Avatar

DwightDwigt

DwightDwigt

About

Username
DwightDwigt
Joined
Visits
0
Last Active
—

Comments

  • @Spirit_IsTheBest said:

    I really don't know why they decided to remove the aura reading, there was nothing overpowered about it in the slightest, it only helped solo queue players and I'm really mad that they are removing it.

    I was pretty happy with it now muting grunts of pain for as long as you are in the locker, while it stays with you for 30 seconds after leaving it, but removing the aura reading takes away an important part of the perk that some solo players (including myself) liked to use.

    I made a post in the past on how I'd change the perk if you want to check it out:

    Buffing Lucky Star — BHVR

    Devs, if you are going to go through with the change, I really don't care if you nerf the 30 second duration to like 20 or 10, but PLEASE bring back the survivor and closest generator reveal, removing it is not a good idea!

    Yep.

    My suggestion:

    Lucky Star- How about remove blindness when the Survivor is in a locker and/or keep the aura reading?

  • Lucky Star- How about remove blindness when the Survivor is in a locker and/or keep the aura reading?

    Poised- Possibly add a (very) minor speed buff during the time period?

    Thwack!- Remove tokens completely. Shrink the range (to like 12/16 meters, etc.) and let it activate every time a breakable wall or pallet is broken. (There's a finite number of pallets and walls, so it wouldn't be OP.)

  • This trend of decreasing perk cool-downs is great!

    Add Bardic Inspiration to the pile!

    Cut the cool-down, or just let people play more often.

    90 seconds is too long between performances; let the people lute!

  • Let's have even more chaos!

    Add more Killers.

    Let the BHVR artists run wild with some new skyboxes (so things like scratchmarks aren't affected): flocks of Dwights flapping their arms and flying across the sky, etc.

    Add some special chests with flashbangs and fireworks.

    Add a jump pad that Survivors or Killers can temporarily activate that will launch them into the sky!

    Add something that can be activated to temporarily change from the map lighting from day to night.

    Keep going big! Lean into the potential silliness!

    Oh, and add musical chests that will grant Survivors Bardic Inspiration.

  • @GentlemanFridge said:

    It’s honestly remarkable how I can’t find a single good thing about it.

    It’s overwhelming at first glance. It messes with the order for no discernible reason beyond “here’s what you don’t own yet :)”

    Navigation was made counterintuitive and way harder. (Why hide two of the screens behind the character select screen???) (why change the icon as well??)

    Everything is smaller, adding to the feeling of “there’s ######### everywhere”

    The !-marks when there’s new store cosmetics is distracting, gross and reeks of corpo-greed. You removed the “owned” tag, remove that as well.

    I’m sorry, but these changes are so very blatanly prioritising sales over usability.

    This is an accurate assessment of the situation.

    Any BHVR excuses about "technical limitations" are complete fiction.

  • This exact topic is currently being discussed in the Feedback section of the forums.

    I think the only tweak needed is to show Survivors the aura of dropped objects when Weave is in play.

  • @TheArbiter said:

    The ONLY change i could see them making would be to show the aura of the item revealing you, otherwise it's not a great perk and requires the killer to dedicate two perks to even get use out of it

    This is a brilliant idea!

  • @Blueberry said:

    Call of Brine and Overcharge should both be unnerfed back to their former selves. Now that the 8 regression limit is in place those old scenarios that brought about their nerfs are no longer relevant.

    Ruin should be 200%. It wasn't overtuned, it was just nerfed for nothing other than changing the meta.

    Lullaby should just start at 5 stacks. Each totem destroyed removes a token.

    Thwack honestly shouldn't even have a hook requirement. Breakable walls and pallets are a limited resource so you will get less and less value as the game goes on. Just remove the hook part. Flat scream and aura on break. Done.

    Undone is unsalveagable without reworking the perk entirely. It's doomed to be terrible because of its skill check design. Make it good and it destroys bad players too much.

    Revert Thana to previous version.

