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CaulDrohn

CaulDrohn

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  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2865714#Comment_2865714

    Yeah but they have stated multiple times that they are not interested in implementing bots for DbD like that. I don’t think this is an argument that would convince them otherwise but eh. It’s worth a try I guess..

    Yes, they said it's unlikely that they would implement the AI for all the different killers, with all their powers and such. But the bot wouldn't have to be any good or know it's powers at all in this situation, just a non-idle temporary replacement for the dced player. They already have the trapper bot, so why not just use it's basic ai for any killer where the player dced? I would really like that, esp. in combination with a rejoin match mechanic.

  • @Mooks said:

    Very unlikely. How would they know that you are reconnecting? They would need to let the survs stay waiting in case the killer comes back without knowing for sure.

    in your case it might be only 5 seconds but tbf, that’s a rare case and for others it might be more and sometimes you (or others) will not want to reconnect since the dc reason might occur again in a short time.

    The killer player could be replaced with a bot, similar to the trapper bot in tutorial. So the game just procceeds with the bot, and when the original killer queues again, they get put into their previous game. Could be implemented with survivors as well. With this, you could even remove DC penalty, bc a player would not be able to queue into another game as long as the previous is not over.

  • @SkeletalElite

    "Well your solution would have to address the exponential growth"

    It really bothers me that ppl do not understand what "exponential growth" means. In DBD, the growth with every new character is POLYNOMIAL, not EXPONENTIAL!

    Exponential would mean something like "with every new character, the perk count doubles (100% increase)". Or it increases by half (50%), or by 10%, or even just 1%. Exponential means there's an multiplikative factor.

    When a new character is added, we get three new perks. Thats a constant, additive factor! Which makes it polynomial. Sure it's still a hell of a grind, and it gets more and more with each new character. But's its still "just" a ploynomial increase (quadratic, to be more precise):

    With a new character, that one has to learn all the other perks. Furthermore, every existing char has to learn the new perks from the new char. So each character has to learn his and the perks of all other characters. Thats quadratic. SInce the common perks normally do not increase, that counts as a constant factor, btw, so it can be ignored (when judging the growth factor).

    So, knowing all this, if you really want to decrease the grind in a meaningful way, you have to step down from quadratic to linear growth. But that's only possible with heavy adjustments.

    A) Either existing (maxed-out) characters get all the perks from the new character without additional effort

    B) Or the new characters are not required to max out the existing (character-specific) perks.

    Your proposed solution falls into method B, and I think it's the more sensible one. You solution would effectively lower the grind to linear effort, which is reall nice! The only small issue I have with it, is that prestiging has no real purpose with it (granted, ti doesn't have currently either). I would prefer giving prestige more meaning: Instead of unlocking the teachable by level, they got unlocked for all other characters after prestiging. Reaching P1 unlocks Tier 1 teachabled for all other characters, P2 unlocks Tier 2, and P3 unlocks T3. That would create a big incentive to prestige characters.

    Sure that quadruples the grind compared to your solution, bc you would have to P3 to get the teachabled for all other characters. But since the grind ist dramatically decreased by just having to buy general perks, I guess that wouldn't be too much. We shouldn't decrease the grind to much, bc that keeps the players playing ( at least it does for me).

    Also, with every prior perk being available from the start with this solution, I feel there should be some other limitation as well. E.g. the prestige level could also be the determining factor in using existing teachables. So with P0, you cannot use other teachables. With P1, you can use other teachable Tier 1, with P2 you can use Tier 2, with P3 you can use Tier 3. To enable you to still get teachables of others in lower prestige, you could still buy them in the bloodweb (half of the nodes guaranteed to have some random teachable). But, buying that would be always be a waste of BP, since you always would get the teachables for free when prestiging.

    So, to sum it all up:

    Prestige would allow a character to use the teachables of others, and share their own teachables to the others character. Prestige level determines the Tier of the teachables being shared. In the bloodweb, characters only need to buy their own teachables (in higher tiers than their current prestige) and general perks. So for maxing out, they have to P3 and buy all the general perks in all tiers. It should still be possible to get higher tiers in a teachable of another character, if one really wants to have that (e.g. by having one perk node dedicated for other teachable from level 40 onwards, and two nodes dedicated from level 50 onwards, or simply if there are no general erks left). But that would always be a net loss of BP compared to just buying general perks and consequently prestiging.

  • @Adaez said:

    Every patch,every update,they fix 2 bugs,just so other 2 can pop out.

