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NerfDHalready

NerfDHalready

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NerfDHalready
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  • idk why they still aren't changing it to give no collision and hitbox for the duration instead, would solve so many issues regarding it.

  • if you are playing with your friends who already are playing the game, you should be getting strong killers and survivor team having basically 1 less survivor (no offense) is an expected loss for the survivor side. even if you were playing solo, with the game's flawless matchmaking, you could be thrown in front of a 5k hour killer and get destroyed so against stronger killers just accept you'll lose.

    though, i'll assure you a 4 man team of decent, not even crazy good survivors, is most of the time a loss for killer unless it's nurse or blight and maybe spirit. a survivor shouldn't get tunneled until at least 3 gens get done with the entire map available, 3 genning is gone after 30th this month and camping is irrelevant if the survivor team knows what they are doing.

    i wish matchmaking did anything in dbd but here we are; and if you are swfing with your friends just be patient until you can match the skill level of average killer you are facing.

  • @Caiman said:

    At least they sometimes attempt to take useless perks and buff them, like they're doing with Grim Embrace. But giving killers perks that do things makes people very mad.

    I don't mind STBFL getting nerfed so you can't play around it with M2 attacks, but having you lose stacks from the Obsession losing health ever for any reason is terrible design.

    they should look very carefully into plot twist, ftp and trapper with this change.

  • i'd expect someone not heal me if i unhook myself like that but it's still very petty. anything further than that is griefing (obviously), unjustified and unacceptable. please grow up.

    i don't attempt every time like that now because the rescuer might have unhooking perks, especially deli and we'll make it. i only do it in specific scenarios like:

    • i'm fully infected against a plague
    • the killer has (or might have) myc, devour or floods
    • the rescuer is still away but on their way so i try to maybe save their time if the match is going tight
    • the killer is coming at the rescuer but not very close so the rescuer is probably gonna get hit
  • @KatsuhxP said:

    @NerfDHalready

    Right carrion doesn't let you attack quicker after shooting but that doesn't mean its not the cooldown getting reduced.

    In case of oak haft its the animation that is meant as cooldown, in case of carrion the cooldown is the time you have to wait until you can place birds again (so the red bar around the picture of the power).

    Carrion reduces the Cooldown Time (don't know why they decided to place the "time" there, "cooldown" would have been enough) and not the recharge time.

    That addon you have there is from blight and means that instead of the base-recharge time of 2 second for every token, he now gets a token every 1.66 seconds so its reducing his recharge time by 1.32 seconds at maximum.

    recharge TIME = the time required to get the charges back (lets say you need 16 charges for the entire ability as excample)

    recharge RATE = charges per seconds

    So if you need 16 charges and you recharge 2 charges per second you have a recharge TIME of 8 seconds, if you only recharge 1 charge per second you have a recharge TIME of 16 seconds

    so killers with rechargable powers have 2 sorts of "cooldown"; one is the time required for their power to come back and the other is the animation length of using their power. i'm only saying those might need two different terms.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631497#Comment_3631497

    Recovery, Recharge, and Cooldown all mean basically the same thing.

    There really isn't enough nuance that they can't be used interchangeably in a videogame.

    image.png image.png

    these would look the exact same if the chucky stealth mode didn't have a name (hidey ho), which is the cause of the confusion.

    i just think recharge time/rate would be much more clear but apparently they ditched that term. recharge is like what old fragile wheeze add on decreased and cooldown is like the fatigue for nurse.

    in artist's case, severed tongue would be cooldown (the time until you have full control over your character after power use) and carrion is recharge time (the time until your power replenishes and is usable again).

  • @KatsuhxP said:

    @NerfDHalready

    Sorry didn't read the first reply, the "xD" is not meant as a mockery or anything, I just like to bring in some emotions with emojis. In that case I laughed because he told me a thing I didn't knew but the point was still correct.

    And all good, I'm from germany and some things can be hard to understand but I don't feel like the discriptions of the addons you showed are that bad to read and understand.

    we probably posted our replies at the same time, it's ok i'm sorry too. we probably won't ever agree on this but thank you for the replies!

