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Slowpeach

Slowpeach

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Slowpeach
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  • @Chilli_man2400 said:

    Ironic how zarina and her perks were the worst in the game besides for the people.

    Now if this update goes live. Zarina will be the No.1 best survivor in the game cause of Off the record. How ironic how she was the worst survivor now she’s the best. She’s literally sitting at the top of S tier right now

    I think Ash's set was and still is worse. He's also the loudest survivor maybe Bill is louder so he sucks for that reason too but Bill's perks with the exception of Left Behind are very strong so. Kinda ironic that someone like Ash is the worst or at the least one of. Anyway for the people and red herring have some use currently though with overcharge being more common and thus more failed skill checks red herring may also be indirectly buffed. None of Ash's perks are good. They are meme worthy at best. Mettle of Man might be okish now but I think there's better.

  • @AshInTheTallGrass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3033122#Comment_3033122

    I thought the same thing about Spirit before!

    You had some excellent ideas. I really hope the Devs do that, maybe for the next anniversary/event since it's so unique.

    I put this idea in more detail about a week ago in the creations section more focused on Joey and his perks. Was going to do the others too but it didn't get much traction. May at some point commission someone to draw some of them or all of them as survivors because pretty pictures tends to inspire people more then lines of text.

  • Yeah if true this is utter idiocy. Many survivors are way too altruistic for their own good and want to get their hero fix. Even if you 'proxy' camp the survivors should still be able to get the save with a protection hit even without Borrowed Time.

    Face camping yeah, that's dirty and a bucket load of no fun but if you know 1 or 2 people (not counting the one on hook) are hovering around it, the killer has little interest in leaving the general area and may be looking for the rescuers that they know are there.

  • Yeah Glyph challenges are iffy because they basically read in many cases 'Throw the game by doing x instead of playing it'.

    Any challenge like this needs to die a horrible death. Sniff the killers butt. Gone. Open treasure cheats. Gone. Cleanse totems. Gone. Blood pact should just be 'unhook safely'. Boring? Perhaps, but I think most people would rather boring then 'throw the game'.

    If they want people to run certain perks and put them out of their comfort zone simply make them use the perks to complete. Like for example instead of chest opening make it require Plunders' Instinct, Pharmacy, Appraisal, Ace in the Hole or anything else that alters chests or enables rummaging. You may not open a single chest but running that perk would suffice, even if you don't escape. Probably would have to make the game last a set amount of time so people don't suicide on hook but honestly the way it functions people are committing suicide anyway.

  • Honestly this might sound strange but I like the non licensed characters generally better. They are more free to do what they want with them and such and I love a lot of their lore.

    My dream chapter would be some killers becoming survivors because they made different decisions in life in an alternate universe which lead them to their near deaths or death.

    - Rin/Spirit would not be filled with vengeance only sadness and her father would become a killer as the entity initially planned. She would in turn become a survivor.

    - Philip/Wraith would not kill Azarov but try and flee the scene and report what he had done and be killed by Azarov who then becomes a killer.

    - Joey and Susie of the Legion would not stab the cleaner and defy Frank and Julie which leads to their deaths/being taken by the entity. Yeah I've put this idea up a few times. In their case an alternative killer could be made.

  • @XerraFox said:

    If you already know they have NOED - cleanse totems

    This is generally a bad idea. It's better to merely keep track of where the totems are. If others are running boons destroying their totems makes them sad. The bigger problem though is if you cleanse four of them but miss one, NoED still activates and now you don't know where it is. Granted this might still happen but the chances are less for each totem you find. Some totem spots are really asinine.

    I do think though totem tracking perks in general need to be better. Counterforce only reveals the one furthest away and breaks if someone else cleanses or blesses that totem, Small game is really unreliable when the totem is inside something or on two level maps. Detective's Hunch is the best bet but only works for 10 seconds after a generator completes. Considering that tracking and interacting with totems is the only thing the first two do, they could be a LOT better.

