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Seraphor

Seraphor

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Seraphor
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  • I think a viable compromise would be a very rare add-on, that spawns a new zombie for each sacrificed/killed survivor.

    So once one survivor is gone, 3 zombies, 2 survivors = 4 zombies, etc. This keeps the number of "players" in the trial constant, so it shouldn't affect performance. And if 5 zombies is too much, maybe it could cap at 4, or even just 3, at least it would be an option of an extra zombie.

  • Your changes make the map even bigger. With your changes, I'd say there is more justification to split the map into two variants, maybe just enough that the two variants would actually be big enough on their own.

    If you add the catwalk back into the Library and include that in each version, then it could make two viable variants, each of them more comparable with The Game or Midwich.

    This isn't quite as neat as yours but it's a rough mock up to show a possible split:

    RPD.png


  • This would probably be too complicated of a system for BHVR to consider.

    Another option is expanding things like Exhaustion. That alone means that you can only bring one of those perks, Sprint Boost, Dead Hard, Head On, Lithe, Balanced Landing. These perks still see a fairly healthy rotation among perk builds, even if some are a bit more common than others.

    • Something similar could be done for Decisive Strike, Unbreakable, Lucky Break, basically any perk that get's a one-time use. It could introduce a new 'status' like Exhaustion that was a permanent affliction for the rest of the match but functionally didn't do anything, but using any of those skills would trigger it. Could call it... 'Fortunate', you scored a once in a lifetime 'lucky break' and you'll never be that lucky again. Managed to DS the killer, no more UB, you've spent your luck. I would also add Adrenaline to this one, and take off the Exhaustion. (maybe as a small consolation, the 'Fortunate' effect could increase your luck by 1% for the rest of the trial)
    • Then a third option would be unhook procs. Borrowed Time, We'll Make It, Deliverance, Babysitter, etc. Only one unhook proc perk can trigger at any one time, and if you're running multiple unhook perks then either there's a priority system or it chooses one at random. While BT will probably still be the meta, at least survivors can't hedge their bets with BT and WMI/Babysitter, or farm an unsafe activation for Deliverance.
    • There could probably be some way of making Iron Will and Distortion exclusive too, maybe Iron Will has 5 tokens, and whenever the killer comes within audible distance (24... 32 meters or something?) it consumes a token and you make no noise while injured for x seconds, probably at least 20, so it's still effective. But the catch would be those tokens are shared with Distortion, so if Distortion procs, then you lose an Iron Will token too. Throw in Appraisal too, as that's a token based perk.


    So then you can only take 1 Exhaustion Perk, 1 'Fortunate' Perk, 1 Unhook Perk, and 1 Token Perk. Added to the upcoming limit of 1 Boon Totem Perk, and you've got a neat system of restricting perk loadouts without actually limiting what perks survivors can equip. You could always equip multiple Exhaustion perks after all, you'd just be screwing yourself over, and sharing tokens between Iron Will and Distortion would be gimping them both, etc.

  • What needs to be done, is the introduction of Quality of Life improvements that benefit solo survivors, but are superfluous to SWF. Things like:

    • Being able to see each others perk/add-on loadouts in the lobby. SWF can tell each other what they're bringing, or learn what perks their teammates use. If you know that Claudette has Deliverance, then you can leave them to get themselves off the hook, if you know Jake has DS, then you can risk an unsafe hook rescue, etc.
    • A Ping system in game, that allows you to roughly track where other survivors are. Perhaps a button you can hold down while you're not interacting with anything else, that shows you where other survivors are via a Killer Instinct style heartbeat, giving you a direction, but not an exact location or an aura. SWF can tell each other what area of the map they're in, but solo's never know where their team mates are unless they can see their aura.
    • A quick-chat function, using a couple of preset messages that you can flag up next to your portrait. "Help me!" "Leave me!" "Killer is nearby!" and "Coast is clear!" perhaps. Maybe Meg is on the hook and you're going in for a rescue, because you can't see Ghost Face anywhere nearby, but then next to Meg's portrait you see "Killer is nearby!" flash up for 5 seconds before it goes on cooldown for 30.
    • Some choice perk enhancements, such as having your locker light up with a yellow aura for all survivors within 18 meters when your Head On is ready, or maybe a dying survivors aura changes to white when they start recovering with Unbreakable or Soul Guard still active, etc.