  • @Seraphor said:

    Cooldown doesn't mean cast time.

    Cooldown is much closer in meaning to 'recovery time'. Cool down time is time you're waiting for an ability to become available. It's a passive recharge mechanic.

    Cast time is closer to 'wind-up time'. The time it takes you to actively 'charge' an ability before you execute it.

    yes i kind of agree with that, but cooldown still isn't used in the same meaning since you aren't waiting for your hatchets to become available again and i'm pretty sure that chucky add on doesn't decrease hidey ho recharge time on hits (power drill does) but just works like stbfl so "cooldown" doesn't have the same meaning there either. cooldown as recovery time is fine but they are used in place of recharge time here, which is (idk, i guess to me only) very confusing.

  • @KatsuhxP said:

    @NerfDHalready

    Thats cooldown in both cases lol, a cooldown is a time you have to wait before you can do an action again.

    In case of oak haft attacking, vaulting, you name it and in case of carrion setting crows again. Please don't make it harder than it is.

    festering carrion (as far as i know) doesn't make it any faster for you to m1, vault, break or do any other action faster; after shooting crows. haft add ons do and both are "cooldowns". what does recharge rate/time mean to you then because that definitely is a used term too (see below) which exactly is what festering carrion affects.

    image.png


  • @KatsuhxP said:

    @sizzlingmario4

    That could be, thats not in my knowledge, but I know its not the time you are slowed like stated by the creator xD

    it doesn't???? hence it's worded poorly; other add ons and this all have the word "cooldown" in them despite having complete different functionalities? i'm not a native speaker but please read carefully before coming at people like this with an xd too.

  • @sizzlingmario4 said:

    Festering Carrion’s description is actually one of the worst in the game. It says it reduces the cooldown by 0.5 seconds, but it’s actually 0.5s per crow launched. So it’s 0.5s for 1 crow, 1s for 2 crows, 1.5s for 3 crows, and 2s for 4 crows (if you have Ink Egg). I think Artist was in the game for like a month before I figured that out.

    really???? i didn't even know that and artist is in the game for how many years? honestly didn't think it would be important since only 1 crow will be fired most of the time or you won't be able to follow up for a health state, but still. thank you.

    @KatsuhxP said:

    The addons do exactly what they say:

    the tongue doesn't do the same as the festering carrion, the tongue reduces your slowdown after firing and the carrion reduces the time you have to wait until you can set birds again (the cooldown).

    The oak haft reduces the time you have to wait until you can use your hatchets or basic attack again after a throw (the cooldown).

    Same with the good guy box that reduces the time you have to wait until you can use a basic attack again after a slice % dice by 7% (the cooldown).

    no. oak haft reduces the time until you get any control back over your character again, festering carrion does nothing of this sort, it just reduces the recharge time.

  • old hatch? hahahahahah no. good take.

  • you are gonna love that doctor add on called "discipline"

  • i'm just crutching on nwth (rip) on almost any killer without basekit info because i'm so done with patrolling progressed gens and not finding anybody. no not being able to find someone behind one of those 10 trees and rocks or in those 5 lockers isn't a skill issue. but if we don't count this idk which perk i'll choose, i love my entire build on oni they synergize very well and fit my playstyle perfectly: my beloved floods and discordance and just pop and nwth on top.

  • they are handy only against specific killers and for using balanced landing. we saw how brainless it was to loop with unreachable haybale so please no more.

  • on ptb didn't it work like if you let go before 5% completion it goes right back to where you started, making progressing by tapping impossible? did it change?

  • @okaayletsgoo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629125#Comment_3629125

    If you haven't played in 3 years anything you think or say is completely invalid. Hop off the forums or hop on the game.

    defending this combo somehow makes you more oblivious to the balance of this game than someone that didn't log in for 3 years i'm gonna be honest.

