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Nicholas

Nicholas

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Nicholas
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  • @Ohnoes It amazes me that few discuss such a wide impacting issue. Maybe most are just accustomed to the frequent fake hits from a mile away. I wonder if Connection-Based Matchmaking is what the game needs; SBMM has some ambitious goals about making matches "fairer," but if The Killer has a significant advantage, exactly how fair is it anyway?

    @Dennis_van_eijk The competitive ping advantage works one way, in favor of The Killer. If both The Killer and Survivor have high ping, things will get wonky as some hits may get rejected or validated. However, we're discussing the tremendous advantage of The Killer on a high ping versus a survivor player who has excellent ping. When these two meet, The Killer has the advantage. The exception seems to be an incredibly high ping - perhaps 501+, that number is unknown, but it is pretty generous.

    @JawsIsTheNextKiller What are you saying? Your ping as The Killer is always low, and survivors with higher ping have an advantage over you? That sounds highly unusual, especially since the server still favors what the killer player sees. The only exception is when the killer players' ping is "high."

    @zarr Good points, I agree. Pallet Stun changes were significant initially; pallet stuns felt crispy and responsive. However, they probably changed it due to complaints because it feels back to day one, still getting struck through pallets. The fact that we don't see myriad videos and complaints about rejected hits likely indicates that hit validation doesn't exist or is exclusive to a small segment of killer players on other planets.

  • @jamally093 said:

    I love the fact i STILL get hit over pallets and even through pallets and when I play killer i HIT the survivor they scream but nope they dropped the pallet EVEN though I swung first they get to go seriously hit validation is horrendous and really doesn't even make sense the sever just thinks yep pallet hit first even though on your screen the weapon hit first also for those who will comment saying punctuation please use it and stuff like that your not the grammar police.

    The game client handles hits and pallets differently. Of course, everything will happen first on your local screen with no latency, just as it does on a Survivor screen. The server validates hits, but the validation mechanism is exceptionally generous in favor of what The Killer ultimately sees. Pallet interactions are supposed to be server-side, so if the Survivor already has the pallet down 50% or more, that stun should nullify the hit. Otherwise, things would look weird on your screen.

  • Are you on PlayStation? You could just team up with friends and let them do all the work and you focus on stealth and escaping. I helped a friend do it that way yesterday, the three of us protected him.

  • Maybe the issue was that if they grandfathered the nine perks, they didn't have a way to lock us out of reacquiring the newly named versions. Then we would effectively have two versions of each perk, but I think they wouldn't stack anyway so it would be pointless for someone to equip them. I do prefer the old names, today I was shocked when the alert for Jolt came up.

  • I just met a very cool Costa Rican streamer who is on a 500ms ping satellite internet connection, and the server never rejected his hits. The threshold for triggering SSHV must be 1000 or higher. It's unfun and exhausting to go against killers in Timbuktu that have a massive competitive advantage at my expense.

  • @IronKnight55 said:

    Killers already love tunneling and NOED. Nothing will change.

    lol exactly. Idk why people are acting like tunneling and NOED are suddenly the new meta. Many or most killer players have a propensity for tunneling, even when they are winning. On the point of Boons, I always make sure to cleanse during the 4-5 gen window.

  • It's still lackluster, especially when they indicated a significant focus on just two annual events. Decorated gens and hooks are a given; nothing new here. The Tome was simple to put together but an excellent addition. I want to see map overlays like other games. They can take existing maps and add holiday-themed decorations to them. The loading screen is fantastic; I would love for them to update the standard loading screen. I hope that the "exclusive" cosmetics on the Halloween Tome are exclusive and never return. It's nice to see items commemorate a special event and a "you had to be there" moment. However, I'm sure the devs will recycle everything in 2022 because they are afraid of players "missing out" on vanity items. Still, the devs managed to reconcile that view with a few people who have exclusive Twitch cosmetics.

  • They need to reimburse the cost for them. One of my characters had over 30, don't ask why no idea lol

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2576694#Comment_2576694

    Here's the thing. The game IS/WAS accomodating to my situation until they added these bullshit perks.

