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  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/2823609#Comment_2823609

    The fact the boon can (and will) get stomped during the match is what makes it deserve a speed boost. If it just unlocks self-care at the regular self-care speed, might as well just bring self care because the time it takes to bless a totem and then self care would be a major waste of time.

    The healing speed it gives is not the problem, it's the fact they can (and will) bless totems over and over. Not that I usually mind since over-blessers aren't working on objectives if they spend half the game blessing totems, but it's still ridiculous how they can do it over and over without penalties and requiring the killer to stomp it over and over, and yet they nerfed Undying hard for that same reason because survivors whined about having to cleanse all 5 totems and that's sooo much work.

    Nah, even if the boons were single use the survivors will just drop it in a dead zone where the killer has to throw to get to. It's absolutely the healing speed combined with it being 12 perks in one as it's both self-care, dual-wielding toolkits, and a reduction to toolkit usage rates. Even if it didn't do selfcare anymore that'd just make it 8 perks, and if you removed the stacking with medkits it'd merely be four perks. That's still a lot of advantage, just not exponentially more so than any other perk.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2824376#Comment_2824376

    Is it strategic or is it the first totem they could find? Survivors don't have that kind of time to roam around the map. It isn't a free self-care, because it has to be setup first. There has to be an incentive to the time sink in finding and blessing a totem or it would make way more sense to use self-care. Hex totems are harder to find than boon totems. I've literally seen killers walk by boon totems, immediately disable it, and carry on about their chase and down the survivor. It only takes the killer a second to disable it whereas it takes several seconds for survivor to disable a hex perk. A healing perk has to be re-blessable. They are not even close to the power of Ruin, Blood Favor, Devour Hope...

    Is it free selfcare, booning a dull totem is 14 seconds, and healing's 18 seconds or so. It's almost identical in duration aside from finding a place to heal. Even with self-care though you don't want to mend in a dead zone in a sight line of the killer.


    @Krazzik said:

    People need to stop suggesting nerfs to boons in general. COH is the -only- problem boon, Shadow Step and Expontential are fine, argueably weak even. Heck even the new boon sounds fairly weak because it has the same problem that Expo and SS have, you -have- to be being chased near the boon to get value out of it.

    This is the big difference between COH and the others. With Shadow Step you have to be chased near the boon to get the stratch-marks hiding value. With Exponential you have to go down near the boon, and get left slugged. And for the new one you also have to be chased near the boon to get any use. Meanwhile COH can be placed anywhere and survivors can freely just head over to it and heal anytime. You don't need to be chased near it, you don't need to be injured near it, you don't need to be downed or hooked near it. This is the big issue and why the other boons are so much weaker than COH.

    Yep, that's the real problem is it's the only boon in the game that works when the killer isn't nearby.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2823934#Comment_2823934

    It is certainly broken, but you will expect it every match anyway.

    So I won't call it "affect game that much" because well... you will expect it all the time.

    How isn't that broken then?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2823611#Comment_2823611

    If it can be exploited by toxic survivors than it's not solving anything, just handing the tools of abuse to the other side for a while. BHVR tried things like this before, and it backfired so bad it had to be removed.

    Funny thing is people beg for nerfs to Bubba because he's the only killer able to compete against survivor bully squads:

    https://www.youtube.com/watch?v=B5z8V8YwDt4
  • I'm glad killers are presented the option to change their killer and perk loadout after you learn which map you'll be on.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2823759#Comment_2823759

    I mean that's nothing new? A survivor can unhook you in front of the killer, watch you get downed and hooked, and unhook you again and then you're out of the game. Either the perk needs a penalty for using it flippantly, or it needs to be weaker. What would you prefer?

    Yes, other survivors can screw you over. No reason to make it easier. I don't want to be saddled with a global disadvantage because someone else picked a bad perk. It's way better to localise it only to the survivor who took the perk.

    How about if your boon gets snuffed you go into the dying state?

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2823531#Comment_2823531

    Most of those doesn't seems to affect actual game that much, I'm asking for something that can... break a game, in a sense.

