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SOULWARRIOR71K

SOULWARRIOR71K

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  • @HoopyK1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3137695#Comment_3137695

    You would also write something like don't like the game don't play it. I'm on the forum to give my opinion on the killer. One specific killer, with one specific problem. I don’t want to play killers, I don’t find it interesting and fun, especially now, when half of the survivors don’t play, they leave the game from the start and, in general, they can’t do anything to the killer. Legion turns the game into a simulation of healing and genes. And I'm not the only one who thinks so. But if you never understood why people write that someone is boring, then here's the reason: the players want to speak out to the developers about their position.

    Please explain the difference between sitting on a gen vs mending lmao. It’s the same effort just a different animation.

  • If you don't enjoy doing gens, why don't you just play killer? I'll never understand when people say "xyz killer is boring" considering the fact that you are actively choosing to play the more boring role every game lol.

  • @CodeDB said:

    https://forum.deadbydaylight.com/en/discussion/comment/3136835#Comment_3136835

    I don't know if you just skipped my last paragraph but I SPECIFICALLY mentioned Boil Over and CoH? Why would I find examples of those when the point was to show that for every remembered correct prediction, there are at least an equal amount of incorrect ones?

    I'm literally just pointing out hindsight bias to help explain why you may feel people ignore your obviously correct opinion on OP perks.

    I missed what was in the parenthesis. My apologies.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3136791#Comment_3136791

    Can you define "the average team", please?

    Because on my definition of the average team, no, they cant, and your statement is false. But i think it hinges of the definition of what an average team is.

    Survivors with about 300-500 hours. If after that many hours they still don’t do gens, it just means they are garbage at the game. It does not take being in a swf to play in a competent manner. It’s generally bad players that are the real issue.

  • @CodeDB said:

    https://forum.deadbydaylight.com/en/discussion/comment/3136423#Comment_3136423

    Because this comes up every PTB and it misses as often as it hits.

    https://forum.deadbydaylight.com/en/discussion/comment/2814038

    https://forum.deadbydaylight.com/en/discussion/comment/2832281

    • Here are complaints about Boon: Dark Theory.

    https://forum.deadbydaylight.com/en/discussion/comment/2158002#Comment_2158002

    Here is a complaint about Lucky Break.

    https://forum.deadbydaylight.com/en/discussion/293795/overcome-is-too-much#latest

    Here are complaints about Overcome.

    https://forum.deadbydaylight.com/en/discussion/242302/small-game-open-handed-changes-are-swf-buffs

    Here are complaints about Small Game and Open Handed getting buffed. Neither have been changed since that PTB and I don't think either have come close to cracking the meta.

    Seriously, go back through the PTB Feedback Archives and you will find 100s of doom and gloom predictions that never actually changed the game once they went live. Sometimes they are correct (such as Boil Over or Circle of Healing, as you pointed out) but both of those were nerfed (or multiple nerfs) shortly thereafter.

    People disagree about this one because its not 45s gens at base just be equipping a single perk. Its stacking 2 perks, charging one of them for 2 minutes, reliably hitting great skillchecks that continue to get faster, plus using up a toolbox with add ons for a single gen.

    I noticed how you conveniently left out the actual examples I used lol. The PTB versions of COH and Boil Over were clearly busted and survivor mains still defended them. And what happened when they hit the live server? Abused immediately. If it means easy wins, people create the builds to do so and will happily teabag and click at the gates when they do it.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3136423#Comment_3136423

    Why is it that every time a survivor perk is nerfed, people complain about other perks,that were not considered op before, but people just pretend otherwise and simply attack the next best thing survivors use? DH nerf, Boil over nerf, DH, etc. We have seen this time and time again.

    If it can be used, it absolutely will be complained about until it gets nerfed. If you play against people who can stack slowdown perks and end chases fast, it is unwinnable for solo survivors.

    The difference being your statement is false. An average team can power through any gen defense and still manage 3 man escape. If gens are consistently able to be completed in 40-50 seconds, it’s not enough time for a killer to keep up. But yes, let’s pretend it will be healthy for the game.

  • @youshisu said:

    https://forum.deadbydaylight.com/en/discussion/comment/3136423#Comment_3136423

    boil over does not work too often, it saved me only few times

    Not the nerfed version you have now. I’m referring to the pre-nerf version that was absolutely busted and of course swfs abused it by sending killers to RPD (and ran to the library where they would be unhookable).

