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ReikoMori

ReikoMori

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  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2712015#Comment_2712015

    The Killer can see the Survivors Ping ingame. But not vice-versa.

    Also, seeing your own Ping as Survivor does not really matter. Sure, if the Bar is yellow or red, you should get out of the Lobby, but if you have a solid Ping of 30, you can still get really stupid Hits if the Killer has a high Ping. Because you cannot see the Killers Ping, they might live far away from the Survivor and have a Ping over 100 or something like that. And this is the important number, which cannot be seen by the Survivor.

    And there is no reason why this is hidden.

    At that point would seeing it really matter when? Also if you're getting that is because the server is trying to decide what makes the most sense out of what information it receives first. Also, killer basic attacks are deceptive by default as the hitbox for a hit cone-shaped if I remember correctly and survivors have a capsule shaped hurtbox that is actually wider than the character model itself.

  • @StarLost said:

    Honestly, I'm not sure why we have the option to see anyone's ping.

    You don't have the option because the game isn't running peer 2 peer. It's running dedicated servers so any ping you would see would be your own in relation to the nearest data center you can connect through. If you're on pc and look in the lower right hand side of the screen you can see a ping bar that will give you a rough estimate of what to expect connection wise. If it is yellow then its probably going to be not a great experience, if its red its definitely not going to be a good time.

  • @dugman said:

    No doubt it’s a popular perk because it’s so effective.

    What makes it potentially overpowered currently though is that it’s actually working correctly because of hit validation. Now survivors don’t need to predict when the killer will swing to avoid a hit, they can react to the swing animation and in principle avoid the hit every time. Baiting a survivor to Dead Hard early can fool a survivor who isn’t careful, but hypothetically a good enough survivor can avoid the hit every time. (And yeah, there’s supposedly people who cheat with an auto-Dead Hard now but that’s more of a tangent. It’s hypothetically possible to perfectly dodge now even without a cheat.)

    My guess is because Dead Hard allowing for perfect dodges is a solid perk on its own, and the extra moment Dead Hard gives on top of that is also a nice effect, the combination is probably too powerful relative to other Endurance perks. If they reduced or eliminated the extra distance Dead Hard gives it would still I think be useful at this point solely because of the dodge, it just might not be so obviously better than the other perk choices.

    There is no supposed about the auto dead hard. There is a comprehensive cheat engine setup for dbd which is a massive detriment to actually having fun in the game currently. Nobody on either side likes dealing with those players.

  • Between the difficulty in learning her versus the reward I would say she's balanced. There is also the fact that she's just going to be as strong as she just due to the nature of her power and keep in mind she used to much much stronger.

  • @[Deleted User] said:

    The game has a unique problem. I've played a ton of online multiplayer games in my life, but I don't recall a playerbase having such poor overall game sense as the DbD playerbase generally has.

    Maybe it's the lack of voice comms that prevent feedback on decision-making and positioning. Maybe it's the fact that this aspect of the gameplay is never discussed by content creators. It's all a focus on the specific chase aspects.

    Regardless, players generally don't know where to be, when to be there, or what to do. The overwhelming majority of SWFs aren't even optimal. They're just not blatantly incorrect like many solo teams are.

    Most of the counters that solos struggle with are fairly basic if they think about them for even a second. The killer might have NOED/has NOED = don't stand out in the open near an exit gate and get off the gate if you see the killer coming towards you and can't finish it before they get there. Stuff like that.

    Content creators used to give that advice consistently, but people's response to was to focus so hard on basically hiding and staying "in position" that they couldn't run loops effectively enough to buy time nor would they commit to doing gens. It's how we ended with the "immersive gamer" insult sticking super hard. Then high energy chase sequences caught on as a popular thing that people wanted to see and more importantly wanted to learn so the focus shifted to getting people to understand tile types, their strengths, and how to run them for most benefit.

    The response was people became runners almost to the detriment of knowing when to just finish a game out by doing gens and getting the door open. Doesn't help that this game also has a lot of player churn, so more new blood in that doesn't know how to do much of anything than old blood who still plays consistently and is willing to teach.

  • @wewantbetterfun said:

    "I want a new toy"

    You quickly get tired of what you play with, you see something new, you want it NOW

    You drop survivors 75% faster, the wiggle bonus for dropping survivors is increased by 25%

    When carrying a survivor, if you start a chase with a survivor and you drop the one you are carrying you gain 10% haste status effect for 8-9-10 seconds

    I don't want to play with you anymore. -unknown-

    So, there are some issues here.

    There isn't a single haste related perk on either side that goes higher than about 4 seconds save for edge cases like NOED where you get 4% permanent haste as long as the totem is lit.

