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Caiman

Caiman

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  • @BenOfMilam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376600#Comment_3376600

    yeah, that's just exaggerating.

    He's got two good browns, five good yellows, two decent greens, three good purples, and two good iridescents.

    Nope. His only even somewhat decent green is Grim Iron Mask, which inflicts Blindness so that tells you how "good" his best green is, the rest are completely worthless. His only okay purple is Lightweight Greaves, and his Iridescents just suck.

  • @TicTac said:

    Everyone knows there are weaker and stronger killer. Some are more viable, others less.

    Yh, it sucks if your favourite killer is weak, but with the amount of killer we have now, there are plenty of strong alternatives to play. Atleast 10. And more killer are coming, sometimes they are good like Wesker.

    So should they really spend a lot of ressources to fix weaker killer (it will never end) or use them to fix problems like maps, mechanics, perks, etc. which affect the entire player base?

    it sucks if your favourite killer is weak, but with the amount of killer we have now, there are plenty of strong alternatives to play

    The point of having a favorite killer is that I want to play them. If BHVR is going to charge money for a character then that character should be worth playing and therefore worth my time and money.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376793#Comment_3376793

    You raise an interesting question.

    Can you be "bullied" in a game that you won?

    They call that a "Pyrrhic victory".

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376469#Comment_3376469

    You don't have to be too hesitant with it. You just need to not swing at the first available opportunity. If you go for an optimistic lunge them you are far more likely to get DHd. But if you're right up on the surv and pause for 1 sec, then do a basic swing, you maximise your chance of nailing the down.

    It doesn't take long and a quick basic swimg is impossible to react to based on animations/reflex.

    You just need to not swing at the first available opportunity.

    Unless you meet those survivors who are so deep into the Dead Hard mindgame that they will fake DH before actually using it. Several times. Then you're back to Square One.

  • @Emeal said:

    FOV is literally tied to game balance with the direction a Killer is looking, how do you propose such a change going through easily?

    You probably picked the worst game to play when asking for this to be added imo.

    It's an outdated design decision that ought to have been binned years ago.

  • @LiveBritishReaction said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376742#Comment_3376742

    I couldn’t disagree more. Her stealth is incredibly clunky and restrictive, and her drones are the opposite of versatile. They do one thing and one thing only with an even remote semblance of consistency, and that’s tell you when survivors are near them.

    The above scenario you described just proves my point; even if you only use two drones to create a “trail” of drones, you’re still dedicating half of your entire drone web to stealthily approaching a generator or a pair of healing survivors—in other words, 3-genning and camping/tunneling slightly better than normal—that, in your words, stops working after just a few attempts. Additionally, this entire play can easily be countered by just turning off one of the drones in your trail, greatly diminishing the reach and duration of your stealth and making it much less feasible to sneak up on them.

    That’s not “good” stealth. That’s not “versatile.” That’s dumping at least half of your resource pool into accomplishing an extremely basic stealth play whose effectiveness yields diminishing returns and whose counterplay is easily attainable. Moreover, that whole maneuver is just doubling down on her one good strat of playing extremely defensively, which is what she’s been boiled entirely down to by all of the playerbase. Buffing a one-dimensional killer by reinforcing that one dimension does not add depth to her.

    dedicating half of your entire drone web to stealthily approaching a generator or a pair of healing survivors—in other words, 3-genning and camping/tunneling slightly better than normal

    So attacking survivors on generators is camping and attacking injured survivors is tunneling.

    Wow.

  • @Wexton said:

    Sadako and Knight's add-ons are completely fine, idk what you're on about there. I agree with the rest of the post though, some killers just have garbage addon's that don't do very much. Like pyramid head, nemesis, and last but not least Freddy. I think he has the worst add-ons in the game, since most of them literally do nothing. He only has 1 good add-on imo, which is the red paintbrush.

    Knight's add-ons are a mix of "so good they're practically required" and "completely useless bunk." Almost all his greens are trash, his purples are too situational, and his iridescents may as well not exist.

    I'd love to play Pyramid Head and Nemesis more but their add-ons are also awful, they really need work, I feel like nothing I choose actually matters and if you don't have any fun add-ons you can switch in and out, it makes the killer feel stale way faster.

  • I'd prefer another original chapter. Dredge is one of the coolest-looking and most creatively designed killers in the game, and pretty much every other licensed idea left is a terrible idea. I don't see Alien fitting, Predator is a "maybe", FNAF is a "why", Jason Voorhees would add nothing new, and everything else is either uninteresting or too niche.

