Boons123
Boons123
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/393584/can-anything-be-done-about-the-generators
Blame the survivors themselves. Anytime anything comes out the requires them to NOT work on generators in order to win, it gets complained about.
See:
- Ruin+undying being viable
- Pentimento
- Wesker
- Sadako
- Wraith
- Pinhead
- Skull Merchant
- Etc.
Most of them are skill issues, but my topic does not talk about skill
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559141#Comment_3559141
Speak for yourself, when I see that everyone's scratch marks dissappear or everyone is getting up at an astonishing rate I head straight for that boon
I said most🙄
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559122#Comment_3559122
I'm very sorry that I have an opinion. I just don't think we should be making snuffing boons more of a chore. I saw a perk idea that would reveal the killer's aura when they snuffed a boon, which would be a more appropriate idea for a perk that activates when snuffing a boon, but this suggestion isn't it.
Also, if you think Iron Maiden severely punishes survivors that just tells me you can't run a killer for more than 30 seconds without getting hit which is a skill issue, ultimately.
Bad design
It punishes survivors for doing something you're not supposed to punish players for , and I use Locker to activate some perks or when I want to make a Flash Grenade
It also punishes players if they want to not use mate perks
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559122#Comment_3559122
I run Iron Maiden a lot when I'm goofing around. I rarely encountered survivors that struggle with this perk. Unless you are jumping out in the killer's TR I wouldn't say it "severely punishes them at all"
Since Nerf Boon: Circle of Healing Most killers ignore boons unless they are in their way.
So sniffing Boon totems isn't as bad as it was
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@ReverseVelocity said:
No thanks.
Snuffing boons is already considered to be somewhat annoying, they don't need to explode in the killer's face.
In almost any other publication, you always reject a suggestion
You also have Iron Maiden severely punishing survivors just for hiding in Locker, so I'm excited for you to reject this design.
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I would like to add to Teamwork: Collective Stealth the masking of the aura, blood, and pain sound.
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From DBD wiki
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I think the infection progress should be reset from zero after the survivor is rescued from the hook ,also, after rescuing the survivor from the hook, the infection progress does not move for 10 seconds
If the developers did that, Wesker wouldn't have a reason to go and tunnelling the Survivor
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@Xernoton said:
5 seconds after the chase begins, Windows of Opportunity goes on a 35/30/25 seconds cooldown. After that it activates again for 5 seconds and the cycle repeats.
Outside of chase it could stay active permanently.
This would encourage people to actually learn maps instead of using WoO as a crutch because they don't know map layouts or pay attention to what other loops they see in the distance.
I think it's more Buff for Survivors than Nerf because if we did that we might see Survivors using 4 chased perk instead of 3
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@ProudRinMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557999#Comment_3557999
I’m sure it isn’t device-related as i can hear the tiniest details/sounds in other games with ease but this game? The sounds are hot garbage. I’m surprised that the sounds are good for you but happy for you that the sounds work smoothly for you, btw did you go into the game’s files and changed/modified the sounds by any means? I’m a console gamer so i can’t really do that.
I played on the PlayStation 5 and also the PlayStation 4 previously. On both devices, the sounds were very good.
Maybe the problem is with the TV you are using
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Or they can change the color from yellow to light blue. This will help a lot
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I agree and disagree at the same time
I agree: because it removes all the effort you put in and you will now have to put in that effort again
I disagree: All Survivor Aura perks have restrictions such as distance or a condition such as Survivor injured, so it may be powerful if it allows you to reveal Survivor Aura throughout the match and this effect cannot be lost.
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Explain the problem
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The sounds are good for me, maybe the sounds are bad because of your device?
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@Atom7k said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557414#Comment_3557414
It is your decision to take a chase thats true, but you can't drop every chase because of a loop being nearby. This leads up the issue that many loops are connected to each other which makes 2 out of 3 chases a very long one (if you don't use a killer who can counter loops by his own strength).
Windows of Opportunity does prevent the survivor from doing mistakes in the chase because they can see far ahead whether a loop is safe to run to or to choose another one. If he simply presses 'w' because he knows the next window or pallet is nearby mindgames don't work either. Might be a desert island opinion here but at least I do struggle with these far too long lasting chases when playing killer.
You rely entirely on the survivors' mistakes? Don't try to improve your skills so as not to depend on the mistakes of survivors?
