivors under the pretext of avoiding activating perks that work with unhook, however this is a meaningless argument since Survivors have many perks that counter this strategy strongly.
I mean it's just a matter of time.
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I have a better solution, at the beginning of the trial all totems will be dull totems for 32 seconds, if the killer uses any Hex perks and after 32 seconds a random totem will be chosen to become a Hex totem and the killer will be notified of the location of Hex totem.
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They've done this with several licensed Survivor characters, so there's a chance they'll do it with Nicolas Cage.
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@SidneysBane1996 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3850125#Comment_3850125
That's because Survivor is not the power role. They are not in any way supposed to have a lot of power. They can bring four of the same perk into one game; by necessity they have to be weaker perks.
It blows my mind in 2024 people still don't understand and accept this fact. The game isn't meant to be Survivor-sided or a Survivor power fantasy. The game as Survivor is where you try to survive. It's Dead by Daylight, not Get One Over on the Killer by Daylight.
You keep insisting that information is the most powerful thing or the second most powerful thing, yet it is not. The killer seeing the survivors' aura does not mean that the killer will end the chase quickly and kill them faster, and vice versa.
It is powerful in situations like finding survivors or playing mind games, but for survivors it helps to know where the killer is to avoid, prepare for or not fall into mind games.
However, the aura is useless in very open maps or in an open loop.
In this case the perk is really bad, you need to spend 60 seconds in the basement then be injured and broken for the rest of the game and rely entirely on RNG to get value and for some reason they added a restriction that requires a survivor to be within the terror radius while the killer scares the crow, so instead of playing efficiently you have to hide to see the killer's aura and if the killer is chasing the survivor then the survivor doesn't benefit either because it's survivor the one scaring the crows.
You can claim all you want but I and others have proven how bad designed this perk is.
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3851398#Comment_3851398
this is not a waste of time, you permanently remove the killer perk
Oh yeah after wasting 300 seconds of being interrupted by the killer and killing 2 survivors, so it looks like cleanse Hex totem made up for it all! No, no one was able to cleanse Totem, and it was later revealed that the killer had prepared Pentimento just in case.
One thing I know about you is that you will defend this Hex no matter how game-breaking it is, you will make up any excuse and impose any complicated and difficult gameplay just to justify it.
Don't expect everyone to think the same way you do.
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47 seconds wasted on cleansing a single totem is unacceptable considering that totem is a side objective and also a counter play to Hex perks.
No this doesn't encourage diversity all it does is kill an entire type of perks for survivors.
Boon perks = dead
Overzealous = dead
Inner strength = dead
Small game = dead
Add killers with the ability to cross the map and forget about cleansing totems against them.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3850726#Comment_3850726
That's asking a lot of the average player. They don't even like do gens after they get interrupted once, or after 1 person gets hooked. But we're supposed to balance around them; they're not supposed to get good at the game.
Just play survivor more and your opinion will change.
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@sanees said:
face the darkness, curses 1 target that received damage and works until the cursed target is healed or is hooked, so stay in the chase for 25 seconds without taking damage during this time your allies will completely turn off all the killer's totems
Legion, Plague, Wraith, Twins, Nurse, Blight, etc.
They can all hit survivors easily.
It's ridiculous that you would defend a 47 second cleanse totem, and impose a complex and difficult gameplay just to justify it.
What else would you say? Throw all pallets to create dead zones to avoid getting hit to activate this Hex?
Just admit that you want an easy win and not worry about generators.
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@Sngfun said:
Jonathan or the portrait of a murder survivor
Jokes aside Jonah hasn't been played at all since his voice actor got changed, removing the core reason Jonah players played Jonah: The funny screams
A shame , but a necessary evil...
I understand why they changed Jonah's voice actor but even so, Jonah's new voice sounds sleepy, like he's used Hooked 😂.
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@fussy said:
Head On is fine, but Blast Mine being 5 seconds is really stupid imo, especially after buff.
it's 4 seconds not 5 seconds
-From DBD wiki
It's as fun for survivors as it is for killers use Frenlekin.