    Sure...Just let me go snuff that out MULTIPLE times (which I did) Let me switch targets. Except uh oh ..They all just kept running to main building with no scratch marks. Amazing. Sounds great. Totally fair for for the killer. Boons totally arnt broken. You've convinced me 👌

    That's the past; you have to look to the future and adjust your perks to accommodate yourself. Nothing lasts forever. I'm not trying to convince you of anything; you can keep crying about things all you desire. I made clear points; you're emotional and not objective. Perhaps if you feel sorry for yourself long enough, the devs will be moved. I play Killer more, and not a single problem with Boons. They have been a great boon to my killer trials.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2576633#Comment_2576633

    I'm making the exact opposite point of you. I literally CANNOT hear footsteps for the most part. Survivors arnt always injured. Which makes tracking impossible. They're rediculous perks. It's not about being experienced tracking or being a new player. It's about for all intensive purposes being disabled and having the ability I had to use to track removed basically. 

    More to the point. Killer and survivor time sinks are NOT the same. Me having to take 15 + seconds to go up and destroy the totem multiple times. Is NOT the same as a survivor doing it. There's still 3 other people in the board progressing your objective. While if I'm taking 15 + seconds multiple times. Gens are not being pressured. Survivors are not being pressured. I'm not getting downs or pushing off.

    Do you see the difference ? Do you see why they are over powered ? Do you see why at most they should at least be one time uses ?

    No, it doesn't; the game isn't intended for you always to track a Survivor via all tracking methods every single time. Both sides have perks that can conceal the ability to track and detect; you just need to approach the chase accordingly. And you choose to snuff the totem as part of player agency. You have to make decisions, just as Survivors don't always cleanse every totem; sometimes it backfires, but we make these risks and choices to determine priorities. You're making it seem like snuffing that boon is make or break.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2576644#Comment_2576644

    People arnt always injured going in to tiles with boons in them.

    The game is not going to be able to accommodate every situation. In those cases, go snuff out the totem or move to a new target. However, blood is a tremendous help, and it nullifies the zone when someone is injured. And usually, people go to the boon totem area when they are injured.

  • @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2576644#Comment_2576644

    I thought about this too lmao I have some friends who are hearing impaired and they actually use Bloodhound instead of like bbq because they get good value out of it.

    A Killer with BloodHound is powerful! It renders many perks worthless because they can't fake you out with Deception or Diversion, and even speed perks are useless. You follow the blood trail, and that doesn't lie. You can even lose a line of sight on them and still find them.

  • I think OH only increases the Aura-reading range of what Survivors can see. So it wouldn't impact The Killer. And at 14m, it's pretty useless since the Killer can physically see the Hook anyway by then. This perk needs a balance rework.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/288513/boons-arent-op-boons-hurt-the-casual-new-playerbase

    That's great and all that you follow footsteps. And for those of us that are hearing impaired and can't really hear them ? That relied on scratch marks ? To see where they went ?

    Sure. Just let me take 15 seconds to go up and destroy that totem in main building of iron works repeatedly (happened to me last night) 👌 Totally not a broken mechanic/perk in the game

    Why not run BloodHound? It nullifies Iron Will (among others), and no one expects it and all you have to do is use your eyes to follow iridescent shimmering pools of blood that last 4s longer.

  • I love these threads; the bias shines with some people. Let's turn a new Survivor perk into a tool that benefits The Killer: let's make everyone exposed! Lol, Why not change Hex: Haunted Ground to provide a 7% Haste status effect for the duration of Exposed?

  • @MTK said:

    Its almost like the devs fail to realize hex totems will last 25 seconds when totem spawn locations have not changed for literally 4 years.

    Firstly, Hexes can last throughout the Trial as well. 25s is a worst-case scenario. I've seen matches come to a swift and devastating end because no one can find the Hex. That's what Hexes are about, RNG. There are no guarantees, and that's part of the appeal and power.

    On the point of locations, what exactly do you expect them to do? With the reduction of map sizes (based on a frequent killer player rant), one of the side effects is less ground for Survivors to search. People have complained about too many obstacles on specific maps, obstacles that help conceal Hexes.

  • Oh is that the whole collab? Just one charm? lol

  • @Dr_Loomis said:

    I think it'll be like a couple of years ago. Maybe exclusive currency earned via the event tome.

    Okay thanks, I didn't realize the event starts tomorrow. For some reason I thought it was the 28th which is some thing else. I can wait one more day for clarity. Hopefully they announce the details today, they said as we get closer to the event everything will be revealed. Surely the day before is close enough to outline the event details.

  • @MrCalac123 said:

    It's the opposite no? The release free and then you can buy them later in case you didn't unlock them

    Last year it wasn't that way. I guess I'll just wait until the event starts, I wish they would just announce these things in advance.

