Gandor
Gandor
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@DBD78 said:
But the nerf was good for survivors since you see more medkits now, which is far stronger. Also CoH or Inner Healing. If you play and invest BPs you more or less can't run out of medkits. There is no reason to use SC or ask for buffs, it's still inferior.
I am half expecting devs will nerf both medkits and CoH as multiple killers are already complaining about them, but keep current self care the way it is.
It wouldn't be 1st time
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I don't like this proposition. Freddy needs some more interesting changes then just removing clock immunity
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@Bran said:
I'd agree such things shouldn't be active during the egc. At that point the survivors do not need it, especially when they still have the 2 minute extension to save any dying or hooked survivors.
A deliverance play in this situation is golden. I'll agree it's not a common sight I'm sure, but I could say the BT affect should not be present.
How did all the threads with NWO and single survivor go? "You played against survivor with just 3 perks and this perk is designed to be used just once in this specific ocasion so it makes no sense to be disabled?" I am not sure if it was directly you, but I think it was.
@Ryan489x said:
This is a rare occasion I'm not upset with any players who take advantage of it. here's what happened.
Two players left, I hook one, the other opens a gate. then chooses to try and save the one on hook even though they're injured. needless to say it didn't work out. however.
I put them on a hook and they jump off right in front of me. and the BT base kit allowed them to escape scot free when I had them dead to rights. this is after a hard fought game game too. this was not an easy get.
Like I said it's a rare occurrence but I had that kill and they used a get out a jail free card. right in front of me
has this happened to anyone else? and how did you feel?
It's not free by any means. Someone had to spend a perk slot specifically for this. If he used the perk slot for 1 quick heal, you would get pretty much same result.
I agree it's bad feeling to loose close game like this, but it's a great feeling for the other side. And believe me - with all the killer regression perks AND random 7% of unconditional 10% gen regression (you have 7% chance that when you stop touching gen, that you will fail skillcheck that never gives you any warning/chance to hit) these bad feeling-lost game happens more often on survivor side. Still remember that doctor game where I had like really almost 100% gen but then shock into T3 into kick with eruption/OC combo that regressed it to 30% upon which we never completed last gen and lost it.
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Killswitch garden and crow map for blight and nurse. That would be fair deal IMO
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Show which killer we run against and we can add it. Nobody wants to go against 4-man swf same as against blight&nurse (and many are fed up with wesker).
If SWF can't get speedy lobby and get sweat fest if they do, let's see the same treatment on killer's side
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@Viamont said:
https://forum.deadbydaylight.com/en/discussion/comment/3121248#Comment_3121248
correction, it wont make them opt but "force" to go fot the other person, wich pretty much sounds like survivor rule book of "you cant atack an unhooked its the survivor law!". I always find amusing how people try to justify every single nerf and impose as much rules againts the killers because "it kils my survivor fun" but rarely they come with any counter balance againts the many things survivors can, do and encourage others to do regardless of how scummy, anoying or plain out unfun for the killer side is.
Now on regards of the topic, fine, lets take out hook grabs, in exchange i expect that:
1.- survivors are punished with +10 seconds more acumilative generator time if they stay on the same generator more than 20 seconds, because clearly thats generator campiing
2.- survivors will have to spend at least 5 seconds on a new generator that has been recently kicked just to be allowed to start gaining any benefit on said generator, after all just being allowed to literally tap the generator wich presents no risk, no punishment and virtually only benefits its "unfun" for the killers who have to manage many generators all at once.
3,. if 2 or more survivors are working on the same generator the moment they finish all of them are blocked from working on a new generator for for 60 seconds, this time dissapears if they are hit by the killer. Its just fair after all, there should be some kind of trade for rushing a generator, if not its clearly rushing and unfun for the killer
i could go on and on, but seriously, survivors need to stop tinking they are the only ones playing the game, they need to stop tinking killers need to adere to a ridiculous survivor rule book and understand that both sides have plenty of anoying/unfun things to the other side, either deal with it or also start balancing things out for both sides and not only the survivor side
We moved away from double window shack & stuff, from infinite loops & infinite vaulting, reduced number of pallets substantially, burning nurse is almost impossible now, trapper's traps can't be sabotaged, hooks are no longer pemanently sabotaged and many many many unfun things for killer (do you remeber old hatch and key?). Just recently we moved to such a niche inconveniences as removing locker flash saves (I agree it was unfair, but how often if ever it happened to you, that 2 survs locker saved each other against you?).
And yet camping and tunneling is in the game for 6 years now. Even worse - tunneling is at it's highest usage it has ever been.
I think it's finally time to do something for survivors for a change. The alternative is to revert all the unfun&unfair aspects of the game that got fixed for killer's benefit. Because it's very clear now killers will not be happy until survivors are not perkless&itemless in 1 flat 16x16m room without any obstacles but those 7 generators that now take 300s each.
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/354255/balanced-landing-has-inconsistent-value
Smash hit provides the same 150% speed as any other exhaustion perk, the only difference is that it's an extra second (so 4 instead of 3)
Actually it isn't even longer sprint. Smash hit activates at the beginning of the animation - so there is 0 chance ever to use it for whole 4s. It's effectively same 3s as every other sprint perk (not counting adrenalin)
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@MrKrabsArgArgArg said:
https://forum.deadbydaylight.com/en/discussion/comment/3259082#Comment_3259082
I just found it to be an interesting concept, also I feel with Oni having a limited time frame with his power, compared to Billy who can use his power when it's not on cool down would be a better killer to add this to. My inspiration for this comes from the fact the Knight can damage all three breakable things (Pallets, walls, and Generators) and since Oni is using the same weapon as his power as his does in animation, it's more of a why not
I don't have anything against adding this to Billy or Blight if it's deemed appropriate, I just found Oni to be the most reasonable since like I said he's required to earn his power opposed to Billy and Blight who use their power whenever they want basically
I am not going to look for "logic" or "realism" where survivors can fix motor in 90s, said motor is degrading when in regression state (with simple kick putting him here) and survivors being able to completely heal themselves in 16s by holding hands above each other.
My reason for changes like this is fun aspect (so sure if it makes some intresting interaction, then add that and compensation-nerf him in some other way), or balance (and oni belongs to those stronger killers together with blight). So for this fully no for blight. No for Oni. Ok I guess for Billy.
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@Tostapane said:
https://forum.deadbydaylight.com/en/discussion/comment/3259323#Comment_3259323
same for your takes i guess... only a blind (or a fool) would still deny what i stated, proved with evidence unlike your claim... pointless to reason with people who don't wanna hear anything but their truth
I provided devs stats that clearly say something is wrong with the map. You provided statementvthat it ain't so. Well. Who proved something with evidence?
