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Boons123

Boons123

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Boons123
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  • @xEa said:

    First match: She looks strange and not very DBD like, and her chase music is not great but i might get used to it.

    After a few rounds against her: She looks terrible, her chase music is aweful and i have no idea how her power works.

    After a 1000 rounds against her: She looks terrible, her chase music is aweful and i have no idea how to counter her power.

    In 2041: After the 9th Dull Merchant rework she is now kinda sort of okayish i guess?

    Legend has it: A handful of players are still calling for remove this killer from the game

  • I never thought that more than 3 people would write suggestions in my post, and interesting suggestions too.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633095#Comment_3633095

    I explained it. If you want to run them and wont change your mind, its fine.

    But as I said, at least Overzealous does nothing for you. You spend too much time cleansing a Totem for too less of a benefit.

    You say that this Perk is bad, but you do not explain why it is considered bad, and here I mean perk No one left behind

  • @Mazoobi said:

    As @Aven_Fallen has said, this is a random build with zero synergy.

    However, if you want to run these specific perks and get the most out of them, then I'd focus on finding a totem ASAP at the start of the match to activate your Overzealous. I run this perk whenever I play boons but since you're not running boons, then you'll have a harder time using it imo. Once you get Overzealous to activate, hop on a gen ASAP to maximize the perk until it de-activates by the killer.

    I would avoid playing aggressively since you do not have a reliable way of re-activating the perk. Now with the other perks, If you are unhooked with OTR, I would try to use those 80 seconds to reset any pallets on the map if possible. Since touching a gen or totem would remove your endurance, you can still provide some support to your team with AMN. Now if you think you are safe or the 80 seconds of endurance wears off, try to find a nearby totem to re-activate Overzealous and find a generator since your last perk is only useful at the end-game.

    NOTE: if there are no nearby totems, I would just suggest getting on the most nearby generator as the time finding a totem can hurt the team's overall gen progress.

    Now for NOLB, try to take advantage of its info and its healing/unhooking boost if the opportunity presents itself.

    It's funny because now that I wrote this, your build has a perk that can be useful from the start til the end, but the only issue is that none of them have synergy so you'd have to rely on each of their individual strengths and none of these perks except OTR are considered A-tier.

    This is the advice I needed, I don't care if the perks are Tier A or lower, I don't use meta perks so as not to rely on them too much.

    and thanks

  • @Aven_Fallen said:

    I mean, it looks like a random Build. Because there is not really much Synergy.

    The best tip for Overzealous would be to not use it. It is a Noob-Trap, because you would need to repair way too many Gens to get a Benefit, since you spend 16 seconds cleansing a Totem before to activate the Perk.

    And No One Left Behind is just a really bad Endgame-Perk. I think you would be better off with Borrowed Time or We Will Make It. Those Perks only do part of what No One Left Behind can do, but they are better at doing it.

    You didn't explain to me why both perks are bad. I mean, I care more about having fun than winning a match alone.

  • @Aven_Fallen said:

    I mean, it looks like a random Build. Because there is not really much Synergy.

    The best tip for Overzealous would be to not use it. It is a Noob-Trap, because you would need to repair way too many Gens to get a Benefit, since you spend 16 seconds cleansing a Totem before to activate the Perk.

    And No One Left Behind is just a really bad Endgame-Perk. I think you would be better off with Borrowed Time or We Will Make It. Those Perks only do part of what No One Left Behind can do, but they are better at doing it.

    It's 14 seconds to cleansing a Totem not 16 seconds

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632814#Comment_3632814

    Any chance you set off a crow? It COULDVE been a cheater, but I've also seen plenty of videos where it'll show a survivor player freaking out going "HOW DID THEY SEE ME!!!" Then it switches to the killer POV and it blatantly shows the survivor running behind that rock 5 seconds prior.

    Maybe, but how did she know my location so accurately? I was hiding in Jungle Gym, and it is impossible for her to know my exact location and exactly where I was hiding, even if a crow flies.

  • @MikaelaWantsYourBoon said:

    Did she had Dried Cherry Blossom addon?

    This would explain tho.

    Or they were just good. Cheating is also possible.

    She wasn't using it

  • @LordGlint said:

    Did you see what perks and addons they were using?

    She didn't use any aura perks, nor did she use those add-ons that granted her Killer Instinct

  • @SMitchell8 said:

    If you were in grass, its possible they saw the grass move thus knew your precise location.

