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Firellius

Firellius

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  • @DrDeepwound said:

    Lets highlight some of the things the devs have done to combat camping:

    Made BT no longer need terror radius

    Made hooks swivel to allow survs unhook from multi angles.

    But notice they wont make hooks allow a killer to hook from the back, you know allowing survs to bodyblock and deny unhooks. Blocking the hook prompt is no different than blocking unhook prompts. Facecamping and bodyblocking hooks are basically the same thing

    Maybe one day devs make hooks so we can hook survs from the back too, but we know that wont happen, survs would cry they couldnt bodyblock the hooks anymore.

    Talk about irony

    Blocking the hook prompt is no different than blocking unhook prompts.

    Yes it is. Killers can disable survivor hitboxes, but survivors can't disable the killer's hitbox. Old facecamp made it physically impossible for survivors to get the unhook because they can't manipulate the killer's collision.

  • @Swampoffering said:

    Is healthy for the game DeadHard abuse on 95% of games to extend a chase and correct your mistakes as survivors? No, It Isn´t

    Is healthy for the game playing as 4SWF knowing how imbalance is voice communication ? No it isn´t

    Is healthy for the game tons of second chance perks ? No it isn´t

    Is healthy for the game getting rewarded for loosing chases as survivor? No it isn´t

    But, you know what? Is on the game, why shouldn´t facecamp bubba be a thing with all this stuff ? No reason

    Is healthy for the game tons of second chance perks ? No it isn´t

    Just gonna highlight this one, but... Yes, it's healthy for the game. The game is designed from the ground up for survivors to have THREE chances. The fact there's this barrage of complaints about -second- chances is honestly quite telling.

    Without DS/BT/UB, this game would be in so much worse of a state. BT bodyblock you can argue against, you can argue against EGC DS, you can complain about DH, but 'second chance' perks in general have been required to make the game functional.

  • I'm a survivor main(ish) and I want BT's endurance to remove collision with the killer for the duration.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2996309#Comment_2996309

    There are still tons of complains about DH, because nothing changed in that regard. CoH is just another extremely powerful perk, that got nerfed twice, but the nerfs didn´t address the core issue of the perk. However, the forum was full of threads, where people claimed CoH is useless now. Which it isn´t. But just, because the forum was flooded with those complain threads, doesn´t mean the amount of DH threads went down. Its just that the CoH threads were more visible.

    But we should go back to the original thread, which is about gen speeds.

    There are still tons of complains about DH, because nothing changed in that regard. 

    Yes, there are now, but there were fewer when CoH was released.

     CoH is just another extremely powerful perk, that got nerfed twice, but the nerfs didn´t address the core issue of the perk. However, the forum was full of threads, where people claimed CoH is useless now.

    No, there were still far more complaints about CoH than about CoH being nerfed too much. I'll grant you there were considerable complaints about the nerf, but that was mostly divided between 'this nerf is not the nerf it needs' and 'this isn't enough of a nerf'. There were very few saying it was overnerfed.

    But just, because the forum was flooded with those complain threads, doesn´t mean the amount of DH threads went down. Its just that the CoH threads were more visible.

    But likewise, that argument also goes for your 'Before the Ruin + Undying combo was nerfed, there were fewer camping complaints'.

    That's the point I'm making. You're using your perception of the forum presence of camping complaints to argue that camping will decrease if killers are made stronger, but as I argued before, the presence of a more pressing issue can push other issues to the side. And as you are arguing yourself just now, other issues could just have been more visible without there being a decrease in complaints about camping.

    That's all I'm arguing here. Pointing to the forums as proof of a reduction in camping is a long shot.

  • How?

    You are suggesting that a reduction in complaints about camping means there was less camping going on. I point out that DH got fewer complaints when CoH was released.

    The point is that a reduction in complaints about camping =/= there's less camping going on.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2996198#Comment_2996198

    The amount of DH complaints dropped? Ohh you mean that in comparison of the amount of people that complained about CoH getting nerfed to uselessnes, twice, and still being one of the strongest perks in the game. Probably hasn´t to do anything with the fact, that the survivor playerbase is a little bigger than the killer playerbase.

    Pretty sure you're wilfully missing the point here.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2994068#Comment_2994068

    The amount of threads complaining about camping dropped significantly during that period. Go check yourself if you don't believe me.