  • I love boon totems, I've noticing survivors are wasting time at the start looking for totems to bless. And then if I snuff it, most of the time they waste time going back to bless it again. They're also so eager to bless, that they don't cleanse and that provides the opportunity for everyone's favorite endgame perk to kick in. However I didn't see as many as I thought I would, just a few boons.

  • Are they going to compensate? And by that I mean refund the blood points or just convert to offering into another one?

  • Both, I was also the last survivor and both times it was against The Huntress. The totem was about 10 m to my left, she was winding up and I began to heal behind the car and it froze.

  • On PS5 I crashed twice. I blessed the totem, and during a chase I began to heal and it just froze. Then I got banned for 5 minutes.

  • @BenZ0, that's too bad; usually, if I see point offerings and The Killer seems chill, we all ease up, but I have also been in matches where all four Survivors bring point offerings, but The Killer is playing super sweat.

  • @JohnWeak said:

    So ye, soon BBQ will be totally useless. Injuring a survivor and chasing another one to apply pressure too as they will be able to heal super fast.

    Self care ? No need, find a dull totem and apply circle healing, heal yourself super fast and ######### the killer.

    You do a gen ? Find a totem and use shadow step, killer won't see you with BBQ and won't be able to track you after the first hit as you won't leave any scratch marks.

    I'm done, bb DbD.

    Yeah, the game will close up shop because everyone runs BBQ, and every Survivor will be within range of a Boon to shield themselves, and there's no way to track Survivors other than scratch marks. There are no perks that allow them to heal, suppress tracking, cover themselves, or anything like that.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2566775#Comment_2566775

    This is not really a solution. You might be fine with higher queue times, but others might not.

    Lets use Russia as an example, because I know for sure that there is no Server in Russia (BHVR uses Amazon Game Servers, those are not supported in Russia) and I also get matched with many Russians. My ping is usually 30-50, lets say the Russian Ping is 120. So the difference between myself and a Russian Killer is pretty big.

    I might be willing to wait longer for a game to get a Killer who is closer to the Server. However, what should Russian players do? They have to wait until they have a full Russian Lobby. And they are not only waiting longer, but their quality of games will be lower - because then you have 120 Ping Survivors go against 120 Ping Killers. Which is even worse for the Survivors.

    As an option, it would be worth the wait for me. As I said, I don't know what the solution is, but the discussion about survivors getting fair matches always morphs into "but what about killer players in X location?" What about them? If you choose to play dbd, you need to consider everything.

    I don't think that players with great connections should suffer unfair matches in the name of accommodating laggy players. When I play games that don't have close servers, I certainly don't expect to get a competitive advantage in them. The other problem is that players can induce these conditions to get that advantage. Maybe the edge needs to be reduced or more trade-offs in exchange for playing as a high latency killer. The current experience is both unfair and wrong; providing a significant advantage to laggy killers is terrible. MMR doesn't make the matches fairer if you're going against killers with high ping anyway.

  • @Kira15233 That's true, but I wonder what the mechanic will be.

    @DaWeezerd As the devs said, this isn't what happens, so a remedy to face camping is coming. And on your other point, I agree about swarming. Especially the people without BT that instantly rescue before The Killer could even move an inch away and then complain about camping and tunneling.

  • @Madjura said:

    https://forum.deadbydaylight.com/en/discussion/comment/2565645#Comment_2565645

    I think if the Survivor is wounded then the Survivor has priority. If healthy Killer has priority. For downed I don't know (and I could be completely wrong about healthy / injured priority).

    I think the devs have discussed hatch priority and don't recall any distinction regarding health states. Maybe they will discuss it on the next stream.

  • @JustWhimsical said:

    If you are playing against a high ping killer the literal only way to deny scary hits is if you hit them directly with a pallet, they will get a delayed stun which tells you that the server pallet worked against the super high ping killer. If you do not hit them directly with the pallet you will get hit even if the pallet fully falls down sadly that's just how it is and it was much worse before the pallet hit registration now you at least have a weapon against super high ping killers.

    Pallets are finite, and even the devs appeared to have scaled back pallet stun check. That first week was great, very crispy pallet stuns, but now it's back to the fake hits and stuns happening.

    @Aven_Fallen said:

    Nobody knows, but as @Bwsted has said it is very lenient. And it has to be that way, because there are players who dont have a Server nearby and will never get a Server. And you cannot just make them not hit people anymore.

    So the whole concept of Hit Validation is pretty failed if you cannot ensure that everyone has a good connection to a Server.