    There is currently a really annoying bug to deal with as killer that appeared just after the latest bug fix.

    I dont know how the code looks,but there's something seriously wrong with it.

    Actually, the release of the ring chapter was one of the stablest we had in a long time. The new characters powers and perks pretty much just worked, and apart from the perks / perk combinations causing crashes, we had some broken tiles on Yamaoka / Springwood, but thats it. And this issues were resolved pretty fast, also unlike in the past,

  • At least you can play around dead hard here and there. A few days ago I had a Demo game against three Sprint Bursts, so whenever I used portals, they were long gone, and even when trying to surprise them (bc they are oblivious when closing a portal), they still where saved by it.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2853284#Comment_2853284

    Yes there is such a thing.

    If 2 survivors have their key in the same box and the pig blocks it, there is 0 counterplay. 1 survivor has a 100% guaranteed chance to die with no recourse

    It doesn't matter how likely or unlikely it is, you shouldn't spawn in the match and be basically already dead.

    https://forum.deadbydaylight.com/en/discussion/comment/2853285#Comment_2853285

    It doesn't change the fact that 1 survivor is basically dead from the get-go with no skill expression or effort from the killer. It's poor design and makes no sense.

    At least when you get facecamped by Bubba he has to actually beat you in a chase first

    I'm not contesting the fact that it's a brainless and poor mechanic. I'm contesting the notion that you have zero chance of surviving. Bc. this scenario only comes to play when at least two need the box the pig is guarding. Lets look at the chances:

    The chance of no one needing the pigs box: (3/4)^4 = 81/256 = 0,316 -> 31,6%

    Chance of one needing the pigs box: 4 * (1/4) * (3/4)^3 = 27/64 = 0,422 -> 42,2%

    So you have a whooping 73,8 % (so nearl 3 out of 4 games) where at most one is effected, so it the survivor play it right, the one with the active trap has a good chance of escaping through that hatch, ans no one dies.

    If you are unlucky enough to have n ppl effected, then sure n-1 are bound to die. But thats unlikely, and still there's a chance for one of them to still escape.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2853266#Comment_2853266

    People complained for last mid-chapter because it had not any major fix except Nurse. Nobody said "Why there is not new content?". Everyone said this changes are so less for mid-chapter. Don't blame people for things they didn't do. Last Mid-Chapter was pretty garbage except some minor changes.

    I remember so many complaints about missing content, but whatever. "Everone said this changes are so less for mid-chapter" yeah, and thats typical for a health chapter! Bc if they improve something like code quality, there is no imidiate benefit for the players to see! And with Nurse, they had to reimplement the code from scratch with Dedicated Servers in mind. So if you want to have health chapters, you gotta expect to see less or even no gameplay changes at all! And thats simply not possible with this community ...

  • @Brokenbones said:

    It's had multiple bug reports be set to 'acknowledged' which means a change is very likely on the way

    Not matter how "consistant" it is or isn't, there should not be a manner of playing where a survivor has a 0% chance of escaping the trial because the killer decides to not play the game

    They have a chance, but that requires great coordination from the survivors:

    Remove as many traps as possible. Repair five gens to 99%, then pop them all at once. All ppl without trap excape though exit gates. If there's just one survivor left, fine search for the hatch. If more than one have an active trap, all but one have to sacrifice themselves by running out of the gate. Then the last one can take the hatch again. If the pig also starts searching the hatch, try remove trap. If she beats you to both hatch and back to box, then you were unlucky.

  • You know, with the last mid chapter we effectively had health chapter, with way more bugs being addressed (esp. long standing ones with Nurse) than content being added / adjusted. And what happened? Constant bitching and complaining why there's not more content.

    It feels this community's whole purpose is complaining and shittalking the devs. They tell time and time again that BHVR should skip regular releases and focus on health, and then when the devs actually do something remotely in this direction, thats also totally wrong, lazy, greedy, whatever.

    At least thats my impression recently ...

  • Oops, didn't blur out my name on the screenshot ... but since it's the same as here ¯\_(ツ)_/¯


  • @CashelP14 said:

    Here is my guide to save as many bloodpoints as possible, while also completing the archives.

    Red Line = Collect

    Yellow Circle = Save

    https://us.v-cdn.net/6030815/uploads/CBIXIZP4MKVT/sketch-1647443519373.png

    Since the game only allows you to hold 1 million bloodpoints at any given time, this is a way to store extra bloodpoints for a later date. This is useful if you want to save bloodpoints for a later event or chapter.

