Avatar

Viamont

Viamont

About

Username
Viamont
Joined
Visits
425
Last Active

Comments

  • I dont tink its a bad idea to be honest, some people with the aid of extremely good pallets/jungle areas can loop a killer for ridiculous amounts of times. A stamina bar would be an interesting way to prevent loops for being eternal.

    The funny thing is that the wiki states there was actually a stamina bar system implemented but never used.

    Survivors would be able to run at full speed (4.0 mts) for about 40 seconds before being fatigued and run at 3.5 until their regained their stamina, this actually sounded like a really good system to me and very generous in the amount of time, the fatigue would recover after 6 seconds of not running. A bit to lenient in my opinion as it states walking crawling or crouching counter for that time.

    I would actually like to se this idea implemented, would make it seriously interesting and in the + side could slow down the game a little bit

  • @KiiSumnia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2668473#Comment_2668473

    You are not forced to leave, if there is someone near the hook you should stay there if you can take a free hit, never miss the opportunity of a free hit. In this case if the sacrifice is a little bit longer that's not a great problem. You took a free hit!

    I don't understand the second point.. yes it's true that a good survivor shouldn't go for unsafe hook. If killer is near the hooked survivor, you shouldn't go for unsafe save but bring him far, or make gens. If you try anyway, save him and both get downed trying is your fault... pay the conseguence. As killer you should hook one of them and wait 60 seconds until the other lose DS. After that, hook the second and stay in the area... that's not camping, it's take advantage of your opponent mistake. You (killer) are suppose to perform action that allow you to achieve victory, and in this scenario the best thing that you can do is stay in the area, take the malus of increased sacrifice time and get ready for a free hit.

    A competent player is efficient, it's the same thing.

    Anyway my complaining about tunnelling and camping is only about FUN, camping and tunneling is not fun, i do this only when i am frustrated because surv are too strong for me (i am not the best killer in the world so this happen, and more my rank get higher more this happen)

    Anyway i think that the suggestion that i proposed should be combined with a killers buff... your last example is really interesting. Adding a phase of 60/90 seconds where all gens are locked, killer can't use perks or his ability for the duration of this phase, surv aura is revealed every 30 seconds... something similar to this for increasing fun of the game. You know?! I play this game cause it's fun, elminate thing that create frustration should be the target of developers because frustration decrease desire to play another game.

    Well at least whe can agree that directly camping and tunneling arent toxic behaviours per se, at worst they are anoying tactics, at best they are a necesary evil, mostly because lets face it, the way the game its designed its a problem.

    Survivors repair gens, perks tems and skills are added, this in return makes it so generators are repaired at very high speeds, this creates a problem for the killers wich in return are faced with a "need" to kill players as fast as posible, this gives in return angry players and lastly just creates a loop of angry people at each others. Tuneling and camping i belive its a bioproduct of the problem mentioned before. I tink the way to "improve" the fun of the game its more related to change the balance of repair/hunt to a point where survivors arent forced to be on press M1 generator and killers arent forced to be the most eficienty creatures on the world, this goes beyoned just nerf/buff things, its a thing that needs to be fixed at the core of the game.

    I understand your point abut fun, but you need to remember that "fun" its not the same for every player, one type of killer might get the most of the "fun" out of chasing people while other might get it out of literally killing out players, the same can be said for survivors, some might love to be chased all around the place while others fin might come from just literally geting out of the trial. Whe cant put "fun" in a closed concept and expect everyone are happy with that.

    The reason i dont agree with most ideas like yours (and im not talking about you specifically but the general concept) its because they become the embodiment of the "survivors rule book" meme (if you dont know it look for it, will help you understand what i meen), a game has to set certain rules, that much its true, but by trying to force a set where a side of the playerbase its "demanded" to do sertain things justbecause "fun" creates more problems than solves them, your idea of "punishing" killers from staying near hooks or denny a kill for X reason its not improving but just problematic, the same for my example, instead of giving players more open ways to have "fun" it just puts everything on a box and expects everyone to just accept it without a complain.

    Look at it in this way: Killer chases survivor, finds it downs it and hooks it, killer its then demanded to move away from hook because X rule, its quite literally forced to go away and do something else. On the other hand survivor A does a gen, because of rule X all generators are locked and now survivor A its forced to present itself to the killer for its free hook. This again its just an example, but do you tink people really will have fun abiding to such rules? i dont tink they will.