    @kit_mason said:

    I mean without more context how would we know, but if I had to guess you probably moved grass, or she brought the addon that gives Killer Instinct, or she caught your breathing and extrapolated where you were, or one of a bunch of other things.

    I know she can see the grass moving, yet I wasn't even on the grass

  • @Shroompy said:

    This looks like a much better loading screen, if Survivors could see the perks of their teammates it would be even better

    In the mobile version, survivors can see each other's perks and can see the item and the add-ons before the match starts.

  • What if players were given the option to choose any version of this killer

    So those who like the new version will play the new version and the same goes for the old version

  • @Gastongard said:

    I just hope we see the day someone finds a breaking game bug with skull merchant so they have to killswitch her as they did with knight. But its a gamebreaking bug so bad they cant literally fix her and cant put her back on the roster.

    how? The next update will prevent the killer from using the 3 gens strategy

  • @VomitMommy said:

    Sure, but you get stack of lock on for disarming the drone.

    So it will be kinda like it used to be. You can deny her power, but it's not free.

    Well, that's decent compensation

  • I don't see any benefit in preventing survivors from leaving the lobby

    If you want to leave the lobby, just exit the game and enter it again as if nothing had happened

    + Why do you want to prevent people from playing with their friends? Sweaty or not, let them play the game

  • @[Deleted User] said:

    It's smart to snuff boons around center or main bldg. If it's way in some corner, not a biggie.

    It's smart to snuff boons around center or main bldg.

    Why this specifically?

  • @Xernoton said:

    When it's convenient I'll snuff it. For example, I could happen to hook / down / zone someone right next to it. It doesn't stop my momentum but I waste the survivors time and deny them the use of a perk. When I stumble across it randomly I'll snuff it as well but only, if I don't have anything more important to do like defending a gen or chasing.

    Basically whenever I have down time and am already in the area.

    What if it was on the second floor and far away on Léry's map? Are you going to get up there and walk the distance to Sniff Boon Totem?

    More clearly, would you do a Sniff Boon if it was placed in a good place if you still had time?

  • @Pulsar said:

    If they specifically go down in a certain area, I snuff it because it's obviously Exponential.

    If it's nearby, I'll snuff it.

    Otherwise, I don't really care. There's not a single Boon worth going out of your way to snuff

    Otherwise, I don't really care. There's not a single Boon worth going out of your way to snuff

    So no matter how much the survivors benefit from the other Boons perks, you don't care

  • They mean 8 kicks per generator

    That is, you cannot kick the same generator 8 times, and yet you can still kick other generators 8 other times, and so on.

    Since I played the game, I have rarely kicked the same generator 8 times

  • The dark feeling:

    You have a strong sense of danger coming towards you
    

    -When you are outside the terror radius and the killer is moving towards you for 3/2.5/2 second, you will receive an audio alert

    " Somehow I knew this was coming "

    _______________________________________

    Watch out:

    -You can hear the sounds of the killers' footsteps and breathing from 8 meters further away

    -The killers terror radius is increased by 18% just for you

    ________________________________________

    Good coordination:

    Even when you are in danger, you can still give orders and organize your team
    

    -During the chase, any survivor is close to you at a distance of 18 meters and within your field of vision, press a button to give him a command in sign language and grant him speed 20% faster for 6 seconds and he can see all generators and injured survivors, he can repair, heal and bless him 16% faster For 28 seconds

    You can give orders if you are the only survivor in the chase. It works once for each survivor until unhook . You can only give the signal when you are healthy.

    "what are you doing here ? GO ! At least be useful! "

  • Sooner or later these perks will receive changes

  • They said they wanted to solve this problem about a year ago

    At least there is a temporary solution for you until they can finally solve the problem

    This perk:

    64887092-74BA-4157-A337-6D5EC98F78AD.jpeg


  • I don't understand either, they say "we'll see you in fog" and yet on the vast majority of maps there is no fog or barely any fog.

    You want fog? Pay 4000 blood points to use it once

  • @BlightedTrapper said:

    I like it best in sabo builds. Take a hit at hook, sabotage, then get hit again. That survivor is then guaranteed to escape. After that you only need one more protection hit, meaning you can guarantee the perk activates next time you pull this trick, and get away without even going down.

    The build I like best is an okay toolbox with Mettle, Saboteur, Empathy, and Background Player. But you can swap in things like a medkit (preferably with styptic agent) or healing perks to help with taking hits, as well as Sprint Burst over Background if you want.


    I like it best in sabo builds. Take a hit at hook, sabotage, then get hit again. That survivor is then guaranteed to escape. After that you only need one more protection hit, meaning you can guarantee the perk activates next time you pull this trick, and get away without even going down.