    Anyway to answer the question a poster recently put their findings from 1000 survivor games. Overall killers with NoED kills slightly less then killers without it. They are more likely to get at least one but little more then that. Furthermore, the way the tracking is going to work now, it's going to be significantly easier to find that totem. I personally wish they'd change the permaexposed nature of NoED completely and remove the hex part because it's very crutchy and still unenjoyable to go against if the killer is able to protect both the totem and the hook but it's better then nothing.

    Furthermore the killers most likely to run NoED are Hag, Nurse and Wraith IRC. All killers who can use basic attacks from either long distances or stealth. Hag was by far the most likely adding even more fun to her fun filled playstyle /s.

  • Yeah 5 second base kit borrowed time is not going to do much here. If someone wants you dead there is very little you can do about it and because the game does little to discourage it (target one guy to remove from the game forever and you know where they are or go after someone else who could be anywhere... hmmmmmmmmmm) it's not going anywhere.

    I honestly don't know how to address tunneling in that sense. Camping is easier to punish, if killer is within x range of hook while not in chase, hook progress is slowed. The progress could be slower the closer the killer is to the hook. Like say 12/24/32 or something.

  • @FlameLickVA said:

    I feel like most killer players just want gens to be impossible to repair, the +10 seconds and 2.5% kick regression is great

    Agreed.

    Certain perks like surveillance + brutal strength got A LOT better despite not getting buffed because kicking generators is significantly stronger. Combine that with new overcharge? That just sounds nasty. Overall at bare minimum it is 50 seconds longer they have to work which is 12.5 seconds more per survivor at MINUMUM, that's a lot of time. Catch them near the end and kick? It's a generator they otherwise would have completed but now don't have and it's a lot more then 50 seconds.

    This change is quite large and I think people are underestimating the effects. I already felt surveillance was a little underrated with certain combinations. Now? It's very strong for sure. It's no longer countered by merely tapping a gen.

  • Neither like or dislike. Probably current nightfall is too much but we'll see I guess. The design overall is pretty good or at the very least they could have got it very wrong either way.

  • The only thing I'd hope for is there being more interaction with the survivors so they know the killer has it. It feels bad slapping someone who keeps aiming light in my face expecting something to happen.

    You could compensate it elsewhere and maybe give some other general effect that works regardless of flash lights. Honestly though I feel flashlights and lightborn are very iffy designs in general. The idea of messing with/fighting the killer is alright but it's just done so poorly.

  • It should be base kit, at least the level 1 version of half of the level 3 version. The current changes hit new players the worst because being able to get perks unlocked at high prestige levels just isn’t going to matter.

  • Yay lack of killer specific tutorial. Was actually unaware there was 3 chains and a break to solve the box. Though I think I’ve played 5 Cenobite games in total in my near 3 months.

    Thats fine sure but like many things, not explained at all.

  • Yeah this is pretty much what I proposed. If the survivor has to be crouched and still (like they are putting something in their mouth to suppress sounds) it should be 100% silent.

    Granted I'll agree that it was probably too strong before but now its useless. The exhaustion part shouldn't be a thing. Maybe if moving but otherwise...

  • Yeah it is a bit short sighted to not give any compensation for newer players. Sure in the long run the grind is significantly less but the grind is at its worst at the start when you don’t have many perks which actually got worse.

    BBQ is a paid perk but WGLF/David is accessible from the tutorial. I mean I support not having to run various perks to get more blood points but they could have given a 25% or 50% bonus earned as a base kit. I mean this could be just part 1 of the strategy and part 2 is when the bots come out and the grind could be helped there but still.

  • Personally I think hex totems as a whole with the exception of plaything need to be reworked. Most of them don’t see play and some are weaker then base perks. I think the fact it’s completely RNG how powerful it is makes it very difficult to balance fairly. Some totem spawns are basically in the open, some are incredibly obscure on the edge of the map far from everything and hidden by foliage and some are in between.

