FatallyIconic
FatallyIconic
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@Hannacia said:
They can't balance the game for new survivors. People will learn by playing the game. Lets not handfeed them everything shall we? I have 3000 hours in this game and i'm still learning.
With my hours i do get decent survivors in my soloQ lobbies and if killers don't play good they get destroyed.
I respectfully disagree. Balancing the game for new survivors is important to ensure that the game remains accessible to a wider audience. While players will certainly learn by playing the game, it's important to make sure that the learning curve isn't so steep that it discourages new players from sticking around. Just because you have 3000 hours in the game doesn't mean that everyone does, and it's important to keep in mind that not everyone has the same level of experience.
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@CrimsonMothKing said:
I mainly play licensed killers, so I don´t have too much of an issue with the lack of cosmetics. However, I do get you point, it does seem that every week Feng Min or Yun Jin Lee are getting new cosmetics while Adam gets nothing.
I main Jill valentine and the Silent hill characters, so I'm also used to a lack of cosmetics (well we got fed this chapter at least lol)
But for me, the problem is all of the male fashion is boring. Recently I've been playing Dwight a lot, he is the only male character with interesting cosmetics and that's only because they are meme material. The rest of the male cast have very bland and conventional outfits. Meanwhile, the female survivors get dark costumes and bright outfits, and they very commonly get revealing outfits, like most of the female survivors have Crop tops, t-shirts showing off their Bra, fishnets etc. This is fine, but the male survivors have barely any diversity when it comes to fashion.
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@ProfSinful said:
https://forum.deadbydaylight.com/en/discussion/comment/3154917#Comment_3154917
face camping is hard countered by holding m1 and letting the person being facecamped die while they land their skill checks for 60+ seconds (the + is for if kinship is in the picture)
It used to be, but not anymore. A killer can face camp 2 survivors minimum to death easily. Gens now take 10 seconds longer, and you can use Deadlock to slow down the gens even more without actually having to do anything. Slap on No way out, NOED and STBFL (if you're not playing an insta-down killer) and you can also secure 1 more kill maybe more in the endgame. Requires barely any effort or skill.
Kinship is not a good argument either since it heavily relies on your being a SWF. Reassurance will help now, however it got gutted slightly for Solo players (seriously solo cant catch a break).
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It's clearly evident that there's an interest and demand for Trickster's fashion style. He's not exactly a highly picked killer, yet they make a lot of cosmetics for him. This is most likely because they sell moderately well. Survivor cosmetics sell more than killer ones. Seems like a no brainer.
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@Mandy said:
Apologies for the comments on this thread, that I've just deleted. It's being handled <3
Thank you, Mandy.
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@Biscuits said:
I have had just about every killer tunnel and camp today, so I find it hard to believe that queue time is what is causing people to not want to play games out.
I had a nurse chase me for about 2 minutes, down me, then insidious camp the hook. I sat on the hook till about the last second, as soon as I got unhooked she just killed me.
SoloQ is literally dying, and somehow you find a way to blame us.
What a lot of people don't realise too is that Solo Q takes up the biggest portion of the survivor playerbase, especially in the morning and afternoon. So the fact that the recent midchapter has made it a lot worse for Solo Q, a lot of solo players have either switched to playing Killer more, or playing a different game entirely.
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@mischiefmanaged said:
One that I've been trying lately is Desperate Measures, We'll Make It, Aftercare, and Lucky Break.
We'll Make It for fast unhook heals. Unhooks activate Aftercare so you can run away from the hook and find them again afterwards. Aftercare gives you information on what's happening and lets them see you which is useful for solo queue.
Lucky Break is for your own survivability and it gets recharged from healing.
Desperate Measures is for slightly faster unhooks and heals. It's not as fast as Botany usually, but you don't get a Medkit efficiency penalty so it's easier to heal yourself more often with a Medkit.
I then usually bring a Medkit with charges for two heals.
Oh wow i almost use a build identical to yours, but instead of Desperate Measures i use Overcome. It allows you to get much better use out of Lucky break. Plus, you don't want your healing speed to be too fast otherwise you do not recharge your Lucky break as much. That's why i only use we'll make it. It allows you to support your teammates when they most need it (after being unhooked) and the healing speed bonus isn't permanent which is better for Lucky Break recharge.
And then yeah, medkit with 2 charge heals. If you're low on medkits you can replace We'll make it with Circle of healing.
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Sorry Nea, Meg and Feng stans. Their cosmetics are ugly to me, the people who play them are usually toxic or game throwers, and i hate their voices.