  • I love when people say “it’s not that good”, yet we see the perk almost every single game now lol. It’s not that it magically got better, it’s just that most people weren’t running it. Now I see 2 survivors on average with it.

  • I’d be in favor of a surrender option for the killer during EGC. If there are 3/4 survivors alive, I really don’t feel like being forced to hit them because they just want to teabag until the last second. The game is already over. They are in no danger of being hooked. I would rather be able to end the game and move on the next one.

  • Why is it that every time that a survivor perk is called out for it's clear potential of being OP, people still pretend otherwise and defend broken garbage? COH, Boil Over etc. We have seen this time and time again. If it can be abused, it absolutely will be abused until it gets nerfed accordingly. If you play against people who can hit the skill checks and gens fly that fast, it is unwinnable for the killer.

  • @Zexbunny said:

    Gen Regression perks are a tad oppressive at the moment. Or at least, some of them are. 

    Old Hex Ruin was a very strong perk, but it was also a pretty fair perk. It had simple counters (Don't leave the gen or cleanse the totem). It was high risk, High Reward for killers. And while it could be oppressive at times, I don't think the reduction it received was fair. Especially with the condition that it goes away as soon as one survivor is killed. I think it should be reverted somewhat. Ruin should regress generators at 175% speed (a reduction from before, but not as significant), and when one survivor is dead the survivors will see the aura of Hex: Ruin from a distance of 28 meters. This would return the perk slightly to form, while still making it a weaker version of the old perk.

    What made Hex: Ruin so well balanced was that it lacked synergy with so many other regression perks. You couldn't use, for example, Pop Goes the Weasel while Hex: Ruin was still up. In the current Meta, the meta regression perks all have synergy with each other and in lieu of chase perks, or other interesting perks, a killer can run 3 or 4 regression perks in order to gain control of the game (especially when only 3 generators remain). With the new meta regression perks (Call of Brine, Overcharge, Eruption) they all have synergy with each other, and provide useful information as well. Something Ruin never did. 

    To remedy this, I would suggest making a few changes:

    -Call of Brine and Overcharge should no longer stack. They are strong enough on their own, but together they can be oppressive (especially against solo queue survivors)

    -Call of Brine should remain at 200% for 60 seconds, but should only be able to apply to one generator at a time. 

    -Overcharge on the other hand should be reduced to 150%, but can be applied to multiple generators at a time.

    -Eruption should only apply to the last two generators kicked. It should also only apply the incapacitated status effect for 16/18/20 seconds (still higher than before, but lower than it is now). In exchange it should lose the cooldown entirely.

    -Pain Resonance and Dead Man's Switch should not have synergy. To remedy the issue with Merciless Storm, Merciless Storm should only apply skillchecks for a set period of time or until the generator is completed. Dead Man's Switch can then be reverted to its older numbers.

    -Oppression, on the other hand, should be buffed. Its cooldown should be reduced to 80/70/60 seconds, and missing the difficult skill check should cause 10% regression to the gens being worked on.

    -Gearhead should also receive a buff, removing the condition for hitting a survivor. Instead, it should simply show you the aura of any survivor who hits a great skill check for 6/8/10 seconds. 

    The idea behind these changes would be to give killers options, while taking away some of the synergy these perks have. The regression as it is can be a bit oppressive, and I think this would work toward making it less oppressive while still giving killers good perks to work with. For example, Call of Brine and Overcharge would still work together -- it would regress at 200% for 60 seconds, or until you kick a different gen. At which point overcharge kicks in and regresses the gen at 150%. Stacking the regression is a tad too much. Especially when you can stack Eruption on top of that and pop or Surge or Pain Resonance. 

    Thank you for your time. And I hope you'll take some of these ideas into consideration for the future

    Killer mains don't want weak perks that basically do nothing. That "tad oppressive" argument is what got Ruin nerfed into obscurity. At this point, why not just suggest a perkless mode for both sides and call it a day lol.

  • @Onyx said:

    I just want map offerings removed, I hate how much power they give to players to rig a game in their favor if they so wish. Oh, you're a Huntress? Why bother with the map RNG when you can just guarantee yourself an open map? Or, are you a SWF? Why not just send you to like Gideon or whichever map your squad is comfortable with to have an easy win? They are so exploitable, I don't think players should be given the option to either ban or force maps. This part should remain totally to the RNJesus as to not give people advantages.

