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Tsulan

Tsulan

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  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/2963517#Comment_2963517

    I think where talking more like

    Doing a totem, Blessing a boon, Doing a gen, Healing... stuff like that

    We can´t talk about the future without seeing how the devs tried to bring solos and SWF together in the past. Everything they´ve done so far has buffed SWF. More hud elements would do this even further.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/2963499#Comment_2963499

    But would it really buff Com- swf for Hud elements.

    Com-SWF already have the ability to know what everyone else is doing. so I don't think it would buff Com-swf at all

    Take a look at how the hud elements where changed to bring solos closer to SWF. Survivors now have small icons that show what perks affect them. When they are affected by coulrophobia, overwhelming presence or unnerving presence, they get a icon that shows them, that they are inside the killers terror radius. This icon appears before you can hear the heartbeat.

    Undyings aura reading next to totems gives survivors a "you are affected by a totem" warning when they first approach a totem. Giving away its position on top of what the perk is.

    Downing a injured survivor with an exposed effect alerts all survivors about the exposed effect. Even the SWF group couldn´t possibly know, since the survivor was injured.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/2963405#Comment_2963405

    If they add it, i hope they make it optional. tho i prefer not at all

    Gonna get left on hook because i cant hear a teammate tho lol

    I´m sure there are people for everything. People that want to play without coms and people that prefer to play with coms. Of course everything should be optional. But implementing voice chat is the only thing that would bring solo queue to the same information level as SWF without buffing SWF by giving more and more hud elements.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/2962294#Comment_2962294

    Id rather have millions of crappy solo queue games then voice chat

    Does anyone here remember Gamespy? It was a external program to find lobbies/games internationally. With tons of filters for maps, languages, game modes, etc.

    Something like that could be implemented for voice chat. The people that don't want voice chat can simply opt out of it. No problem in that.

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2962674#Comment_2962674

    I think you are considerably underestimating the toxicity of this community and how abused team chat would be.

    Nah, I'm not underestimating toxicity. I remember a match in R6, where a teammate started to spawn kill me, because I had more kills than him.

    Immature and toxic people are everywhere. DbD needs to start a naughty list and match those people against each other. Same goes for people that rage quit suicide or constantly afk to lower their mmr.

  • @Canas said:

    And then there are the survivors who will simply taunt and disrespect you despite being kind to them. Those are the worst.

    Those are the ones that breed toxic killers.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2962370#Comment_2962370

    You get tired of it pretty fast - because not only do you start out with someone blasting fart sound effects through their mic at max volume, now you have to pause mid game and mute them. After a while people just disable VOIP permanently.

    https://forum.deadbydaylight.com/en/discussion/comment/2962421#Comment_2962421

    Nobody is going to dodge Self Care, because Self Care is one of the most popular perks around. The only one I can think that might cause dodges is No Mither, but frankly - don't run No Mither outside of a SWF, because it really is a troll perk.

    https://forum.deadbydaylight.com/en/discussion/comment/2962518#Comment_2962518

    I really don't think people would dodge on perks unless someone is literally running a troll build - and even if this did happen occasionally, I think the benefits would make up for it. Right now it's a giant pain when you equip Kindred and see that two other survivors did the same.

    Ok, i can´t remember any fart sounds or slurs from back when i played R6 with ingame voice chat. I can remember some people eating and some kids or a vacuum cleaner. But nothing what you describe.

    They could adapt the "did you have fun" button and turn it into a "was your teammates voice chat annoying" or something like that. So those people would end up getting matched against each other.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2961663#Comment_2961663

    Oh no, I just applied your logic. You might not have named the perks, but it most certainly is your logic applied to those perks in mind.

