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  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2681739#Comment_2681739

    You're only on theoritical arguments denying that it overly punishes low and mid mmr survivors, when anyone playing solo q on a regular basis can see it.

    Just as much as you on the theorical argument that its broken and needs to be changed asap, and yet im giving you reasons behind my arguments, something you havent done yet, at most you just say its unfair and needs changes, but im not reading any potential improvements from your part, something i constantly do when both of us have an argument

  • @CashelP14 said:

    Perk Buffs:

    Counterforce - You bless totems 20% faster.

    Open Handed - Increases Boon totem ranges by 8m. Doesn't stack with other perks.

    Perks like Resilience, Spine Chill, Leader etc should be updated to affect boon totems.

    (Hopefully this would encourage a few people to use these perks with their boon totems, rather than some of the meta perks)

    Perk Ideas:

    Boon: Last Chance - If your hooked within the range of a boon totem you get a 3rd hook state that lasts 10 seconds.

    Boon: Exhaust All Options - You recover exhaustion while running within totem range. You recover exhaustion at half the normal recovery.

    Boon Totem Nerfs:

    You start off the trial with 2 tokens. Everytime you bless a totem you lose a token. After using all your tokens, you cannot bless anymore totems.

    (CoH in particular needs a nerf but I don't want to nerf it into the ground. I also like how boon totems encourage survivors to not sit on gens when they aren't in chase.)

    1.- Whe dont need to have boons blessed faster than they are, 14 sconds its already a laguable amount, absolutly NO

    2.- Just as bad, totems already have a crazy range, specially on small maps with more than one floor, this would easy make boons cover ALL the small and medium maps and virtually all the big maps, absolutly NO

    3.-i dont know what you meen to afect the said perks...you meen boons that have the same efect? if thats the idea hell no..

    4.- survivors dont need more second chance perks than they already are, this would turn in to another crutch perk, as situational as it would be its just unecesary

    5.- absolutly NO, seriously this would be broken beyond belief, specially if it allows survivors to recover from exaustition while moving, people would just need to loop the killer at most 30 seconds or less (depending on the perk) and that would make chassing absolutly nightmarish and miserable for almost all killers save the highest ranked ones, again NO, absurdly broken

    6.-Quite honestly the only thing i can get behind your post, boons DO need a big nerf, being limited on uses per trial or have a cooldown after blessing a totem, still that would make most of your previously mentioned boons still overly strong and broken.

    CoH needs to have the healing bonus caped at +50% and healing shouldnt not go beyond +100% in any shape or form, i would go as far as to say that CoH should not allow self healing but give a bonus to be healed by others, making it a team based perk instead of a wolverine level of self healing

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2681628#Comment_2681628

    How can NOED be fine if it overly punishes low mmr survivors and is ineffective at high mmr? That doesn't make any sense.

    How its overly punishing when the only thing survivors have to do its break a totem, they dont have to do a 5 minutes ritual that might fail, im going to repeat it, survivors for the most part are to lazy to care about a mechanic that should give them the reward of preventing a potential BIG thing for the killer. The mechanics behind hexes totems and boons is that needs to be changed, at the core NOED gives the killer a last chance to get kills and still has to work it on to find chase and down someone to put on a hook, i find it way more unfair that survivors are given a crutch perk like CoH wich allows them to make mistakes left and right with very little repercution to their actions.

    But lets bite the fulled, how would you change it to make it fair for low level gameplay while at the same time make it rewarding and viable on high MMR

  • @Tiufal said:

    Thats not genrush. Learn your basics as killer before complaining about something that obviously not a problem at all.

    Dont you find it a problem when generators time repair its supoused to be 80 seconds? thats basically those survivors where done in half the time, thats a problem that many killers have pointed out a lot of time. IT is a problem and a very serious one. Learn your basics, clearly you know little to nothing about the game with that atitud and comment

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2681532#Comment_2681532

    At high mmr the perk doesn't proc (so it should be reworked into something a killer's skill is involved), and you can't only make the game balanced around high mmr either... or you'll commercially kill the game.

    The problem isnt the perk, the problem is the mechanics behind it.

    Right now totems have little to 0 reason to be destroyed thanks to the boon meta, at high MMR survivors varely need boons as they are far more eficient than most, the problem with your comment is that IF NOED its reworked for high level MMR its going to be a nightmare to deal with at low level of game just basically buffing it more.

    What it needs to be done its to create a true balance betwen keep totems and destroying them, to make them an actual tactical descicion.

    If survivors want to keep the totems for boons they should pay the consequence at the end of the game (IE a way that hexes ALWAYS proc on some form), on the other hand if they decide they dont want to deal with hexes they should sacrifice the use of boons in some form, they cant make the cake and eat it.

    NOED its still fine the way it is, im going to repeat it, catering to low level ranks ends giving you ridiculous nerfs like slinger and wraith, and at the same time creates an entitled player base like theres right now, a player base that IF isnt spoon feed information and easy ways out of every situation start to clamor for nerfs left and right (just look at the artist, not one day out and people where already demanding her to be nerfed to the ground because they couldnt loop her all around like ALL the other killers)

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2681406#Comment_2681406

    "What's so wrong with noed?" You're only talking about higher mmr survivors, not low and mid mmr. Good survivors can deal with it, but that's not the case with the average players. Maybe if you played solo q a bunch and saw actual people level, you'll understand how unbalanced it is against them.