    The only changes the game needs its to incentivice players to do other things in an organic way, a good example are the new artist perks, Grim embrace, this perk rewards killers for hooking ALL the survivors once with a temporal lockdown of generators, instead of punishing them for hooking, it invites them to not tunnel and get a reward, the same should be done to survivors. A perk (just an example) that says, after repairing a generator go and get chased for 30+ seconds, if you arent downed or hooked on that time your teammates gain a +10% bonus speed for 10 seconds on repairing gens the moment they start a reparation. This would incentivice survivors to interact with the killer and get a reward (again just a practical example).

  • @KiiSumnia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2668367#Comment_2668367

    That's simply absurd.

    You hook him so now you have time to find another surv and hook him, this is how the game works. He can't body block because he's on the hook.

    Maybe his mates are able to rescue him, heal and in this time you didn't find no one else to hook, that's beacuse you are too weak.

    Bodyblocking con be stopped with an hit... let him down and catch the other surv, if you are competent you should take someone else and after that hook the immortal surv is no more immortal.

    Anyway remember that when surv are running around you like happy monkeys they are not playing seriously, they are trolling because you are too weak in confront of them... and this is a matchmaking problem.

    Tell me one thing, why should i be forced to leave the hook i just did and imediatly look after someone else regardless if theres someone around, am i not allowed to patrol the area while another player might be around and try to save said person?. Im not talking about face camping, most killers agree that that its low even for most people, but weater you like it or not, and even the devs have said it, proxy camping its a legitimate strategy that they dont plan on punishing in any shape or form, you might not like it, but its not againts the way of the game.

    I could say the same thing about you, if someone its on the hook and and nother survivor goes for the rescue with the killer still on the area and both are downed that tells me the rescuer its a week survivor with no tactical knowllege, you dont simply go for a save with the killer around, you eather try to lure him away or outplay him. You cant blame me for finding out an unsafe hoook and take advantage of that, or what, am i supouse to go away, let them heal and start chase after they are a safe distance?.

    This is not about being competent or not, its about being eficient. In all honesty, in an RPG do you hit every enemy once or do you focus your atention on one?, the same could be said about survivors and generators. The most eficient way to play its to tackle generators as fast as posible, this meens if you have the chance to have 3 people in one to fix them instead of in 80 seconds in 30 seconds wouldnt you do that?, but heres the catch. You people claim killers tunneling are horrible and toxic, but why survivors doing the same isnt considered toxic?. I could argue the same way you do, that if a survivor manages to do a generator before two minutes in the game it should be considered "repair tunneling", and just like your idea to make it so if someone its on second hook it CANT be killed in any shape or form, then i demand that the moment a generator its done ALL other generators CANT be repaired until YOU the survivors give me a free hook, does that sound fair or does it sound like ramblings of a mad man?.

  • Not really, her crows to do damage need proper setup, they took away the iddle damage the crows did on the PTB, so she has to managed a good shoot or an M1 atack, shes strong, theres no doubt about her, but shes far from being pyramid head 2.0, shes her own killer.

    I been watching otz this morning and againts people who dont know her yea, shes VERY strong, but so far hes been geting a lot of 4 full escapes with cordinate groups.

    Shes a good killer, im honestly hoping they dont nerf her as shes in a good spot, shes strong but not overwheling, her perks for the most part are fun.

    People need time to learn to counter her, but as always survivors jump the wagong way to fast

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2666797#Comment_2666797

    I wrote to you why you are wrong

    You only chose the killers when I chose all three

    You won't believe but I also play as assassins

    But when I play with friends we are constantly confronted with camping and tunneling, which is not very fun.

    In this thread, I liked the concept where a survivor cannot die until another is hanged - in your opinion, this is not a balance? Or do you like it when the killer haits one survivor the whole game and then stands and camp the second poor fellow.

    In my opinion, it is necessary to solve such a problematic style of play as camping and tunneling.

    And whatever you write that I am discussing only for one side, then I agree to a small reasonable nerf of the survivors

    Thats an opinion, not a fact, wich just proves what i been saying, you want to pass what you say as a fact wich is not.

    From 3 ideas two are absurdly survivor sided, if you cant se that theres nothing else to discuss, those two forementioned ideas are simply poorly developed with to many benefits to the survivors and little to non components to balance them, you can give all the ideas you want, that doesnt meen they will be good ideas, its that simple, something you dont seem to understand at all.

    I could say the exact same thing about survivors, every time i play killer im constantly harased by gen rushers, flashlight clickers, pallet humpers, a lot of safe pallets and safe safe jungle structures wich is not very fun to play againts. Se? i can come up with an exact same argument like you about camping and tunneling.

    So you are telling me you are perfectly fine with an idea that literally makes a person unkilable, a person who will be easily able to follow the killer around to bodyblock atacks hooks and basically be a complete and uter niusance and you tink thats balanced?, sorry but this also proves you know little to nothing about balance.