    I'm pretty sure the frequency of DH complaints also dropped at CoH's release. Bigger issues can push smaller issues out of the spotlight, so to say that Ruin/Undying was making people camp/tunnel less is still nothing more than an assumption.

  • [Insert 'but they played the trial with three perks!] NOED argument here]

  • I'd suggest it gets a stack per remaining totem, then...

    At 1 stack: It grants 1% movespeed per stack.

    At 2 stacks: It grants instadown.

    At 3 stacks: It grants aura vision on survivors within a small radius.

    At 4 stacks: It blocks windows you vault through, permanently.

    At 5 stacks: Reveals all survivors, and blocks the exit gates.


    Just make it so that you don't get the full benefit of NOED if the survivors DID break totems, they just missed the one godspawn.


    Also requires camping nerf, since NOED is a massive enabler for camping.

  • @Bot_Salvo88 said:

    I still don't understand how Decisive Strike is active during End Game collapse to begin with. It's a lose-lose situation for the killer

    "They played the entire trial with only 3 perks!"

    DS should activate off every hook, but not in endgame, IMO.

  • @JohnWick1654 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2992112#Comment_2992112

    This comment has so much sweat put into it that you could fill up an ocean,

    https://forum.deadbydaylight.com/en/discussion/comment/2992332#Comment_2992332

    "Huge ballancing issue" next to "those passives would mean absolutely nothing" strange.

    Also giving survivor each bonus on certain tasks,

    how would that ever backfire hmmm I wonder?:

    Dwight - 50% bonus bp in objective,

    also Dwight, is being chased all game, can't touch gens,

    oh wow good thing I have 50% bonus on objectives...

    It's not that hard. '1% increase to gen repair speed' is negligible, but if you were to increase it to a point where it isn't negligible, it immediately crosses over into being a huge balancing issue.

    Also, being chased all game robs you of a ton of points anyway, having a 50% bonus to another category won't hurt that much more than normal.

  • @JohnWick1654 said:

    https://forum.deadbydaylight.com/en/discussion/327518/what-if-all-survivors-were-unique

    Counter argument,

    survivors have their own unique passive bonuses,

    for example:

    Dwight 1% faster gen repair

    Claudette 1% faster healing

    etc.

    Those passives would mean absolutely nothing, and they shouldn't, either. Huge balancing issue.

    But one thing I suggested is to give each survivor a character-bound post-game BP boost, divided among the four categories. For example, Dwight would get 50% extra in objective points, and 25% in Altruism. David would get 50% bonus in Bold, 25% in Altruism. Nea would get 50% in Bold, 25% in survival.

    Etcetera.

  • It's not Nurse and Blight as much camping and tunnelling.

    Camping in particular forbids any kind of innate gen speed reduction, otherwise deathcamping on first hook guarantees 2K+.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2983544#Comment_2983544

    Something being unfun to play against is not a good reason to nerf it.

    There's nuance to it, but yes, something being unfun is a good reason to nerf it.

    It's been a huge thorn in DBD's side that camping, tunnelling and slugging are the de facto best strategies, much like genrushing is for survivors. It breaks the core engagement of the game down completely, and both sides have been at each others' throats over this for years. It is literally the worst thing about the game and it should be nerfed out of play.

  • Two 'fun' builds I used to run are field medic Jake and Dumpster Diver David.


    Field medic: Self-care, Botany, Desperate Measures, Bite the Bullet. Enormous healing speed, silent heals, efficient self-healing.

    Dumpster Diver: Plunderer's Instinct, Ace in the Hole, Appraisal, Streetwise/Built to Last. Absolutely terrible winrate since items aren't worth the wasted time, but you can dish out items like candy to your teammates.

  • Hag, Twins, Bubba.

    The campy gang, in short. Though Twins is replaceable, they're not that bad. But Hag and Bubba are always campy.

  • @Laluzi said:

    Because now they can point to it whenever anyone points out the issues certain totem spots and maps create instead of having to examine how the boon mechanic panned out and that its intended counterplay may not be balanced the way they intended.