    Heres the thing...one of the most stupid things to do in competitive games its to balance it for the lowest common denominatior, sorry if it sounds mean, but its the truth. The reason the game becomes more and more complicated for the killers is exactly that, devs balance the come mechanics on new and low/mid players, wich in turn buffs the high end of the game tremendously. The game needs to be balanced acording to what high level play can do, not the other way around, but thats also the reason most games with competitive scenarios also have casual modes for all the other people, something DBD doesnt have.

    Even with its low amount of modes, this is something League of Legends does right, having a ranked, random and bot modes wich allow people to play how they want, those who dont like competitive can go to random and thats it, but again, the game doesnt need to be balanced more than it already is for the lowest level of play, the only thing that that creates its dumb nerfs like those of slinger or wraith

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2680324#Comment_2680324

    They reworked DS/ moris and keys... the only thing they did not is NOED; and those reworked were fair. It might just be a question of time before they rework NOED into a more healthy state for the mid and low mmr players (what they are trying to balance the game towards).

    DS was heavily abused, it was a given it owuld get nerfed for what it did. Moris where overtunned on how fast you could kill a survivor, it was also a given it would get nerfed. Keys in the same way where overtuned allowing excesively easy escapes and bypass objectives, took a long time to do that but it was a given it would happen.

    Whats so wrong with NOED? from the get go dissabling it its an objective for the survivors, something they should have been doing regularly on the trials, its not the fault of the killers that survivors have been way to lazy to do it and are just not used to, specially with the new boon totem meta wich its a hard nerf for most hexes. NOED its the only hex that "could" potentially hinder that as they will have to give up their hand holding boons and be more tactical about the posibility of a hex.

    NOED still needs interaction from the killer againts the survivors, its not like it also closes the gates in the same way, and quite honestly, if you want to talk about a healty state of the game NOED its the least of their problems, boon totems are far far FAR more unhealty mechanic in the game that needs atention asap, NOED doesnt break the game, that IF it last long enought, boon totem meta makes games for the killers if midly played correctly miserable.

  • It would make for interesting things, specially considering that they could add things particularly close to each killer. Ghostface as an example could have one where he pulls his phone and makes a call, heck, imagine that one would randomly call one survivor, that would be seriously fun to se happen, on the other hand imagine a very low chance one and its the wasaaaaa from scary movie, that would be hilarious. Other killers could have really creepy things or plain out super cool, i tink this would make for a nice fun adition to the game...but no dances of any kind, that would be to much

  • Personally i find it anoying, but i can ignore it, the real problem is people who are prone to epilepsy atacks, i have seen a few topics here and there and they are totally right. More than an anoyance, this quick burst of light could potentially trigger someone with epilepsy, being anoyed its one thing, but to endanger someones life its a completly diferent matter, flashlights should have a cooldown more of a precaution than anything else...

  • The only place where this boons are a problem is small maps where they can reach almost all the place OR on RPD thanks to the double floors, i just saw yesterday a game with otz with people abusing the crap out of shadow steep, circle of healing and the unbreakable boon...and gosh, it was painfull to se how easily the survivors picked themselves up, healed up and keep running around like nothing happen.

    For the most part they are situational, they will se some plays here and there, the real problem its CoH and shadow step, those two are overtunned in a seriously unfun way

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2679324#Comment_2679324

    Its not because survivor have more bullshit things than killer, that bullshit killers things shouldn't be dealt with either. What i see is that solo q survivor have a hard time dealing with gen... and then you expect them to do 5 gens and 5 totems scattered around the map (with nothing to coordinate on the last task).

    considering killers have to deal with 4 survivors wich entitles atacking, chassing, hooking, snuff boons, deal with palets and loops, kick generators and other minor things...i dont se whats the problem with survivors fumbling generators and totems...killers have to deal with a lot more things that survivors do ALL the time.

    The thing is the original intent for the game was that there wasnt supoused to be ANY kind of comunication betwen players, thats why theres no writen or voice chat ingame

  • Client problem most likely, much like DH hit validation giving killers visual and sound feedback when they atack but in the end never happened, sucks it happens but bugs arent uncommon on the game, unless its something that happens to you every single time in the very same conditions its a bug

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2678995#Comment_2678995

    To be fair, i tried endgame builds with noed. I sacrificed all my gen slowdown for endgame mechanics (noed alone or with blooodwarden)... and i got such a lot of value from the perk. In that case it can be fair, but when someone use gen slowdown and add NOED on top of it... that's when i think it becomes unhealthy for the game in my opinion.

    As unhealty as a full squad of CoH users with medic kits and or toolboxes, brand new parts and second chance meta perks?.

    The thing is given the situation of the game, NOED its one of the few perks taht can get you some value at end game to tip the scales of the game, slowdown gen perks arent unfair, at this point are a must given how fast generators can be repaired.

    Both sides have their "unfair" share of stuff if you want to call it that way, but more often than not survivors take the cake with game breaking combos and mechanics.

  • @Kaitsja said:

    By which I mean make it so it isn't a surprise. When the final gen pops, make sure survivors know they're exposed rather than having it be a surprise until someone gets downed. This is probably the best way to balance NOED.