  • I think at the very least hooks should not vanish from killing survivors. Also in some cases (i.e bully squads) hooks are impossible because the only one or two reachable are sabotaged. Also midwich is notoriously buggy for hooks

  • I have no artistic talent so I'm envious of people who do :). Frank looks rather out of place here ahaha.

  • I actually made a thread on the newer player experience in the feedback section today.

    @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/319019/new-player-here-winning-seems-to-be-impossible

    Don't worry though, they're about to make the grind a lot worse for new players, so there's that to look forward to!

    This was one of my points mentioned. The grind is overall less but for new players is actually worse. Maybe it's part 1 of a multi part strategy but yeah...

    @Lima24927 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3027536#Comment_3027536

    im doing really good, most of the rounds i get 3k's, i only really lose against some sweaty swfs, and im starting to hate survival players to be honest, they bring 4 DS, 4 DH, 4 BT, circle of healing, does body block,bring flashlights, and once the round is over, stupid idiots come to say gg ez or ez, or just teabag at the exit door, that should be a bannable offense really, theres absolutely no reason to do that if not to provoke the opposing player and try to humiliate them

    Having your feedback on this would be nice. I'm 2 months in myself though I was way more cautious then you and played the tutorial A LOT before getting in. Also got lots of bloodpoints on Wraith after getting crushed during what I later learned was the matchmaking test.

  • Thanks for the effort. Admittedly I would have been curious about face camping and tunneling stats (like excessively targeting one survivor, not weak link picking), not from a BM perspective but from a curiosity. BM or no, it's not the most fun game design.

    Glad you put the NoED data in. It's more or less what I thought, I think people dislike the perk because it feels as though it 'cheats' them out of a health state, similar to Dead hard though Dead hard actually has proof its very strong whereas NoED is what I thought 'not that good but not bad'.

  • The only issue I have with bodyblocking is when the killers field of view makes it unclear that you can't move because of being blocked or because the survivor on you is wiggling. Also annoying when you hit a totem on Coldwind farm in the corn, I've double backed a few times because I thought I bumped into a survivor only to find a totem. If a survivor is touching you/body blocking you, you should absolutely know about it without moving your eyes in their direction.

  • Yeah not the worst overall but against competent players it can feel like playing a killer without a power and some maps are basically impossible to do anything at all. Honestly if anyone is going down to Legion's power, they screwed up BAD. Of course they still annihilate newbie survivors very efficiently.

    Wraith at least can hit wounded people out of stealth and Myers gets a speed boost in tier 3 to make some loops easier. Legion gets no help on wounded targets.

    I do think Sadako and Trapper are worse but not by much. The rework did next to nothing to fix Legion's actual problems.

  • Chaser emblems are scored by hitting and 'winning' chases. Things like make your choice, or exposed or things that negate chases and down quickly actually make getting this harder. The more chases and hits, the better. Therefore yes, Legion is the best choice or anyone that doesn't down people quickly or from range. Ideally not from stealth either.

  • @Wampirita said:

    I play both sides too, but switching sides after playing one for too long can get frustrating.

    Whenever I play on Killer, I get frustrated a lot, but also i get to really test my skill. I might kill some folks, I might not, but in the end I'll be satisfied.

    But then I switch to survivor, all that effort I had to put into matches go away. I get bored on survivor, because of how stupidly easy that role is. The only moment when I get excited is when there's a Nurse/Blight, so I can put some effort finally.

    And opposite way, when playing too long of the survivor side, and then switching to killer, i'm in that lazy mode thinking my matches will be easy, but i forget that i queued up as killer now and i have to turn on the brain.

    I play survivor to relax and killer to tryhard a bit.

    But yeah, it does get boring when you're someone playing both sides

    Funny for me it’s the other way around. I find killer more chill. I don’t play to win though. The event though has made killer queue times longer so I’ve naturally played more survivor. Unless I’m with people though it’s pretty annoying. Many people hate on the killer for various things. Me? I get annoyed at team mates doing unsafe hooks, body blocking me, crouch walking everywhere and so on.