    It's a terrible perk. Bringing Shattered Hope is like bringing Lightborn if you couldn't see if your opponents were using flashlights. Because in that hypothetical scenario, it's worthless if they don't have flashlights, and even if you're going up against one or two flashlights, you still won't need Lightborn - the value only checks out in a game that's absolutely saturated with them. Like, I'd take Shattered Hope in a heartbeat if I knew I was going up against a few boons and an RPD offering, but in your average match, it's either mostly useless or has no ability to ever provide use period. Survivors can still light five boons and that's going to be more than enough in most scenarios; if it isn't, either the match has become a war of attrition, or someone was dumb about booning and kept putting boons in spots the killer was going to patrol. (Or someone was doing bones, but that's looping back to 'Shattered Hope gets no value' territory.)

    "Bringing Shattered Hope is like bringing Lightborn if you couldn't see if your opponents were using flashlights. Because in that hypothetical scenario, it's worthless if they don't have flashlights, and even if you're going up against one or two flashlights, you still won't need Lightborn"


    It's like bringing DS when the killer doesn't tunnel, BT when he doesn't camp, and UB when he doesn't slug.


    It's just BHVR's MO at this point.

  • Autodidact. It's close to being a really fun perk, but it's just a killer perk at the moment.

  • @scenekiller said:

    I'm not sure I understand... you just accumulate more wiggle progress when they pick you back up.

    Unless you mean when you break free from their grasp? At which point, they're stunned for a second and you get a chance to get away, so it's as if the match "reset" to before you were downed.

    In either scenario, there's nothing unfair lol

    I'm not sure I understand... you just accumulate more wiggle progress when they pick you back up.

    I think wiggle progress regresses while you're on the ground though.

  • @StarLost said:

    As this is potentially a 'once in a lifetime' iron-is-hot moment, where this game is going to change at a fundamental level, alongside the sweeping perk/meta changes - what changes do you want to see to the base game?

    For me:

    Killer Changes

    • 1. Killer powers cannot be used within a certain radius of hooks. This is already the case for Artist, and it would help deal with facecamping while proxy camping remains viable.
    • 2. Something (I'm not sure what) to prevent the extremely unfun 'slug everyone and let them bleed out' style, often combined with Knockout.
    • 3. Buffs to Onryo, Pig and Trapper and addon improvements for Pyramid Head and Freddy.
    • 4. After 20 seconds of close proximity to any 1 survivor, you now lose collision (prevents blocking people in and also helps with facecamping).
    • 5. BBQ & Chili BP effect added to all killers, baseline.
    • 6. Instadown/grab attacks now grant double credit for hit events, which should help the annoying 'these killers are so much worse than other killers for ranking' issue.

    Survivor Changes

    1. At the start of the game, generators take 40% longer to complete. Every time a generator is completed, this is reduced by 10%, until it reaches zero at 4 gens complete. As all gen regression perks are taking a hit, something is needed to prevent the 'I got unlucky with my initial patrol/chase and now there's no way to catch up' problem.
    2. Kindred added to all survivors, baseline - minus the ability to see the killer's aura. This is absolutely required in solo queue, but causes issues because more than 1 Kindred is a huge waste and almost nobody reads pre-match chat and, especially for those of us who play at odd hours, language barriers make this even more difficult (I've had lobbies with Chinese, Spanish and English speaking players).
    3. While on the hook/ground, you gain partial credit for all generator progress made - much as currently occurs when you are being chased. This should at least slightly help with the 'suiciding on hook' issue, as there's a tangible personal benefit for sticking around and also the truly obnoxious 'well, I got downed first and facecamped/bled out, and now I depip' situations.
    4. Borrowed Time and Decisive Strike are now baseline on all survivors. However, Decisive Strike will now deactivate upon entering a locker.
    5. We're Gonna Live Forever BP effects added baseline for all survivors.
    6. When queueing with friends in a SWF, you now receive a temporary MMR inflation proportional to the number of players in that group. This should help offset the ridiculously strong benefits of coordination and information sharing possible by ideally finding you a slightly stronger opponent.

    Overarching changes

    1. The DC penalty now decays a lot slower. The occasional DC won't hurt you, but habitual DCers will be heavily penalized.
    2. Bloodweb animations can be disabled. It can take far too long to spend BP at times, due to these animations.
    3. A player endorsement system, to help reward good sportsmanship on both sides.
    4. Some survivor and killer offerings reversed. For instance, killers can now cause survivors to start together, while survivors can now cause everyone to start split up.
    5. Swamp and Badham maps reworked.
    6. On DCing, your killer/survivor will be controlled by an AI bot - and you are able to reconnect. If you successfully reconnect within a certain timeframe, you will receive no penalty for that DC.