    Weater you like it or not, camping and tunneling are two tactics that are a necesity on many games, the devs themselves have said so, they are official valid ways to play. I can give you something thoug, face camping its ridiculous, but thats it, i have even proxy camped plenty of times, be becuase just as im leaving the hook i know for a fact someone its close, i move away just a bit to lure them out, same for sluging, if i can lure another survivor im not in the wrong, im doing my job as a killer, kill the survivors. IF i tunnel someone might suck for the survivor, yes i give you that, but many times a killer needs to reduce the preasure of survivors in order to have a chance in the game to not finish it with 3 hooks and no deads. Drop down the fake morallity superiority you "tink" you have, because guess what, you dont have any.

    But lets put this on the table, you say camping and tunneling are two problems on the game, ok then, in exchange to this problems lets discuss the problems on the other side, how about the ridiculous speed at wich generators can be fixed, should the killers start to complain about "repair tunneling" and demand when a generator its at 50% they HAVE to move away from it and start repairing a diferent one? i tink its fair, how dare the survivors to tunner those generators, they should give me a free hook each time they rush a generator, its impresive they can be so toxic and use such a horrible underhanded tactic, same for pallet stuns followed by a flashlight stun, such a horrible tactic that robs me my play time, they should let me hit them once every time they do this.

    Se? i can come up with ridiculous demands againts things survivors do.

    I have yet to se you agree to any nerfs people demand, specially the reasonable ones, i could quote a LOT of your so called "balanced" buffs from your own topics, and they are far FAR from being reasonable or balanced at all

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2667439#Comment_2667439

    Yeah, I mean it's kinda dumb to call that hypocritical. There are bad and good ideas, that's it.

    If I suggest that all killers should mori from start of the game and survivors should get survivor aura reading effect from kindred to help soloQ.

    Would everyone be hypocrit just because they would want survivor change only? It's stupid to think that way...

    Honestly he just calls hypocrite anyone who disagrees with him and goes calling people "animals" at each chance he gets, most of the time tries to pass his ideas as facts or as absolute but they are far from it

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2665941#Comment_2665941

    You reject all ideas for improving the lives of survivors and only want a buff for the killer

    Well you are of course a hypocritical piece

    https://forum.deadbydaylight.com/en/discussion/comment/2665774#Comment_2665774

    Especially face camping with a nod

    WHAT? The killer just showers if you burned out why spoil the game by standing near the hook

    https://forum.deadbydaylight.com/en/discussion/comment/2665768#Comment_2665768

    Apparently the maine killer answers me

    Then squatting at the exit and clicking the lantern are also non-toxic.

    All ideas? not really, from time to time theres people who have a far better understanding on how to properly balance a concept unlike you, ideas that i whole heartely can get behind and support. Also whats the mater? geting more agresive? seems you missed one last part on that excuse of an insult, also im still waiting for your answer on that other topic

  • If it has time increments they should be relevant, having +5 seconds per re blessing to a cap of +20 sounds about right

  • At the very least give him an elf green hat and ears....perhaps some silly bell shoes...that would be hilarious

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2665045#Comment_2665045

    So you want to buff the assassins but give nothing in return to the survivors? maine killer as I understand it, and also varieties G as you protect animal camping with tunneling

    Ha ha you funny clown

    Funny you say buff the killers when you, yourself, have multiple Discussions where the only thing you demand (because thats what you do, demand and "try" to pass anything you say as a fact) are buffs for mutiple survivor perks and mechanics without giving out a single thing for them. I also find funny how you try to stir and tilt people by calling killers "animals", something you have done plenty of times, and for the most part you always end ignored. Plenty of times you have avoided answering to me on the forum, most likely because you dont have decent arguments aside from "killer mains are animals, nerf this perk because i dont like it, buff this other perk with high numbers, aura reading, a free stun to the killer and blocking of abilities".

    Now on to the topic.

    How am i protecting "animal" camping and tunneling? by giving a decent argument of why this two ideas are simply and uterly one sided, obviously on the survivors side?, because funnily you always go "preaching" about balance on the game, and yet i have to se you give a decent argument to "any" topic you are on in wich you arent horribly survivor sided in the numbers and ideas you demand.

    What i understand is that A) you are just a troll who just "tries" to derail topics in your weird, and i might add, very porly "balanced" ideas, B) a survivor main who only wants to have the easies games posible, with all the stacks on his favor (AKA your terrible ideas for "balance" as you call them),or C) someone who genuenily tinks its good at creating balance for the game (spoiler alert you arent, your concepts, ideas and overal tought process for balance its terrible), or a convination of the previously mentioned things.

