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Munqaxus

Munqaxus

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  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2893122#Comment_2893122

    Skill difference isnt the issue, it's more of the fact beating those people in a 4v1 isn't reasonable especially when you get higher (DH&COH actually makes this worse)

    But like I said in my comment if the devs make the mmr strict and take longer to find games then I wont get to play. I already wait 5-10mins for a few hours of my time so if that increases I doubt I'll bother playing.

    No point playing if your games are over faster than your queues and arent even fun in general

    So you feel the game being unbalanced instead of skill differences, is the issue.

    Let me get you to clarify. If the game is unbalanced, what level of play is it unbalanced at. Is it all levels of play? The top 5% levels of play? Is it only when someone plays Circle of Healing and Dead Hard?

  • @CoolConnor96 said:

    Honestly and this might sound silly but the perk Dead Hard. It's really frustrating mindgaming a survivor only for them to press a single button and make it to a pallet or window extending the chase way longer than it needs to be.

    I see a lot of killer-players saying Dead Hard. It's never bothered me as killer and I never use it as survivor but there's definitely a lot of animosity about it from other killer players.

    If I was going to complain about an exhaustion perk as killer, it would be Balanced Landing. Something about a survivor jumping off a hill and sprinting away just irks me, lol.

  • @[Deleted User] said:

    For me it's the way killers are treated in the community, if they choose to play for their own experiences and not others. They are intentionally excluded in endgame chat and then shamed on social media. Also, double standards, if a survivor DCs it's funny and justified. If a killer DCs it's shameful. When survivors run meta it's because killers are camping and tunnelling. When killers run meta it's because they are sweaty tryhards who have no life.

    Trust me when I say that a Killer DCing is not as bad as a Survivor DCing. But you are right, most Killer DCs are shameful while Survivor DCs receive scorn from the very depths of H*ll.

  • Just breaking everything down, it looks like matchmaking is the biggest issue.

    1. Skill levels difference - 7 votes
    2. Face-camping, because it's boring
    3. Indoor Maps
    4. Toxcity on endgame chat
    5. Dead Hard
    6. CoH destroying Hit and Run Strategy (This seems like it will be fixed in the next patch)


  • image.png

    Ace is the best by far.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/2891840#Comment_2891840

    No, almost all of them need to be nerfed, just in different varying degrees. You are basing your opinion here on the kill rates which are not only flawed to begin with but also absolutely terrible in terms of measuring balance.

    "and that is where the developers want the balance to be."

    Which is where the developers are messing up and why the games balance is in such a terrible state in the first place. Balancing around kills is a terrible metric for a multitude of reasons.

    I'm not basing my opinion on anything.

    The developers have said they want the kill/escapes at roughly 50%. The developers have said they are happy where the kills/escapes currently are. If a Dead Hard nerf changes that percentage, then the developers are going to buff other things in the survivor kits or nerf other things in the killer kits.

    All of your thoughts on balance needs to be constrained by what the developers are aiming for.

    ---

    Personally, I highly doubt Dead Hard is outperforming other exhaustion perks. I think Dead Hard is used a lot because it a much more fun perk for survivor-players and because it gets daily advertising from killer-players.

  • @Blueberry said:

    While DH is a large offender, Exhaustion perks in general are way over tuned.

    For example, lets say we literally doubled the Exhaustion debuff. That is a massive nerf. Yet, we would still see an Exhaustion perk on every single survivor, every single game. That in itself should illustrate how over tuned they are if you could nerf them that signficantly and they would still be in every single game, on every single survivor. If they were even remotely close to balanced then that hard of a nerf would make them nearly unseen, but that isn't the case.

    There is literally no reason you would not always have an Exhaustion perk on every single game unless you just didn't care about winning, that is bad design. Every single perk should make you weigh the pros and cons and debate whether it was worth it that game. There is no consideration to make with Exhaustion perks, you just auto equip them no matter what. Bad design.

    Either Exhaustion perks tuned down tremendously or killer Exhaustion perks tuned up tremendously. One or the other.

    This all said I will throw some disclaimers. I think some Exhaustion perks that are designed well and totally fine are ones such as BL or Head On. They're situational, require you to play around them, and have high or low value depending on map rng so there's some risk attached to using them. They aren't just default auto high value every game regardless of anything. I'm fine with these. This is how the other Exhaustion perks should be.