Or should I find that image for you? Btw that one is from before patch 6.1 so it is 100% above those 60% (but sure enough. I have no other prove for this one, other then general kill rate went from 49% to 61% AND midwitch didn't change)
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If they fix shelter woods (add some hils and some structure - like proposed tree house), then I am already happy BL user
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@Beolthar said:
https://forum.deadbydaylight.com/en/discussion/comment/3259825#Comment_3259825
You say I shouldn't use Hens as an example because it's not precise, but you then suggest examples that also aren't very precise to support your point. I didn't say you need communications to be insanely good. I said I think communications gives the survivors an unfair advantage because it makes it much easier and allows a lot of plays that can't be made without communications. If those survivors did have communications, they would have done even better. Not sure how you know what is and isn't normally said on comms, but most of the streams and recordings I've seen of SWF, they're calling out everything.
Because I am part of a smaller community where random-ish people come and go. I see people who have less then 100hrs in game and hear what they communicate. And on the other spectrum is a guy with almost 9000 hours.
What you see are big name streamers. Those guys need to be very good to be big names. Meaning they can utilize comms very well. You don't play against those people. As I already said this is not the case for most. Standard people are able to call out "I am near shack/main". Maybe some other very clear landmark sometimes. That's it.
Sure comms can be huge help against some perk (like knock out), but against standard casual players most of the perks don't get communicated and make no difference.
As for my example - sure I am not saying everyone plays like that. It's just a show of which parts can be infered in game even without comms. What I am trying to say that those 4 guys totally look like a SWF. Yet they are not communicating. So how can you be sure you get swf every other game? Like there are some tells (like having selfish perks like left behind), but even those can mislead you. And some tells are just plain wrong given you reach certain MMR range (like altruism is not swf thing - I had planty solo games where I died for someone or somebody died for me even if I/they could just leave, also I play sabo in my solos so getting hook sabotaged also does not mean SWF).
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If you depip from win, it generally means you got carried in that game and did not do your fair share. Or at least that's how it's supposed to be.
If you don't chase, don't do gens, don't heal/unhook others, then it's fully possible you will depip.
And then there's also the unfun depips - if you face instakill meyers, there will probably be no injuries or hooks, limited chases and only a few objectives points. Sadly that's how instakill killers work (same for condemn sadako).
Other possibility is, that you genrushed poor killer fella (there are various reasons why that could be the case)/took too many op things as killer and the game ended way too quickly for you to collect enough points. This is sometimes quite fair, because it's 0 fun for the other side to be fully wiped out - and you should not play in the most sweaty way possible.
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@Beolthar said:
https://forum.deadbydaylight.com/en/discussion/comment/3259730#Comment_3259730
I do look for where I can improve myself, but SWF having good communication is the main strength of SWF. It's what everyone brings up when they talk about the difference between playing soloq and playing SWF, including survivors. Communications gives the SWF knowledge of where the killer is, what pallets have been used leading to stronger looping overall, what perks/add-ons the killer has before personally having to interact with the killer, where to go for another survivor to heal, and body blocks that are way too coordinated for soloq to pull off without a lot of luck. An excellent example of the strength of communication is Hens' survivor team. They even use a map for the most precise communication possible because they know it gives them an edge. Survivors can be really good without communication, but nowhere near as good as they can be with communication. Communication is the main strength of SWF.
1, taking Hens as an example is about as precise as taking supaalf and marking his nurse as general killer's strength. Meaning why are killers every crying when they can win 500 times in a row and get 4K every time they really want?
2, Most of survivors are happy to say where they are - to say where killer is... Quite a bit more rare. To say where the resources are depleted. Not normal to say the least.
3, check this stream: https://www.twitch.tv/videos/1624258581?t=04h09m57s
this are 4x prestige 100 players (rather 5 if we count killer). Meaning very good players. They probably don't know each other and they don't have comms. Look how they play together. How they can heal together. How they chase together. This is just to show that to be insanely good - you don't need to have communications
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I am showing you your delusions on things you can check yorself. Killer has NEVER EVER been as easy as it is now. Survivors were very busted years ago. After many years devs decided to fix it. Yet they went too far now with 61% killrate - creating same problem, but on opposite side.
And kill rates + queue times were historically very good balance indicator. For a long time it was survivors, who had to wait for game. Now it's killers. But sure say to yourself that survivors are as fine as ever.
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@KblokoBR said:
https://forum.deadbydaylight.com/en/discussion/comment/3259562#Comment_3259562
Dude survivor is strong as ever been, maybe the killer players are more bc is way more fun play as killer with wesker, that surprisingly is not weak as a sadako or the knight in ptb. Its still unbalanced bc of MMR but is more fun. You know some people get tired of holding m1 in gens an barely playing the game.
Suuuuuuuuuurrrrrrreeeeee. Who are you even trying to kid at this point? Before 6.1 killrate was 49%. When the game came out there were literal infinites, better loops (e.g. shack had 2 windows), perma sabotages, windows never blocking and many more pallets.... And it all also showed on win rate.
But "survivor is as strong as they ever were".
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@KblokoBR said:
https://forum.deadbydaylight.com/en/discussion/comment/3259339#Comment_3259339
As long you punish killers to play the game you loose them too. Balance is only to one side, the survivor one, while they get boons and base bt and possibly unb, killers break pallet 1%faster and clean the weapon 0.5 faster lol.
basekit stbfl, brutal strength, thana'd gen speed, shorter on hit sprint, eruption, cob, oc, new "loops", missing pallets.
As a result 61% killrate, almost perma surv incentives and still always longer killer queues.
Sure bud. Balance is 1side. Surv side. Specifically take everything from surv side.
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@Lastchild said:
By surviving it is not complicated to counter all the killers.
One strategy:
- move away from the killer and hide.
That's all.
I am generalizing but apart from deactivating the Trapper's and Hag's traps when you come across them, you have nothing else to do while surviving to resist a killer.
We are not going to teach you how to use the walls to slow down the killers, you already know how to do it.
Very general advice that has quite a lot of exceptions.
E.g. you can't hide against doctor so you shouldn't really even try to do that. You don't loop meyers, you block los instead. You loop nurse in totally different way. Don't throw that pallet against trickster or huntress, but do so when injured against deathslinger. Use everything possible to prevent first hit from oni, but otherwise try to save very safe resources (like god pallets) for later stages of the game.
And there are specifics like these for every killer - sometimes quite different specifics if some addon is used
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Also if you punish friends for playing together (as opposed to give more information to soloQ players) - you will loose them. As there is already more killers (no wonder given all the buffs they got) then survivors then is needed + a lot of players play as both swf and solo - you would alienate too many needed players and there is very good chance of the game dying. Sure it would not be immediate. But I would not give the game more time then a single year until player count would drop below 5000 players.
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/3259302#Comment_3259302
You have very valid points and I think you are right but cut that last line. That only makes you look like an entitled survivor that wants killers to be npcs cause it says hey my problems are the most important when there are a hundred problems bhvr needs to adress
The last sentence is more in line - yes you fixed problem that 1% of players experience once in a month at most. Sure it's unfair bad gameplay that needed to be fixed, but let's fix it before something that 80% of player base experience every single day and consider biggest problem for game health.
Meaning priorities are very clear at this point. And that's really sad part.