    This perk in general doesn't really help killers advance their objective as juggling survivors in this way just isn't time efficient or generally useful anymore. There was a time when this was a common action killers actually did, but we're at least two years removed from that being a thing now.

    Agitation, Iron Grasp, Mad Grit and Starstruck are generally better perks built around chasing people while carrying another survivor as there is no real penalty associated with it and generally they don't actively interfere with your main objective of getting people on hooks.

  • @Pizzasauce said:

    I think playing killer is hard. I think the odds are stacked against you. But when it comes to stress, nothing gets me more tense then playing survivor. I grit my teeth. My heart beats quicker. I can feel the panic within me.

    I believe this is because as a survivor, I might not make it to the end of the game. There's a chance I could be eliminated. And that chance not only relies on me and my ability to evade a killer set on murdering me, but on the cooperation of a team of three other individuals, strangers.

    As a killer, I can get frustrated. I can get upset. But I know I'm going to be there at the end of the trial. I know the survivors can't hurt me. I know I am faster and stronger than them. This brings me comfort and I am not clenching my teeth or having my heart race.

    Anyways, just thought I'd share.

    You might be in the minority of players, which is not a bad thing. Means you still have some sort of emotional response that isn't apathy and stress headaches from playing killer yet.

  • @Munqaxus said:

    With keys being worthless, there are now 11 keys and key addons in the survivors blood-web that are worthless.

    1 in every 4 chest is full of worthless keys.

    ***Please remove them until you rework them.***

    Keys still have other uses besides hatch escape. Some of that aura reading is pretty decent when you're out of good maps.

  • @emodeshort said:

    Don't get me wrong, he is by no means a killer that overperform or anything, But he's not the bottom of the tier list, worst killer in the game.

    The fact that you can inflict wounds so fast and keep the survivors busy mending themselves up is great, the fact that he can synergize this base kit delay with thanatophobia is great.

    I believe his base kit just needs a change in numbers, the power takes a long time to recharge, fatigue is very high, the fact that you get fatigued if you miss a hit during frenzy, Or that hitting a survivor with the basic attack reduces his power meter doesn't help either. But if these issues are fixed (and his addons have a complete change) i believe that Legion can become a solid killer. Maybe not good, but just solid.

    Legion is that weak.

    Making survivors mend introduces a level of time inefficiency into survivor gameplay that can be difficult to counter in some situations, but generally speaking. When you do manage to hit everyone in frenzy you're still left with the fact that no one is going down. Legion's synergy with Thana is great, but if you don't have or don't want to run thana then you're going to put out much more work for much less return overall.

    The fatigue hurts them greatly a long with the missed swing penalty. As well as losing access to your power because you dared to do a basic attack. You've mentioned this as well.

    Legion had an addon pass that didn't really help them out and basically need another as Legion currently only has one viable playstyle with the extreme nerfs to stab wound study and Frank's mixtape. The death by a thousand cuts playstyle is functionally unusable with the currently numbers on those addons. The on-hit debuff pins are a move in a better direction, but the fact that they do not apply until after you hit the first person during a frenzy makes the super limiting as people have generally played or watched this game long enough that if you spread out Legion can't reliably use their power to their fullest potential.

    Legion can be a time waster which is nice, but other killers can generate the same level or better time wasting with thana. That is Legion's problem, is that most other killers when given the same perks can produce better results and don't have to deal with such a harsh fatigue state for using their powers.

    I've spent hundreds of hours playing this killer since they were released and sucks to see that they are still suffering from the same drawbacks. Killers have released with portions of their power reworked into something much better.

    Blight has better frenzy mechanic with better benefit as his can down people

    Ghostface arguably has better overall usage of killer instinct

    Trickster is a killer made around the death by a thousand cuts playstyle that while not a super strong killer is more threatening in the 1v1 and the 2v1 where his power can down outright.

  • Pinhead's power is so hard to use and has a lot of limiting factors. He also shares the design trend of his showcase ability not being in his direct control, but in the survivors control which means he can only get it when they actively choose to let him have it.

    The reward for getting good with his power isn't worth the time investment when you could spend that same amount of time getting good at a more universally viable killer.

    Also a lot of people play this game on console so Pinhead isn't going to be the most accessible killer to learn if you play on controller rather than mouse and keyboard.

  • @DwightFairfield said:

    I personally think its gens, killers are designed and buffed around chases, but when they're not in chase they suffer because they can't pressure four people and seven generators at once.

    Gen speeds being a completely different issue, they fluctuate constantly and make the chase meta worse. Survivors aren't really at fault for doing gens quickly, it's the speed at which gens get done mixed with the killers having little to no ability to stop them. Its a snowball effect and the only thing survivors could do to not genrush would be to not do gens at all.