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Posts like this show you that they never play the survivor role and will cry over every little thing that bothers them.
Click flashlight -> oh my god OP needs a nerf!
Survivor stuns killer -> "Crying" This is toxic and needs to be removed!
Normal survivors completed the generators -> "crying" Please increase the generator repair time to 200 charges!
My advice to this type of player: Take a break from the game, play something else, do something fun and good in your life, take a break for a day or a week.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3850271#Comment_3850271
Gotta admit I do like maps.
Though the tokens point is surely worth a thought?
If you cleanse a totem and do not see any totem aura, it means that all totems have been cleansed.
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In my opinion, it doesn't need to be changed since you can take the red map and increase the range by add-one and you can cleanse any totem you see with its aura, especially since you get an additional 20% bonus after cleansing a totem, so in my opinion this is the best perk design.
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as probably the only real Boon user here
As if my account name never existed.
But other than that the problem with Boon is its dependence on maps, sometimes in some maps all the totems are in bad places (in the corner of the map - the edge of the map - dead zone - very exposed area - etc.)
Also your suggestion makes Boon less usable, because when you play as a survivor you have no way to prevent the killer from sniff Boon totem or even protecting Boon totem.
Unlike when you play as the killer literally survivors can't cleanse or bless a Hex totem if you are close to a Hex and even some killers like The Trapper can set a trap near a Hex or The Hag etc.
So since the survivors are unable to protect and defend Boon totem, the developers gave survivors the ability to bless totems over and over again indefinitely but at the expense of time.
Either they fix the totem locations (the best and hardest option) or they increase the Boon totem range a little (the easiest option).
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849629#Comment_3849629
It's info perk and info can be used in almost every aspect of the game. You can use it in chase, to hide, to prerun, and for other decision-making (crazy word for average survivor, I know).
"Just avoid the crows" instantly goes to my gold collection of bright ideas here. In other words, "just stand in the corner of the map, buddy, cmon".
Even this perk in its current state you have no idea if the whole team saw your aura, so it's not end of the match.
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@fussy said:
>nerf killers' aura perks!!!!!!
>and give us permanent wallhack on killer for whole team!!!!!
The only change it needs is change Broken effect on something else.
Would you rather reveal aura on any perks chase or speed up generator repairs?
Just avoid the crows. The killer needs to get very close to the crows for them to fly away.
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@sanees said:
I once made a post about possible totem rebalances: https://forums.bhvr.com/dead-by-daylight/discussion/427762/thoughts-on-the-hex-rework#latest
long story short, I suggested making totems 32 seconds, but totems regress instead of instantly resettingI disagree, all that happens is giving the killer too much time to protect Totem and this is worse with killers who have the ability to cross the map quickly.
What you should do is fix the totems locations and put it in more hidden places.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848878#Comment_3848878
Cleansing is suppose to be risky action. Currently at its 14 second value, it is not risky action. instead it, it is delete your opponent killer perks within 2 minutes of the match action.
If a killer constantly defend totems and is not commit to any chases than you should be doing gens. when a killer commits to a chase, you may choose to opportunistic remove one of their totems. if you are succeed, it is often the case that cleansing 1 totem greatly increases your odds to remove all their totems.
it requires a perk giving an over a 3 times penalty to the cleanse duration to make them work... then maybe we should look at base cleansing times.
They will not look at cleansing time. They will make you commit all your perk slots into using totem defence perk in order to prop up a particular perk. Supposedly, the perk that you choose to prop up has high enough reward to win the match.
Cleansing is suppose to be risky action. Currently at its 14 second value, it is not risky action. instead it, it is delete your opponent killer perks within 2 minutes of the match action.
Since when did cleanse a totem become a risky action for survivors? These are side goals for survivors and survivors shouldn't be punished for it by making Cleanse a totem take a century.
What about the perks that interact with Totem, Inner strength - Overzealous - Boon perks, do you think it's really a risky action ? No because Totem is a completely risk-free side thing.
