Milo
Milo
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- Milo
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I don't think that would help. Like, at all. Could probably hurt more, so no from me.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427537#Comment_3427537
As I said. Right now boons have SOME NICHE value. Make them even worse and they will get buckle-up usage rate. It's similar to wake up. Overall very bad perk that basically lowers the chance for a team (as a whole) to escape. However, it provides some value (especially for soloQ selfish people). If you make the perk worse, not even selfish soloQ ppl will take it making the perk used only by random perk roulette.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427541#Comment_3427541
After buffs? What buffs? I see no buffs in this thread or in any dev plans. And as devs are very happy to keep vast majority of perks bad (on both sides BTW), I don't think "making room for buffs" means anything
So lemme rephrase it a little bit then:
If the devs ever decided to buff ALL boons , then this suggestion could be applied IF needed to nerf them a bit.
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@Gandor said:
Boons as a mechanics is dead already. Why do you want it nerfed even further?
It's now the same thing for both sides - boons and hexes as a rule ar not worth it (there are a few hexes that are still worth it, dhope, noed, plaything come to mind. But overall there are much better options. On the other hand exponential can give value in SWF and shadow dance in some interior-cluttered maps like lerys or RPD, but overall bad idea both of them).
If anything, both mechanics need buffs
Exactly. But this kind of mechanic would be a thing that can keep boons in check if they would be too good after buffs.
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@JawsIsTheNextKiller said:
They should probably adjust the really difficult ones. "Where Did They Go?" got fixed which was good as that was almost impossible. Downing 100 survivors from across the map with Huntress is pretty much impossble on a controller now that Borrowed Time is default, and Evil Incarnate needs to be handed to you by the survivors.
From what I remember, Sony (I think) is very strict on changing achievements if they're still doable (although difficult). Where did they go? was impossible after hatch changes so was changed.
So Evil Incarnate will only be changed to be easier if they either change the add-ons (thus making it impossible), they allow dc's to count and/or allow you to mori from the lockers.
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@CatnipLove said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3426244#Comment_3426244
There's a vast array of conditions which impact cognition. Things that can impact reaction time, such as taking longer to clearly identify the dial against the background. The original Ruin had the potential to place a ridiculous burden on those with cognitive difficulties. Going as far as to make gens inaccessible to some players.
@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3426244#Comment_3426244
He is talking about old old ruin that required you to hit great skillchecks all the time probably.
https://forums.bhvr.com/dead-by-daylight/discussion/375342/boring-meta
There are things that are "objectively" (for lack of better term. Technically, it's still subjective) boring things like being stuck in a hour long gen-defense game with old cob+oc knight or with current skull merchant and then there are things that just spoil the fun on the other side. Like killer bringing no-heal build only to find 4x no mither survivors. Or survivors trying to take flashlights only to encounter lightborn. Or going sabo build against your starstruck. Or going full heal build against plague. Or taking mirror meyers only for survivors bringing you to ormond.
The first thing should be addressed. The second should be endured/ignored in my opinion.
Oh yeah that makes sense. But that was before Undying wasn't it? That's why I was confused.
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@CatnipLove said:
The Ruin/Undying meta was badly designed as it walled out new players and players with sensory problems. If it's only harming new players and people with disabilities then the design is just bad.
The 3 Gen meta was just boring. Killer strategies should not include dragging the match out till the other side gives up due to boredom.
I didn't care too much about Scourge Hook. It was just a thing. I get it was hard to handle in solo queue, but loads of things are. You don't see Cenobite getting a rework to make him counterable in solo queue.
I'm happier when Killers can get a down faster rather than extending the match length. Hopefully BHVR focuses more on offensive Killer perks rather than slow down.
Excuse my ignorance, but how did Ruin/Undying hurt people with sensory problems?
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I haven't played with the perk yet, so Idk personally how strong it is but what if you always changed the obsession with a hit regardless of chase time? Would that be too strong you think?