  • unnerving presence whenever not affected by coulro or merciless. i hit more greats with it for some reason.

    deadlock assuming survivors move and do another gens, making them spread gen pressure they otherwise wouldn't.

    bamboozle if the killer has a bam brain, makes their plays way too predictable

    some killer info perks if you can figure them out so you mostly know what they'll do next and play around it, you can even manipulate their decision making with the info you'll be giving against a killer with discordance and tinkerer and possibly others.

    more obvious answers would be sole survivor (playing in accordance with it) and self care without botany.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629083#Comment_3629083

    why is this so true even after hatch rework? it's not like their aura reading abilities are weak, blood amber is insanely underrated and even "bond" add ons aren't completely useless.

    Don't know, but its hard to break a reputation once its in place. Like if everyone avoids using keys because they don't want to be perceived as hiding for hatch, that means if a person is going against the trend, it might be because they want hatch.

    Also, from a psychological perspective, even if you have no intention of playing for hatch, if its down to you and another survivor, and you just happen to have that key, the thought it is definitely going to cross your mind of the use you can get out of it.

    i'm just surprised they are STILL, more than 2 years after hatch rework, used mainly for hatch. this has to be the case since they are still strongly associated with hatch. 22 seconds of on demand wall hacks on killer? nah i'll stick to my med kit. i guess it requires a strict set up so that's why it isn't popular, an iridescent item with a purple add on and the duration add on?

  • ah man camping slugging and tunneling everywhere and they nerfed medkits and coh, how could they? camping that tunneling this and they removed locker saves, added bloodlust and nerfed mft, because all those are related surely, right? devs are killer sided smh my head.

  • @crogers271 said:

    You've got some massive line breaks in your post, makes it very hard to read.

    I'd rework items entirely, but I think more items would be the wrong way to go. I'd combine keys and maps and have an item specifically dedicated to aura reading.

    Keys are already pretty strong, but I usually don't bring one just because they have a reputation that if someone has it they are playing for hatch.

    ...just because they have a reputation that if someone has it they are playing for hatch.

    why is this so true even after hatch rework? it's not like their aura reading abilities are weak, blood amber is insanely underrated and even "bond" add ons aren't completely useless.

  • @slowestratintherace said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3628632#Comment_3628632

    I didn't come here to learn your opinions or playstyle. Please keep it to yourself.

    i gave your answer in the first sentence. this is a public forum and anyone can comment whatever they wish and if you come here with a wall of text people can address any of that meaningless bullcrap. learn to behave properly and showing adequate respect to others. :)

  • we should be more free in a dedicated practice mode. i want survivors to just not do gens if i'm practicing a killer and when i need to see something as survivor a killer dummy completely standing still can get the job done for me. why do we have to struggle with custom matches and normal playing bots while trying stuff out and practicing?

  • @Hito420 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3627978#Comment_3627978

    What about in that same scenario, when a killer downs a the 2nd to last survivor, doesn't hook them, and the last one doesn't come save them, so the killer picks them up and let's them go free and has them lead them to the last survivor? This should not be allowed as in the rules working with the kilker/survivor is clearly listed as something against the rules, yet its something that is done constantly

    And it's not like this behavior is needed anymore, with all the tracking perks killers could have, and when I play killer I just hook the 3rd survivor, unless I see the 4th when I down the 3rd, because otherwise it's risking losing the kill when you already have them down

    in the same scenario survivors also should have an option to die on the ground if they are dropped by killer, or on killer's shoulder if it's their 2nd time of being carried without getting hooked; past 15-20 minutes into the match.

    snitching is a bannable offense.

  • quick answer: take a break

    long answer: your new survivor gameplay plan which basically is going next as far as i know is not bannable. for your other points none of them are bannable whatsoever, play however you want but if i hold a grudge and play the game for it dbd never gives genuine enjoyment to me, hope it works for you though. but please, nice intentions or not, don't save in a 2v1 (especially don't hide afterwards) since it's annoying for killers also; hanging survivor is guaranteed to not appreciate it. most killers after that point just slug for 4k. just let the person die and play for hatch or give the killer their last chase of the match.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3628322#Comment_3628322

    Old Legion simply had no gameplay. You just waited when mechanic does work for you and survivor just can't do anything about it. You can't say it about any current killer.