    What do you think is the biggest problem in DBD?

    Map size

    Survivor spawn logic

    Palette distribution ( which sort of ties in to the larger map size issue)

    Stale core gameplay. ( Probably my biggest complaint)

    DBD's a 5 year old game that shows its age in good and bad ways. The gameplay hasn't seen major changes or enhancement in a very long time. Survivor is still mechanically uninteresting and killer is still limited in ways to accomplish their objective. These aspects are in need of a shake up to put more life into the game and give both sides more interesting ways to interact with each other and the game world.

    Survivor's should always just spawn in a group in a centralized location and not spread across the map. This will help with the issue of killers starting immediately behind the 8-ball in terms of gen pressure. Also it would be nice to know that you aren't going to have a bad spawn where you're basically a few tiles away from the killer and forced immediately into a chase.

    Map size and palette budget are both trending to what I feel is too big. These giant elaborate maps are becoming increasingly less managable for certain types of killers and generally just unfun to play when they introduce lighting issues or overly complex layouts that are hard to memorize. This is more an issue with licensed maps that original maps so it might just be something we have to live with, but size is definitely something that should scale down a bit. The smaller maps like The Game have far too many palettes in general and far to many that are just not mind gameable. While the layout improved in a Realm Beyond the amount of palettes just feels like it skyrocketed.

  • @Noahsheriff said:

    This literally only happens when I open dbd I could have my brightness so bright that the screen is almost completely white, and it does not effect the game what so ever, it is exactly the same brightness at all times and only happens in this game and no others

    Do you play on medium or low graphics settings?

  • Most people don't know how to interpret stat breakdowns and we don't often get enough information to contextualize the stats appropriately anyway.

    Seeing a killer with a 50% or higher winrate looks damning, but it could be their win rate is high due to people not really picking that character in enough measure to pull it down overall. Some killers with dismal rates could just be so popular a pick that their win percentage is just cratered until people start getting better overall or drop off from the killer.

    It's a nice to have, but not a necessity.

  • @OnryosTapeRentals said:

    https://forum.deadbydaylight.com/en/discussion/comment/2703012#Comment_2703012

    I didn't even realise cognate had a legal meaning, I just assumed OP was talking about linguistics.

    In legal terms a cognate is a blood relative.

  • @Tr1nity said:

    I hate false cognates.

    legal cognates or linguistic cognates. This is an important specification to make.

  • Burning through all your traps at the start of the game makes your early game better, but it isn't really the best way to make use of Pig's traps. The benefit is better when you spread out trap timing to constantly influence the pace of the game. Traps also don't give the same power value as they used to with nerfs to tampered timer. Thematically, I feel BHVR's changes robbed some of Amanda's innate character in the sense that she's supposed to be a Jigsaw disciple who cheats others out of their chance to win by engineering near unwinnable games.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2702453#Comment_2702453

    And as I explained that got severely abused and is why it's not implemented

    Blocking people who are better than you, should never be a thing - for example one Nurse player I know could barely get a match because he was such a good nurse main and people would block and not play against him. That should never be a thing.

    I was so thankful this feature got removed before Legion was released. It would have been a massacre.

  • @EntitySpawn said:

    Since mmr theres alot of killers I haven't seen or don't see much. So I'm curious which killers other people dont see.

    Freddy, hag, twins (havent seen since mmr)

    Wraith, billy, legion, doctor, spirit, deathslinger, pinhead, pig, trickster probably seen once a month (pinhead I seen a few times the day before the nerfed)

    Killers I see most often are blight, nurse, huntress. Any other killers that I havent mentioned iv either completely forgot as iv not seen them in forever or they're just sprinkled in and more common that the others listed

    I've never seen a Pinhead. Like I am starting to think that no one plays him.

    I've never went against them.

  • @Mandy said:

    Sounds are set in the game to a specific point, you cannot adjust individual sounds - just on your own sound settings on headphones - volume up/down etc.

    I know there is a reason for the sounds being set this way, but the audio levels for things like chase music can be absolutely pain inducing. Especially for Doctor's music. Like I have my volume most of the way down and it still hurts. It would be nice to at the very least be able to turn down or turn off certain chase music tracks or switch back to the old default chase music. The default music doesn't have the higher frequencies that cause pain.

  • @BenihimeWrath said:

    What killer do you like to zone out and play in order to farm BP for the next new thing coming out?

    Personally I like Spirit or Oni myself where they are high enough tier that most matches aren't a big deal and I can happily farm with survivors after I get 8 hooks fairly quickly. But if I want to meme a bit more I'll go for the Ghostface or Clown.

    Legion is a bp machine even if they get no killers as long as you can force the game to last about 8 mins.