    Now, how about you back up your claims with actual arguments? im actually daring you to try and explain to me why this ideas are balanced and good, not that you will, as i mentioned before you just avoid the topics, but lets se you try.

    Finally i wont dignify that very poorly atempt of an insult with one back, but you know, if im a clown i would say you are the whole circus.

    Now, im waiting for your marvelous answer, that if you actually have a decent argument for it, but quite honestly im not holding my breath

  • @ShadowNurseZFX said:

    Not gonna say much as everyone knows it and everyone has been saying it but just had a game of body blockers flashlight savers and gen rushers with dead hard. I honestly think they should just nerf survivor. and make the maps smaller, and the gens more tight. Thoughts? Lemme know your ideas below.

    I agree and disagree at the same time.

    On one hand i completly give you the reason that certain behaviours and items convined become dreafull and completly unfun to play againts. But in the other hand theres things on the killer side that are just as bad.

    Personally i belive the game needs a serious look at things to make it fun and enjoyable for everyone, many of the problems of the game are bioproducts of things that havent been adressed.

    On one hand actually yes, survivors have some perks and items that convined are just ridiculous. An example its the stack of healing with things like medic kits and CoH (just to name two) that make hurting survivors virtually meaningless, specially againts M1 killers who thanks to the mentioned boon CoH where heavily nerfed indirectly. Other things like toolboxes and brand new parts arent any better. Add the particularly anoying/toxic players that make their mission to tilt and make killers life as miserable as posible and yea, defiinitly some survivors need a good scolding.

    To start with items like medic kits and toolboxes need to be checked again and simply put nerfed a bit, the speed and security they give to survivors make many things meaningless. The speed at wich they can heal make sertain killers almost meaningless, this in turn creates a "need" to improve the way killers "kill" survivors and they many times just end relying on camping and/or tunneling wich in turn makes survivors cry for nerfs/fixes to the mentioned tactics.

    Toolboxes are in the same situation, by rushing generators in a mater of seconds make it so killers are completly guted out of the game themselves, forcing them to relay on gen regresion perk to keep up and give killers enought time to rack up some hooks, and or strong perk convinations meent to down survivors as fast as posible to level up the battle field, then you have the other hex builds wich also piss of survivors because NOED to strong nerf situations.

    I tink that if survivors items are brought down a notch and balanced out that will fix a lot of problems of the game, that will in turn allow killers to have more wiggle room and to be far less in the need of be extremely eficient every single game, from there the devs can focus on smaller balance issues to make sure no perks on both sides are overly power

  • @KiiSumnia said:

    I have 3 suggestions about those 3 arguments that in my opinion reduce fun of the game:

    1 - Camping

    I think that camping ruins a little bit the game, it make it less funnier for surv and it doesn't require any particular skills. The right counter of camping is leave the hooked survivor and make gens. When a killer camp he takes few points but i think that this behaviour should be further discouraged.

    New rule:

    If killers is near an hooked survivor at 6/12/18 meters the hook timer speed proceed 50%/30%/10% slower.

    2 - tunneling

    Sometimes happen that i meet very strong group of surv, so after losing 1 or 2 matches i start to tunneling, i focus on 1 surv (the weakest of course), i only disturb the others and after 2-3 gens are gone, surv remain in three. This is a very effective strategy, even if surv are stronger than you it became easier deal with them.

    New rule:

    Condition for attivation: 1- a survivor is hooked, 2- he's in phase two, 3- hook timer reach zero, 4- there are three survivors alive and no one of them was hooked, 5 - door are closed

    The survivor hooked can't be sacrificed to the entity, he remain hooked while the timer remain to zero. He can be save by the others and he can't die until another survivor is hooked or door are open.

    3 - totem

    On killers side i hate when i bring ruin and after 30 seconds it's gone, on the other side i love when the killer bring ruin and i spam near the burning totem.

    On killer side i love when totem is not founded for the entire game, especially if we speak about devour hope, it make all easier, too easy. On the other side i hate when this happen, i'm playing with a premade, we found 4 totems but no one is able to find the fifth.

    New rule:

    All cursed totems on the map are blocked by the entity for 40 seconds. Time required time to cleanse or bless a totem is increased of 50% until 200 second from the beginning of the game. After 400 seconds their aura is revealed to all survivors.