    Old SM wasn't a healthy design, but at least there was some gameplay against her. I can say, it was even entertaining show, when some comp SWF tried to outplay her strategically. She was called Chess Merchant for a reason.

    And Chase Merchant never was a problem at all, just most boring variant of "leave a loop".

    "leave a loop or get hit" really sounds like no gameplay to me since looping is a core interaction between players. what do you have left to do as survivor, hide? i guess, sure.

  • @Caiman said:

    I cleanse totems and open chests for fun and points. I will not apologize. I wish Counterforce was buffed so I could cleanse even faster, and I wish for a perk that let me open chests even faster too.

    Though if I'm on a totem and you start gesturing at me to leave, I will, under the assumption your build needs the totem more than I do.

    i was fully expecting something like "i'll cleanse 1 more totem for each time you wave at me". but nope that won't work on most people though :(

    @sulaiman said:

    The thing in my opinion is, you are blaming the wrong end of the equation.

    You seem to think if your teammates would not waste time breaking totems, they would do somehting productive like gens.

    But you are wrong. They would then open chests, or hide because they hear a heartbeat, or just bring a boon to bless the same two totems over and over again (seen it happen).

    You cant force people to play in a team by removing their option what they can do, or in any other way.

    i know, but lots of people (majority of comments even here) do it for points. adjusting bp gains and rewarding useful activities more would solve the issue in that regard. of course it wouldn't instantly make people the most optimal teammates but at least give them less of a reason (or need) to do rather useless activities just for points.

    i DO understand when inner strength users break totems because it does make sense. the only issue to me is the irrationality of breaking dulls without perks or anything when there stands a gen 5 meters in sight. like why? leave the totem to perk users please so they can find it asap and return to their gen work quicker.

    so a hypothetical inner strength buff wouldn't solve this issue completely. given that or regardless, i don't think such a buff would be a good idea, personally. not needing to find new totems and always having a reliable source of constant self heals would be just way too strong, also putting a boon is already a good thing by itself (assuming it has coh), so having a 8 second heal for doing it on top would be too much.

  • you should be able to seperately assign your keybinds on your console. pc doesn't even have this issue so assuming you are using a controller.

  • babies are gonna be babies, maybe they are having a bad day. nothing much to do there unfortunately.

    but it also can be killer or survivor related. they might be unable to play against that specific killer (namely clown plague dredge and dull merchant), they might have already played too many times against that particular killer for their liking, they might find the killer (or their playstyle) really unfun to go against. i find only the first reasoning respectable, however. and here are some teammate related reasons i also might go next for:

    • if someone drops my pallets. that's a guaranteed go next p sure for majority of survivor players.
    • if i see a teammate camp pallets when they aren't even being chased (or better when I am being chased). i had that nea camp rpd main hall stairs pallet (and dropped it) for a solid 15 seconds while the killer was coming all the way up and popped the gen WITH BLAST MINE ON IT. well bye.
    • be the teammate you want to see in your team. gens gens gens especially at the start of the match and if you aren't winning later on.
    • an excessively immersive survivor especially those that hide after unhooking a teammate. honestly not my pet peeve, i'll take the extra chase; if i get chased all match and die like that it's a gg for me.
    • don't hang around a hooked survivor against a camper if you have no intentions to trade. they WON'T leave the hook, you should just go do a gen instead.

    honestly no need for a list. just be reasonable, have some awareness and remember you are in a team. the rest should come with experience.

  • it's the exact same thing where 2 or more survivors hide and take the killer hostage, just as @Peanits pointed out or an extreme case of a killer getting bullied, hard. what to do? killers can have the ability to open gates after the match reaches a certain length (15-20 mins would be ideal)

  • @Mr_K said:

    Fun fact, you don't need to play a character to level them to P100, nor do you need to be good with them.

    yup, i'm an oni main and my 2nd p100 is wesker but i'm still ass on him lol. i just decided who has the best browns across the killers i play and bam it's him (i don't like gf or twins that much)

  • @GentlemanFridge said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3627851#Comment_3627851

    It's gone from the Autohaven maps that have received layout updates. Wretched Shop and Blood Lodge, I think. Gas Heaven was also updated but I forget if that map even has a bus tile.