    I like a lot of these changes, but there's one I want to highlight...

    Borrowed Time and Decisive Strike are now baseline on all survivors. However, Decisive Strike will now deactivate upon entering a locker.

    While I can fully and completely see DS working as a baseline perk, I don't want BT baseline because it covers survivors specifically only if they make a bad unhook, which I don't want to encourage. I also don't think DS deserves to be deactivated from hopping in a locker, since all that does is circumvent a cheesy counterplay to DS, which is slugging. The survivor does not progress the game while in the locker, so it shouldn't break DS.

    For BT, one additional change: While under the endurance effect from BT, the survivor does not collide with the killer. Just to kill the BT bodyblock.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/2957470#Comment_2957470

    Most of the killer hexes would be stronger if the killer had to go to a totem and manually place them.

    Imagine a trapper that traps his strongest totem at the killer shack along with all the entry points. You could place devour hope on your favorite 3 gen after someone has been hooked. so it's nearly impossible to destroy.

    No one suggested boons be mapwide. Also the killer interaction is less than a second and survivors have to place theirs because it takes lots of time.

    You said hexes and boons should get the same rules. If Hexes are global, then boons should be too, right?

  • DS/BT will not leave the meta unless tunnelling/camping have other, built-in counters implemented, so I'm curious what they'll produce to back up the bold claims of changing the meta.

  • @Brokenbones said:

    Here you go, this is from the official news post:

    This new system is tied to a character’s progression and will reduce the grind significantly. Moving forward, the first three prestige levels will earn the corresponding tier of that chosen character’s perks across every other Killer or Survivor. It’s also worth noting that you will no longer lose any perks, items, and add-ons when levelling up a character’s prestige level. 

    For Example: If you raise The Trapper to prestige Level 1, all your Killers will receive the first tier of Unnerving Presence, Agitation, and Brutal Strength – they will also gain the ability to find tier 2 of those perks. in the Bloodweb, and subsequently tier 3. That process continues until you reach prestige level 3, when all The Trapper’s perk tiers will be maxed out for every Killer.

    They did it! They took my suggestion!

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/2955860#Comment_2955860

    Where's the survivor version of this perk? Make Hexes jump to dull totems automatically.

    This is just another unfair mechanic that makes the game rules favor survivor over killer.

    Hexes and boons need the same rules.

    You want boons to be global and automatically planted?

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2957443#Comment_2957443

    It is literally second only to Dead Hard, fam. Bad perk... Like, maybe in the same way killer mains pretend that NOED is bad. No idea why people feel the need to be so disingenuous as though it will save your precious perk from further nerfs.

    If DS is second only to Dead Hard, that means all survivor perks are garbage.

    Yes, it has a high pick rate, because it is the only option survivors have to counteract a killer strategy that is blatantly much more powerful than classic hunt'n'hook. But it is not that good at it, and does nothing without full cooperation from the killer.

  • In fairness, while DS absolutely deserved its nerfs, it is a bad perk in its current state and is -still- complained about.

  • @Vlarian said:

    https://forum.deadbydaylight.com/en/discussion/comment/2951042#Comment_2951042

    Ever since it got validated, the survicor is always favoured in every situation.

    That's not how validation works. What changed is that a lagging killer is no longer unfairly advantaged.

  • 1) The ********* filter

    2) The profanity ******

    3) *** profanity filter

  • Jesse Fayden, from Control. With the paranormal nature of the origin game, she could have a really interesting set of perks.

  • @Warcrafter4 said:

    Its why I like the VHS's dev's acknowledging that both VHS and DbD can co exist.

    They just want to make their own game and not be the next "____ Killer" which dooms so many projects.

    As the MMO world has shown with the endless failed "WoW Killers".

    And then ActiBlizz was like 'Fine, we'll do it ourselves!'

    I think that's going to be the same for DbD. If anything is going to kill DbD, it'll be BHVR.

  • @Laluzi said:

    It's an endless cycle. Survivors act cocky as they trounce a killer, the killer gets tilted and takes their frustrations out on the next batch of survivors, those survivors get a complex about killers being jerks and treat their next killers like crap, those killers get tilted... and so on. It's a chicken and egg thing; impossible to tell where it started, will continue on forever.