    • 1. double bloodpoints is not gonna do ######### for you in the game. So no.
    • 2. If SC stacked with CoH, a heal would take 64 seconds, thats not a good thing. BK could be stacked, sure, but when were we talking about stacking effects? Thats right, we were not. As for CoH being faster than SC? No, both SC and CoH reduce self-healing by 50%. You're literally lying here.
    • 3. Oh, but that doesnt matter you said boons were stronger than hexes. That includes Dark Theory.
    • 4. Again, assuming all the requirements are filled. I have ran all boons 10 games in a row, Exponential was only used once, against a slugging Nurse. My teammates ran Unbreakable, that was used 4 times in the same span of games. The fact that exponential has so little usage makes it objectively worse. You could turn Dead Hard into a Boon, make it available for all survivors in that small area, and it would be worse than Head-On.
    • 5. Oh, it is. Walking replenishes exhaustion, running does not. You would want to stand still and walk in chase as much as you can so you can use an exhaustion perk twice. The only time you run is to maximize distance. If you've already reached maximum distance in a loop, you might aswell walk away untill the killer spots you walking away. If they dont spot you walking away, they would have to search you again, giving you valuable time to recover.
    • 6. I just repeated the fact that SC is objectively better.
    • 7. seeing a burning totem makes survivors want to check, if it's thrill, they often want it gone in case it's protecting another hex, if they see no other hex and there is still 1 unknown perk, they would have to consider NOED, and to counter NOED as of today, is to cleanse all totems or hope you get lucky after the final gen. But with your own logic of extra BP: Thrill also does this. Let alone that Thrill also gives you info on how many totems are still standing, even after its destroyed. So its still good info on how determined survivors are on getting rid of totems.
    • 8. You literally get a notification of where the survivor is who broke the totem. And since you were talking about combining BK and CoH: HG and Retribution is a killer combo. HG and Infectious Fright is too. HG and Undying. HG and Bitter Murmur. HG and BBQ. HG and Discordance, HG and Lethal Pursuer is quite good too.
    • 9. You misinterpreted my statement, oblivious means they do not hear you coming. They could have started blessing a totem. If you also have Undying, you can see them working on a dull totem and approach them without them knowing you're coming. 14 seconds means 64.4 meters of distance. Which on most maps is practically covering the entire map.
    • 10. BF would be far too powerful to not be a hex. And yeah, it can be gone the first 60 seconds of the map, but it could also last the entire game. High risk, high reward. Let alone that survivors wouldnt cleanse a hex if the effect wasnt powerful in the first place.
    • 11. Great, that's 0 gen progression for 14 seconds. Excluding the time it takes for survivors to find all those totems in the first place. You're assuming all totems are found already and the survivors are ready to cleanse them at the same time. Thats a lot of time not working on gens. 2 survivors on 1 gen for 14 seconds would be 30% of the gen done. Thats more time saved than Pop, with 0 requirements. Sure, Pop can be repeated, but hooking survivors while gens are still kickable becomes less and less common in higher MMR. So in this scenario, Undying alone does more than Pop.
    • 12. So? High risk, high reward. That is the essence of Hexes. The fact that people would spend time cleansing any totem at all means that people were not working on gens. Thats beneficial.
    • 13. Yeah, but so is Dark Theory, Shadowstep or Vigil, or Streetwise, or Buckle Up, or Open Handed, or Soul Guard(its power relies on hexes standing), Built To Last, Breakout, BT(you have to unhook people for it to work, you cant always unhook people), flip-flop, any means neccesary(most pallets get broken ASAP), Ace in the Hole, Lucky Break(60 seconds of being injured happens very early in game, removing the perk forever), DS(only useful if you're being tunneled, if you're not being tunneled and still have DS after 20 seconds, you've wasted time), Distortion(4 reads and its gone), Poised. Not talking about the impracticality of perks that basically make them useless. For every Exponential that has seen at least a single use, I have seen 3 ruins carry a killer to victory.

    And yes, killers should be comfortable running less perks. You should start tracking how often perks you bring do not have any value at all. Scourge hooks? with bad RNG, you never get to use it. Pop? If gens are finished or have 0 progression, its literally useless. BBQ? Survivors working on gens can literally have their aura's hidden from you. Corrupt Intervention? Survivors have a chance of not even spawning near those gens and finishing 3 gens before even realizing you brought Corrupt. Killers mainly win games through using their abilities and addons. If having to chose between 0 addons and 0 perks, a lot of killers would prefer 0 perks. Perks are there to either give a shortcut or stall the game. Stalling the game doesnt matter if you cannot kill a player before the gate is powered. Shortcuts only work if you're already in a position where you can win without the shortcut, the shortcut just makes that win easier to access. Perks are there to amplify your gameplay, they are not, and should not, be neccesary for your victories. Why do you think Ruin is picked 50% of the games in highest MMR where Pop is only used 25% of the games? Because Ruin guarantees value. Either you get to bully survivors off gens and gain a ton of pressure, or survivors waste time cleansing a totem. Survivors are forced to cleanse Ruin to progress consistently. Pop has 0 guarantee to be used. You can go for a 5 gen chase with survivors constantly tanking hits and healing up for their teammates to tank another hit, then down a survivor. What value does Pop have here?

    For survivors, if they run DS, Unbreakable and Self-Care, but do not get tunneled, slugged or are always healed by teammates, thats survivors practically only using 1 perk for 10+ games in a row, untill they do get slugged, or untill they do get tunneled, or untill they are not being healed by teammates. Thats 3 perk slots NOT BEING USED for 10 games.