    If Dead Hard is granting such a massive advantage to survivors, then nerfing it would require major buffs to all the exhaustion perks to make up for it or nerfing Killer speeds somehow. It's being used by 47% of survivors.

    You can't nerf something being used by that large a base of players and not balance it out somewhere else. You have to remember that kills/escapes are at 50%, according to the developers and that is where the developers want the balance to be.


    image.png


  • @Tr1nity said:

    https://forum.deadbydaylight.com/en/discussion/comment/2891159#Comment_2891159

    The main issue rn is a bug where leg can hit ppl on hook to gain stacks

    I'm not talking about that bug, interesting to know though.

    I'm talking about small maps, where you can using Legions power to injure every survivor in addition to downing one. I don't even see how survivors can recover from something like that.

    (Now maybe I'm reading the power wrong, but the 5th hit will down any survivor, even ones in the deep wounds state? If that's the case, then the 4th person you are chasing gets deep wounds, then the next hit downs them.)

    Throw in Lethal Pursuer and survivors are screwed.

  • @F60_31 said:

    There are many survivor perks that could need a nerf but Boil Over is NOT one of them. Please do not do that.

    Survivors don't get anything, again. About par for the course isn't it.

    I do however see extreme potential for Legion abuse. I might start playing him. He's going to be able to keep everyone injured and will always down the 4th person he's chasing.

  • @WishIcouldmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2886963#Comment_2886963

    Nah, that’s the case with some. But, with Pig or Trapper yeah there’s no hope

    Trapper is fine. I don't really play Pig, so couldn't comment.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2890786#Comment_2890786

    I've been playing a lot of survivor recently, and the only time I lost to an Onryo was one that was hard tunneling off hook and nobody brought a BT. We still got a 2 out.

    Wraith is way better than she is.

    • His addons are amazing.
    • He can frequently get an easy first hit.
    • He can bodyblock and mindgame with his stealth/dash in chase.

    The core issue with Onryo is that her flickering does almost nothing. In extremely fringe circumstances it can let her get a sneaky hit, but it's really easy to know where she's going and if there's any doubt you can easily just predrop pallets and go to the next loop. TVs are entirely RNG. Condemn is a nothingburger.

    I play Sadako and she's no where near that weak. You don't need to tunnel off hook to get kills with her, in fact, that makes her worse if you do that.

  • @sizzlingmario4 said:

    You could literally buff it to hide blood and it'd still be absolutely terrible.

    I think you could buff it to make the survivor invisible and it would still be bad, lol.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2887545#Comment_2887545

    Which site is this, if you don't mind linking it. Very curious on their methodology.

    Hey @StarLost and @yayamonkey

    The here's the website. It's about the best DbD data website I've found for stats. I wish BHVR would just release their data instead of being so secretive, because all it does is cause websites to pop-up who find a way to mine the data anyway. I would of course take it with a grain of salt because it isn't able to break down the statistics by level-of-play. We know that at high levels of play things change as compared to low levels of play. So I'd say this gives a generalized view of what's happening. There's some other websites out there of course that mine data.

    Perk and Build Stats - NightLight

  • You all only like it because you OBVIOUSLY, have a fan favorite killer... @MrDardon and @TheGannMan


    image.png image.png


  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2887417#Comment_2887417

    Shrug. I never claimed he was. I said that the streak overall was very illuminating, especially when you contrast it to the other recent streaks he did.

    https://forum.deadbydaylight.com/en/discussion/comment/2887419#Comment_2887419

    When one of the most prolific, semi-professional players in the world who specializes at killer streaks describes that killer as being the most difficult he's ever attempted, and rating one of her brown addons as more important to her kit than a perk slot - you don't think that this might be an indication that she needs some adjustments?

    If not, what sort of metric would you prefer? Gross kill rates?

    Average kills per match. This is off a website that data mines DBD.

    image.png


  • @nostrada96ass said:

    most of the useless perks in dbd are newbie-oriented, but they're not good for them either

    I can't even imagine any reliable usage out of it, that isn't based purely on luck. It's the most random thing I've every seen.

  • @Tsulan said:

    The addon that darkens the traps should instead create rubble, patches of grass, or whatever there is used on that specific map to disguise the traps.

    That way his power wouldn´t feel completely useless on certain maps. But then again, since the maps are random or require the killer to use a offering... its hard to plan for those indoor maps.