    Sorry but no...one of the few things killers have at end game are surprise hexes, survivors are already spoon feed a crap ton of information throug the entire game betwen the terror radious, hearth beat, vision range, grunt sounds that tell you exactly what atack the killer its about to do, other sounds for aim things and so on...survivors dont need more information given for free

  • I would argue that sloopy does need a buff, or more specifically the debuffs it applies.

    Hemorrage should make blood "brighter" so its much more easier to se no mater the place it falls on, kind of like scratch mark.

    Mangled at base it should have a small buff given the amount of healing survivors have at their disposal now, at the moment, mangled increases the healing time needed by 25%, perhaps going un to 35% as a base would be good, i feel 50% might be a bit to strong...altought on the other hand with the amount of stacks at that survivors can heal in 8 seconds or less...50% might end up being an actual need

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2678107#Comment_2678107

    As someone who's been using the boon perks frequently, it doesn't really trivialise matches. People forget that Boons aren't completely map wide if there's only one in play (Obviously if everyone is running them, it becomes ridiculous)

    It makes things easier, for sure because it allows survivors to be more time efficient and have to take less risks because they can heal themselves at normal speed. It DOES trivialise certain playstyles and powers though - that I can agree with 100%.

    Whenever I face a hit/run tactic using killer I feel bad.

    Reason most killers are clamoring (and with reason) for hard nerfs againts them, they are just to strong for what they can do and what they cost. Not to mention they where also meent to be a secondary objective for survivors but they ended being more of a...4th? extra objective for killers

  • @Brokenbones said:

    I'm in a weird spot when it comes to my opinions on boons, COH in particular since that is the best one of the three

    On the one hand, I think that COH can be a bit too oppressive against a lot of the killer roster, to the point where it renders some killers almost completely powerless like Legion or Twins

    But at the same time I'm happy to actually see Survivor perks that are good and worth running. I was getting bored of the same stale meta perks and using different but lackluster perks didn't help that much. I've been playing a 'boon-centric' playstyle with the release of Jonah and It's been fun. For me, at least - I can't speak of the killers experience.

    I think both sides should have strong perks with good variety.

    I have to disagree with shadow step, its stupidly opresive againts killers if its convined with iron will, that renders all forms of tracking useless againts this survivors, and blood pools arent really reliable, specially on maps that have dark ground or to many stuff on them (like grass as an example) making it ridiculously hard to track survivors.

    I have been saying it for a bit, but boons mechanics need to change to make them more engaging for both sides, be giving them a limited amount of uses per trial OR a cooldown after blessing a totem, the fact they can be re blessed indefinitly with a laguable amount of time as 14 seconds its for the most part overpowered.

    3 to 4 uses per survivor its more than enought for a full trial, more so if multiple survivors are using them.

    As an alternative giving them a 80/70/60 seconds cooldown would make them a tactical desicion from the part of the survivors.

    Additionally killers should be a allowed to snuff OR destroy the totems, this makes it a tactical desicion for the killer as it might need said totems for other hexes.

    @Brokenbones said:

    I'm in a weird spot when it comes to my opinions on boons, COH in particular since that is the best one of the three

    On the one hand, I think that COH can be a bit too oppressive against a lot of the killer roster, to the point where it renders some killers almost completely powerless like Legion or Twins

    But at the same time I'm happy to actually see Survivor perks that are good and worth running. I was getting bored of the same stale meta perks and using different but lackluster perks didn't help that much. I've been playing a 'boon-centric' playstyle with the release of Jonah and It's been fun. For me, at least - I can't speak of the killers experience.

    I think both sides should have strong perks with good variety.

    I can se where you are coming from, and im sure that for survivors CoH its an absolute blast to have as trivializes many games and makes them a cake walk, but i can tell you, boons for the killer side arent fun in the slightest.

    Shadow step with iron will its a total pain in the rear, specially on big maps as it makes its ridiculously hard to find anyone, specially if theres two or more shadow steps in the game, they are somewhat manageable with some killers and a bit of luck

    CoH on the other hand its busted beyond believe and not fun in the slightest to play againts, it trivializes preasure, specially for M1 killers as they are completly forced to comit to chases wich in turn most of the time forces them to tunnel the crap out of anyone they can find, specially if it happens to be the boon user

  • Personally i tink that when you use a scourge hook perk, by default all the basement ones become that type of hooks, Then up on the map 3/4 hooks are randomly turned to the same kind, that way the basement becomes a baseline to use and the upper ones as a back up. Most maps have from 8 to 14 hooks, having 4 of those doesnt sound particular bad to me

  • When you use any scourge hook perk the hooks on the basement should be baseline afected by the perk, then add the random perks on the map, as far as i know mostm aps have from 8 to 14 more or less hoooks depending on the size of the map, having 4 in basement and 4 up on the map doesnt sound particularly bad to be honest, if anything the basement ones would be at the very least somewhat more reliable considering the ones on the map are RNG in placement, and more often than not, they always spawn in terrible areas

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2677170#Comment_2677170

    His ability to circumvent any bt/ ds is a problem in the right hands... since those perks were designed to give a chance to survivors to get back into the game.

    https://forum.deadbydaylight.com/en/discussion/comment/2677202#Comment_2677202

    A survivor always should have a chance to counter a killer with his skill... with bubba and ph, their camping and tunneling powers really doesn't give much counterplay. Those problems shouldn't be be put aside with "be efficient on gens".

    https://forum.deadbydaylight.com/en/discussion/comment/2677216#Comment_2677216

    With your reasoning, there is nothing wrong with gen speed and nothing should be done about it then.