    You have to be comfortable with running 0 perks on both sides, because you are not guaranteed any value. The only perks in the game that have guaranteed value are hex perks. Sure, some perks are quite powerful and relatively easy to trigger, but even though Iron Grasp would guarantee a lot of hooks, people still rather run Ruin. Because that 14 second cleanse at the start of the game can be the difference between 2 gens and 1 hook and 3 gens and 0 hooks.

    Look, i see you put a lot of work into this. But the perks don´t work like you think they work. Starting with SC stacking with CoH. I stronly recommend you try this out. No, it doesn´t take 64 second to heal with SC inside the CoH radius. The stacking means that the heal is much, much shorter than using each of them alone. SC also has a longer healing period than CoH, despite the "50% healing reduction". Here is a video that shows them side by side.

    https://www.youtube.com/watch?v=9s6FQUoo7xg

    Oh and i won´t bother commenting on the rest of what you wrote, because according to you i´m a lyer. Which isn´t really a good way to start a discussion.

    Anyway, have fun!

  • No one gets to benefit from hook (perks). No pop, no DS, no camping, absolutely nothing.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2962294#Comment_2962294

    I've played a few games with native VOIP and it's...generally not great. About 2/3 of people just opt out, and the rest is people screaming slurs into their mics. It's just a nightmare to moderate, to start with.

    Not to mention it wouldn't help those of us who play early morning, as on my end it's a mix of English speakers, Spanish speakers, Mandarin speakers and Russian speakers.

    On the other hand, emotes and auras are universal.

    As i said, language filter. There must be enough people using the same language to fill a whole lobby.

    And for the slurs, there´s a mute button. Like in other pvp games.

  • I probably sound like a broken record. But the only way to lift up solo queue to SWF is to implement ingame voice chat. No amount of icons, aura reading or notifications can make up for the instant information on the killers/totem/gen/other survivors location.

    Add language options and filters, so people can choose if they want voice chat and what language they prefer. People that don´t want it, can play with people that also don´t want it.

  • Thats the beauty of it. Killer doesn´t get a BBQ stack and survivors don´t get a WGLF stack.

    Perfectly balanced.

  • @BadZilla said:

    https://forum.deadbydaylight.com/en/discussion/comment/2961827#Comment_2961827

    That's a very uncommon thing the report system doesn't even punish hackers and you're expect a farming killer to get reported ? Even if they did reports don't do anything.

    Doesn´t matter if those reports do anything or not. The simple fact that "friendly" killers get greeted like this after a match is off setting. I´m sorry, but if kindness is greeted with hostility, then its no surprise that killers act this way.

    The killer doesn´t need to farm with the survivors. You should be mad at your teammates, not the killer. They disconnected knowing very well how devastating this is for the rest of the team.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2961757#Comment_2961757

    I am actually surprised. Especially with Dowsey claiming she is 10x better than Sadako who he placed at A tier for whatever warped reason. Hypothetically this should make her above Nurse with the Artist. I am surprised survivors aren't up in arms about this travesty.

    Whenever survivors say that a killer is fine and doesn´t need any buffs/nerfs. Then something is up. Has been like this in the past, when people claimed that Clown is fine or Legion (before the buff).

  • @BadZilla said:

    https://forum.deadbydaylight.com/en/discussion/comment/2961766#Comment_2961766

    You missed the main problem that what caused these survivors to DC ? Killers proxy camping hooks till a survivors hits hook state 2 and someone unhooks them and killer chases them same scenario happened 3 matches in a row , 4th match I got tunneled too but no DC's so the main problem is soloQ no one cares to unhook you and the game design that allows tunneling and DS is useless the exit gates are open or something.

    No, i didn´t miss that. But you missed the "killers want the match to be over asap to avoid getting reported" part.

  • Its weird isnt it?

    I mean, i´ve seen survivors write "reported!" after a match, when the killer doesn´t play normal after 1 or 2 disconnects and farmed with the survivors, so everyone had some points. Yet they get this reaction from the survivors, that instead of being grateful report the killer after the match.

    So its not a surprise when the same killers suddenly just want to end that match asap and don´t want to risk being reported by playing nice.

    I honestly can´t blame those killers.

  • @Alionis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2961433#Comment_2961433

    The fact that survivor mains aren't up in arms about PTB Dredge is a good sign that Dredge won't get nerfed.

    While yes, its always worrying when survivor don´t complain about a new killer. But we´ll see.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2959840#Comment_2959840

    "For the simple reason, that they can be relight."