    Completely agree. Map offerings need to go. You wanna play some overly survivor sided map that your swf practices on everyday? Great go do that in a custom match.

  • Translation: I only want to play against low tier killers that are easier to BM at the exit gate.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3126908#Comment_3126908

    People lost their minds because solo queue was left in the dust. Every suggestion around buffing solo to swf level and killers around that all stipulated that it should happen at the same time. Killer buffs and solo buffs should happen simultaneously.

    We both know that's not what happened.

    The number one reason for solo queue being bad is bad survivors. If survivors collectively play the same way they do when they play in swfs, it wouldn’t be so bad. Do gens, save teammates when you can, be willing to trade etc. it’s still the same game we all play every round. The only difference is that the weak links in solo queue cannot be carried by their swfs and as such weigh the whole team down. But somehow I’m supposed to believe that all we need to do is buff solo queue and then survivor mains would accept buffing every killer up to A/S tier to compensate? Lmao it’s laughable. If all killers were that good your solo queue experience would still suck because you’d still have bad survivors but against stronger killers.

  • I’m sorry but I find it totally disingenuous when people say buff solo queue to swf level and then buff killers to compensate. What swf level killer buffs are survivors willing to accept? Killers can kick things 10% faster and whole 10 seconds were added to gens, and people lost their minds. I find it very hard to believe survivor mains would be cool with killers being buffed to A and S tier only in order to compete with swf like squads every game lol.

  • At some point I hope the community finally accepts the fact that match making isn't the problem. The problem is that most survivors are not that good without having swf and second chance perks to carry them. There's never going to be a scenario where they devs just put all of the new/bad players together and only have "good" players matched together because there is currently no real way to tell them apart. Solo queue results and swf results are held equal as far as we know. Until they have a way to differentiate individual contributions, the system will not be able to properly match mixed lobbies. Plus the other consideration is that most killers will not enjoy playing against 4 equally skilled survivors every match. Having weak links is a major part of what makes playing killer remotely tolerable in the first place. 0k-2k every game would not be fun for most killer mains.

  • Can we please stop saying Thana will still be good on Legion/Plague? How much of the game do they really have all 4 survivors injured for a significant amount of time? The perk is literally garbage tier if only 1, 2, or 3 survivors are injured (and stay injured long enough for the 4th to get injured). 3 survivors injured = 5.4 extra seconds on a gen that starts from 0 lmao.

    @gldetonator said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109282#Comment_3109282

    I used to think survivors were more boring when it came to crying than killers, but now I see it's on the same level. It's obvious why Thanatophobia was nerfed. I don't know about you, but the highest rate of use was in Plague and Legion, with me I even saw Nurses using it. The nerf was well deserved, as it is being impossible, especially for SoloQ players, to make generators and have some win rate. Just stop crying and learn to play the game with no progress delay perk.

    That last sentence says it all. "learn to play the game with no progress delay perk" - translation: Pick nurse/blight or enjoy losing all gens in under 5 minutes because survivor fun is all that matters lmao.

  • It will still suck on Legion/Plague. They are reducing its effectiveness by an almost 3 to 1 ratio. The slowdown you get from injuring one survivor now, will require having 3 injured survivors to make up the difference. Not to mention, if a survivor dies, you are capped at 6% slowdown (vs 16.5% now). This is basically what they did with the ruin nerf. The slowdown will be so minimal that it won't be worth wasting the perk slot for.

  • @dugman said:

    One thing that seems kind of significant on this new version of Thana that was just announced is it doesn’t give the 12% bonus after someone is dead. Here’s the description

    Thanatophobia will be receiving a rework in the 6.1.2 Update: Each injured, dying, or hooked Survivor will now provide a 1/1.5/2% action speed penalty. If all four Survivors are either injured, dying, or hooked, Thanatophobia grants an additional 12% penalty to Survivors’ action speeds.

    Notice it doesn’t include “dead” in the last sentence. So once a survivor dies Thana becomes capped at a 6% total penalty. Compare that to the current version which caps at 16.5% slowdown with one survivor dead.

    This is a big deal in the late game when it become a 3v1, especially against Legion and Plague who have an easier time keep the last three survivors injured. This new version might make coming back and finishing the last gen with three survivors noticeably less painful when facing one of those killers with this perk.

    Yep. This change will effectively kill the perk for the majority of players (which is what survivors really wanted so I guess that's a win for them). Right now one injured survivor gives you 5.5% slowdown. Now you'll need to have 3 injured survivors just to get 6% slowdown. And if a survivor is dead, you are capped at 6% as you said. Another dead perk ftw!

