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StarLost

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  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/2783402#Comment_2783402

    No. It’s because survs play together and killer come here and they think they belong to something bigger thank them.

    try to write something from the surv pov and you’ll see hordes of killers writing against you . This is how this forum is now

    ...Huh?

    No, that's not how...anything works.

    If killers were having more fun with the game, you'd see less threads from the killer POV. I think a big part of this also stems from the behavior of survivors in game. Losing is one thing, but getting teabagged and gloated at *every single game* gets frustrating.

  • @Brokenbones said:

    I think in 90% of games, Agitation is superior

    Moving significantly faster is better than being able to move slightly further. You also outspeed survivors with it, meaning you can get hits or move past people trying to bodyblock

    The reduced swaying with IG is cool to have against boil over gamers though

    @LastShoe said:

    agitation is better, but iron grasp multiplies effect of agitation because less swaying makes you actually move slightly faster.

    Against BO specifically, they don't do all that much. The swaying is annoying, but you can play around it. The problem is the wiggle progress on drops, combined with maps where there aren't any hooks close to those drops.

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2783017#Comment_2783017

    I like BBQ when a chain hunt's already started. Hook person, see where the aura is running to, get box, hook person, see where aura's going, hook person...

    That was how I wound up hooking everyone at once the other week. They just couldn't leave the box alone. <_>

    I enjoy BBQ too on him for this reason (the BP gain is basically needed too I find), but what often happens is that I'll go off on a wild goose chase because the box is actually above me or below me.

    Survivors are also getting a lot smarter, solving the box in places where it'll cause you to teleport off a drop or behind a wall.

  • @Chocolate_Cosmos said:

    Which one is better after the buff to Boil Over?

    Also, shouldn't Iron Grasp get small buff too like Boil Over?

    Neither.

    I've actually tried it out. The RPD library is unhookable, even running both - or so close it makes no difference.

    As perks, Agitation is actually fairly decent. Iron Grasp is complete rubbish.

  • @LastShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2783081#Comment_2783081

    Why complain? Because mmr rewards only surviving the trial, anything else is unimportant and if you get bloodlusted then facecamped you will lose mmr, even if everyone else escapes. Therefor you will end up with worse teammates, so your chances of escaping will be lowered. At certain point you can get into elo hell, which escaping is true hell, unless you will constantly play hatch game.

    • ELO hell doesn't exist.
    • You'll also be facing lower MMR killers.
  • The fact that killer players are responsible for most of the feedback/suggestions/complaints regarding this game doesn't indicate that there might be a design problem?

  • @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/308191/crackers-lunar-new-year-is-a-way-bhvr-supporting-survivor-bullying-killer

    Im suprised blinding things still bother people this bad lmao they are easily the most counterable items in the game

    The issue is more that sudden bright flashes and strobing are really rough on photosensitive players. Especially in a game this dark.

  • @Chimp said:

    Why does BHVR make so many of the iris bad. There seem to be two types of bad iri. The first type are iris that have an ok or even good effect but have an extremely taxing downside. The second type are iris that are way too situational or niche to get any real value out of it.

    Yup.

    You get really interesting iris like Wraith's, bonkers OP ones like Myers or 'worse than an empty slot' one like Hag's.

    I honestly have no idea why.

  • @xoMadii said:

    RPD Library needs a rework, more hooks in the library, an additional staircase, something!

    Full SWFs are running oak offerings, Boil over, flip flop, exponential, soul guard, unbreakable, breakout, saboteur, toolbox’s/medkits with BT in a bottle, flashlights, body blocks, you name it.

    Making counter play nearly impossible for killers.

    They can’t make it to hooks, they can’t even really slug because of how fast the survivors can pick themselves up.

    Killers also can’t run a mad grit, agitation, iron grasp build on the off chance they may get sent there, as that is a weak build for most killers and relies heavily on altruism to get value, meaning in regular games the chances of gens flying and then getting no value out of their perks is very very high.

    The issue is that I think BHVR have very limited control over RPD due to the copyright. It's why the map is miserable for everyone.

    I think the best you can hope for is a hook added to the library in 2024.

  • @furret534 said:

    A lot of people are saying killer isn’t fun to play right now. Everyone has their own reasons, and I’d love to hear what your guys reasons are and what you’d do to make killer more fun. Try your best to think of a method where both sides win in the long run!