    Dying Light remove the healing bonus given to the Obsession and make the slow down affect the Obsession as well. Now it's just a small slow down but slowly gets better as the game goes on if you're playing well.

    Leverage just remove the timer. It's just a flat 5% slow down that incrementally gets better. It's permanent but starts out insignificant and only gets relevant if you're playing well.

    Especially agree with these two recommendations/observations:

    "Ruin should be 200%. It wasn't overtuned, it was just nerfed for nothing other than changing the meta."

    "Thwack honestly shouldn't even have a hook requirement. Breakable walls and pallets are a limited resource so you will get less and less value as the game goes on. Just remove the hook part. Flat scream and aura on break. Done."

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/417055/your-top-3-killer-survivor-weak-perks-to-be-updated-next

    Shattered Hope should have been basekit from the beginning, so survivors cannot mindlessly bless totems... It could have the addition that survivors can rebuild the totem with another 20 sec or so delay.

    I don't even know where to start, there are dozens of perks on each side that do nothing :(

    Indeed. Shattered Hope should've been basekit…giving Killers the option to cleanse or snuff boons (not all totems).

    As it stands, it's one of the best examples of a bandaid perk in the game. (It was snuck into a PTB too, without much fanfare.)

    It came out when BHVR was in full stereotypical BHVR mode.

    At the time, an obvious issue was that Killers had no effective/efficient way to combat COH, so the obvious fix/change would've been to grant Killers the basekit option to snuff or cleanse boons…which would have necessitated more decision-making during the trial…which would have created more-compelling gameplay. Killers would be forced to decide, on the spot, during the trial, to ignore, snuff (to possibly enable a later NOED, Plaything, etc), or cleanse (to remove the boon entirely for the remainder of the trial/possibly enable Penti, etc). Naturally, BHVR of the time botched things completely and pushed out Shattered Hope…and later dramatically nerfed COH…and, eventually, abandoned Boons completely.

    In terms of potential PTB perk updates, every perk with a cooldown should be reviewed, and the cooldowns could likely be removed or dramatically reduced.

    (Windows and Surge/Jolt used to have cooldowns. Once the cooldowns were removed, the perks (and, probably, usage rates) were transformed.)

  • @VomitMommy said:

    Nah, just let me play even on cooldown (0% effect).

    Agreed!

    Let the people lute!

  • @fussy said:

    Cooldown should be reduced to 25 sec and it will be good perk.

    Agreed. Cooldown reduction is needed.

    In fact, realistically, they could do an entire update based on decreasing or removing perk cooldowns, nothing else.

    I'm All Ears

    Dragon's Grip

    Oppression

    Teamwork Perks

    Bardic Inspiration

    Etc…

  • @WittyDreamer said:

    Nicolas cage was by far one of the most fun chapters bringing along perks that you could actually enjoy, I'm tired of facing the same 4 perks every game from both sides, perks need to start prioritising enjoyment rather then objectives, we've got enough of those.

    Agreed!

    Plus, the most-recent meme perk (Bardic Inspiration) needs to be adjusted to have its cooldown reduced dramatically.

    Let the people lute!

    90 seconds is way too long between performances!

  • The more emotes, the better!

    (It'd also be a goldmine for BHVR.)

  • Ace or Steve or James Sunderland + Scene Partner, Dramaturgy, Babysitter, and Kindred = Survivor Fun

  • @Peanits said:

    We wouldn't joke about something like that.

    Nice work, devs!

    Brilliant stuff!

    👍️

  • Possibly make Makeshift Wrap basekit. I can't think of another Killer who is forced to drop a carried Survivor by interacting with their own power.


    I like the idea of picking up traps by simply walking over them (if the max number of traps isn't being carried) or by retrieving the furthest trap by grabbing one from a locker. Once again, I can't think of another Killer who potentially has to go away from Survivors and unfinished gens in order to enable his power.


    Other potential basekit options: Bear Oil, Rusty Jaws, Serrated Jaws, and Lengthened Jaws.