    It should just make traps more translucent.

  • @graveyard_7777 said:

    There was a big section on the satisfaction survey where Behavior was asking about it

    With all the tunneling-off-hook-till-dead at gen 5 and face-camping at gen 5, my guess is that survivor mains would just stop playing live games against killer-players and end up having more fun games.

  • @Tsulan said:

    Why do people behave like this is a 1vs1?

    Theres 4 survivors and only 1 killer. Who can´t chase all 4 survivors at the same time. So 14 seconds to cleanse/bless a dull totem, when you see one. Shouldn´t be to much to ask for. Or is it?

    It's only 1 second for a Killer to destroy a blessed totem, CoH doesn't need a nerf.

    See how that argument doesn't work now?

  • @Pulsar said:

    I did. I played Killer from 9 PM - 3 AM for years.

    I do not let it blind me when it comes to other issues. Killer is a stressful, miserable and all-together unfun experience when Survivors are competent. The simple fact is, Survivors aren't always competent.

    Killer being a poor experience shouldn't dissuade people from talking about how miserable Solo Q is, for example.

    There are lots of issues that need to be looked at. I don't even know if you can fix how stressful Killer is unless you screw over survivors. You are literally 1 person vs 4 people. An organized team should always be able to beat a single player but most aren't.

    Judging from the stats the Developers are releasing, Killer is balanced with survivor. However, when you get a competent team, Killer is just a play thing.

    I think the problem is that everyone who plays Killer feels as if it's the power role but it's not, either side should have an equal chance of winning. However, when the Killer loses, it feels worse, because of that "Power-Role Idea".

    Survivors don't really notice as much or care as much, if they lose.

  • @Triforcer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2883798#Comment_2883798

    Sprint burst is better in maybe two, very narrow situations:

    (1) You hear the heartbeat, and instantly run 100% in the other direction.

    (2) You are oblivious and a killer is two meters from you when you first see them. Note that this doesn't apply to Wraith, who is still faster than you in cloak and will just cancel the uncloak and catch up in 3 seconds.

    Outside of that, DH is better by a country mile. You won't run EXACTLY the right direction "away" 75%+ of the time (for example, a corner gen- if they are coming from the center they will see map border runs and cut you off). And it takes skill to keep up for when you need it, unlike DH.

    Situations where Sprint Burst is better than Dead Hard

    1. You hear the heartbeat and run in the other direction. (Basically stopping chases before they begin which means the killer wasted all that time coming over to the gen. You can't do that with Dead Hard)
    2. You wait for the killer to get near enough that they have to commit to a chase then use it. (If your good at chases, this allows you to reach, normally unreachable bad chase spots of killers, such as the killer shack).
    3. You are on the hook and have a tunneling killer, this allows you to Sprint Burst away from the hook and can counter tunneling. (Dead Hard might be the second best at this, since you can use it off hook but Sprint Burst outshines Dead Hard).
    4. Allows you to safely do gens in Dead Zones. (Dead Hard is worthless here)
    5. Against 1 hit down killers, Sprint Burst will allow you to get to a safe area, while you won't even have Dead Hard because you'll be a full heal.

    Here's What Dead Hard Gives you

    1. Fixes Mind game mistakes
    2. Can dodge one-hit downs if you are injured
    3. Is more interactive for survivors which makes it more fun for survivors.

    I use Sprint Burst almost exclusively and despise using Dead Hard. I really think Dead Hard is all hype and prefer several other exhaustion perks over Dead Hard. I would say Sprint Burst is by far, the most versatile exhaustion perk. But Dead Hard definitely gives you the endorphin rush as survivor, when you use it.

  • @ukenicky said:

    I love We'll Make It but if the killer camps, proxy camps or returns to the hook it's useless. Especially once the new Haemorrhage effect goes into effect.

    Is it fast and efficient? Yes but only under ideal circumstances. Like someone else mentioned above it's best to have two people run it or have the other person run CoH in case the WMI user gets hooked. Kinda like BT, you'll always want a contingency plan in the event that killers camp which they will inevitably do.

    I think healing in general is about to be really shaken up with new haemorrhage though. It's going to be all about playing injured again and utilizing instant heals or endurance most likely. Survivors will adapt and Killers will complain once (When/if) people move away from hyper healing.

    What is the hemorrhage change?

  • @DrDeepwound said:

    Allow me,.... MMR tests in a nutshell.