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@Tostapane said:
https://forum.deadbydaylight.com/en/discussion/comment/3259306#Comment_3259306
because you constantly see my matches uh? As i said i don't think that you are playing in high mmr because good survivors in that map are extremely difficult to catch (i won't even consider nurse cause she literally play another kind of game... like SWF)
Sure. All the meyers and ghostfaces hate the map NOT. All the slow killers that don't have much mobility hate the map NOT. Pinheads can't find anyone. But sure. The map is survivors dream 😂 ok. Now I know how seriously I should take anything you say.
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@Beolthar said:
It seems like every other match is against SWFs. I'm an average killer and I would prefer not to play against SWFs as comms give them an unfair advantage IMO. Is there any plan to implement a setting that I could turn on or off that would prevent me from being matched against SWFs?
At the same moment as survivor see which killerwith which addons they are going against. So average Q time for nurse, spirit and blight or ppl that bring tombstone piece meyers will go to 1 hour in mid MMR where there's most players.
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@Tostapane said:
https://forum.deadbydaylight.com/en/discussion/comment/3258238#Comment_3258238
dude, please don't be a fool... i've more knowledge than you can think about this game and i can safely say that you are the one that you aren't playing this game at highest mmr if you think that midwitch is killer side (stats prove absolutely nothing, especially the ones that those devs release: i can do A LOT of examples, but i'll limit myself to 1... pig killrate and nurse killrate, nuff said)
Devs don't count matches with DC - hence nurse.
Anyway midwitch is terrible AND 100% killer sided. You saying otherwise just shows how much "high MMR" you are. The only people that bring this offering are killers. Speaks of itself. Tiny map (especially for nurse and area-effect killers like otherwise poor sadako), no really strong structures a lot of "you will die here" "loops" and multitude of places that once 1 or 2 pallets are gone, there is litterally nothing you can do in that area, but get hit.
Very survivor sided things indeed. You "high MMR" 😂
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@MrKrabsArgArgArg said:
Title pretty much says it all. I think that it's reasonable that Oni is able to damage generators by directly hitting it with power, both Demon Dashing and Demon Striking like pallets and walls. Whether this would begin the current kicking animation, or be faster like pallets and walls is to be decided
Since the player is still damaging generators themselves, any generators damaged this way should still be applied with generator perks such as Oppression, Overcharge, Call of Brine, and any other
I think this addition is reasonable for the Oni because his animation has him using his Kanabō (His Club) to damage generators, and I figure you may as well just hit it while in your power, rather than needing to stop, then hit the generator with the same weapon you already had charged and ready to use
It also seems like it would be more fair on Oni, than say Blight or Hillbilly, who can also destroy pallets and walls with their power due to the fact that Oni has to "earn" his power in a way. And as already mentioned, his current demon strike kicking animation has him using the Kanabō (his club) for the animation
Why? I would be more inclined to buff Billy instead of Oni. Oni does not need any buffs (or nerfs for that matter). His ability is plenty strong already. His map pressure can be compared only to strong nurse (when in ability). His only real weakness is to deny him the ability, which is fair interaction IMO.
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@RonMan32 said:
Hello again DBD forum. Last month I made a post explaining a concept I had for a Deathslinger buff/rework. I have since more than doubled my hours in the game and would like to propose a new concept with some changes to my original one. Here is the post for anyone who is interested:
I will also be more precise with my proposed changes. I refer to changes that flat out give him an edge as a buff, something that puts him weaker in that area as a nerf, and something that is changed in both directions that it's hard to say if it counts as either because it gives AND takes as a "rework".
Note, I am copying terminology used on this page: https://deadbydaylight.fandom.com/wiki/Caleb_Quinn
Rework: Decrease Terror Radius to 28m and have a non-directional/no volume change "Lullaby" where he whistles a tune (some sort of Irish folk song maybe?) 7m outside of his base TR (35m) and stops completely once you're within 12m. The 12-35m lullaby range stays the same regardless of TR size and can be heard when obvious.
Buff: While Redeemer is unloaded increase walking speed to 4.5 m/s (not active when carrying survivor and does not directly effect lunge distance/speed), decrease vaulting time by 10% and decrease Terror Radius by 4m.
Nerf: When a survivor is hit by the Redeemer projectile while within the first 6m of the 18m range activate a difficult skill check akin to the one for DS. On a success the chain is broken and stuns the Deathslinger for -0.5 seconds less than a normal chain break (2.5 seconds at base, 2.0 with chewing tobacco etc.)
Rework: Decrease ADS activate time to 0.35 seconds (0.3 if 100ths of a second aren't supported) and increase deactivate time to 0.65 (0.7 if 100ths not supported).
Nerf: If a survivor is healthy when hit with The Redeemer increase Chain pulling c/s to -17 c/s during the first 3m of chain length.
Ok. Now I will briefly explain the reasoning behind each. First change is primarily to address his old 24m to 32m nerf in a way that is more interesting and allows him to get the drop on survivors a little more often, especially with perks.
Second change has nothing to do with his nerf and is simply a buff I think would add more depth to his gameplay, while also making him better at pressuring gens/efficient map traversal. The trade off being he won't me immediately ready to shoot when he stumbles upon a survivor.
Change 3 promotes skillful shots and allows for survivors more leeway when it comes to scummy after window vault shots. I think the way this is approached makes him more fun to fight against and without completely destroying his fun rush vault punishing window shots. Adds an extra layer of depth to the chain.
Change 4 is to make him *feel* a little better to use without causing a return of quickscopes. It also punishes faking out shots to zone a tad more.
Change 5 is supposed to promote the "Hit with basic attack, THEN go for the shot" kind of playstyle most people do on him anyway. Just slightly brings down higher level 'slingers who go for the frustrating double shot. Is likely too small of a change to make a difference with mid and close range shots.
Finally I'd like to propose an addon concept I just think is cool. Not relevant to bringing him to a preferred state in the meta. Just a fun way to end it. I also won't claim this concept is unique. I actually got inspired by someone else somewhere on this forum.
Ultra Rare: Sniper scope
When a survivor is on a hook press the active ability button to attach a scope to The Redeemer (takes 1.2 seconds). ADS activate speed is increased to 0.6 seconds. Increases ADS zoom to 150% (normal ADS is 125%) and adds scope overlay w/ crosshair obscuring the edges of the screen. Shots beyond 12m increase reeling speed by 10%. (This would also be less sensitive than normal ADS because then shots would be too finicky to use otherwise.) If no survivors are on hook after it has been attached Caleb does an animation to remove it that briefly prevents ADS but speeds up if the ADS button is being held. Maybe attaching should reduce his movement speed to his ADS speed but removing should have no speed penalty.
That's it. Thanks for coming to my Ted Talk! Please let me know what you think in replies! I check this forum daily and will likely respond.
I like the concept. It sounds cool overall.
There are just minor things that are little off, but nothing substantial.