    To add increased spice, all trap could spawn already set, and the Trapper could carry 3 traps basekit.

  • @SpiritsHusk said:

    The Trapper's Dominance:

    The Trapper's primary strength lies in his ability to strategically place traps around the map, creating lethal obstacles for survivors. These traps not only injure but also incapacitate survivors, leading to easy captures and sacrifices. Additionally, the Trapper's traps can be re-armed, further amplifying his control over the game's environment. This dominance often results in frustrating gameplay experiences for survivors, especially those who are new to the game or unfamiliar with countering the Trapper's tactics.

    Impact on Game Balance:

    While Dead by Daylight thrives on asymmetry, where each side possesses unique strengths and weaknesses, the Trapper's current power level tips the scales too heavily in favor of the killer. Survivors find themselves constantly on edge, wary of every step they take, which can lead to a tense but ultimately unsatisfying gameplay experience. Moreover, the Trapper's overwhelming presence can discourage experimentation with other killers, limiting the game's diversity and longevity.

    The Need for Nerfing:

    Nerfing the Trapper is not about rendering him obsolete but rather about rebalancing his abilities to ensure a more equitable playing field. By reducing the Trapper's trap placement speed or limiting the number of traps he can carry, developers can introduce a much-needed element of risk and strategy to his gameplay. This adjustment would force Trapper players to be more selective and deliberate in their trap placements, fostering a more dynamic and engaging experience for both killers and survivors.

    Indubitably

  • STBL didn't need a change.

    Decisive Strike should've been reverted to 5 seconds.

  • AFC activation is fine. (The Survivor HUD needs to be updated to show AFC status (along with active Deliverance & Camaraderie).

    Reassurance needs the buff.

    In July 2023, BHVR provided this update: "Wiretap is in a similar position to Blast Mine, but we also wanted to take the opportunity to standardize how these sorts of perks work...We have also normalized the activation requirements and text descriptions between Blast Mine and Wiretap, meaning Wiretap will now activate after 50% worth of generator repairs (was 33%)."

    If BHVR wants to maintain consistency by "normalizing the activation requirements" & "standardizing how these sorts of perks work," they will buff Reassurance.


    Let's examine 3 similar hook-related perks.

    Camaraderie- range: 16 meters

    Kindred- range: 8/12/16 meters

    Reassurance- range: 6 meters.


    One of these sorts of perks isn't being treated the same way as the others...

    Reassurance needs to be buffed to match Kindred ranges: 8/12/16 meters or to match the Camaraderie range: 16 meters.

  • STBFL was fine.

    If it was nerfed due to tunneling potential, the logic was flawed. The correct move would've been to revert DS back to 5 seconds.

    If it was nerfed due to usage rate, then BHVR has learned nothing from past failures: for example, nerfing Ruin (due to usage rate) and creating the gen-kick meta.

  • At a minimum, the HUD should show AFC progression, Deliverance (if active), and Camaraderie (if the hooked Survivor is running the perk).

    In terms of awareness of who is going for a hook rescue, the easy fix is basekit Survivor-aura-only Kindred, but BHVR has steadfastly refused all requests to add this functionality, so it seems unlikely it will ever occur.


    In terms of tunneling prevention, at a minimum, reverting Decisive Strike back to a 5-second stun is a no-brainer.


    In terms of camping prevention, I've always thought that the ranges for Reassurance should correspond with the ranges of Kindred: 8, 12, and 16 meters. (Like the changes to Wiretap, Blast Mine, etc, this change would increase perk consistency.)

  • Dawn of the Dead/Dead Rising mall.

  • It's great to have Hawkins back! Good job, BHVR!

    It's a fine change of pace. It's the most unique indoor map in the game.

    (Incidentally, it's never been the worst map in the game. Not even close. The Badham realm still exists. Garden of Joy still exists. Old Haddonfield used to exist. Old RCPD used to exist. Etc...)