  • I think it had to be David in the trailer because Jeff would have recognized Frank and not gotten shanked in the ribs.

    Jeff is one of my favorite survivors, I'm going to focus on leveling him up. I like him just being a humble dude who likes art and rock'n'roll, makes him one of the most sympathetic characters to me. Maybe he'd be more popular if BHVR gave him a shirtless cosmetic like David, Vittorio, and Renato.

    I'm also a fan of Adam Francis, he's my other favorite. I like the survivors that feel humble and grounded, regular and relatable people. I'm grinding shards to pick up Zarina eventually too.

  • @Grum said:

    Because it's ****** and unfun for the people you're playing against.

    And probably why every survivor is intent on cranking gens as quickly as possible and then leaving; because they've been conditioned to do so in response to every killer tunneling every match and then holding a 3 gen hostage until everyone dies of boredom.

    They crank gens and leave because that's literally their win condition.

  • I wish Call to Arms was partially basekit. I think that it's increased drawing speed should be basekit, and the add-on reworked to extend the length but lower the speed to what is currently the base. Then it becomes a trade-off of range vs. speed: draw a short path quickly or a long path slowly.

  • I made a suggestion to buff it by having its effects apply while the survivor was on the hook, and the 30-second time only kicking in once they were unhooked. That would fit its name better too. Maybe double its effects for every survivor that's on a hook, if you want to be crazy.

  • Here's something I experienced today: if you have Sprint Burst, don't unhook a survivor and then immediately use it to run away from the approaching killer, leaving the unhooked survivor alone and a much easier target.

    Saw this happen two or three times in a match I had earlier. This is why Background Player was changed.

  • Nerf the add-on to 4 seconds instead and I'd be happy with it.

  • I feel like there should be two injured running animations: the weak limping one you described should be how they run out of chase, switching to a more frantic and desperate animation while in chase.

  • Dead Hard has counterplay. The counterplay is just unenjoyable, and the perk's mere existence -- whether it's being used or not -- drags down the killer experience on a wide scale few other perks reach, for a lot of reasons that have already been stated.

  • Sounds good to me. The main idea is fine enough. I don't think tokens need a max cap, though.

  • @Alen_Starkly said:

    Where are green rarity launch cosmetics for Thalita and Renato? They've got their common, uncommon, and very rare cosmetics, but where are the rare (green rarity) cosmetics for them? Shouldn't all new original survivors have them?

    That and, you could have added a recolor of their ultra-rares, just like with shirtless Vittorio. People would buy them, and you'd make more money. Please tell me you're not gonna give Thalita and Renato the Haddie Kaur treatment :/

    There's no way they're giving them the Haddie treatment, they're both way too attractive to be ignored in the cosmetics department. The whole reason they were made was to sell sexy skins, same for Skull Merchant. I bet they'll dump a bunch of cosmetics on them for the anniversary update.

  • Grant 250 to 500 survival points for every generator completed while you're still alive. Survive all the way to endgame but got downed and left to die by your team? Good job for making it that far, here's some points.

  • Killer gets more points because killer has to put in more effort. They have to chase all four survivors, hit all four survivors, hook all four survivors, kick all the generators, kick all the pallets, and use their power as much as possible. They get more points because they do more stuff.

    If you're having an easy survivor match because the killer isn't good and you don't have enough points, then go mess around. Open all the chests, cleanse all the totems, loop him around for funsies since they're so bad. Wanna let yourself get downed and hooked so your teammates can get Altruism points?

  • @TigerSnake said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3375082#Comment_3375082

    Because the roadmap hasn’t mentioned anything about “changing the meta”. They’ve only stated that they want to include a small package of perks with each update to change. Looking at how perks were changed with the 5.3 or 5.5 updates, I’d wager they’ll be looking more into buffing up to like 12-15 perks total, or 6-7 perks on each side. I honestly think Eruption was the main thing on the radar for a nerf, which was only pushed into this recent update due to overwhelming demand. Beyond that, I don’t think anything else is getting nerfed. If there are more nerfs to come, CoH and CoB will probably be the ones. DH has already been implied to not be getting nerfed, and nothing else beyond that really needs to get nerfed, unless they want to do another meta shakeup.

    I doubt the roadmap said anything about gutting the scream perks but it happened anyway. You really can't predict the ridiculous decisions they'll make.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3375073#Comment_3375073

    Yea, no. If they have to eat a DS every time they tunnel someone off hook, they're gonna stop doing that. They're going to feel like a fool if they just try to chew through anti-tunnelling measures. Saying they'll do it out of spite is like saying someone will stab themselves in the spleen to annoy another person.