  • Yeah this is the thing that concerns me about the grind changes. They aren’t going to have we gunna live forever and bbq to boost them. Yes in the long run the grind is less but at the start where you’ve got no perks the changes actually make this worse.

  • @[Deleted User] said:

    I wish those would stay around all year. I don't need to know after 2000 hours that I can pick up and hook a survivor. They could even change it every patch so they don't get old as well.

    The funny thing is loading screen tips is something they could do a lot better with especially from the survivor side about how killers play. Some of the information given is utterly useless. Granted you don't want to give away the killer they are up against after the first while but at the same time they could still give out good tips against certain killers at random (you may or may not be facing that killer) that aren't immediately intuitive.

    Such as The Pig's traps timer only starts when a generator is completed. Think carefully about whether you want to finish that generator if you or a team mate has a trap on your head.

    Hags traps can be negated by crouching over them.

    Blight must first collide into a wall at least once while rushing in order to attack. (This one is the most recent I was unaware of having just played my first two Blight games now)

    Granted in many cases you can lead a horse to water and all that, but some people are just honestly unaware of how the game works and it lacks a tutorial for many aspects.

    Having said that, alternating between tips and various comments from developers would be nice. I was going to collect all of them or as many as I could but I just keep forgetting/don't have the energy.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3024282#Comment_3024282

    May I interest you in Tome 4s "Ace's Journey" challenge? Repair 2 gens, unhook 2 survivors, cleanse 2 totems, all in a single trial. Getting four of these done ain't that hard and happens 3 out of 4 games, five is already rare, but all six? You really need quite a bit of luck for that, as there is always something missing. Either your team is dominating, slamming gens and your survivor friends won't get hooked, or the killer is dominating, you easily get the unhooks, but then suddenly two are dead and you must finish the last gen yourself, while still keeping your eyes open for another totem. The horror. In the end it was somewhat amusing, but while trying to finish this challenge I did some scummy things :D Like not opening the gates when the killer approached, as I needed one more unhook. Sadly the killer decided to down and hook me instead of any other and of course they all got pretty mad at me.

    Detective's hunch would be absolutely king for that challenge. Totems are fairly easy to find and it triggers on getting a generator done. It's not easy and honestly anything involving cleansing totems is questionable in terms of actually trying to win the game but there are worse challenges.

  • Yeah this is what I do. Had someone d/c because I downed them while they just sat there pointing even though I had no intention of hooking them more then twice.

  • Yup and certain killers just aren't good at getting them and survivors aren't good at getting them vs. those same killers ironically. Really emblems in general are a mess. Thankfully on the most part this barely ever matters.

  • @Brokenbones said:

    People would be more inclined to play PTBs if it felt like it made a difference

    A lot of the time not much changes from PTB to Live despite heavy feedback

    This

    @[Deleted User] said:

    I'm sorry but PTB doesn't do what it supposed to. It's should be called preview build instead.

    Why? It's because we do not test the build that goes live. You test a build and then they fix some bugs and add some last minute additions and then what they did causes bugs, which the live players have to deal with.

    5.3.0 had a lot of playing on the PTB but that update still launched with circle of healing crashing the game and infinite loading screens that lasted 1 week. 5.2.0 launched with Pinhead causing everyone to disconnect near the end of the match. 5.0.0 PTB appeared to be fine but then the live release was a disaster.

    Some bugs also do get reported but they don't get acknowledged or fixed. If you look at 6.0.0 PTB bug reporting you'll see people reported Ghost Face having his old chase music but it didn't get acknowledged and it launched with that bug.

    Players are not at fault here.

    And this.

    I will play but my expectations of anything changing will be zero. They have a 'grand design' like an art project that must not be messed with at any meaningful level. Not a game that is to be played, it's an art project. I've seen this with a few developers and although they are saying 'some' of the right words, they aren't taking meaningful action.