  • @dugman said:

    This post actually got me curious, I wonder how often killers use Cut Coin to reduce the number of chests in a match? Sometimes I’ll use one for the heck of it, usually I stick with generic Bloodpoint offerings or hook distance reducers though. I made poll with this question just now, it’ll be interesting to see if I get responses either way.

    There are edge cases where cut coin could be nice if you're running a build centered on controlling chests rather than gens, but outside of that specific edge case there isn't much of a reason to ever put one on let alone buy it on a bloodweb. BP and map offerings are usually going to offer much better value long term.

  • Optimally if you can handle it, don't cleanse until its time to open the doors. This way it denies Plague her power spike throughout the entire game.

    If you can't loop effectively without having two health states to work with then cleanse.

  • @ManOMaker said:

    So, for a long time now until recently, if someone would ask what licenses they would want featured in DBD there would always be someone who would say “Fnaf.”

    But since about after nemesis came out, I’ve stopped seeing people mention it.

    Personally, I don’t care about a FNaF chapter. I’m not against it, nor for it.

    Why do you guys think people have stopped asking for it and also what do you think about a FNaF chapter in DBD?

    The people who wanted it the most got pretty deep in their feelings when it turned out the paragraph was Pinhead. At that point they just sorta went off into the fog.

    Honestly, I don't see why there is such a desire to have Fnaf when BHVR has a perfectly good Naughty Bear just sitting there in the corner who could fill that niche perfectly.

    Besides it isn't like it can't happen eventually, but I don't see what they would do outside of maybe a spring suit mori. Fnaf's a jumpscare game and the most violent thing that happens in the game is probably getting scooped by Innard in Sister Location.

  • @Murgleïs said:

    We talk a lot about killers playing less or simply quitting the game, but if you could choose *only one reason* what would it be ?

    For me it is dead hard. After 300h+ I realized I would have this perk for every survivor in my games punishing me each time I use my power. The worst is on my nurse when I get fatigue for free after an amazing blink because the survivor pressed one button. Also, it made me stoped playing twins completely which was a killer I enjoyed a lot.

    What about you ?

    General burn out.

    The game is really stale for me after 5 years of playing. The games not really progressed or evolved in ways that excite me enough to deal with the stress of playing killer. The most recent killer additions have been pretty underwhelming in ways that are hard to look pass too.

    Just a general sense of "This is stressful and boring now."

    I play a lot less overall and I mostly play survivor now. It's low stress, I get to listen to music while I play which is nice, couldn't do that as killer which sucks a lot of the personal atmosphere out of the experience.

    Not enough evolution to gameplay to keep things interesting and still no fine control over things like chase music intensity, visuals, and generally dealing with the temper tantrums of people just roll together into a general burn out state for me.

  • @Mooks said:

    I have had instant survivor lobbies.

    does that mean the killer players in my area are satisfied with the games current state? Or is this argumentation only working to support your narrative?

    (and just to be clear: I do think that killer gameplay is not great currently)

    It means neither.

    Your mileage is always going to vary, but they're not the only person whose brought up the increase in survivor queue times since the start of the Bone Chill event.

    There just isn't much incentive to queue as killer right now considering you can get all the cosmetics playing survivor, killer isn't particularly feeling good atm, and killer cosmetics this year are very unappealing. Frosty Eyes isn't going to move the needle when you're asking killers to put up with the snowmen. This is probably the best winter event they've done, but there isn't anything to really get excited about if you play killer and people are finally taking the advice of "If you're not enjoying the game right now, go play something else."

  • @SlickSal said:

    The thing is arguably this would make games go faster. Survivors would either have to open the gates causing the timer to start or allow the killer more hooks. If anything if the perk is too strong they could take away the increased time and just make it so it regresses gates.

    one whole perk slot dedicated to just regressing gates can’t be overpowered.

    It certainly can be considering you still need to balance this perk around other perks that affect the same action. You've also got to take into account door spawning logic which is important. If you get door spawns that are close together then you make it essentially impossible to get the door open with this. If the doors are cross on a bigger map then it isn't as useful, but paired with other endgame perks it isn't hard to see points where it would overperform in a way that would just get it reverted.