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@Wiccamanplays said:
Old DS was inconsequential for Blight, Nurse and Spirit and awful for everyone else. New DS is less awful (and even more inconsequential) but still useful if you use it right. I'd like it if DS reset the powers of killers who have 'charges' of their power (like Blight, Nurse, Spirit, Wesker etc.), so it felt more impactful, but being stunned for a long time is just not fun, especially if you're eating the DS after 59 seconds on a weaker Killer. If you're worried about getting tunnelled, bring DS and/or OTR, and/or Dead Hard if you're really paranoid. The real secret to minimise the risk of tunnelling is to carefully time unhooks and to take protection hits, but solo queue Survivors will naturally struggle with that as is.
The problems with Dead Hard and Off the Record is that, if the killer hit you within that 10 seconds frame, you basically gained nothing from these perks. (well aside from no noises from OTR)
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@Hex_Ignored said:
She's a skin and they don't make skins for skins
Well they could, we never know.
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@Dream_Whisper said:
They could removed that 30% reduction for Calm Spirit, but I think it is fine with all other stats; compared with other perks.
Up the ante is tricky. As it is a lucky affected perk and there seem to be no other way to buff it significantly, since luck only affects unhooking chance ans I thought also chest searching for rare items. Luck is a complicated mechanic. Which is why I made it a Risky BP perk, that rewards you doing risky plays like saving, unhooking, gens fixing, minute wasting the Killer's time in chase, etc.
Solo Survivor will be fine, for those that do not relie on teammates whom cannot survive long enough. Plus, it okay if you are much strong when teammates die, and helps those that want to solo escape. It would be a very situational perk, but made for Survivors that are fine with me the last standing builds.
Self-care is good as it great alternative for solo heal, but medkits and perks will not stack with it. Also, the math is wrong as I factor in the new healing speed which is 24 instead of 16 seconds. 24 devide by 60% is 40 seconds of Healing, you would be right, if it was 16 devide by 60%; no anymore with the new healing changes.
Could you explain exactly why Calm Spirit is fine? Because I still don't get it.
Yeah, I'm not saying it's bad - I do like the rework! I'm just saying 20 tokens for these 3 specific objectives would be bonkers to get. I would also add protection hits and healing other survivors or would reduce the tokens instead.
It could be scary, because if everyone run it, the killer would have to always commit to chases and hooking after the 1st death. Or they would just reset.
The healing is still 16 seconds. The medkits receive a penalty that makes healing 24 seconds. They semi-reverted it before the ptb hit live. I mean I would be fine with perks not stacking with it, but you should've made that point the OP then xd.
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*Self-Care:That would actually be a 26 second heal, without sloppy, and botany would increase that further (because remember you don't need a medkit for botany to work) to about 18 seconds if my math is right? Which would be bonkers.
*Calm Spirit??? The 30% speed reduction hello?
Solo Survivor:That sounds kinda overpowered? But it would promote hooking diffrent survivors... kind of? Idk, imo it's just a little bit too good.
Up the Ante thingFun fact, luck doesn't affect chests!
But also the rework, it sounds fun, the numbers are just a bit much. 20 tokens are a lot so getting them in a game would be close to impossible since that's a lot. But it is fun.
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The rest of the perks I'm mainly fine with. Doubt they would be run more than now, maybe with the exception of that reworked Buckle Up.
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I mean, it's kinda common sense that a multiplayer game would have multiplayer achievments?
+This is a large game and you would have to buy every dlc that's out there (or atleast the licensed ones and grind A LOT otherwise).
If you don't enjoy plating multiplayer games and can't enjoy the game just to play it I would drop it.
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@Mistkage said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3419032#Comment_3419032
I aint reading all dat
Yet you wrote more, interesting.
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@Clockwork_Enigma said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420443#Comment_3420443
1) I should clarify that the 15% increase is only for the fast vault you initiate off cooldown. This does not apply when you have cooldown.
2) They aren't meaningless. The removal of the Dream World counter is necessary to stop it from countering a Killer power, while the removal of the 50% increase in speed if you AREN'T finishing the last generator is a huge nerf.
3) None of the three Killer perks I buffed (whichever ones you're mentioning) would be pointless. They would serve their functions very well and create interesting builds.
4) STBFL is more than likely the best Killer perk in the game at the moment, if just because of it being the only unchanged meta perk out there.
5) No one likes Lightborn in its current state. Not Survivors, not Killers.
5) No one likes Lightborn in its current state. Not Survivors, not Killers.What? I mean yeah survivors don't like it cause it counters the flashlights, but killers... why exactly?