    He can partially ignore those abilities, but given they are tied out to torment, a power that isnt the easiest to land given its nature, its fair he can bypass certain things, its quite literally the reward from playing it in a smart way. Borrowed time its not even a problem considering the cage its moved as far away as posible from him, the rescue its as safe as it can be, its rate for a dorito head to actually be close to a cage mid rescue. Desisive strike just like the previous its situational, you might or night not ignore it depending on the situation. IF whe were talking about dorito head being able to send people to cages 100% of the time, yea, i might concede to you that it would be very strong, but given its not the case i dont se why his power should be changed to any random debuff, and if anything, doing that change the way you want it it would make him an absolute nightmare for the perks you just mentioned, he wouldnt have ANY need to use hooks at all and he would make BT and DS completly meaningles againts him. On the other hand if the trialls added diferent efects they could go from me to overly opresive:

    Blind would be kind of meh, his terror radious its big so it wouldnt make that much of a diference

    Oblivious could potentially be to opresive as he has range making him tremendously strong

    Mangled doesnt make much sense and would end being redundant as plenty of people run sloopy butcher

    Exausted would be absurdly strong on him as torment last forever untill hooked.

    Sorry but quite honestly cant get behind this changes at all, he needs small QoL changes, that much its true, but those are minnor things just to make him more fun to play with, at his core hes perfectly fine where he is, as i mentioned, his add ons are the ones that need a serious look at them

  • I rather see coup becoming a pasive bonus to lunges each time you hook someone, just reduce the bonus and spread it trought 8 hooks and it becomes a really fun late game perk

  • @Faulds said:

    Like bubba's facecamping ability doesn't seem too fair to me... the tunneling ability of Pyramid Head just encourage the killer into more boring behaviour towards the survivors.

    What if Pyramid Head tormenting ability rather made the survivor blind/ oblivious/ mangled/ exhausted (etc.)? Survivors could have to undo the torment manually (like a healing prompt)... and then you could make the killer able to torment downed survivor to make it more viable.

    I dont get whats your problem with dorito head, hes a strong killer, but hes neather OP nor a tunnelling machine.

    Torment isnt OP or opresive by itself, its a step before being able to use the cage OR if you are lucky, his mini mori.

    If anything he needs some small QoL changes to improve his gameplay, hes a bit slugish and stiff on the way he plays, just like other killers they did some unecesary nerfs againts him on the past. His addons NEED a serious check, most are terrible or useless.

    Quite honestly your changes dont make sense to me, hes one of the most unique killers on the rooster, strong but not overly OP, unique and fun to play with and overall a fair killer, not just everyone can pick him up and get the best out of him, in unexperienced hands hes very easy to counter

  • Boons mechanically need to have a downside, they re stupidly strong in the courent meta, thats a fact. Anything would make them more berable:

    • Limited charges per trial, 3 or 4 charges its more than enought, that would make them a valuable resource unlike right now wich are buffs galore all over the place with little to non consequence behind them
    • Give them a cooldown after they are used, 80/70/60 seconds based on the level its more than fair, if they make a good play and hide it properly they get a lot of value out of it
    • Additionally killers should have the ability to snuff OR destroy the totem, its ridiculous this things CANT be taken out of the game in any shape or form while hexes can be destroyed in the first 30 seconds of the game (wich happens a lot, for some reason the game keeps spawining survivors in front of hexes very often)

    Circle of healing on the other hand its stupidly strong right now, it needs to be nerfed. The healing bonus it gives should be reduced to +50% with an aditional cap to healing in general, its just ridiculous that survivors can heal in varely 8 seconds or less, that pretty much destroys most M1 killers damage potential. It also doesnt help that thanks to this, many killers have intensified their tunnelling and face camping in an efort to get some kills, boons need to be brought down a notch on the power creep they created

  • Make it so circle of healing speed bonus its reduced to 50%, that will bring it down a notch that it seriously need.

    Take away the self healing aspect, BUT when someone has the perk self healing increase the speed of the perk to double the avalue, thus allowing people to self heal if they have said perk.

    Boons on the other hand as a mechanic need to be adujsted/nerfed to.

    Give survivors a limited amount of charges. around 3/4 perk survivor its more than enought to a trial, they will become a valuable resource that should be used in a tactical way

    Make it so boons have a cooldown the moment they are put in place, 80/70/60 seconds depending on rarity, on this option they would be allowed to re reblessed indefinitly, but there would be a timely cost if they are find out by the killer (ie the cooldown)

    Any of the two previous ideas would make them more fair on the trial.

    Additionally killers should be allowed to snuff OR destroy the totem if so they desire, this would become a tactical play fro the killers as they might need those totems for a hex they are playing, they will have a chance to decide if they want to deal with the boons longer or just take them out of the game.