    Azarov's and Wrecker's Yard should still have the old fun bus.

    i just remembered that was a blood lodge match so likely to not be a rework thing.

  • @Xyvielia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3627580#Comment_3627580

    Oh, I totally believe you.

    I personally never really factored BPs into the Totem cleansing operation during matches. I’ve definitely had totemless matches where there was nothing left to bless, as well as several matches w Solo teammates throwing BM fits mid match against me and my boons.

    After CoH got nerfed, Inner Strength went back into my main build, and I always cleanse 1 totem each match. 

    fwr, the SoloQ players I’ve gotten have most often preferred to cleanse to avoid Hexes (or probably just BP cravers), so most don’t mind me cleansing for a heal; but there’s those few that insist on following me around and spamming lockers next to me when I’m preferring a heal inside one, instead of me letting them waste precious Gen time to heal me.

    Also, my chases are often early on in the match to try and get a few Gens out of the way to end the Killer’s chances of dominating early on. I prefer it this way since unfortunately, in SoloQ you never know who’s going to be able to loop longer than 15 seconds, or who will be Gen’ing or cleansing totems.

    Though I set myself up for this by Maining SoloQ😄 I just prefer the heightened challenge.

    You’re probably better on a SWF team where everybody’s on the same page. I can imagine how aggravating Solo would be if you had to play it all the time.

    i've also always thought swf isn't strong mainly because of comms but because everyone knows what everyone else is up to.

    I personally never really factored BPs into the Totem cleansing operation

    it's the mentality soloq players need to have. i just wish...

    i don't understand booner hate unless it's a rare case of them spamming it on the same totem over and over, even then i know very well how big of an inconvenience it is for the killer so it'd be totally fine by me.

    but there’s those few that insist on following me around and spamming lockers next to me when I’m preferring a heal inside one

    obviously not a valid reason to throw a fit and try to sandbag but that can often be taken as disrespectful. depends on the current conditions of the match but i'd also save my perk for a more clutch moment, humbly.

    @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3627705#Comment_3627705

    I getcha, its a "do you wanna be sure to get rid of the hex, or have the boon first" type deal.

    Though boons only working on dull/cleansed hex locations might be interesting to consider as well... give a bit of usefulness to Haunted Ground on its own without other hexes to support it...

    that would make more sense tbf, a both hex and blessed totem sounds confusing.

  • @GannTM said:

    https://forums.bhvr.com/dead-by-daylight/discussion/402557/started-running-boons-and-i-already-hate-it

    Since everyone already commented what I was thinking, I’ll mention one last thing wrong with this post. It’s Inner Strength not Inner Healing. (I’m just messing with ya though I’m glad we got the old name back)

    ughh finee editing it.

  • @Sava18 said:

    Really I thought it was gone entirely.

    the worse non split one still spawns quite often but good one is very very rare. i suppose decreasing the spawn rates was their solution to it lmao. did it spawn on your killer match? unlucky, suck it up. i don't understand sometimes, either own it and say the realm is balanced with that existing (that is NOT balanced) or nerf it properly like what is this?

    @IamFran said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3627877#Comment_3627877

    They aren't gone in every updated map.

    I was very surprised when I noticed that the infamous window of Mother Dwelling main building still exist after the update, the amount of time a survivor can make you waste is insane, specially if you are playing an M1 killer.

    we love rng infinites :) almost a literal infinite in 2024.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3627632#Comment_3627632

    Hmmm... I didn't have enough confidence in it... maybe I should have just thrown the idea out there xD

    Only thing that confused me there, how would you have a blessed and hexed totem? Wouldn't you always cleanse it?