    Streamer: "Man MMR sucks, I wish they would match me against players of my own skill"

    Devs: "ok, here's your high MMR, you gotta wait longer to find others who spend 80 hours per week playing and match your skill"

    Streamer: "hey wait, this is taking too long to find a lobby and then its all sweatlords, I jujst wanna kick back and have fun whats up?"

    then make a YT video

    success!

    That is the most accurate thing I've seen about DBD in a long time, lol.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2880223#Comment_2880223

    Botany Knowledge is a perk that only you run, though. Circle of Healing affects every survivor on your team; you don't need to be in a SWF for your teammates to be able to heal one another in the radius. CoH also still stacks with medkits too, which shaves the time off even further.

    (Fair cop that I forgot BK functions altruistically, though, I completely forgot how that perk functioned lol)

    If your point is that CoH is now not objectively better than any other healing perk but still as viable as any given healing perk, I 100% agree, I'm just getting the sense you think CoH is bad now and I fully disagree. It shifts the value around a little, it asks time instead of medkit charges or a second perk, but it's still more than viable.

    There are much better healing options that will give you more generator progress than CoH. I use to play CoH, but have crunching the numbers after the nerf announcement, and have done a complete 180, its just not worth it.

    You waste 17.5% gen progress just blessing a totem, which doesn't contribute anything to winning the game. If the Killer stomps out that totem without anyone using it, you lost 17.5% gen progress without gaining anything. A killer can't stomp out Self Care+Botany Knowledge.

    BTW, breaking a totem wastes 17.5% of gen progress also, so don't break totems unless you have to.

  • @SS007 said:

    https://us.v-cdn.net/6030815/uploads/Y6TS2MX48H81/1.png

    This is too much since today MMR is too difficult for killers I only got matched against 1% elite toxic bullies, I didn't win any matches at all. I'm barely new to this game but I have to go against pro survivors but that's not the problem I'd try to improve myself against such players but too many bullies when they're better than you.

    This match for example played against ACE and another toxic Claudette basically the Ace is too fast dodged every hit and abuses every tile I manage to down everyone once but couldn't so he keeps clicking the flash light in my face over and over and over and over he kept spamming it every second and when ever he vaults or dodges something he teabags multiple times and does 360 rotations as a toxic gesture and the Claudette was his friend I had to protect one camp for at least getting 1 kill out of the match then they managed to open the game but instead of leaving they kept searching the map for me and clicked flashlights to my face and tea bagged and abused dead hard I can't remember how many hits were going to down them but they did use dead hard the second I hit anyone of this duo.

    What makes it even worst I got flamed and made fun of in post game chat .

    They kept taunting and used dead hard on the exit gate to teabag and escape in the last seconds so at least make some restrictions or fixes:

    -Code it that flashlights can't be spammed that way tons of times in few seconds .

    -I noticed every game that survivors will spam crouching after they open the gate so block the ability to crouch at the exit gates or something or rework the mechanics so it can't be used to bully others

    -Fix the mmr so you don't get matched with survivors that played the game 10000 hours more than you did literally ? at least make it mixed 1 pro survivor 2 decent survivor 1 weak survivor .

    -I had no pressure even if I injured everyone multiple times they had circle of healing and I got body blocked and hooks were sabotaged so please nerf COH

    -Dead Hard is too unfair denies you a down and extends the chase much longer against good players and I can't count how many auto dead hard hacks I've gone against because it's impossible for a player to trigger it too many times that easy .

    I feel empowered as a survivor, that killers are powerless before me.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2880174#Comment_2880174

    For yourself, yes. But if you want to be a team player in SoloQ, it's still a perfectly serviceable perk, because it still boosts altruistic heals in a way that Self-Care and Botany Knowledge don't, and it still lets your teammates go heal themselves in a pinch.

    I don't think a perk like this should get to do both equally as well. I think it's perfectly acceptable design, heck, even good design for it to be specialised a little more than that.

    Botany Knowledge shines even more if you use it altruistically compared to Circle of Healing. Botany Knowledge allows you to heal a survivor in 12 seconds. That's massive. Remember, for survivors, winning the game is based on how efficient you are at doing gens. Every second you spend healing is 1.25% of a gen not done.