    Best you can do is recognize that players aren't a hivemind and try to keep a level head instead of throwing in the towel and going "screw it, all survivors get facecamped" or "screw killers, all killers get BM." Use whatever builds you want to and handle the players you meet on a case by case basis. Personally I just save my bitchiness for survivors that act provocative and play how I'd like to play against everyone else. There's always bad apples, and unfortunately there's a lot of them here, but I've had plenty of good games with survivors that were chill or friendly in postgame chat, and a lot of players thanked me for spreading hooks, giving hatch, allowing glyphs, etc. You lose out on those kinds of interactions if you meet toxicity with toxicity and assume your opponents deserve to have a bad time before they do anything to earn it.

    Best you can do is recognize that players aren't a hivemind

    That's an important thing. I had one match where I encountered a David multiple times, but I was actively spreading out my hooks, so I didn't hook him. On three occasions, I downed him but left so that someone else could pick him up, giving myself some time without kicking him out of the game. One one of those occasions, I found him trapped in the undercroft of a building with no way out (It was the swamp stage) and dropped him off outside because one of the worst experiences I ever had with the game was very similar to that.

    Post-game, he raged at me for tunnelling him, but one of his teammates actually pointed out to him that I'd been sparing him repeatedly.

    It's not all bad. It's normal folks versus griefers and trolls.

    Problem is that the devs clearly favour the latter two.

  • @Kurri said:

    Borrowed Time shouldn't be base kit. That would just be stupid, and sure enough the dev's have made some mistakes in the past, but I don't pin them to be that dumb. Even borrowed time as is, is too strong - players shouldn't be rewarded for making unsafe saves, playing without Borrowed Time teaches players how to make safe saves. They would just be shooting themselves more in the foot if they made it base kit because new players will have an even harder time learning basics in the game.

    I also don't see any Killer perks should be made base kit. Don't fix what isn't broken.

    I would pin them to be that dumb, they pushed the Boil Over change to live, after all.

    BT isn't too strong, it does reward bad plays, which is one reason I don't want it to be basekit. The other is BT bodyblocking, giving it value outside of its intended purpose.

    DS is a way better pick for baselining, since it's been tailored down better for its purpose.

  • @Mooks said:

    Videogames are a medium and part of real life just like TV shows and movies and books etc. Representation in media matters and is needed for normalization, it may not end homophobia on its own and literally nobody said it would but it certainly can and does help towards the right direction and without positive representation in media we wouldn’t be where we are now.

    Also it’s not forced in our faces. It’s one tweet and a blog post on their website. If you are not able to ignore this tweet that’s on you and your relation to the topic - I certainly ignore like 90 % of all of their tweets or forget immediately what they were about. They have worked on this representation for almost two years and they are proud of how it turned out - there is really no harm in trying to celebrate it as it IS part of their real life and that of many others - even if concerning just a fictional character.

    and you can disagree all you want. It is a fact there have been many people on these forums in past threads about LGBTQ+ inclusion that confirm they would be against inclusion the way you just described it. There is literally no way inclusion of a non-straight playable character wouldn’t have turned out into these kinda threads and discussions and argumentations.

    Representation in media matters and is needed for normalization

    I guess this is the part that kind of bothers me about the way this is handled. Normally when a tome is announced, there's some hint about what's going to be in it and that's that. This tome is being met with a big splash page about how proud they are of adding a gay character, how they worked with GaymerX to get this done, talking about their community...

    It's not normal. It's not how they normally do lore reveals. So it doesn't work for normalisation because it is specifically lifted out as something exceptional.


    David fits the 'stereotype' perfectly fine. There's a lot of macho muscle guys in the gay community who like going around shirtless, so David does work for that.

  • @TeabaggingGhostface said:

    I think there are only 3-4 characters actually confirmed straight, the rest of them are up to interpretation

    First thing that came to mind for me too. There's not a 'ton' of straight characters. Sexuality just doesn't get a lot of focus in this game.

  • Well, if those who've seen the datamine say it'll be addressed, then that gets my hopes up.

    Still think it's a bad idea to toot your own horn before it's done though.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2925104#Comment_2925104

    Can I please put you at ease and tell you this does get addressed

    I take it the lore's been datamined?