    1.- Terrible idea, survivors will abuse the hell out of this, you might not like it, but theres valid reasons for killers to stick around

    • It noticed another survivor in the proxmity, meening it will try to lure it close to get another person down
    • Theres a generator thats been worked on and might suspect theres a survivor close, staying in the proximity to make sure if is or not around
    • survivors are overly selfless, its not the fault of the killer that most groups will try to make a full 4 people escape, if the others comit to much to this why should the killer be forced out of a tactical position

    Weater you like it or not, punishing killers for doing what they are meent to do AKA killing survivors its a terrible idea. Yes it sucks when some killers overcomit to a kill very early on the game, but i dont se people complaining about groups rushing generators in the first 2 minutes of the game from 5 to 3, should survivors be punished for overcomiting to generators and make it so each time a generator its done in less than 2 minutes all other generators repair speed its slowed to -90% until the killer gets 1 free hook? i dont tink people will like that.

    2.- Absurdly ridiculous, again you are punishing the killer for doing what its meen to do, many times killers NEED to take out a person out of the game, be because they have rushed gens at a tremendous speed, because they might bring very anoying perks (aka boons wich have become the norm to tunnel mikaelas and any boon user) or simply because it makes the game less obnoxious and frustrating for the killer. Something survivors doesnt seem to get is that having to fumble 4 headless chicken isnt easy or even fun at times, theres plenty of games where survivors have a personal mission to make the killers life as miserable as posible (and you can se that even very nice streamers end tunneling people to take them out of the game). This also punishes people if by any reason theres more than two characters of the same kind around, what makes you tink people wont start doing this type of things to create a shield from being killed? heck, i have had games where i get two of the same survivors and even altought i feel bad when i have tunneled one (not sure if i have hooked one or the other) its not my fault theres two of the same survivor, and with the lack of names up until i hook that survivor i dont know who is who, this is again just a punish for playing the game, weather you like it or not, killers dont have any need to be nice to every single person, leting them unhook freely and change people after each hook, you might not like it, but killers arent meent to follow a "survivors rulebook" just beause they want to.

    3.- This is honesty your only good idea, given how little value hexes have in games plenty of times, having a hard lock at the start of the game sounds like an actually good idea. Personally i would make it the hexes cant be deleted for about 1 minute per level of rarity, making it so at the very least you get 3 minutes worth of hexes at the start of the game, its not much but at least makes it so they get some value even if for a little bit.

  • @KiiSumnia said:

    I have 3 suggestions about those 3 arguments that in my opinion reduce fun of the game:

     

    1 - Camping

    I think that camping ruins a little bit the game, it make it less funnier for survivor and it doesn't require any particular skills. The right counter of camping is leave the hooked survivor and make gens. When a killer camp he takes few points but I think that this behaviour should be further discouraged.

    New rule:

    If killers is near an hooked survivor at 6/12/18 meters the hook timer speed proceed 50%/30%/10% slower.

     

    2 - tunnelling

    Sometimes happen that I meet very strong group of survivor, so after losing 1 or 2 matches I start to tunnelling, I focus on 1 survivor (the weakest of course), I only disturb the others and after 2-3 gens are gone, survivors remain in three. This is a very effective strategy, even if survivor are stronger than you it became easier deal with them.

    New rule:

    Condition for activation: 1- a survivor is hooked, 2-he's in phase two, 3- hook timer reach zero, 4- there are three survivors alive and no one of them was hooked, 5 - door are closed The survivor hooked can't be sacrificed to the entity, he remain hooked while the timer remain to zero. He can be save by the others and he can't die until another survivor is hooked or door are open.

     

    3 - totem

    On killers side I hate when I bring ruin and after 30 seconds it's gone, on the other side I love when the killer bring ruin and I spam near the burning totem.

    On killer side I love when totem is not founded for the entire game, especially if we speak about devour hope, it make all easier, too easy. On the other side I hate when this happen, I am playing with a premade, we found 4 totems but no one is able to find the fifth.

    New rule:

    All cursed totems on the map are blocked by the entity for 40 seconds. Time required time to cleanse or bless a totem is increased of 50% until 200 second from the beginning of the game. After 400 seconds their aura is revealed to all survivors.

     

    1.- Terrible idea, survivors will abuse the hell out of this, you might not like it, but theres valid reasons for killers to stick around

    • It noticed another survivor in the proxmity, meening it will try to lure it close to get another person down
    • Theres a generator thats been worked on and might suspect theres a survivor close, staying in the proximity to make sure if is or not around
    • survivors are overly selfless, its not the fault of the killer that most groups will try to make a full 4 people escape, if the others comit to much to this why should the killer be forced out of a tactical position

    Weater you like it or not, punishing killers for doing what they are meent to do AKA killing survivors its a terrible idea. Yes it sucks when some killers overcomit to a kill very early on the game, but i dont se people complaining about groups rushing generators in the first 2 minutes of the game from 5 to 3, should survivors be punished for overcomiting to generators and make it so each time a generator its done in less than 2 minutes all other generators repair speed its slowed to -90% until the killer gets 1 free hook? i dont tink people will like that.