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Your first mistake was thinking and using Tru3 as a reliable source. There's a stereotype that all of his loyal followers are whiny killer mains who play DBD like it's a chess game with a 1mill cash prize. How you behave in your post pretty much checks that box.
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Based on what they gave us for Prestige legacy, I'm gonna say the answer to your request is a big fat NOPE.
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@Seanzu said:
https://us.v-cdn.net/6030815/uploads/9Z1O5RU6X3YY/deadbydaylight-win64-shipping-30-06-1656566302.png
Ehhh, I don't blame people when you get nurses standing infront of survivors during events like this, better they move onto the next match and have fun, this was literally 5 minutes ago.
your game looks nice, what nvidia filter settings do you use?
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@Viskod said:
https://forum.deadbydaylight.com/en/discussion/comment/3034306#Comment_3034306
And Behaviour said it would not be a legacy reward.
People that went crazy grinding BP *just for this* only have their selves to blame.
Yet they call it a LEGACY effect in the patch notes, basically insinuating its a legacy 2,0. Only a half-arsed one. It's a huge slap in the face for people who have been playing since the first grind reduction. You say people have went crazy grinding - like a last minute thing. Thats not the case for most people. Most people have so much prestige because of how long they have played the game and the commitment. And now the grind has been reduced by 75%. this grind issue should've been implemented a long time ago.
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@Viskod said:
Behaviour set expectations low to being with. I went ahead and P3'd my one favorite Killer and my one favorite Survivor and I don't even like the effect so if it can be turned off I'll probably be doing that.
But I don't feel bad for people who deliberately did a crazy grind before the patch that reduces the crazy grind just for this.
The first legacy reward they did was ALSO after they reduced the grind by a large amount, and people got exclusive cosmetics for it. The whole point is to compensate people who have invested a lot of bloodpoints, time and also sacrificed items during time when the game was more grindy. A cheap looking animated overlay that no one else will see is underwhelming when the last Legacy rewards were way more fulfilling
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They honestly should've not bothered at all if this is all they are going to do. A sparkly overlay effect that no one but you will see. Means nothing tbh and it looks especially bad when you don't have every survivor p3'd because of how inconsistent it makes the portraits look too.
I made a joke to my friend about the special p3 award saying "oh its probably going to be just a charm! ha!" but its even worse than that lol
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@midnightt said:
https://forum.deadbydaylight.com/en/discussion/comment/3031395#Comment_3031395
Playing for 12 hooks it's ridiculous and you just can do it unless you're a good nurse or survivors are just bad. If you play with imaginary survivor rules they have all the time in the world to genrush and leave... And don't forget to tbag at the door :)
This can be obvious for a lot of people but you clearly don't play killer that much
I have 4k hours in DBD, and i'd probably say 1k of those hours on killer. I've played a fair amount and i never play for 4 kills because i find it boring and pointless to play like a sweaty nerd just to get 4 kills, which means nothing in the grand scheme of things. I get way more bloodpoints, and have more fun (and so do the survivors) when i try to go for as many hooks as possible while securing at least 2 kills. When i play like this i get at least 2 kills every match when playing with my mains (Hag, Pyramidhead, and spirit.) Thats not to say i don't get 4k very often, because i do, but i don't expect it every match like some of you killer mains do.
Killer mains purposely go out of their way to tunnel one survivor early game to force a 3 v 1. Which is very smart if you are desperate for a 4k because an early 3v1 scenario obviously ensures that. But for me, its really not worth doing. If i wanted to get 4ks every match, then sure, yes, but i don't care about it because it means jack #########. Imagine playing a game where everyone can have fun.
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@JCZ said:
https://forum.deadbydaylight.com/en/discussion/comment/3031399#Comment_3031399
there is an iridescent for P3 I'm pretty sure, but still idk if thats really worth
If that's true, my disappointment is immeasurable. I noticed there's a silver-coloured prestige icon, I hope that's not what the P3 reward is lol.
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Well, I'm curious to see what the icons look like at high prestige levels. If they are all literally just brown icons with a number in them that's kind of lame. Was hoping the higher your prestige, the cooler and more detailed the icon is.
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Interesting to see some people in this thread who are against all of these suggested changes to DS. Even after the stun nerf, endgame collapse nerf, and we all know it disables after doing, well, anything but running. Almost seems like they rely on tunnelling every game to get kills... Funny that.
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/3028072#Comment_3028072
Technically, remove hook grabs AND interrupts (i.e. stopping the animation during the channeling). That would actually give a chance against Bubba, Oak Haft Huntress, etc.
And it would still give the killer (any killer) the trade. So, they're not getting robbed.