    We used to have better anti-tunnel, and there used to be less tunnelling because of it. These anti-tunnel things work, we already know they do, they just got removed because BHVR.

    If they have to eat a DS every time they tunnel someone off hook, they're gonna stop doing that. They're going to feel like a fool if they just try to chew through anti-tunnelling measures.

    Then the slugging begins. They will adapt. Imagine killers deliberately dumping survivors in corners to make it harder for their teammates to heal them. Things could get much worse than they are now.

    Saying they'll do it out of spite is like saying someone will stab themselves in the spleen to annoy another person.

    Have you ever heard the saying "Cut off your nose to spite your face"? People do stupid and self-destructive acts out of petty spite all the time, for centuries.

    We used to have better anti-tunnel, and there used to be less tunnelling because of it. These anti-tunnel things work, we already know they do, they just got removed because BHVR.

    You had one perk, which is still in the game, just weaker than it was before. Along with its nerf was a ton of other perk buffs and core game features added that are anti-tunneling, yet tunneling only got worse? Wonder why all this tunneling is happening in spite of all these anti-tunneling additions. It's weird, isn't it?

  • @TigerSnake said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374801#Comment_3374801

    Why would they nerf Lethal? This isn’t gonna be a 6.1 deal. They’re not gonna nerf perks just cause they’re heavily used.

    Why not? They've done it before.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374329#Comment_3374329

    "It's not that tunneling needs cons. It's that not tunneling needs to actually reward the killer."

    No. Tunnelling needs cons, otherwise it's just going to continue. Changing it from 'tunnelling is an over-effective strategy' to 'survivors are screwed either way' is not the solution.

    Not to mention that killers don't necessarily tunnel for the win, either, but rather to ruin a specific player's game.

    Adding cons won't do anything. Killers will keep tunneling, and trying to punish them for it will likely just make them double down on tunneling out of spite. Beating them with a stick or putting them in timeout isn't going to fix it.

    You will never get rid of tunneling and camping. Just like you will never get rid of bully squads.

  • @H2H said:

    Very unfair for killers to have good and useful perks

    Gotta love perks getting nerfed for being popular. Remember Pop Goes the Weasel? I don't remember any complaints that it was destroying the game's balance, but BHVR took a hammer to it because killers liked it.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374982#Comment_3374982

    It isn't, imo.

    It unfairly punishes newer players and punishes based off of bad RNG.

    I'd like to see that effect scrapped and a new one take its place. Maybe have it give a status effect like obliviousness on a 45 second cooldown.

    I'd prefer making Overcharge a normal-sized skillcheck if it's not going to have a cooldown. I think it'd be less oppressive that way for new players.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374369#Comment_3374369

    The only downside is time

    In most discussions, time is the only thing that matters in the game.

    If you nerf CoH, people will just bring medkits, which can be used anywhere, and heal considerably faster than Circle. Are you really sure that having someone full heal in your face while you break pallets during chase is the preferable option here?

    The returns on CoH are variable, but it's also possible to spend 14 (or even 28) seconds booning a totem that gets zero value if found before it can be used, or even snuffed mid heal. Some people have clearly never had to bless (14s) and then self care for 21+ seconds, *after* hunting for and finding a relatively safe totem because that's the only option to go for a hook save.

    In most discussions, time is the only thing that matters in the game.

    Correct. I'll clarify: the only downside of CoH is time, but only one player's time, and it saves time and effort for every survivor on the team. If CoH is discovered early and snuffed, that set-up time is wasted. But if it's not? It pays for itself, several times over.

    If you nerf CoH, people will just bring medkits, which can be used anywhere, and heal considerably faster than Circle. Are you really sure that having someone full heal in your face while you break pallets during chase is the preferable option here?

    This already happens.

  • @BenOfMilam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374561#Comment_3374561

    yeah, that's pretty much all the exact problems with that idea. It's a flawed idea, but it's an idea.

    If you want to stop tunneling, you need to make it physically impossible to do so. It's a pretty common idea in game design that if a player wants to do something, they will do it and you cannot stop them no matter how many barriers you put in their way.

    The only way to actually prevent an undesirable behavior is to make it impossible. e.g., the only way to stop players from teamkilling is by removing friendly fire. Players WILL continue to teamkill even if they get a 48 hour ban every time they do it.