    I don't think we need "semblance of competition" when most players are just playing casually and not really trying to be competitive, MMR is there to not match 8k hour with 20 hour player and also separating sweaty players to casual players, customs could have a settings to disable those RNG aspect.

    You mean a TL wall into TL Wall into Short/Long Wall isn't broken?

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2823848#Comment_2823848

    And I just said this was my honest opinion, and that I am very biased towards this map because the OG Badham was my second-favorite map in the game.

    So, why did you even bother to comment this?

    Issue with Badham is pallet density, you can literally have 3 pallets sitting within 5 meters of each other that are all strong pallets.

  • @Laurie268 said:

    I think you need to git gud. If they still have their DS at endgame you’ve lost already

    Or they're patient enough to not use it early. Or it's on the one guy who you didn't hook during the match as they never went for saves till end game.

    @Steel_Eyed said:

    If DS is a concern at the end of a trial, then the killer probably did not have a good game during the beginning and middle portions of a match.

    Focus on becoming better in those areas rather then ask that the ends of trials be made easier.

    In the current meta that's not entirely possible outside of the strongest most oppressive killers.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2823633#Comment_2823633

    If a crutch perk literally does not work against anyone even slightly better than your skill level, what is the point.

    It's like saying DS shouldn't work if they caught within 30seconds.

    It'd probably be closer to "DS only works if you're the only person who's been hooked in the match".

  • @deKlaw_04 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2823599#Comment_2823599

    nobody runs shadowstep and exponential. Nobody is gonna use the new boon. So adding penalties will put it in the bottom tier of perks

    Outside a SWF maybe, but I've seen them before and they can give some pretty good value when placed intelligently.


    @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2823514#Comment_2823514

    https://forum.deadbydaylight.com/en/discussion/comment/2823599#Comment_2823599

    Gonna give both of you a very hard no on the concept of a snuffed boon setting up a team-wide penalty. We don't want a 2 hour Mikaela ruining the game for all the other players like that.

    But I do like the idea of CoH carrying a risk penalty for getting snuffed, and I do like the idea of boons having cooldowns. At the very least, boons need to be individualised more to better balance risk/reward on an individual basis: Nerfs to boons as a mechanism are just going to cripple the bad boons more than CoH.

    Boons should have individual ranges, bless times, cooldowns-upon-snuff, and possibly adverse effects upon snuff.

    For example...

    CoH

    Now decreases boon radius to 16 from 24. Lowest boon radius affects all boons in your perk loadout.

    Now increases bless time to 20 from 14. Highest bless time affects all boons in your perk loadout.

    Snuff cooldown of 60 seconds. Highest snuff cooldown affects all boons in your perk loadout.

    Survivor suffers from Exposed while CoH is on cooldown

    I mean that's nothing new? A survivor can unhook you in front of the killer, watch you get downed and hooked, and unhook you again and then you're out of the game. Either the perk needs a penalty for using it flippantly, or it needs to be weaker. What would you prefer?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2823623#Comment_2823623

    That's what I keep getting told in this forum, but I don't seem to have any issue 8Hooking my matches then picking them off from there.

    Most of the DBD streamers I watch have no issue getting 3-4Ks without camping or tunneling either. There are far less '' Pro '' teams than y'all in here like to claim lol

    Then you're going against teams below your skill level, and most streamers are among the best in the game. Even then though they often find it aggravating going against survivors running the meta.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2823611#Comment_2823611

    If it can be exploited by toxic survivors than it's not solving anything, just handing the tools of abuse to the other side for a while. BHVR tried things like this before, and it backfired so bad it had to be removed.

    It's why you use a carrot rather than a stick. Camping/Tunneling would remain a strat, just not the best one.

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/2823063#Comment_2823063

    True, but the main reason people complain about the perk is because of the way it activates when the killer was doing super badly. No one complains about the killer having it if they were already losing the game.

    I'd be fine with removing NOED since it's a come back perk if they also removed all of survivor's come back perks: Dead Hard, Borrowed Time, Decisive Strike, Unbreakable, Circle of Healing. Remove those too and then there's no issue with come back perks swinging games too hard.