    The previous idea also would beneffit pentimento, pentimento should have the special and perhaps "unique" quallity to be used on totems destroyed previously by the killer, making it FAR more usefull that its courent form

  • I cant denny that geting farmed in solo Q sounds awfull, as a killer i do have seen plenty of times ridiculously unsafe hooks wich mind you, make me feel bad for the hooked player...but i just had an idea that could be interesting.

    Right now, hiting a survivor awards 300BP to a killer, doesnt matter who you hit thats what you get, but what if in a hook situation, by ignoring the unhook survivor and chasing the unhooker, killers where awarded 600BP (twice as much), furthermore, if the killer hooks that same survivor its awarded instead of 200BP, its awarded 400 (double again), this system would entice heavily killers to rotate survivors (while at the same time not penalizing them, also preventing it to be an absolute must as there will be situations where the killer will simply have to take out someone as fast as posible). The system also would have a fail safe. The first hooked survivor doesnt grant any bonus, after that the other3 survivors, as long as they are hit and hooked in any order will grant the bonus. When the last survivor its hooked the bonus its reseted, meaning the next survivor its hooked ONLY wrants the regular amount of BP for atacks and hooks.

  • I would argue that it needs to have a brighter visual (the blueish aura) and/or a louder sound, the humming sound they produce its patetically low, it can be stupidily EASY eaten by enviroment sounds, and lets not even bring chase music, atack or grunt sounds of both the killer and survivors.

  • @UMCorian said:

    IMHO: This is the biggest problem with playing Killer at most levels of DBD - if you don't 3 or 4K, the game feels like you lost.

    Take Survivor, you can still objectively have a fun, rewarding experience even if the killer 3Ks. Hell, sometimes even dying to insure the killer only 3Ks is still a fun, rewarding experience.

    Imagine how bad this game would feel like as a Survivor, if even if you escaped, you felt like it was a loss unless everyone also escaped?

    Yet, playing killer, failing to kill 2... and watching the survivors teabag you in the gate until you eventually escort them on their way feels like a loss.

    Whether this is a community created perception image or something the game somehow cultivates, I think everything would get better if they found a way to fix this... because right now the Devs balance the game around 2 kills, 2 escape. Because of that, they're always going to seem to be against killers... because the very nature of their game design is to balance the killer around having a game that's perceived (by the community) to be a loss.

    The game needs to feel better for a killer who only gets 2 kills... if this is how the Devs want to balance it.

    Personally i would say its not as much about the kills as its the experience.

    I have had games where i got a 4K, but the players where so obnoxious that it wasnt really fun to say the truth.

    On the other hand i have had games where i had a full escape, but the survivors where good, educated and even a bit memeish, i had a blast on those games, so i didnt minded the lose to the point i would meme with the survivors at the exit gate.

  • a89ab2eb1dca5515d14863851dba8060bde31507_00.jpg

    I need the alien on the game, i would main the crap out of it no matter how good or bad it is

  • Personally i feel gen regresion could use a double component to it.

    A flat reduction the moment you kick it, to say betwen 5 and 10% of the max time seems about right, followed by the normal slow regresion . That way kicking them out has an imediate benefit. Additionally i would say that survivors should have to "re estart" the generator by spending around 5 seconds before they get to gain any benefit from it, just with that generators wouldnt fly as crazily as they do, but of course this arent perfect numbers, mostly used them as an example

  • Its an interesting concept, and im glad it wasnt what i was tinking, i expected another topic about how boons are good for killers cause gives them extra objectives, but back to the topic.

    In paper i definitly like the idea, to make it so injuries have more lasting efects aside temporal debuffs, and for the most parts they make sense (bonk the survivor head trauma, stab it bleeding) but in practice it could be a bit complicated.

    The easiest way to implement this, would be based on the killers themselves, those who have knifes/claws will mosto f the time bleed people, while the ones with blunt objects cause tramua/broken bones. The % chance would have to work in a similar way, the stab of legion wont bleed you the same way the sword of pyramid head will. The potential problem i could se is that a lot of perks would become obsolete as their efects would become somewhat repetitive, that unless they stack (pyramid head with sloopy butcher would have to have a particularly nasty and strong bleed efect to name one example).

    Regardless i do like the idea,, could make for an interesting addition to the game

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2671930#Comment_2671930

    She's better at highest MMR than say a Clown. But she's not going to be a killer you'll tournament players win with.

    A solid killer added to the game regardless and sadly it means survivors are going to ask for her to be nerfed.

    Well, the bottom line i tink is that most of us can agree shes a solid strong killer, you do are right, she might not be tournament contender, but i feel shes still in a really good spot for the overal tier list

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/2671930#Comment_2671930

    Idk, holding W seems to work well against her. But maybe it is just too soon to judge.

    Funnily enought its efective, her atacks arent that hard to evade if you have an overall idea about the flight patern, but shes quite strong on loops and can get a lot of information thanks to her crows, shes not weak at all, but its still arguably a very strong contender for S rank or at the very least top A.

  • @Lord_Xylum said:

    Don't listen to the people that haven't the slightest idea how to evade her. She is absolutely worthless for zoning and anti-loop.

    All it takes is a short side-step to dodge her crows.

    Her BIGGEST downsides are her power recovery time and her charge time. She takes longer to charge her crows than Huntress takes to charge a hatchet with no add-ons, and if you use more than one crow, the recovery speed is so freaking slow that the Survivor is guaranteed to remove their swarm before you can fire again.