Unhooking should just be queued up like a fast vault on window without any channellingwhatsoever. Once it's done, the animation plays out, but you will get any and all damage during the process.
Hook grabs are almost comparable to the old hatch stand offs. apart from it benefits the killer more with "hook standoffs" because there is a time limit until the survivor just dies on the hook.
Another suggestion I had was to completely pause the hook timer when the killer is camping within a certain range. The hook timer will resume when:
- The killer leaves the set range of the hook or:
- Another survivor enters the range of the hook that the killer is camping. This means that killers can still be rewarded for camping but only if other survivors swarm the hook. This also means that it encourages survivors to rush gens.
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Survivor hook timer should be paused when the killer is near a hooked survivor with NO OTHER survivors around. Once Killer leaves the range of the hooked survivor OR when another survivor enters the range of hooked survivor who is being camped ,the timer continues.
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A good start would have been to remove hook grabs. It's honestly ridiculous. If a killer is camping they should only get a trade at most. Currently, hook grabs are very generous and you can be grabbed even when the unhooking bar is full.
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@OnryosTapeRentals said:
Yeah the developer update didn't address camping at all. Really disappointed tbh
They think the Base kit BT change is enough, but it really isn't. Camping killers can very easily get Hook grabs. And obviously, if it's an instadown killer they aren't being saved either. The counter to this used to be rushing gens, but with the current buffs to gen regression, and perks like thanataphobia potentially making solo gens take 115 seconds to complete, Deadlock blocking gens...Let's just say solo survivor is going to be at worser than before. Camping will also be more viable than before. Which is PRETTY bad.
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I know this thread is old but yes PLEASEE. There seems to be no new silent hill content on the horizon and i am STARVED. Give us Harry Mason, just imagine Harry, Lisa, Cybil and Alessa running around midwich with modern graphics. I can only dream T_T
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Yes, i hope it gets fixed ASAP. He's one of my favorite and obviously most expensive skin cus legendary
Also it seems to be on both the survivor POV and killer POV. Meaning it gives the survivor Iron will without having to equip it.
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Seeing a lot of people saying: Kindred and windows (two information perks) then two Meta perks that AREN'T Dead hard or COH.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2919817#Comment_2919817
Just mostly no dead hard and you're ok. Take the down like you're meant to if you mess up , and it's all good.
Coolio
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If anyone is wondering why i'm asking this - I mainly play survivor now, and i do have a soft spot for killers, especially with the current MMR. Therefore i want to use builds that aren't obnoxious but I'm still useful and helping my team.
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@DragonMasterDarren said:
Any combination that isn't DS/UB/DH/COH is fine by me honestly
I don't mind if you run one or multiple of these perks, just never run more then 2 at a time, that is just excessive
I see what you mean. Personally I find only Dead Hard and Circle of healing to be an issue for me.
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/2875453#Comment_2875453
Looks like everything cool is getting scrapped one way or another,wonder who makes the final call with every cool ideea bringed for dbd.
Probably was too much work for them. Plus, there are more important changes to the game that still haven't been done, despite being asked YEARS for them. Like Solo queue QOL changes and a definite fix to the insane grind that the game has.
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Most likely they have, yes. It's not the first time they have mentioned something, and then scrapped it.
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@[Deleted User] said:
I agree that she's extremely weak in what I assume are higher MMR tiers. When I play during weekdays and get matched with teammates at my experience level, she consistently manages 1k or less. Often less than 5 total hook stages.
It's mobility for the sake of mobility. Most of the time I can look at a tv while I work on a gen or run early when I hear the teleport audio queue. Then she has to close the gap for a single hit, and probably cross the map just to chase without a power.
Condemned isn't threatening or a game delay. I often use a tape one time per match max. Because she brings nothing to the table in terms of utility, survivors don't have to make decisions at a high level or manage resources. She's weak, but she's also extremely simple to play against. That's a bad combination. It's hard to mess up against her.
I completely agree. She doesn't excel at stealth, she doesn't excel at hit and run, and she has no strength in chases either.
I should also mention the way a lot of the TVs are stationed. A lot of them are facing AWAY in the opposite direction from the generator or the loops. Meaning that it is also disorientating for the killer as they come out of the TV. And furthermore gives more time for the survivor to cycle to a completely different jungle gym/loop.
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I've always said the following, and I think anyone that has played Killer and survivor will agree:
Solo Survivor --> Killer --> SWF. In order of weakest to strongest.
No, the game isn't survivor sided, it's SWF sided. If a killer is vsing solo survivors or 2-man SWF with solos they have a decent likelihood of winning if they don't totally suck.