  • @[Deleted User] said:

    It could work around the number of hooks, getting stronger with each additional hook, with climbing rewards as well. The peak would be 8 Hooks, which I think should allow you to Mori every survivor regardless of health state.

    4Hook activation, penalty to gen repair/healing/cleansing

    5Hook Scratch marks more visible, progressed gen visibility

    6Hook gens regress like ruin

    7Hook survivors are all exposed

    8Hook survivors can be Mori'd regardless of health state.

    Requires too many hooks. Against good teams you're unlikely to even see 4 hooks before all the generators are done.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2823590#Comment_2823590

    Imagine if BHVR punished people for buying the game and playing with their friends, after BHVR marketed the game as something you could play with your friends 😑

    Imagine if BHVR tried to balance the game around playing with friends.

  • @Restrixc said:

    I personally wouldn't like to see DS or BT get nerfed end game persay, I do think the killer should get a lot more end game perks though. Other than like NOED and like some obscure perk I've never heard of. The killer lacks ways to punish survivors for not escaping fast enough. Maybe even give like a perk that prevents injured survivors (or freshly unhooked maybe) from escaping the trials while giving the survivors a boost in healing speed (to balance it out a lot better [Kinda like how Dying Light (Myers perk) balances itself])

    I think exit gates should regress, and gates should shut after a set period of time. Lastly, loitering in the exit zone should carry some risk, such as the entity blocking it if you wait too long.

  • @[Deleted User] said:

    There is no easy or simple way to solve camping without it either breaking the game or being horribly exploitable by toxic survivors..

    But at the same time, it sucks to not get to play because your camped out, and then to add insult to injury, you de-pip because the game punishes you for the killers playstyle .

    The simplest answer BHVR needs to enact is to give more rewards to tunneled and camped survivors. Being tunneled and camped should count towards the objective emblem, taking someone's place on the hook using BT needs to count more for altruism, and more bloodpoints for every skill check while on the hook.

    Many survivors would be less angry about the killers methods if the game didn't literally punish them for the killers playstyle, all that does is cause more fighting and discourse.

    Nah, killer needs more reasons to leave the hook. The "nice guy" perks outline a template, but general purpose is: An effect that activates when you go away from the hook, or an effect that only works after you hook everyone once.

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/2822144#Comment_2822144

    The whole point of Circle of Healing is unlocking Self-Care for the entire team. Your suggestion makes it 100% useless, since you'll need a second survivor to benefit from the perk, and if you have a second survivor with you, might as well just heal wherever you are rather than waste time going to the boon for a slightly faster heal.

    I feel like boons should just have a cooldown, once your boon gets kicked, it gives you a 60 seconds cooldown before you can place a new one, or prevent survivors from blessing that one again for 60 seconds. Or require you to cleanse a totem to activate the perk first, then you can bless, and if it gets snuffed, you need to cleanse a new totem before being able to bless another one again. (but to be fair, just placing a cooldown on boons would be fine, no need to overcomplicated things)

    The point of circle of healing is to increase healing speeds for the team, it shouldn't function as an existing perk but better in every single way. If you want those extra heal speeds for your self-care then just... run self-care. But let's take your example then, should Circle of Healing give a +0% heal speed bonus, and just enable the ability to self-care to the team, would it be more useful in that case?


    @Vlarian said:

    Hey everyone, thanks for commenting on my disscussion. I've seen lot's of ideas but I saw the idea where when you are affected by Borrowed Time, you lose your collision. I think this would be a stellar idea, and completely removes any problem with the perk. If the killer targets you off hook, you have enough time to go somewhere safe. If the killer goes for someone else, you can't purposely bodyblock. I think that would be a perfect change

    I think giving speed for borrowed time is better, lets the person get distance but not encourage the survivors to go for risky unhooks.

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/2822517#Comment_2822517

    And if you hook and camper at egc is a kill for free also

    Only if you run NOED. It's very easy to save with a healthy survivor and borrowed time/dead hard.