    It's a blast from the game's past, and, as Killer, it's worth slowing down and playing a few games as Trapper. (There's nothing else in the game quite like catching someone in a trap after they've jumped through the 3rd floor hole.) As Survivor, it's worth doing one of the safest gens in the game (on top of the glass) and one of the riskiest (in the 3rd-floor closet).

    Until it clicked, I used to get lost trying to find the exits sometimes, but it's good to visit Hawkins again.

  • I'd be ok with COB being buffed/reverted. I'm not sure what to do about Overcharge.

    In terms of gen-kick perks, we're way overdue for decreased cooldowns for Oppression and Dragon's Grip.

    In terms of gen-regression perks, I think Ruin should be reverted back to 200%, and it should last until the associated hex perk is cleansed/booned.

    Pre-nerf Ruin encouraged healthy gameplay because the Killer had to move around the map to benefit. (If gen repair wasn't interrupted, there's no impact on Survivors, so the Killer needed to try to interrupt it.) Additionally, there's clear counterplay for Survivors, even if Undying was used; plus, the potential hex-totem hunt occupied Survivor time, which was beneficial for Killers.

    Ruin was formerly a healthy perk for both sides, one of the most well-designed perks in the entire game. But..., it was apparently nerfed to oblivion because it appeared on the infamous BHVR spreadsheet of doom usage rates... and then BHVR implemented the disastrous gen-kick meta.

    Ruin in its current state might as well be deleted from the game.

  • @Crowman said:

    The amount of changes don't really matter imo. Quality is more important.

    However the one thing that really baffles me is Hangman's Trick. Hangman's Trick is getting a 2m buff from the ptb. Doesn't really change the fact the perk is still worse, but the fact that the devs took long enough to decide that the best thing they could do with Hangman's is a 2m buff that they missed the window to put it on tomorrow's patch is just weird. The ptb was 3 weeks ago.

    Hopefully, BHVR will revert Hangman's Trick back to being useful...


    Your ingenious modifications to Hooks prevent tampering and permanent damage.

    • Hooks destroyed by sabotage or sacrifices repair automatically after 30/20/10 seconds.
    • Gain a Loud Noise Notification when someone starts sabotaging the Hooks.


  • @ARTRA said:

    Excel sheet says it was used a lot so nerf it is the way, not giving Sadako other usefull addons.

    Just imagine that Blight addons are not nerfed because all of them are good so every addon is used at some point.

    Sames with Marvins blood for Nemesis and Engraving for Hilbilly. Excel sheet says this one are used a lot that means OP not that other addons are bad.

    Yep!

    It's the same "logic" behind BHVR destroying Ruin/Undying + Pop and introducing the disastrous gen-kick meta.

  • I'd suggest that this perk should just allow permanent basement-aura reading.


    But, the bubble-aura-reading suggestion above is pretty interesting too.

  • At a minimum, the cooldown needs to be dropped by half.

    I'd be tempted to say the cooldown could be completely removed.

  • THWACK! shouldn't be linked to hooks; it should trigger every time the Killer breaks a breakable wall or pallet.

  • @Dustin said:

    I miss the old Pharmacy perk - I stopped running it when it required you be injured. It makes more sense now but I really enjoyed hoarding Green Medkits + it was a less opportunistic perk before. Now when you get injured you have to hope that you have time to get to a chest before it's opened and before the killer finds you and if a survivor finds you they can just heal you. Would really prefer it just be given the Rummage action like all the other item perks or something else entirely.

    I agree with all of this.

    I think Calm Spirit was also nerfed (for no reason) as part of the same update/patch.

  • @nars said:

    just revert the nerf already. It was one of very few perks in the game that only got value if you were a good player. The more you kept people off of gens, the more regression. except now the regression is so useless it doesnt matter.

    Agreed.

    It's symptomatic of BHVR's poor management & inexplicable decision making that a perfect perk was destroyed because of where it appeared on an spreadsheet (not because of any negative gameplay impacts).

    It provided powerful gen regression, but it only impacted gens if Survivors left them mid-repair.

    Why would Survivors leave gens mid-repair? Typically, to avoid a roving Killer or to go for a rescue.

