Reshy
Reshy
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/2782740#Comment_2782740
No, because then Self Care would become completely useless and take 64 seconds to heal. It's just circle of healing that should have -65% self healing speed, and honestly much less speed buff, maybe only 50%.
I was being rhetorical, comparing the very high strength of circle of healing relative to other perks. It's got twice the benefit of most other perks, and if killer's healing slow down were doubled it'd be awful.
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I'd say that's more of a QOL change you're requesting than a perk, as Blood Warden does something sort of similar.
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@Dream_Whisper said:
I would rather Spine Chill stay the way it is; but make it useless against Undetectable Killers; so that this perk will not benefit them when the killer is under the effects. To compensate for this harsh nerf, Rework Premonition to function similar to Spine Chill; but instead of normal killers, it can straight up gives you information that the killer is coming your way, and maybe a slight haste effect too as long as the is Undetectable and is looking into your direction. (And also, remove the cooldown too)
Spine Chill: Only effective agaisnt normal killers, that do not run Tinker or any Undetectable perks.
New (Rework) Premonition: Effective reveals Stealth Killer's direction to you, and give you faster movement speed haste effect to help you get away faster.
That's basically the only change I'd make, and that's simply because stealth killers in general are pretty weak.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2773669#Comment_2773669
Circle of healing and all other healing boosting perks are inherently designed to counter sloppy butcher and other negative healing debuffs.
Instant downs and broken status effect(such as plague, bubba, etc.) are meant to counter healing.
The negative healing debuff perks are suppose keep survivor injured when healing perks are not in play. In the past, I used to use sloppy butcher and thanatophobia because I noticed that before COH was invented, survivors had poor healing options in regards to perks and their good healing options were limited, so the idea that I could equip two perks and keep entire team in instant down status was like amazing deal. Its in part to why survivor's complained about forever freddy because he would hit them once and from that point on, they were basically injured entire game vs a killer that had decent chase potential. hence they nerfed that to the ground.
from personal point of view, out of all killer aspects of playing killer, my most demised aspect of playing killer is bodyblocking. I hate body-block with a passion. Bodyblocking is probably the activity that makes you feel like your 5 cent killer with no power. its often the activity that survivors use stimulate to showcase their power-role complex. So negative healing perks was a way for me to deter survivors from bodyblocking. To explain why bodyblocking is effect. Killers get slowdown when they hit a survivor and survivor get speed boost so in cases like EGC, its free escape from exit gate and during normal gameplay, its great counter to tunneling. It can really hurt you in long run as killer vs strong teams as showcased in the whole tru3ta1ent vs Oracle wraith videos.
self-care does not need a nerf, so that never happening. Boon totems as a whole were suppose to be limited area effects that empower the survivor in limited area. In their words, boons were meant to be strategically placed. COH is not a limited area effect. its global ability that unlocks the ability for every player to self-care on the map at near med-kit level speeds. There is no real strategy to it. Its just strong bonus without much thought process that survivors run to when they're injured. survivors already cheat perk economy pretty hard from 16 vs 4, so COH really exaggerated perk economy even harder to like 18 vs 4. speed is definitely a strength of the perk. I would say that COH is like fake 5th survivor on the team that heals you for free. I think the defining strength though of the perk is that it disincentives the killer to injure multiple survivors because injuring as a whole lacks any reward/meaning with it active.
With med-kits, med-kits have limited charges and not every lobby is 4 med-kits, so not every survivor is pointless to injure and there is a point where the med-kit run out and injuring becomes rewarding. COH is not like that, it never run out so its global deterrent all the time. I think boon perks would be better off if they were global like killer perks and only affected individual user. At least than, many survivor would need to equip perk and spend time looking for totems and the perk is less of global deterrence and more of powerful individual bonus. Other suggestions regarding boons have been that the killer can break totem permanent so that COH has high risk/high reward element to it.
