Langweilig
Langweilig
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- The invisibility duration bug I‘m unable to test, because you need some type of recording software to actually test and see the 0.2 second difference. @YayC (the person who made the video) could probably confirm wether this is still an issue and give you more footage. Otherwise the first two videos should explain it perfectly.
- The screen becoming darker does still happen and to answer your question, it‘s from sadako‘s perspective. Is mainly noticeable on indoor maps, maybe a few others, but you would have to test that.
- I‘m not sure about this, but it feels like there are more particles and they are active for longer when she turns invisible with the deadly Equinox skin. I‘m not sure whether this applies to all skins but to a lesser extent.
- With the skin deadly Equinox you see a shadow circle under her location when invisble at all times. This doesn‘t happen with the base and bloody skin. I don‘t own the other skins to test this.
@Coordi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3940625#Comment_3940625
Thank you for the update; we will check with the team. This happening from Sadako's POV, correct?
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@Coordi said:
Does anyone have any current issues with this in 8.7.2?
I will test again later to see it. It will probably take a bit because I need another person who owns Onryo.
It is probably still a bug because otherwise YayC (The YouTuber who created the first two videos) would have made a video that it got fixed.
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@Coordi said:
Is this still occurring in 8.7.2?
Thanks for the comments in all the reports. It really means a lot.
It is definitely still occurring, but it is probably intentionally (by design).
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@Coordi said:
Is this bug still occurring on 8.7.2? Thank you!
I‘m not sure, because it happened in one of my matches, where a teammate did a safe (and I wasn‘t near them as it happened). I just noticed that the teammate couldn‘t move and that the killer wasn‘t picking anyone up.
I‘m also pretty sure it had something to do with 2 vs 8 which was active during that time. Maybe it was even connected to the Wesker bug.
Sadly the clips is all I have for you. I‘m sorry.
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@Coordi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3940585#Comment_3940585
Unfortunately, bugs can be addressed and return in later patches. Reporting is essential for us to be able to track them. Videos and logs still remain the best way to communicate these bugs, and here on the Forums is the best way for us to keep of them. I understand your frustration with ongoing issues and respect your decision whether or not you report them here. However, without logs, videos, and bug reports, there isn't much I can do.
My problem mainly is that they always get ignored whenever I report them. Other reports in the section get closed, confirmed as not a bug, some attention from community managers, listed as fix upcoming or need more info, but with my reports I never get any type of feedback. They are just left alone there. I know you aren‘t the person in charge, but it feels bad to never get any type of feedback that others get.
@Langweilig said:
SUMMARY OF THE ISSUE:
- Ghost Face can‘t pick anyone up, is unable to break pallets and couldn‘t get stunned by pallets
- One survivor can‘t move for the rest of the match and is slugged on the ground without anyone being able to heal them
- Game doesn‘t end after the endgame collapse
PLATFORM: Ps5 (probably all)
STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED:
- One in my team safed another survivor by a pallet or with a flashlight on the game map, after which we ended up in this situation
VIDEO:
https://youtu.be/SwmhU3iwKpc?si=qS09wd7RRgmI4JHm
https://youtu.be/4MyDfHz3AjY?si=-_EDXavpuezMPAeb
PLAYER LOGS:
- Player logs are required from PC players only.
Under review for months no update.
@Langweilig said:
SUMMARY OF THE ISSUE:
- She isn‘t fully invisible for 1.2 seconds instead around 1 second. (Reikos watch can‘t reach 1.5 seconds of full invisibility because of the issue)
- Everything becomes darker to extremely dark while demanifested.
- You can see particles when Sadako is invisible at her location.
- You see a grey/black circle under her position while she is invisible.
PLATFORM: Ps5 (probably all)
STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED
- I think this has something to do with the third issue.
https://youtu.be/J-5I6BlaqpU?si=S-2kW6oBsfLT7579
https://youtu.be/nyK677YLuLM?si=w-8N13cynDTm4eke
2. Especially on the game (map).
https://youtu.be/gtS2USqXdF0?si=Dj-DbGu9JMZVMOL_
3. 4. Happens only at closer range, I think.
https://youtu.be/YaJevuMbBLU?si=kipW1Vk8oBPigVjG
PLAYER LOGS:
- Player logs are required from PC players only.