But yeah, you just want to remove exhaustion perks, which I don't exactly get why? Could you elaborate?
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It's not outdated, it's just on wrong killers atm that's all.
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@C3Tooth said:
DS should go back to 5sec, and disable if healed. So there is no healthy survivor going back to body block twice because they have DS protection.
Endurance is a strong status, MoM requires 3 protection hits, I dont think its ever possible to ever get 2 MoM activated in the same match. DH can, so its fair for me.
To be fair, MoM Block is also a stronger than Endurance since it activates even while deep wounded.
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Tbh, I just dislike how fast your progress resets. And because it's mostly applied via sloppy, getting interrupted really hurts there.
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Charms were created to be cosmetic only. Which isn't bad, however they throw so many at us atleast imo I feel overwhelmed and use only the charms we get in tomes.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416559#Comment_3416559
achievements should not be possible to get for free.
if DC did count, then it would be so easy to get. Just shamelessy tunnel from first hook and you will get it. Wow, so hard.
This is such a weird take, I don't think I'll reply anymore.
Have a good day.
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@Nos37 said:
How about: if the hit that would put the survivor into the dying state is within the Knight's terror radius (or 32m, so it can't be cheesed with TR suppression perks), that survivor is instead put into deep wounds.
The guards keep their lethality, but not in scenarios where the survivor is forced into being hit by a pincer move.
So that's still worse Legion and changes basically nothing from the OP.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416548#Comment_3416548
You think this is hard? Try Evil Incarnate, where survivors can simply jump into locker and you will never be able to mori them. That's gatekeeping. I had to wait over 20 minutes before he got out of that locker.
So what some survivors DC? It depends on your playstyle. Adept is easy when you tunnel from first hook, but there is high chance survivors will DC.
And... I'm not saying that should be possible either lol. If they don't rework him by then, I feel like they should give a special locker mori with those add-ons. Yet that didn't happen which is kinda dissapointing.
However, this is about killer adepts and dcing shouldn't rob you of your adepts nor Evil Incarnate.
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@Jejune said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416438#Comment_3416438
To your point they are not good enough to be tied to getting hooked. DH would have to stop being exhaustion perk now its worth running, but killer has to deal with exhaustion and then dh. Bloodrush would have to at the very least heal you after 2nd unhook so that you can guarantee have a chance to use the perk (outside of face camping),
To the second point its not really the same for every other perk. If every perk required you to get hooked to get any use of it then sure, but it doesnt. You can attempt to use stake out and then get tunneled out of the game. You cant attempt to use those perks before getting tunneled out of the game.
Those perks are failed designes that seem good in theory, but ultimately fail because tunneling/camping exists. (If you couldnt tunnel/camp before last gen is done, then maybe you could have a case that these perks are good enough)
The fact remains if you want to use the perks that you bring into the match you are bound to ######### to get use out of them and they are not good enough to be considered situational like unbreakable. And if you are bringing then just in case you get to use them you might aswell bring adrenaline instead of bloodrush and literally any exhaustion instead of dead hard.
To the second point its not really the same for every other perk. If every perk required you to get hooked to get any use of it then sure, but it doesnt. You can attempt to use stake out and then get tunneled out of the game. You cant attempt to use those perks before getting tunneled out of the game.Yeah, it's not the same for any passive perk. Any healing, hook or gen reletated perk can be just not used at all in the match depending on how it plays out.
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@DaddyMyers_Mori said:
double pip adept got easier with resets, but 4k is way easier than red ranks adept before. You had to basically get 4k without using your power for iri chaser.
Achievements are not supposed to be easy.
Okay.
But they shouldn't be gatekept by people dc'ing.
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@Cynwale said:
https://forums.bhvr.com/dead-by-daylight/discussion/374183/no-mither
That would ruin the perk, it would be used by all the noobs since the downside would be removed by Dead Hard.
I feel like that was originally the point, with David's whole package.
Yet I disagree with the OP.
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You could use Overcharge with Corrupt Intervention or No Way Out instead.