    If you compare the difference in the 1st heal off of CoH and a heal off of Self Care + Botany Knowledge, the Self Care + Botany Knowledge combo allows you to also do 18% of a gen. That's better than a Commodious Toolbox with the Streetwise Perk, which gives you 16% gen progress.

  • @ThatOneDemoPlayer said:

    CoH deserved it's nerf and it will remain a good Perk even after the nerf

    For SWFs at high levels of play, maybe it deserved the nerf, just because it allowed SWFs to get back 3 perk slots. Maybe... Healing is a big time sink for survivors and the less you heal, the better off you are and the more you get your teammates to heal you, the better. I think at higher levels of play, CoH doesn't really have much of a bearing because survivors know to do gens over everything else.

    For SWFs at mid to mid-high levels of play, It probably needed a nerf because that level of play relies on healing more and SWFs at the level are better able to coordinate.

    For SWFs at low levels of play, it's useless.

    For solo-queue it's useless.

    I was doing time calculations on CoH and healing wise, it's meh. It's really only perk efficiency where I could see the argument being made. Basically, it takes 2 heals to be better than self-care pre-nerf and 3 heals to be better than self-care post nerf.

    image.png


  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2880124#Comment_2880124

    But is that a bad thing? It's still a very good perk in SoloQ if you want to be a team player, but if your intent is to heal yourself first and foremost, you have more reliable options. That's a good thing, it encourages perk variety depending on how you want to play and what specific value you want to achieve.

    Since it's still going to be a good perk in both SWF and SoloQ, I think that it being less of an obviously correct choice for any healing-related role in a loadout is a good thing. You bring Circle of Healing when you want the thing that Circle of Healing does, not just when you want an all-rounder healing perk.

    Nerfed CoH is a longer self-care in solo queue. CoH is good because it allows other players to not bring a healing perk or medkit. In solo queue, your best bet is a med-kit, self-care with a medkit or self-care with botany knowledge. It takes 3 heals from CoH before CoH is more efficient that Self-Care. (I'm adding 4 seconds on average to go to the CoH area of effect as a guestimate for travel time).

    image.png

    Self-Care and Botany Knowledge decreases your heal times to 24 seconds which is way better than CoH. It's going to take a lot of heals for CoH to ever beat Self-Care and Botany Knowledge. After 4 heals your at 28.5 effeciency from CoH, 27.8 effeciency at 5 heals.

  • @AcelynnBen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2879926#Comment_2879926

    the problem is not playing with Corrupt is the fact that im FORCED to play with a perk just to get a chance

    u get me?

    Welcome to Survivor-Life, where the developers have only given us 2 meta changing perks in the past 4 years. And where we're forced to play either Decisive Strike and/or Borrowed Time because those are the only way to counter Tunneling and Camping.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2880087#Comment_2880087

    If you're tunneled out at 5 gens you arent high mmr... sorry but either you're going down so fast you arent high mmr or your team is so bad they cant hold a button on a gen and if that's common you also arent high mmr.

    Meta is boring yes, versing little range of killers is boring yes. But killers use more perks than survivors at high mmr

    No, what I'm saying is a killer will tunnel-you-off-hook-till-dead even if there hasn't been a single gen done. Hopefully you can run the killer for 5 gens if they decide to do that but you need Decisive Strike and probably Borrowed Time to punish the killer enough for doing that or the killer wins the game.

  • @Kurri said:

    https://forum.deadbydaylight.com/en/discussion/comment/2880087#Comment_2880087

    Me sitting in high survivor mmr with Borrowed Time, Detectives Hunch, Lithe, and We'll Make It....

    Well, I was 66% right. I really should have said Borrowed Time and/or Decisive Strike. It's iffy.

  • @Raccoon said:

    https://youtu.be/a1IdaLIOvZ0

    Do you think it is as boring at high MMR as he claims?

    For survivors, yes.

    At high MMR you are forced to play certain perks or you lose. You have to play Decisive Strike, because it's the only perk that allows you to counter tunneling-off-hook-till-dead at gen 5. You have to play Borrowed Time because it's the only perk that allows you to counter Face-Camping/Camping in general at gen 5. You have to have an endurance perk so you can extend chases. That really only leaves 1 perk slot you can play around with. It's an extremely stale meta that has been the exact same for 4 years.

    With the CoH nerf, I wouldn't be surprised Adrenaline takes it's place.

  • @GoshJosh said:

    We’ll Make It is a nice thought, if killers ever left the hook. Also, Self-Care is 100% efficiency (same speed to heal yourself as time taken away from another survivor to heal you).