I think just that overall, decreasing healing speed is boring way to balance healing perks because they often just incentivize the survivor to not heal and push generators faster by utilizing pallets as second chance health states because doing generators becomes faster than healing itself which is why self-care is looked down upon as a perk.
Imagine if Sloppy Butcher's slowdown on healing 50%, and make Hex Pentimento also reduce healing speeds by 50%. That's the kind of numbers COH does, but in reverse.
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Some possible nerfs I could suggest:
Boon Totems have their aura revealed to the killer within their area of effect.
This would reduce the amount of guesswork for killers who don't have an eidetic memory of the map's totem spawn locations.
Boon Totems have a token system like you propose and consume a token to boon, and you gain additional tokens by unhooking a survivor (or alternatively, by completing a gen) but can only ever hold one token at a time.
This would mean that Boon Totems that get snuffed out cannot be readily replaced without having to do some sort of objective first.
Boon Totems gradually decay over time, reverting to their prior state over the course of a few minutes.
This means that even a boon set in a safe location will still require being rebooned a couple of times per trial.
Boon Totems that get kicked turn into Hex Totems that have the inverse effect, Circle of Healing becomes a hex that reduces healing speeds by 75%; Shadowstep becomes a Hex Totem that reveals auras in a 12 meter radius around it; Exponential halves the recovery rate of survivors in it's effect.
This means that there's a real benefit if the killer snuffs a boon, and reckless booning of totems can cripple survivors.
The act of booning a totem gives a loud noise notification as to the totem's general location, rather than it being a generic noise that could come from anywhere.
This just lets the killer get a better idea of where the survivors are going to retreat to, or attempt to loop at.
For Circle of Healing Specifically some other options:
Circle of Healing no longer grants the ability to self-heal without a medkit.
This change would make the perk act more like a single really strong perk rather than a really strong perk and a mediocre one.
Circle of Healing only applies to healing other survivors without a medkit.
This change means that medkits and syringes don't heal at insane speeds that can be done in chase.
Circle of Healing reduces the consumption of medkits rather than increasing the healing rate.
This change means that running Franklins can counter Circle of Healing without directly kicking, and doesn't make the team heal faster than normal; just heal more times per trial.
Obviously only one of these would probably be necessary.
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Another thing that could be done, since he's a bit lacking in mobility is possibly give him a power that lets Ghostface teleport between lockers.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2776819#Comment_2776819
Yea but you also have to realize the huge gap between "high level" and "low level" players. I wouldn't be surprised if its 1% to 99%. Like I've said, most survivor players can't loop and many don't even know how to look behind them when running. For anyone to suggest this is a survivor sided game is just blatantly wrong.
I mean killer's harder to learn, and in high end play the survivors also have an advantage. The only time the killer has an advantage is if the player is so new they can't find or do gens.
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@Decagn said:
Just an example that I've tested a bit against people, No Mither + Soul Guard + Boil Over. Super frustrating for killers when you can run to a place that the killer can't hook you from because of boil over, and then you can get up again and loop them for a bit to get downed in that same spot, how is that not unfair?? not every map has this problem, but it's a bit silly that it's so easy to abuse.
I like that they gave attention to boil over, but I think they should rethink what they want to do with it, I saw someone mention an idea such as when the killer drops the survivor that has boil over, the wiggle progression gets increased +25% or something, which I think would be more fair.
I think the wiggle progress should be awarded upon protection hits instead.
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Eeh, it feels really slow for Deathslinger, I think the delay ought to be halved. That way there is a cost to faking, but it's not the equivalent of stunning yourself for a second.
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I think that Pig's ambush still needs some of the addons made to be base-kit. You either can make the traps stronger, or you can make your niche ambush ability usable which is a lot of wasted potential.
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Like, if they went and made it so you can see what other survivors are doing, and their loadouts I'd say that'd put them pretty close to what a SWF can do. Then they can balance the game with the higher coordination in mind rather than it being SWF = guaranteed win 80-90% of time if they just slam the gens and let someone wait on hook.