  • @APoipleTurtle said:

    https://forum.deadbydaylight.com/en/discussion/comment/2823325#Comment_2823325

    Honestly, I think boons would be so much more fun if they could "backfire" when snuffed by the killer.

    Imagine if boons inflicted some kind of minor penalty on the entire survivor team (since everyone could use the effect) and a more significant effect on the boon's owner. Plus they could also build in a natural "cooldown" where the afflicted boon player couldn't bless a new totem until their debuffs from the previous snuffing wore off.

    I've suggested this before, the perks turning into penalizing hexes when kicked. It doesn't fix the problem of putting a boon in the corner of the map during a 3-gen but it solves the other issues with relighting it. Especially since if you kick it and it becomes a hex, it takes longer to boon it again so it's faster to cleanse.


    My suggestion for kicked boons was:

    Circle of Healing: Becomes a hex that gives a -25% healing speed to survivors in the trial while active, stacks up to 5 times at diminishing rates (25% -> 40% -> 50% -> 55% -> 60%).

    Shadow Step: Becomes a hex that gives the killer aura reading on survivors within 6 meters, plus 2m per active shadow step hex.

    Dark Theory: Becomes a hex that gives survivors a stacking 1% movement speed penalty.

    Exponential: Becomes a hex that gives survivors slower recovery rates that stacks up to 5 times at similar numbers to Circle of Healing.

  • I do think for Bubba and Billy that they really should have certain props that they don't "bounce" off of. Specifically: Soft cover like bushes, low wall loops like the short stacks of wood/boxes/car, and maybe if you're being really nice the stone heads in the Yamako Estate which normally make those killers a nightmare to play on.

  • Honestly, if you wanted to make it more skillful make it a "nice guy" perk, which it only works on survivors that have been hooked at least once before during the end game. So to get the entire team exposed you need to hook everyone once. However, with such a restriction they'd probably need to remove the hex component to it, and it'd lose that "catch up" mechanic it sort of has for better or worse.

  • @Dsnooz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2823221#Comment_2823221

    The reason you currently see Dead Hard more is that it has a feel good factor to it. A lot of survivor players would rather juke a killer than escape. Also, for Sprint Burst to be effective you need reliable teammates which rarely happens in solo queue.

    It literally took Pyramid Head's release for survivors to start realizing holding W and keeping distance is a consistent strategy. You will always be surprised how many better strategies are hidden away, especially in a non-competitive game like DbD.

    Imagine if Dead Hard, Decisive Strike, Circle of healing, and Borrowed Time didn't work if you were in a SWF.

  • @[Deleted User] said:

    I do agree that the boons need some adjustments. Plainly, I think they should have a token system, and finishing gens or doing unhooks to get more tokens to be able to reignite their boons once snuffed.

    Killers should also be able to break totems as a strategy to prevent boons in certain areas as well. (They would have to rework Pentimento for that though, I'm aware)

    Nah, the main thing is that it shouldn't give the effect of like 3 perks at once: Self-Care, An invisible extra medkit you can dual-wield with an actual medkit, and it applies to the whole team. It should do like... one of those, and ideally just giving a non-medkit bonus to heal speeds to the team.

  • Why post the picture of the Clown game then?


    @Mileena_Kahn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2822114#Comment_2822114

    And also I WAS solo in both of those matches, just because their was similar load outs and perks doesn’t mean that I was in a SWF. Yes you’re right maybe there was a duo, maybe there wasn’t, but the whole point of this post was to show killers can NEVER blame themselves for their losses, instead they blame it on everything else.

    I mean in solo queue do you ever blame yourself, or do you blame your teammates for being stupid or the killer for being toxic?

  • @BenZ0 said:

    I personally only tunnel if I absolutely cant find ANYONE, not even the person who just unhooked. However the most common move then is just slug that unhooked survivors.

    We all know this classic situation where you meet that recently unhooked survivors because he was still staying at the area or ran into you or you just simply found them by accident, you slug them for DS. Now you come back after some time and then you get the classic 99 DS in your face.

    What do you do after that then? Well since he has no DS anymore you will obviously specificly tunnel him out to get a free kill right off the bat.