Can a dev please bring it to the team. The first bug exists since 1year or longer (probably since her rework,). The others I found randomly while playing.
Please Mandy or ThatRyanB can you push to get some of these things fixed.
It’s still under review for months without any type of change while affecting sadako very much in a negative way.
@Langweilig said:
SUMMARY OF THE ISSUE:
- On his last leap he only pulls himself towards the thing he attached to, but he isn‘t sliding like at all. I don‘t know whether this a bug or intended.
- When I mark multiple survivors only the last mark stays active and all the others just disappear.
PLATFORM: Ps5
STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED:
- The first issue happens when you use your last token. When not enraged at the second leap and when enraged on the third leap.
VIDEO:
In comment
PLAYER LOGS:
- Player logs are required from PC players only.
This is probably not a bug and intended, but it should have been closed if it isn‘t one.
@Langweilig said:
SUMMARY OF THE ISSUE and how it occurred:
- You demanifest as Onryo and she is not invisible for 1.2 seconds like she is supposed to be. → It is below 1 second.
- Connected issue to the first one: Reikos watch can’t reach 1.5 seconds of invisibility (like it is supposed to), because the base invisibility is too short. → Please make reikos watch 50% until you fix the bug.
PLATFORM: All
Videos: (Newest to oldest videos)
- https://youtu.be/nyK677YLuLM?si=sZdnATpPPg9fCSaD
Beginning after 1 min with the useful information.
- https://youtu.be/J-5I6BlaqpU?si=0lOgPXJJx2owWFi6
Very detailed
- https://youtu.be/J-5I6BlaqpU?si=0lOgPXJJx2owWFi6
Start after 2 mins
He probably has more videos of the topic on his channel since the bug is already very old (between 4-12 months).
This one is partially fixed, which is why I made the new one up there, but it is still under review and nothing changed to closed or fixed.
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@Coordi said:
If you have information on Twins bugs that need to be addressed, please use the Bug Reporting forums and follow the template. We would love to get everything under investigation if you have videos or logs available.
https://forums.bhvr.com/dead-by-daylight/categories/bugs
It is kinda pointless to report bugs. Whenever I did it, they remain under review and nothing changed until now. I did it multiple times and it always ended that way. The reports weren‘t closed, acknowledged or fixed. There were also no questions on how to better discribe the bug. They just got ignored everytime.
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A really cool killer idea my friend! Your lore is also well written.
The hearing is a cool, new and unique tracking ability. I always wanted a killer that moves faster at base than 4.6, which I like the most about insanity. The first person PoV woukd be hell of a challenge to play with. I don’t want to be in the survivors situation there 😅.
Solitude sounds fun. I just feel like new players will have no clue what’s going on and why they can‘t open the gate.
For „I heard that“ I don‘t see much use. Being limited to just 3 uses is very little. Sure the effect is strong, but only 3 times.
Punishment: At first I thought deep wounds on every hit→ Op. Then I thought 20% longer recovery → that‘s a massive disadvantage in chase. Then I thought it is probably a good perk for hit and run killers.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3940271#Comment_3940271
One thing to consider is the Fog Bottles, I usually never use them, but I've found it makes the environment super spooky.
They are optional ofc.
I use them from time to time, but they barely make a difference and often the fog isn’t even high/close. Except on Eyrie of crows there it is huge. I also don‘t understand why fog bottles don’t stack further than the purple one.
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@Emeal said:
Does the gamma settings coming next patch count?
It will certainly help, but I hope you can‘t make it too bright, so it doesn’t lead to a situation where you have to turn it up to not be at an massive disadvantage. Most people will probably use it to erase the horror aspect of the game to get a competitive advantage, so this feature is a 50/50 against and for the horror aspect of the game.
@PleaseRewind I agree with you. I think behavior if they‘d do something like that would find a way to make it right.
@Valtyk I don‘t think that improving the athmosphere must come with an disadvantage for survivors. Having more fog is an advantage for survivors as well, because they are found less easy and the other things would act similar. Nostromo is a great example for a dark map that has a great athmosphere while not putting any side at an disadvantage. Aside from darkness and fog I don‘t feel like the other things affect gameplay. The only thing that would affect gameplay is my last point, but this will not change anytime soon I believe and it is also more a personal preference. I‘m not a fan of pushing the gen rush vs fast kills mentality any further. I‘d like if matches would last a little longer and would allow both sides to be less competitive.