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Why not make it greatly increase gen/door progress if you're the last person alive? That way if hatch gets kicked you have the chance of getting out if there's a gen remaining.
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@WesCravenFan said:
I want to see a rework where Charlotte walks around trying to M1 people in bot-mode while you have Victor out. It'll never happen, but it would be cool.
I'd dig it. Dunno if the opposite can be done with Victor but it'd be neat.
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For Boil Over I think it should be made into a perk that requries teamwork to use, either giving yourself +wiggle progress when someone takes a protection hit, or making it give +wiggle progress when you take a protection hit for someone else.
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Just focus on bringing QOL changes to existing perks so that they're useful.
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/2778125#Comment_2778125
First of all the killer should feel powerful every match the games idea was to try to survive against an overwhelming threat. And second no one whined about the perk being good but creating a scenario where it is impossible to hook the survivor that's the stuff many people have a problem with just like many survs have a problem with how strong dms is only on artist and thats understandable
Just make it grant additional wiggle progression for protection hits, either as a selfish benefit or altruistic as in if you get hit someone else gets the wiggle progress.
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@dugman said:
A different thread got me thinking about Monstrous Shrine again, and I realized many maps have more than one possible location for the basement. What if one of the effects of Monstrous Shrine was that it made the map spawn both basements simultaneously? And for maps with only one possible basement, maybe it just makes hooks spawn closer together in general?
Would having a second basement be too powerful? Not powerful enough? Hmm....
I think that's a neat idea and could make a good perk out of it, another idea you could do is make it so unhooked survivors are inflicted with Broken or Deep Wound, could also make it a Scourge Hook perk, but also makes basement hooks scourge hooks.
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@Clevite said:
Yeah, we three gen'd ourselves on The Game against a nurse.
She refused to chase, so it took us 35 minutes to finish the game.
So much fun.
Yeah, that's a big reason to have the timer, to force the 3 gen to end.
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@White_Owl said:
Nobody likes extreme slugging, so that change wouldn't be very welcomed from the community.
Personally I would make it affect skillchecks (since if you lose a lot of blood you can't focus well), making them more unpredictable or something. That way it could open to some synergies with Huntress Lullaby and other perks affecting skillchecks.
That'd be interesting, I don't think we have any status that makes skill checks harder.
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@aztaszegyen said:
https://forum.deadbydaylight.com/en/discussion/comment/2776935#Comment_2776935
this sounds like a decent change i got to give it to you.
i still think it would mostly benefit swf and encourage more toxic plays, and it leaves out solo queue people for example.
but i 100% agree that mad grit or starstruck could actually be of good use in these cases.
I mean if you wanted to make it altruistic, you could make it so if you take a protection hit the person being carried gets the bonus wiggle progression.
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@Maliken said:
An easy solution would be to have the progress of opening exit gates automatically start regressing again when survivors let go of it so keeping it at 99 and then going around the map without any time pressure wouldn’t be possible anymore.
I like that idea a bit, force survivors to commit rather than delaying the game by slowly inching up the gate and then retreating to a boon to heal up or something.
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@NemeanXIII said:
https://forum.deadbydaylight.com/en/discussion/comment/2776932#Comment_2776932
No it would only make them only do gens faster and only focus on gens. No one would have time to play.
They already do that though if they want to win?
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@Kalinikta said:
https://forum.deadbydaylight.com/en/discussion/comment/2776026#Comment_2776026
You are trolling, because you are just trying to rile people up in a Us vs Them discussion without objectively looking at the feedback people are giving on the game. Once again you fail to go into the contents of the post you made. The reason why you avoid actually going into what people stated about those perks you pointed out is because you know that we are speaking the truth about the subject matter.
The only truth you make is that when people have negative feedback on a product they are more likely to express it. Therefore in a game like this the side with the most grievances to deal with will naturally have more to reflect upon. However, this has nothing to do with being a killer or survivor but the state of the game and the elements within it.