    They really should display the Ping of the Killer in the Lobby, because the own Ping to the Server does not matter at all for the Survivor.

    Some people live far from a server or a jurisdiction with poor or limited internet infrastructure, but it isn't fair that survivor players have to deal with fake hits. I don't know what the solution is, but there needs to be some middle ground. Playing on a laggy connection shouldn't be incentivized to gain a competitive advantage. It's easy to see why killer players use VPN or induce the conditions for a laggy connection.

    Displaying the ping would be a good first step, but they need to implement more matchmaking user options. I would rather wait for a better-connected match experience than getting dumped against someone across the sea using a VPN for another continent. The devs have been discussing creating fairer matches; allow me to disabuse them; there is nothing fair about going against high latency killers.

  • @Bwsted said:

    They didn't tell us. So, it's anybody's guesses. Consider that on a dev stream about hit registration they said verbatim that 150 is a pretty good ping. Which speaks for itself and not in glowing terms.

    I've 'seen' (wink wink) a test performed with a vpn from EU to Australia and I can confirm your results.

    Hit validation may very well be in place, but it's so lenient it's a placebo. It maybe stops extreme lagswitching. But latency is a hefty advantage already from 120+ ms killer-side, in my humble experience.

    Of course, as you mentioned, pallets and grabs work on different principles and are outside this discussion.

    You raise a good point about the devs declaring 150 to be a good ping which doesn't bode well for the devs to address the latency advantage.

    What do you think the threshold is for validation to start rejecting hits? I've been on the receiving end of terrible hits, so I can't say I'm too surprised that the server rejected none of my hits. I thought perhaps some hits would be, but nothing; it was very smooth and snappy on my end despite my ping. It felt much better on a higher ping to play as The Killer, so I can see why people perhaps induce a poorer connection. There's a significant incentive to play with high ping as The Killer.

    It also comes as no surprise you don't see complaints about hit validation like you do with the new pallet stun validator. They seem to have scaled that back to placate killer players.

  • The Killer has interaction priority on the Hatch. I think @burt0r is correct but otherwise no idea what happened. I wish it were ping-based with the server validating which party prevailed.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2565634#Comment_2565634

    I mean, if it teleports them right next to others, I guess... That would make me a very sad savage.

    It could backfire, too, imagine the Hook teleporting to an outlying area, and no one can reach them in time. I'm curious what the new mechanic will do with campers.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2565481#Comment_2565481

    And what would stop me from walking over there and playing tactically at the new hook?

    By then, the Survivor is likely to have been rescued, and you've wasted even more time.

  • @Eeni said:

    I can not count the number of times killers have hung around camping players preventing other survivors from helping, knocking everyone down & leaving us to bleed out, and other BS.

    If I DC, I get penalized. Why can’t killers also get penalized for their bad behavior?

    A possible remedy is forthcoming, who knows what it will entail. Maybe the hook will teleport to a new location if they camp lol

  • @MsGoddessLauren 2052 hours.

    @babydemoboi, your games are private; I can't see them.

    @PapiKingley 3816 hours.

    @pushkina 3026 hours.

    @Mistakesweremade can't locate your PSN.

    One thing to note is that this is just the time spent with the game application opened on that account, so if you left dbd on for hours, that would inflate your "play hours."

  • I stopped buying DLC's last year. I log in to my account on my friend's console and gain temporary access to the new characters, level them to 40, and unlock the Teachables to put on other characters. None of the DLC's appeal to me, so paying launch day pricing is a waste when they eventually drop 50% off. As soon as Behaviour steps it up, I will resume supporting them with sales.

  • @MrCalac123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2558053#Comment_2558053

    It's appealing because the game is not balanced and it works.

    My point is even when the Trial is going exceptionally well for The Killer, and they bring meta perks, powerful add-ons, and perhaps the map is a great choice too, they still tunnel. Some maybe most have a propensity to return to the Hook to tunnel a newly rescued Survivor. It's magnetic for some players. I want to see balance changes across the game, but I don't think it will result in much concerning tunneling.

  • @MrCalac123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2558033#Comment_2558033

    Getting a Survivor out of the game ASAP before too many gens get done is by far the most effective method of victory for Killer. That or snowballing via slugging.

    Killer strength among the 2-3 that actually have a sense of power over the Survivors doesn't change that it's an effective strategy. It's not fun for that Survivor, but who cares what the other side thinks? You gain nothing but insults.