    Rework maps to remove problem loops and awful hook spawns. That would really, really help.

    @ThatOneDemoPlayer said:

    Buff SoloQ to SWF level, then buff Killers accordingly and maybe rework tunneling and camping if Killers can win without those strats

    The problem is that I'm just imagining Ash walking through a graveyard going 'Buff SoloQ...to SWF level...*cough cough cough*'.

  • @Aneurysm said:

    What if there was a website called OniFans and it was adult content but with Oni cosmetics ? 🤔

    Damn, beat me to it!

  • @Dwight_Fairfield said:

    They're really going to have to if they intend to leave Boil Over in its current state.

    It's not just RPD. Several maps have defacto 'unhookable' spots, even if they require a bit of bodyblocking. It's so, so easy for a SWF to completely take the match hostage on these. IWOM is another good example.

  • @rha said:

    I'll probably be the only one and people will hate me for it and I'm sorry, but after only two boring and frustrating games that ended up as 4k with 5 gens left, I already got tired of it and now I just let go of the gen after the first hook and if DMS is on then I consider running up to the killer and just killing myself to move on to the next game.

    It's probably perfectly ok against SWF, but in uncoordinated solo queue, everyone stops repairing to go for the hook and boom! all three gens that had progress are blocked. After a while I was so tired of it because one was dead, everyone else dead on hook, and not one gen done, that I decided to be so smart and stay on the gen and let the others do the rescue - except that the others probably had the same idea and the guy died on hook because nobody got him.

    That I'm not with really good teammates usually and the killer has enough pressure that DMS is literally permanently active just adds to the frustration. I guess it's time to get an SWF group.

    Here's the thing though.

    Those gens retain progression and cannot regress during this time.

    What happens from the killer's perspective quite often is that you'll get some pressure and prevent them being done for a bit, only for 4 gens to pop within a second of each other and you suddenly going from a winning game to a complete loss.

  • @Zachcjjj said:

    I cant lie by far one of the most annoying things in dbd is dying to some bloodlust 3 trillion killer that just gets handed the win because they are to stubborn to chase someone else and get 17000% speed and don't get me wrong i understand why they still have bloodlust its a bit of a noob helper and there are certain situations where the maps are extremely unbalanced and you kind of need it but i seriously cant remember the last time i bloodlusted someone that wasn't a meme, at the most my bloodlust 1 JUST activates when i down someone. So my question here is did anyone who is actually semi decent at the game notice a difference during no bloodlust weekend because personally i remember it being the exact same and i would not be mad if they just took bloodlust out of the game and then maybe even buff pwyf as a bit of an alternative?

    It helps quite a lot.

    For example: DDS has a very strong loop that is accessible from anywhere on the map. Sometimes getting BL is the difference between getting a down you can convert into some free pressure, and failing miserably.

    'Just don't chase there' is a huge trap for new players, because if there's a central strong loop - that's exactly where survivors will head every chase. See: Badham House of Pain, Swamp infinites etc.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2782963#Comment_2782963

    The question is when. With the time the RPD map exists, this should have been adressed months ago. But now it became more obvious due to Boil Over.

    It took BHVR over 2 years to fix some completely broken spots on maps where you couldn't pick people up.

    So...2024?

  • @NathyP11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2783006#Comment_2783006

    What is the synergy with Hex: Retribution, I always thought it was pre TOTH where you got the notificiation

    Any time they cleanse a hex, you get to see everyone's auras for 10 seconds (a long time).

    Oh, just realized you had Plaything on the list. Don't run Plaything if you have a lot of other hexes, there are only 5 dulls on the map at any time meaning that you won't actually get value.

    Either Plaything+Penti or other hexes. Don't pair Plaything with other hexes generally, they have an anti-synergy.

  • @Steel_Eyed said:

    BBQ is good on Pinhead. If you know where the survivors are on the map respective to yourself, you can get a feel for where the box will spawn.

    I used to use BBQ or LP to try to find the box, but I've found that often I spent a lot of time hunting for the thing when I should be pressuring elsewhere.

    It probably comes down to playstyle.

  • @Aurelle said:

    So I don't see many talking about the buff to DMS, so I'm curious about what everyone thinks about it.

    Personally, I think it's fine and it got the buff it needed. It can be a bit problematic on certain killers, but that's about it.