    You can save one more master challenge by sparing out the Billy and Glyph challenges on the right, and claiming the two killer challanges in between (just one master challenge):

    tome_10_4.jpg

    @Ketrab2703

    You do not have to claim the Glyph master challenge on the right at all in your solution, since you'll reach the survivor behind it via the killer master challenge above!

  • @Bardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2828732#Comment_2828732

    For one, the last "nerf" barely effected CoH (less than 2 seconds on worst-case scenario difference) and Shadowstep is very broken on maps like The Game, where it's super easy to break LoS and it affects both floors.

    Yes, the nerf to CoH does not change much, but it was still enough to significantly reduce the pick rate of the perk, at least in my experience.

    Yes, shadow step can be troublesome on some maps, but on others it does not do anything. It gets picked, but far less then CoH. So you might have to worry about it in like 1 of 10 games. It's highly situational, and even in its best situations, there are ways to deal with it (most notable tracking blood instead of scratchmarks. No one plays lucky break). Not broken for me, not even on difficult maps.

  • @JaDeN89 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2740581#Comment_2740581

    Otz doesn't represent the average player in this game. Its like using an argument of Faker (considered the best midlaner in the world in League of Legends) to tell the people what is good and what not.

    People like Otz also say that to become a good killer, you need above 1000+ hours. Which should not be the purpose of a game imo, especially if it is not even an esport game.

    But DBD IS a very time consuming game, if you want to be good with it! There's much to learn for both sides, and with less than 1k hours you should really see yourself as just a novice in this game!

  • @calem said:

    Seriously, every game as killer there are at LEAST 2 survivors using Circle of Healing and/or Shadowstep. They're the most infuriating things to ever be put into this game. And I am including Haddonfield in that statement.

    Why can I not do anything about it as killer? I stomp the totem, but the totem stays there and lets them slap their boon on again and again and again.

    Survivor puts Shadowstep down. Whenever you chase someone, they hold W to Shadowstep area. Now you have to give up chase in order to destroy Shadowstep totem. Rinse and repeat.

    It is NOT fair

    Absolutely NOT in my experience. Usage of Boons has significantly dropped for me since the last nerf, both with killer and survivor games. It's not rare now or anything, but if I had to guess some numbers, I would say it dropped from 9 in 10 games to maybe 2 out of 3. And at least half of the time it is in play in my killer rounds, it hardly does anything. Most often I snuff it out before anyone could heal with it, effectively wasting all the time the surv. spent to bless it.

    ShadowStep is so rarely used, why you complain about that? As long as it's not in an indoor map (RPD erks), it seldom has much impact. If you have already injured them, track the blood instead of the scratchmarks. I would gladly face four man with Shadow Step, bc that means less of stacked second chance perks.

  • I was lucky with this one. We had a memeing Trapper that only hit or down us when we fiddled with his traps. But wouldn't pick us up. So plenty of opportunity to double heal someone ^^.

  • Another thing to consider, tombstone games often result in ALL players depipping and ALL getting low BP. On top of being relatively boring matches in the most case. So you are not very likely to encounter tombstone matches to begin with.

  • Reading all this, I just had an idea to "fix" this:

    Make Noed Exposed Effect base kit, scrap the perk altogether. So when all gens were done, Exposed is applied, and when EGC starts (gate was opened), Exposed is removed again (which also means, no longer facing Noed when hatch was closed). This way, everyone knows that the killer will down you with one hit, so no longer any "surprise" if it happens. It would discourage finishing the last gen in the killers face. And it would encourage the survivors to open the gate, so 99ing a gate comes with a heavy price. If the killer camps while you are exposed, open a gate and go for the save wiht your BT.

    What do you think?

  • @Akumakaji is correct, all you need to do is hit survivors that are exposed while having Devour equipped. You need not have to hit them through Devours effect itself, just using other perks (Hounted, Starstruck, Make Your Choice. Iron Maiden, Rancor, ...), killer powers (Myers, Ghostface) or addons (Clowns pinky finger, Blights iri) will work as well.

  • @EntitySpawn

    "But you say this SBMM keeps things equal but in reality thats not the case, within 1 game you can have both a killer and survivor increase in MMR same as you can have a killer and survivor decrease."

    Sure, but then the other three survivors should lose / win to even it out, at least in theory.

    "Saying hooks dont work is a lie, very similar to the lie they said about kills/escapes being bad and they wont use it. Hooks would naturally have a better balance point as they show each stage (6hooks is 6hooks, unlike 1 kill which is 0-9hooks)."