A, the numbers you provided don't round up to standard numbers and for some reason it feels bad. Like lullaby should start at 36m instead of 35 (it can be very quiet at this distance to get effectively same distance). Quicker vault speed is also specific thing for meyers and TR is doctor's and it also feels bad even if I can't explain why that is. I am more willing to give him full 4.6 speed (115%) then this even if base speed buff does more.
As for the nerf - I think 6m is too much. Like the interaction sounds interesting, but make it 4 or 3m, otherwise the killer will have hard time in higher elo.
On the other hand I really don't like your ultra rare addon proposition. The addon is designed to just promote/help with camping. Camping is boring. Game should promote fun interactions as much as possible instead of staying on a single spot and waiting. If anything I would swap condition when this new scope is usable. I would even go as far as to prolong shootable distance for additional 2m - it's ultra rare after all. Just don't make addons specifically for camping (or tunneling for that matter).
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I also thing that it's nice perk for some killers (that have interactions with lockers).
Meaning huntress, trickster, but also artist and legion.
I see no good reason to change it and absolutely no reason to basekit buff opening lockers
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@Alen_Starkly said:
Of course, these are just my opinions, but a lot of killers currently need buffing, nerfing, reworking or just refreshing. To make the game more fair, less frustrating for either the killer or the suvivors, and to make the killers more fun to play.
1) Trapper - increase the trap hitbox, it's silly that survivors can often easily walk around a trap placed in a narrow corridor or at a pallet. It's such a slap in the face for trapper players
2) Hillbilly - he needs a lot of love from you! The nerfs hit him too hard. You could increase his movement speed while revving the chainsaw, or give him some other buffs, so he's more appealing to play. I rarely see Hillbillies and it's such a shame, really
3) Nurse - she needs a rework or nerfs. I love her power, so I'd personally opt for nerfs. Remove the recharge and range addons for start. And add some limitations. Either make here meme addons basekit, or add restrictions to the 2nd blink. Potentially also make the lethal blink not count as a basic attack.
4) Myers - remove perma tier 3 addon (or make it unable to stack with the addons that increase the Evil Within gain rate). Perma tier 3 is unfair as it is currently. Remove the tombstone addons, because they are really, really unfair. Eliminating a player from the match without ever hooking them, and without much effort is really unfair. At least if it happens with Devour Hope, the killer hard to work for those 5 hooks. With tombstone, there's little effort involved. Also buff Myers' basekit so he doesn't rely on addons so much.
5) Freddy - you nerfed him too much and it shows... I barely verse Freddies nowadays. Just reverting the last nerfs you did would help.
6) Deathslinger - I rarely verse a Deathslinger nowadays, and it's such a pitty. He's really fun to play as and against. I would either partially reverse the nerfs he got a year ago, or buff him in some other aspect.
7) Pyramid Head - very boring, stale addons. A lot of the addons looking the same as well. Refresh his addon kit, make it fun and appealing. The only goood addons currently are the range addons. His purple and pink ones suck. Such a shame.
8) Blight - nerf Alchemist ring, for god's sake...
9) Twins - They need a lot of love. The penalties you inflicted on them are harsh. Make it more fun to play as them. Make switching between Charlotte and Victor not take 1000 years. Make Victor die if a surivor is hooked within x meters away from Victor, so he can't camp. Fix instances where Victor dies on stairs etc. for no reason.
10) Sadako - She needs love. Her condemn mechanic is very weak, compared to Pig's traps. I've heard an idea from someone, and I think it could be really neat: make the Ring Drawing addon basekit. It would still be fair, but she would have more chance of inflicting condemn. Her condemning mechanic is currently quite neglected.
I really hope you want to make all of your killers appealing to play as, and against. Some killers got overnerfed and forgotten.... Some killers are too strong, and make survivors' lives miserable. Fixing these things would make the game so much better.
I generally very much agree. Just a few notes.
A, deathslinger should not get revert, but some different buff. Him forcing you into loose-loose really wasn't fun. But he needs some compensation buff and it's a shame he didn't get one.
B, Freddy would become really cool if he had basekit also a few fake pallets and could swap between powers like clown
C, blight needs more addons adjusted. 2nd strongest killer with I think highest number of really good addons. Why piramid has only range addons somewhat useful and blight has speeds, insta, c33, c21, salts and alch ring? I mean don't butcher them. Just adjust them a bit.
D, there's whole recent thread about sadako that addresses her better I think
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@Bot_Salvo88 said:
"killer is getting me, let me close the game"
"He's gone, you're fine"
"Ok let me open and rejoin"
We already have bots... Why would we need afk/disappearance? Just let bot play for say 30-60s and only remove the player if he fails to rejoin in that time
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@scenicpickle said:
is there a reason hooks permanently despawn after a kill it just creates safe deadzones for survivors to run too with not much you can do in certain maps ive had games where survivors knew a deadzone and would both would run to that corner and wait till they bleed out just to deny kills. 1 in every roughly 8 games i have to deal with deadzones where i have to drop survivors i feel hooks should just respawn after a couple minutes of a kill it would make more sense to just temporarly break hooks for 1min or 30 seconds each unhook to stop camping but when you get a kill and it disappears seems stupid especially on some maps with few options like rpd and the midwich school
Most of the time (not always) this is skill issue. To explain:
1, recently I had another survivor drop under the hook. Killer picked him up and ignored him just to go to next hook which I saboed into his face (he even swung at me). He was still able to carry that survivor to 3rd hook - no iron grasp/agitation/... on killer side. Meaning hooks are so dense/carry distance so high, that it's killer's choise where to hook - so he can prevent dead zones
2, even if killer creates a deadzone - all he needs to do is find elevation point and drop survivor into stagger effect. Survivor will not be able to escape/get far - so you can move this way away from dead zone rather easily.
That being said. Map corners on some maps can be very unforgiving (especially with stacked hook offerings) and maybe moving some hooks from center into very edges (specifically corners) of the map might be sensible.
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@Tostapane said:
https://forum.deadbydaylight.com/en/discussion/comment/3253156#Comment_3253156
midwitch and shelter woods killer side? LOL
midwitch is so much killer side that you can easily kept busy the killer for 5 gen just by pressing w+shift the entire game and using the windows (what i did to a poor spirit the last time i played in that map as survivor, kept her busy for 3 gen only in a single part of the map)
shelter woods has only 1 major issue for the survivors, the lack of pallets in the centre of the map, aside that the borders are safe and the map itself is too much big to defend, without mentioning that sometimes jungle gym will spawn near each other, giving you a easy time for dealing with the killer (unless nurse obviously)
regarding the doors in badham, if you break them you'll bring back the old infinite of that map, so that's not a valid option and as i said before, there's a good possibility that hooks won't spawn threre (especially if you put the oak offerings), put also toolboxes into the equation and you know why this is painful to deal with it
You clearly have 0 idea what you talk about. Midwitch has highest kill rate out of all maps in game. Stats from devs. So sure - not killer sided at all xD. Shelter woods is huge, contains 1 strong structure (shack) and has 6-11 pallets in whole map. Very survivor sided again.