    I've been experimenting with it.

    It's...okay.

    Really good on Artist and Doctor, decent on Cenobite. Can backfire horribly and result in a lot of gens popping together.

  • Yeah.

    Especially if they are running boons, this slows them down quite a bit.

    I prefer Retribution on a lot of killers, but I always like being info-heavy.

  • @GentlemanFridge said:

    Dear god.

    With the new rift skin, she no longer has a snoot to be booped.

    What a time to be alive.

    Yes please.

    As someone who plays a bit of Pig, the 'Boop' meme is more annoying than anything else.

    Sometimes I'm not in the mood to meme, and then people get really nasty in postgame when you don't just let them all escape.

  • @Hessien said:

    Hello everyone.

    First of all sorry for my english.

    Interest will be something change about report thos players who destroy our fun/games?

    Face camp and camp one hook instead of gameing. If we leave the games get penalty.

    Of course they wont be banned from the game devs.

    Maybe 5-10 report from the same person as camp get the points nerf or something.

    Thanks anyways

    Camping is not against the rules. It's a cheap and cheesy way to play, but some killers are sort of built to camp.

    Recently though, we saw a very silly buff to a perk called Boil Over, which makes it really annoying to hook people - likely increasing the number of campers.

  • @NathyP11 said:

    Or could remove plaything and have Dead Man Switch, Pain Res?

    You'll want Agitation with that. PR is cool, but you can get RNGed and have it spawn 4 hooks in a part of the map you never go to.

    @NathyP11 said:

    Thinking of running:

    Hex: Ruin

    Hex: Pentinento

    Hex: Plaything

    .....

    I have never played as him before so wondering how the box works as seen people say Hoarder/Franklings is good.

    If you're going in hard on hexes, I'd add Retribution or ToTT.

  • @OneGoodBoyDemo said:

    Feels bad man, of all the indoor maps, they had to get rid of the best one

    I miss Hawkins. Some of my fondest memories of the game back when I started, way back when.

  • @RakimSockem said:

    When I ask this question, I'm referring to OVERALL killer nerfs, not specific killer nerfs (i.e. well Bubba got a cooldown on his chainsaw so the devs hate killers)

    Honestly, I think that when you look at it honestly Survivor and Killers have been roughly nerfed at the same rate. When I think of OVERALL nerfs to both sides, for survivors there was the HUGE exhaustion nerf (RIP me getting Lithe twice in a chase), the nerf to self care, the nerf to healing in general in the same patch as the self care nerf, MoM nerf, DS nerf, balanced landing nerf, all 3 ultra rares are practically useless (sorry those count for survivors because survivors share them unlike killers whose add ons are all different)

    On the killer side, there was a Bloodlust nerf, Hex: Undying was nerfed I think, and......? idk it's been a while since I've played killer but I can't think of many nerfs that across the board has affected ALL killers and not specific adds ons or power of individual killers. I'm sure there's something I'm not remembering but like....I just find it funny when people create all these threads saying the only nerf survivors have received was like DS and MoM and just completely disregard everything else that's been changed since the game started

    Here's the thing.

    It's not how much killers have or haven't been nerfed (they have - but that's a different story).

    It's that survivors and killers are not balanced at the same standard.

    Killers have perks and addons nerfed - simply because they were 'too commonly used'.

    And then we have Dead Hard.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2782051#Comment_2782051

    The killer being unable to hook a survivor due to survivor efforts is not holding the game hostage. The game can still progress.

    /facepalm.

    A survivor with No Mither on RPD can be literally unhookable. If they run NM, you also can't just leave them slugged. This means they are literally holding the game hostage - you can't end the game until they want you to, or you simply do not play the game and instead stand over them watching them.

    That's like saying 'walling survivors in on The Game should be allowed because they can just wait until the killer gets bored'.

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/2781799#Comment_2781799

    Boons are not unhealthy because some people don't have the skill to play around them. All 3 of them are fine.

    Shrug.

    Every Fog Whisperer that has opined on them agrees. Boons are not fine, and there isn't really much 'skill' to countering them.

    A boon in the RPD library covers half the map, and if you snuff it you're falling even further behind.