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The only thing that should be nerfed is his hitscan injury. It feels very bad to get hit by that and knowing there isn’t much you can do. Everything else is fine even tho I‘d want the minimum required distance for a leap to get lowered to 3 meters.
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I‘m gonna trigger the downvotes on me for sure.
Ds in my opinion is a bad perk. It is way too situational and that is how I decide whether or not perks are good. 90% of my matches the killer doesn‘t tunnel me or only my teammates, so ds goes to waste all the time. Even when it triggers and you manage to activate it, it doesn‘t do much against all the popular killers and they just down you a few seconds afterwards again.
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@AhoyWolf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3939504#Comment_3939504
How would it reveal gens to your teammates? Kinda like Streetwise so when they're close they pretty much get the Perk's effects for a while?
Not a bad idea, but maybe it still needs something extra!
The gens that are shown to you in a 32 meter radius are also shown to your teammates. Your teammates wouldn‘t need to be in a certain area around you.
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I would love these changes. The only other thing I want is reducing the minimum required distance for a leap from 5 meters to 3 meters.
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@Memesis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3939493#Comment_3939493
It's just identity expression, there's nothing inherently political about it.
It‘s as political as country flags and for some reason we are not getting them.
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My idea would be to remove the cooldown and make it also reveal the auras of gens to your teammates.
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Coldwind desperately needs this
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@Wezqu said:
Its funny that this thread gets this much attention. I did the same thread back in January and got like 12 vote ups and six posts. Seems people finally woke up that this was a problem.
YayC is a YouTuber/Streamer. He probably told his viewers to mass upvote it.
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Almost done
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@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3938943#Comment_3938943
I think the current version we have is a good mix of what I liked from the first iteration improved upon. Stuff like stacks being locked in after hooks, condemn not just being based on the television you teleport to but anyone near a powered TV after a TP are really good improvements. Also being immune to pallet stuns while demanifested is a nice bonus.
So I think I'm quite happy with the current way it works, though I know a lot of people don't really like sadako's lack of chase power but I'm an m1 killer enjoyer so that doesn't bother me too much.
I‘m glad you are happy. I for my part wished they had kept her first versions design and improved it with numbers buffs, the anti stun and the condemned lock in. My old playstile is sadly due to the reworks no longer viable/possible.
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@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3938407#Comment_3938407
You can main a Killer and still have complex opinions on their state of balance.
Sadako mains (myself being one) hated one of the previous reworks because even though she was stronger, she was just boring to play and frustrating for survivors (The global condemn rework in case you're wondering which one).
Are you more a fan of her first version or her current version?
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Good for me. I don‘t want a spider killer.
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3938062#Comment_3938062
Seems like we have to raise the awareness a bit more.
Maybe by mass bringing Chest offerings so every new Springtrap player starts to complain about the spawns.
And, as we know, the devs take the feedback of the FNAF fanbase very seriously...
That‘s diabolical. 😅👍
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I actually suggest that nerf a while ago to make him more skillful to play instead of just waiting it out until you reach survivors. His hitscan injury is the only frustration I have when playing against this killer.
If the devs touch him again I hope they give him a little quality of live by reducing the minimum required leap distance to 3 meters.
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Agree my friend. In the past one of the community managers actually responded to a thread where asked whether or not it would do that and as they told me it didn‘t - I asked for making it work for yourself. Sadly they didn‘t do it.
This perk would be so much more appealing if we were able to use it for ourself.
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I would rank light weight and deception higher.
You are overestimating shadow step, lucky break and bite the bullet very much in my opinion.
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@AdamZ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3937582#Comment_3937582
and what abt 4.5?
Is something that would need to be tested. I can‘t say how that would turn out.
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I don‘t agree with slinger becoming 4.6. 4.4 killers are encouraged to use their power more and we saw how it went with trickster. When they would increase slingers speed he would also require nerfs, which you probably don‘t want.
For ghosty mainly want quality of live to his leaning and that you don‘t lose your power by injuring people.