    How do I take two hits without down?

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/395484/solution-for-both-hex-totem-and-boon-totem

    I would prefer it if hex totems just apply to all totems and get less and less power with each cleansed totem, perhaps even create special chests, maybe 4 for each map, that spawn maps that reveal totems and chests in that quarter of the map, so if you are unable to find a really well hidden totem you can spend some extra time to get it revealed. Totems should not be hidden so we'll you basically cannot find it without a perk map or looking for several minutes in the area you know it has to be.

    For boons you could make it so the survivor can reassemble the totem to use it as a boon, but if the killer breaks the boom it does not get turned into a dull totem, so Noed cannot apply, but goes back into its destroyed state for it to be reassembled again, maybe even taking a longer time after getting destroyed, so survivors are discouraged to use the same spot over and over again.

    The idea is to solve the problem itself. There are good hex perks, but they are in an open place, and the worst is when the survivor starts next to the totem.

    As for Boon, it relies on RNG to be in good locations, but it may be in bad places, you and your luck.

  • Strange, I did not receive any notification about any comment written here

    I thought my post was dead

  • I had a post about this issue

    @Boons123 said:

    There are several problems on both sides regarding Totem that make using any perk associated with Totem not worth the hassle

    For killers:

    -The totem is destroyed very early in the match, especially since sometimes the survivor starts the match with the Hex totem right next to him.

    -The totem is not well hidden. You may find a totem at the top of the hill and exposed to everyone Or you can see it from afar in Loops like TL where it is easy to see from afar or hidden behind a small, skinny tree, Therefore, it is related to the first point, which is that the survivors destroy the totem very quickly, because they found it easily without having to memorize the locations of the totem

    For survivors:

    -The best place to make use of the Boon totem is to place it as close to the middle of the map as possible, however, you may find all the totems on the map on the edges or in the corners of the map, which makes them bad places to use the boon totem. I mean, who will run to the corner of the map in order to benefit from the boon?

    Suggestions:

    For killers

    -At the beginning of the match, each totem will be dull totem for 32 seconds. If the killer brings with him Hex perks, a random, unbroken totem will be chosen as the Hex totem for the rest of the match.

    -Make the totem well hidden and in better places so that no player can see the totem from a long distance.

    For survivors

    -Dimensing the totem from the corners of the map and the edges of the map and making it a little closer to the middle of the map in an uneven manner.

    This alone motivates killers to use the Hex perk and motivates survivors to use boon perks, giving them a secondary goal

    https://us.v-cdn.net/6030815/uploads/PVYN0P3O3TD6/64035aa1-b09a-42dd-873f-48562fe3abd0.jpeg

    So it would be good if the developers implemented my ideas and yours

  • I see that no one objects to the idea of ​​“blocking generators far from the middle of the map for 45 seconds.”

  • @ProveKa said:

    These rates are very low. Should be changed like this.

    -At first, all generators are blocked by the entity from the center of the map for 45 seconds

    -With each generator repair, the generator's repair speed decreases by 50% if one survivor is working, and the cooperative's repair speed increases by 4%.

    1 generator repaired = 50% slower repairing generators on your own

    2 generator repaired = 100% slower repairing generators on your own

    3 generator repaired = 150% slower repairing generators on your own

    4 generator repaired = 200% slower repairing generators on your own

    This is only if there are at least 2 survivors alive

    It's much fairer now

    Wow, you love any Nerf survivor

  • @Skillfulstone said:

    So you want to make 3-gens even more obnoxious to break by making it nigh-impossible to solo-repair one of the last gens?

    The game already gets harder the less gens are left (and less Survivors are alive) and you want to make splitting up on gens not viable, the only way to deal with a tight 3-gen?

    You mained Dull Merchant before her rework right? Followed the teachings of Cm9i?

    Blocking most gens at the beginning will just turn the first minute into locker/hiding simulator (Corrupt would need to be reworked as well). While not an uncommon idea, it would just make the first 45 seconds boring.

    The massively reduced gen speed will absolutely destroy variety in Survivor builds, all we'd see are full gen builds or 3 gen perks and Distortion to deal with endgame gens (as even now, 3 Survivors or less can rarely deal with a tight 3-gen without splitting up).