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2925104#Comment_2925104

    With new characters they tend to not have much Lore to begin with, that's what's been so great with the Tomes as we've been able to flesh out characters Lore a lot more.

    If we'd put an entirely new DLC in, with an LGBTQIA+ character in, that would probably be more likely to be considered "tokenism" plus the whole paywall issue of a new DLC. And they wouldn't have much Lore at that point.

    We announced and in fact celebrated that David is gay as we're happy to be able to show this representation in our game, we have a large LGBTQIA+ playerbase who are normally woefully under represented in all walks of life and this has been something we've worked on for a long time with the support of GaymerX.

    I appreciate that, but every single company will give the exact same, boilerplate response. I know I'm being skeptical, but I'll want to see the work before I join in the celebration.

  • @GentlemanFridge said:

    Pray tell, how should they have done it, according to y’all?

    Current situation = forced because “retcon”, despite it making perfect sense.

    New character = accussations of tokenism, despite “this is only the beginning”.

    Different character than David = exact same uproar we have now. Besides, who? “X gives me gay vibes” yeah no, that’s not how it works.

    Unannounced = Impossible. People will scream it off the rooftops, including myself, the moment it happens because it’s a big thing.

    ”Shouldn’t have included sexuality, period” = Haha, way to ignore Nurse, Legion, Felix, etc, etc.

    It doesn't make sense yet, we kinda need more lore context as to why a gay man has an ex girlfriend. We can guesstimate the background, but I'd like the official lore to invest at least a little bit in fixing this bump. If it doesn't ever address it, it's gonna feel like a bad retcon.

    A new character would've worked, IMO, provided it has enough character development. In that regard, David does work a bit better because he has a lot of established lore already and you're not gonna get that with one page of backstory on a newcomer.

    Different character... No, I think David is the best pick, with maybe Jeff or Adam as a second place? (Provided you want to stick with male. Don't know about the female side) Dwight is treated as too much of a joke to be graceful representation by himself.

    Unnanounced: Would've been the way to go. The lore isn't out yet. David is only gay by 'word of god', not by the character's design itself. This would be rectified once the lore drops. Yes, people will pick up on it and start broadcasting it, but that's fine. The problem is that BHVR jumped the gun and announced the character is gay before the character's development reveals it.

    You mention tokenism as a thing, but I think a key part of what makes tokenism a problem is that it specifically serves the creator. A bit of self-aggrandisement. 'Look at us and our d i v e r s i t y'.

    That's my problem with the early announcement. When you come out to draw attention to the fact that you 'did a diversity' before the lore's even out yet, you're already fulfilling one problem component of tokenism. You've put one foot in it already, now we're just waiting to see what the other foot's gonna do.

  • I don't like that there's this huge announcement about him being gay before the lore comes out that is probably meant to reveal that he is gay. As others have mentioned, according to lore, he has a female ex, so that's a point that needs to be addressed first. And if they don't do it justice, then this is going to end up feeling forced.

    They're just celebrating the perfect vault before they've stuck the landing.


    Kudos on one point though, I like that they said they'd get LGBT representation in and made it MALE LGBT representation. That's surprisingly rare.

  • @RareOmen said:

    Okay so what if I get unhooked and decide to chase the killer with infinite BT? If I won't lose my BT until I'm away from the killer I guess I won't go away from the killer until they hit me. This would further encourage using it offensively like it already is.

    This could easily be fixed if it got the same change it already needs right now: While you're under the endurance effect from BT, you have no collision with the killer.

  • This might work better if you don't bombastically shout it from the rooftops before releasing what will presumably be the lore story to give it depth and make it resonate. Because right now, it just feels like a rear-end-pull to try and cover something up.

    Did you get involved with NFTs again or something?

  • @SirCracken said:

    https://forum.deadbydaylight.com/en/discussion/comment/2919443#Comment_2919443

    I already went over this. If you went for a different survivor then you'd be leaving the survivor in the locker and allowing them to easily repair the gen. There's just no good option here.

    Yes, but that's down to the gen being at 99% and you not having a gen regression or block perk. DS is a non-factor here.

    Imagine the same scenario but without DS. What's stopping any of the other survivors from running up to the gen the moment you pluck the survivor out of the locker and finishing the gen before you even have control of your character again?