    These sort of things don't benefit SWF, but do help solo survivors, bringing them up in line with competent SWF teams.

    Once Solos are on a closer level to SWFs, then Killer buffs to compensate can be considered.

  • All of the new Spirit adjustments could be fine with one change.

    You can now see blood trails while phasing. (Fathers Glasses would make them super bright like Bloodhound)

    Iron Will is now a lot less effective against Spirit.

  • @R2k said:

    https://forum.deadbydaylight.com/en/discussion/comment/2517592#Comment_2517592

    Name me a SoloQ buff that won't make swf even stronger. Even with ping system or inbuilt kindred, swf coordination just benefits from it.

    Four ideas two posts up ^

  • @AGM said:

    The only "nerf" I can think of would be artificially increasing the effective MMR of the group so that they get matched against more skilled killers who can better handle the survivors' coordination.

    Example: 2 man group gets their combined MMR increased by 10%;

    3 man group gets their combined MMR increased by 20%;

    4 man group gets their combined MMR increased by 30%

    Maybe not those exact numbers, but something like it would be pretty fair imo.

    This wouldn't work for the good SWF groups, because their MMR is likely already maxed out, you can't increase above the maximum. Meanwhile the 'weak' SWF groups who are simply friends playing together for fun and aren't functionally any better than solo survivors, will be penalised for no legitimate reason.

  • Absolutely not. You can't legitimately 'nerf SWF', because SWF isn't a guaranteed buff in itself. I play with friends and do far, far worse than I do solo, because we suck at communication and tend to distract each other more than help each other win. But it's more fun, because it's with friends.

    SWF isn't an instant benefit, or a guaranteed win, it's literally just friends playing together, as the game was designed. SWF can improve your communication capabilities, which can give your team a edge over the killer, but that's only a possibility, not a certainty.

    So no distinct 'nerfs' can ever work, nothing that changes anything numerically, by increasing gen times, or inflating your combined MMR, or anything like that, can work.


    What needs to be done, is the introduction of Quality of Life improvements that benefit solo survivors, but are superfluous to SWF. Things like:

    • Being able to see each others perk/add-on loadouts in the lobby. SWF can tell each other what they're bringing, or learn what perks their teammates use. If you know that Claudette has Deliverance, then you can leave them to get themselves off the hook, if you know Jake has DS, then you can risk an unsafe hook rescue, etc.
    • A Ping system in game, that allows you to roughly track where other survivors are. Perhaps a button you can hold down while you're not interacting with anything else, that shows you where other survivors are via a Killer Instinct style heartbeat, giving you a direction, but not an exact location or an aura. SWF can tell each other what area of the map they're in, but solo's never know where their team mates are unless they can see their aura.
    • A quick-chat function, using a couple of preset messages that you can flag up next to your portrait. "Help me!" "Leave me!" "Killer is nearby!" and "Coast is clear!" perhaps. Maybe Meg is on the hook and you're going in for a rescue, because you can't see Ghost Face anywhere nearby, but then next to Meg's portrait you see "Killer is nearby!" flash up for 5 seconds before it goes on cooldown for 30.
    • Some choice perk enhancements, such as having your locker light up with a yellow aura for all survivors within 18 meters when your Head On is ready, or maybe a dying survivors aura changes to white when they start recovering with Unbreakable still active, etc.

    These sort of things don't benefit SWF, but do help solo survivors, bringing them up in line with competent SWF teams.

    Once Solos are on a closer level to SWFs, then Killer buffs to compensate can be considered.

  • When I'm playing Wraith and all survivors switch to flashlights with 1 second to spare, I just assume they're hacking. How else would they know to all bring the thing that completely invalidates my power and ensures I definitely can't win?

    There's a button you're allowed to press when your opponent is cheating and you want to leave the game.

  • SBMM is by far the best update BHVR have ever done to the game. Everything people are whining about now, is exactly what my experience was BEFORE SBMM, which has now resolved those issues.

    My matches are no longer always a sweat fest, I can actually stand a chance at playing other killers now, and my survivor experience has been... at the very least no different to before.

  • I'd like to think they'd be proximity based.