The reason those specific perks are complained about, shall I repeat:
Boil Over is such a clear bully squad perk that people don't want to face it and is why they are asking for nerfs. Go face such a squad and see how fun and enjoyable it is. It promotes and creates situations where the only option for the killer is to slug them instead of hooking them, which by all means isn't seen by many as a positive change. Overall it won't do much by most peoples account to the actual meta.
Circle of Healing did not change the meta it was a positive and extremely strong addition to it. Consider of the 16 perks survivors bring a total of 1 of them changed... a real shift in meta? Anyone that claims that it changed the meta is just wrong, it just gave the meta a boost. It also creates the need for killers to commit to chases, downs, etc. meaning more tunneling and camping as a result; hit and run isn't as viable anymore as a clear example. It makes resetting for survivors significantly easier and removes tons of pressure that killers built up and places it on them instead. The 25% nerf is cool and all, but it doesn't really change much of what makes it so powerful the what 4 seconds extra healing isn't that big of a deal.
Dead Hard is by all means most powerful perk survivors have, it is a general consensus to assume everyone runs it and often enough is the case. It has been the staple exhaustion perk for a very long time and with validation now is simply the best and strongest one. Even Sprint Burst which is a very strong perk is not even remotely present in comparison... guess why people complain about it?
DS is a bit to strong in the end-game but overall it isn't complained about because while it is strong, it sits in a pretty good place now and most people acknowledge that for the most part it is where it should be.
Yeah, any time a team has Circle of Healing it removes any pressure the killer has. They get old self-care again, and if they have a team they can heal almost as fast as you can hit someone. Outside of instant down effects there's not a lot you can do about it. The boon's radius is so large that they don't have to be anywhere near it to benefit, which leads to it working through walls and the like. The survivors will tend to boon in the most advantageous positions (something that a killer with hex perks doesn't get) and if you snuff it, they can reset very quickly somewhere else (another thing killers don't get), and each second of your time spent snuffing boons is four seconds the survivors get for free.
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I think they should just change it so that Boil Over requires your team to take protection hits for you to gain it's benefit, rather than falling from heights. That way it sort of synergies with Breakout, but it also requires some coordination on the part of the survivors rather than it being a free benefit that you get just from standing in the main building. It'd also give it more counterplay in regards to Mad Grit and Starstruck, whereas the current strat is basically play Pyramid Head or slug.
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@NemeanXIII said:
https://forum.deadbydaylight.com/en/discussion/comment/2776869#Comment_2776869
DBD has a unique experience where it's not burdened by time,and it would kill the immersion from the game.Also it's already a game where almost every second counts.Most great matches take roughly 22 to 30 minutes and those are the really good matches.
This falls into the category of having in game comms which is a really bad idea,people get really upset when some writes the kysl messages,someone psychically might be worst or racial slurs get thrown around no thanks.
It's just a video game not the end of the world because you we're blocked awhile just DC or go do something constructive in the meantime.
I think some time pressure on the survivors might be a decent thing, it'd put pressure on survivors rather than the current tactic where survivors boon in the corner of the map and get fully reset for free while the killer has to wait by the gens if they're on the last 1-2 (which is common due to how fast gens can fly).
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It really depends on the map as to how survivor sided it is, as generators have fixed times to complete that doesn't scale with map size. This means that any killers put into a large map need to have either a strong ranged option or a high mobility option, if they don't they lose a lot of time for free on survivors, as each second the killer has to spend going to a gen is four seconds that the survivors get. Doubly so if it's a large map with little cover, you can see the killer from a mile away and move to hide or move to a safe tile with plenty of warning in advance. This might cause issues with high mobility killers like Blight and Nurse, but they already dominate the meta as is, but that might be a necessary sacrifice to make other killers viable for large maps.
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@Masterninja said:
I like the healing regression.
I think that's better, it'd give it some counterplay to 99% your heals. I do kind of think it ought to be merged with Mangled and just have the healing regression. Even with the healing regression Mangled would probably still be better in any case that doesn't involve Resilience.