    Dull Merchant just got reworked to be slightly less obnoxious during 3-gens (although she still is) and a few Killers can still hold a nasty 3-gen to get kills through attrition, if 3 Survivors are left then as long as one is in chase then the others are basically forced to group up with gen perks/toolboxes and hope the 3rd can run the Killer for the whole gen and that the Killer doesn't have Discordance and simply drops chase as soon as it triggers. And that's assuming the Killer has no gen regression/slowdown perks.

    There's a reason the gen-kick meta was vaporized (although they went a tad too far when they nuked almost every gen regression perks, some of them were fine or just needed a small nerf/rework), games would last 35+ minutes on the regular and tight 3-gens could often lead to 1-hour games, and that was before the Prove Thyself and BNP nerf.

    Even the "only works when at least 3 are alive" is nonsensical since there's basically no way to duo/solo a tight 3-gen now unless the Killer allows it or gets massively overconfident. The cursed match between Eternal and Cm9i proved it: even a god-tier 4-man SWF on comms can have serious issues with 3-gens depending on perks/Killer (Knight can achieve similar results but has to use a few more brain cells than old Dull Merchant).

    Furthermore, this would just widen the gap between SWF and SoloQ since SoloQ can't coordinate repairs (and with solo-repair being basically useless during last gen people would just be running like headless chickens and hope to find a teammate).

    I understand that getting gen-rushed can be annoying, but at the end of the day things were made better recently (nerfs to Prove Thyself & BNP, nerfs to healing indirectly slow gens due to needing more time to heal especially after MFT gets nerfed soon etc.) and most of the time the Survivors weren't doing gens with malicious intent, they just did their objective uninterrupted and had lucky spawns.

    Are things completely fair? Not really but as long as outliers like Nurse, Dull Merchant, Knight and Blight exists (Killers that can hold disgusting 3-gens easily) then there's a limit to how much gen speed can be nerfed without making the game unplayable for SoloQ/newcomers.

    If Survivors don't wanna play the game/new players don't stick around then there's not gonna be any game to play for anyone since there's no way to fully play offline if the servers close. It's the whole reason why basekit Unbreakable/finisher Mori was scrapped: everybody realized it would have just killed the game for Killers and made SWF almost invulnerable (there's literally a video on YT called "Abusing basekit Unbreakable on PTB for one hour" or something like that) and nearly the entire playerbase united to call out how the idea would be poison for the game.

    @Devil_hit11 said:

    currently the system you describe is opposite to what dev have. there is a big problem in your idea.

    All survivors are encouraged to 99% all gens because you avoid -% repair speed by not completing generators. Assuming nobody completes any generators and your co-op action change from -15% to +8%.

    you get following values for repair speed. 1 survivor = 100%, 2 survivors = 108%(216%), 3 survivors = 116%(348%) .

    3 survivors co-op a 90 second generator would co-op generator in 25.86 seconds. 90/3.48 is roughly 25 seconds. you could 99 all 7 gens in like 4 minutes of gameplay.

    My other comment is that these repair bonuses might as just pause entire game for killer. this idea does not work.

    Well, instead of the penalty increasing the more you repair the generator, we reverse it and the penalty becomes less the more you repair the generators

    -0 Generator repaired = 100% slower repairing generators on your own

    -1 Generator repaired = penalty reduced to 75%

    -2 Generator repaired = penalty reduced to 50%

    -3 Generator repaired = penalty reduced to 25%

    -4 Generator repaired = penalty reduced to 0%

    We must stimulate cooperation, and this is the basic idea in the game, which is that survivors cooperate and help each other

    -Cooperative generator repair increases by 8%

    -If one generator is repaired, the cooperative’s repair speed will be reduced to 4%

  • @jonifire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576630#Comment_3576630

    Yes maybe, but why does it exist then, only that people die on hook or can‘t use windows of opportunity etc…

    Well it includes everything except the killer stuff

  • @EvilSerje said:

    I'll tell you why it is unplayable for certain players.

    Killers got huge nerfs along the way for a certain playstyle:

    • basekit BT (made it harder for Tunnelers)
    • removed hookgrabs (made it hard for Campers)
    • autounhooking (made it hard for Campers)
    • buffed Off The Record (made it harder for Tunnelers)

    I could continue, but you get the point.

    This is because developers do not want players to rely on boring gameplay because it will harm the game in the long run

  • @Crowman said:

    Just because things were worse doesn't discredit current problems.

    Yes, but there are those who exaggerate

  • @Spare_Them_Mori_Me said:

    Why would we go back to 2016? What is wrong with you?