    Or is the idea that you bless it to block the hex, but don't lose the space as a blessable location by cleansing it?

    it wouldn't fit the essential theme and purpose of totems but idk the integration of totem cleansing into regular gameplay sounds so nice as it would both give survivors a secondary objective (while giving so many perks and maps a real purpose to exist) and adjust the gen speeds as the game goes on, which would make for the perfect balance (regarding gen speed) in my opinion.

    cleansing would be completely independent from blessing so you'd need to break a hex totem no matter what. if you'd only bless a hex and left, it would be both a hex and a boon totem and therefore the associated hex perk would still remain active.

  • @humanbeing1704 said:

    Breaking totems gives you points to the lightbringer emblem so there’s an actual reason to do them

    it’s how I do the iridescent emblem challenge

    that's fair. soloing gens progresses that emblem more than cooping also.

  • ah my bad 🤦‍♂️ i insisted on calling it inner strength before the reclaiming of st license because inner healing sounds weird but here i am confusing it.

    @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3627530#Comment_3627530

    True gens should be worth some more points...but do we really wanna do that to encourage gens to go even faster than they already do.

    i would encourage it because comp gamers still won't do totems even if it gave 5k and doing gens gave nothing. i'm down for anything that makes soloq bearable.

    @UndeddJester said:

    A mad cap idea I've had for Hex's for a while is to have totems have a passive effect in the trial, so that when someone in soloQ breaks them, then they aren't actually wasting the teams time, and giving killers more time against gen rushing, while allowing survivors to counter 3 genning.

    Something like: -

    • Generators have a base repair charge of 80 charges. (Gens repair at 1 c/s)
    • Every totem in the map adds 5 charges to the total repair time of all generators, capping out at 105s.
    • Cleansed or booning a totem removes those charges from all generators globally.
    • Booning a totem grants an additional 2.5 charge reduction to all generators.
    • Snuffing or breaking a boon totem adds those charges back to the gen pool.
    • Give dull totems a white flame/glow to make them easier to find.

    The problems of course is this is overly punishing to new players, and Boons would also need signficiantly improving in general... though at least perks like Small Game, Detectives Hunch and Counterforce actually would be useful.... However there is also how unbelievably busted Hex: Pentimento would become.... there is also a question of how good hexws in general would be because survivors will always be actively looking for them every game.

    It also feels a little shoe-horned to my mind... in this set up totems are basically forced into the survivor objective pool, regardless of whatever the killer is doing... so... not overly happy with it... so I've never suggested it, but it's at least interesting to think about.

    you are cooking with this, and i like it a lot. that would speed up drawn out games while slowing down early game both of which would be great changes. though this would destroy hexes since survivors won't be wasting that much time if they come across 3 dulls while looking for hexes anymore meanwhile erasing devour hope from the face of earth.

    here are the few changes i'd make to this:

    • i'd change all numbers by 5 (100>95>90>85>80>75), since essentially this would be a survivor nerf and i don't think that's very much needed. yes on high levels gens are fast fast but on lower level lobbies... it's tough. 100 with all totems up wouldn't make it much more higher than current gens and 90 is reached after 2 broken totems while 75 is considerably lower than current 90 which would make it a fair trade.
    • broken totems can be blessed and blessed totems can be broken, basically making survivors bless a totem spot rather than the totem itself, putting an end to the fight between cleansers and booners.
    • a totem spot is gone after it's snuffed. you can still move the boon without wasting the spot.
    • boon perks should get buffs with their spammability gone.
    • blessing a hex is no longer slower nor does it deactivate the hex.
    • visibility and audibility is fine imo, but boon effect is on the skull part of the totem instead of the burning part since that would block hexes' burning flames
    • pentimento... do relit totems further remove gen charges, say 2 per? does it not give its effects (fully) for broken dulls? it would need special attention for sure.

    in this set up totems are basically forced into the survivor objective pool, regardless of whatever the killer is doing

    which would be what both killers and survivors want no? gens are too fast and holding m1 is boring, people always say. looking for totems isn't as boring as holding m1, might get frustrating on particular maps but still. maps (item) would get incredibly stronger and obscure totem perks finally can see some use like counterforce and small game. getting that 1k and doing those challenges wouldn't be much of a game throwing anymore.