    And like I wrote, considering hooks creates awkward situations where every player can win, which screws over the math in the long run. That's exactly what Patrick mentioned in the QA. And he's perfectly right with it. When you have instances where all players rise up in rating, that means you create a rating inflation in the long run. The devs don't want that, so they choose a strategy where that issue should not happen.

    "Issue is using things like hooks and other actual skillful actions as a ranking system would be more effort and more challenging. When it took the devs so long to put a kill/escapes SBMM I'm not surprised they didnt go for a more complex system, in there eyes it would be too time consuming and would prefer focusing on other things"

    Yes, counting skillful actions would likely make a better system, but with the mentioned drawbacks. And the devs deemed the kill-based system to be good enough. Also, implying that the devs took all the time for just implementing the kill-based solution is not really fair. We had multiple MMR tests, and you can expect that different metrics where used in the different test runs. And the easiest, kill-based solution likely turned out best. Nobody of us knows which strategies were actually tested besides the one we finally got.

  • @EntitySpawn said:

    2K 2E will never be a good and balanced match especially in my eyes, it shows an outcome but nothing that happened to get there.

    I understand hooks dont paint a full picture but they paint a better one. Hooks will always show more than kills, someone who can do many many chases (downs, mindgames, outplays) etc.. show more skill over the other players

    Patrick's one and only arguments that had some standing was the "is it a win, or a loss" well how about a tie/draw?

    This game is a 4v1, it will never be perfectly balanced and that's just how it is but holding an asymmetric game to a similar view to the 4v4 equal games is a mistake.

    My idea, balance on hooks (mostly) individual hooks =1point and a kill=2points. This way someone who can 3 hook someone and get a kill gets far more than someone just face camping.

    You can decide what is a win, draw and lose. In Patrick's example 8hooks can be a draw, anything more will increase your rank (the more hooks the more you go up) and anything less would be a loss (lesser hooks mean a bigger loss)

    In an unbalanced game having a draw is acceptable, both sides can play incredibly well.

    In this game 3hooks on 1 person is a kill, in hockey you dont score 3 times to get 1 point. Your "shots" are downs, none are rewarded, killers arent rewarded for getting a down. Yes you're downing (taking a shot in hockey) but it doesnt mean you'll score, however hooking someone should be a score, and a kill should be a bonus like in other sports that provide more points for a better "play"

    Edit: dont ban me for a discussion, no disrespect here at all just a better view or at least in my eyes.

    Patrick mentioned in the QA that they considered using hooks, but that it made it difficult to decide whether a player won or not for certain scenarios. And regardless of the actual implementation, this potentially led to situations where all involved players would get a "win", which would totally screw the math of the MMR ratings.

    I'm thinking that's the core issue of the MMR considerations, keeping the MMR ratings stable over all players. If you have scenarios where more / all players jump up in rating than players that go down, the overall MMR will eventually climb up, so you would have to adjust, introduce some inflation to the ratings etc.

    With basing the rating on just kills, you just do not have this issue. For every survivor losing MMR (bc they got killed), the killer rises in MMR. For every surivor that escapes, their MMR rises and the killers goes down. This simple system is very efficient in keeping the overall MMR stable.

    Last but not least, we should always keep in mind that the MMR is an average rating over of multiple trials. The predictive power for a single game is very limited. MMR does not measure skill, but your oddds of escaping / killing survivors.

  • @JawsIsTheNextKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2764685#Comment_2764685

    You are right.

    Another thing to consider is that if you play killer, when cross-play is off, your chances of having 4-person SWFs appears to be much higher. Personally I'd rather take my chances against possible hackers but I don't encounter many.

    I don't mind facing a 4-man as long as the players are not toxic / scummy. And recently, the in game toxicity (tbag, Fl-click, pointing) was really omnipresent for me when facing crossplay players. So I guess, not much to lose for me when switching off crossplay, right? No cheaters and overall less toxic players (if even just a bit).

  • With higher efficiancy, you should stalk faster, to reaching EW3 sooner, with the survivors being "drained" faster as well.

    If you only stalked these two survivors and the other two not at all, you wouldn't get more than 2 to 3 activations of EW3. You need one survivors full stalk to get from EW1 to EW3 after all.

    Another thing that might have happened, did you use addons which increase the amount you have to stalk to reach EW3? Namely the duration increasing addons or tombstone addons? That woul also cause you to take longer to tier up and give you less EW3 phases.