    BBQ is stronger than Ruin for the simple reason that you can hook survivors more than once - Tsulan probably.

    Calling boons stronger because they can be relit is assuming their power is significant enough the moment it's active. Here's my entire counter argument:

    CoH: worse than self-care. Self-care can be used anywhere anytime, and can be used to bait a killer to chase you if you heal up to 99%, then jump a window, fully heal and waste a lot of the killer's time. Healing together? Botany Knowledge is better, can be used anywhere, anytime.

    Dark Theory? Spinechill saves you more time and creates more distance through 1 single vault than Dark Theory does over a chase of 30 seconds. Let alone that Spinechill can be used map-wide, where Dark Theory only applies on a small portion of the map AND if the boon is lit. It's literally never worth placing Dark Theory on its own. It's worth playing Undying on its own. The info from Undying alone is 1000000000000x more useful than the 2% haste effect that Dark Theory gives. But wait, you might add, running Blood Pact would mean you can run at 109% right? NOPE. Haste doesnt stack. So if Blood Pact is active, Dark Theory doesnt even do #########.

    Exponential: Unbreakable is better. Unbreakable has the boosted self-recovery anywhere anytime and can pick yourself up without any requirements. For exponential to work, you need to: 1. place the boon 2. be in range of the boon(crawling is slow as #########) 3. not be picked up. Relighting Exponential doesnt do ######### if the killer doesnt down you within range.

    Shadowstep: its best effect is removing scratchmarks. There are some addons that matter for the aura blocking, but perk-wise, the only perk affected is Nurses Calling. Holding W rather than Shift+W is more effective at removing scratchmarks.

    The only boon in this list that is somewhat dangerous is CoH as it has the potential to save time. The rest tends to lose time. Losing time is always a bad thing.

    So how are they stronger than:

    Thrill: "does nothing" except buy you a lot more time. Survivors doing totems means survivors are not doing gens. survivors doing totems twice as long means survivors are barely working on gens. Loses survivors time for working on totems.

    HG: Instadowns literally divide a chase in 2. If a survivor is already injured when the exposed status effect is activated, and you dont use that effect to your interest, its not Haunted Grounds being useless, its YOU not using it. HG has the potential to end games, that alone makes it extremely useful.

    Retribution: Yes and no, survivors are oblivious when blessing totems too, meaning you can catch them off-guard. Thats a free hit. Free hits make perks worth running. Are there better perks than it? Sure, but that doesnt make Retribution useless.

    Blood Favour: You're objectively wrong. Dissolution has massive downsides: there needs to be a terror radius. So if a survivor is oblivious, or you are undetectable, Dissolution has no effect. Blood Favour has an effect everytime a survivor loses a health state. It's also an effect that causes survivors to stop doing gens and look for totems. Dissolution can be very powerful, but survivors arent gonna let go of gens when its active. In fact, they will very likely keep sitting on gens.

    Undying: Gives tons of info. Also makes survivors scared of NOED if there is no other hex active, so they waste a lot of time searching and cleansing every single totem. Again, time wasted not doing gens.

    CC: Literally forces a survivor to keep changing their loops to something else, makes survivors search for the totem, meaning they are going to let go of gens. It also means that only 1 survivor can go through the window for a shortcut as long as the totem is active. Bamboozle only blocks a window AFTER you were physically there. The increased vaultspeed only really matters on loops with very little vision on the killer, like Killershack(or myers), any other time, and the vaultspeed doesnt really matter. While CC never requires you to vault as long as its active.

    Pentimento: yeah, on its own, right now, its not amazing, but it has amazing synergy with things like Plaything or just normal Undying(again, solo undying makes people think you're trying to run NOED Undying, cleansing a lot of totems, if not all) and in the next update will literally gain a perk to destroy boons so you can place pentimento in the same moment.

    Then here's the real kicker: a hex often forces a survivor to cleanse a totem, thats 1 survivor not working on gens. Meaning for the duration of them looking for the totem, cleansing the totem and running back to a gen, it's as if you killed 1 survivor. If a totem gets removed within the first 60 seconds, and you are chasing a survivor, thats at best 2 gens being worked at. So having a hex, ANY hex, will often give survivors the idea you're planning something else. And if you're not running very obvious perks, they will cleanse that hex to try and prevent a combo you're trying.