    She is obsolete against anybody with a functioning brain. Struggling to get a single kill with her because she takes so long to charge and fire. People easily move to other loops in the time it takes you to set up.

    You are overexagerating way to much, she has a strong anti loop component, but she needs to be played smartly and with her lines of atack in mind, not everyone can pick her out and get a 4 kill.

    @Mileena_Kahn said:

    She needs a nerf more than anything.

    No she doesnt, shes strong but not OP in any shape or form.

  • @Evgenyk27 said:

    Good afternoon dear developers, I would like to thank you for your efforts, and also to inform you about the unbearable imbalance of the new killer, it is impossible to run away and generally run away from her ability for 30 games in a row at different ranks of players managed to get a maximum of 3 2 generators from which no one escaped.She urgently needs to change her running speed 4.4 or somehow alter her ability.It's unrealistic to win a game against her no matter what you do.

    Is anyone else surprised about this? im not, i knew people would imediatly jump to the nerf wagon day one.

    Shes fine, shes strong but not overwhelmingly OP, she has a high learning curve and its kind of quirky. Shes strong, but not undefeatable, to me sounds like you simply dont know how to play againts her

  • @Yords said:

    Pretty sure she can't

    most people who have played her consider her middle S rank or top A rank so, its not a completly bad notion about her

  • I dont have a problem with that, its good to have some variety on the maps so whe dont turn in to owls by pure spoopy black places.

    As a practical example if there ever was a predator killer i would love to se it on a jungle area, not necesarily dark, that would make for an interesting concept,

    On the other hand a xenomorph killer would be absolutly fantastic with a dark spoopy space ship.

    But again, i tink having variety its great

  • @Vyne456 said:

    I'm trying to find dbd giveaways and I wanna participate in like a lot of them but I'm on Xbox and it's making me restless too. But where do I participate in giveaways or get gifted too for dlcs?

    As far as i know right now the only thing theres its a twiter code for some blood points and the loging rewards for christmas, but as for giveaways i dont tinks theres any at the moment, i might be wrong but not as far as im aware off

  • People DC its nothing new, but as with always when a killer comes out people dont really know how to counter them and almost always theres a rage quit, i meen...shes been out for a day and theres already people clamoring for her to get nerfed to oblivion

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2671095#Comment_2671095

    https://forum.deadbydaylight.com/en/discussion/comment/2671100#Comment_2671100

    Guys, i'm just done. If you don't understand my point, neither the things i conceded... thats not my issue anymore.

    Have a good night/ nice day.

    I could say exactly the same, you arent understanding or just dont want to understand the counter point, you are convinced your idea its completly fair and without flaws, something it isnt, and justi n the same vein, its not our fault you are to stubborn to understand that, but you are right in to something, theres no point in keeping this conversation longer, whe should just agree to disagree and leave it at that. Neather you nor i are going to budge on this.

    @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670891#Comment_2670891

    It would solve this toxic camping problem.

    https://forum.deadbydaylight.com/en/discussion/comment/2671071#Comment_2671071

    If you didn't know this concept

    The radius can also be edited

    https://forum.deadbydaylight.com/en/discussion/comment/2670780#Comment_2670780

    I totally agree with Bubba's face camping something needs to be done

    There is an option where Borrowed Time should work for itself with the Deliverance ability

    All the same, this perk can be activated 1 time on 1 hook and you still need to save someone

    And so that the killers do not cry, so that if the killer stands near the hook, again about within a radius of 16 meters, then this combination will work

    Not really, but im not particularly in the mood to try and give you an explanation of why, more so one that you wont even understand

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2671048#Comment_2671048

    According to some good killer players, he's one of the best killer right now. He has good chase potential, even more with bamboozle.

    Sorry but no, most actual top kilers consider the best ones to be nurse, spirit, blight, the artist (potentially), all those being S tier. A tier most agree are huntress, pyramid head, nemesis, oni and the plague, from there bubba most of the time its set up in the middle of the road as a B tier killer, hes strong on certain situations, but hes far from being one of the best killers.

    @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2671059#Comment_2671059

    Your intention doesn't matter: your placement does.

    And again now you are being stubborn borderline being childish, you dont care to punish diferent situations just for a single one wich you hate, your only argument its "because its bad", you dont care if many other players are just patrolling around, ot just took notice of the save and are moving back to the hook, by uour logic ALL bubbas should be hard punished for being near a hook no mater the intention or circumstances, the only thing that matters is that you are near it, so screw bubbas, denny their powers...sorry but you are not making sense now, and its quite clear you tink this is the one and only solution and nothing else mater

  • @Ripley said:

    Some killers do have strange grudges. Do you tunnel new characters irrespective of whether they have boons? Do you make a mental justification that "the game is broken so I will punish anyone by tunneling anyone who spends money on it"?

    Some players have weird grudges? most likely yes, but the same could be said about survivors, clickers humpers and the like. Whats there to mental justify, going back to the mikaela example, after the PTB people knew just how broken the boons where, most killers took the tactical descicion to tunnel them out of games to prevent being completly overwhelmed by CoH, you might not like it, but its still a valid situation to take people out of the game as fast as posible to ease down the preasure on the killer. Even today many killers the moment they take notice of a boon user they try to take them out of the game as soon as posible, it might suck for the player, but its a tactical desicion, im going to repeat it, dont blame the players for tryng to play as eficiently as posible, blame BHVR for overtunning the boon power wich in turn put a target on their backs

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2671022#Comment_2671022

    It doesn't matter at this distance, it just don't.

    https://forum.deadbydaylight.com/en/discussion/comment/2671029#Comment_2671029

    He should not prevent any possible save/ trade. Thats just unfair.