  • As a legion main, I think this perk will be trash now. Currently, 3 people injured = 16.5% slowdown. After this patch, 3 people injured = 6%. You will have to injure 3 survivors vs 1 now just to get 6% lmaoooo. Yeah this a "fair" change alright. I genuinely don't understand the purpose of having weak perks in the game. If you don't want people to use the perk, just disable them lol.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3090147#Comment_3090147

    So survivors adepted new meta and they are playing around? Was not that what killers keep said: Adept bro, learn to play without crutches bro.

    So survivors are knows now, the best way to escape: Genrush and get heal with Adrenaline. Now this is issue too?

    You are seriously still complaining after all of these buffs?

    Survivors aren't adapting to a new meta. They are merely playing same meta on steroids. Gen speed increase, exhaustion perk, endurance perk, second chance/healing perk. it's the same as it's always been. It's just more annoying since multiple people are running Prove Thyself/sprint burst. You say "after all these buffs" as if all of said buffs aren't negated by survivor perks lol. 10 extra seconds on gens? No problem. Prove Tyself. Can't dead hard for distance? No problem. Just sprint burst away the moment you hear a terror radius. Just got unhooked but aren't even being tunneled? No problem. Go body block with off the record. It's funny that people are really listening to the noise survivors are making about the patch without actually looking at how the changes are playing out in real time lol.

  • @ModernFable said:

    https://forum.deadbydaylight.com/en/discussion/comment/3089254#Comment_3089254

    @SOULWARRIOR71K

    If it was just the opinion of a single individual or even just a vocal minority of the community, then perhaps camping and tunneling could be dismissed. However, Behavior themselves have as recently as this patch, attempted to address camping and tunneling. So making suggestions on how to better do that is perfectly logical.

    You cannot address things by just penalizing one side. They should incentivize/reward not camping not punish it. No solution should involve a mechanic that survivors can simply abuse ie hook timer freezes based on distance etc.

  • @Chaoxide said:

    https://forum.deadbydaylight.com/en/discussion/comment/3089254#Comment_3089254

    Its a skill issue?

    So example I loop a killer for 4 gens and then get face camped by huntress or Billy, thats a skill issue?

    You're literally that one dev guy who said its not skill unless you escape lol

    If you loop the killer for 4 gens and your teammates leave you, who's fault is it? If you went down earlier, it would actually force them to either try to come and get you or run the risk of you dying with 2 or 3 gens left and then guaranteeing the killer a 2k-4k. At some point people need to realize the game isn't designed to reward only 1 teammate having interaction with the killer while the others never have to engage in a chase or save. So yes, it's a skill/planning issue on your team's part. They obviously prioritized their own escapes over yours lol.

  • @Sally_S_gay_son said:

    I am a solo queue player and after the initial shock has passed idk if it's was the placebo effect but games feel pretty same again

    gens are flying against likes of sadako, Myers, clown etc

    fellow nurse mains still tryharding with the usual starstruck build plus little thana in there and people dying at 5 gens

    camping bubbas

    surprisingly I had 0 legions today

    people are doing gens again, each match at least one prove thyself, bad killers are still tunneling hardcore but at least they only get 1k out of it since people are not giving up that much and are hanging in there

    I am happy to report Survivors are also remembering that Sprint Burst is amazing, at least 2-3 every match, I myself have been running vigil+sb to some amazing results, legit escaped against Myers just now with 99ed sprint burst and made it to the door (dead hard would not be able to help me there)

    Once this dc pandemic is over and people find new thing to complain about I think we will move on from this solo queue is 100% dead narrative

    Exactly. Once people realize all you really need is an exhaustion perk (Sprint Burst/Lithe), Prove Thyself, an endurance perk, and another perk of your choosing, the meta will go back to feeling close to the same as before. Do gens, help your teammates when you can, and play smart. It will be okay lmao.