    Stuff like:

    When within 32 meters of the blessed totem, you can; recover from the dying state, leave no scratch marks, gain the Endurance effect when Exposed, gain 100% bonus to bloodpoint scores, etc.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2514354#Comment_2514354

    Not much since the survivor knows their exact location while they are phasing.

    But still can't outrun her...

  • I feel like I'm living in an alternate reality, because everyone's complaints about SBMM are exactly what it was like for me before SBMM, and everything is much better now.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/2512690#Comment_2512690

    I get mike, though, and it's the core of the issue:

    To so many people Grades and SBMM/MMR are the same, when they aren't.

    What might work well would be having the GRADE on the survivor/killer pages etc, and the actual SKILLLEVEL ONLY on the individual character portraits. And heck, maybe even show that. The game apparently CAN tell if you are playing bad on purpose, so trying to de-level could lead to facing players much stronger than you. It's technically possible, and would help with a lot of confusion

    "Skill level" is designed to be hidden so players can't game the system.


    "To so many people Grades and SBMM/MMR are the same, when they aren't."

    To put it simply, those people are wrong. Correct them, problem solved.

  • @Nicholas said:

    So can a Silver II revert to III or is the grade floor per tier? Example you could go from Gold II back to Gold III but you could never go back to Silver?

    You can't lose a grade.


    @miketheratguy said:

    If one is, even hypothetically, not allowed to regress their grade, what is the reason for that?

    Why would you want to lose a grade? The only purpose of grades is to grant a monthly reward based on how far you get.

  • There is a common visual bug, when you DC, but it says the killer DCed.

    Are you and your sister playing from the same internet connection? If so it could legitimately be you DCing.

  • If people are getting a DC penalty for other people DCing... it's either a very rare bug, or they're in a SWF and just being dense...

  • @miketheratguy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2512252#Comment_2512252

    ...If I don't know how the grade system works then it hasn't been proven as fact to me, which is why I asked. I would like to know how and when these facts came to light and what they actually say. All I see are people going on about what liars the folks at BHVR are.

    Are you confusing Grades and SBMM?

    Grades are literally what you see. 20 levels, 3-5 pips per grade, reset on the 13th of the month. Can't de-grade, can de-pip, earning/losing pips is the same as always. Done.

    It's like saying "prove to me what a perk does", when the perk literally tells you.

  • Then maybe in 2-3 years they could reduce it to 5.

    I get it's a problem that will only get worse, but there's no reason to completely devalue it instantly.

  • T-Virus gives us Blue spatter, so why not Red when injured?

    To not overlap with Prestige, make it a bright red, like fresh blood (it's a fresh injury), whereas Prestige is darker, coagulated blood. It would also not be useful as camouflage then.

  • Grade reset was the 13th, today is the 22nd. Gold grade literally just means they've spent more time playing in the last 9 days than you have. Nothing whatsoever to do with skill.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2510618#Comment_2510618

    Are you serious? They’re giving out a 69 BP code, but we can’t have an essential direct movie quote because of a double entendre?

    Not if the license holders don't want us to. Not BHVR's fault.

  • "Also why does the end game screen always show you as the rank higher than you currently are if 1 pip is the difference between actually reaching that rank."

    This has been a visual bug for a long time now. It seems as though the rank displayed on the results screen thinks you've earned DOUBLE the pips you've actually earned.

    For example if you're at 3/5 and you get one pip, it temporarily thinks you've earned 2 and will display you a rank/grade higher.

    Likewise if you're at 1/5 and you earn 2 pips that match, it thinks you've earned 4, and again, marks you a grade higher than you actually are.

  • @miketheratguy said:

    Has this been proven? That the grade system is based on how much you play and nothing else? I haven't heard that before.

    We know how the grade system works, there's nothing to 'prove' or disprove, it's a fact of the system.

    You gain and lose pips just like the old rank system.

    You can't go down a grade, so you can lose pips within a grade, but if you're at Grade... Gold III and have zero pips, you're safe, but as soon as you gain a pip, that pip is vulnerable to be lost.

    So basically, all you have to do is gain more pips than you lose, within a span of four to five pips, per grade, and you just keep gaining grades.

  • Is there any way to gain blood points that isn't just "play more, get more points"?