  • OK, so if we all would disable Crossplay for Matchmaking, the EPIC hackers would have to play with their own, right?

  • @not_Queef said:

    When Killer Instinct was introduced with Legion, survivors had some indication of when the mechanic was in play (terror radius). With killers like Demo, Twins etc. they have no indicator and either don't know that they are being detected or simply forgot.

    Most survivors are casual and do not read every single killer power in depth. KI is not a very intuitive mechanic to begin with.

    "... they have no indicator ...", Ehm no, you pretty much know it with every killer that has some KI built in.

    With Legion, as you said you are being revealed by KI when hearing the TR and knowing that legion is currently in frenzy.

    With Ghostface, you will get revealed by KI when revealing GF.

    With Demo, you get oblivious and a visual effect when near the portal. Sure you do not know when exactly you are highlighted by KI, but you now you CAN be revealed at any given time as long as you stay in the portal range.

    With PyramidHead, you are revealed by KI when stepping on a trail, highly noticable, since you will aslo scream (except when using Calm Spirit).

    With Twins, is somewhat similar to demo. When you are near enough to an idle victor you hear him and get an additional TR-like music on top. So the second you hear him, you will get revealed by KI, except if you crouch into the range.

    With Nemesis, you get revealed by KI when using a vaccine.

    With Pinhead, when solving the configuration you get revealed.

    With Artist, you get revealed when crows fly past you, but you do not get swarmed. Granted this one is the most difficult to recognize.

    So it sums down to:

    With GF, PyH, Nemesis or PiH, you get revealed when doing a certain action

    With Legion, Demo, Twins and Artist, you will / may get revealed when just being near someone or something.


    "... [they] don't know that they are being detected or simply forgot"

    Thats the relevant point here. You have to know the killers powers and how they can detect you. Thats why it's always adviced to play at least a bit killer, since it can make you a better survivor. Just reading about the killers power is also not necessarily enough, some things may not be mentioned (although KI should be in all occasions, since it's more of a core mechanic). And esp the later killers tend to be more complicated with their power, so just reading it will only confuse you, but not give you any real insight. You have to play them, get to know how their power is used and feels. That will also help you in remembering the power details. I would argue, when only reading the power desciptions, you will already have forgotten half of it the next day.

  • @ShadowNurseZFX said:

    just got called a no skill killer cuz i tunneled.

    It depends:

    A) Tunneling to get one / the weakest link out of the game is playing efficient, getting that done fast is playing skillful.

    B) Tunneling one player without giving up, never dropping the chase and throwing the game for that, that's unskillful play.

    Most of time survivors will complain about A, so in general: No, tunneling is not a sign of no-skill. If the ones being tunneled are good enough in looping, the tunneler will lose to much time and likely lose the game. And a smart tunneler (A) will not waste that time. So if anything, being beaten by a B-Type Tunneler is a sign of the survivors having low-skill.

  • The only thing that really annoys me with flashlights is when they blind you outside of your pov. When you cannot even see them on your screen and still get blinded. That's just so wrong.

  • I always thought it was intended that the chains can attack when you solve, and you have to time it right. Was surprised when the patches stated is was a bug. And not yet fixed, as it seems.

  • @coldestwinter123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2661728#Comment_2661728

    i think the meme is that u transfer the obsession to the guy who unhooks if i remember it correctly. If there was like a reverse STBFL it could be a wombo combo.

    EDIT: wait now that i think about it couldn't u use it with Dark devotion?

    Furtive Chase together with Nemesis and Make Your Choice, that is evil. When someone unhooks the obsession, it switches to the unhooker due to Furtive, the new obsession gets oblivious due to Nemesis (and you see them for some seconds!), and if you were far away, the new and oblivious obsession is exposed due to Make Your Choice. I liked to run that on Freddy with his iri addon that keeped the obession in sleep forever, so the exposed rescuer could be hunted down fastes with snares. But that addon got removed for some strange reason and replaced with a joke of an addon. Sad.

  • Could be a bug that the healing is not aborted. But it was for me the last time it happened to me.

    There could have been other CoH boons still in range.

  • @Seraphor said:

    Hex perks are high risk high reward, and NOED is the highest they get.

    Is that balanced? I guess, but it's not usually 'fair' for whichever side gets the short end.

    Too much risk, too much reward.

    I'm not a fan of Hex perks in general for this very reason. I think they could all do with a rework that scales according to how many totems remain, 0-5 levels of relative strength.