Killer players and solo survivors should never expect to win every single match. Find ways to have fun in the game without having to "win". Otherwise, if winning is that important to you play sweaty in a SWF (Or play Blight with ruin undying tinkerer BBQ and make every solo queue surv want to uninstall)
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@Akumakaji said:
Nice observation. Yeah, Empathy is totally underrated. With a bit more empathy from both sides, less bullying and second chance stacking on the survivors, and less hard and aggressive tunneling from the start and at 5 gens, the game would be a much more pleasant experience for result involved.
If we all.... Oh... Ah... You are talking about the perk, not some philosophical concept, my bad.
Yeah, as I said, Empathy is totally underrated and few other perks give you map wide info on how the game is proceeding and where the action is. And more altruism, fueled by Empathy, can help the tunneled player stay longer in the game, while relieving the killer of gen pressure, with suddenly two survivors in a chase.
And you just turned a miserable situation into a win/win for everyone.
You are correct when saying that it does somewhat reduce the gen pressure in the killer's favour - however, you have to think of the long-term benefits of the match. The killer HAS WAY MORE gen pressure when they eliminate a survivor early game and turn it into a 3vs1.
Your fate is basically sealed in the early game at that point. A survivor on death hook who hides and loosely does a few gens while his teammates who haven't been hooked yet take the heat and gens more aggressively - is much more useful than a straight-up DEAD teammate who can do nothing at all.
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@Tiufal said:
You basicly never played against a tunneler. They just ignore you to get that one survivor out. Empathy doesnt change anything about it.
And you've clearly never played against survivors that know how to body block efficiently
I have. And it is very effective IF the survivor being tunnelled is somewhat decent in chases. Also, I'm very good at body blocking to the point where killers WILL hook me because they find me annoying. This tactic obviously doesn't work as well with Insta-down killers and killer who can hit through you such as Pyramid head - you would obviously change your strategy according to the killer you vs.
If you know how to body block properly, and the tunnelled survivor Shift+W, they WILL either down me and hook me, or if they continue to tunnel the survivor while i waste time body blocking - the other 2 survivors will have finished more generators. The killer wastes WAY more time tunnelling when someone is body blocking.
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We'll make it is a very good perk. However, there is no point in using it anymore when circle of healing exists. This can be said for a lot of healing perks - they have been made redundant because of how ridiculously powerful COH is.
This essentially makes we'll make it a bad perk in comparison. Same reason why people would use Dead hard or sprint burst over Lithe. Lithe is a good perk, but because dead hard and SB exist it's seen as rather average.
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@IMhereRUN said:
https://forum.deadbydaylight.com/en/discussion/comment/2715799#Comment_2715799
PGTW is a mere 25% regression. So mathematically, the survivor nearby will only spend a whopping 19 seconds (Maximum!, that’s if you had it 99’d) getting the gen back where you had it. The only downside to this is if you last less than 19 seconds in chase…which ofc, is a huge problem. Pop isn’t a perk to be afraid of at the current generator repair speeds. Repressed Alliance is the equivalent of Thrilling Tremors for survivor, it feeds your team gen info, and blocks it…from progressing AND regressing. So it had a downside…just like any killer gen blocking perk.
EDIT: Besides, a competent killer won’t waste the time giving you a headstart in chase…they’ll pursue you to secure a hit/down before using Pop, it has a reasonable time limit.
And you're just further proving my point as to why this perk needs a change. If you read my first post I say that the perk is too situational to be useful. If someone could cancel the effect you can reliably avoid any regression completely. This would make the perk worth using as currently, the drawback of the perk is far too much compared to the benefit.
Also, your second point, that's why you use repressed alliance with sprint burst. You can block the gen and you get a head start regardless of what the killer decides to do. Also can pair well with kindred so you know the killer is coming to your gen after an unhook.
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@IMhereRUN said:
https://forum.deadbydaylight.com/en/discussion/301784/repressed-alliance
If there’s a teammate nearby to finish it when you’re chased off…just don’t block it.
Common sense bruh
That logic only works if the killer has ruin. If the killer has pop and sees me run off the gen, he's going to get pop on that gen if i don't block it. This basically makes the perk USELESS if the play is to just not use the perk whenever a teammate is nearby (and letting the killer get their pop on the gen). You just might as well not use the perk at all. The whole point is to make you WANT to use the perk. So maybe take your own advice and get some common sense.
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Of course mindgames are useless. When all the recent killers they have been releasing are ranged anti-loop and get a free hit whether or not you fake something. The only viable playstyle against new or meta killers is to pre-drop and Shift +W. People complain endlessly about shift + W, but what else are you meant to do against anti loop killers? You actually get PUNISHED in the killer's favour for trying to stay in a jungle gym and use mind games to prolong the tile.