  • @Xyvielia said:

    After the tragic death of our dearest and most useful friend, CoH(rip😭), any boon activity, at all, has become so phantom that Totems, now so completely naked without their every-single-match-comfort blankets of shiny blue soft-chiming beautifications, are practically begging to be cleansed out of their misery😔

    …Inner Strength, or not

    trust me when i say i'd see broken totems in release coh era. at some point i changed my ing name to "break dulls = afk" lmao it was awful. almost og dbd levels of broken perk and people still did that.

    also it's not completely about boons but time management and efficiency. it's just selfish, "idc about your perks or gen efficiency, i'll just get my 1k points real quick", which is not the attitude i'd look for in a team game.

  • @Alice_pbg said:

    bloodpoints.

    the totem bps gain is usually annoying to get unless you get chased a bunch.

    or you run the perk to reset pallets and do it enough times.

    yeah boldness won't max unless you get killer's attention a lot. that's mainly the reason i'm running boons, it gives 1.5k and the time isn't completely wasted. people just don't care and i don't blame, but soloq is unbearable enough already. hopefully devs readjust bloodpoint gains especially dull totem breaking and solo gen repairs so people can get their priorities more straight.

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3627546#Comment_3627546

    They should allow Inner Healing to be activated by a boon like Overzealous does. Both perks should give you the bless or break option.

    oh i don't know about this one.

    @Dark_Vorahk1 said:

    Totems are a free 1k bp and earned significantly faster than doing gens. To their defense cleansing dulls can limit the spawns of noed/plaything/face the darkness. Particularly in the case of noed pre cleansing dulls gives you a safe haven to take chase so you're not hooked by the hex, and cleansing multiple prevents some Survivors from receiving Plaything. By and large, your victory is not likely going to hinge specifically on 14 seconds doing a totem. Other actions similarly waste time, such as unnecessary hiding or even activating perks like Built to Last, but for no financial benefit.

    Particularly in the case of noed pre cleansing dulls gives you a safe haven to take chase so you're not hooked by the hex

    the only valid argument for it that makes sense. though, still not the move if the match is going even or killer is winning (obviously). since losing 1 survivor to noed is miles better than losing time and efficiency that can easily result in the entire team dying especially with pop on a snowballing killer.

    also, cleansing random totems you see instead of memorizing their locations to check in case a perk comes into play (noed, face the darkness or even two can play) is a far worse idea because then the totem is guaranteed to be somewhere you don't know about and likely to be in a hard to find spot (since it didn't catch your eye and you didn't cleanse it). of course this won't be entirely the case after noed's aura bug is fixed, but even then you would roughly know the area you need to check to see its aura.

    cleansing all 5 is trolling even against noed, and other perks don't warrant that much work and time waste anyway (plaything ftd two can play)

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3627526#Comment_3627526

    Generators are the main objective and we don't get much for doing them. They should be worth way more than 1250, that will solve it.

    Also, some perks like Inner Healing and Overzealous require you to break a totem don't forget.

    i acknowledged the excuse of having inner healing, i know. imo overzealous is better when paired with a boon (most likely coh) so your resources aren't gone and you are putting down a very nice boon your team can benefit from.

    agree that doing solo gens give nothing, wish they are rebalanced. if the match is loose enough i'll try to double gens, cooping still gives plenty. not the most optimal, but i'd prefer any time that my teammates come double my gen over them doing dulls for points.

  • @brokedownpalace said:

    Breaking dull totems is a free 1000 BP (not 250)

    A lot of challenges and even some achievements require you to do it

    It can prevent certain killer perks if you get enough/all of them

    @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/402557/started-running-boons-and-i-already-hate-it

    It pays 1,000 bloodpoints to break a dull totem and it's quick. Fixing the entire generator alone only pays 1,250.

    wish breaking dulls awarded way less bps (like a measly 250) so breaking them is also a waste of time for people that only care about bloodpoints. WISH

    i'd understand doing it in a winning game but in a 3v1 and while someone is in a chase? nah.