    If we want tunneling to no longer be a part of Dead by Daylight, we as a community need to brainstorm solutions that will make it completely impossible. Since my idea is too flawed and causes too many new problems and I can't think of anything better, someone else needs to come up with something that solves the problem without completely uprooting the game (and I really don't there is a solution that satisfies that condition).

    There is not a method you could use to prevent tunneling that wouldn't break the game. Creating a method that would prevent a killer from attacking a survivor so that they aren't "tunneled" would upend how the game functions at a basic level and/or be used as an offensive tool by survivors, like they always do.

    There's two demographics here: killers who want to tunnel because they like killing players, and killers who feel they have to tunnel to have a fair chance at winning the match. The latter group can stop tunneling if they're properly incentivized to do other things and offered methods of victory that don't require killing one survivor ASAP. But the first group will always tunnel because that's what they want to do, and as you said, they will continue doing it no matter how much you punish them for it.

    Killers who want to tunnel will always exist and cannot be dissuaded, but BHVR can at least offer the other killers ways to play that don't need tunneling. It'll still be a problem sometimes, but it can be minimized.

  • I think killers mostly want to dodge SWFs, high prestiges are just a staple of SWFs at this point.

  • @foodie said:

    Sitting on gens is boring enough as it is. We need more objectives to slow games down

    Even mini-games while doing gens would be more fun or having to find gen parts to complete generators or finding a manual

    Imagine if Brand New Parts were their own item instead of an add-on, and they could only be found in trials, maybe in chests or lockers.

  • Boon idea: reveals the auras of all survivors, generators, chests, and totems while standing within the Boon's area, and any survivors outside the Boon can see the auras of any survivors within it.

    Scourge Hook idea: while a survivor is hooked, all generator skillchecks have their speed increased by 30% and success zones reduced by 30%.

  • @Mastapalidin said:

    This definitely needs to be addressed. It is basically impossible to get Iridescent 1 as a solo queue player as it requires far too much to pip.

    I've done it, once. It didn't feel like it was because of my skill, it felt more luck-based than anything else.

  • @Kuinzu said:

    A third lacklustre chapter in a row will really hurt DbD. I'm starting to feel it, even as someone who usually just enjoys games for what they are rather than what they could be, it's feeling really stale. I do think it needs a good Chapter 28, and when I say good, I don't mean 'niche' good, I mean 'blowing up the internet' good. I feel like only Stranger Things: Chapter 2 could possibly do this to DbD. I feel like it'd be very unexpected due to Netflix's clear intentions to steer clear of other games, for now, to focus on their own.

    Personally, I'd be stunned to see Slender or FNAF enter the game. One of those would really interest me. Something that I'm not so fond of but know of, like Alien, would be cool. But an original that doesn't quite hit the mark? I'd have to take a break for a while to avoid finding the game downright boring.

    I wouldn't want the Slender Man. His whole thing is being extremely alien and unknowable, there's no way they could include him in a satisfying way.

    FNAF... eh. Give Ghost Face a bunny outfit and call it a day, he can party it up with Legion as the gang of terrible people dressed as rabbits.

  • @False_Hydra said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374294#Comment_3374294

    ok, drone is disabled, cool, but in exchange clawtrapped survivor can't disable more drones, which results into a different configurations of drones/clawtraps giving constant info to the killer one way or another. Don't forget she also has haste from all that now.

    Unlike her previous iteration, she couldn't have that because she had to constantly waste time and lose info due to one person disabling multiple drones and taking away value from them.

    The info was unimportant and the time wasted was negligible because they came back so quickly. Drones were easy to replace, which is what secured the 3-gen. Now they aren't.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374331#Comment_3374331

    "As long as you are in a boon" IS the strings attached. 14+ seconds to set it up and whatever time it takes to get to the boon area. Say it takes four seconds to move into the boon range, you've only saved 4 seconds. You'd need FOUR heals in that boon to get a minor increase to efficiency that would pale in comparison to Botany Knowledge, Desperate Measures, We'll Make It, heck, even Empathic Connection would shave off more time with heals like that.

    The time it takes to bless the totem only applies to a single player. The other three only need to worry about going to the boon's area, which you can call a time investment but considering they'll likely be going there to run away from the killer that injured them in the first place, I doubt it's really a significant cost most of the time.

    CoH is more efficient than any other healing perk because its cost is minimal, it's renewable, and can be moved if necessary. The only downside is time and placement and both of those are insignificant by comparison to other perks.