  • @AetherBytes said:

    Instead of getting perks, you get "perk points." While this system might take longer for complete progression, it lets you focus on collecting perks you want and use instead of RNG ######### you over at every step

    Key cause this might be confusing:

    Tier: the actual perk level that alters its effectiveness

    Level: which position in the character lineup its in (example later)

    (Assuming a level 50 web): 2 nodes become "2 perk points", 2 become "1 perk points"

    Perks are assigned into "Levels" (Quick and Quiet is level 1, Sprint Burst is level 2, and Adrenaline is level 3 when it comes to megs perks)

    "Unlocking" a perk (getting a tier 1 of the perk) costs 3 points for level 1, 5 points for level 2, and 10 points for level 3. This is in a seperate menu that lists all perks available to you (character perks, base perks, and teached perks)

    Upgrading a perk costs its level in perk points, and x2 for the third level (adrenaline would cost 3, then 6, to upgrade. Quick and quiet would cost 1, then 2)

    While it slows down overall progression, it gives people the ability to focus on perks they want.

    Thoughts?

    This is replacing one lackluster system with another.

    Currently, the easiest way to deal with the grind is to simply remove the perk tiers altogether and just have every perk just be its tier 3 self from the start. The amount of time saved would be very substantial. After that, overall price decrease for perks make them all cost about 3-4k so it is just more cost efficient and to get perks.

    These two things will drastically reduce the amount of time sunk into grinding out bloodwebs. So much of the bloodweb is just trying to max out perks simply because the lower tier versions are often just not good. I'd also probably structure bloodwebs to spawn perks closer to the center of the bloodweb, but that's not a necessary change just a nice to have .

  • @PlayTwink said:

    #BuffSoloSurvivors

    #BuffKillers

    No amount of buffs will solve the survivor issue. It isn't that you are weak. The issue is people don't play this game as a team game and there is no incentive to play it as a team game. You can still "win" by being completely selfish which is going to be the fastest way to kill teamwork.

    The bad thing is that it is a habit people pickup early in their time with the game and never unlearn it. That is why I look at playing survivor as 1v3v1. Me versus the other survivors versus the killer.

  • Haddonfield is visually easier to deal with even if the walls are crap and some of the house loops are stress inducing. RPD can feel like a no win situation for both sides just due to how dark some areas are and the library is just the silliest area I've seen in such a long time.

  • @KingFieldShipper said:

    I read the book as a kid after watching Ringu, and again a few years ago. I think it's one of the rare times I think the movies are better than the books.

    Ringu specifically (and The Ring by proxy) made a very, very wise decision to remove a fairly big thing in the book that happens towards the end. Don't want to start an argument on it on a forum because I feel like it's divisive, but it's borderline problematic, so I guess just be mindful?

    In either case, the rest of the book is fine. A few differences between major plot points/character personalities & background (other than what I hinted at above). The translation is also DREADFULLY dry and boring, but I can't tell if that is a problem with the source material or not. For reference - if you read any of Constance Garnett's translations of Dostoevsky's novels, you might get what I mean. The atmosphere and terror feels.. lacking compared to the movies because of it.

    This is not as helpful a post as it could be as I think a lot of people aren't going to have context of anything outside of the films.

    Like I didn't even know it was a book/light novel to begin with.

  • Halloween was probably the best chapter followed by Saw in terms of overall theme and presentation.

    All-Kill is probably the most unique chapter released.

    Hellraiser is probably the most mechanically impressive dlc release.

  • @douggie123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2691753#Comment_2691753

    No he should be on a timer like 2 minutes or something

    Absolutely not. The Twins might need a QOL adjustment, but a two minute Victor would be literal overkill.

  • @douggie123 said:

    Remove the ability for survivors to kick Victor he should be on a timer you shouldn't be able to be removed by survivors.

    We most definitely need to be able to kick Victor. He's quite good in normal games.

  • @Frontdoor6 said:

    Recently, i asked if it was still in the map mix and everyone was like "Unfortunately" and "I hope not"

    And i also so someone else asking in a poll which was the worst map, and RPD was the one with most votes

    I don't understand the hate for it. I was finally just on it because another player used an offering and i enjoyed it, win or lose, i just love being in RPD.

    Is it because its too big? Because there's so many loops for Killers? I know the loop in the Library and the East Office is irritating as Hell and i think they should be fixed, but still.

    Some areas are so dark you can't hooks, survivors, your own character model.

    The layout is extremely accurate to Resident Evil, but that in turn means that its layout isn't well suited to DBD's needs.

    Hook spawns are too close to gens

    There are multiple dead ends which can make traversing difficult when combined with the lighting problem.

    There is a near infinite in the library

    Some killers simply can't use their power there.

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2690430#Comment_2690430

    I'd like to think that, it be right if i was in a swf, but solo q is hell. I was bringing bt every match for my teammates, but i wanted a bit of diversity lately... so i switched it up.

    When I solo q my teammates have to deal with the fact that I have bond, small game, CoH, and Shadow Step. Every time, all the time.

  • You aren't beholden to bringing BT for the benefit of a teammate and sometimes your teammates are just going to go down.