  • @FrenchBagels said:

    It’s an asymmetrical game.

    Survivors having a reasonablely strong tile once every blue moon is better than completely gutting their resources and turning it into the killer haven and automating it into the most predictable tile sets ever. It’s not like old Cow Shed where every procedural tile was horrific.

    Keep the fun bus.

    inconsistent resources are imo frustrating. that god mother's dwelling main window (which somehow survived 2 reworks) always spawns when i'm the killer on it and never when i'm survivor T.T

  • only if you are under the effect of endurance from bt or otr, to me at least. onryo should've been able to play around a bodyblock anyway.

  • please no boon buffs or a new strong boon perk before addressing their infinite spammability. 36 meters is bond range and 4 meters bigger than most killers' terror radius, for context. i don't want that big of a shadow step that can be blessed a million times if wanted, sorry.

  • @SoteloSama said:

    Lately it seems that most survivor perks have been getting nerfed. The latest one , MFT. I get it , fine , nerf it , but then you keep UW with its 30sec "cooldown"? Come on. Make it longer? That it only activates after you get a hook? Only 1 person can scream? Doesnt work endgame to slug and find the last survivor? Like this is all simple stuff but nah. Its not OP right , instead lets nerf a perk thatll extend chases by a bit. If you dont agree that DBD favors killers youre obviously the one benefitting. I dont see any fairness when killers can block palettes and windows for long periods of time and survivors only get speed perks to only have them nerfed.

    honestly, successful. lol at this

    I dont see any fairness when killers can block palettes and windows for long periods of time

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/401969/these-3-gen-solution-changes-seem-worrisome

    This creates more complicated mechanics, and so will whatever they are cooking up will do. The killer should not have to do a math equation to figure out if they should do a basic game mechanic or not. I shouldn't have to think about how much a gen has regressed at any complicated level to determine whether or not they should kick a gen. I should be able to just see a gen think (maybe i should kick that) if i don't see a survivor rather than having to significantly think about it.

    The biggest problem with 3 genning is that gens take 90 seconds, and 3 gens close together is very very easy to defend for a long time. Another problem with the game is that the "early game" basically does not exist. At a decent MMR level, a typical game results in a killer losing 3 gens in the first chase. Thus the "3 gen" naturally just happens because of how the mechanics of that work.

    A BETTER solution, that is easier to understand for both sides (and could easily have a HUD element added for it) Would be to even out the curve for how gens are done. Right now we have:

    • 1st gen: 90 seconds
    • 2nd gen: 90 seconds
    • 3rd gen: 90 seconds
    • 4th gen: 90 seconds
    • 5th gen: 90 seconds
    • Total gen time: 450 seconds

    The idea here would be to take some gen time from the last couple of gens and put them to the first gens such as this:

    • 1st gen: 130 seconds
    • 2nd gen: 110 seconds
    • 3rd gen: 90 seconds
    • 4th gen: 70 seconds
    • 5th gen: 50 seconds
    • Total gen time: 450 seconds

    When a gen gets completed, you remove completed charges from the other gens first before you remove uncompleted ones, this prevents survivors from doing 75% of 5 gens, completing one gen, and then you just have 5 gens pop instantly.

    This does a few things:

    • It makes the start of the game a bit slower
    • It makes the end of the game a bit faster
    • 2 survivors on a 50 second gen will complete that gen in about 29 seconds. This is much much more doable in a 3gen scenario than 50+ seconds on a 90 second gen.
    • Gen regression perks will be stronger early on when gens have more charges
    • Gen regression perks become WEAKER later on because pain res on a gen 130 second gen removes 32.5 seconds of progress, but only 12.5 seconds on a 50 second gen. This also makes 3 genning more difficult.
    • Gens are less likely to pop all at once early on, meaning that survivors are more able to strategically decide which generators they should work on, likely preventing more scenarios where they 3 gen themselves.

    imagining pain res on 130 second gens actually resonated pain, oof. maybe they could do something like extra kicks remove from total charges a gen requires so killer needs to make a smart trade off.

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