    What I am saying is (atleast in my personal experience) Ds gives me a reason to tunnel survivors not really the other way around. Perks like borrow or bodyblocking are more then enough to counter tunneling and already make me want to leave the survivors and go instead for others which are more off position, ppl who are getting tunneled are ofc on alert and stick near loops or strong tiles to be rdy for the upcoming chase if you go for them. These are more then enough reasons for me personaly to not tunnel that survivor and just go for other ppl who are anyway doing gens in the meantime.

    I dont get why Killers cry about DS still to this day, imo DS isnt really a staple as some ppl claim it to be, however in tournaments its a different topic obviously, talking here about pubs specificly.

    Main issue I see with DS is that if you save it for the end-game you basically get out for free. The other issue is that it adds an extra health state to survivors when triggered, requiring you to effectively get another hook any time it triggers. Also just simply how it can lead to you sitting there watching a guy on the ground for a minute when everyone else is dead/escaped which is just a massive time waste. Main thing is that it's mostly just... annoying, it's rarely used for it's intended purpose of escaping the killer or using it as an anti-tunneling perk but more it gets used as a way to BM the killer. Hopping into the locker, body blocking for a teammate, etc. which basically forces you to "tunnel" the person even if they've clearly no intention to flee. Lastly, it synergizes with Unbreakable, so you will always either recover or get picked up and DS, which is a fairly strong effect. Even after you use Unbreakable, Decisive Strike is still active for another 30 seconds.

  • @Asssblasster625 said:

    It ain’t all that bad. Didn’t have to tunnel or anything. Got a 12 hook 4 kill game without having to use a op character with busted Adonis or a meta perk load out

    Low MMR moment.

  • @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2822244#Comment_2822244

    If it looks like a SWF, acts like a SWF, I'm going to bet on a SWF. It's safer to imagine comms than an actually good solo player, especially when all the survivors are running near identical setups.

    Not to mention that the OP can't even prove that he wasn't in a SWF to begin with so it's moot. Plus survivors moan all the time about how awful solo queue is.

  • @Real_RUBB3R said:

    https://forum.deadbydaylight.com/en/discussion/comment/2822198#Comment_2822198

    The only way I could see NOED being nerfed but still maintaining it's power is to have some sort of prerequisite. Make the killer earn it before it can activate, like someone mentioned earlier, get 8 hooks and earn a token for each hook. If the killer has 8 tokens by the time the gates activate, the hex is applied to a dull totem. This way, it rewards good play, and still acts as an endgame perk. Hook states =/= Hooks btw, every hook counts as one token, if a survivor progresses to 2nd stage or 3rd stage, the killer does not obtain additional tokens.

    At 8 hooks you're probably already winning if the gates aren't literally opened.

  • @Aurelle said:

    I've playing DBD most of the day and all I've been getting is Blight and Spirit. Please, I just want some variety. 🙁

    Then you should advocate for buffing of other killers.

  • I dunno if you caught it, but I noted for the blight game too. My point was more why post clown in your OP, it doesn't make it sound any more legitimate.



    @PlaysByShady said:

    Ah yes... the salty killer. Such common.

    Unheard of, it is, for killer to give hatch or free escapes, etc.

    Common it is for survivors to give free hooks for a killer they ran the whole game for him to at least get BBQ stacks. Survivors also never t-bag at the gates.

    Totally, bully squads don't exist.

  • @Gamedozer7 said:

    Anytime you run Hexes Undying is pretty mandatory to keep your hex up for more than 30 seconds. If it was a base mechanic it would free up a spot for other stuff. It feels bad to have to run it to get value out of Hexes. Of course the aura reading wouldn't come with it. I don't think it would be broken.

    Thoughts?

    Just let killers reset their hex totems like you can boons.

  • The fundamental issue with DS/BT is that they're a solution to a symptom the game has: It's too easy for survivors to reset. Because it's so quick to heal, and killers take so long to down someone, they're encouraged to tunnel and camp a person out to reduce the amount of time advantage survivors get.

  • @Warcrafter4 said:

    Yes the ultimate strongest killer ever...

    Clown with 2 brown add-ons running a full totem meme build.