  • @Tostapane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372225#Comment_3372225

    Ehm ehm *clear throat*... Adrenaline, basekit BT, off the records, DS, unbreakable, any kind of exhaustion perk, power struggle and (despite being a niche perk) mettle of man... One thing is saying that survivors have some situational perks that maybe couldn't be considered true 2nd chances because there are some events that must happen in order to trigger them, another one is saying that survivors have only dead hard as a 2nd chance...

    Not to mention ways to rescue survivors like pallet stuns, flashlights, flashbangs, hook sabotage, Breakout and Flip-Flop...

  • @False_Hydra said:

    I feel like they'll be a disaster. The most important part of these changes is the fact they have cancelled her PTB nerf that allowed one clawtrapped survivor to disable multiple drones, which made her power extremely reliable in giving information. Pair it with haste effect and she'll be able to hold 3 gens much more reliably than she could before.

    The problem with Skull Merchant was that she could hold a 3-gen from the very start of the game and camp it with extreme efficiency. Now that drones can be disabled for long periods of time, it will be much harder for her to do that. And on occasions where she still gets a strong 3-gen, there will still be more counter to her ability by disabling the drones and preventing Exposed, allowing survivors to scrape through the 3-gen. Then she'd be little better than a bottleless Clown holding a 3-gen.

  • Ghost Face's license is with the costume company that makes the Ghost Face mask and outfits, not with the movie studio that makes Scream.

  • Generator times are fine, the problem is all the builds that let survivors bypass that time. Making generators even longer will only punish the casual players and do little to slow the veteran ones.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373742#Comment_3373742

    drones do not reset battery. the battery lasts for 45 seconds and expires if a survivor vaults a pallet or the 45 second elapse.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373859#Comment_3373859

    I cannot believe I am saying this... but I am excited to play an m1 killer. I remember one of requests that people will often meme about is what would it be like for a killer to have no ability, but move at 120% speed for entire game? Skull merchant is just that. Killer's dreams came true.

    I am looking forward to Skull Merchant builds focused around making her as fast as possible. Play With Your Food, Devour Hope, that add-on she has that boosts her speed while in a drone's range, her own perk Game Afoot, anything else that can make her faster?

  • You're more likely to have only one or two survivors tracked so the buff needs to be front-loaded. Having all four tracked at the same time will be a rare occurrence.

  • There's been a lot of complaints about 3-gen camping, so Skull Merchant is getting readjusted next week so her power has enough counter to it to weaken her ability to camp.

  • They're bugged. Merciless Storm is also killswitched right now.

  • @Sadako_Best_Girl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373757#Comment_3373757

    Im not sure if trading gen control for haste is that great... That should be left at the killer's decision, which I am glad BHVR is putting emphasis on.

    On further thought, she'd lose Haste as soon as the batteries ran out anyway since it only counts tracked survivors, so yeah there's no reason to not pop the traps off ASAP.

  • @Phasmamain said:

    The removing of claw traps had to be axed otherwise you could hold her drones hostage easily which would be super unfun for her

    But on the other hand, she'd also have Haste forever.

  • @Zeidoktor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/368337/my-thoughts-on-merchant-changes

    If I understood correctly, it's not 3% Haste per Claw Trap but 3% Haste per tracked Survivor, meaning Survivors in active zones also count

    It's not 3% per, it's 3% then 5% then 6% then 7%, a gradual progression. But yes, survivors in active drone zones make Skully faster too.

  • @Phasmamain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373731#Comment_3373731

    Drones reset the batteries so if you can keep them in a loop you can easily keep the trap on until they are forced to vault giving you a free hit in most cases

    Drones no longer reset the batteries in the update.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373710#Comment_3373710

    To be fair, using Self-Care on its own even prior to 6.1 was still throwing, that speed - even though it's faster than now - was still too slow to be viable. To this day I have no idea why it retains such a high pickrate. Noob trap, maybe?

    Being self-reliant is extremely strong, but again, there's a limit- that's the point of bringing up Self-Care. Sure, that's technically self reliant in that it unlocks the self-heal ability... but you're not getting any value from that self-reliance because you're wasting considerably more time than would've been spent healing you. Now, CoH doesn't reach that level because it's not trash, but it does undercut how much value you get out of being self-reliant because it makes you do those actions slower.

    You're right that medkits are the strongest item survivors can bring, but that's not just because they heal you. It's because there's no penalty to healing yourself, and in fact, it's often faster than a teammate healing you. Medkits are busted right now, as are a few other elements of fast self-healing, but the whole mechanic needs careful adjustments, not nerfing one of the middling elements of a good healing build.