    Where with Boons, the less they are relit, the more powerful their effects are. Survivors relighting the same boon 7 times in a single match, is survivors effectively destroying 7 dull totems. If they used Exponential 2 times on that boon, total waste. If they used CoH and healed 10 times, total waste. If they replaced Dark Theory or Shadowstep 7 times, they lose the game. Relighting boons is not a good thing. 14 seconds is 95% of a heal. So setting up CoH for a single heal and then having it snuffed is so much wasted time.

    Oh cool, you´re moving the goal post by presenting perks that i never mentioned.

    • BBQ stronger than Ruin. Double bloodpoints compared to a passive regression that most likely won´t survive the first 60 seconds. Uhmm yeah...
    • CoH being stronger than SC. You know whats funny about that comparison? That SC and BK both stack with CoH, which doesn´t even have to be yours. Could be anyones boon that drastically increases the healing speed. Oh and CoH on its own has a faster healing than SC.
    • Never said anything about Dark Theory being good.
    • Exponential being stronger than Unbreakable. Again, just as above, it stacks on the recovery speed and you won´t lose the one time recovery of Unbreakable, if you do it within the area of Exponential. Doesn´t have to be your boon.
    • Shadowstep. I´m not sure if you´re trying to argue that walking during a chase is more effective than running.
    • Coh (again). Didn´t you just claim, that CoH is weaker than SC? Or did i miss something?
    • Thrill. You mean it saves you time IF survivors want to do totems. If you don´t take another hex perk, then there is little reason to do bones for them. Which effectively, as i already said twice, makes it useless on its own.
    • HG. so not breaking a chase and trying to find uninjured survivors on the map during the 60 second timer is a bad idea. Ohhhkay.
    • Retribution. It takes 14 seconds to bless a totem. Highly unlikely that a survivor will start blessing while inside the killers terror radius.
    • BF. Again, its a Hex perk. It can be gone in the first 60 seconds of the match. Which makes it effectively weaker, because its not present unlike perks that are not hex perks. If it wasn´t a hex perk, then you would have an argument. Buuuut...
    • Undying. I´ve never been scared of NOED as solo. The "gives tons of info" goes both ways. The first time a survivor is near a totem, he´ll get a notification, that there is a totem. 4 survivors getting this notification means that they´ll waste 14 seconds of their time and get rid of 4 out of 5 totems.
    • CC. Again, hex perk. It could be gone in the first 60 seconds. "survivors wasting time to search for that hex" isn´t a selling point, since the killer will effectively lose a perk for the rest of the match.
    • Pentimento. Glad that you agree that its useless on its own.


    Now in regard of your real kicker. By that logic a killer should be happy to play with 1, 2 or 3 less perks. Because thats all totems the survivors had to cleanse and waste time on it. Does losing a couple of perks to save some time sound appealing to you, when you play survivor?

    On boons, you realize that all 4 survivors can use boons covering almost the whole map with it. Even if they had to relight them, a killers time is 4 times as precious as a survivors. Him constantly searching and kicking boons will cost him more time.

  • @Norhc said:

    https://forum.deadbydaylight.com/en/discussion/comment/2959799#Comment_2959799

    Otz is a player of barely-average level who often refuses to play optimally.

    Even IF that was true (not commenting on that), then it still stands in the room that without slowdown perks, the average player barely gets 3 hooks by the time all gens are completed.

  • @ColonGlock said:

    This feeling is intended. Frustration is the goal. Counter this by trying to use perks that synergize and focus on actions that give you blood points. If they escape just try to learn from the experience and take solace that even the best killers lose games sometimes.

    Yeah, i think they messed up on who should feel frustrated.

    Last night i saw Otz play killer and he didn´t look happy at all. He was constantly ranting (which reminds me of another streamer).

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2958835#Comment_2958835

    thrill of the hunt: slows down blessing speed significantly, especially on hex totems(up to 48 seconds, thats a huge timesink)

    haunted grounds is meant to protect other totems, let alone that its a bait perk and exposes ALL survivors for 60 seconds. It's basically a 1 minute NOED. Where Iron Maiden exposes one survivor on the map randomly and informs literally everyone else that Iron Maiden is being used.

    Retribution, you do notice its effect, especially when ran together with Haunted Grounds. Very tasty combo.

    Blood Favor, better than Dissolution as it removes the ability to drop pallets entirely, can even be combined with Dissolution to easily get rid of pallets.

    Undying, okay-ish for info, amazing because it literally tanks the hit for a more powerful totem without reducing that totems power(Ruin and Devour are most common, but triggering Haunted Grounds twice in the same match? Especially if you have Retribution too? Very tasty indeed)

    Crowd Control, stronger bamboozle, especially on mobility killers. The only time Bamboozle might be stronger is Shack because you can double vault and hit a survivor before they realize you double vaulted.