    Technically if you play better, you'll get to high grades quicker, so it's no different to grinding out Challenges, or doing Daily Rituals, or just playing... more... matches.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2512161#Comment_2512161

    Not really, perks change all the time. Why further clog the bloodweb with half-baked perks???

    Unfortunately, every Survivor they release is going to come with three perks, and they will release at least four Survivors each year.

    Those perks have to be something.

  • @GoshJosh said:

    Why not just add it to Alert?

    Because it wouldn't do the same thing as Alert?

    Alert is an info perk, you use it when you're not currently being chased by the killer.

    This perk would obviously find it's use in dropping pallets in a chase, or when you get chased off a gen for the killer to kick it. If the killer stops to break something instead of making a bee-line straight to you, then you get a small opportunity to escape.

    Just because it shares a similar condition doesn't mean it's anything like Alert. That's like saying why not make Deja Vu, Dark Sense, Poised and Detectives Hunch all the same perk, just because they all trigger when a generator is repaired.

  • @Impose said:

    https://forum.deadbydaylight.com/en/discussion/comment/2505072#Comment_2505072

    Except by definition boon totems will be overpowered. Game is survivor sided. Killers are pressed for time. Adding in a perk that gives a survivor extra power that the killer has to use time to get rid of lowers killers already non existent spare time in the game.

    1. It will still take up a perk slot. A Boon totem means one less DS, or BT, or DH, or PT, or Adrenaline.
    2. It's an additional objective for the survivor, it requires them to find and bless a dull totem, it's no different to Inner Strength only instead of a one-time super-OP skill (instant heal) for one totem, it's a more prolonged effect (which should mean any boon perk should be inherently weaker than Inner Strength) Speaking of inner Strength...
    3. This is a stealth nerf to Inner Strength. Along the same lines of multiple people running Inner Strength, it now has to compete for totem slots with Boon totems too.
    4. Survivors can already power through and ignore most Hex perks, even NOED can be countered by "just run out of the exit gate" in the right situation (although in that case there's usually one unlucky survivor who gets left behind). So why would these perks be so OP that the Killer can't also just 'power through' and put up with the Boon perks effects?


    Lets take an example of a potential Boon Perk that could be OP in certain scenarios, but isn't necessarily OP; The ability to recover from the dying state.

    We already have a few perks that can do this; Unbreakable, No Mither, Soul Guard. Unbreakable has a limit (one use), No Mither has a penalty (broken), Soul Guard has a prerequisite (cursed).

    So if this Boon Perk allowed you to recover from the dying state, it would basically be an Inner Strength variation of these perks, the additional 'cost' of the perk would be setting up a Boon Totem.

    So lets say a survivor does take this perk, they find and bless a dull totem, which takes time, to both find and bless (presumably at least the 14s it would take to cleanse), which is time they're not repairing generators. They then have the ability to recover from the dying state. As a killer, you can either A. find and snuff out their boon totem, or B. don't slug.

    Chances are, you're already not slugging anyway, because for all your know, they could have Unbreakable or Soul Guard anyway...

    So is this perk really inconveniencing you as a killer?

    If you happen to come across their totem, great! You get to snuff it out, and that survivor loses one of their perks. (about as effective as you not running a Hex and invalidating Soul Guard) If you don't? No big deal, maybe that survivor gets the opportunity to get themselves back up, maybe they don't, how you play as a killer will determine whether or not that happens.


    Being able to recover from the dying state, with no other penalty, is probably as OP as they could possibly get, and I still don't think that would be too hard to deal with as a killer.

  • So for survivors, your goal would be to; complete as many objectives as possible? or to survive the longest? or to beat your own survivor duration top score?

    If objectives, would objectives be equally rated? Is a repaired gen worth the same as an unhook, or a heal or a totem, or an escaped chase?

    If survival duration... wouldn't it be best to play immersed and sneak around the edge of the map?

    As killer it would clearly be; kill all survivors as quickly as possible. So now gen slowdown it's such a big issue. Instead; fast kills, slugging, exposed status, and proxy camping will be the best tools at your disposal.

  • I've been the victim of Plaything three times, and so far, two of those times, my Hex has spawned within 16 meters of my hook, as I could see it the instant I got hooked.