Please don't speak if you don't play the game
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@viewfan said:
I agree that Trickster needs a small re-work. I used to be a Trickster main, leveled him all the way up to P10 but got sick of how incredibly slow he was. Here's some of my idea's:
- Main event should be activated any time without it disappearing. It takes a lot of hard work to achieve main event, only for it to dissipate when you don't need it.
- His movement speed should be increased slightly, so many times I feel like I can never catch up to survivors, so the only way is to throw knives which further reduces movement speed and increases the gap.
- Increase time for laceration to disappear or lower the amount of blades to injure from 6 to 5.
- Increase movement speed when he's throwing his blades.
Please re-work him, I like the character, lore and cosmetics and it's a shame how I'm literally throwing games by simply playing him, even with addons. He most likely won't be reworked even though BHVR is still pumping out cosmetics for him like crazy.
Main even can't be on demand. Again - reason is he would be actually better camper then Bubba. This needs to be fixed first and then he can be buffed.
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@Sharpefern said:
https://forum.deadbydaylight.com/en/discussion/354004/my-suggested-change-to-built-to-last
Literally this is only an issue for Medkits. Toolboxes, Maps, Keys and Flashlights all can be depleted easily allowing you to use this perk. So this is not as much a buff to BTL but a buff to Medkits being used with this perk. Medkits are already a very powerful item so I would think having this stipulation of getting 3x the use out of them is not an issue. It could also hurt synergies with other perks like Inner healing as if you spend too much time in the locker your half empty flashlight might eat a recharge.
You could hold second ability button in locker to fix that. But... I don't know. BTL with medkits is really strong already. I think it's good that some annoying stuff can make you be able to recharge only when injured
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/353954/seriously-screw-3-gens
Deja vu is a great perk lets you find the 3 gen and attack it right away, the new perk that will let you bank progress will also really help with this.
Once you have better map knowledge you can even do this without deja vu, I make it a point to do this pretty much every game regardless.
The part that i find amusing about the perk build you complain about is from 99% it still takes a full minute more of regression than time it takes to complete a gen as a single survivor, not even accounting for grouping up
Depends on skill group. Take less experienced survivors, OC, dragons and eruption and you can give them other 4 gens without ever looking at their location AND still win the game.
To break 3-gens you need to know how to do that, your whole team must be on a same page, you need to be able to hit OC skillcheck and wait out dragons outside 3gen if it hits you. That's quite unreasonable for low mmr or mid mmr soloQ. (Sure in high mmr you don't even need comms to counter it). The problem is, most people are low-to-mid MMR.
Thankfully it's so boring to both sides, that it does not happen often.
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@Clockwork_Enigma said:
https://forum.deadbydaylight.com/en/discussion/comment/3257679#Comment_3257679
I also compared him to Plague, Huntress and Deathslinger with very similar arguments on them.
It just doesn't seem to make sense that Trickster should be slower to begin with when his Power is weak enough to justify a higher movement speed. And a 5% movement speed change would do a whole lot of good for him, but it wouldn't cause him to be oppressive overnight.
And to anyone below or above that think him being 110% is justifiable, please consider the fact that despite his mid-range ability:
- He has slow activation and deactivation time on his power (0.35/1.25 seconds to enter/exit).
- He still moves at 3.86m/s down to 3.68m/s while using his Power.
- He still needs 6 shots to get 1 health state in.
- When using his Power, he is literally extending the amount of time he and the Survivor need to rotate around the loop until an interaction occurs; these interactions include either causing an injury, down or pallet drop from the Survivor's end.
Does this sound like a 110% Killer to you?
The problem with trickster is, that he is arguably second strongest camper in game (right after bubba). It's nothing special for trickster to get 5-6 full health states in basement (not even counting main event).
If he got hit cooldown after taking a healthstate same as practically all killers (plague can get 1/state per survivor on all survivors and bubba is even stronger camper), then I would agree to making him 115% killer. Overall not counting being in open or trying to rescue against him - he really is one of weaker killers that needs something. Alas he has those 2 things (mainly camping is the problem).
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@Xernoton said:
https://forum.deadbydaylight.com/en/discussion/comment/3257031#Comment_3257031
Just how DS was dead after they nerfed it from it's broken state when killers were forced to drop survivors every 2 feet? Or how Dead Hard is completely dead and no one uses it now?
Your argument reminds me of people trying to justify Nurse's strength because "She is hard to play". If you can't use a perk correctly, that's a skill issue. If it gets snuffed before you got any value out of it, you either got very unlucky, which can happen sometimes, or you have no clue how to use your resources.
If CoH was as inefficient as you make it out you wouldn't see so many people using it. So instead of trying to explain how bad the perk is maybe think about how to actually use it. Setting up CoH in the killers face or taking him anywhere near that area is the same as killers chasing you into their Hexes or hooking you next to them: A bad decision. Most killers have no chance to walk around the map looking for your boon without loosing 2 gens for it.
Lastly you forgot the most significant part of CoH. It is not an advantage that YOU, the person who set up the boon gets, it works on the entire team. That means you can heal yourself (stupidly fast with the PTB speed) and no other survivor needs to come for you and leave a gen, while they could all do the same for the cost of 1 perk slot and a bit of time to set it up. Combine the speed of CoH with medkits and the entire team can be healed in under 10 seconds. How is that for inefficiency? CoH allows you to heal with very little strings attached.
DBD is a game where decisions matter more than anything. Decisions like finish the gen and unhook or heal later or to leave that survivor and chase another. Wasting your time to run across the map for a heal should put you at a disadvantage, so what is your point with that last part? If you want to heal insanely fast anywhere, use a medkit.
DS is dead. It does not do what it's meaned to do any more. It no longer disincentives killer to stop tunneling. Now everyone will eat DS even if they 100% know it's in play, because most likely it will prolong chase for 5 seconds (but sure - if you drop near god pallet and it's not nurse, the chase can possibly restart). Meaning every sweaty killer now tunnels, because there is exactly 0 reason not to do that.
And CoH is used so much only because swf (where 2 boons can save you 2 perks for everyone to be able to heal) and because self care got pop treatment. If they didn't touch SC, there would be way less boons in game. Old SC was 100% more efficient solo-wise. And that was fine, because everyone will bring their own way to heal and you can't just hope someone will boon for you.
And ofcourse nobody does totem to killer's face. But if you didn't notice, boons are pretty loud and quite good to see. Some totems are totally useless for boons, because you can see them from 60m distance. Others are semi-hidden, but next to a gen which means setting it up while the gen is not fixed is again waste. This makes looking for good totem that much longer.
About healing in 10 seconds. Sure. And canibal can down entire team also in 10 seconds. Also with autodidact it can be 6 seconds to full heal whole team (immediate double skillcheck on both survivors). Does that ever happen? Of course not. But it is possible. Same as medkit with CoH (who would waste their medkit for quicker heal in boon if it's not absolute emergency?)