    Pentimento, still a strong perk, combine with Thrill of the Hunt, Plaything and Thanatophobia for maximum chaos.

    As for other boons being weak? Well, they are. None of them really turn the tide of a match. Dark Theory only really works if you face a killer with absolutely 0 mindgames and no anti-loop(bloodlust alone counters Dark Theory super fast, and that's vanilla). Shadowstep only really works well on indoor maps. Exponential literally does not see use unless you decide to slug all 4 survivors without snuffing boons first, which is your own undoing as you could have started hooking after slugging 2 survivors(crawling to the boon is so unviable, that if you can pull it off, you deserved the self-pickup).

    And CoH isnt even that strong. Just slap on Sloppy Butcher and 99% of your issues melt away.

    Thank you for confirming what i said right before the list: We have plenty of weak Hex perks which require either another Hex or are simply terrible.

    • thrill: is just annoying and does absolutely nothing apart from that
    • hg: lies in the survivors hands when its triggered. Could be when the survivors are already injured. Useless on its own.
    • retribution: again, useless on its own.
    • bf: weaker as dissolution, because it can be cleansed.
    • undying: again, useless on its own.
    • cc: weaker bamboozle. Because bamboozle cant be cleansed + it gives a vault speed bonus.
    • pentimento: useless on its own. Especially in boon meta where survivors don´t cleanse totems. You could play a whole match without the chance to ever use it and even if, you would have to go to a part of the map where you can´t pressure. The penalty doesn´t make up for the time wasted in going there.


    Boons are stronger than hexes. For the simple reason, that they can be relight. If a hex gets cleansed within the first 60 seconds of a match, then its gone for good. Not so for boons. Even more, as stated above, the overwhelming majortiy of hex perks require another hex perk to work. Imagine survivors had to equip SG, Detectives Hunch or another totem perk to use boons. They would be considered far weaker.

  • What you are complaining about is the poor game balance. Not the mmr. The mmr just made the issues more visible, because people don´t get random matches against noobs. Now everyone plays against almost equally skilled players and turns out, that when equally skilled, the game is unbalanced af.

    Just look at tournaments. They are highly restricted and killers have to tunnel/camp if they want to win or at least get a draw.

  • Playing without slowdown perks will be definetly something. Even Otz barely gets 3 hooks by the time the gates are powered, if he plays without slowdown. So i imagine thats gonna be a wild ride.

  • @Superyoshiegg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2959790#Comment_2959790

    Probably the part in the Stream where it was explicitly stated that it is going to be reworked.

    Nothing to do with Project W.

    Freddys map was reworked and got more variations of the same map.

    The rework could mean that some paths are closed on one version and open on another. Completely random.

  • The rework could mean several variations of the same map, like freddy's map.

    EDIT: to make it more clear.

    First message of the day, didn´t had my coffee yet. My bad for forgetting the stream.

  • Killers that try to play without slowdown perks to prepare for the upcoming change are gonna have a bad time.

  • If they nerf the aura reading (again), then we might end up with more campers than we already have.

    If they nerf the bloodpoint bonus, then people will instantly drop it for a different perk.

    I doubt, that they´ll make the bonus bloodpoints basekit. Even more, if they nerf the bonus bloodpoints on BBQ, but don´t touch the bonus of WGLF, then survivors better prepare for some loooooong queues.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2958835#Comment_2958835

    I stopped at Third Seal because it's easily the worst one out of all of them.

    Exponential should get no value if the killer has map knowledge and ears. Dark theory gets no value even if it's never snuffed all trial. Shadow Step is the only good one that isn't COH

    I´ve seen Exponential value on the Game. A lot of people underestimate it. But the time to get up is really strong. IF someone goes down near it.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2958751#Comment_2958751

    And while I agree that in concept yes, they are, hexes have stronger effects than boons in general- obviously there are exceptions, such as The Third Seal being terrible and Circle Of Healing still being gamebreaking, however Shadow Step is the only boon that isn't COH that even comes close to challenging Ruin/Devour

    Why stop at Third Seal? We have plenty of weak Hex perks which require either another Hex or are simply terrible:

    • Thrill of the Hunt - which does absoluely nothing apart from being boring to survivors.
    • Haunted Grounds - losing a perk slot for a 60 second exposed status? Iron Maiden offers 30 seconds and can be used as often as survivor jump into a locker.
    • Retribution - you wont even notice its effect.
    • Blood Favor - wishes secretly to be Dissolution
    • Undying - now its just a wasted perk slot.
    • Crowd Control - the weaker bamboozle
    • Pentimento - would have been a great perk like 2 years ago.