  • @Marc_123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2690365#Comment_2690365

    He said he would like to try other perks but needs to use them to have a chance to win.

    Of course he can try other bulids - but maybe (or surely) would not win against top players but versus weaker ones he would.

    ATM Otz or Tru3 trying a lot of strange builds which sometimes work very good because of the specific synergy and the surprise factor.

    I think with the random MMR (at least for me) he will encounter a lot of players who don´t run the meta all the time.

    Otzdarva and Tru3Talent also have a massive amount of hours in the game and the skill to make that worthwhile. They also have all the perks unlocked and thus aren't beholden to the grind.

    The issue is if you don't have that level of skill then playing off-meta actively hinders your ability to play the game effectively. There is a saying that goes, "In order to break the rules, you must first learn the rules."

    There are also times when they are playing weird builds that have an interesting synergy they still lose relatively quickly because sometimes they've got nothing to keep gens in check with. It's much easier to try new and interesting builds on Survivor as long as you aren't concerned with whether or not you need to fight back against tunneling or camping (I'm not).

  • This needed an OTHER option.

    I play this game to have fun, but it is getting harder to have the same fun I used to have in this game.

    Killer isn't really rewarding right now nor safe to play if you catch my drift.

    Survivor is really fun to play right now, so I've been playing that which has made the game much less stressful.

    I'm mainly playing to see if anything changes for the better and because there isn't another game in this genre that's really caught my attention yet. I was excited for Resistance, but Capcom did a Capcom and decided supporting long term was too much work.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2689676#Comment_2689676

    I disagree, Shadowstep is a good perk but it’s not game breaking. Circle of Healing is the one that’s the problem.

    And no, Boons and Hexes don’t need to work the same way, there’s absolutely nothing wrong in principle with Boons being resettable provided the individual Boon perks are balanced around that. You don’t need to change the entire Boon system just to balance Circle of Healing, or even Shadowstep if that were too powerful. All you have to do is adjust their specific effects (i.e. slow Circle of Healing’s speed down, or adjust the radius of effect for Shadowstep or how much or often it hides scratches or auras).

    Who said they should work the same way?

    I said there should be a limit to how many times they can be relit. That is in no way related to how hexes work. The functionality of Boons doesn't change, but giving a limit of say 3 times is not a big ask.

    At best, that is twelve blessings spread across 4 players and at worse its three blessings that gives you just enough resource agency to light a blessing, and relight or reposition it twice. In my personal experience I've rarely needed to relit a totem more than once let alone more than three times.

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2689272#Comment_2689272

    This game also for some reason gives people a big head like they think they're the best to ever do it or the first to ever try something, I hate that about this game once you play for so long you no longer care about that stuff but it's super annoying because everyone has an excuse or an attitude about a perk or strategy they lost against in their mind they played perfect and the game is broken not anything they could've done and being unable to accept a loss is absolutely ridiculous, I 4kd as wraith yesterday I was running serpent and shadow dance add ONS and they said wraith was cheap and op and that I need to get good and play a different killer, I'm already one of the lower tier killers what more do they want? Should I do the gens too so they can feel like they're a god at the game? Then they went on to say I was bad when only 3 gens were completed when they died, I use to enjoy the salt but now sore losers just get on my nerves.

    That's not just in this game, that's just human psychology period for a lot of people in general. You see the same thing in LOL, COD, Quake, Soldier of Fortune and Castle Wolfenstein back in the day, etc. It's a mindset that is just pervasive in PVP gaming in general.

    @Starrseed said:

    Before I start I know this is a emotional topic for some people but I would love if we can discuss this normal and calm.

    So when ever I see a tipoc about campig/tunneling/swf/genrush what ever many people try to argue that you have to think how unfun it is for the other side and that kinda irritates me. I played many games in my life starting from good old unreal tournament and wow and lol to dbd and New World atm. One thing that all this games have in common is a pvp aspect but never have I seen a community so invested in discussions about fun of the other side.

    Why is that such a big thing here? I don't think the sniper in shooters think about the fun of there enemy when he picks them of out of a Hugh distance and the can't do ######### about it.

    I have never seen someone demanding you build weaker items in lol so your enemy has a better time.

    And to make this clear am I a big fan of face camping and hard tunneling from the hook? No I find it boring to do but it can help you win. (whatever you count as a win as killer) and the same goes for swf, meta builds and so on


    Youtube is filled with many videos of people complaining about LOL builds that take the fun out of the game and should be rebalanced.

    The difference is as others have stated, in all of those games you're starting from a place that's for the most part even and more importantly I'd like to add that a lot of those other games have other modes of play for people who aren't super serious players or modes you can play that are designed to give players a break from the stress serious play brings.