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@Yippiekiyah said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3934776#Comment_3934776
Well it's 20% so a one in five chance
So we know have like 20 more useless offerings great
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3937228#Comment_3937228
I'd sooner buff what it does than give it a linger that lasts that long.
My pitch from back on Alan Wake's PTB hasn't really changed. Keep everything it does now, but add two things:
- It shows the aura of the exit gates
- It shows the aura of any survivor interacting with a highlighted aura
You could also add a short linger onto that as well, but the idea would be that while you're in the totem's range, you get great info on objectives and player positioning. This would make it a much more valuable boon in solo queue, because not only will you know that your teammate Meg is on a gen that's 80% done… you'd also know where that gen is if the killer chases her away. Among other applications, of course.
I doubt that this is enough. Both of your things are nice don‘t get me wrong but they don‘t touch what needs to be touched.
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@jesterkind said:
I'll always go to bat for Illumination not being outright useless. Being able to see the whole gen spread for a single perk activation is not something you can get any other way, and it's not nothing in terms of usefulness.
I would agree that it lacks impact for being a Boon, though. I'd love to see it get a moderate update that more justifies its setup time.
Imagine this perk would have a lingering effect for like 3 minutes. It would suddenly be a lot better. I‘d still prefer that this boon works globally, but that‘s the closest we get I suppose.
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@SkeletalElite said:
MnK support is coming to console soon
Even when mouse and keyboard is available on console, all killers should be optimized to be playable on controller.
Agree with op.
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I‘d rather see them getting removed, so we get more of the better bloodpoint offerings.
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A lot of good things, but the addon changes aren‘t needed. They are fine as they are. Vaulting on the second/third leap doesn‘t work like you imagine it to work. Most of the time you will grab onto survivors and mark them, which makes this mechanic useless and very clunky to use. His vault is almost perfect at the moment. At most loops it is a 50/50 and survivors are able to vault the pallet.
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@JawsIsTheNextKiller said:
If Circle of Healing just gave everybody the ability to heal at self-care speeds with no additional benefits, I think it would be enough to make boons worthwhile.
Going from completely overpowered to useless seems like a wasted opportunity.
Agree. That‘s the main thing I want. Give us self care on circle of healing back. Just make it very slow.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3936470#Comment_3936470
You are touching on some good ideas there, for instance take Boons some have different effects and it would be good to know which boon type is so you can use them. If Shadowstep for instance has a color that indicated you should loop the killer there.
I would like that. How exactly would your idea work when there are multiple boons on one totem?
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To come back to your idea. I would appreciate it becoming map wide or having a bigger radius. One side note: It should reveal the gens aura in blue to make it more oblivious which perk is involved.
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@Emeal said:
Hex Perks will recieve a buff next patch, as BHVR changes the spawning mechanics for Survivors.
This means that its much more unlikely that a Hex will get destroyed within 1min of match start.Personally I like Kaneki's Hex perk, because it lights up after some time is spent in the match.
Kind of wish this would apply for all Hex Perks.I fail to see how changing the spawn mechanic makes hexes much better? Survivors can still spawn In front of hexes even when they spawn less spread out. Sure there is a lower chance that they spawn in front of hexes but they can just walk a few meters and run into them. Also don‘t forget the new offering.
I think behavior should stop bandaid fixing every new hex perk by giving them an activation condition and instead fix the general problem for all hexes (why they have to spawn every new hex perk later).
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3936433#Comment_3936433
https://us.v-cdn.net/6030815/uploads/CYX5DX790WSM/image.png
Completely incorrect. Not only is it completing the Generator faster together, You forget to factor in things such as the Killer a general rule is that a generator more people are focused on will get picked up on after the Killer leaves it.
If the Perk does not fit your playstyle that is fine, you don't have to use it, what I am suggesting is for that playstyle, not yours.
The way the perk functions is perfectly fine, I just think it could be better.
That it isn’t for my playstile is fair, but your repair speed is slower together than when you split up, which is even shown in your tabel. (2survivors -15%…..) Doing gens together is less effective than splitting up, that’s why behavior changes the spawn rules.