    So, the perk incentivized healthy gameplay. (Killers needed to move around the map to get max value.) Plus, it was vulnerable to a cleanse.

    It was powerful enough to provide Killer value.

    It was vulnerable enough to allow counterplay for Survivors.

    It was that rare, beautifully-balanced perk...

    So, naturally, BHVR destroyed it and introduced the gen-kick meta which incentivized unhealthy gameplay.

  • @HugTheHag said:

    Hopefully the finisher mori doesn't make a return either.

    I very much like Devour and Rancor having their moris, and the way it was implemented prevented giving hatch, slug races, all kinds of fun that are arguably some of the best things the game has in term of player interaction.

    Just make yellow mori basekit, give survivors an instant bleedout key once they've been slugged for more than 30s, and call it a day.

    Yep.

    If developers want to get spicy, they could add basekit Tenacity too, once Survivors have been slugged for more than 30 seconds.

    The fundamental problem is lack of player agency. Being slugged for 4 minutes is similar to the experience of old Eruption. Players want to play, and, obviously, in those circumstances, it's almost impossible to play.

    (A quick bleedout option is a no-brainer fix, so, naturally, it probably won't happen.)

    If players could control their bleedout, they'd have agency.

    If players could crawl with Tenacity speed (after 30 seconds), they'd have agency.

  • -Option to hide Prestige

    -Survivor HUD indicator when hooked Survivor has Kinship or active Deliverance

    -Bloodweb option to immediately Prestige 1, 2, etc (without clicking the middle node each time 1-50).

    (If there aren't enough Bloodpoints available, the Bloodweb progresses as many levels as possible.)

  • @Iamtheonlysalad said:

    We need basekit unbreakable. The mere fact that the devs said they were going to bring it to the game and never did is ridiculous. What did all the streams that main killer gave you guys black lash? It's not about them it is about your players that are tired of just being slugged and playing the whole game on the ground wasting our time.

    Easy fix to 4-minute bleed-out sessions?

    Allow Survivors to speed up/control their bleed-out rate, so, if they choose, they can bleed out in 30 seconds.

    If you want to get spicy, add basekit Tenacity when more than 1 Survivor is in the dying state.

    (Giving players more agency is the key. Not being able to play the game makes players lose interest.)

  • @appleas said:

    It works pretty well with Legion running the Oblivious + Broken Add ons. Not to mention the timer refreshes if you hit someone else while it is still active.

    The annoying thing is that Survivor and Gen auras being the same color makes it hard to notice instantly. Changing gen aura colors would remedy this

    Yep!

    As of now, the yellow aura of the survivor succeeding a good skill check matches the yellow aura of the generator they're working on...which means, in many cases, the perk is worthless.

    Agree that aura color change is needed for this perk.

  • @Krazzik said:

    Just find it a bit odd that they're nerfing a perk that forced the killer to actually chase survivors and get downs in order to get value.

    People complained quite rightly about gen-kicking perks having no requirements and encouraging just guarding gens but a perk that's the complete opposite was also heavily nerfed. Just seems weird.

    Agreed.

    Previously, they also nerfed Pop & Ruin, which both incentivized Killers to move around the map instead of camping & kicking.

    Since a meta will always arise, nerfing perks solely based on usage rate is always going to cause problems (like the current gen-kick meta).

  • @Jackal7879 said:

    Ok before people say it’s one of the strongest perks in the game which I do agree on some level. The effect is strong but the requirements is to activate it is what drags the perk down I mainly talking about the distance (6m) you basically have to touch the survivor on hook and some killers you can literally go down in front of the hook depending on killer power/add ons and perks.basement it doesn’t even work from upstairs unless it’s the one hook closest to the stairs and if it’s leather face you are pretty much down if you try to get value

    the buff should be

    can be activated from 12m-15m

    and maybe make the effects last 45s

    and make it to were you can activate it with hook stages NOT instances

    and maybe buff kinship time to 50s and to activate after hook animation scream like Reassurance

    if you don’t camp you won’t even feel the effects of this perks and it gives more value for a soloq survivor who wants to bring this perk for a support build and before you say swf can abuse this once again if you don’t camp you won’t notice these perks if you camp at 5/4 gens then you will feel these perks and that’s if they are even in play

    That my idea for buffs for Reassurance and perks like Reassurance

    In general, agreed.