    Truly the strongest killer imaginable...

    Yep, all everyone complains about is how at high MMR there's too many clowns and how boring it is.

  • @Vlarian said:

    Adrenaline: Honestly I think Adrenaline is a fine strong perk, if people are too crazy about it, it can't work if you're exhausted.

    Boon: Circle of Healing: I think the mechanic should be completely reworked, but to nerf it; 25% healing speed buff, self heals take 32 seconds, all boons get a 60 second cooldown, CoH get's a 90 second cooldown.

    Borrowed Time: Endurance time reduced to 3/4/5 seconds, doesn't activate if the killer isn't within 16 meters of hook. (this is so that you can't abuse the endurance, it's purely to stop tunnelers from immediately hitting off hook.)

    Built to Last: Every time you hop in a locker, you can get 33% of your charges back. You can do this another 2 times for a total of 100%. This makes taking the most crazy broken toolboxes with nutty add ons in a swf less abusable.

    Dead Hard: Keep it the same, but remove the Invincibility Frames. This rewards the player for accurately dodging a hit, but you can't do crazy ######### that would let you "cheese" your way out of a mistake. I think this would make Dead Hard work in a completely different way. To dodge a hatchet, dead hard to the side. To dodge a hit, press it a bit earlier. Getting more of a loop and getting to a safe place can also still be used.

    Decisive Strike: reduce time to 15 seconds, but the timer pauses whenever in chase. DS should be an anti- tunnel perk, Not "a whole bloody minute of invincibility". You can do gens with this active again, it doesn't really matter with the reduced 15 seconds.

    Iron Will: Totally fine perk, extremely strong, but not completely broken. If this was nerfed It would be a terrible perk.

    Prove Thyself: I think there should absolutely not be a perk that speeds up gen times in the game. If I were to nerf it, maybe some sort of requirement before it activates, like deliverance. "Must work on a gen with others for a total of 40/30/20 seconds before this activates" could be an idea.

    Unbreakable: This perk is balanced. It's situational, and only activates once. Yes it can be stupidly strong with coordinated teams, but that just means SWF needs to be nerfed in some way, not Unbreakable.

    What are your thoughts? I'm not a game developer and all of these ideas I quickly scrambled in a few minutes but I think most of the problems with these perks is the "Second Chance" aspect can be abused to extremely well by good survivors rather than being a perk that helps you in a situation that may occur.

    So here's my take:


    Adrenaline: Fine as is.

    Boon Circle of Healing: 50%, doesn't stack with medkits, doesn't enable self-care on it's own.

    Borrowed Time: +50% movement speed for 3 seconds (No exhaustion), no longer gives enduring to discourage unsafe unhooks or body blocking.

    Built to Last: Fine as is.

    Dead Hard: Exhaustion duration increased slightly. When exhausted survivors can no longer Fast Vault.

    Decisive Strike: Does not work once the generators are all done. Reduce stun to 4 seconds.

    Iron Will: Doesn't negate Stridor anymore.

    Prove Thyself: Fine as is.

    Unbreakable: Incapacitated for 5 seconds so it cannot be used to immediately get another person up off the ground.

  • Yes, like Pain Resonance which removes a total of.... 12 seconds off a single generator's timer when you hook someone. In a game where chases take 30-60 seconds. Very OP, very strong.

  • @Starrseed said:

    Don't know why killer should earn there only second chance perk when survs have them without earning them. Oh and nice touch how you choose the time specifically so you can 99 the door sit out noed and then rush the hook with your swf for the nice 4e so the m1 killer can't do ######### about it

    I mean someone else already explained how killer has an issue where almost none of their perks work when they start losing, unlike survivors where all of their best perks only work while you're losing.

  • @Jaxton2000 said:

    We all know what I'm talking about.

    Trapper

    Cannibal

    Hillbilly

    I'm excited to see killer mains say no to this idea.