    The PTB is simply appeasement and vague promises, which in general is how BHVR do things from what I've seen in my short time here. We shall see and honestly on the most part the changes are good but it only takes one or two to ruin it. Dead hard for example is not meaningfully dealt with. There should have been zero doubt it is GONE gone gone. With the amount of negative feedback and the stats backing it up... I was hoping for more then a slap on the wrist at best, and outright BUFFING it at worst.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/330249/even-otz-said-new-dead-hard-will-actually-be-better

    I just find it assuming I make a post about the DH change and how if it works how its worded it's still a very strong perk and everyone was calling me crazy...

    Dont understand why people only believe streamers lol

    Eh I don’t think that’s true. I think a lot of people thought Otz was crazy for saying what he did. Granted people tend to absorb YouTube or whatever better then forum posts and Otz especially is quite good at getting his point across and his concerns, it’s just on Otz videos especially there’s going to be more of an echo chamber,

    However I made a thread when the changes came out before the video came out saying exactly this too. It will get necroed if I’m proven right. Honestly Dead Hard I’m fairly sure unless the changes are poorly worded will still be the most used perk by a mile.

  • Trapper starts with 3 traps and can pick up more in lockers up to a total of eight (so an additional 5 can be found in lockers and he takes as many as he can carry) rather then them being scattered everywhere, At least something to this effect he loses way too much time merely trying to use his power without add ons.

    Wraith is not brought out of cloak when pallet stunned and has a normal stun time rather then as though he was light burned.

    Id have to go over each and see for other weaker killers but yeah. Those two things for starters.

  • The problem with shattered hope is similar to lightborn. It is utterly useless if the survivors don’t boon totems like lightborn is against no flashlights/blinds. Even worse for shattered hope, you get no tells that you might need it. Sure Mikaela typically run boons but not always and it’s not limited to her.

    Honestly circle of healing needs to remove the self care aspect or somehow do something else altogether. The other boon totems are only good if action is near them whereas circle of healing is used as a safety net to retreat to where the action is not. That’s why it is a problem and the others are not. The killer is far more likely to find it if you use Shadow step, dark theory etc. but circle of healing can be placed in a corner somewhere and the killer wastes valuable time snuffing it.

  • Honestly I think the perk was badly designed. Either it was utterly useless or extremely oppressive based on how lucky/unlucky the totem spawn was. It was like the killer had a random perk. Hex perks in general need a rework because of this factor.

    I still think it has use with surveillance but it's significantly more niche now. I do think though that the games health is better if this perk doesn't see use. RNG being that powerful is just awful.

  • Love the story. It's a shame nobody seems to come to this section much.

  • I personally think such a base perk should only work 15 seconds after the killer hooks the survivor. Kindred however would maintain it's current effect of being instant or if you want to go the normal route the delay is 6/3/0 seconds. Thus if they aren't camping the killer isn't punished for it and 15 seconds will tell survivors who is or isn't going for the hook.

    Edit: Right I got confused with Kinship and Kindred. I still generally stand by what I said. I suppose you could give it's aura killer read effect to Kinship as an instant effect rather then having the delay. Just occurred to me though that I don't think aside from Kinship that there is a single perk that delays hook progress to make camping less viable.

  • I personally would have rather they gut/change what the perk does. Even making it not a Hex but 4% Haste similar to Hope now for survivors would be solid for endgame builds. You could give it other effects that aren't exposed if 4% haste wasn't sufficient. It also would not notify them that they have it on a hit because killers aren't notified of hope you simply have to 'know' they have it.

    Still it's a significant improvement in it's counterplay. Often the best counter to NoED as it stands is to simply leave someone to die because you can't interact with a killer who can down with basic attacks. Now finding the totem is far more realistic. If someone gets hooked near the totem though, well... that's unfortunate :D. As I said I'd rather they gut the exposed part altogether but this at least sounds better then the change Dead Hard got, another perk I really wanted nuked from orbit.