    Most Asymmetrical games push all the benefits of team play to one side and in most PVP games team play is something everyone regardless of side has access to in addition to usually the same tool set. DBD is always going to be more "Fun" for the side that can opt to just play with their friends they already have or make through playing survivor. Killer is by its very nature solitary and the "Fun" is directly linked to whether or not you can gets hooks, Kills, Moris. When doing those things becomes more stressful than rewarding they stop being "Fun".

    It's also just harder for killers to joke around because they are human just like survivors are human and carry game related baggage from match to match. If a team comes into match and they were just tunneled or camped to death they usually take it out on the next killer. This game IS NOT FUN for them at this point. So the killer gets to deal with people playing in ways that make it exceptionally difficult to try and play in a more relaxed manner. Then killers take that frustration out on the next set of survivors they get.

    Both sides are made to feel responsible for the providing the "Fun" of the game for one another rather than the game itself just being "Fun" for both sides to start with. DBD is a game where in a lot of ways you're expected to either make your own fun or someone else's fun rather than just being fun, full stop.

    People complain more about what happens in this game because its the only thing that can happen in this game. DBD is not feature rich, it is one of the most limited games in terms of how you get to interact with it. People have been asking for different ways to play DBD for years so that people could potentially find ways to play that are fun. Everything from 2v8 to just making a Casual queue and Ranked queue so people who want a more pure competitive setting can play that and those looking for more relaxed settings can have that space.

  • @dugman said:

    • FYI they currently usually do a balance pass about three months after a character releases, presumably because they want time to gather data and let the meta around a new character stabilize a bit. So we’ll probably see a Mikaela balance patch in the next midchapter patch in January or so would be my guess, including her Boons
    • When you complain about “Boons” I’m assuming you’re just complaining about Circle of Healing since the consensus seems to be that’s the overpowered one and not nearly as many people complain about Shadowstep or Exponential. It’s important to distinguish between them as individual perks because the Boon system as a whole seems fine, the imbalance is essentially exclusive the one perk Circle of Healing that should probably have its healing speed reduced.

    The boon system as a whole isn't fine though and this is coming from someone who switched to playing survivor and only runs boons. Boons as whole are in need in some restrictions on how many times they can be relit. The amount of time spent blessing is a totem is negligible and when bless over a hex a minor time sink at best. Sure one person isn't doing gens, but the time investment isn't such a waste that it sways the outcome of games out of survivors' favor unless absolutely no one else is doing gens.

    Also, don't sell Shadowstep short. Info blackout is a lot stronger than people give it credit for, but unlike circle of healing he doesn't harm a shut down a playstyle.

  • @JeanCharpentier said:

    https://forum.deadbydaylight.com/en/discussion/comment/2687003#Comment_2687003

    They pretty much have never fixed the huge boring issues of the game.

    • 4 survivors with meta perks ? still existing
    • terrible unbalanced maps ? still existing
    • game changing perks ? still existing
    • camping/tunneling ? still highly rewarded
    • performances issues ? still here

    I could continue but what is the point, they care only about releasing skins. Everyone can check by themselves on the DbD Steam forum, they will see threads about those points from 2017. 5 years and they still have not fixed those bullshit design... How can the community accept it ? I dunno...

    They've been telling people since 2017 that tunneling and camping aren't things they are actively trying to discourage tho...

  • That's because Mikey loses collision while stalking and thus can phase inside the hooked survivor and block you from unhook. I would assume with Trickster he must lose collision when holding his knife as well.

  • If you can get 4 hooks in the current game climate without the game being close to over then yes. If you can't for whatever reason then no, but I don't think it specifically needs a buff. It's definitely meant for killers that can snowball early, but for killers who don't snowball I don't see a lot of value for this perk coming unless you take something like make your choice with it.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2687994#Comment_2687994

    Criticising you does not mean I am sucking up to the devs.

    Regarding the mechanics of the snowmen, there has to be a reason that survivors would want to hop into them so that the whole thing actually functions, and the minor benefit of dodging a hit without getting a speed boost or dash a la Dead Hard is a reasonable one. Are they a tool for survivors? Yes. Are they broken? No.

    The solution isn't "play something else". There is no solution, you should consider playing something else because you are frustrated with the game. Or, if you don't want to play something else, stop taking the game so seriously during the events. You don't have to win every match, just go for the new cosmetics or try out silly builds or something.

    I'm trying to defend anyone here, but telling someone who clearly plays killer to go for the cosmetics is beyond pointless.

    Killers don't even get anything really interesting cosmetics wise so I can understand why this would just be upsetting in general.

    Making the game marginally more frustrating with no real compensation other than frosty eyes is pretty grim considering the current state of the game.