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@ppage said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412396#Comment_3412396
the wiggle was changed from 16<15 when hitting great skillchecks.
i get that wiggling out isnt meant to be easy, but it literally NEVER happens. theres a 1 in 100 chance you wiggle out without perks.
going down isnt something that can be easily avoided by "bringing better chase perks"
hooks are so close that i can literally see another hook perfectly clear from where im hooked. in what world is that fair??
killer is the easier side yet anything that benefits survivors gets nerfed. DH, COH, the wiggle skillchecks, and literally anything else thats been nerfed. killers have such OP perks that never get nerfed like Eruption. its hard to be a survivor, and sure its meant to be like that, but killers just complain abt perks like DH when its really the only good thing survivors have. its such a low chance for a survivor to wiggle out without help, yet survivors are the only people these nerfs are affecting.
@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412396#Comment_3412396
It was. They removed the skillcheck bonus in favor of making hitting them give the wiggle "more strength" in strafing side to side
So a buff that shouldn't even make it to the live game in the first place. Which now they reverted. Good.
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@tomasmikulik said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412089#Comment_3412089
Then DH could work like reversed adrenaline or Iron Will. DH doesn't cause exhausted but DH doesn't activate when Exhausted. Do you think it would be more fair for killers ?
It wouldn't be used with SB, however any other Exhaustion perk could be used after DH.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412067#Comment_3412067
If the point is kill the perk even more then it currently is... That's like asking for ruin to be just 50% regression. Just. Why?
About the point - it's intended to work only on last hooked person - meaning if u have it but someone else got hooked before the unhook - then according to OP u r free to be tunneled, because somehow that's not tunneling. Meaning if we go back to our ruin example - if it regressed gen once already, then remove ruin for that gen...
I am pretty sure OP just loves to tunnel and just tries to figure some way to nerf the perk even more without making it too obvious...
It just (again) switches it's power around. Maybe instead of 1 second it could be 0,5 second but the base is 2-3 seconds.
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@Gandor said:
at 1 gen left - it does literally nothing. 1s animation for 1s DS? What is the purpose? Give more chances/time to flash/sabo save? I don't think that's good idea. At 2 gens it's the exact same thing, it just doesn't look that way (1s running time is not even enough to vault window when you are literally dropped on top of it - you will get M1'd immediately).
Just make it 5s again
I think that's the point? It would deter early game tunneling.
Decisive Strike now activates when hooked instead of unhooked.Decisive Strike's timer will pause while hooked or in the dying state.
I just don't get the point of this. Why not just pause while in the dying state?
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We could also get survival points for every gen completed, like 1k-1,5k everytime a gen pops.
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@DaddyMyers_Mori said:
Why not simply make it possible to buy any perk with iridescent shards?
That would improve the game for new players quite a lot.
No need to buy killers/survivors they don't care about.
No need to buy killers/survivors they don't care about.Exactly why they wouldn't allow it most likely. Unless they increased the costs.
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Im both dissapointed by the post and dissapointed by the community (myself included) by proving some of these posts within right.
But also, thinking like that is so... weird? "Oh no! Those characters that get skins VERY often didn't get a skin! Whatever are we going to do!?" It's just one collection, let some characters have some love. If not from the majority of the community then atleast from some of them.
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New game would be a + but yeah the queue times.
Also like few problems (that would be probably easily fixed) that I can think of the top of my head:
- What happens when opposing survivors meet on a generator?
- I assume everyone would have infinite hook states? I wonder if people would heal.
- Also camping+tunneling could be really good, even better than in normal game mode.
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Seeing as we will get base moris.... eventually, I don't see the point.
Also, it technically would be just cheaper ebony if used with any perk that changes your obsession.
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@Unequalmitten86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407234#Comment_3407234
No it can be nerfed or buffed just not gutted. It was intended to heal yourself and others within a radius. So make the radius smaller. The thing is in soloq I have been in matches where the killer used the boon as hunting ground. I even had one wait for me to bless it, then snuff it, knock me down, and leave me there (they continued to that until we all eventually bled out) . I understand how overused it could have been in swf I get it, but in soloq is needed. No one wants to heal you in soloq, I am trying different things but soloq has dramatically changed in 3 months and the killers are just bad. At one point teamwork was plausible now it's everyone for himself and that's the way it is because more than half the camper killers you go up against and by the time you get a decent killer your already angry.