  • Agreed. I love the Legion as a character design but gameplay wise it leaves a lot to be desired. They are basically limited to m1 on wounded survivors only which against competent players is awful. They get no vomit, no bottles, no traps, no cloak/speed dash, no phase, no hatchets, they get nothing unless the survivors are dumb enough to allow you to hit them 5 times in quick succession or forget to mend,

    They need to be meaningfully changed otherwise they are just going to be a beginner basher.

    Also add ons should augment the killer not be a must run to make them viable.

  • Yeah an icon is cosmetic. Here we go again with vague wording and me lawyering about things I don’t care about that much but you guys seriously need to pick your words more carefully to avoid backlash. Not cosmetic means it does something other then looks. Not just what are classed in games as cosmetics.

    Icons do nothing else other then ‘appearance’ which is literally cosmetic.

  • Yup definitely. This is especially annoying if multiple people are playing the same character. It's like playing the shell game where the guy hides the object scrambles it under a lot of similar looking ones and you have to find the right one. If you down somebody who is marked two hooks and still hook them you are INTENDING to do so. If you are tunneling you know damn well who is the injured one.

    Letting the killer see hook states doesn't do anything to encourage tunneling it just makes it easier for killers who wish to hook evenly to do so.

  • @Adjatha said:

    Old Dead Hard: 0.5 second window

    New Dead Hard: 1 second window

    Old Dead Hard: 6m travel distance

    New Dead Hard: 12m travel distance

    Old Dead Hard: Straight-line movement that could run into walls or corners if not aimed correctly

    New Dead Hard: Full control over your character's movements

    Old Dead Hard: Able to make it to pallets but prevented you from vaulting

    New Dead Hard: Able to make it to pallets AND vaults

    Old Dead Hard: Movement only

    New Dead Hard: Free range of motion under the invulnerable status, including uninterruptable unhooking

    What part of "They made Dead Hard BETTER" do people not get? The perk that 75% of survivors used will go up to 100% if this rework goes live.

    This. It may not work this way in practice but if anything it’s like they buffed it in most cases.

  • Otzdarva may only be one person but he’s articulate, thinks clearly and there’s a reason he’s popular. He is not infallible and not everyone agrees with him but nobody agrees with everything one person says. He also takes into account a lot of factors like beginners and people with disabilities when discussing things. His review on every single perk in existence up to Artist/Jonah is excellent and acknowledges some are beginner perks and others are useful for people with disabilities even if he himself doesn’t find them useful.

    Most notably his concerns about Dead Hard are real. Testing may prove us wrong but honestly we have suffered that perk enough. 75% of players use it at high mmr and it competes with other exhaustion perks on top of that. The other high usage perks especially on killer are a response to the meta. Dead Hard is simply absurdly strong and should have been nerfed into unrecognisable pieces or do something else entirely.

    You can listen to everyone and give everyone’s feedback equal weight but you can’t please everyone. Everybody has biases, some more obvious then most. However games that have a council or group of higher rated players who use a large portion of the game to give balance feedback is proven to work. If you ask them to think about lower skilled players they will. Streamer or not it doesn’t matter.

  • I think if you are crouched and still (like putting something in your mouth to prevent sound like the picture) it should be 100% silent. This is not a practical thing to do but it would still be useful sometimes. Should also work while healing or being healed.

    Running around, doing gens or anything other then focusing that iron will? You are making some noise,

  • Considering how bad this perk was by every metric and how it is used 75% of the time at high mmr? Like consider how many choices there are and 75% of people still pick ONE thing and the only other things that are 50% are anti tunnel/camp perks? Dead Hard does not have this excuse, it is simply just absurdly strong.

    Considering this it should have been utterly nuked from orbit into tiny unrecognisable pieces. There should have been absolutely zero doubt this perk was nerfed. Yet instead they do this to Iron Will, Self Care and Spine Chill. Like what the hell? I really hope I’m wrong but by how it sounds Dead Hard is not going anywhere.