Hex totems are a reward with risks for killers only, not survivors , and the reason it's Hex is to give survivors counter-play, not risk.
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Option 1 - Get Down Mr President!
I didn't understand the first part, can you explain?
In my opinion this Hex should not apply the effect to itself + reveal its aura This Hex is within 10 meters of the survivor, because you literally cannot tell which Hex belongs to which perks if there is more than one Hex totem.
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The same rules of Hex totem cannot be applied to Boon totem, because one side plays in a completely different way than the other.
On one hand, the killer is much stronger than the survivors and is unstoppable, so the killer can protect the Hex totem if the killer wants to prevent losing effects, I mean like it or not it is impossible for the survivors to cleanse or bless the Hex totem while the killer is around.
On the survivor side, survivors can't really defend Boon totem if the killer is going to sniff Boon totem, there's nothing a survivor can do to stop the killer from sniffing Boon totem, you can only delay and that's all, which is why survivors can bless the totem indefinitely.
I've seen comments complaining that survivors don't want to adapt to the 48 second cleanse totem and have to use perks to counter it, so same logic for killers why don't they want to adapt to the boon perk and use perks to counter it?
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@THE_Crazy_Hyena said:
You know, there is a perk that counters this, right?
Counterforce (Jill Valentine).The problem is that you need to pay $5, because Jill is a licensed character.
I don't know it seems they are creating a problem to sell the solution.
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@Aven_Fallen said:
I honestly think that this Perk is the new worst Perk in the game. Even worse than No Mither. With No Mither, I have the benefits without having to do anything, except for being broken (which is the same with the new Invocation-Perk, except that I need to spend 60 seconds in the Basement for this plus any time I travel to it).
And the benefits of No Mither are better than what this Perk provides. No Pools of Blood is nice, reduced grunts of Pain is also very nice. And from my experience, even getting yourself up works from time to time, even with the Killer knowing that you can pick yourself up.
This perk is the real hard mod 😂.
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@Yippiekiyah said:
What is the buff to TOTH?
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@Marc_123 said:
"You heal someone else. Then they start healing you and when doing that, you can activate the Perk, become broken for a minute and then you are fully healed."
Thank you.
Doesn´t really sound like very good value to me for a perk slot.
Aven_Fallen is not quite accurate in describing this perk.
Healing another survivor Activates Clean Break.
As long as Clean Break is active, any survivor is healing you, press the button to become broken for 60 seconds and after the timer expires you are automatically healed.
This perk has several uses including saving healing time, interrupting healing by the killer, or using it when the killer is chasing you , Or even when the killer is tunnel you.
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@SoGo said:
Both these perks are garbage and have next to no use, but no one cares.
Both should be buffed, along with their counterparts (Moment Of Glory and Invocation: WS).
On an unrelated note, I have seen a few folks talking about how these perks are "actually not bad", like, are you seeing the same perk I do? Cause all I see is a detrimental perk that helps the killer more than you.
Mostly, killers main says this.😂
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@ReverseVelocity said:
I'm running it with Calm Spirit and Eyes of Belmont. You can't stop me (and honestly it was really effective).
That's your opinion, I won't even argue with you, my post here explains why this perk is so weak and completely fails to achieve its purpose.
You find it fun and useful, congratulations, but you should keep in mind that most players will not want to use 2 perks to support one perk.
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Fun fact: The chest unlock duration has been reduced from 10 seconds to 8 seconds recently.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846125#Comment_3846125
My prediction for 2025 survivor perk:
"Heal a survivor, unlock a chest, and invade a small island nation to hide your aura for 60 seconds. You will be Broken for the rest of the match."
Maybe worse
Stand still for 100 seconds without taking any action and then gain 3% generator repair speed for 20 seconds.
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@jesterkind said:
I've been thinking about this since I saw that Treacherous Crows isn't getting changes, and I kinda came to a conclusion I didn't expect. Let me play devil's advocate for a moment here-
The problems with Treacherous Crows aren't really Treacherous Crows itself. There's a conversation to be had about the consistency of the killer being the one to startle crows, to be sure, but the base effect is very strong- passive aura reading on the killer for the whole team is a damn good effect for a perk.