    IT might not matter to you, but to all other bubba players it matters, you arent geting the point, you are punishing people who dont camp with this, you are quite lterally telling ALL bubba players that no mater the circumstance now they arent allowed to use their power near a hook and should be forced to allow saves, forced to play a specific way beucase others dont like it. Sorry but now you are just being stuborn and dont want to se that your idea at the core of its concept its opresing and unfair to the bubba players, for a few bad apples you are punishing all the rest.

    This again its like killers saying survivors be forced to give a free hook to kilers each time they finish a generator or they are punished by not being allowed to use active skills vault and drop pallets, its simply tiranicall to make something like this

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670989#Comment_2670989

    That system would be fair it the radius was very small. I think that 16 meters would be too much, 10 meters could be interesting since you facecamp at that point anyway (its 6 meters below kindred base range).

    Again, the fact your system cant se the diference betwen face camping, proxy camping and literally just be afar and notice the rescue doesnt make it fair. Your system punishes one "percieved" bad thing while punishing two that arent. Sorry but simply wanting hooks to have a power denying aura isnt fair, and just because 1 or 2 killers have special circumtances doesnt meen everyone else should be on the same boat. This is like those people asking for perks that dissable powers just because they dont like killers like pyramid head (who can bypass terrain in a small range), by trying to make one killer to play like everyone else, they are punishing all other killers in one way or another.

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670891#Comment_2670891

    The problem i have with dbd community is how survivor sided or killer sided the point of view are. if you play both side, you can clearly see whats problematic and what should be done. We diverged from the main topic, so i'll just say it again: bubba's face camping power is just too much (like iri heads were too much/ like brand new parts were too much/ like old insta-heals were too much)... and i don't think that a small disabling radius would make him unplayable since we already have killers with such mechanic. DBD doesn't need a fundamental rework: only small tweaks that are already implemented in the game.

    I will agree both sides have their particular side of looking at things, that much whe can be on the same note. Back to the topic i cant agree thats a solution, its just an arbitrary lockdown, other killers are at best soft locked but not completly dennied, this would literally denny bubba from unsing his power, your system would have to be smart enought to dicern betwen face camping, proxy camping and literally just walking inside the radious of the hook. Your idea would punish players that literally are far but notice a survivor going for the rescue, clsoing distance and using his power to prevent that from happen, in my example the player isnt face camping, yet your system its punishing him just for being close to the hook, thats not fair in any way

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670805#Comment_2670805

    Yeah, disabling all killers powers within 16 meters might be overkill i know. But, if i read right, artist have a 10 meters radius. Maybe, then, you could generalize it against facecamping issues without killing the killers.

    Also, charlotte can put victor right next to a hook... what she cannot is summon victor while she is 16 meters within a hook.

    The problem with dissabling powers near the hook is that in all honesty, its arbitrary. Its like my example of disabling survivors skills and abilites, its just plain out arbitrary and unfun both the part being dennied.

    I can completly understand the frustration of players by being face camped, camped and or tunnelled, but i have said it before many times, the problem itself isnt those particular tactics, its the core of the game that needs to change to prevent them.

    Killers camp/tunnel because generators are repaired to fast, preasuring the killers for more kills, wich in turn makes killers tunnel and camp, its a vicious cicle that wont stop until the core of the problem its adressed, the preasure on both sides. If generators where to be repaired in a slower pace, while at the same time invite more interactivity betwen killers and survivors, that would reduce the preasure and invite for more direct gameplay. Another problem is that survivors have mentioned a lot of times its not exactly "fun" to be in front of a generator doing nothing else but press skill checks, thats why i mentioned the game needs some changes on the basic core and mechanics.

    The game needs changes, thats a fact, but i dont belive that screaming nerf this nerf that denny everything its going to solve things, yes, some killer perks might need some tunning, but the same can be said about survivors (items and boon totems come to mind), both sides need things to be adressed and worked on for a more balanced gameplay

  • I feel that if maps are reworked and made smaller that will help a lot with the gen preasure and increasing the times on them might not be needed. The mayor problem with maps is that some are to big, and unless you are using a rushing killer going from point A to point B takes literally much time, smaller maps would make things much more easier and simply invite more interaction betwen killer and survivors. The killer would find survivors more often wich would translate in more chases, more chases would meen working on gens a bit less thus adding a little bit more preasure on survivors while taking away a little bit of preassure on killers, to me that sounds like a better flow of gameplay. Mind you, perhaps adding just a tinny extra amount of time to gens wouldnt be bad, from 80/40/27/20 to 90/50/30/25 , its not a crazy increase and balances with slightly smaller maps.