    I'm basing the efficiency off of time lost doing gens. So Self-Caring means you lost 40% progress that could have been spent on a gen.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2879775#Comment_2879775

    I believe He thinks the data you presented is skewed not because the perk isn't as popular, but because in any swf, only 1 person needs to bring it, unlike say, dh or D's, which every member has to bring to take advantage of, which will definitely drive down the usage.

    Ah, thanks for the translation. That could definitely be possible.

    Unfortunately, I also feel as if Borrowed Time and/or Decisive Strike and an Endurance perk are required or you are seriously handicapping yourself.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2879765#Comment_2879765

    Ah yes, the perk that only needed to run on a player rather than entire team has 1/3 usage rate! what a miracle!

    I don't understand what you are saying.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2879638#Comment_2879638

    No? Coh has been more or less net positive for survivors no matter what, it's only detrimental when survivors are bad enough to make it negative.

    The old CoH was a net positive. But not that big of a net positive. CoH is way overhyped. It's only used about 14% of the time.

  • @fulltonon said:

    Because something more useful than DH/DS/BT/UB is literally a broken perk, as in CoH.

    Also, less survivors are more or less healthier for playerbase, as it can fix k/s ratio in certain place.

    CoH is not more useful than DH, DS and BT. In fact, survivors see it about 3 times less important than those perks. All the developers gave to you with this nerf is faster gen speeds.


    image.png image.png image.png image.png


  • @ThatOneDemoPlayer said:

    Keep in mind only 1 Survivor has to use CoH for the entire team to get it's effect and healing with CoH is still faster than Self-Care. It's long first heal balances it's overall strength imo

    Here is my personal survivor experience. As a solo or 2 man SWF, it's useless now, because you have no way to tell the other teammates you are bringing it, so they'll bring Self-Care anyway and not get any advantages from the extra slot.

    In my 3 man SWF, I already get complaints about me lighting CoH in my SWF because it's taking me away from gens. After the nerf, I have no way to justify using it. At this point, our SWF is better off having someone run We'll Make It and be the designated dehooker or run Botany Knowledge and Self-Care. Every heal with Botany Knowledge is 11% extra gen done than with Circle of Healing. Every We'll Make It save is 16% more of a gen done.

    Think about it like this. Booning a totem is 17% of a gen not done. Using the nerfed Circle of Healing is 26% of a gen not done.

    As you can see, Circle of Healing hurts survivors chances of escaping.

    Currently, the usage rate of Circle of Healing is 14%. Once the nerf goes through, I think we'll see much faster gen speeds and a much lower usage of Circle of Healing.

    ---

    As I've said before, if you want killers to have slower gen speeds, then you have to give survivors secondary objectives worth wasting their precious gen time on.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2879541#Comment_2879541

    The timing is tricky, generally I'll do one of three things.

    1. Drop a pallet, wait until the killer starts kicking it, then drop the grenade and run.

    2. Drop it right on a downed Survivor. Start the heal before we're all blinded.

    3. Pop out of the locker, drop the bomb, jump back in.

    There's other times to, I find a 3 count helps zero in on the timing.

    Ok, the pallet I like.

    How does dropping it on a downed survivor then start healing them good though?

    Finally, does dropping a flashbang out of a locker cause you to escape a killer if they grab you out of the locker? That's nifty.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2879342#Comment_2879342

    That's still better than rushing gens AND healing infinitely fast.

    All that healing time is going to go to gens now. Each heal not taken from CoH is 1/4, each boon not lit is another 1/4 more of a gen completed. Plus you have to realize how much faster gens will go with the gen speed perk people will be replacing CoH with.

    Think about that, each time someone brings a boon into a game, that's automatically 1/2 of a gen not done.

  • @FlameGNG said:

    14 sec to bless + 24 sec of healing = 38

    self care is 32

    you can literally bless and heal at almost the same speed selfcare heals you at...