    Self-Care is definitely a noob trap right now. The only use I can imagine for it is as a back-up heal for when your teammates or medkit heals get interrupted and you're left running around with only a partial heal. In that scenario, Self-Care could be useful to finish the rest of the heal and get you on your way. But that is definitely circumstantial, and using Self-Care to heal from 0% to 100% is a terrible idea that new players are unaware of.

    Medkits, yeah, probably busted. I don't have any ideas on how to fix those. The only solace is that they are limited (but then just run Built to Last lmao). Still, if everyone is using medkits to heal injuries all throughout the match, there's a good chance they'll be depleted by the end of the match. Circle of Healing's greatest strength lies at the end of the match, because it can't be depleted and there's a lot of safe areas in the map due to most of the generators being complete and the killer likely focused on guarding the remainder. Any time someone gets hit, they can run off, heal, and get back to the generators. They can do this forever if the killer has to focus more on gen defense than getting downs to stay in the game.

    The way I see it, CoH lets survivors snowball endgame with relentless gen pressure at minimal cost and risk.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373683#Comment_3373683

    Right, but speed clearly matters. Self-Care also doesn't deplete, but if you actually try and use that on its own (at this point even with speed boosts, frankly) you're throwing, because each heal takes an absurd, ridiculous amount of time.

    Circle of Healing on its own is a relatively balanced healing speed. It doesn't deplete, but it's slower than having someone else heal you, meaning the time saved by not having to get someone else to heal you is undercut both by the increased time to finish the heal and, as you point out, traversing to a corner of the map where the killer is unlikely to go snuff it out. Obviously it still breaks in your favour, it's a good perk, but it's not overpowered.

    The reason I think so many people think otherwise is that nobody does use CoH on its own, they use it with medkits, where the speeds and efficiency get insanely fast. Just nerfing CoH isn't really going to fix the issue of vanishing pressure from super fast heals, because you don't need Circle of Healing to achieve that, there are a few different ways of getting it. Healing speeds as a whole need to be looked at, not one perk that's just kind of "pretty decent" on its own.

    I think we just disagree on how strong being self-reliant is in this game. Self-Care had to smashed down from 50% heal speed to 35% heal speed and have its medkit buff removed to get people to stop using it. But Circle of Healing still existed, which does almost exactly what old Self-Care did but way better, so now everyone uses that instead. Medkits are the strongest items survivors can bring. Good players use all these things because they understand that two survivors healing is a bigger hit to team efficiency than just one survivor healing.

    @AMOGUS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373666#Comment_3373666

    Too bad it's not my eyes, the actual players will think the same. Self-heal is why people run COH, especially with the heal speed gutted. People travel across the map for healing because of self-heal (which is a good subject that jester brought up). COH becomes as bad as the rest of the boons without it.

    And you actually think two people will stop doing gens and spend the time to run to a nerfed COH, even with heal speed buffed... you definitely shouldn't have a say in DBD's balance.

    See, what will ACTUALLY happen, is that people will not run COH anymore because it's not efficient time-wise. Better to just run a different meta perk instead, because now those will be more worth it than COH. And then you'll complain about those next.

    You just want to play hit and run killers with a hit and run strategy and never deviate from that in matches, don't you? You never want to chase further for a down, you want to camp gens and only get downs if someone is already injured. You can't play killers like Wraith differently, it's why you're fine with medkits and Inner Healing (because as you said, those run out), and okay with Self-Care because it wastes a huge amount of time + newbie trap. You want low-effort pressure to easily stay for a long time and it shows.

    Two perk slots also isn't worth that, sorry. Maybe out of niche builds, but that will not be meta, and the top 0.1% you think you face will just switch to the next best thing... which you'll then focus on next.

    you definitely shouldn't have a say in DBD's balance.

    Same to you.

    You just want to play hit and run killers with a hit and run strategy and never deviate from that in matches, don't you? You never want to chase further for a down, you want to camp gens and only get downs if someone is already injured. You can't play killers like Wraith differently, it's why you're fine with medkits and Inner Healing (because as you said, those run out), and okay with Self-Care because it wastes a huge amount of time + newbie trap. You want low-effort pressure to easily stay for a long time and it shows.

    You sure are presumptuous. Is that the only way you can argue, making up conclusions about people so you can attack them? Have fun punching that strawman you built, because talking to you is a waste of time.

  • Strongly agree. Other two-story buildings have hooks now, like the Thompson House and the Myers House, and the Eyrie main building and Garden of Joy main building. Ormond needs one too.

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