    But point is, as soon as one of these killers (especially trapper) gets one into the basement, you're either stuck on gens or left to leave that person to die... and you know what. Solo que, people don't leave them to die and it's quite annoying to know as soon as someone else goes to save them, the games over and killer wins. It's basically inevitable. I think basement is fine, but with teammates that don't really understand to leave the person alone until they are in the absolute CLEAREST CLEAR. Do not get them! Sheesh.

    I mean they'll just trap a location with multiple hooks. The only difference is that trapper might have a bit harder of a time if the hooks are all super spread out. As for bubba, well I got bad news for you:


    https://www.youtube.com/watch?v=RmqAsWpPLtA


  • @gendoss said:

    I don't get it. Everybody and their mother thinks NOED at least needs a change of some sort but it hasn't been touched in a very very long time? Why? Why is it that the forums gets complaints about it basically every day but the devs pretty much haven't even spoke of it?

    inb4 I get a ton of "but dead hard" replies.

    It's probably because they don't want to go through the effort of making killer viable once all the generators are done, so NOED fills the spot as a "whatever" perk they can reference any time people say killers aren't threatening in end-game.

  • @jamally093 said:

    I don't mean just killers I mean if your playing survivor and someone spams a flashlight at you constantly I had a match where a Jill was flashlight spamming so I didn't take her seriously because it's the most annoying thing people do so I just don't take her seriously she starts messaging me complaining that I killed her because I didn't pay attention to her. There are TWO buttons made to emote that you need attention on PS4 its the D-pad's up and down buttons I don't know what it is on PC or Xbox or better yet just tbag a little so I know you need my attention. Does anyone take those kind of survivors seriously.

    It's mostly to annoy the killer and get them to chase you.

  • Ah yes the strongest killer in the game is.... Clown.


    I mean in that first game you have four dead hards, three borrowed times, two decisive strikes, two iron wills, two spine chills. Pretty much all meta perks. I could understand at high MMR that'd look like a SWF due to all the duplicated perks. Though at the same time how do you know these other players weren't in a 2-stack SWF? You may have been solo but that doesn't mean everyone else is.


    In the second game you brought two flashlights and you and that guy with the flashlight had almost identical loadouts so I could buy that being a 2-stack SWF. You also have someone with BNP, and from what it looks like everyone was native and not crossplaying. So it could be a SWF, how do you know the people with you weren't a SWF, and how do we know you weren't a SWF and are just posting this here claiming you weren't a SWF? It's a catch 22, the only way you know someone's not in a SWF is if you've been in a SWF with them before.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2822021#Comment_2822021

    Because 80 is two thirds of 120? You can’t camp someone to death from their first hook to death hook in 80 seconds. If you’re not fast enough, it won’t even last a full hook state. Plus, it’s only 80 seconds if fully earned under this model.

    Honestly, you may as well ask for NOED to be removed.

  • Remove the current effects instead make it do:

    If possible, the game spawns two basements in the map.

    Spawns 4 scourge hooks around the map with the following benefit, and basement hooks become scourge hooks.

    Survivors that are unhooked are inflicted with the Broken status effect for 60-90 seconds and suffer from a Deep Wound.

  • @cutiekiller said:

    Here's my suggestion on how to make noed more "fair" if the killer played poorly or actually played really well, or you know, you can do bones instead of complaining about the perk.

    No one escapes death is no longer a hex perk

    No one escapes death is now a token perk, you gain 1 token for every hooks you get for a maximum of 8 tokens, you can only gain 2 tokens from each survivors

    Each tokens gives the exposed debuff to survivors for 10 seconds for each tokens you have, for a maximum of 80 seconds exposed debuff once the gens are powered

    Cannot be taken away from survivors, so you can rush all you want as you always do, and reward the killer by getting as many hooks as possible, did poorly and only got 1-3 hooks, 10-30 seconds debuff, hooked no one, you are free to leave, they aren't rewarded for it.

    So it's a win-more perk that if you play well you'll never get any value out of, and if you aren't playing well you get no value out of.

  • @TeabaggingGhostface said:

    My solution would be the first 4 unique hooks you use, and the basement hooks, become scourge hooks

    This would be nice as a solution.