    THERE IS NO REASON AT ALL for selfcare to even be in the game CoH should BE SLOWER THAN SELFCARE since its 1 perk slot and EVERYONE can use it

    i think selfcare is a healthy perk its half good, its easy to use... if you use selfcare correctly you can bait a killer by faking being injured, enjoy a resilience boost on a gen, enjoy a 9% boost on windows etc. AND IF EVERYTHING GOES DOWNHILL you can waste 32 sec and heal urself which might be good if 2 - 3 of your teammates are on a hook and you want full hp or if you was only healed like 60 70% by a teammate for some reason (the killer came or whatever) to just wrap it up...

    there are better perks than selfcare ofc but i mean its like adding a head on that has 3 times the sun but takes 5 sec to activate instead of 3... there is literally no point in even running the other option

    If survivors are going to go with a healing build after the nerf, I believe they'll switch from CoH back to Self-Care and Botany Knowledge which is only 24 seconds. CoH is 21 seconds, but you have the 14 second setup time and the travel time to the aura, when you add those in, it's inferior to Self-Care and Botany Knowledge. And Botany Knowledge changes all your altruistic heals to 12 seconds.

    The other option would be We'll Make It build, which is 8 second heals off hook.

    Otherwise, I think you'll see a lot of gen speed perks coming back. In the end, I think the CoH will hurt Killers more than help.

  • @TWiXT said:

    Ok, now that I have your attention! Let's get down to what this post is really about... Suggesting a change to her worst add-on, Remote Control, to make it "decent" or at least worthy of being an addon, especially one that is in the Ultra Rare category.

    Gasp "A forum Poster bait and switched me?" YES DAMNIT! OTHERWISE YOU WERE COMPLETELY IGNORING THIS POST! I apologize, but at the same time, I feel I have a good idea here, and if you read on, you'll understand what I'm getting at.

    Remote Control: Out of all of her add-on's, this is the worst and most useless. Not only does it require a survivor to be carrying a tape to reveal their aura to you, but they also have to be within 16 meters of a "POWERED" TV (yes, I and my friends proved it doesn't work for shut off TV's), AND, It only activates for 7 seconds when you teleport/project to a TV which can have you facing in any direction for the first 2 seconds or so, leaving it up to a coin toss of whether or not you actually see anyone's auras. In other words... the extreme amount of conditions for this to get any usage make it worthless to equip.

    Here's my suggested Change:

    A remote for the VCR at the cabin.

    It allows Sadako to focus on those enemies at a distance.

    • After using Projection, the Auras of Survivors with at least 1 stack of condemnation, who are within 16 metres of any TV (on or off), are revealed to you for 7 seconds.
    • Reveals the Auras of Any survivor carrying a VHS tape indefinitely until the survivor(s) successfully copy the VHS Tape.
    • Grants the Ability to kill Healthy or Injured Survivors while they are fully condemned and carrying a VHS Tape.

    To me, this seems fine, as most survivors don't even carry a VHS Tape for more than 20 seconds at a time, and never even reach the fully condemned state, before they copy it and lower their stacks. The last part makes this add-on the same as Judith's Tombstone for Shape, except it's much harder to activate the Insta-kill since the survivors have to be fully condemned first, AND carrying a tape, which will still be a rare occurrence even with this suggested change. Of course the only change I made to the first part was granting Aura reveal to survivors with condemnation stacks near TV's when you project, but that alone would make it good enough for a Very Rare (purple) add-on, just not an Ultra Rare, which should be game or game-play changers in some way or another.

    Anyone think this is an improvement that would make it worthy of the Ultra Rare status or at least better than it's current (read Useless) iteration?

    Edit: alternative to

    Remote Control:

    Survivors Running within 16 meters of a powered down TV activate it ahead of it's normal cooldown time.

    Survivors carrying a VHS Tape within 16 meters of any TV, Have their aura revealed to you until they leave its range.

    When using Projection, Survivors within 16 meters of you receive 2 condemnation stacks.

    Projection sounds and your Lullaby are silent.

    Explanation: the devs have created the only "stealth" killer in the game that is so loud, and directionally audible, that to me she doesn't even qualify as a "Stealth killer". Based upon feedback, this idea/suggestion Not only gives Onryo more information via aura reading, it also gives her a better chance at building stacks of condemnation on survivors who refuse to pick up a tape, and makes her a more "stealthy" killer. It's still at the mercy of the inbuilt condemnation mechanics, and how its cleansed, but overall, I feel it's probably not as OP as it sounds or should be for an add-on at the UR level.

    Edit 2:

    Remote control:

    Survivors with 3 stacks of condemnation can be killed by your hand and killer instinct reveals them every time they gain a stack of condemnation for 4 seconds.