    I think Reassurance range should be buffed to align with basic Kindred range.

    (Obviously, no stacking, no alignment with Open Handed.)

  • @Aven_Fallen said:

    The thing is, I am very sure that the Devs thought that they buffed Calm Spirit. Because before 6.1. it only blocked screams and removed the effect on crows.

    However, they also made cleansing/blessing totems and opening chests silent, which is a Buff. And they probably thought that this Buff needed some Downside, so they reduced the Speed of those actions. Which made Calm Spirit even less used, because its scenarios are already niche, but giving a debuff on top of it was too much.

    It could also be possible that they did this to have a difference between the 3 Perk Tiers.

    IMO they should change it that it only reduces the Speed while in the Terror Radius of the Killer. Because with this, you would still get the benefit of being completely silent when cleansing/blessing or opening chests, but you would only get the Debuff when the benefit actually matters (since it does not matter if I cleanse Totems silent if the Killer is full map away).

    Calm Spirit would still be bad, but it would at least be a bit better.

    I think they also inexplicably nerfed Pharmacy as part of this same update.

    Pharmacy should be reverted back to its prior status, and all of the Calm Spirit debuffs need to be removed.

  • @Pulsar said:

    The Eruption nerf was good and so was the AMN buff.

    The Shelter Woods changes are good.

    The Red Forest maps looks great.

    The scream change was bad.

    Dull Merchant is bad.

    The perks are bad.

    SM looks to be a cash grab skin seller.

    The Survivors are both very bland.

    Agreed.

    It appears that there's a significant management problem.

    Overall, everything takes far too long; plus, more troubling, some changes indicate the developers/management are out of touch.


    -A few folks and/or team need to be collaborating with Fog Whisperers to think/plan for what a DBD2 would look like.

    -Every update needs to include perk updates.

    -Every untouched map needs to be updated. (It makes no sense to update a map without addressing the size issues of the map.)

    -Events are an opportunity to go big/crazy. Something more than recolored generators and totems is needed.

    -It's understandable that businesses need to make money. Emotes & moris are no-brainer ways to make more money. (Admittedly, it's probably easier to make money via skins/costumes.)

    -Since Survivor gameplay is fundamentally dull, efforts need to be made to liven things up wherever possible: day/night cycles/weather for maps, interactive map items, random quirkiness.

    -Additionally, to change things up on the weekends, perhaps crazy skyboxes (or re-colored maps) could be added, plus random perk loadouts, environmental music, and even zombies!

    -Etc.

    There are so many possibilities...

  • Third Seal + Undying + 2 perks of your choice = Fun!

  • Agreed.

    As the game is currently constructed, tunneling will always be an option for Killers.

    Perhaps instead of attempting to punish Killers for tunneling, it might be more effective to incentivize Killers to NOT tunnel.

    For example, (basekit effect) after a Killer first hooks a Survivor, if the next Survivor hooked is a different one, the gen with the most progress is blocked for 10, 15, 20 seconds, or something like that.

    If the Killer hooks the same Survivor twice in a row, this effect is deactivated for the remainder of the trial.

    (Grim Embrace exists, but, in it's current state, it's poorly constructed. It should probably be reworked into something completely different.)

    Perhaps add basekit 5-second DS.

    Re-add BBQ & Chili bloodpoint multiplier. (I understand that items in the bloodweb are cheaper, but there are only upsides to keeping the multiplier.) It was perfectly designed to incentivize Killers to NOT tunnel. The Killer could see his next potential target across the map and potentially gain more bloodpoints by hooking a different Survivor. Plus, there was the satisfaction of seeing a stack for each unique survivor hooked.