Where the problems come in is the Invocation framework. There's been a lot of feedback - some valid, some less so - about how punishing and restrictive the requirements and downsides of Invocation perks are… and none of that was adjusted on this PTB. If BHVR were to act on the problems with Treacherous Crows in response to this PTB, they'd be throwing fundamental changes to a perk type onto live without testing, which will also affect Weaving Spiders, which wasn't something included in this PTB's patch notes.
I'm not saying BHVR do plan on testing Invocation changes soon. In fact, I'm pretty confident they aren't. But I would say that actually making positive changes to Treacherous Crows after it hit this PTB would require another PTB to be done properly.
Not to defend BHVR from putting it into a testing environment with the current Invocation framework, mind. This was a great opportunity to re-evaluate the Invocation perk type and that opportunity wasn't taken. I'm strictly talking about responding to feedback from this PTB in particular, here.
One thing I like about you is that you're realistic, and one thing about me is that I like to joke to get my point .
Overall, this doesn't give developers an excuse to kill and leave perks in the pit of oblivion to rot just because the effect is strong, I mean set reasonable limits and not limits that make the player reluctant to read the perk description.
Another problem is that there are no exceptions to the types of perks for survivors, if you haven't noticed they are very strict as the same rules and numbers will be used even at the cost of making the perk forgettable.
Result = wasted time and resources / and then later wasted time to fix or improve the same perk they were able to do from the beginning.
This my post is a shining example.
I'm not saying BHVR do plan on testing Invocation changes soon. In fact, I'm pretty confident they aren't.
The pain 😭
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@ImWinston said:
- we are forgetting "Clean Break"... why use this perk when "solidarity" already exists and does its job 100 times better (and faster)??? I'm shocked that Devs completely forgot about "solidarity" when they invented "clean break"🤣
Clean Break perk has some uses and is very useful in saving time and you can activate this perk after you heal the survivor, meaning you don't have to be injured to activate Clean Break and most importantly don't be affected by any effect that slows down healing.
This is my opinion on Clean Break perk.
At worst, Clean Break will still be useful in some way, but with Invocation: Treacherous Crows even at best, the downsides still outweigh the one benefit.
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Considering this perk was dead before it made it to the live version, yes there is evidence.🕵️
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Behavior needs to do something about it. It's not fair that the game is unplayable, especially in a game that requires you to pay money to buy the game.
It is very frustrating to pay money only to find that the game is unplayable because there is no server near your area, and I wouldn't blame the player if they feel like they have been scammed.
Such games are online and cross-play, there is no difference between one player and another, everyone is equal because everyone wants to have fun.
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@trapners said:
how would generators weakening the killer and exit gates could only open after doing a certain objective work?
I didn't say what the killer's weaknesses were, I never said that, just an idea I wrote here.
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3845007#Comment_3845007
I wouldn't say BTN is harder to get than Leader overall. It's harder to activate since you need to heal them, but once it's active it stays active for much longer than Leader does. Leader only works as long as you stay near the other person.
The effect lasts for 15 seconds and we assume that only one survivor is using Leader.
For me Leader is stronger with SWF since they can coordinate, while Better than New is better with Soloq since you're sure they're taking advantage of the effects since you healed them.
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Regarding disabling Dorn, I would like to add a 6 second cooldown after Dorn is restored. The reason is that disabling Dorn is meaningless and will not really affect her. What happens is that she will throw another Dorn in its place as if nothing happened.
With my suggestion she will have to choose either to restore Dorn but not be able to deploy another Dorn for 6 seconds or let Dorn fix itself after a long time.
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@sizzlingmario4 said:
Hmm, 32% seems too high, but I definitely support making it apply to everything that Leader does (ie. basically everything except repair speed, and add blessing) and I'd bump it up to 20%.