  • @ModernFable said:

    https://forum.deadbydaylight.com/en/discussion/comment/3088887#Comment_3088887

    @SOULWARRIOR71K

    Attempting to address the seemingly facetious commentary:

    1. Is not a argument for anything, getting downed is a nigh inevitable part of DBD
    2. The point is to have mechanics that address unfun strategies built into the game regardless of how you play, what you play with, or who you play with
    3. DBD is largely a game where the likelihood of teammates assisting one another is slim, because individually escaping is not dependent on the group at large escaping
    4. Very difficult to avoid first person here but: I play killer more than I play survivor. That does not mean the survivor side should not fun. Both sides should be fun most of the time.
    5. See responses 1-4, then proceed to response 6
    6. See response 4.
    1. so you accept that certain aspects of the game are inevitable? Good start!
    2. "Unfun" strategies do not need to be addressed just being you find them unfun. If I said "swfs should be removed from the game because they are unfun to go against", would you accept that argument? I think what you mean to say is "I don't like getting eliminated from the game early and as such, I want the game to protect me from getting eliminated early".
    3. This is a skill issue. There is nothing stopping survivors from cooperating or playing efficiently. You don't need autopilot mechanics to accomplish this.
    4. Survivor being "unfun" is subjective. and from my first person experience 9/10 times that a survivor says they aren't having fun is because they can't bully the killer lmao. In an asymmetrical game, it is inevitable that at any given point, one side may be having fun at the expense of the other side. But to suggest penalizing strategies we don't like, makes no sense. Teammate getting face camped? Slam gens and body block if you can. But no, let's not come up with counter strategies. Let's create mechanics that will 100% be abused. Makes total sense lol.
  • @WantToKnow said:

    In every game I played today (first time after update) the gens were rushed like hell. Usually I got one kill (/~6hooks) or near one kill with 2 gens left but now I have often only 3 hooks. I never camp or tunnel if I dont have to, but now it feels like this. Everyone runs now Prove Thyself. To counter this I run 2 regression perks, but it feels like its doing nothing.

    Second thing is the survivors feel faster because It takes more time to catch up. If a player runs Hope, I cant catch him in a straight line. I dont get Bloodlust faster and the game likes to end the chase for no reason.

    Is it only me or has somebody else the same feeling?

    (I dont want a killer buff or smth else, just curious)

    As you said, more people are running Prove Thyself (which will help them power right through those extra 10 seconds). Also, gen regression/slowdown is and has always been a joke against coordinated survivors (kicking gens still sucks because of the time investment required to walk to gens). If 3 survivors focus on the gens while the other one is chased, you will lose gens and have to rely on late game mistakes to catch up. Now also add in to the mix that 3/4 survivors will be running Sprint Burst or Lithe, your chase time will be just as long as it was before the patch.

  • Here's a few solutions that you can take advantage of right now:

    1. Don't get downed
    2. Bring perks to counter
    3. Have teammates body block for you
    4. Stop using bad teammates as an excuse to overbuff your role (you don't need to be in a swf to play efficiently - the truth is most survivors are carried by swfs and are average/bad on their own)
    5. See steps 1-4 then proceed to step 6
    6. Play killer and be the change you want to see ie don't camp or tunnel
  • @JibbyNeutron said:

    https://forum.deadbydaylight.com/en/discussion/comment/3086782#Comment_3086782

    The so called "new meta" is only seen on survivor side with fully destroyed old school meta perks. Killer sides meta is still 4 slowdown. Yes, you dont need 4 slowdown, you can stomp with 0 Slowdown perks and be creative. Doesnt change the fact that 4 Slowdown is still the strongest Killer loudout in the Game rn and sweaty mid to high level Killers will use that combo.

    Also, what happens when we get stuck and start seeing the same 6 perks over and over again aka "stale meta" 2.0? we gonna do another meta shakeup aka Failure 2.0?

    Stale metas is nothing wrong about it. Every Game has it

    But against a coordinated swf or a competent group of solos, slow down is basically a myth. They can still power through gens while you get 2 or 3 hooks. If you put aside the top tier killers, the games are still basically the same for all the others. If most survivors could play efficiently without playing in a stacked swf, I promise you no one would think 4 slowdowns matter. The issue is that skill level varies very widely among survivors.

  • @AngryHobo2 said:

    The main issue with the solo survivor queue is just a lack of coordination around the objectives. If you're a solo Queue survivor, my advice is to bring Kindred and then just rush gens. If you see someone get hooked and don't see teammates going to help with Kindred, then go for the save yourself, then heal, and get back to gens.

    And the solo queue players who do this can still win just like a swf can. That's why I believe the difference between swf/solo is due to the fact that swf straight up carries average survivors because they always have the benefit of knowing their teammates will be on gens and not hiding in a bush lol.