    In similar fashion,

    Re-buff Pop Goes the Weasel to 25% of total gen progression (instead of current progression). It was perfectly designed to incentivize Killers to NOT camp. The Killer could do substantial targeted gen regression, but only by leaving the hook to kick the gen.

  • @Xernoton said:

    I'm not sure simply punishing the killer for tunneling is the right move. If I were to start a match as killer, get an early hook and 2 gens are still gone after 60 seconds even a 10 seconds DS wouldn't stop me from tunneling that poor soul's ass. Yeah, it's risky but it might be the only shot I have at winning this game. No matter how much you punish tunneling, with the killer feeling like they have no other way to compete they'll still do it.

    I believe making hook spreading more attractive might help with that. Right now there is no reward whatsoever for hooking multiple people. Quite the opposite actually with perks like Deliverance and soon Blood Rush as well as DH and medkits. The killer can prevent all of these things from coming back to bite them later by tunneling one survivor.

    Agreed.

    As the game is currently constructed, tunneling will always be an option for Killers.

    Perhaps instead of attempting to punish Killers for tunneling, it might be more effective to incentivize Killers to NOT tunnel.

    For example, (basekit effect) after a Killer first hooks a Survivor, if the next Survivor hooked is a different one, the gen with the most progress is blocked for 10, 15, 20 seconds, or something like that. This effect lasts as long as a survivor isn't hooked twice in a row.

    If the Killer hooks the same Survivor twice in a row, this effect is deactivated for the remainder of the trial.

    (Grim Embrace, in its current state, is a poorly constructed perk; it should probably be reworked altogether into something different.)

    Perhaps add basekit 5-second DS.

    Re-add BBQ & Chili bloodpoint multiplier. (I understand that items in the bloodweb are cheaper, but there are only upsides to keeping the multiplier.) It was perfectly designed to incentivize Killers to NOT tunnel. The Killer could see his next potential target across the map and potentially gain more bloodpoints by hooking a different Survivor. Plus, there was the satisfaction of seeing a stack for each unique survivor hooked.

    In similar fashion,

    Re-buff Pop Goes the Weasel to 25% of total gen progression (instead of current progression). It was perfectly designed to incentivize Killers to NOT camp. The Killer could do substantial targeted gen regression, but only by leaving the hook to kick the gen.

  • It's a no-brainer decision that Killers should have the basekit option to snuff or cleanse.

    This change would force the Killer to make decisions on the fly (instead of pre-trial)...which would give the Killer more agency...which would create more compelling gameplay for the Killer.

    Do you snuff to allow for Plaything, NOED, etc? Or, do you cleanse immediately based on a hard-to-reach location, etc?

    As it stands currently, the Killer makes 1 decision, pre-trial, for how all boons will be addressed.

    With the basekit capability, Killers would have to make multiple decisions, during the trial, to address boons.

    Shattered Hope could be removed completely or reworked into something like a Killer version of Counterforce.

  • @BillsHere101 said:

    Boon here, boon there, boon every ######### where. Killers have no choice but to use Shattered Hope (or other perks like Hex: Thrill of the Hunt) to fight against Boon spam. This becomes even more detrimental against schmuck SWF sweat squads. Isn't it just better to give killers two choices? Either 1. break the boon totem or 2. cleanse the boon totem to a dull totem.

    I actually start to feel bad. I might start using a cleansing totem build as survivor out of pity.

    "Isn't it just better to give killers two choices? Either 1. break the boon totem or 2. cleanse the boon totem to a dull totem."


    Yep.

    This is a no-brainer fix.

    Naturally, it's unlikely to happen.

    In this instance, more gameplay decisions/options = more compelling gameplay.

    Killers would have to decide on the fly whether to snuff or cleanse, which would be impacted by their strategy/perks: NOED, Plaything, Devour Hope, Pentimento, etc, etc.

    This option allows for much more interesting gameplay than -snuff all or -cleanse all.

    It would give Killers more agency and choices.