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@Vampwire said:
https://forum.deadbydaylight.com/en/discussion/comment/3257113#Comment_3257113
That's true. I just very rarely see the map offerings used to get away from bad maps and more to just make the match as easy as possible for them. I think having killer priority would be nice to some degree. It'd give them more control over the match, which they should have. I just wish maps weren't abusable like this.
How would you know? When I play in my swf group, we use all map offerings just so we don't end up on the same map or on lery's, midwitch or RPD.
This includes map offerings for the game, springwood, crow map, goj with exactly the same frequency (and build) as yamaoka, mcmillan, ormond, saloon or autoheaven. So how would you know the reasoning if you happen to get one of the maps you don't like?
@[Deleted User] said:
We love bad map design!
But honestly, most maps could be more balanced for both sides if the safety of loops were adjusted, as well as the placement of breakable walls.
I think the biggest offenders are:
- Garden of Pain (there is an infinite in the main building)
- Haddonfield (there are three infinites on the map and loops are way too safe)
- Eyrie of Cringe (breakable walls are are in cringe places and some loops are a bit too safe)
- Gideon's Meat Plant (breakable walls everywhere and stupidly safe pallets, but also a lack of window vaults)
- Shelter Woods (there is a lack of loops worth using)
- Rotten Fields (there is nothing in the middle of the map)
- Dead Dawg Saloon (breakable walls and an infinite in the main building)
The list is very incomplete.
Haddonfield for having ugly 3gen around main and whole middle being really bad (and very quickly deadzone)
Midwitch for it's size, small amount of resources and overall very quick buildup of deadzones.
Lery's for horrible loops that contain very much useless windows (any window that have 2 openings 3m apart from it from both sides is useless and this map has so many of those) everywhere and very loops at all.
Also loops. Stop creating new "no loop" and "trash loop" tiles. You already have a mechanics for deadzones - getting to a loop should contain at least some safety compared to said deadzone. New loops break this rule.
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@bunnyfengenthusiast said:
https://forum.deadbydaylight.com/en/discussion/comment/3257053#Comment_3257053
It's specifically why I also mentioned to add a second TV objective (so that she can't just camp out one), as well as nerf the Iri Tape slightly. I've never been a fan of the spam teleport Sadako playstyle, I prefer when her teleport is used more tactically to funnel survivors into, or to stop gen progression, or to just traverse the map faster.
I get you covered return tape point which was problematic. But I was talking about aquire the tape part of the process. I mean if there was say 1 random tv that had tape even if turned off (or just vhs somewhere on the ground & respawn after pickup), this problem would not really exist.
To compensate let's say that return point of VHS needs to be at least say 32m far (I don't really know how far it is now, but I presume any other tv can light up)
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@BanVPNs said:
Currently users can see whether they've blocked a particular player in the lobby if the menu shows "Unblock", which can and is being used effectively as a "list" of players to harass. I have been a victim to targeted harassment a couple dozen times over the span of a few years in this manner by the same killer (and a streamer, no less, so I have proof that this is happening).
My suggestion is that users should not be able to see player block state in the lobby, which could be a done in a number of ways, including:
- Continue to show "Block" if a player is already blocked, and clicking on "Block" on an already blocked player is a no-op.
- Show both "Block" and "Unblock" menu items without showing the block state.
- Remove the "Block"/"Unblock" menu item from the lobby. There's not much of a use case for it before the start of the match.
Allowing users to maintain a "list" in this manner exacerbates the issue of toxicity in this community, and I hope that the devs could take a look at this problematic use case.
Or maybe think about your behavior and why does that person feel the need to have you on a list. Next time don't be toxic and you might not find yourself in "harass me back" list
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@bunnyfengenthusiast said:
https://forum.deadbydaylight.com/en/discussion/comment/3257046#Comment_3257046
There are many things that are much more powerful on killer side and they don't look like they will go away
I've said this before and I'm getting tired of saying it, but this isn't the thread to be hashing up issues with killer or playing whataboutism. We're discussing COH, strictly COH, and ONLY COH. If you personally believe there are issues with killer, you're more than welcome to make a thread about it, and I will read it, and I will give my opinion on it, but this isn't the place for it.
I mean give me one reasonable alternative how to solo heal and CoH will never exist for me
Medkits, Self Care. Medkits are limited in charge and Self Care takes a long time. Both of them are "balanced" in that aspect in that they don't let survivors reset in a vacuum.
This argument is about acknowlidging CoH is strong - but saying survivors should be allowed to have strong perks too. Or to rephrase it so that it's about CoH only - survivors should also be able to keep current CoH effect.
Many games were lost by survivors trying to keep that boon up instead of doing gens. CoH is still rather slow and if we don't count ironworks map - inefficient to use if killer knows it's place
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@bunnyfengenthusiast said:
Okay, I must be one of the few people in the game that play Sadako and actually enjoy her. I play quite a few of the so-called C/D tier killers and am intimately familiar with their kits, but Sadako is one of my top 3 favorite killers. And with that experience comes a knowledge of her design flaws. As it stands, Sadako with addons and certain perk setups can be EXTREMELY oppressive, and Sadako without addons is arguably the weakest killer in the game. All things considered, she may be the single most addon-reliant killer in the game.
The issues with her basekit are small, but individually compound to make almost every aspect of her power useless without sacrificing some other part of it in your addon selection. Manifestation invisibility is near useless in most loops without Reiko's Watch/Old Newspaper/Well Water/Mother's Mirror, and her Condemned power can be ignored entirely without Ring Drawing/Iridescent Tape. Her basekit is lackluster and feels like two half-powers strung together with the player expected to pick between one or the other.
All that being said, I think she can be made into a solid C/B tier killer with just a few minor tweaks:
- Old Newspaper becomes basekit. The addon's new effect is reduced to 20%
- A weaker form of Iridescent Tape is made basekit. Either the last TV or two TVs at random are turned on after a Spectral Strike.
- Survivors doing a TV at =<2 condemned only lose one stack. Survivors doing a TV at 3-4 condemned lose 2 stacks. Survivors doing a TV at 5-6 condemned lose 3 stacks. Survivors doing a TV at full condemned lose 4 stacks.
- VCR is changed so that it plays the same sound effect as the TV from which Sadako emerges, instead of the generic effect
- Range at which Condemned is applied is extended by 20m.
By contrast, an important change needs to be made for survivors: when a survivor is holding a tape, TWO TVs appear as objectives instead of just one. Additionally, Iridescent Tape is nerfed to only turn on the last THREE TVs projected to.
Now, to explain the logic behind each of these changes one by one. Old Newspaper is pretty easy to explain: the basekit iteration of the power is essentially worthless on any pallet/loop that can't be mindgamed by a simple double back. Old Newspaper gives it a tight timing where Sadako can actually cross over line of sight/small obstacles and that small hesitation can provide the window to hit a survivor. As it stands, trying to use basekit Manifestation on most loops does more harm than good to her.