    This is an absolute worst case scenario, and the only condition you have for calling this a lose-lose set-up for the killer is that the winning play here, that keeps both the gen from popping AND the survivor from escaping/triggering DS, is boring.

    But boring =/= losing.

  • @DistortedDream said:

    So as someone who actively plays killer, I always get survivors complaining about getting camped, slugged, or tunneled. So here I am explaining why both of them are fair.

    Firstly, camping, slugging, and tunnelling is a playstyle. Yes, they can be annoying playstyles, but so can gen-rushing and sabotaging, which are also playstyles. If survivors can gen rush and/or run annoying sabo builds, why can't killers slug, camp or tunnel?

    Secondly, they are both necessary in some situations. Camping, slugging, and tunnelling at 1-2 gens is a must if you haven't sacrificed any survivors yet. Slugging slows down the game, which can be helpful on the killers end and eliminating at least one survivor out of the match is top priority at that point.

    And thirdly, camping, slugging, and tunnelling is easily counterable. If a killer is camping, rush gens. If a killer is tunneling, rush gens and/or bring DS or other anti-tunnel perks/builds. If a killer is slugging, rush gens and go help your teammates up when you think they are close to being fully recovered.

    Yes, they are annoying playstyles, but they are perfectly fine and fair. Survivors can have annoying playstyles, killers can have annoying playstyles and all of them are perfectly fine.

    And thirdly, camping, slugging, and tunnelling is easily counterable. If a killer is camping, rush gens. If a killer is tunneling, rush gens and/or bring DS or other anti-tunnel perks/builds. If a killer is slugging, rush gens and go help your teammates up when you think they are close to being fully recovered.

    "Why are gens going so fast?"

  • @Hawk81584 said:

    prime example of killers complaining about EVERY perk a survivor has (example 10000000000)

    That's not true!

    They don't complain about No Mither!

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/2913070#Comment_2913070

    I am still waiting on a similar mechanic for the killer to easily get one kill if all survivor are alive during eg. Of course without camping during eg since survivor are still allergic to most if not all forms of defending a kill.

    You mean Rancor?

  • @Valik said:

    Not sure what their thought process was, or how it applies to the asymmetrical balance of the game, but I think we can all agree that CoH itself doesn't need nerfs so much as all Boon perks need hard buffs - and Boons themselves need to be given a severe nerf to their kit.

    Everyone would likely be a lot happier if boon perks were stupefying in strength, but are removed from the game when snuffed.

    A super powerful 1 and done.

    Everyone would likely be a lot happier if boon perks were stupefying in strength, but are removed from the game when snuffed.

    I doubt that. It'd be frustrating for the killer until the boon is destroyed, and it'd be frustrating for the survivors once their perk is permanently removed.


    I'd much rather see moderately powerful effects with snuffs being more rewarding. A killer should get rewarded for putting a boon totem out, and that's not sufficiently the case right now. Slap a 90 second cooldown on the ability to bless a totem whenever your boon gets snuffed and I think we're good to go.

  • Doesn't this go both ways? I'm just going off what you quoted, but it basically sounds like low level has matchmaking and then when it hits a certain point of MMR, the matchmaking just goes 'F it' and stops tracking your skill.

    Honestly, this doesn't sound -too- bad. Lowbies will be matched with lowbies, but when the skill level goes up to a certain point, it forces a less competitive environment with the 'anything goes' matchmaking.

  • Hindered is an extremely big deal, but so are the 'free hits'. I don't think this perk will feel right to use with all that. Just the gate blockage would be good, though maybe amped up a bit per token.

  • @Ruma said:

    It still has more use than a mori since a key can still clutch when exit gates are once again way too close together while moriing is hardly worth it since no hook will be destroyed, no perks activate and more often than not hooking is simple faster.

    Mori still has value if someone gets saved off second hook in the EGC and still has their DS.

    But yeah, Moris and keys are both terrible.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2908514#Comment_2908514

    I meant flicking at the moment of smashing. For instance, zooming past a wall and flicking 90 to hit someone to the side. While rushing without attacking, yeah, you can only turn normally.

    Yeah, I understood 'he can turn 90 degrees while using his ability' as an Oni literally making a 90 degree turn while dashing, rather than doing a flick-bonk.

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