    2.- Absurdly ridiculous, again you are punishing the killer for doing what its meen to do, many times killers NEED to take out a person out of the game, be because they have rushed gens at a tremendous speed, because they might bring very anoying perks (aka boons wich have become the norm to tunnel mikaelas and any boon user) or simply because it makes the game less obnoxious and frustrating for the killer. Something survivors doesnt seem to get is that having to fumble 4 headless chicken isnt easy or even fun at times, theres plenty of games where survivors have a personal mission to make the killers life as miserable as posible (and you can se that even very nice streamers end tunneling people to take them out of the game). This also punishes people if by any reason theres more than two characters of the same kind around, what makes you tink people wont start doing this type of things to create a shield from being killed? heck, i have had games where i get two of the same survivors and even altought i feel bad when i have tunneled one (not sure if i have hooked one or the other) its not my fault theres two of the same survivor, and with the lack of names up until i hook that survivor i dont know who is who, this is again just a punish for playing the game, weather you like it or not, killers dont have any need to be nice to every single person, leting them unhook freely and change people after each hook, you might not like it, but killers arent meent to follow a "survivors rulebook" just beause they want to.

    3.- This is honesty your only good idea, given how little value hexes have in games plenty of times, having a hard lock at the start of the game sounds like an actually good idea. Personally i would make it the hexes cant be deleted for about 1 minute per level of rarity, making it so at the very least you get 3 minutes worth of hexes at the start of the game, its not much but at least makes it so they get some value even if for a little bit.

  • Personally i tink that to protect hexes they shouldnt not be shown on the totems, basically one its chocen at random, but it doesnt have the aura, that way if survivors want to deal with hexes they will have to do bones in some way or another (destroy or bless), that would make it a secondary objective while still keeping the posibility of using boons.

    Survivors can bless, and they might get lucky and bless the one with the hex, but they might not, would make for a more engaging situation for both sides, specially since hexes most of the time se very little play unless you are lucky and a survivors doesnt spawn next to it

  • It was TO good to be true, sadly i dont se BHRV do any of this changes that would make the game much more bearable, but one can dream can you not?.



    wake up...

  • Dorito head main here, and i have to say i like some of your ideas, everyone knows dorito has some seriously "meh" add ons.

    Duration time changed to status its actually interesting, specially since they arent the same, would make for interesting diferent ways to play, and in all honesty i dont know any PH players that actively use the extra trails time at all, they already last long enought to be comfortable, so this ones i definitly like.

    Rites of judgment extra time to show the area i dont tink its that necesary, for the most part dorito head users literally get "used" to the area by using the power continiously, instead i tink a better idea would be to make this line of add ons in to. After using Punishment of the damed, the area of the atack creates a torment trail on its path, lingering for 4/5/6 seconds (depending on rarity) on the ground, this would make it easier for PH players to aflict survivors with Torment and at the same time play with his already stablished game style, leaving "goo" (as most people call it) all over the place

    Rites of judgment power duration to width sounds actually interesting, im not sure how good it would be in practice, but in paper to make it slightly wider do sounds like something that could take survivors by surprise, so a thumbs up for this one.

    Killer instinct to reading aura doesnt really need to be changed. Killer instinct its unique in the way that no aura blocking perk can "block it" meaning things like shadow step dont work on the trails, instead tought i would be all up for this add ons to last a little bit extra instead, i feel they really boost the killer instinct way to little. going from 0.5/1/1.5 up to 1/2/3 seconds based on rarity would make them more than desirable and usefull. Still i do get what you tried to do with this one, but again, i would prefer to keep it being killer instinct specifically instead of an aura reading.

    Recharge time to turning im not completly sure on this one. I have seen some people use the recharge to use Rites more often wich its a good thing, but in the other hand i can se the usefulness of being able to turn on corners and other sharp areas much more easily, this one its kind of a hard to pick...i do like the idea toug, sounds interesting definitly.

    Rites of judgment power duration to speed boost i like, but it would need a math expert to say if the bonus might be to much, NOED gives 2/3/4% speed boost and it shows when active, altought it might get even as PH do gets slower when using rites of judgment, still i like the idea, would make for a surprising "turbo" PH to take survivors by surprise

    Crimson ceremony book: This one personally i would like it to become a "the floor hurts" type of add one, basically if the survivors stay for X amount of time over the Torment trail they can be damaged by one health state. This would play a lot with other add ones that increase the area of the trail making it now not only dangerous in the sense that survivors get tormented, but if they dont avoid constantly the trails they can be injured, this plays strongly on PH concept of being an anti looper.