    ""So be thankful that the killer now has a chance to catch the survivor at this time""

    What ARE you talking about? MFT and Hope exist. No, they still can't catch up lol.

    edit: I wonder if someone will make a survivor list to counter this. Man that would be hilarious lol

    I'm doing this because we hear complaint about the killer is unplayable and you're only talking about Mft, so other than that the game is much better than it was.

  • I thought it was the eye that saw the fire, not the hook

    image.png


  • They said they wanted to stimulate etheric healing

    But what really happened is that they just swapped the brown and yellow Med-kit buffs and the green nerfs and left the violet the same.

    I don't see any motivation!

  • For 5 years I've been wondering why the perk icon doesn't match the perk description

    I was saying, “What does a killer showing off his muscles have to do with revealing the aura of survivors when repairing generators? It is illogical and the developers need to change the icon.”

  • @Batusalen said:

    The game need a little more gore in general, specially in old moris.

    Nothing too disturbing or realistic, but it is funny to me to see Trapper cutting someone non stop with his machete in his mori and the result is just a couple splashes of blood and not a single mark in the body.

    Also, let's face it... DbD mobile moris are way more bloody and brutal. We need those in main DbD ASAP:

    https://www.youtube.com/watch?v=sX-tT03KEZU

    Yes, leather face cuts the survivor in half. However, there is no blood on the body, only 3 blood spots on it appeared out of nowhere. All I see is that the chainsaw pierced the survivor’s model.

  • Well after reading the comments here I will answer some things:

    Some say why can survivors bless the totem indefinitely? Also, why can't the killer break Totem instead of removing the boon effect?

    -The reason is that the survivors are unable to protect the totems in any way, and if the killer wants to remove the boons, he will do so, and the survivor cannot do anything about it.

    -If we make shattered hope basic, then the killer can destroy all the totems quite easily , This punishes the survivors who place boon in strategic places or good places. This also creates other problems as perks like Noed cannot be activated because all the totems are destroyed (maybe some people don't care, but there are some who do)

    Is boon a failed concept?

    -No, it is still useful as long as you put it in good places and not in far away or bad places like the corner of the map (who goes there?)

    -The fact that the developers made some perks cooperate with boons shows that they have not given up on boons perks, and this also shows that it is not a failed concept.

    -Some Boons are good but have weak effects like Dark Theory and they can still improve it to be good

    What makes some people think that it is a failed concept is the excessive use of it by some people, who make it a priority over generators ,also, the totem locations on some maps are very bad

    That's it

  • @WiseTraveler said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568100#Comment_3568100

    Yeah, understandable. I think the percentages definitely need a buff though for it being a hex perk.

    Since it is a Hex perk and it is deactivated when a survivor dies, I think that the percentage can be increased to 225%, especially since it does not stack.

  • I think it is deactivated when the survivor dies, it was due to the huge pressure of finding Totem, I mean this perk is powerful when there are only 3 survivors left.

    I remember I was in a whole match and I was looking for this HEX from the beginning of the match until all my team died ,we were in Lery's map.

    In the end, I didn't even find it

  • I like the idea, except for the slower movement of the survivors

  • I have 137 and I don't know what its purpose is

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3561978#Comment_3561978

    Walls aren't always an option, and this makes every downed survivor at a pallet immune to pickups.

    Well leave him there, one of the survivors will have to heal him

  • @Venusa said:

    Damn... Some of you really won't rest well until all survivors run Calm Spirit, Premonition, Red Herring and Poised every single game. It's getting tiring. Have a nice day.

    Don't worry, soon you will hear a post saying that it is Red Herring OP and the cool down must be increased so that the killer is not deceived more than once.

  • Well, he managed to move to half the map in 5 seconds, so what?

    Just face a wall or use Lightborn and the problem is solved , If you encounter it for the first time, you should not fall into the same hole again

  • Seriously, what is the problem with players with window of opportunity?

    It does not grant speed, it does not grant endurance, it does not grant effects, and it does not increase the speed of repairing generators. The reason for this high usage rate is due to the terrible RNG in the maps. Sometimes an area in which you may find pallets, and the next time the area is dead and there is nothing in it even to hide.

    On the contrary, this helps the killers develop their skills instead of relying entirely on the mistakes of the survivors because they did not find pallets.

  • @Steakdabait said:

    the stun reduction addons are actually pretty nice for keeping stbfl stacks but other than that i agree with you

    I know this trick, it no longer works when this killer is against me, all I do is leave the console and then drink coffee while he expects me to free myself.

  • I'd say, it stays active for 8 seconds and has a cooldown of 40 seconds

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