    The only Hex perks that are not absolutely terrible are Ruin, Devour Hope and Plaything. One of them being as strong as boons and the others are okayish.

    That only CoH is meta, doesn´t mean that the other boons are weak. They are almost as strong and can certainly turn the tide of a match. Especially on indoor maps.

  • How often do we see Cypress Moris these days? No one uses them, because they´re worthless.

    Same goes for the new mechanic. Even when it will be basekit, we´ll barely see the mori sequence.

  • @RoboMojo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2957764#Comment_2957764

    I reckon that's probably because they have a lot more freedom with what they can do when it's an original character.

    I doubt the licenses prevent them from having shorter cooldowns.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2958695#Comment_2958695

    And until the power disparity between solo and swf is fixed Old Undying will forever remain a fundamentally broken perk.

    Like boons?

    I mean, they are basically the same. Just on steroids.

  • Does it have to be Wesker? Couldn´t it stand for William Birkin?

    in Project W Comment by Tsulan
  • @MrsGhostface said:

    https://forum.deadbydaylight.com/en/discussion/comment/2957698#Comment_2957698

    There’s honestly nothing you could do to make keys more useless at this point lol

    Thats what people thought about Moris and here we are.

  • @remoirel said:

    Dredge doesn't get the option to remove someone from the game by teleporting to a locker next to them hello?

    Which never happens unless a survivor goes out of his way to get killed. Aka standing in front of the hook and pointing at it.

  • @Dustin said:

    Yeah honestly I didn't expect Dredge's teleports to be so lenient and even fun to hold - You have complete control over it. Meanwhile Sadako is pathetic in every comparison. Although for her I understand BHVR is very limited to what they can do with her given her license / character.

    They could remove the cooldown, when she teleports to a tv. So survivors feel forced to take the tape out of the tv.

  • Tbh, with all the people that asked for shirtless Myers skin. This game will flop, unless it offers exactly that.

  • That would make sense. They actually need to remove all caps (exept the 32k bloodpoint cap per match).

  • Its to early to draw conclusions on the mentioned reworks of the meta and non meta perks.

    We´ll probably get something wild like the Boil Over buff. But for both sides at the same time. So its gonna be a wild ride, when they update 40 perks at once.

  • @Chaos999 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2955338#Comment_2955338

    Yes. I have pointed this out before as an example of the imbalance of the game, that on equal skill the survivors hold the advantage and often ends with a 4 or 3 escape depending on killer choices.

    However, I know I'm just repeating myself, but having an advantage to fulfill a game's victory conditions DOES NOT DEFINE what a power role is. I'm, sorry this is semantics, I know, but I think it's important people realize there is a difference.

    Anyway, thank you for your patience and willingness to argument in a civil manner, you are a gentleman or gentlewoman.

    Ok i guess we´ll agree to disagree on whats the powerrole.

    Nice discussion.

    Off Topic: i really don´t understand why some people seem to hold a grudge on other players, simply because they have different opinions. With statements like "i don´t want to discuss with you, because you´re a XXX main".

    We´re humans, having different opinions makes everything interesting.

  • I´m not sure if you´re asking for a key nerf here. Since thats another nerf to moris.

  • @Chaos999 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2954966#Comment_2954966

    Yes, I know this, I main killer almost exclusively and while I don't have a clue about my mmr, I have had my fair share of supremely skilled 4man swf against whom I have no chance to do anything, but this is not representative of the "power role"

    You took the time to write an answer, so I will try to explain myself too.

    To understand what I mean about setting rules and guiding the flow as killer power role we need to see this from a "5 person of similar skill" perspective, when a massive gap between skill exists its pointless to analyze, this is inherent to any competitive game, so in this scenario, the survivors may indeed be able to progress their objective faster than a weaker killer can, but ultimately the killer can still exert its will. Even if we get 3 escapes, if the killer wants one player out of the match, there is nothing the others can do to stop it (again, similar skill). If the killer wants to facecamp in the basement, there is no stopping it. You can't force anything on the killer. I mean, hell if the killer wants to camp the basement white glyph, or a saw box, or doesn't want to play, you can't move him.

    This is what the power role means, and what guiding the games means. Not winning, not having the better chances to win.

    Is like in resident evil 3. Nemesis had the power role even though he is ultimately killed.

    On equal skill level. Survivors will always win. Thats, despite tournaments being heavily regulated, the killers there have to resort to tunnel a survivor out asap or it will mostly be a 3 man escape.