    @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/2781820#Comment_2781820

    I brought it up because the number of posts about this is ridiculous and overhyped. It's being talked about over and over as IF it was some new meta busting perk and it just isn't. The same thing happened with saboteur when it went through it's most recent change and survivors ran it for like a week or two and people came here complaining about toxic 4 man swf sabo squads OP and all this nonsense like it didn't have counterplay.

    There are meta killer perks that are stronger and more annoying to deal with than the new Boil Over but we just have to deal with them (Pain Resonance is a pain in the ass, pun intended, new Dead Man's Switch) Boil over is easily weaker than both of those individually and definitely weaker than the two put together (especially in the hands of The Artist, Freddy, or any high mobility character like Nurse, Billy, Spirit, Demo with portals set up, etc)

    I just find it weird people are even complaining about Boil Over at all but this is the DBD community so I shouldn't be surprised

    When basically everyone that plays a faction is complaining about something...maybe, just maybe, there is an issue with that thing?

    Something to shake the meta up? Okay, I'm down for that.

    People aren't complaining that Boil Over is a meta change. People are pointing out that it's unhealthy for the game, because it's easy to use it to completely hold a match hostage and force the killer to either DC or spend ages staring at slugs.

    Pain Resonance...what? PR is a fine perk, but you have to pair it with Agitation to really get it consistent, and that's 1/2 your perks right there. Which is why it never really shook the meta - at that point you may as well go Pop (which is just one slot) or Ruin+Undying (which people are comfortable with).

    There really isn't anything analogous to Boil Over in the killer perks. The closest thing you can compare it to is walling people into rooms they can't get out of and then going AFK.

    And that's actually bannable.

  • @toxik_survivor said:

    https://forum.deadbydaylight.com/en/discussion/307988/boil-over-buff-shows-killers-are-hypocritical

    This is actully the most I insightful post I've seen. I completely agree

    Explain to me then - why should survivors be able to take the game hostage unless (and sometimes even when) they bring two specific, mostly useless perks?

    Why do you think this is good game design?

    I'll wait.

  • @dictep said:

    .. if the perk doesn’t exists and appears now and not years ago? because sabo squads can use 4 of it, and I think it’s worse for killers than boil over

    Sabo squads are annoying, but basically require a fully equipped bully group to pull off and specific hook spawns. Unless they are really good, you can often play around them on some killers.

    The difference is that Boil Over only requires one player to use it and a map offering to completely hold things hostage.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2781614#Comment_2781614

    I would agree if it were actually useless. I do not really believe that, however. That being said, what do I care? I do not even own the perk.

    I suppose you aren't wrong, but you never know. Changing circumstances might just be what Behavior needs to address the genuine problems with this game that will linger if and when Boil Over is addressed.

    Again, sometimes you have to be pragmatic.

    The chances of BHVR fixing hook spawns on multiple maps in a reasonable timeframe aren't even worth considering. Again, there have been even worse problems with maps (actual infinites, exploits etc.) that took forever to fix. Some maps (RPD, Badham, Swamp) already have janky hooks.

  • @whampyri said:

    Like i think if your on the ground you shouldnt be able to crawl to escape or use the hatch.

    Firstly, if your name is a Brian Lumley reference, well done on your fantastic good taste.

    Secondly, no. Crawling is totally fine. What are you describing is a baseline Unbreakable, which would be crazily OP.

  • @tippy2k2 said:

    I have no idea why a killer would feel bad for bleeding someone out running Boil Over.

    I don't like to do it because I find it boring but if my options are to bleed you out or let you go because I can't get you to a hook because of your perk, then so be it. I'm not going to feel bad for adjusting my strategy to deal with problems that have no other recourse.

    I don't feel bad. I feel bored. It's tedious. I want to be chasing and dancing around with survivors, not playing the Superhot version of Whack-A-Mole.

    @Nicholas said:

    They already it do anyway. Idk why people are pretending slugging is a new thing due to BO.

    Slugging isn't new.

    Mandatory slugging is. Or at least, it's made it's comeback from the times where a survivor could crawl into certain spots to be immune to pickups.

    Survivors don't like being slugged. I know I don't enjoy slugging.

    Why are we pushing killers towards more slugging? Surely we should be doing the...opposite?

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2781542#Comment_2781542

    "Let's nerf a useless perk." Not even a straw man, sadly... You literally said it.

    If it's useless, then nerfing it has a net zero effect, and is really easy to do - right?