DBD is in a very different state than to what it was years ago. Back then actually getting GOOD at the game and learning cheeky mindgames was rewarding. Now, what's the point when the killer can hit you regardless with their built-in power? The last decent killer they released was blight. Everything else is a bore-fest pre-drop shift W. Hate this direction personally. It's boring for both sides.
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Someone told me it's been fixed this latest patch. Turns out it has. I'm glad, but strange they didn't even put it in the patch notes.
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@[Deleted User] said:
Repressed Buff
i see what u did there
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I hope they fix it, i really like the perk, and was looking forward to the buff :/
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@Tr1nity said:
What is depressed alliance supposed to be like?
It's supposed to take 45 seconds to charge now. It didn't work on the PTB, i assume they would fix it for live. They haven't, yet they still updated the perk's description to be 45 seconds. Still takes 60 seconds to charge.
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The problem right now is that the anti-cheat is useless and is easy to bypass. The only way to get hackers banned is by providing video evidence, the in-game report function does not help at all.
However, there are so many players who use "stealth" hacks, meaning they use 5% speed hacks, toggle Aura reading on and off etc. There is no way to prove or detect this with video evidence. I honestly feel like I've played against a lot of hackers, but they are very subtle about it and i probably didn't even notice.
If you are in Europe and turn cross-play off, you are almost guaranteed to encounter hackers in my experience. I used to hate crossplay, but now I can't bear to turn it off.
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I hope they do, they deserve it. And with James recently being released, it's clear that the licensing would probably allow it.
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I really like James Sunderland's. Really well voice acted. And when he's injured he sounds like he's actually in a lot of pain, and not moaning out of ecstasy as most survivors do lol.
Claire's scream when she's downed (not hooked) is pretty good too.
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@snek said:
considering her character and perks, don't see why clairvoyance doesn't detect totems; to balance it out, the duration could be shortened to 3-5 seconds
I'm guessing they've done this so the perk doesn't detract from Small game, detective's hunch etc.
But, the problem is, they haven't given us a reason to use Clairvoyance over those perks instead,
I believe that giving the perk a Glass bead effect will still make it a niche perk, but it will be a lot more fun and viable. On an indoor map? help your teammates find gens! Just finished the last gen? Help your teammates find the exit gates!
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They definitely need to give this perk something extra. There are too many perks that do the same thing, but better, and they don't require you cleansing a totem. I feel like the only people who will use this perk are new players who buy Mikaela and have no other perks to use. Completely filler. Another perk that will be forgotten about or will receive a small buff in 1 year.
If they want to keep its main effects the same - they can at least make its duration similar to a map (about 20 seconds). You could at least get it to last most of the match then.
Not to mention that it's counter-intuitive to her other 2 perks which encourage you to NOT cleanse totems. Also if you wanted Aura reading and a perk that benefits you from cleansing totems - you would be better off Bringing a Map and Inner strength.
I mean, the fact that you have to also sacrifice bringing or using an item just to USE the aura reading is bad enough.
Sad...I liked the name and idea of the perk.
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Well they are giving Repressed Alliance a small buff this upcoming mid-chapter, so that's something i guess.
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@JustWhimsical said:
https://forum.deadbydaylight.com/en/discussion/286286/simple-changes-to-blood-pact-to-make-it-decent
I do kind of wish there were more benefits because this perk is only really good with swf because solos arent always going to know what you are doing. Then again that's most perks in this game at this point, bad for solo, better for swf.
It's primary use is the Aura reading - but currently it doesn't even do that very well when you compare it to other perks. I'm not saying it's useless in it's current state, but there is no reason to run it when you have Empathy or Aftercare instead.
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/2524913#Comment_2524913
No. That first bit of text is a link. A link to a post by Mandy explaining that they're making it so Survivors can flat out replace a Hex with a Boon. And in a different thread I lost track of, Mandy said they could reapply a blessing to a new totem if the Killer got rid of it. Meaning Killers have zero ways to get a Boon perk out of the game. If Boons are impactful enough, they will make playing Killer absolutely miserable.
So what if boon totems can replace a Hex totem? If a survivor found your hex totem, it's going to be lost and cleansed anyway regardless of them having a boon totem perk on or not. It's heavily implied blessing a totem will take the same amount of time as cleansing.
Plus, you have no idea how useful the boon totems will be. Saying you "hate" something before even knowing how it works is just pure ignorance. Take a seat, calm down and wait for the official PTB patch notes before having a panic attack lmao.