You can exploit your enemy's mistakes, but this does not mean always relying on the enemy's mistakes and then expecting the same result
Try to recognize your own mistakes in chase so that you do not repeat them, and do not blame everything but yourself
I think in the future we will see a post requesting that the Nerf screen for players be completely black
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The Killers have a counterplay for any Exhausted perks
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Throwing Nerf cards in brief:
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Thank you very much
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@NerfDHalready said:
what exactly are you asking, is this a request/suggestion or a question? do you want to be able to turn your hex totems into dulls on demand as killer, or change its location with another dull totem?
I mean a video clip where Hex Totem turns into Dull Totem and vice versa
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And now what? Let's force the survivors to use only one perk, or you know what? Let's remove all perks
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555990#Comment_3555990
That wouldn’t really help him tbh. When Myers enters tier 3 it’s usually right behind a survivor he’s going to down anyways. Moving 5% faster for a bit isn’t gonna make a difference at that point.
If anything his tier 1 movement speed should be increased to 4.4m/s.
The twins gets a haste effect when Victor attacks a healthy survivor
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A survivor takes 14 seconds to bless Totem, while a killer takes 1 second to snuff Totem
So if they are blessing the same totem over and over again, it's to your advantage because they don't fix the generators
So it doesn't need any changes
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I imagine Myers gets a haste effect every time he moves between the Evil Tier
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@Leachy_Jr said:
It's weird, and doesn't really fit conceptually with the killer.
Knights and SM haste I understand, but trapper is the one i don't get. "Oh yea hes faster after placing traps because reasons". It seems like they wanted to slap haste onto him instead of changing his core power to be better.
They said they wanted simple for new players (set a trap to catch the survivor, it's very simple)
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@Quizzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555148#Comment_3555148
What you just described is a playstyle. Some players are chase oriented. So they focus on hooks as a main priority to be rewarded from thwack.
Other players may be info oriented where they do a secondary objective like open a locker etc to get value.
Regardless, both are different playstyles because you are a making 2 different choices at the time to get different values from a perk
Well, if I wanted to play an undercover killer, I would choose the undercover killers
If I want to become a healer for my team, I will choose healing perks
But both THWACK! Ultimate Weapon provides the same information, which is screaming, so your gameplay will not change because you want to find survivors to kill them
And now THWACK! It provides better information, but with heavy restrictions, and sometimes you may not need this information. However, you are forced to break pallets or breakable walls . (Oh no! I need another hook)
As for Ultimate Weapon, it is available as needed and almost kills hiding
You use information perks to find survivors faster so where does this change the gameplay?
This is like saying that using Botanical Knowledge has a special gameplay and using Boon: Circle of Healing has a special gameplay too
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@jesterkind said:
THWACK! and Ultimate Weapon are not at all an example of this, they're an example of a much more fair perk design idea: High reward high cost, low reward low cost.
THWACK! has much stronger info, but activates in more strict scenarios. Ultimate Weapon has much worse info, but activates much more frequently. Players gravitate towards whatever is easier to utilise most frequently, so UW is the better pick (and would be even without that as THWACK! is honestly pretty weak despite having the stronger form of info), but they aren't the same perk at all.
Honestly, they're not even that similar? THWACK! has a lot more in common with Face the Darkness, as they're both tracking perks that utilise auras after a scream, whereas Ultimate Weapon is much more similar to Darkness Revealed due to being tracking perks that work after opening a locker. They're all tracking perks, sure, but they aren't the only tracking perks and there's only so many actions in the game that could be used to trigger them.
The even better example than Collective Stealth is Power of Two, btw. That's literally just Blood Pact with fewer requirements. It doesn't happen that frequently in this game but it has happened a few times, you could argue Haddie's Inner Focus is also a weaker Empathy/Bond-- but I'd argue that being a weaker version of two perks in one makes it a liiiittle more acceptable.
I'm talking about the difference between restricting and killing perks and at the same time making perks that offer the same benefits and are very easy
Also, making everyone scream just because you opened a hacker and revealed their locations is not considered bad information
If you do not find them, just open the locker and you will find them very easily. Hiding is almost dead
As for THWACK! You can use it once and you will need another hook, and you cannot use it as desired because sometimes you will have to break pallets or breakable walls. whether you need this information or not
So that's my point why Ultimate Weapon gets freedom of use and barely any restrictions while THWACK! It had a chance to have a good usage rate, but the developers chose to kill it with unnecessary restrictions for fear of it getting out of hand.
This applies to all Perks
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555217#Comment_3555217
The problem with hexes is the vast majority of them aren't worth it because they are unreliable and aren't strong enough to justify the risk.