  • @Dream_Whisper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2820480#Comment_2820480

    The Problem with that, Bubba is among many average killers whom do not have any decent Map Pressure beside relie on Survivors being too Aultristic and being so close and nearby the hook Survivor, especially the basement. Survivors Mains does not simply ignore the pleads of their teammates on hook; same can be applied to Bubba's ability to simply use that Aultristic behavior for easy downs and hooks and kills.

    Although, if the Devs truly cared about Giving Killer's a incentive to not face camp or play that way; they are doing a terrible job with their Kill/Escape Matchmaking system which encourages and rewards the Bubba with his best power for that. Why be so frustrated and give Survivors and many unhooks and many opportunities to escape and win; then you could just stand there with a power that can even down multiple at any time.

    I still stand by Bubba's amazing power because how unique it is; but if you hate face camping this is the best way to address it; or makes Maps smaller and easier to patrol. (Which the Devs have fail to do with their latest map Varations)

    Killer honestly needs a reason not to try to tunnel/camp someone out of the game. Like more built in bonuses for hooking a different survivor each time (or at least hooking all of them once). Like Grim Embrace, Make Your Choice, BBQ, Devour Hope. Those perks incentivize not tunneling, but they're kind of weak or easily played around on their own. Might be worth considering making some sort of benefit base kit that helps get killers away from hooks without making it a game throw.

  • If they ever decided to, Rancor and Save the Best as basekit would make obsession relevant.



    Realistically though, what they could do is make certain killer powers more effective against the Obsession similar to Myers. Like Wraith's bell is always silent for the obsession, make Ghostface stalk the obsession faster, make the obsession go mad and scream more often for doctor, pig's headbombs always require you to check all the boxes for the obsession, obsession becomes slowed by legion's frenzy attack, etc. There's things you could do to make being the obsession a bad deal for survivors.

  • @Dream_Whisper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2804793#Comment_2804793

    Again, that is the Survivors fault. Sure, they can get easy unhooks; but if they commit to the unhook soon; Bubba can still have some charges in his chainsaw. Plus, they can still m1; with or without a power. Plus, as a added measure to incentives less camping; Survivors are also discouraged to be swarming too close to the hooking an the hook Survivor, when the killer has already finished the hooking.

    How I see it:

    Bubba down and hook Bill in the basement.

    Meg is nearby and planing on doing a save.

    Scenario 1: The Bubba is face camping, and is not in chase or looking for other Survivors.

    In this scenario: Bubba's chainsaw will lose charges to ensure that will have no instant capabilities and only has a m1. Meg can easily used Borrowed Time and save Bill and ensure that they both can get out, especially if they also run a dead hard od good at Juking.

    Scenario 2: The Bubba has left, allowing the Meg to sneak and get the save for Bill. Might still have Borrowed Time, but will risk Bubba Returning with a still Full charge Chainsaw power, because they can still down multiple Survivors in that place.

    Scenario 3: The Meg gets very cocky and thinks they can easily go for the save way too early; right in front of the Killer's face before they have a chance to leave. This triggers the chase music on both end; in this Scenario, the killer can still down the Meg and Bill too as she is being dumb or greedy and put herself and her teammates at the killer's hands can still have chainsaw power left.

    This proposal of mine will solve Bubba's Face camping problem; while still keeping his amazing power strong. (And yes, I feel like some of the problems are not just stem on the fact he can down multiple people at once; but more on Survivors getting too Entitled and thinking it is perfectly "smart idea" to unhooked in front of the Killer's face; especially if Borrowed Time is involved! That is just simple, a Survivor Mistake that needs to be punished)

    Honestly, the only difference is that instead of face camping the bubba would proxy camp. It wouldn't change anything in the long run except possibly bring into existence exploits survivors can use that doesn't actually make the game's state any healthier. Honestly, what Bubba needs is stronger map pressure that doesn't rely on camping.

  • @DrVeloxcity said:

    https://forum.deadbydaylight.com/en/discussion/comment/2799076#Comment_2799076

    That would kinds get stale don't you think. My idea was just to give each Map variation so that they're not the same each time with the ambience.

    I mean it's a horror game, or supposed to be.

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