Iridescent Tape is her strongest addon by a LONG shot. It enables her to apply proper map-wide pressure and harass survivors with Condemned. However, Iridescent Tape IS an Ultra Rare addon, and it is expected that it will be this powerful. All that being said, without it, her cooldowns are egregiously long. 100 seconds for a TV to turn back on after being teleported to without Iri Tape feels extremely punishing. I would be opposed to a reduction in this cooldown since it would enable the "spam teleport on every TV" playstyle that Iri Tape also enables, which I'm not a fan of, but to allow her to turn the last TV that she projected to with a Spectral Strike makes her teleport more rewarding to use, and especially promotes tactical use of it; being more selective with which TV to teleport to until one is confident they can get a hit.
Survivors can lose Condemned stacks far too easily. By contrast, on certain Condemned-only builds, it becomes extremely tedious for survivors to micromanage the Condemned while constantly being harassed with extra stacks. Having a linear increase to the amount of Condemned stacks lost once a TV is done makes her power more useful as a slowdown on her basekit, while also disincentivizing survivors to do the objective as soon as possible which easily removes all pressure she can build with it.
VCR is probably her most useless addon. All TVs play the projection effect, but even without line of sight, there is an extra sound cue that indicates that Sadako has exited from a particular TV. Either removing this sound cue or adding it to all other TVs would make this addon function properly.
The range increase to her Condemned is just a slight improvement she needs to actually get stacks on survivors that pre-run after hooks. 16m is barely enough to catch a survivor that starts running as soon as she teleports.
Adding an extra TV objective when a survivor is holding a tape helps to prevent a low-effort high-reward playstyle from her that consists of camping the survivor's TV objective and letting them get to full Condemned/hooking them over and over again.
Finally, the Iridescent Tape would be necessary with these changes imo. The addon by itself is already very powerful, but there needs to be a limit to how much disparity in power the killer has with and without the addon. Additionally, the addon, even in its current iteration on the killer, makes it far too easy to just spam teleport and hit people over and over again with little effort.
Please BHVR, give Sadako some love. She deserves it.
I think these are actually some fair points. I think your buffs make quite a lot of sense - there is just 1 last issue I have with this killer.
Having larger radius and more often tv's to spam ability creates new problem with her. Survivors that get fully condemned but can't get rid of the condemn even if actively trying. I already found the issue with iri tv refresh addon and sadako that spammed her ability. First she built stacks quicker then I could loose them if I went to middle (to unhook) second I could not get to active tv ever - because they never stayed inactive for more then 3s and you can't pick the tape from it if it's already off.
Meaning buffing tv's the way you proposed would not create Wesker-like slowdown you just can't ignore. It's more like buffing both iri addon meyers to get to kill phase quicker. I am all for the first option as the killer really needs it. I don't like the second one
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@bunnyfengenthusiast said:
https://forum.deadbydaylight.com/en/discussion/comment/3257035#Comment_3257035
Maybe at the lowest levels. Even without any info perks to keep tabs on fellow survivors, it's not excessively hard to figure out where at least one of your teammates will be. The issue we're discussing here is specifically how powerful solo heals are, with COH being the worst offender.
There are many things that are much more powerful on killer side and they don't look like they will go away. I mean give me one reasonable alternative how to solo heal and CoH will never exist for me. It used to be old SC for me when the timing was 32s. But that one was called killer's perk already - yet devs nerfed it even more. If I get any 1 perk alternative that would be at least as good as old SC, then I don't care about CoH and it can go away.
Actually it already exists, but I presume killers will not be happy if I bring purple medkit with built to last into game every time. I like addonless brown medkits more and CoH going up only if I need it
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@Steakdabait said:
This would be unbelievably unfun to play against and will simply punish survivors who try to do sneaky stuff instead of just holding W to the next pallet after dropping it
I don't think this effect would be problem. AFAIK "i am all ears" is not particularly busted or popular even if it provides similiar benefit. And if killer takes this, then he might not take bamboozle, or corrupt or slowdown or something other that is meta now.
I think this would be good change for zanshin
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@bunnyfengenthusiast said:
https://forum.deadbydaylight.com/en/discussion/comment/3256903#Comment_3256903
How would removing the self-care aspect of COH but buffing the altruistic aspect benefit sloppy in any way? In fact, it does the opposite, it makes sloppy weaker because you now heal faster in a boon.
Because survivors (especially soloQ) need solo heals. Otherwise you will never heal at all. Meaning it's medkits (limited & counterable), inner healing/pharmacy (very limited and pray you are alone in this idea) or self care - and sloppy hurts SC the most
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@Xernoton said:
https://forum.deadbydaylight.com/en/discussion/comment/3256752#Comment_3256752
That is the way it SHOULD be. A perk that is insanely strong but is also risky to use. That was exactly the way Boons were promoted in the first place. Shame they didn't design them that way. To compensate for that I also stated it should get buffed to it's PTB state. No one in their right mind can think that that was inefficient. You also have to consider that there is still less risk the boon gets snuffed before you get any value out of it than there is with Hexes. Its not 4 killers looking for your boons across the map but 1 that simultaneously has to chase and defend gens.
I can't see how CoH would be anywhere near Second Wind in terms of strength in this scenario. It would still be the strongest perk in the game (by a huge margin) but it would allow killers to deal with it. Right now there is no way of dealing with it other than running Shattered Hope every game. Its not a perfect solution because killers with low map mobility would still suffer immensely but I think its better than what we have now.
You clearly have no idea how inefficient it can be to place and use boons. Go play survivors and measure it yourself. I am 100% positive that if you make them 1-use, the perk is dead (same way as dark theory already is).
Just please do the experiment - play 10 survivor games and try to heal with boon the moment you can heal. Measure your time - but all of it. From the moment you need it until you are healthy - include running time/going to boon and include games where boons are impossible. Then tell us your average (so we can compare it to 3s running time + 42s self care time).
I am sure some of your heals will be way quicker. But as someone already pointed out - you will loose some games because you will want to get healed and you will not be in 2 whole minutes or longer.
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@Xernoton said:
Boons are completely fine. The problem is not Shadowstep or Dark Theory. Survivors have to set up the boon to get an advantage in a limited area so the effects should be strong and also reusable. The only problematic boon is CoH. CoH is so much stronger than the rest that it needs to be treated different.
If CoH was just as strong as it was on the PTB but one use only with the totem disappearing after the killer snuffs it, I would be more or less fine with it. It would be an insanely strong perk but still a gamble, just like the good Hexes.
1-time use CoH would make it about as strong as second wind. I mean still better then buckle up, but most of it's usage would come from perk rulet usage. Dead perk. Inefficient heal that can be lost even before 1st use
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@PB_TORCHer said:
https://forum.deadbydaylight.com/en/discussion/comment/3256568#Comment_3256568
How is Unlimited and boosted revival and No scratch’s Not GOD tier?. These are practically game breaking, just not common
@NoOneKnowsNova said:
https://forum.deadbydaylight.com/en/discussion/comment/3256697#Comment_3256697
They're not God tier because;
Exponential: You have to be within range of the boon while also the killer needs to slug you in said range. And if the killer sees the boon when they chase you or down you they can just remove it. This is incredibly niche and will very rarely get any use. For reference I've seen this boon used multiple times while playing and I've never seen someone get use out of it even though I don't shy away from slugging.