- Blood favor sucks because 32 meters is small given that the speed boost is going to get them out of range. So it only trips them up one time, and thats even if you get value out of it before it gets cleansed
- Crowd control is even worse because bamboozle is just better and you can control it and bamboozle can't be cleansed
- Devour is one of the rare ones that might work sometimes but requires undying.
- Face the darkness is really only good on pig/pinhead due to their kits
- Haunted ground is Okayish but 60 seconds is really really short and generally only gives you a single down and then its gone.
- Huntress lullaby is a joke
- NOED is a joke too as it basically gets you a single down in end-game, maybe a kill, again very RNG based.
- Pentimento is only good when paired with plaything
- Plaything is only good when paired with pentimento
- Retribution is useless, 15 seconds of aura reading 1 time, or oblivious, which is telegraphed to the survivor.
- Ruin was gutted, why did they nerf this one, just why why why why. It was so healthy!
- Third seal, blindness is in a weird state, OP against randos, and useless against SWF. Too niche
- Thrill is useless except in specific builds
- Undying exists to protect devour at this point.
Every hex perk sucks for being a hex perk, the only one that is actually worth it is devour really because it can be game ending. Hex perks were gutted to be so bad because survivors were bad at cleansing them, but now we have these perks that are in this bad state because if they buff them, bad survivors think they are OP, but they suck so bad nobody uses them.
I think the entire hex system should be reworked to be like thrill of the hunt. Basically:
- When a hex is in play, all totems become hex totems
- All hex totems now have their strength determined by how many totems are up still
- You'll have to rework a few of them like haunted ground and maybe devour a bit
- Rework undying to make the hex perk truly "undying" by making it always work as if there was 1 totem left even if there are none left.
- A small version of detective's hunch or small game might need to become basekit to make totems a
littleeasier to find. - Survivors get a totem counter in the UI.
- Maybe notify survivors at the start that there is a hex in play (but only tell them WHICH one when they are affected by it like now.)
This would make it so, if you find a hex totem and cleanse it, you weakend the hex perk, instead of completely removing it so spawning on a totem doesn't just eliminate 1/4 of a killer's build 20 seconds into a match.
On the flip side, now you as a survivor don't end up in RNG situations where the hex totem is just so well hidden you never find it and you lose to devour, at the very least finding other totems allows you to cleanse them and i'd imagine you would work in such that, once 2-3 totems have been cleansed, the effect of the hex is so weak that its fine if you don't end up finding the other 2 totems.
I think if we made all Hex perks look like dull totems for 30 seconds when the match starts, that way you have a chance to take advantage of them.
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@BlightedDolphin said:
We also haven’t gotten any new Scourge Hooks since Floods of Rage either. Yeah Monstrous Shrine and Hangman’s Trick become Scourge Hooks, but still nothing new since Sadako’s release. Hopefully we get some new Boons and Scourges eventually because they are both interesting mechanics.
And then there’s Teamwork perks which are both just awful.
I agree with you on everything, especially Teamwork perks
For some reason they killed this type of perks with a lot of powerful restrictions for normal effects
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@Quizzy said:
It simply depends on your playstyle. They may have the same effect, but they will cause you to play in dfferent ways. Thwack gives you a more precise info, with a specific condition to be met, on a survivors location with the aura reveal unlike ultimate weapon. The latter does give more info with no effort, but a scream alone wont help you predict where the survivor will move without the aura reveal.
But i do agree that ult weapon is obviously stronger tho. But every perk that may have the same effect still causes you to play slighlty different.
I don't think it depends on your playing style. The first you need to hook the survivor , and you may face great difficulty just to fulfill this condition, and in order to use it once, you need another hook to activate it.
The other only requires opening a locker and activating it for 30 seconds and everyone will scream
So the first requires a condition that you are actually seeking, and the other requires only 1.5 seconds of your time
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@DaddyMyers_Mori said:
Issue is as long there is that shared CD for deploy and recall, she will just always feel bad to play as.
Well, there is way more issues, but this is probably easiest to notice for new players.
Major issue is that everything about her chase is worse (speed, pallet breaking, information).
Trap merchant is just not going to work for most players.
What do you mean by speed?
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Let's delete all the game characters, and a video of someone visiting the zoo plays when the game starts
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@Yoshirama said:
It doesn't matter what changes they do, if someone wants to tunnel/camp, they will do it not matter what
It's just motivating the players is something a killer deserves for his hard work
It's great to be rewarded and go on to your next goal
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@CrimsonMothKing said:
Devour Hope already does something similar. While it could be an 'incentive' to not camp, if a Killer wants to tunnel/camp, that's exactly what they will do.