    Obsidian goblet: for starter this add on sucks as it makes no sense, i rarely ever step on my own trails and its counter productive to do so, your idea sounds very interesting toug, would make for a seriously crazy way to track down people as you could leave trails on key points...not sure if it would make it overly opresive, it "might" be a bit strong, but then again...its an iridicent so...could definitly work and have its interesting uses

    Iridescent seal of metatron; I like the idea, but in all honesty it would be to strong, people would have 0 chance to react making it an extremely opresive atack with 0 counterplay. PH would be able to easily chase people and hurt them virtually 100% of the time, they wouldnt be safe behind anything (no time to react at all) aside from guessing and using things like dead hard. The problem with the original add on is that its hard to make survivors step over the trail, but if my personal add on existed (the one that leaves trial areas alongsides rites of judgment) that would make it far more usefull as tormenting survivors would become far more easier. On the other hand perhaps this one could instead cut down the travel time of the rites of judgment in half, i dont know the exact math behind the atack and at what speed it moves forward, but i feel making it 50% its strong but still gives some room to step away.

    Overall i tink you have some really interesting ideas i would definitly like to se put in game at some point, kuddos and a vote up

  • Make it so iron will certainly supresses the noises the survivor makes, but in counter balance makes it so they bleed much more often, have to make skill checks to not scream and reveal their location or slow them down by X% until they heal back, its just absurd the perk allows them to negate a tracking way with no repercutions of any kind.

    Specially since courent IW and shadow step make for a busted convination

  • @kaskader said:

    Ok so after seeing a feedback i gave those concepts a couple of changes.

    Savior: I reduced the power of haste that you gain from 30% to 10% but increased its active time from 7 seconds to 10 seconds. Also increased a drawback from 3 seconds to 7.

    Hurry it up! that one was the most controversial. I reduced active time from 15 seconds to 10 seconds also decreased great skill check bonus to 5% from 7%.

    Boon: simple change values won't stack with perks such vigil. That would be a little overkill to have 130% recovery speed.

    What do you guys think?

    https://us.v-cdn.net/6030815/uploads/Q1MZ27UQVBVV/perki-dla-surva-poprawione-2.png

    You need to understand that its not just about the % bonus but also the amount of time its active. Consider this. While stunned the killer loses visual contact with both survivors while the wiggle animation happens, unless one of the survivors stays in visual contact (and asuming its not the flashlight save) the killer its not only stunned, but also striped of blood lust wich already puts it at a disadvantage in contrast with the suvivor. The distance the survivors will put againts the killer might not be as much in comparison with your previous numbers, but given it now lasts 10 seconds easily helps to prevent ANY chance of chassing at all. Your perk its just absurdly safe with no drawback worth mentioning, even with the aura reading unless the target its a rush killer theres no way they are going to be able to chase. This perk would end needing to be exaustition or have a big cooldown, at the very least around 60/50/40 seconds.

    Again...100% repair bonus its absurdly ridiculous, here its not even much about the time, its the fact that such a big bonus its game breaking. This perk its busted. Unless you make it a 1/2/3 seconds its seriously OP.

    And again...even without vigil this perk its just as busted, as a practical example an exaustition perk that requires 60 seconds its cut down to 30. Simply put its busted. The whole concept its just horrible. Convine it with shadow step in a midly safe area and the survivor could easily rest betwen areas to regain exaustition and use perks like every 20 seconds...thats insanely strong, that would make certain areas loop nightmares where only the strongest killers "might" have a chance to put down the survivor...they would be put in a lose lose situation, chase indefinitly and be DH all day, drop chase and lose the survivor AND be forced to find the totem...except said totem will be blessed somewhere else for a rinse and repeat situation.

    The boon its a hard no under any circumstance, its just a terrible idea

  • @thebrentster911 said:

    I think it would be interesting to see what this game is like without all the toys survivors and killers get. Maybe an experimental game mode that highlights how much perks, items, add-ons, and offerings can make a difference by playing games without having them. I know it could get boring really fast, but I think it would be interesting to see for a little bit.

    Has anyone else wondered what it would be like with having a game mode that doesn't let you use anything except what's on the map?

    In concept its good, but the problem would be that most people would orbit towards certain survivors in favor of a set of particular perks, same for the killers.