    I never said any of that, but with that said, I have no problem being effective and securing "victory" while also refraining from tunneling. My point was that these tactics aren't limited to weaker killers or situations where the Trial is going bad, as is often their justification. Many killer players love to camp, tunnel, and slug, independent of whether or not you need to do so. It's appealing to them, so it doesn't matter how viable or fantastic a killer, add-on, or perk becomes.

  • @MrCalac123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2558017#Comment_2558017

    "You're supposed to hunt and down a survivor three times" And there it is, the problem. Play a game of non top tier Killer at the absolute highest MMR - I would LOVE to see you try this. It's not feasible, and it's not balanced. Slugging and tunneling exist because playing "fair and nice" gets the Killer 4 teabags at exit gate and Survivors telling them they suck and hope the Killers family gets cancer.

    lol even going against elite tier killers has the same results: tunneling and sometimes camping. Don't pretend tunneling is limited to weaker killers, it's widespread. It has never been a smart tactic to use for certain situations, it's the go-to for almost every situation including those where The Killer is winning.

  • @Volfawott said:

    https://forum.deadbydaylight.com/en/discussion/comment/2557080#Comment_2557080

    If you're doing this then the other buffs don't make sense to be done as well.

    The extra bloodpoints reduced noise and no blood orb are meant to compensate for the fact that you're essentially a glowing easy target button and the killer will likely play very differently with you because they can't slug you

    Starting off the trail healthy and having no indicator would invalidate the need for such compensation.

    I don't see it this way. My feedback is about shielding the fact that you have the perk equipped. Let The Killer surmise you may have No Mither and play differently, but there is no need for them to know with certainty. That fact invalidates the perk because they now know they shouldn't slug you. The ability to fully recover from the dying state is a significant aspect of No Mither.

  • Bloodhound is amazing.

  • @Aven_Fallen, those are some excellent ideas to adjust No Mither. I would go one step further and suggest you spawn healthy into the Trial, and upon your first hit, you become Broken, but The Killer cannot perceive this.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2555665#Comment_2555665

    Is it? Some games do not require Playstation Plus. I doubt it is by the grace of Sony. Especially when some games get free weekends that do not require it. Pretty sure the game developers decide whether they want a slice of that pie. And most do.

    Yes some games do have carve outs, but it's a good general question. I think that it's time for the game to go free to play. Cosmetics and DLCs of course will remain paid, but it should be available to a wider audience. So I'm definitely in favor of free to play.

  • @SasukeKun said:

    title. Mikaela is a prime example of why we should be able to:

    A: Activate the hex on our terms on a dull totem

    B: actually get use from the hex without it 90% of the time spawning next to the survivors and i get 0 benefit and minus a perk slot.

    C: The fact that they gave survivors the ability to do this over killers just screams survivor sided devs even louder to me but thats my opinion.

    I wouldn't want this as a killer. It would benefit Survivors because they can watch you set up your Hex and then cleanse it. As Survivor, I love when The Killer loads into the Trial and immediately goes to check their Totem, which tells me the location to investigate and cleanse. I often see it with The Trapper and The Hag; they put traps in unusual and random places, a giveaway. I'm not sure you want to see Boons and Hexes be mirror images of each other. Imagine some powerful and global perk ideas for Boons!

    Boon: Everyone Escapes Death!

    Once the Exit Gates are powered, and there is at least one Dull Totem remaining in the Trial Grounds, Boon: Everyone Escapes Death activates and blesses the Totem:

    • The Movement speed of every Survivor is increased by 2/3/4 %.
    • Survivors benefit from a permanent Impervious Status Effect.

    The Impervious Status Effect provides Survivors with great refuge, allowing them to withstand any hits.

    Have fun looking for EED while the gates are being opened, lol

  • I requested a stricter implementation of Server Side Hit Validation. Imo the current iteration is tilted too generously in The Killer's favor. It's nice not to get hit by a 1500 ms killer, but those 300 ms killers are still just as lousy and unfun to experience. Nothing else matters in a game when things don't feel fair.

  • Oh, never mind, I thought she did have three. I agree too bad she doesn't.

  • @Kalinikta said:

    https://forum.deadbydaylight.com/en/discussion/comment/2546561#Comment_2546561

    You have 4 survivors though with 16 perk slots available between them, the totem benefits 4 people versus it provides one person with it. Not to mention the ability to have multiple people search for it, cover more ground and eliminate it.

    Hex Undying was to powerful because cleansing 5 totems was too much... boons limit is infinite?