    'Fix maps' isn't realistic. If they were going to, it would have been done already.

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2781558#Comment_2781558

    Deflect, but that's classic coming from the person with the most OT and lengthy replies in this thread.

    Responding to other people going OT is not going OT. But again - shoot.

    Tell me why Boil Over is fine.

  • @FrenziedRoach said:

    Eh... you don't like Boil Over - then start running Iron Grip and quit complaining.

    I tried this with a mate yesterday.

    Running Agitation+Iron Will.

    RPD library = still completely unhookable.

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2781547#Comment_2781547

    I realize that, but that doesn't insulate your post from replies. Going back to BO to avoid a hijack.

    https://us.v-cdn.net/6030815/uploads/AOUK80D9H1N0/images.jpg

    It's always nice when the hijacker returns the car, but good. Let's talk about BO.

  • @ThiccBudhha said:

    Boil Over: start with 25% wiggle progress. There maybe people will stop calling it bad.

    Lightborn: Facing a wall blinds everyone holding a flashlight. Now everyone is happy that you can look at a wall.

    I really don't like making 'wiggle' stronger. It just creates problems on maps where you get bad hook spawns, setting up a situation where you get completely screwed by something out of your control.

    Wiggling out should be a result of the killer misplaying or being too ambitious, not the result of 'survivor has x perk equipped' - considering that they actively get punished for dropping survivors at the Grade screen.

    I'd rather make Boil Over something completely different.

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2781536#Comment_2781536

    No, it isn't; you're still missing the point. YOU mentioned Boons, so I replied to your post about Boons and how that same complaint applies to Survivors. You're going off-topic and trying to sidetrack the thread. This topic isn't about Boons or Hexes, so focus on Boil Over.

    https://www.youtube.com/watch?v=pXCPXYfcBzk

    I was responding to someone else who brought up hexes, and someone else who brought up boons - in literally the same way I'm responding to you.

    Sigh.

  • @Slaughterhouse3 said:

    Just add hooks in the higher places that make the perk impossible 😂

    This would be nice, but it seems that map changes take a lot of work from BHVR's side. It took them literally years to fix the spots where downed survivors couldn't be picked up from.

    It would be much simpler to remove the wiggle increase on a fall. The perk would be about as useless as it is currently, but at least wouldn't allow survivors to grief.

    Honestly, just change the perk to something else that is both useful and enjoyable.

  • @RakimSockem said:

    I put useless in quotation marks because technically every perk HAS a use. That said, for me it'd be

    Survivor: Diversion

    Option A: Reduce the timer from 45 seconds to 25 seconds

    Option B: Keep the 45 sec timer but also allow the timer build up to occur in chase.

    Both option would allow 2 stacks of diversion and remove the criteria to be crouched and motionless to use

    Killer: Predator

    Survivor tracks remain for 8 seconds long and are different colors (sadly this wouldn't help color blind people but i'll try to think of an alternative) This helps with tracking specifically the prey you want

    Predator: Redesigned. Now: Every time a survivor performs a rushed action while you are in a chase with them, you gain 2% Haste. This resets on injuring or downing a survivor.

    Diversion: After being chased by the killer for 10 seconds, this ability activates. You become invisible for 2 seconds and the killer receives a loud noise notification at a random nearby vault or pallet location.

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2781506#Comment_2781506

    That's not what whataboutery is. I illustrated that the Survivor also experiences those pain points with an example. I never called you a hypocrite or said you were wrong. You missed that important distinction in your zeal to use the go-to term on these forums.

    I also never said anything about Boil Over in the post you quote, so I am confused.

    Slugging isn't fun, but it is rampant even before Boil Over, so I see little difference there. Your other points are subjective, yet you present your opinion as to if it were authoritative. The counter to a map offering is to use the Sacrificial Ward or cancel the match. You have to decide what to do.

    Yes, it is. It's a perfect example of whataboutism.

    You are using an irrelevant point as a red herring, to sidetrack the conversation into another concern. This is not a thread about hexes. This is a thread about Boil Over.

    We aren't talking about hexes here. Hexes aren't even remotely analogous. I explained why. We are talking about Boil Over being the keys to the Trollmobile.

    Slugging was rampant - and people hated it. I personally hate slugging as a killer, unless I'm trying to avoid killing someone.

    Why do you want more slugging?

  • @RiskyKara said:

    Do it.