    Self unhooking shouldnt be a thing, it would make pointless to unhook people and create more selfish gameplay from the part of survivors, the core mechanic for survivors its that they "should" work togheter as a unit, not be lone wolves all the time. I would argue that "maybe" solo Q survivors are given perhaps a small buff like this:

    ONLY on solo Q: When a survivor its unhooked, both, the hooked and rescuer are given 2 seconds of +25% bonus speed (after the animation its done), this would give them a slight extra boost without being broken or over abusive againts the killer. I was tinking about giving them 1 or 2 seconds of invulnerability, but this would also create a problem of rewarding bad plays (unsafe hooks in the face of the killer), this still would make it a bit easier to start a new chase while not being totally unfair.

    I would be iffy about the comunication, originally the game was meent to be played without voice of any kind because how strong it can be its shown on comunication teams, stealth its completly out of the window for killers and they can easy say, killer its near X place, and everyone already have a rough idea where it is, preventing it from surprise atacks.

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670723#Comment_2670723

    You don't understand. I don't mind camping/ tunneling... its a necessity for killers. But it isn't a good thing that one killer can prevent any saves. It just shouldn't be a thing to begin with. I'm talking about disabling his power within a certain radius of the hook: because it already is the case with twins/ artist. Why did they did it? Because they don't want the killer to take the game hostage. Which is strange since the only killer that you can really do nothing about doesn't have this mechanic; and i don't even think that if you remove that disabling radius for twins or artist they'd be as bad as bubba. This is why i made this topic: because the current situation is absurd.

    Im no expert with twins and the artist just came out, so im going to make a wild guess.

    Victor works as a secondary character for the twins, disabling him around a hook its meen so you cant swich betwen him and charlotte and completly and uterly prevent any kind of rescue, i could se the player leaving victor in front of the hook to soft lock it while charlotte makes the rounds, that way even if the survivor manages to getclose charlote can be in the proximity and prevent the rescue, its more of a prevent an actual no win situation. The crows im guessing its in a same vein, just to prevent her to leave one and get free injury states on people trying to rescue, but its not abut dissabling it just to be a norm, this are special cases, the same as traper traps, so they can prevent to soft lock a player on it with 0 chance of escape. I have the feeling you are the one not understanding this particular changes.

    Secondly you are not understanding the concept of "taking the game hostage". A hostage game its where theres 0 chance of finishing it.For the most part theres very few ways to do this, the most common one its survivors stealthing all the time and not repairing generators, wich meens the game doesnt progress and stays on a stalemate until someone DC. The same can be said about hackers preventing the killer from hooking people and or preventing the generators to be repaider, making everyone inside the game unable to do nothing, leaving them ONLY with the option of disconecting...THATS a hostage situation.

    But now ill bite the bullet and tell you, fine, lets dissable ALL killer power withing a certain radious near a hook. In exchange, ALL survivor active skills, ability to drop pallets, vault windows and repair gens its disabled until the hooked survivor its saved, meaning the ONLY thing they should do its make that rescue, does it sound fair to you? because for me, the fact im being prevented from using the killer powers its taking said power "hostage" so at the very least there should be some trade off, does it sound fair to you?

  • Why not make it so when hes discovered from his stalking he gets a +5% bonus speed for 10 seconds, the bonus being active ONLY while he chases the survivor that found him. That way discovering him makes him "angry" and gives him a slightly stronger 1V1 while keeping it on check with the small duration

  • @Ripley said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670435#Comment_2670435

    Tunneling Is reason why I don't play Mikaela after getting her to 50. Killers can have the strangest grudges as I get tunneled on Yun all the time too as if they expect me to loop them.

    @Ripley said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670162#Comment_2670162

    I disagree. The amount of times in solo queue I have blessed a totem to try and save myself whilst being chased by a killer who already hooked me. Very definition of tunnel the killer ignores every other player but you and not the obsession.

    Its not a strange grudge, for the most part killers are pissed (and very rightfully) at boons. I already said it some time ago, but with how ridiculously strong boon totems are right now (specifically circle of healing and shadow step) it was a given that all the mikaekals and any boon totem user was going to get tunneled and harased to oblibion. Boon totems courently are just to strong, killers "need" to take out boon totem users as fast as posible as they make many tactics irelevant. M1 killers are guted thanks to CoH striping them of virtually any preasure they can put on survivors, it also destroys the potential of sluging and slowing down the game (thanks to the ridiculous speed at wich survivors can heal), in all honesty dont blame killers, blame the BHVR for overtunning the boons and puting a target on the back on all boon users

  • Disabling powers isnt a solution, its giving survivors a tool to abuse and exploit the game, killer powers shouldnt under ANY circumstance be disabled as thats literally striping "power" away from them, it would be as if survivors where striped of using their active perks and skill checks for an arbritary reason.

    But camping and tunneling are bad and wrong and toxic and un fun...i could argue the exact same about extremely safe loops, jungle structures and gen rushing, yet i dont se that many topics about "punish survivors for gen rushing".

    People need to get in their heads that even if they dont like it, tunneling and camping are viable and aproved gameplay mechanics, and even altought face camping its "scummy" its still a way to play, and some people forget that a a camping bubba its shooting himself in the foot as hes giving the other 3 suvivors free reing to smash generators. Does it suck for the people traped in the hook? yea it does, but it also sucks to be a killer and se 3 generators pop in the first 5 minutes of game with no hooks. Both sides have a lot of problems that need fixing, but taking away from one side isnt a solution, its just creating more problems and hard feelings

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