    There is simply not enough time to get 12 hooks. Said time frame is set up by survivors. A killer can have a great start and get 3 hooks before the first gen gets completed. Yet he might end the match with a meager kill and 3 escapes.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2955033#Comment_2955033

    I'm always advising an open mind in everything!

    Going into something with a negative attitude, you will only focus on that negative and then no matter what is said, the negative part is what will be remembered.

    Ok, i´ll try to be open minded. I´m honestly counting the hours until the stream starts. I just hope, that the anniversary codes won´t be voided once the stream is over. Like last year. I want to watch the stream from my couch and don´t power up my pc just for the codes.

  • MMhhh

    Whenever my company starts a reunion with the words "keep an open mind and dont go in with preconceived ideas" then its bad. Like... really bad.

    I hope i´m wrong here.

  • @Chaos999 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2954723#Comment_2954723

    No they don't. I know it may feel that way when you are just tired, or annoyed of the feel of powerlessness of playing killer in an unbalanced game. Again, the capability to win, per completing your objectives, does not make you the power role, but I think I'm just wasting words here. It would appear this thread has become nothing more of an echo chamber without the will to actually give thought to arguments, so, no matter, everyone is free to believe as they will.

    Ok i´ll rephrase. Survivors objective is far easier to achieve than the killers one. There are 4 survivors and 5 gens. A single survivor requires 80 seconds to repair a gen. 44 seconds if 2 survivors work on it. Survivors start the trial usually next to gens, while the killer starts at the other end of the map. A killer can only chase a single survivor. Means the other 3 survivors are free to do what they want. If they concentrate on gens, then they´ll complete 3 gens by the time the killer gets his first hook. This doesn´t mean, that the killer had a 80 second chase. Since survivors have at least a 30 second head start, before the killer can reach them. Picking up a survivor and hooking him also takes around 5 seconds IF the survivor was downed right under a hook. If the killer has to carry the survivor, he loses another 10-15 seconds. This sums up to roughly 50 seconds that the killer requires to get his first hook. Not including the time to actually down the survivor.

    Now some people will argue, that the first gens dont matter. But in fact, the first gens matter a lot, since survivors can complete the last gens in coop, which drastically reduces the repair time. All gens can be effectively completed in less than 3 minutes (much less, if the survivors use perks and toolboxes).

    Its no secret that killers stack gen slowdown perks. They don´t do this, because they are so superior to other perks. They do this, because gens fly so fast.

  • @Chaos999 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2953526#Comment_2953526

    I understand what you are saying, however, survivors being able to stomp weaker killers does not make them the power role. The power role is essentialy the player that dictates the flow and rules of the game, not the player that has the most tools to win.

    If the killer finds you, you have to move or run, otherwise he will get you and potentially remove you from the game.

    If the killer is plague, or nemesis or legion or any other, you have to adjust your gameplay, you can't just act like the killer is wraith, or, again you might just be removed from the game.

    The survivors can't really stop the killer, they just escape. You can't stop the killer from kicking a Gen, downing you, besides evasion, you can't really force him to do anything or even remove him from the game.

    I understand that at higher levels of gameplay the survivors have enough resources to evade and escape from the majority of killers, except the elite ones and this leads to frustration and feelings of powerlessness, but this does not make them the power role, by definition, it just means the game is unbalanced.

    This is actually the reason why I dislike playing survivor and main killer almost exclusively. I'm a mediocre player, so as survivor I often find myself unable to do, well, anything, with no power to prevent this other than hoping to remain hidden, that the killer is merciful or just less skilled than myself. No fun.

    As killer, I can have fun and no one can stop me from playing the game or chasing whoever I want even if don't catch them. I might lose a game, but I'm still the power role and this I like.

    Per your definition, survivors are the power role. Because they dictate the flow of the match.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2954674#Comment_2954674

    Until the new killer is low tier and everyone asks, "where are all the new killers at?"

    Followed by a "that killer was so much fun to play against!"

  • @deKlaw_04 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2954674#Comment_2954674

    That’s just kind of how it is. I see huntress a lot and I find her boring. Whenever I play vs a pyramid head however I love those games since idk when I’m gonna see him since he’s not that popular compared to blight huntress legion or Myers at the moment. Sadako I found super boring when she came out. Different from nemesis and pinhead however I found them fun.

    Yeah, thats why i always take the comments of "to many XXX" with a grain of salt. People always want to try out something new. So no one can really blame them. Just let people find out if they like the new thing.

    I´m not facing many Legions these days. So in my region it already normalized to what it was before the rework.

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