Well, it's perk and it's also Hex, but my suggestion here is to make it basic for all killers
Also, the reason I put the number 10.5% is because of the difference in movement speed between the killers. That is, if I put the number 5%, it will be bad because like the huntress, she will move at the same speed as the trapper for a temporary period.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553408#Comment_3553408
You mean the devotion system, which already does that?
Im a personally so dead inside about ranks, devotions and prestige systems, its so obnoxious to explain to my friends, I rather tell them to just play the game.
No one likes to spend 35 straight hours or more to unlock an original character
So if they make Prestige reward you with Iridescent Shards along with Devotion, players will be able to purchase characters, skins, and cosmetics more easily than before.
I don't think anyone would hate this idea
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Frankly, I would like the Prestige system to reward the player with Iridescent Shards every time the Prestige is upgraded ,in this way, the problem of grinding 35 hours continuously in order to unlock only one original character and repeating the process until you feel tired or bored is solved.
I don't think it's difficult, and this is also satisfactory for any player
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I like this suggestion, we don't need more weak perks
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Well, statistics say that these maps have a high kill rate, but that does not mean that they are maps on the killer's side ,this is like saying that the Skull Merchant is a deadly killer, and in reality she is playing with a single brain cell using the (3 gens) strategy.
Statistics do not tell you about the skill of players on these maps
But if we want to know the usage rate for something, we can use statistics, and this site is somewhat accurate in terms of usage rate.
So yes, I find Nightlight accurate if I want to know the usage rate and I can trust it, unlike the kill or escape rate in these maps, it cannot be trusted sometimes.
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I don't use it to save survivors only, I use it to get away, get closer, or any other goal, so I see this change as good.
I mean, it's so versatile
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Leon and Renato
I love all the perks for this survivor , and they are all fun and I love the challenge of using them in the same match
I love playing as Leon because I love the Resident Evil game series , as for Renato, he is similar to me in personality. I mean, there are things in common
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@Freddy96 said:
Why do u even need enduring for this terrible perk that needs 2 other perks to work😂
This is why you shouldn't play as Élodie if you want to get any value out of the "power struggle."
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@WilliamSN said:
If there was a killer perk that gave killer a 7% perma haste because he killed 2 survivors, i can guarantee survivors would be up in arms demanding a nerf , yet the perks would be fundamentally the same, a permanent reward because you did a majority of your objectives.
Win harder perks like adren and hope are fundamentally unhealthy and there's no way around it.
It's 7%. You can still catch up the survivor and There are big differences when you give killers speed perks and give survivors speed perks.
Also, if you are having difficulty and hate facing Hope, why not go after another survivor?
It's just that you hate hard things, well DBD wasn't designed to be an easy game and that's why Skull merchant received a rework.
For a skilled player, he can deal with situations when they become difficult and not in his favor
In general, removing things just because you hate encountering them is not a good way to balance the game.
I can say that Hex: Devour Hope is OP because it's hard to find the hidden totem and because I hate facing him even though this perk rewards the killer for his hard work , and the game should alert me that the killer will use this perk so I can prepare a map
Act smartly when things get out of control and not blame everything
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No need for that, you can fake it to make the survivor get out of the locker and also the power struggle, it totally depends on your mistakes so as long as you don't make mistakes you will be fine.
But if they prepare an entire build for a power struggle, you can just leave them on the ground
Play smart and don't rely on perks
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@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548591#Comment_3548591
The thing with endgame survivor perks is that you're essentially saying "I expect to make it to end-game with only 2-3 perks because right now the game is that easy"
https://us.v-cdn.net/6030815/uploads/ZE7M8SRRQOMM/image.png
This is reflected in the loadouts and killrates, under no circumstance should survivors feel like they will pump out all 5 gens consistently enough to bring Hope and Adren that often.
Hope and Adren being this opressively strong just compound the problem because killer has no realistic way of coming back or even securing a few couple kills EVEN IF killer also brings an end-game delay build.
both perks essentially remove the agency in the final 10-20% of the match to the point where they might aswell just teleport the survivor to the exit gates as soon as all 5 gens get completed.
You are unable to kill a survivor who can only use 3 perks before the end game?
No Gunrush perks No any healing perk No any support perks for other survivors and they only have one information perk
If you said MFT, congratulations, the problem is in MFT, not hope.
I mean they use 2 chase perks in most of the game and yet you put the blame on Hope
I can clearly see that the Survivors are skilled, and add MFT to them and things will become more difficult, so it is natural for them to survive until the end of the game.
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@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548497#Comment_3548497
You're still missing the point.
Hope and adren came to the spotlight because the meta shifted.
we went from DS-DH-UB-BT to current injured chase meta.