  • So then survivors would just commit to gens and genrush instead of doing their side objective of looking for totems.

    Maybe as a Hex protection perk, like Undying, Thrill, Retribution, but on the other hand... we already have plenty of 'Hex Protection' perks as it is.

    Maybe we need an Iron Maiden-like perk, that applies to Hexes, and I don't mean Haunted Grounds, but rather a non-Hex perk that, when a survivor touches a totem for the first time in a trial, they scream and become exposed, and that totem becomes blocked for 10 seconds. This could trigger five times, once for each totem.

  • Agreed. Blood and Spirit seem to be the wrong way around. Being able to see survivor auras, even within 12 meters, is far more valuable than being able to vaguely track gen progression. But I don't necessarily think swapping them around will change too much, because I say this as a Wraith player, I seem to get almost as many Spirits and I do Bloods. I just think it would fit the add-on hierarchy structure better.

    As for a downside to it, I think "slightly increases uncloak duration" would be fair.

  • Only if I get to opt out of playing against Flashlights, Brand New Parts, and SWF...

  • Sometimes... Make Your Choice.

    While the duration increases, so does the cooldown, and if you're a speedy killer you could be hooking back to back on different parts of the map, and wasting the unhooks.

  • Yes.

    BBQ and WGLF because the bloodpoint grind is insane.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2504703#Comment_2504703

    Probably because it was easier to balance moris out, it was just a value change.

    I believe keys need to be completely replaced as a mechanic.

    No, it's an easy fix.

    Remove the hatch spawning condition while there are still generators left to repair.

    Hatch only spawns; when there is one remaining survivor, or when all gens are repaired.

  • A better tool would be a sort of reverse Bloodlust:

    • When there is no survivor within 24 meters, or your terror radius, or your lullaby (whichever is largest) gain a 5% speed increase.

    This would therefore adjust to killers who have TR related powers or perks, like Doctor with Distressing for example, and ranged killers that have a lullaby separate from their TR.

    Or, make it a bit stronger and more generic, and turn it into a perk:

    • Gain a 8/9/10% speed increase when more than 24 meters from a survivor. This perk is deactivated for 30 seconds upon injuring a survivor or putting a survivor into the dying state.
  • @Ssajbambusa said:

    @Seraphor Your argument is... weird at best? During 99% of the trials you will get hit and thus benefit from the IW if you have it, often randomly loosing killer at jungle gyms while your proposition just makes the survivor one-shotted all the time. IW is stronger, because you do initially have this first heatlth state, making for a regular chase at first and then having the benefit of making no sound what so ever. Later in game if you decide not to heal you steal have this benefit with the not wasted time needed to heal up. Good survivors don't really mind being injured anyway. I really don't see the point of your argument there xD.

    It's been over a month and you already replied to me once...

  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2500373#Comment_2500373

    There's a difference between a challenge and turning off your power for 50% of the game. 10 hits isn't just "gimp you," it's literally playing with your power off. It might as well be "get hits as Nurse but DON'T BLINK!"

    I haven't seen the challenge yet, and so far nobody has actually said what it is, just "tUrN oFf YoUr pOwEr lul".

    I'm assuming it's: Get 10 basic hits as The Huntress.

    That's not difficult in the slightest. In fact most Huntresses will use a combination of hatchets and basic hits. Usually injure with a basic hit and down with a hatchet.

    Now if it's get 10 basic hits in a single trial I can see how that makes it significantly more difficult, but still not impossible.

  • @Dr_Loomis said:

    They need to stop putting out these eye-rollingly dumb challenges.

    They also need to have it where you can contribute to multiple challenges per match. Maybe have at least 3 or 5 selected and then gain progression over the course of matches.

    Finding thosebcrappy yellow gems is bad enough but having them interrupted and disappear to another part of the map is like walking in to someone else's fart.

    Those Huntress challenges are peak turd. Really bad.

    They're called "challenges" they're supposed to make your games a bit harder. Like adepts limit you to just 3 specific perks, these challenges are going to gimp you in some way.

    Also no to progressing multiple challenges at once. Win a game and suddenly complete 50 challenges at once. Sure that's not going to be an issue at all...

  • Once you get into higher grades you need a 5 win streak to upgrade, and at higher MMR brackets that can be pretty tricky.