    How this could apply to NOED? Have the number of totems snapshotted when the final gen is done, you get that many tokens, survivors are exposed as long as you have at least 1 token, attacks consume a token. Once you have your tokens they're yours to spend and any further cleansing has no effect, so survivors have to get their bones done before the final gen.

    I really like that idea! It wouldn't be a hex anymore, right? Then you could keep the movement boost regardless of remaining totems, and some exposed hits depending on the number of remaining totems. Would the tokens be spent with every hit, or just when you down someone from healthy?

  • @nfochairman said:

    The only people that disagree with this never play Killer

    Every word is true

    I disagree with that, and I play more killer than survivor, maybe 70:30.

  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2646883#Comment_2646883

    Ok well now we're arguing my presentation of objective mathematical fact about how they actually work with the time dynamic vs your subjective "but I don't feel that way." And the clear presentation of how they work in a full meta squad, vs "there's only one way to win and that's commodious toolboxes."

    I'm gonna go have an argument with a brick wall, because it seems more productive.

    Why so hostile?

    The commentor stated his experience with playing against boons. They feel they are doing better against teams with boons than against other. I can second that: my killer games with boons tend to last longer and are more enjoyable than the games without. Rarely a game gets really stressful bc of the fast heals, but most of the time the boons slow gens down and do not seem to have such a great impact.

    When I play boons myself, it's similar. Maybe in half the games it works nice, in the other half not so much. Sure I'm solo Q, and boons in SWF might be much more of a problem. But let's be real, EVERYTHING gets more problematic with SWF in play.

    As "objective" as your math may be, it might just be flawed.

  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2646868#Comment_2646868

    So much that's incorrect to unpack in such a short paragraph.

    1. Time is not the punishment. As any second the survivor uses is only 1/4 as valuable as the killers, if it takes you 14 seconds to set up a boon totem, the killer has to find, get to and snuff the totem in 3.5 seconds before it's a net gain for survivors. Every time you boon a totem, you either win time for your team when the killer snuffs it, or you win a super powerful perk. You essentially cannot lose time by putting up a boon unless you're also dumb enough to get downed directly on top of it.
    2. "The more boons they have, the less gen perks they have. You can't carry DH, BT, 3 boons plus DS." That is literally the entire design of boons, perks that only one person has to bring for the entire team to have them. EVERY SINGLE SWF these days has one player with boons. That gives you 3 players with DH, BT, DS, their choice of another meta perk, COH and Shadow Step. It doesn't take 3 boon perks to have a major impact. Either of COH or SS alone have a significant impact on the game, and fit in with three other meta perks easily. Even when you aren't in a 4 man SWF, they're popular enough that you can bring a full meta perk build and assume at least some of the randoms will have the boons and you still benefit from them fully.

    Your math does not make much sense. Booning a totem is no imidiate effect for you. Only when it allows you to heal fully or to lose the killer the time was well spent. When you use 14 seconds to activate your circle of healing, and then heal yourself to 95% before ging down again, you effectively wasted time, you achived nothing. If the killer snuffs your totem as well it's even worse.

    I had a game yesterday where I could snuff the boon of a player just seconds after it being activated, three times. A giant waste of time. The Mikaela would have been wait better off when just doing gens injured.

    Boons are a gamble, just like hexes. It can work out and you have a powerful tool, or it can totally fail bc the killer snuffs it so fast that you do not get any benefit from it. Implying that it's always worth to boon a totem is just not true.

  • @hiken

    "this shouldnt be expensive and shouldnt require much work, if BHVR is not adding this is just lazyness"

    Oh, so you are a DBD developer, how else could you know that it wouldn't require much work?

  • Does anyone know if it got fixed in the recent 3.4 PTB (if that can be tested, that is, I don'T know if rift is available in PTB)?

  • Maybe you have to buy the teachables before additional perks show up? I always buy the teachables, so I did never get in your situation of having all three teachables at L50.

  • Happened to me quite some times as well, but not everytime. Had a game on the wamp were I only saw two of the last gens, in the next match (don't know the map) I had all three.

    Also I want to add, it's a rather old bug, which imo flew under the radar for quite some time now. MIght be it got introduced in 2.x.

  • @Marc_go_solo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2621224#Comment_2621224

    I'll play Devil's Advocate here with Buckle Up and say that for newer players wanting to know when it would be best to recover a downed survivor, and also to see where the killer is once up to get out of dodge. It's not amazing (by a long shot), but I feel it has more of a purpose and better usage than Up The Ante. Flip Flop, as you say, has some merit with Power Struggle, but also could work with a survivor who has Breakout, and potentially with Boil Over. Considering Up The Ante would only have any use with Slippery Meat (another terrible perk), it doesn't feel as good.