Of course nobody complained about hope or adren back then because *it was never used* , you can't formulate an opinion on something that *wasn't used back then* , Now hope and adren are used in almost every build and its plain obvious to see that "Win harder" perks are fundamentally unhealthy.
Permanent haste effects in general are fundamentally unhealthy.
So by your logic "Blood Pact - Boon: Dark Theory - Teamwork: Power of Two" are all unhealthy.
If you said no because these perks have requirements and conditions, then you are contradicting yourself because Hope has a requirement that requires you to stay alive until all the generators are repaired, which is the longest requirement of all the speed perks.
If you said yes, this indicates that you are only arguing and not discussing because you do not have a convincing argument that these mentioned perks will significantly affect the match and in some cases may harm the team.
It is natural for the perks used by players to change (if the survivor has the endurance after being rescued from the hook, then why should he use BT? And also DS)
The game changes, so you have to change your way of playing as well. You can't play the same way for a long time and then expect good results. Survivors have tools to repair generators faster, so you have to focus on that and that.
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@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548403#Comment_3548403
Tell me again what kind of goal you've acheived when the killer smacks you and you're rewarded with 3% haste + 9% action speed boost.
What kind of goal did you acheive by getting hooked and being rewarded with DS , OTR, DH, and a couple other "on hook / unhooked" perks.
What kind of goal did you acheive by *literally tapping shift* to run to be rewarded with SB?
What goal did you acheive by vaulting a window and being rewarded with Lithe?
What goal did you acheive by *sliding down a 2 foot tall hill* and being rewarded with no stagger + 150% speed via Balanced?
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You know very well the "its normal for survivors to be rewarded..." spiel is bullcrap , a good and balanced game has elements of back n forth , Perks that let you win harder like hope and Adren fundamentally break the back n forth element and as such, break the game balance. The game isn't over because you popped all gens, a perk giving you a free escape because you did 90% of your objective is fundamentally broken.
We were talking about Endgame and I did not defend MFT at all.
Well, Hope is a perk that rewards you for completing your goal and the same goes for “No Way Out,” so no one is complaining about any of it because it rewards your successes.
So, as long as no one complained about Hope until after the MFT was released, this means that the problem is in the MFT, not Hope.
Therefore, no one guarantees that you will survive until the end game, and this is the reason why some do not choose Hope, because they prefer to obtain perks that will benefit them throughout the game.
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@Crowman said:
Shadow Step came out before the Teamwork perks.
Well, I said "or vice versa."
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@Chadku said:
I always thought TWACK! should speed up the breaking speed by idk 100%? once for every hook + scream.
Then it would have a reason for the limitation + being an interesting option to Ultimate Weapon.
I think it can always be Activate, but with a cooldown
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@WilliamSN said:
For a community that commonly accepts that NOED is "op" or "dirty" when it can be pre-emptively countered by doing totems , and in case you didn't, you can still do it when its active without having to as much as search for it.
It makes no sense to not qualify survivor endgame perks as overpowered too, Hope giving you a 7% permanent speedboost for finishing up all the gens is quite frankly ridiculous and just guarantees an escape if theres more than 2 survivors in the end game, essentially bypassing the final leg of the match for free.
People keep making the argument of "well hope and adren weren't complained in the past, idk why you'd think its op now!!!" its quite frankly very simple, back then (DH,DS,UB,BT Meta) people didn't run adren or hope in the quantity we see today so nobody had enough experience against them to formulate an opinion and as it turns out, perks with extremely strong effects are to nobodies surprise, overpowered.
The extremely high pickrate of survivor end-game perks also indicates theres something wrong with the core game, only a lunatic would hamper themselves for 90% of the match with 2 less perks if they didn't think they'd make it to end-game, this is evidenced by killrates being in the high 40s to low 50s, and survivors being able to pull off 4man escapes in ~3 minutes in normal matches.
Just say you hate MFT with Hope
It is normal for survivors to be rewarded for completing their goals
No one complained about the perks that reward killers for completing their goals. As for NOED, it never rewards you for your success, unlike your failure to prevent survivors from repairing all the generators, and its previous version was much worse than now.(NOED was not a Hex perk It was active throughout the rest of the match and gave the killer 5% speed, and you could shoot down survivors with just one hit. this is its first release, and there was a bug that made it activate after activating the exit doors and not after opening the exit doors)
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No one complained about “Hope” over the past many years until after the advent of “MFT.”
I can say that "NOED" is overpowered and needs a nerf because it is paired with "No Way Out".