    MMR working optimally should make it a coinfip if you win or gain a pip, so if you're 'mid-grade' then you're just not getting anywhere.

  • @Carth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2496679#Comment_2496679

    I really am nervous about boon totems, the fact that people think things like 20% repair speed are fair and balanced is wild to me. Imagine the start of a game.

    killer starts heading to opposite end of map, smart survivors are already spreading out across gens, smart survivors also already know totem spawns and gen spawns. Killer intercepts one survivor and starts chasing. Other 3 survivors are on totems and spend X(?) seconds converting a totem to a boon totem(lets pretend its 14 seconds). Survivors repair gens at 1.0 Charge per second and a gen requires 80 charges to complete. 1.0 * 1.2 = 1.2, 80 /1.2 = ~66.67 seconds. You basically don't save any time you might argue but if you start to combine things and have overlaps this will get even sillier. 2 survivors repairing @ 1.2 with leader would complete a gen in ~33 seconds base. That's ridiculous, throw in toolboxes and if a gen is near 2 boon totems it will be done before a killer even has a reasonable chance to address the gen at all. All it takes to do this is 3 perks. There's just not enough time in the game vs good survivors for a killer to patrol gens, regress gens, get into chases, get 8-12 hooks, and then also hunt down boon totems.

    At the start of a game when the killer can only chase 1 person, 3 survivors have total freedom to set up boon totems as needed and prioritize placing boon totems in critical spots. That is going to be insane and have huge implications vs good survivors.

    Would likely only work for one gen if it worked as I suggested. That's just a toolbox.

    Survivors spending the first chase placing boon totems means they're not rushing out gens.

  • @Impose said:

    https://forum.deadbydaylight.com/en/discussion/comment/2498958#Comment_2498958

    So you didn't read anything in that post at all did you? I literally addressed your entire sentence.

    Unbreakable:

    Pro: Allows you to get yourself up from the Dying State - Con: Only works once

    Soul Guard:

    Pro: Allows you to get yourself up from the Dying State - Con: Only works when Cursed

    This Boon Perk suggestion

    Pro: Allows you to get yourself up from the Dying State - Con: Only works within 32 meters of the totem, Requires 16 seconds to set up, can be snuffed out by the killer


    Please explain how it's more OP than Unbreakable, if it even works once (you don't get downed within 32 meters of the totem) then it's not likely to happen a second time anyway.

    It would be in a similar boat to Soul Guard, it could be better than Unbreakable, if the stars align, but most of them time, it won't be.

  • @Impose said:

    https://forum.deadbydaylight.com/en/discussion/comment/2498911#Comment_2498911

    Bruh just no lol. There's like 20 things wrong with this.

    1) If you get a survivor wiggling off, you've probably lost the game then and there. You lose your map pressure. You lose any activation perks from hooks. Three other survivors are doing things instead of potentiall one survivor doing things (one for rescuing and one in chase ideally)

    2) If you get hit by DS its the same as above just not as bad. Getting hit by DS engages you in an entire new chase and any decent survivor will turn that into a least another 30 seconds of running.

    So using examples of other things that lose you the game to prove that boons don't lose you the game is uh...silly.

    3) "dont slug" Slugging is a counter to survivor pressure and is very frequently the only way for killers to snowball pressure into a win. Having a counter to something that is already a counter to something else makes zero sense. The game is survivor sided already. All your perk ideas are MASSIVE benefits to survivors who DO NOT NEED massive benefits. Unbreakable is already an S tier perk to most, A tier probably overall. And it rarely gets true use, works once, and on one person. The problem is that survivors don't need perks to win. Killers do. Perkless killer is reserved for challenging yourself and doesn't work against probably 90% of survivors, depending on your skill level. Perkless survivor is basically just evening out the playing field. I run perkless survivor half the time simply for fun. I don't run perkless killer for fun. Thats self torture

    So is Unbreakable OP then? You know what the counter to Unbreakable is? Don't slug.

    You literally wouldn't need to do anything different to counter this boon perk. You don't slug in case they have Unbreakable, Soul Guard, no Mither, etc. Now you don't slug in case they have Unbreakable, Soul Guard, No Mither OR THIS BOON PERK.