I think part of why I also don't really like this perk that much in its current state is because you, as the perk owner, can't really tell that well when it's working because the bonus affects other survivors and not yourself. So what if we also added this: "Affected Survivors also have their aura revealed to you at all times for as long as they keep the action speed bonus." Now it has some additional utility as an info perk and gives you positive feedback on when your perk is working. Just an idea.
I chose 32% to make it competitive with Leader since Better than New is a bit harder to support your team, so as a compensation the reward is higher on most objectives.
If the number I chose was too high, Leader would have been broken years ago since all it takes is being close to your ally.
So, harder to support = bigger reward.
easier to support = less reward.
Fun fact: Totem Blessing speed boost was added to the live version after this perk was released.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844577#Comment_3844577
what do you think the perk "We'll make it" does. it is perk that punishes the killer for hooking by boosting the team's healing speed. the difference is that we'll make it the player's healing speed that equip it. Better than new in this iteration would buff the other survivor's healing speed by unlocking self-healing which is what current better than new is attempting to achieve. buff other player's healing speed.
I don't agree that it goes against Rebecca's personality. Rebecca can help the team but how you implement what she does for the team can vary. in another game, boosting another player's healing speed might make sense but in dbd's context, it is irrelevant effect. it is not good implementation that has any impact on dbd's gameplay.
Dwight's leader perk isn't good perk but it indirectly gives your teammate a T1 botany for yourself. the bonus is too little to matter. If the bonus was something like 75% than maybe it would be worth it as if someone else heals you which is when leader activates, they'd heal you in 9 seconds. it would be like giving your teammate a slightly weaker we'll make it for yourself. i don't think they want buff leader into a relevant healing perk because it can be combined to aggressively heal people off the floor with perks like We're gonna live forever and Botany knowledge.
With We'll make you heal them and if they run away you will have to follow them to heal them and it only has a 90 second timer.
With Better than New you can give buff to your team anytime you heal them no need to unhook them, also it makes sense that Rebecca would use a medkit and since she is a Gifted Medic it also makes sense that she wouldn't waste a medkit quickly.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844564#Comment_3844564
Why bring Better than New over Boon CoH in this case?
Boon depends on the location of the totem on the map and the killer can sniff Boon totem.
Sometimes you only find Totem at the edge and corner of the map which is a very bad place.
However Boon is not bad and Better than New with my suggestion and UndeddJester's suggestion is not bad either, wouldn't it be nice to have a variety of options instead of one peek overshadowing another perk? I mean more variety more good options.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844452#Comment_3844452
i think minor healing boost is not very good. what if the perk granted you the ability to grant self-care healing action at 50/60/70% to the unhooked survivor.
So for example, if you are the one to unhook everyone, you can grant everyone the self-care action and help your team be more self-sufficient at healing.
i think that fits what better than new is suppose to do. it's suppose to be a perk that helps your team heal better but it is currently terrible at doing that job.
This goes against Rebecca's personality, she cares about the team and helps them and they go to her for help, meaning that she will be there when needed and not the other way around where she makes them self-sufficient.
As with your suggestion this would be more powerful than the old Boon: circle of healing as they could heal themselves anywhere and anytime they wanted.
Your suggestion sounds like you're indirectly punishing the killer for using the hook instead of leaving the survivor on the ground.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844452#Comment_3844452
I like that actually. Fair argument that man.
Approved. 🤘😁🤘
Thank you, I will edit the post to add your suggestion about increasing the efficiency of Medkit by 75% for only altruistic healing.
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@Marzipan210 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844501#Comment_3844501
Just don't walk into the drones.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844505#Comment_3844505
- Yes they do.
- "People played X character in a way I don't like therefore it is okay to harass people who play X character"
Wow you are exactly the kind of entitled serial harasser I am talking about.
Just don't walk into the drones
Did you read my comment? She will throw dorns at every window or pallet you go to, you as a survivor can't stop her from doing that.
Add to that the huge speed difference where the survivor will receive a slowdown in movement speed and she will move faster.
- Yes they do.
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The reason is that a skull merchant gets a very high value from her power with almost no effort.
On the other hand, it requires a great deal of effort from the survivor to withstand it against her.