    Yes, its an event and people should be able to just have fun without getting hung up on wins and losses. That fun shouldn't constantly come at the expense of one side of the playerbase.

    You keep denying that hitting the snowman is a free hit on the ground that don't get a sprint boost, but the killer did hit that person and does end up locked into an animation. We all know this is a game of time management where seconds make a different. It is disingenuous to sit there and act like strike cooldown doesn't make a difference.

    At least, be honest even if you disagree with the person you're arguing with.

  • @Preesor said:

    And btw, you dont need to camping in friday13th, because there is enough thinks to do, but there is lot of campers with premium killers

    Some of the strongest killers in the game actually come free with the game. The absolute best killer in the game being the Nurse. The strongest dlc killer is probably Blight, but he has a steep learning curve similar to Nurse.

    You are new to the game so it will take you a long time learn the maps and potential palette spawns. Palettes don't always spawn in the same place save for a few key areas. Each map also has a few different tile sets that can change the position of certain things. You won't really notice unless you're familiar with where stuff is usually placed on a specific tile set which takes a long time to learn and remember.

    DBD is not particularly beginner friendly and has a lot of issues, but you will get used to them over time.

    As for the killers constantly catching up to you, that's normal and necessary part of the game. Killers move faster than survivors by default and get faster the longer a chase lasts. Looping is something you will have to learn as this game doesn't really reward stealthy play and generators going by really fast is due to this game being 5 years old and gameplay becoming hyper optimized with nothing in place to slow it down.

  • @psionic said:

    It happens every single match since the last update 😂

    https://imgur.com/FboCV3B

    Uhhhh.... I don't know what department handle's camera physics, but are they ok? Like that's a lot to put on main outta nowhere.

  • Pain hurts you as much as anyone, but you would prefer others do not know that.

    When healing yourself or another Survivor

    , Grunts of Pain and all noises related to the Healing action are suppressed:

    "I can do this." — Leon Scott Kennedy

    Going by this description you're only silencing Grunts of Pain and healing related sounds.

  • @Dustin said:

    I feel like in regards to map information Any Means Necessary somewhat overshadows Alert. With Alert you can see the killer aura when they perform the break action on a Generator, Pallet or a Breakable Wall. With Any Means Necessary while you won't see the killers aura you'll instead globally see pallets dropped and if that pallet aura disappears it's a good indication that the killer broke the pallet.

    In regards to Generators and Breakable Walls Alert is clearly better however in regards to knowing if a survivor is likely being pursued I feel Any Means Necessary overshadows Alert. The big one for me is if the killer is undetectable you don't need to worry about their aura being hidden because you see the pallet aura instead. It doesn't rely on the killer being detectable or not.

    I suppose in a way the question answers itself on whether you want to know if the killer damaged a Generator or destroyed a Breakable Wall. However I've found Any Means Necessary very valuable for knowing when a killer is in a chase - Especially with perks like Tinkerer being in the meta I don't have to worry about Undetectable status.

    You can argue that both are very niche perks which it is true - However in regards to map information especially as a solo survivor I've found the perk to be quite useful in this situation.

    One is more accurate to the killer's exact position and the other is more to let you know in general that a killer has removed a resource.

    Neither is better than the other they just serve different goals with similar information.

  • @dspaceman20 said:

    From what I have gathered from before many people find it was most fun they had in dbd was the past. Back the game was really unbalanced but I don't think many people cared as long as it was fun.(I could be wrong) but it seems like as Toxic game becomes more towards a balanced state for both sides (albeit its very slow and not at this moment) the game gets more and more unfun for people. So now I'm wondering is there a correlation between balance and fun? Does the more unbalanced the game is the more people have fun and vice versa? I'm I just crazy.

    There is a correlation but a negative one

    The more "Balanced" the game becomes the less "Fun" some players will have.

    This game can never be truly balanced as both sides are inherently different and have different tools. There is supposed to be a power imbalance that should naturally lean more towards the killer role. Instead the game is in a place where killers and survivors are closer to being "Equal" in strength.

    The closer the sides are in relative power the more difficult it is for killers to feel they are the power role. That translates into the game being less "Fun" as the game is becoming to evened out. There are some caveats though, survivors can't actually reach the same level of power of a killer in terms of singular effect on the game. As a group though, survivors can push the game at a pace faster than most killers can reliably work with.

    So it would be better to say that the more "Balanced" the game becomes "The more stressful" the game becomes. There is a limit to the amount of stress an active can generate before its no longer fun to engage with. Asymmetrical games are made with the an inherent power imbalance, but that imbalance has shrunk as dominant strategies have emerged and the game has become hyper optimized at certain levels of play due to mechanical stagnation.

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