  • Hitboxes don't change.

    It's latency, not hitboxes.

  • "So my only option is to wait and farm up a megaton of BP to level up my new killers with before I even get to play them?"

    Is this not what everyone does anyway? Why would you play a level 1 killer at all unless it's literally your first time playing killer?

  • @Impose said:

    https://forum.deadbydaylight.com/en/discussion/comment/2496679#Comment_2496679

    All brokenly overpowered.

    Literally ANYTHING that forces the killer off their main objective in a game that already favors the survivors is going to be overpowered.

    The boon totem mechanic itself in a standalone thought is likely not overpowered. In fact it actually makes a lot of lore sense to bless a totem, thats something survivors would do. It makes sense in my brain. But in the context of a game where a killer can lose the game by simply overcommitting to the wrong chase for 30 seconds, spending even as little as.....8 seconds say, cleansing a boon totem, means thats 8 seconds where no one is pressured. And if, god forbid, you find the boon totem mid chase, get a down, and go back to CLEANSE the totem. You have now sacrificed the ONLY pressure killers get, which is one on the hook and one in a chase, maybe slug one.

    Boon totems are just a terrible idea in the current balance of the game.

    You can waste more than 8 seconds if:

    • A survivor breaks free when you're carrying them to a hook, or they have DS.
    • You slug a survivor and they get back up again, say with Unbreakable.

    Survivors perks waste the killers time all the time. This would simply be another type of survivor perk that does the same type of thing.

    None of my examples are things the killer can't just ignore and power through, or counter in some other way. Survivor has a boon perk that allows them the ability to get themselves up from the dying state? Don't slug. Survivor has a boon perk that allows them wiggle faster? Get to a hook quicker. Survivor has a repair buff boon totem? No different to Prove Thyself or BNPs, pressure gens better or run slowdown.

    IF the killer HAPPENS upon the boon totem itself, they can spend 2 seconds snuffing it out and disabling that perk.

  • @Impose said:

    They could something as useless as "give survivors .0001% extra movespeed" and still be massively overpowered. Killers will not have time to find and cleanse a boon totem. We're already pressed for time. And unless its literally an instant cleanse and you happen to just meander past the totem while looking for another survivor, you are literally never going to be searching them out.

    Boon totems are some of the worst ideas I've seen from the devs in this game and MAN have they had a lot. Literally any benefit survivors can apply to themselves that slows down the killer in a game where the killer is already at a disadvantage makes absolutely no sense.

    There's no way in hell that would be OP. The killer would be able to ignore that completely and the survivors still wouldn't have an advantage.

    Boon totems will have to be bearable for the killer of course, but there's no reason why they can't be so.

    If I were designing Boon totems, I'd make them proximity based, so that the survivors perk only works within x meters of the Boon totem itself. This gives survivors more strategic avenues to use the perk, and allows the killer a tool to hone in on the blessed totem.

    Something like; Blessing a dull totem turns it into a boon totem (takes 16 seconds to bless). When within 32 meters of the Boon totem, you leave no scratch marks. The Killer can snuff out the Boon totem (takes 2 seconds).

    This would be super easy for the killer to hone in on and locate the totem, as they would literally see the radius as the survivor runs over it. Plus if you have the survivor in your sights, then you could just ignore it all together. It would still be a useful perk to run for the survivor however, because it would function like Lucky Break, but instead of being time limited, it's location limited.

    Other possible uses could be:

    • Can recover from the dying state when within 16 meters of your boon totem.
    • Wiggle 25% faster when within 32 meters of your boon totem.
    • Repair 20% faster within 24 meters of your boon totem. (basically good for maybe one gen)

    These might be stronger than their non-Boon counterparts (e.g. Unbreakable, Boil Over, Prove Thyself) but they require time to activate (like Inner Strength) and are limited in scope, AND can be disabled by the Killer IF the killer gets lucky and finds it.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2495431#Comment_2495431

    No, a survivor mistiming a pallet should get punished with a trade. If you didn't want to risk it, predrop and hold w. It was stronger anyways.

    Now? I mean, might as well camp it a bit. Why not?

    Problem is the slightest bit of latecy means the survivor can't "time the pallet drop" because the killer is further ahead than they seem.

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