    TV's power back on 50% faster after using projection.

    TV's powered off by survivors stay so for 50% more time.

    Any survivor carrying a VHS tape removes a stack of condemnation, instead of gaining one, for every TV they turn off.

    Your Lullaby, and Projection sounds are silent.

    I look forward to hearing your feedback on this idea.

    I really like Onryo and think she's a good killer with a bunch of intricacies. However, I would say she's more an upper mid. She can't compete with Nurse and Blight.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2879438#Comment_2879438

    You know what data I really want?

    I have a theory that most of the "meta" is just bullshit made up by streamers, and unquestioningly picked up by their fans. To see if I'm right, I want to see the perk usage specifically after a video is made about it. So if Otz or Scott or whoever makes a video talking about a perk, does usage jump up?

    I guarantee it does.

    Tell me something, how are you using flashbangs effectively? I've tried them several times and don't seem to have luck with them. I was thinking I could hit a Killer with a flashbang at the end of a Sprint Burst but the timing doesn't seem right.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2879416#Comment_2879416

    I really want to see where you are getting these numbers. I believe you, I just want something to read while I wait for my flight.

    I also think that CoH sees a lot more play at high levels of play and at higher levels of play, there's less people.

    Another reason I wish DbD would release stats, because I'd love to see the kill rates of the Nurse at High, Mid and Low levels of play.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2879416#Comment_2879416

    I really want to see where you are getting these numbers. I believe you, I just want something to read while I wait for my flight.

    Since BHVR is so secretive about stats, I get them off a site that datamines them. It's imperfect but at least gives me a better idea on what's happening with DbD than what BHVR is will to give out. I don't understand the stinginess with data on BHVRs part, it just causes datamining website to pop up and give out the data you're unwilling to give out...

    Perk and Build Stats - NightLight

  • @fussy said:

    Firstly it was 16 seconds to selfheal, now it will take 21 seconds. Do you guys really think this will affect the problems CoH has? Spoiler alert: No.

    The survivors still have a perk that makes the WHOLE MECHANIC in the game free without requiring anything in return. And not even for me, but for the WHOLE TEAM. I don't need a medkit to be healthy. I don't need to look for a teammate. I don't need a selfcareer that takes a perk slot. I just take one perk and the whole team doesn't need anything of the it at all.

    3 extra seconds does not solve this issue. Yeah, it's better than nothing, but it's not the way it should be

    Survivors will stop using it. It only has a 14% use rate right now anyway, with Self-Care being as 21% (Which probably comes from low levels of play). I don't think it deserved the nerf when you actually look at how much it's used and how much time it takes to actually use the perk. It's a meta perk but it's no over-powered by any means.

    My guess is we'll see a return to the gen speed meta, with resilience and adrenaline replacing coh.

  • @AcelynnBen said:

    Yes we got a CoH nerf that's awesome

    we still have the fact that gens fly faster than rockets, i played 2 hours, not a single game won as killer the most i get is 1k by facecamping in end game

    seriously i don't wanna play nurse, i wanna enjoy my nemsis, my pyramid head, i wanna have something else beside Noed 99% of the time, this is really unfair, and just depression like hell

    Either play toxic and get toxicity from survivors or play as u are suppose to play and get bagged at the door

    there is just no solution is there

    Actually there is a solution, see ya in June, i got my auric cells for the next killer i might as well forget about this game for a while

    Have "Fun" everyone

    You think gens are flying fast now, wait until the CoH nerf goes live and people go from the healing perks to the gen speed perks.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2878044#Comment_2878044

    That is actually well above average for % useage once you consider its competing against 103 other perks for a slot in you're build.

    The average % if all(104) perks are used equally would be under 1% usage.

    The lowest of the "META" perks is Kindred with above 10%.

    With survivor perks you are either used or not used. There's not really an inbetween like Killer perks.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2876334#Comment_2876334

    And for people that are sensitive to strobing lights?

    The game doesn't have an epilepsy warning, to my knowledge.

    It does according to one of the mods, don't remember which one said it.

  • @TheSubstitute said:

    https://forum.deadbydaylight.com/en/discussion/comment/2877332#Comment_2877332

    If you think that the other healing perks weren't underpowered in comparison to CoH you're not being objective. The fact that CoH was seen more frequently than all of the other healing perks combined show that.

    Self-Care is used more than CoH, btw. So you are wrong.

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