    I've seen some killers talk about feeling badly for being "toxic" by bleeding out survivors when they use boil over.

    I've been running it and honestly, if you bleed me out good for you. That's pretty much the best way to handle it. I've got one unbreakable and then after that I'm just a slug vibing for the rest of my timer.

    Don't worry about me, I have tenacity and I'm going to show you that I'm the fastest slug you'd ever seen. This is me screwing around and finding out. This is the consequences of my own actions.

    Slug me.

    Do it.

    It's just...so boring.

    I don't play DbD to watch a slug for 10 minutes.

    Once the Lunar Event is over, I think I'll be taking a break. The devs and I seem to have a very different idea of what is fun.

  • @DomoBear19 said:

    He is a child serial killer trapped in a rotting old bunny suit (He is still alive inside I think) who dies in a fire in fnaf 6 which would be perfect for narrating him into DBD with lots of potential if given the chance. So why are people so opposed when you have edgy children with a knife (legion) and a Korean pop star who can throw glass knives? I've also seen people complain about op perks in peoples concept ideas but that could easily be fixed by the DBD mods who have some experience with balancing perks.

    https://us.v-cdn.net/6030815/uploads/NDMMUUNE3T1K/springtrap-dbd.png

    I haven't really seen anyone calling for Springtrap not to be added.

    Who is saying this?

  • @ThanksForDaily said:

    https://forum.deadbydaylight.com/en/discussion/comment/2781458#Comment_2781458

    "Lolwut"

    I don't even tested the perk. Im talking about the hypocrisy.

    Hexes are hexes. Doesn't change anything because undying got nerf, wdym,"lolwut"

    Use for once another perk instead of your usual 4 gen regression.

    'Lolwut' because 'did you actually think about this before posting?'. Evidently you didn't, because you don't even know what the issue is.

    It's not that it's wrong, it's that there is nothing even slightly correct about it.

    But okay.

    ...Who uses 4 regression perks? That would be silly. Usually, regression these days is either the standard meta (Ruin Undying or Pop) or something a bit more exotic (PR+Agitiation, Deadlock, DMS). Then the killer will generally have BBQ (for BP) and either some sort of info perk (Tink, Discordance) or something aggressive (STBFL, Devour).

    If you are facing killers with 4 regression perks, you are facing killers who don't understand the game or are running a meme build.

    The reason regression is meta is because it's what is needed to counter what survivors do. That's...what meta is.

    I run Agitation on a lot of killers. It doesn't stop Boil Over from being abused on these maps, at all.

    Honestly, what are you even talking about?

    @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2781299#Comment_2781299

    The same applies to hex perks, Ruin and especially Devour can devastate a trial and bring it to a swift conclusion. And then gg if they also have Undying. So survivors too can waste a lot of time looking for hex totems that provide tremendous value and fundamentally change mechanics. I've had it happen to me personally many times, no one can find the totems and the match comes to an end. However, no one wants to talk about those moments, it's always the moments where someone brings a boon totem that the killer can never find and that's supposed to be the end of the world.

    No, not it doesn't. None of this applies to hex perks at all - this is, again, a textbook example of whataboutism.

    Here's the difference.

    • These are perks that have counterplay. The only counterplay to Boil Over on some maps is literally slugging and then camping the slugs to bleed them out. Do you want to encourage this sort of gameplay? Do you think it's engaging or fun for either side?
    • Hexes are easily dealt with on most maps without any perks. They have specific spots where they can spawn, and if you've been playing this game for any length of time, you should know roughly where to look.
    • At best, hexes allow you to win. They don't allow you to stall a match out for 30 minutes because you thought it would be funny to.
    • Devour is so incredibly telegraphed that it's barely used anymore.
    • Ruin Undying has been meta for years now. There are at least 5 different ways to counter it, off the top of my head. What is the counter to Boil Over+RPD offering that doesn't involve spending 10 minutes camping slugs?
  • @deKlaw_04 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2781442#Comment_2781442

    Would it be OP? maybe but we need perks like jolt to be strong to more useful

    Jolt is useful. Myers and Ghostface absolutely rock with it. It's not as strong as other regression options, but it certainly has it's place (I love Pain Resonance+Jolt on Myers).

  • @ThanksForDaily said:

    I have to agree with sluzzy.