I also feel about this with all perks killer and survivor. If they put something out there you purchase then they have to stick to the core ideals of it and not gut it. Fair is fair.
I think this goes to show they don't actually have testers to see what goes on in their games for themselves.
This perk should've never been released in the state it was released in the first place.
Also, try Self-care and Botany then?
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@MrDardon said:
I use Self Care with Botany for 30 second heals (or 37 sec. in case of Sloppy). Definitely more usable than Self Care alone. But I'm afraid if we buffed Self Care that we'd need to nerf Botany, otherwise it'd be to fast for unlimited item-less heals.
That's why CoH was a problem.
It would most likely get reverted back to 33% or kept around 40% mark.
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I haven't played yet but... use Bond.
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Not everything needs to be fixed... by a perk.
The trial should have a time limit anyways for this scenario. Or make this a base feature.
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@HagsOnlyFans said:
you got a coh buff and they reverted the +8s to altruistic, also there are still plenty of really good exhaustions what are you even on about
CoH is still a nerf, because of self-healing nerf. Especially in soloq, SWF probably will still use it a lil bit.
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Because there's a lot of map offerings. And maps in general at this point.
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@Erwarsa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393825#Comment_3393825
I think the sorta "charging" playstyle wesker already has the skin could imitate with krausers stinger move which i mean is just perfect how those two line up. And i dont think we really need another re chapter and since birkin already is in as a skin for blight i feel krauser for wesker would be good enough
Yeah, agreed. They could feel way too similiar otherwise. And Luis and Ashley still can be skins.
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@WinchesterxNL said:
Buffing the healing speed up to 100% doesn't really matter much if your teammates are either choosing to ignore you or simply cannot help you. (Too far away, killer nearby. You name it.)
Say you're on the ground and healing yourself back up with Exponential, and then needing help to heal yourself up to full health feels rather backwards in my opinion. So I'd suggest the 24 second self healing speed as they're doing with the Medkits. I'd say that is a fair trade off.
Or make Boons be limited use just like Hexes. Which could then possibly introduce a new perk that is basically the Survivor version of Hex: Pentimento. Which I think could also be interesting.
As for the DH, I feel it isn't that bad with that change. Makes you feel like you earned it a bit more. It's already tricky for sure. But eh, I don't use it all that often myself anyway.
I dislike the Pain Res nerf, but I can live with it. There are others that work better with my own personal play style as killer but I agree it is something that I feel would've been better off as it currently is. (As in: before PTB changes.)
CoH was problematic BECAUSE of it's self heal ability.
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CoH was weak because of two things tho: Healing nerfs and it losing the ability to heal self. It still didn't regain the latter, so I doubt it will be an S tier in SWF. It could be decent but not S tier. (and I think it dies in soloq tbh or you would see it less)
DH is still worthless while being tunneled, unless the killer didn't hit your Endurance. Atleast these changes will guarantee you won't face DH in the first chase!
Imo, Pain Reno (with these changes) should lose it's Scourge Hook requirement. It's weird that it has two restrictions tbh.
Ruin could have it's numbers slightly buffed in general like to 125% or 150%.
And pop could improve your base kick by... x% idk.
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@HarryMasonEnjoyer said:
i could see it being a bit more viable if the percentage was doubled. i main deathslinger and sometimes if you can't hit someone you have speared you have to swing for distance, so unrelenting is actually pretty good for that purpose. maybe that's still too niche idk
I wonder at what point it would be faster to swing aimlessly than walk tbh.
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DH warps the game around itself same as old DS and Pain Resonance did. You always have to assume someone has it even if they don't.
And circle of healing was a mistake to begin with.
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@PapaEmeritus69 said:
Pretty sure it was a flat rate as long as you kept the tempo correct, the way it is now should be technically more consistent and less intense on your keyboard. But I feel ya, its probably pretty jarring for someone after the old method for so long.
What are you trying to hide from your teammates that you don't want them to see?
⭐️Nothing⭐️
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- Apperantly it does make sense. And people can troll with everything. Do we remove Bond cause people can use it to troll?
- The perk should get changed, that's all. Preferably buffed.
- Do we remove Left Behind, Low Profile or any perk that doesn't benefit the whole team?
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This doesn't need a revert.
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Old Legion is back. So yeah that'll get fixed.