  • @Xendritch said:

    I do sort of feel like this patch highlighted just how impactful map size is, on coal tower or midwich this patch can feel rough for survivor but on red forest or springwood it feels very similar to last patch.

    It'll never happen but if you want true balance map sizes need to be normalized instead of the grabbag it is now.

    Spot on. I think map size is a driving force behind why some matches as killer feel like trash. It's not even that gens pop too quick, it's that it takes too long to get something going on these maps. But I don't think making all maps smaller is the answer either because then it will just skew in favor of killers.

  • @JibbyNeutron said:

    Balance will NEVER EVER be achievable in a game with over 20 maps, over 25 Killers, 540 Addons, 250 Perks etc.

    We should sure try to be balanced, but we wont get it. However, this patch not only failed balance wise (its out of balance compared to pre patch) but also killed the entire fun of at least 1 side (for me survivor aswell as Killer is boring now).

    FAILURE PATCH

    We also again losing hundreds of players daily since the patch. Around 3k on steam at least

    I actually like the fact that this patch is making everyone change up their loadouts. However, I think the "new" meta will settle relatively quickly for both sides and it will basically be back to prepatch gameplay.

    That being said, I think the devs do deserve credit for trying to shake things up.

  • @deKlaw_04 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3076976#Comment_3076976

    Yes but people predicted that after dead hard got nerfed that lithe and sprint burst would be complained about since they would be used more

    But I wasn't complaining. I simply asked for tips on how to work around it. you know that old trying to "get gud" thing people yap about. I must have bumped my head thinking coming to the forums to ask how to deal with something was a good idea lol. But I already got a good suggestion with fearmonger and it actually worked very well in the last game I just played.

  • @MikaelaWantsYourBoon said:

    Mind Breaker is good perk to counter exhaustion perks.

    thanks for a quality non defensive response. Mind breaker/fearmonger is a good suggestion. Thanks!

  • I didn't say anything was wrong with the perks. I asked for tips to work around them. I'm confused by your response lol.

  • I forgot about mindbreaker. Might have to give that a try.

  • Also pretty sure it's the second one. That being said, I don't think it's even worth stacking it with brine anymore since the combo's effectiveness was reduced by over 40% (500% down to 300% with a slower starting build up). And it's outright garbage on it's own because it starts slower than a normal kick for 12 seconds and will still need another 18 uninterrupted seconds to get to 200% regression speed.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3045516#Comment_3045516

    Good luck controlling boons when there are multiple booners in a match. If your able to do this, stop gens progressing and keep survivors injured, I’d like to know your tips.

    https://forum.deadbydaylight.com/en/discussion/comment/3045070#Comment_3045070

    I might have misunderstood, but what do you mean? Perks aren’t meant to benefit the other side.

    Only tip they will have for you is to play survivor like them lmao. Nobody who plays killer at least 50% of the time will make the argument that snuffing boons and defending gens at the same time is in the killer's favor. It's a lose lose situation. Free heals, free gens or sometimes both if you wasted time snuffing the boon only for it to be put right back up and a gen pops in the meantime.

  • You are saying COH is good for the game when in reality it isn't. COH is an overpowered tool (hence the nerfs) that only benefit survivors and make the game much more unenjoyable for killers (again hence the nerfs).

  • @PaintedDeath said:

    CoH and boons in general serve as a great tool in the hands of experienced survivors versus camping killers.

    CoH creates a veritable "base" from which the survivors can send out excursions out into the killers territory. They provide an area to fall back to, to heal and resupply for the next push into the killers territory. If the killer wishes to end this little problem of theirs, they are forced to physically move to another part of the map, relinquishing their pressure and control of the map from the area they are camping.

    CoH coupled with Exponential are incredibly powerful tools to grouped survivors, especially if the Killer crosses into the Survivors "territory". Slugging becomes a problem, and hit and run tactics become difficult as well. This part of the map becomes incredibly powerful for survivors and any killer not dealing with that boon has his work cut out for him.

    Silent step is also great for losing the killer. In a multi-tiered area like The Game, the survivors can literally run around and only be concerned with making to much noise. Juking the killer becomes almost a trifling affair.

    Shattered Hope can destroy this game play, denying Survivors critical areas of the map to fall back and regroup at. Any Killer who tries to focus on a later game set up, such as Trapper etc, can make an excursion across the map worth his time.

    You should change the title from "good for the game" to good for survivors. Nothing you described is a positive for the killer lmao.