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The problem is that in dbd you don‘t want to do gens together. Doing gens together makes you do gens slower. For this perk to be worth running there needs to be a reason why you want another person to come to your gen.
My suggestion:
- When another survivor works on a gen with you, both of you see the killers aura in a 24 meter radius.
- Additionally I would make that you see other survivors aura whenever you work on a gen instead of only when the killer downs someone with a limited duration. This would make doing gens also a lot more exciting since you can watch your teammates run around.
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@boon_david_s_d said:
I like the change overall and especially the first 30 sec ‘protection’ period. However, I dun know if it will make Devour hope be too strong if ‘Hex totems are dull until their effects are triggered by survivors.’.
I edited it for clarity. It would only make hex totems look like dull totems. You could still cleanse them before they look like hex totems. It would just be a bit random and involve a lot of luck. With that being said, maybe you are right and devour should be shown after the first 30 seconds in the trial.
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I like playing against him. I just wished his hitscan injury attack had more counterplay. That‘s the only thing I find frustrating.
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👍
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I want it to work on multiple generators and make generators on which it is activated regress again when they are left alone (like ruin). The regression could be increased but I think this is the more boring way and maybe not the best idea.
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Agree. Coldwind should be darker, same with the eyrie realm.
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@RJoyYourJoy19 said:
It just lost all of the best variations it had. But yes, it can get nerfed for the survivors in the same patch where Yamaoka, Coldwind, Borgo, Haddonfield, Midwich and Red Forest get nerfed for the killers.
Exactly they need to also improve the survivor experience and not only the killer experience. Coldwind (especially rancid and rotten fields), borgo, temple of purgation and haddonfield suck to play on.
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@XDgamer018 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935936#Comment_3935936
Im going to have to disagree on both. Most of these maps have enough resources to work. And family residence is simply too big for killers without mobility
Temple of purgation sucks to play on as survivor. The main is weak and becomes even weaker by doing the gen there. The outside has not many pallets and windows. Once you‘ve broken a few pallets it becomes a deadzone very fast.
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@D0NN1ED4RK0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935893#Comment_3935893
because the original perk names were related to pinhead and the hellrasier movies
I know but why are names licensed. It makes no sense to me. They took a random name that is slightly related to the license and now they have to change it. Like why do they have to change the name of the perks when they can make it free at will?
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The names are dumb. Why didn’t they keep the old ones?
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@JPLongstreet said:
I'd start No Mither as healthy and then forever Broken once you're injured. And then at that point it shows as Broken in the UI as well, instead of broadcasting to everyone at the beginning of the trial you have it, especially the killer. The other bonuses it currently has can remain.
We could test out messing around with full silence on it. As for an old version of Dead Hard coupled with it, I just don't see many supporting that idea in the community.
Something has to be done with it, or anyone running it for Adept or a challenge or whatever will be dodged into another dimension once surv perks are visible in the lobby.
I don‘t think only changing that you are healthy at the start of the match is enough. It still needs an massive buff, that doesn’t involves just changing its numbers.
Probably it wouldn’t be supported but I can’t see why it would be a problem with no mither. No mother puts you in such a big disadvantage that it would even be a bad perk with old dead hard.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935794#Comment_3935794
Shattered hope should have never existed as perk and instead been made basekit, which would have allowed to keep circle of healing and buff the other boon perks.
Maybe a hot take, but I don't think this is correct, either.
Basekit shattered hope would've made boons as a whole significantly worse, and substantively not worth running. To compensate, you'd have to massively buff boons, but that would likely be pretty awful to play against.
The game just doesn't work well with high investment, high pay-off perks for survivors, because the investment is often out-of-sight-out-of-mind, and the reward would have to be so high that it becomes very in-your-face for killers.
It's the same reason I don't think it's possible to have a good Invocation as long as they're 60 seconds in the basement and perma-broken. Whatever power you put on the other side to balance it out would be way too much for killers.
Invocations are easy to fix. Make the crow one give you oblivous instead of broken and weaving makes you lose a hook state instead of broken. Then decrease their time a bit and make it possible to do them at the same time at the cost of taking a little bit longer.
Boons are also relatively easy to fix, but you have my discussion linked there if you want to discuss my ideas and I don‘t think my ideas would make boons worse or too op. Just strong and worth running.