    Mettle of Man is an absolute pain in the arse, especially considering the killer can see your aura after healing after using it. I think it's more of a tally up of events which grants it, that may help but mpstly by accident.

    Out of Ace's perks Ace In The Hole is the best one, and there's some merit to Open-Handed, but it's really not a huge buff. But Up The Ante is a real dog's dinner!

    I respect your points though, and they certainly Are good arguments. It's probably down to personal preferences as to what someone wants out of perks.

    Buckle Up and Up the ante are both pretty garbage, thats for sure. And on their own, without a dedicated build to that, Up the ante does not do anything, where buckle up might give you some valuable info where the killer is (you get to see their aura when picking someone up, that effect is usually forgotten ^^) in one out of 5 matches or so.

    So yeah, the absolute WORST survivor perk is likely up the ante (if it would increase chance to get better items/addons from chests it would be another deal). But the worst set of perks is Ashs, at least for me, bc with each perk you will struggle to get any use out of it. With Ace's Ace in the whole and open-handed, you get an imidiate effect (given you loot chests or have another aura perk). If we consider use of perks for adepting, then Aces perks are probably the worst, given that you will have two totally dead perks (open handed and up the ante), and only ace in the hole to help you a tiny bit.

  • @thrawn3054 said:

    Trying to think who is the worst reminded me how many terrible perks are in this game. Killer I think I'd have to say Huntress. All of her perks are really bad. Survivor either Ash or, as much as it pains me to say, Ace.

    @Marc_go_solo said:

    Ace is worst for me. Ash has some use in sync with others, and Ace really only has "Ace In The Hole", and even that is kinda pointless for me.

    As for killer, The Wraith has 3 perks which more or less do the same thing, with Predator being the only perk that can cause a disadvantage.

    @danielmaster87 said:

    Probably Ace.

    Ace's perks are not great on their own (and literally do nothgin for you when you try adept), but it least they work reasonably well in certain builds: Ace in the hole fits perfectly in for scanvenger builds with plunderers and appraisal. Open handed greatly increases the value of already good perks like bond and kindred, can also help you with plunderers, visionary or windows of opportunity. Up the ante is pretty trashy, but with slippery meat and all survivors bringing salt lips in can work like very second game.

    Ashs perks are worse, imo. You pretty much have to throw the game to get mettle activated most of the time. Sure there are games were all fits together and it is a game changer. But then there will be nine other games where you play stupid to get your stacks, effectively killing you or your team. Flip flop only works somewhat "consistently" with Power struggle, but getting that to work can be even more difficult than activating mettle, at least in solo queue. There are only a few situations were you will be left on the ground long enough to recover to 50% on a pallet (being tunneled of hook and left an the ground bc of ds, being slugged for 4k). And even if you get that, most of the time another survivor will come to pick you up. Or you could just use unbreakable directly instead of wiating for the killer to pick you up. You really need a 4-man for that to work. Then it can be real fun (and frustration for the killer). Buckle Up we just do not need to talk about, it may be THE WORST of every survivor perk.

  • Today I went out of my way to actually get six hits while under the effect of BoP. But EVEN THAT did not count!

  • @ProfoundEnding said:

    https://forum.deadbydaylight.com/en/discussion/comment/2603341#Comment_2603341

    It's not just them. Several users on Twitter are upset about it as well. Including POCs. And if you're not a POC, you're (according to them) not allowed to have an opinion on the subject. Or at the very least your opinion shouldn't be taken into consideration.

    I honestly do not care for the face skins. So if the devs decide it has to go, go on.

    But I'm having an issue with someone stating the claudette face is used for a (racist) reason, but not providing ANYTHING as a proof. I won't deny there might be idiots out there who choose the claud skins for exactly the proclaimed reasons. But I highly doubt the scale the OP is claiming.

  • @RemoveBubbaBlack said:

    And the typical BS counter argument holds ZERO weight. The problem is not Bubba wearing a black person’s skin, it’s the fact that this cosmetic is used 10x more than the Meg/Jake/Dwight ones purely for the fact that it’s black.

    This is racist, because players are specifically using it above the others and targeting people playing the black characters. As well as using it as a revenge for Claudette being ‘stealthy’, even though Nea is just as good, if not better now at being immersed with cosmetics. Yet you don’t see people saying Nea is blending. It’s all racial stereotypes.