  • The people defending this feels like when people were defending the original version of COH. Survivors being able to aggressively take multiple hits even when the killer is not trying to go after them is not healthy for the game (80 seconds is way too long). The truth of the matter is that the people defending this type of stuff just want easy games where they are almost never in real danger.

  • Was a Freddy main but switched to Legion after their update. Switched because Freddy sucks more.

  • @GingerBeard said:

    https://forum.deadbydaylight.com/en/discussion/comment/3030592#Comment_3030592

    Which is why as far as nerfs go I actually like it. Its basically guaranteed to be cleansed before you can kill a survivor so it doesn't actually nerf it too hard. Don't get me wrong, even if they didn't nerf it I still wouldn't use it as hexes are too unreliable. Since they want to nerf it though, I think this was one of the better ways to go about it.

    Again if it cleanses itself what is the point of it being a hex in the first place? They may as well have put it on a timer as opposed to "oh we know hexes get cleansed 60 seconds or less into the match most games, but just in case you do well enough to keep the totem up, we will make sure it doesn't give you too much value as a reward (in addition to the fact that regression speed is now back to the trash tier level of kicking gens)." Like what??? lol.

  • @GingerBeard said:

    I'm fine with the fact that ruin deactivates when one survivor dies. I actually really like this change and would have stopped there. The additional nerf to the regression speed does feel like overkill.

    The deactivation makes little to no sense either considering survivors can cleanse the totem at any time (and most times this happens before you get any real value out of it anyway).

  • Yeah it makes zero sense to keep this as a hex perk. Temporary normal regression (technically worse than kicking the gen since you don't get the 2.5%) for the 1-2 minutes it might stay up and then self cleanses if you are doing well? It doesn't make sense. The reason 200% regression speed mattered was because the regression wasn't undone in a split second. Too be honest, i don't know why Ruin had to be nerfed at all. It's a hex perk that can be removed almost immediately anyway. Now survivors don't even really need to bother cleansing it because the regression will be so slow and by the time they have to care, it will cleanse itself anyway lmaooooo.

  • I mained Freddy exclusively for years until the recent Legion update. Freddy is worse and more boring in my opinion. With Legion, I run mural sketch and sleeping pills every game. For the most part, I can get the 5 hit frenzy down about 3-4 times a game. Yes against high level swfs, you will most likely lose but that goes for almost every killer in the game if they don't make many big mistakes. The only thing I think I'd change about legion is that their frenzy should last at least 5 seconds longer by default. If you don't run the addons that I mentioned together, it's pretty much impossible to get the 5 hit frenzy down because survivors are usually split up too far apart.

  • @cybermonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014280#Comment_3014280

    I'd be all for offerings getting removed if the map rotation was even and didn't keep spitting up the same 3 maps over and over again, and often times the same map 4 times in a row. At the moment offerings are helpful to have a break from that.

    My issue is that map offerings are almost exclusively used to send killers to survivor side maps ie the game, cold wind etc. If maps were balanced that would be one thing.

  • @Mooks said:

    The problem with map offerings is that they are all green and the more there are the less likely it is to get one specific in your bloodweb…

    i hope we will see some kind of rework of offerings in general where map offerings could get their own rarity so stuff like BPS don’t get rarer the more realms they add..

    A nice rework to offerings would be for them to not exist at all. 9/10 times people play offerings so they can have a one sided match in their favor.

  • Okay so we are really going to pretend it’s a coincidence that they always seem to “remember” at the 6 second count down mark? Got it.

  • @[Deleted User] said:

    This is just another post that once again shows there are too many people playing this game that take things was too serious and personal. If one person in the lobby switches at the last second, most of the time I bet it is that they forgot to switch out and it's not some nefarious scheme.

    No one “forgets” to switch to a flashlight and does so at the 6 second mark of the count down lol. They do it to avoid lightborn. Franklins, or the dc.

  • @dspaceman20 said:

    There have been many suggestions about balancing maps to be more fair and I agree (even I agree some maps can get really ridiculous) I see many say get rid of safe pallets but are people also in favor of removing really pointless and unsafe pallets? I don't think they are too useful and most of the time I'm feel I'm better off just not throwing them.

    What do you think?

    As others of said, definitely in favor of getting rid of most god pallets and replacing them with pallets that actually have a mind game. Those “you must break or you can’t get around/catch up” pallets need to go. If this is supposed to be a skill based game, there should only be a limited number of no skill required resources.

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