As for Dark Theory, no scratch marks isn't too powerful. You can hear survivors run and breathe, and if they're injured not only do they make grunts of pain, but they literally leave a blood trail that you can follow instead of the scratch marks, rendering this perk mostly useless.
The only strong boon is Circle of Healing. The rest of them need buffs.
@NoOneKnowsNova said:
https://forum.deadbydaylight.com/en/discussion/comment/3256719#Comment_3256719
Some perks can only be so good if they're that situational.
The two boons I mentioned, more so Exponential than Dark Theory, are great examples of that.
Dark theory is 2% speed boost. You got it wrong.
Shadow step (the one you actually talked about) can be good. It's just not awesome because - most killers hunt by seeing or hearing survivor, then by blood and only after these things fail they use scratchmarks. Because scratchmarks can be misleading (they randomly stop or continue in wrong direction for 1-2m etc). So you only get value if you can get distance and block line of sight. For these resons the perk is fine I guess, but totally not even close to meta.
Alternative usage is to hide auras for safer CoH (e.g. nurses calling). Otherwise the perk makes very little usage.
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@PB_TORCHer said:
https://forum.deadbydaylight.com/en/discussion/comment/3256540#Comment_3256540
The rekindling seems unfair in comparison. That’s all. Every boon is powerful just not common to see
dark theory is useless. It would be useless even if it was map wide. It could work only if it stacked AND was map wide. The percentage is just too low to be usable ever - and that's why nobody ever plays this boon
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@PB_TORCHer said:
Boons can constantly be rekindled/ Hex needs undying. I’m aware of the perk that breaks boons. I guess killers might want to keep totems for some reasons. Killers lose hex totem’s early and it’s tuff luck. Survivors just go back and relight it. Imagine if killers could do the same. I don’t want it , but this is obviously uneven. Survivors need a perk -rekindled to reuse it. We should only get one use a totem otherwise. When it’s snuffed that’s it. This is even. Killers need to run a second perk of 4 to reuse it only once.
‘As a survivor I appreciate the boons occasionally, but honestly they waste a ton of time. I get annoyed when there my teammates priority over helping everyone get out by doing gens instead.
Hex is already active, provides stronger effect, is not blue (it can blend in), does not make such a distinct and loud sound, works on whole map, take quite some time to destroy
These are the advantages of hexes over boons. By these things hexes are balanced over boons. Lift those conditions (maybe not strength) and boons can be also 1-time usage
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@almofan1001 said:
https://forum.deadbydaylight.com/en/discussion/comment/3256188#Comment_3256188
Dh is perk that I never use, because it's unfair. Unfair in a way, that it does NOT work as it should. Because it does not proc when you use it, but when the server decides you pressed it. Meaning if killer has unstable network, you can be super pro player with perfect timings and everything and it will still proc as hit and you'll go down. And as I play on EU - you can very easily get people from asia or bordering asia as well as people from same city - so you can't even predict it (because in same situation it can proc one time and not the other time).
If you're complaining about latency then it's all I need to know about your DH usage. Learn to time it. DH was hard messed up when dedicated servers came out, that's when latency was an issue. Now you just need to adapt, it's not an excuse.
same as any other exhaustion perk
DH is usable literally anywhere, as long as you can time it right. And even if you cannot time it right, you can still use it near a pallet.
you need to be not bleeding
?
no BT hit, no OTR hit,
Good, at least they had the sense to put this one.
no insta down killer or insta down effect
? You can use it against GF, Myers, Bubba (after 1st charge likely, not before 1st one), Hillybilly, Oni, etc. Literally what?
the list is quite long for a thing that has no counterplay and 0 conditions.
Yes, it does not have counterplay if used properly, but I never said its conditions. DH conditions are simply not even close to other exhaustion perks conditions. It's far too universal and easy to use for the effect it gives.
You can't chase well and are searching for shortcuts and instead of admitting that you are just not good enough
My chases are better than yours ever will be, and I run 3-4 antigen perks constantly universally on almost all killers. Meaning my chases are more than good and I can in chases even with the weakest killers. Nice try at projecting though - you so desperately want this to be true, I can see it.
you instead look at the forum so that devs do the work for you.
Don't need dev help to win the game, mate. I can win against 4 men dead-hard team constantly, but that doesn't mean the perk is fun to play against or fair. You're so desperately trying to project onto me that I am a bad player, but it just doesn't work, unfortunately. Meanwhile I look into your post history and there are 2 posts asking devs to add insane changes to counter-camping and tunnelling. Really? This is very ironic now. Also that "Slugging for 4K" post is amazing lol! 🤭
ahahahhahaa. I can win. I am best. But please please please please please nerf this thing that is so unfair and unfun and overall is killing all the kittens in the world every time it's used. It does not work when you are healthy, exhausted, bleeding, in the open, if the killer has bad ping, if servers are overburdened, but otherwise it has 0 counterplay. naaaaaaaa mommmeeee please nerf those dead hards for meeeeeeee....
Thanks mate. You made my day :D
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@Clockwork_Enigma said:
Current Zanshin Tactics
- The auras of breakable walls, pallets and windows are revealed to you within 24/28/32 meters.
New Zanshin Tactics
- The auras of breakable walls, pallets and windows are revealed to you within 24/28/32 meters.
- After breaking a pallet or wall, or vaulting a window, the auras of all Survivors within 24 meters of your location are revealed to you for the next 5 seconds.
- The secondary ability of Zanshin Tactics has a cooldown of 20 seconds.
The perks Darkness Revealed, Awakened Awareness and Nowhere to Hide grant the Killer the ability to see the auras of Survivors during or after they are performing an action, so I think Zanshin Tactics should get this treatment.
It would make a lot of sense and would make this perk usable and fun.
Sounds like a reasonable buff to otherwise very meh perk. Funny thing is, that this secondary action is probably more important then the original perk's action :)
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@HagAdamMain said:
The main reasons I don't buy more skins for killers is because I can't see them in first person gameplay, it would be nice if BEhaviour let us do fit checks or see our killer taunt the down survivor that was teabagging.
I recently bought the Baba Yaga outfit for Huntress and I wish I could see how awesome it looks in matches, it would be better if every killer had a unique taunt animation, like Huntress would point her hatchet at survivors, it doesn't have to last long, just 5 seconds.
There's a reason 3rd person view is only on survivors and killer is 1st person view. Any effect that gives you 3rd person view could be abused for game advantage.
I mean I have nothing against harmless animations (if they can't be really used for BM - which is kind of what you are proposing btw) as long as it can't be abused.
Like mori is fine, because you are locked within the animation and can't cancel it. So if you can do the animation but can't cancel it, then sure. But I presume it will not take even a week until someone would complain he can't cancel the animation (and abuse the information he just got from 3rd person view).