  • @hailxsatanxeveryxday said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018088#Comment_3018088

    Valid points, but you might not be able to perform actions while DH is active, which means that you could not use it to safely unhook. BHVR apparently confirmed that there will be an animation when it's used, which makes it unlikely that you can use it while trying to unhook (so you could still always hit them at the last second).

    I really hope so. There's a lot of potential for abuse honestly. I would really rather they just nuke the damn thing. Sniffing the survivors butt for every single down just sucks.

  • Honestly I'd give it an A minus if not for one slight problem that may or may not be true. As it stands they get a C minus.

    Dead Hard is as good or better then before. Remember this is a perk with 75% usage at 'high' MMR. That is absolutely absurd and in almost any other game such a thing would be utterly nuked from orbit and decimated into unrecognizable little pieces. Especially when you keep in mind the fact it's an exhaustion perk and thus competes with all other exhaustion perks for the slot.

    You can still use it for distance since you can't do anything to them if they are one second away from safety aside give them deep wounds which isn't nothing but it's still a third health state and if you hit them they get the speed boost on top of that. It also has a load of other issues being 'Borrowed Time on a whim' such as unhooking survivors most notably.

    I really hope I'm wrong and that Dead Hard actually is overall worse and won't get used as much but I'm not betting on it. The unhook property alone will assure it stays the most used perk if not even actually INCREASING it's already absurd usage stats. Never mind it not actually fixing what it was supposed to, being a third health state. 1 second is a really long time.

  • Dead Hard is still going to be number one. If anything it might even be BETTER now. It's easier to use, no more dead hard into walls, it can be used with way more utility like through windows, saving people from hooks... yeah... I really really hope I'm wrong but I don't think so.

  • So annoyed they didn't nuke this thing from orbit. Ultimately it loses some things but gains others. It can still be used for distance if you use it when you are 1 second away from safety.

    Scariest thing? You can use to safely unhook. Sure nice against camping but that'll basically make the perk mandatory and make bullying an absolute joy.

    It will still be the most used perk by far.

  • @Adjatha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016909#Comment_3016909

    Because the usage stats are from the last year, and Circle of Healing came in half-way through the year. If you just looked at the stats from CoH's release onward, you'd see a very different story.

    Also the fact Claudette comes with the game whereas Mikaela does not which is already stated I now notice :D. I really wish I could challenge the numbers they dig up and how they acquired them over what period because yeah... some of the changes are baffling. This perk is gutted. It was never as bad as some people said it was because it's only one person being consumed by the action rather then 2 but now it is comically useless. They could have just canned the item heal efficiency and called it a day. Now though? Circle of Healing or bust. Botany is alright with yellow med kits but those aren't unlimited and are especially precious to newer players.

  • 80 seconds is way way too long. 20/25/30 would suffice and even then the problems it has are too numerous. There's still a lot of annoying things you can do that don't count as a conspicuous action. Though is it once per trial? The original version is and 80 seconds is also the time frame of the old effect. If it's only once, then Borrowed Time still has 'some' niche because that comes with movement speed too and works every time you unhook. If not... then yeah, they really weren't even trying.

  • @Thordem said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016112#Comment_3016112

    They might already be thinking about something like that 'cause of some perks like that :

    "Scourge Hook: Monstrous Shrine 

    Long have we waited. Monstrous Shrine has received a rework. This perk will now convert all basement hooks to Scourge Hooks. Additionally, Scourge Hooks will now grant 10/15/20% faster Entity progression – but only if the Killer is not within 24 meters."

    I think they have to ask themselves what's the best way to punish camping without breaking the game tho

    I'd write what I said in the feedback and suggestions thread and get a real discussion going about whether or not that'd be a good start against camping but honestly doing it, especially right now I might as well put anything I type in the shredder.

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