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  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091847#Comment_3091847

    Oh I agree you should be able to level up a killswitched character, but if the option was no killswitch or no levelling (which it shouldn't be but often for some reason is) I'd still prefer it to be killswitched.

    I agree, I am just salty because I grinded 2 mil bp to prestige clown to unlock his perks and now I can't because some *insert witty insult here* wanted to exploit a bug

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091823#Comment_3091823

    I'd much rather we have something gamebreaking killswitched than in the game so people can continue to use the gamebreaking exploit. Bugs happen, it's best that these bugs cannot be used while they are fixed.

    I am fine with that, what I am not fine with is not being able to buy perks for a character that is broken in matches, not in the bloodweb.

    What I am not fine with is not having an ETA of roughly expected fix.

    What I am not fine with is not having some kind of compensation such as BP, shards or whatever.

  • @M4dBoOmr said:

    so I cant play my "main" for a couple of weeks ? and not even spend BP ... jesus

    Yeah, it's borderline ridiculous that this inconvenience is to last more than 24/48 hours. People paid for that character, and his perks, as well as for this game

  • Completely agree.

    If killers would then dodge so be it! Let killers chose their fights and come against a 4swf prepared perk and addon-wise.

    You cannot force killers to play unfair games, survivors can suicide and killers cannot give up.

    Either we allow killers to give up or we allow them to lobby dodge swf.

  • Nice idea, I like how it makes survivors make a choice about losing time as well as being a direct nerf to multifloor boons.

  • Killers don't deserve a 4k every match and that is true.

    However survivors don't always deserve to escape. CoH creates situations that the killer can't really do anything about.

    Imagine a 3-gen, being a situation that is the survivors' fault. A killer used to have the advantage in those situations because he could put preassure on survivors, injoure them and go back to guard gens forcing the survivors to coordinate and take the gens at the same time using the slow regression speed to their advantage.

    Now survivors can just tank the hit, run to the other side of the map, heal at a boon and go back. No coordination at all, the situation now is no longer in the killer's favour as he can't leave the 3-gen to find the boon (that can be relit) else he loses, nor he can commit to chases else he loses.

    A situation created by the survivors' mistakes now is an advantage for them.

    That perk is just unhealthy for this game.

    Not to mention how it killed hit and run strategies and killers.

  • @Erendriel_00 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2880284#Comment_2880284

    But I think this (or something similar) would make it more fair for both sides, the survivors aren't as predictable, but they can't abuse one totem in a good side of the map.

    The only ideas I have to nerf boon perks would be this or giving the perks a limited amount of tokens and use a token each time they bless, like distortion (but I think this would be a bit boring idk)

    A token system would be great, but could nerf other boons too. The problem is only CoH, not boons in general.

  • @dugman said:

    FYI The Boil Over nerf is still pending for the next update.

    Good to know, I thought the update was live already

  • Old legion had to hit you like 4 times in frenzy to down you, I don't think that part of it was bad.

    The problem was that the deepwound timer was going while you ran (it paused only during chase and people would moonwalk legion to not trigger the chase).

    Another problem was the infinite mending glitch that allowed you to make people take literally forever to mend via an add on combo.

    Now that both these problems are solved (deep wounds pause while running no matter if you are in a chase or not and the glitch is solved) I would revert to old legion.

    It was a killer that had to hit you several times in a chase to down you, simple power yet fun to use and face.

    Sadly we'll never get it back

  • @NoOneKnowsNova said:

    What a brilliant idea, let's punish people for playing with their friends!

    The problem is not people playing with their neighbours or childhood friends, the problem is people starting a lobby with other people recruited via discord to fill a role and make a lobby. It's not just friends chatting, it's strangers that met on the internet with the sole objective to play more optimally via using comms.

    That does not define as friend.

  • The looks and feeling of the map is great and I really hope the realm will be used for other layouts.

    However the map is absurdly unfavorable to many killers.

    Brightness and lack of vegetation makes it hard for trap based killers.

    Size makes it hard for low mobility killers.

    Inconsistent bush textures make it hard for blight to bounce or for bubba to use his chainsaw without starting his tantrum.

    The top floor has an overpowered totem spawn on the balcony that can pretty much boon the central point of the map and at least 2 gens.

    Basically those who can do well there are only high mobility killers (with an if on blight) and ranged ones (given the latters also being crippled by the size of the map and their own low mobility so basically only the artist, which makes sense as it's her map)

  • Play for what you want to play for, have your own objective and your own rules. Nobody can tell you anything, disable chat and have fun. This game is a game you play for your fun and yours alone

  • I agree with Dino7281, this problem is about Circle of Healing alone.

    It's like when old ruin came out and people blamed hexes. The problem is that one perk, not the whole perk kind. Nobody can seriously call exponential or shadowstep op (strong in the right niche sure, but not op)

    my take is that circle of healing should either boost healing speed or allow self healing, not both.

    I would even be fine with both effects existing if those were two separated boons and therefore taking up two perkslots.

    Either that or reducing the range and making the effect only stick to the same level the totem is on, making good spawns not cover multiple floors.

  • I only really saw 3 in my life (at least blatant ones).

    I have instead being called a hacker for simply making lucky guesses, good use of headphones or good plays. I do believe that there is a lot of alarmism about hackers while sometimes it's only things that seem odd from out point of view.

    Like streamers calling out streamsniping in every game they get outplayed etc.

    (of course flying killers and teleporting survivors exist but again, I believe it happened three times in my life and I have like 1500 hours in)

  • any chance to update it with the new maps? love the work

  • I do agree that frenzy needs a rework but this might not be it.


    The killrate and pickrate of the legion isn't actually bad so the killer isn't weak nor boring as people play it and have good results with it.


    This means that little should be touched if anything should be touched at all.


    I would rework the deep wounds mechanic as it is not threatening at all as it stops while you mend, it stops while you run etc. But this is not something about frenzy, it is also something about deathslinger, borrowed time etc. It makes little sense that running stops you from bleeding dry.

  • You didn't even list poor wraith in the stealth killers :c

  • 1) A killer mechanic that allows him to take the look of a survivor. Could be a new kind of stealth killer, something that could go without red stain and terror radious. It could be either a normal human killer that "masks/unmasks" or a paranormal polimorph killer that takes the look of a specific survivor after having stalked it or downed it, maybe on a cool down.


    2) A killer mechanic to go on all fours and be able to climb on walls and over loops, the bad part would be the lower point of view and its consequences.


    3) A survivor mechanic that would allow the survivor give the killer a loud noise notification (on cooldown) in order to give something better to try gaining its attention than hideous flashlight clicking.


    4) A survivor mechanic similar to head on but working with vaults rather than with wardrobes. like if prepared for a few seconds he can fast vault a window or pallet feet forward and hit/stun the killer for 3 secs or so.


    5) A killer mechanic to place a fake generator or more, fake generators look like normal ones but when completed they reveal themselves as fake ones and give out the position to the killer without increasing the number of completed generators.

  • I believe the problem lies only in deep wounds.

    Solutions could be many, of which only one would be necessary.

    -like making a survivor trackable while it's deep wounded (making it a priority to mend, instead of making it a last minute thing)

    -lower the amount of time needed to be set in diying state (30 secs is too much, even BT only asks for 20)

    -make mending an ability that can only be done on others forcing people to look for each other and help themselves

    -make mending be considered a healing action (on sake of perks such as nurse's calling or effects such as broken that could sinergize with it)

    -making the deep wound timer not pause when being chaised (it makes no sense that chaising a badly wounded person actually helps the wound rather than worsen it)

  • i wouldn't reccomend any game that requires hundreds of hours of grinding