The result is a very boring killer to play against. You will get hit no matter what the survivor does. You stay in the loop, get hit. You leave the loop and go to another loop. She will throw a drone and the first scenario will be repeated.
Even disabling the drone is useless, she will retrieve the drone and throw another one in its place as if nothing ever happened.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844431#Comment_3844431
Aye that did cross my mind. I was tempted to suggest BTN grants the same bonus' as Leader... only reason I didn't was I wasn't too sure if I was robbing Leader of its identity considering BTN buffs would be permanent until hooked.
I was also a little reluctant to add gen repair speed because repair speed is obviously a VERY valuable buff. We would like have to reign the numbers in significantly or add extra conditions.
However won't reject the idea, there is potential to make somwthing interesting here 🤔
The essential difference between Leader and Better than New + my suggestion :
Leader affects the speed of sabotage the Hooks while Better than New affects the speed of Totem Blessing.Meaning, increasing sabotage the Hooks Speed is an effect that Leader can do while Better than New can't do the same effect, however increasing Totem's Blessing Speed is an effect that Better than New can do while Leader"can't do the same effect.
Also getting Leader effect is very easy but temporary while Better than New is a bit harder but the effect is permanent until they get hit.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844346#Comment_3844346
Well neither really, I wanted the buffs regardless of whether you used a medkit or not, but I wanted it to have an additional passive effect of increasing medkit efficiency. I would also buff its numbers as well.
It's obviously faster to altruistically heal with a medkit than without, but noone does it because they would prefer to use the medkit to heal themselves... I think a perk that encourages use of medkits for altruistic healing would be pretty cool.
Combining this with Leader for example would make for a pretty nice combo whete you basically give your teammate a medkit.
My suggestion would be something like:
When using your Medkit for altruistic healing:
- increases your Medkit healing efficiency by 25/50/75%.
Completing a Healing action on another Survivor grants them the following benefits until they are next hooked:
- Increases their Action speeds for Blessing, Cleansing, Healing, Unlocking by 15/20/25%.
I like this, however when viewed from a distance you will find that leader has more and multiple benefits except for repairing generators and all it requires is for you to be within 8 meters of your ally and the effect lasts for 15 seconds after leaving the range of the effect.
This is why the usage rate of this perk is low because there is a better alternative.
How about combining your idea of increasing med kit efficiency by 75% only altruistic healing, with my suggestion written above.
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@I_Cant_Loop said:
I don't have any insight into the inner workings of BHVR or their business decisions, but I would have to guess that they are only going to spend money on servers where there is enough player demand to be worth the investment. Servers cost money to purchase and maintain, and if revenues from players don't cover those costs, then BHVR isn't going to be in business very long.
So this is simply a business decision. Just because BHVR doesn't want to lose money on by investing in servers in a particular region doesn't mean they don't the respect people that live there. To claim that they don't respect or value Arabs is honestly a form of emotional blackmail and kind of gross.
Well, put yourself in his place, with this picture the game is unplayable and imagine this going on for a long time.
Wouldn't you be frustrated, especially since you paid money to play?
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@Chilli_man2400 said:
better than new should honestly be old leader but for heals
Reduce the bonus to 7/8/9% but make it effect Repair speed agains.
It would be permanent until that person gets injured. They would get 9% bonus to repair, healing, blessing/cleansing, chest opening, exit gates & unhookingIf you want to increase the speed of repairing generators, just use "Prove thyself" or "Quick Gambit".
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@UndeddJester said:
I feel like Better Than New should encourage altruistic healing with medkits, something like make altruistic medkit use really efficient with BTN. It makes sense since it's a reference to Rebecca healing Chris with a seemingly unlimited supply in the supplies room of RE1... that Chris wouldn't load his pockets with for some reason 😉
All the healing perks we have either don't really care about or need medkits, have penalties with medkits, or don't work with medkits... using medkits for altruistic healing would be a unique niche for the perk.
What I understand is that you want to make this perk only work with med kit? or give your ally greater benefits if you heal your ally with a Med Kit?