    The Bubba players who choose to exclusively use the Claudette face are some of the most disgusting players on the platform. BHVR is apparently working to remove it, which is great, but it needs to happen as players are using it as blackface.

    Where is your proof that it "is used 10x more"?

    Where is your proof that it is used more "purely for the fact that it's black"?

    How do you know that "players are specifically using it above the others and targeting people playing the black characters"?

    How do you know that it's used "as a revenge for Claudette being ‘stealthy’"?

    All you are doing is making wild assumptions about the killers intention.

  • @Sabraiz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2594545#Comment_2594545

    No, it takes 14 seconds for a dull, 24 seconds for a hex. Please stop spreading false information.

    Oh sorry, I mixed that up. But 14 seconds is STILL quite some time, if you do that repeatedly bc the killer iq quick in snuffing it, you will lose the game.

  • @Minato said:

    I’ve been on 0 blood points bro

    Zero is easy, just spending from a million will get you there pretty easily. Having ONE BP is far more impressive ^^

  • @Avilgus said:

    HEX: UNDYING

    We’ve been watching this one closely, and there’s a few things we’d like to address:

    -Transferring the same Hex multiple times can get out of hand: Hexes are meant to be strong perks that can be destroyed, and having to destroy the same Hex four times can be a bit much.

    -Since tokens aren’t transferred when a Hex changes totems, Undying was unpopular with perks other than Ruin (which does not have any tokens and is immediately at full power).

    -Having aura reading on all totems also made it a very powerful tracking perk on top of its other effects, and is a little redundant with Hex: Thrill of the Hunt.

    From the January dev update : https://forum.deadbydaylight.com/en/discussion/217721/developer-update-january-2021#latest Explaining Why Undying got nerfed.

    There's an important difference between old undying and boons:

    Cleansing the hex takes time and can be interrupted by the killer, so having to cleanse four times can be pretty much impossible.

    Snuffing a boon is pretty much instant and cannot be interrupted, snuffing multiple is not difficult, you jsut have to find them. And they are far more obvious than hexes.

    Imo, if we changed the hex totems to be cleansable in a few seconds (only cleansing, not destroying!), and to be found a little bit easier (louder sound), then it would be perfectly fine for the killer to relight the hex elsewhere.

  • @drpynz said:

    Shadow Step = Can't See scratch marks nor Auras

    Circle of healing = Heal at 100% without a medkit.

    There can be 4 a match. When the killer stomps them out, if they find it, they can be re-enabled where a hex just goes away ( except if you have undying then undying is broken first).

    This is OP in every way. Every aura reading perk a killer has is x'd out if you are in one of these boons range. Every scratch mark to show where you are running is gone. If you get injured run into a boon area, lose the killer or have one person body block while a survivor with a medkit and based on other perks could heal you up to 200% faster, or possibly faster, I have not tested each scenario but I think you get my drift.

    I have lived through all of the other perks survivors have and really haven't complained. I have always said if its in the game, use it. BT, DS, Dead hard, they are all fine IMO. These two totems, especially when used in tandem, when a totem gives you CoH and SS. Man..... seriously. How did this get by Alpha and beta testing? How did this get out of the decision room meeting where someone said "hey lets do something like this" and everyone else looked around and were like "yeah, that's a great idea" Behavior, honestly, what in the world are you thinking? It's not like you can take this back either, it's over. People paid money to buy the new character. The game is toast.

    Yes, the boons can be reenabled. But that takes 24 Seconds! Thats a nearly a third of a gen. If you repeatedly light up your boon totem, you are actually playing in the hands of the killer and can easily throw the game away. Just play a few games with it yourself and you will recognize how long it takes to activate and how detrimental it can be for your team.

  • Dead hard gives you a free escape when you mess up, or the killer outplayed you in a loop, that's the issue. You can pull off the sickest of mindgames against a dead hard user, only for getting it negated with a press of a button. That's why it's also called "press e to outplay".

  • Me too, one game with BoP, Tinkerer and Dark Devotion, counted way more than six, did not count. Second game with Scratched Mirror myers, way above 10 hits, did not count as well.

  • That challenge simply does not work for me at all. Just got out of a match with Scratched MIrror myers, way more than six hits, still not done.

  • @RenRen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2584388#Comment_2584388

    Why did they disable Dead dawg when there was an uncleansable totem? It's the same.

    Bc they did not have the possibilty to disable just the offering, which they do have now.

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