    Boons do not have that type of power? Self healing, double healing speeds... not powerful? This is the equivalent of an endless supply of med kits or a we will make it and self care that even stacks. if you don't believe this is strong, I don't even...

    This is a 1v4 game... if you want to have a proper one for one equivalency: take the effect for a survivor and multiply it by 4 to match what a killer should have.

    It can benefit up to four people, but four Survivors in such a small radius is a win for The Killer. Especially with Infectious Fright or Whispers. It doesn't make sense for Survivors to huddle together. The Boon Totems don't stack, so it would be a waste for people to run nine Boon Perks. I'm afraid I have to disagree that Boon Perks are that compelling. Besides the fact it takes a second to snuff but 24s to bless. Hexes are much more game-changing and devastating. If you want Boons to become a one-time snuff, they would need to be powerful, game-changing, and global. Not to mention they would need more time investment from The Killer to snuff.

    @Marik13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2546561#Comment_2546561

    You forget to mention a couple of things... First is hex totems are already a damn gamble since I have to rely on RNG to place my damn totem. Most of the time RNJesus likes to place my totems right out in the open or next to the survivors either when they spawn or next to a generator. Most games I'm lucky if I can get through my first chase without having my totems broken. Survivors on the other hand, they get to choose where they want to put their totems. Imagine setting up a triage center in an area of the map where gens are done, where a killer has no reason to go and patrol. Not only do you have a free healing clinic there but since boons stack, it also makes that area a safe zone for you if they bring the other boon to hide their auras and scratch marks! Fun times!

    Oh and before I forget, that 28m aura, it bleeds through floors in multi-level maps like Midwich and Gideon's. Imagine hearing the chime letting you know there's a totem nearby and you waste time looking for it on the bottom floor only to find nothing and then waste more time finding stairs to go to the top floor to look for the damn thing. Yeah no, that's completely fine. Not like I don't have any perks or items to help me locate the totems quic- Oh wait...as a killer I DON'T.

    The devs announced some nerfs to Boons' radius and stacking, so I won't address those points.

    I wouldn't rely on Hex Totems; it is a gamble, as I stated. Sometimes they get cleansed in seconds, and other times they provide tremendous value and halt the trial. On the multi-level, it's no different than getting hit with The Doctor's Static Blast and many Killer Perks. So to be consistent, they would need to change killer powers and perks that are multi-level. As players, you have to make decisions and hope it's worth the effort. It takes a second to snuff, so it's hardly a time sink. That's part of player agency. Regarding Boon Perks, maybe the next killer will offer some options. I can see stuff like a Hex Perk with The Entity blocking totems or even a general perk like Corrupt Intervention that blocks dull totems for X minutes at the start or after gen completes.

  • @Jerek said:

    Hex perks are already a gamble wether you get any value or not out of the which is why i rarely use them.

    Boon perks on the other hand can be recycled as much as survivors want and the killer cant even break the totem, already they have way more value than hexes.

    Until if and when cleansed, Hex Totems have no range limit and impact every Survivor in perpetuity. The effects are often powerful and devastating, which is why they can be cleansed and eliminated. Sometimes they bring tremendous value to a Trial, but it's a gamble as intended. Boon Totems don't have that power, and they have range limitations. It would be one thing if a Boon Totem had global reach and more exciting bonuses for every Survivor anywhere on the map.

  • @danielmaster87 said:

    My problem is that it works in the endgame. As soon as the person gets off hook, it's a guaranteed escape for them. Yes, I'm technically tunneling, but when everyone else is full health and body blocking, what else is there to do? And then the person with DS will body block everyone else, because they can afford to go down and still get away.

    They can also do an exit gate or flashlight save without losing their DS. It's absolutely still abusable.

    Is it anti-tunnel? I think it tries to fill that space but does a mediocre job. Everyone wants to talk about narrowing DS under the guise of "anti-tunnel," but I never see any discussions about DS's effectiveness. Instead, it's always these cases of "I never tunneled, but I got hit with DS poor me!" yet what about all of the issues where you do tunnel, and nothing happens because you circumvented the perk? DS needs a significant rework, and this time the devs need to factor both perspectives and not just The Killer.

  • I ran into a cheating Yui. She was jumping around the map without gravity and even went way up above everyone. She instantly healed before you could see anything happen, and then she escaped with one gen left. It didn't trigger EGC, and The Killer just idled at that point. We didn't think it was fair, so we surrendered and just died.

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