    Remember the killer about ruin/undying/noed

    "Oh, you have so many perks to counter them 4head, easy. Small game, counterforce, detectives hunch etc"

    Now use IG, Agi to counter boil over.

    But you won't, you can't get rid your 4 slowdown stacking gen regression perks and you want a boil over nerf.

    Killer main hypocrisy.

    Lolwut.

    Okay, this is wrong on...so many levels it's almost impressive.

    • Ruin+Undying got nerfed. As it stands, they have counterplay absent perks (totem spots that have been known for years).
    • Survivors have 16 perks to work with. Killers have 4. A single survivor giving up a spot for SG isn't a big deal. Killers losing half their perks is.
    • Even with Agi+IG, certain spots are still completely unhookable.
    • Whatever perks you are QQing about, at worst they just let the killer win. They don't let the killer basically take the game hostage because they want to grief/sulk.

    This entire thread is just flamebaiting and whataboutism. The fact that you are trying to keep a perk alive that isn't useful aside from griefing makes me wonder...why?

  • @GoodBoyKaru said:

    I'd love to buff older perks so long as they learn their lesson from Boil Over- stop making perks useless in most situations and some of the most unfun bullshit to deal with in others. If something can be abused in this game, it will be.

    This, honestly.

    Boil Over literally made me go 'BHVR...do you actually play this game?'.

    It's the worst sort of perk. Either useless and annoying, or a set of keys to the Trollmobile. It's actually causing me to play in a manner I despise (slugging and camping).

  • @deKlaw_04 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2781141#Comment_2781141

    i find playing against nurse fun. Huntress on the other hand……. I’m gonna be honest I hate her. I find her super boring to play against since I face so many of them. The killers I have seen the most recently: Huntress (hate), bubba (hate), blight (good one), pig (hate), pinheadS (good one), plagues (depends on the team) and hags (absolutely despise) just my opinion tho

    This is about my opinion as survivor too. I'm just tired of Blights and Huntresses. I actually enjoy facing Hags, due to how rare they are - but Hag is very much 'either she gets an early down and cascades to a victory or we finish all the gens in 4 minutes and escape without her getting a hook, then I feel bad and give her a pity kill'.

    Pinhead is great to face, aside from the fact that so many survivors just instantly DC the second they see him.

    The only killers I genuinely go 'ugh' when I see are Bubbas (camping), Huntress (boring), Trickster (irritating) and Wraiths (I feel bad for them).

  • @deKlaw_04 said:

    Not make them OP or anything just mettle of man somewhat easier to activate and jolt be able to damage gens with a M2 attack and more buffs to this one please

    I think Jolt/Surge (I swear, I'll never get used to it being called Jolt) is mostly fine. It's so damn strong on Myers and Ghostface that any further buffs to it's numbers would make it OP on them. Make it activate on M2s and it'll be gravy.

    MoM is ...yeah. That's one that should be left to lie, unless they just totally rework it.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2781397#Comment_2781397

    That is not fair counterplay though. What if a Leatherface politely walks up in a jungle gym where I have no LOS and instantly downs me with no warning? Not all gens are out in the open so you can see the killer everywhere.

    Now I will agree about RDP, but that is really a map issue instead of perk. There shouldn't be a specific location that is always safe. All they need to do is make hooks randomized where it will sometimes spawn one in the library and sometimes not. To the contrary, how often do you wiggle free in other areas?

    You'll hear him coming, Leatherface has fat feet and the saw gives a distinctive noise too. If you suspect Tinkerer, the counterplay is using your other prompts (audio, visual) when the gen reaches 70%. Inside a jungle gym is absolutely ideal, as if you just vault you stop him completely.

    A nice trick to counter Tink is to immediately leave any gen once you've taken it to 70%, wait a few seconds then get back on it. If the killer comes over, he'll waste a ton of time.

    RPD, Eyrie and IWOM all have those spots, and other maps have spots that are pretty close.

    It's easy to say 'oh, just fix the maps' - but this is something that is clearly very difficult for BHVR to do. It took them literally years to fix the spots where you couldn't pick survivors up.

    It's easier just to remove that aspect of the perk and rework it in another way. Wriggling free should be a rare event caused by killer counterplay or a concerted team effort, because it's insanely punishing for the killer - and causes them to lose points. It's never nice to be punished for something out of your control.

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