    An alternative could be that you pick 3 diferent characters and you get one at random, same for the killer, that way you have a bit more wiggle room and doesnt get as abusive as say...4 mikaelas spaming boons all over the place.

    Alternatively the idea of no perks for everyone could be an interesting mode to, simply diferent from everything else

  • Concep wise...i would love a piromaniac with a BIG flamethrower as its weapon...it could be an interesting killer but the only way i can tink about it would be as an anti looper.

    Its power would be to shoot out the flamethrower and literally make "the ground its fire" places that if survivors step on get burned, perhaps a bit like the plague that you stack "fire" points until you are burned and get a wounded state. Maybe a little bit like pyramid head as in big and not super fast but with a close/mid range play style.

    Now that i tink about it, it could be more of an anti palled killer with a bit of anti loop on it.

    The fire power burns the pallets so they just are destroyed after X amount of time while the fire works as an anti loop wich needs X amounts of time to hurt

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2661300#Comment_2661300

    Besides me, do you still use another player's name to insult me? you are clearly a child

    I'm sorry to sink to such a bottom of your intellect

    https://forum.deadbydaylight.com/en/discussion/comment/2661361#Comment_2661361

    In your opinion, at the moment when there are 2 survivors left and they can no longer win this balance? Isn't it easy for killers? after all, you can no longer chew what can you lose correctly?

    Considering you start 4 people VS a single one, courent tools for survivors give them a tremendous amount of information in the shape of:

    Terror radious

    Pre atack sounds

    Post atack sounds

    Grunts and sounds of many kind to know the killer its around

    Heartbeat sound for proximity,

    Third view vision wich its FAR superior to first one, granting survivors a lot of visual info

    Second chance perks

    Jungle structures with a lot of safe spaces

    a very big amount of pallets scatered around maps

    Particularly big maps wich dont help killers that much

    Yea i consider it balance, the game doesnt start 2 v1, it starts 4 v 1 with the odds already in favor of survivors, if two people have been taken away from the game at that point i dont se why survivors should be hand held MORE they already are, that was one of the reason the hatch was modified the way it was, it gave survivors to much chances to escape the game with little to no effort.

    Like it or not, and as i have mentioned plenty of times, something you always ignore clearly out of convinience, is that your idea of "balance" its nothing more than power creep with a big side of hand holding, i have read already plenty of your comments, treads you open and so on, and the common denominator its that, power creep, you dont look for balance in any shape or form, you just complain about things you dont like and try to push them as facts regardless that plenty of people have proven you wrong.

    Im going to say it again as you seem to keep ignoring it, step down, take 5 minutes to tink what you are saying and then try to speak about balance, because seriously, you have 0 idea what that word meens in the context of the game

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2661286#Comment_2661286

    Mate, if I'm the clown, what are you? You're more nonsensical than Sluzzy

    I have a strong suspicion its a sluzzy alt acount...that or sluzzy long lost brother.

    @Hunter_Main_322 said:

    The situation when there are only 2 survivors left and both are hiding in lockers is terrible

    After the killer puts one of the survivors on the ground at death and with a calm soul goes to look for the last survivor, since he can no longer lose, just annoying

    Since according to the new rules, the hatch appears when there is only one survivor

    It is necessary to make sure that with each death of a survivor, the speed of repairing generators increases

    Then 2 survivors have a chance to win

    This will even solve the problem with face camping, since after the death of the survivor, the speed of repairing the generator will increase and it will become even more unprofitable for the killer to set up camp or tunnel

    No, it isnt neater a need nor a must, killers whole point its to kill survivors, by doing so they ease down their work meaning they shouldnt be punished for doing their task, increasing the gen speed out of the blue makes no sense and its more of a punishment than a reward for the killers. Survivors at that point will just have to bite the bullet and try to work on gens stealthily or hope they get hatch. You have a very serious problem with balance dude... every single thing you demand its absurdly biased towards survivors and make their life not "beter" but absurdly easy...quite honestly i hope the devs never listen to any of your sugestions...you go to power creep levels i havent seen in years

  • @KateMain86 said:

    The knives on trickster are way too powerful. He seemed Ok to deal with when he came out but now its come to "sigh... this guy again..." every time I get this killer in a match. Maybe if they changed the damage progress to injured broken temporarily instead of being downed by them. Right now he is just not fun to play against.

    No...they are not.

    Huntress needs a sigle hatched to injure you. DS needs a shoot to pin and pull you in for a damage state. Trickster needs 6 shoots to do a healt damage, shoots that can be blocked by enviroment or moving around, if you have seen any people play him from the 50+? knifes he has they always waste a lot of knifes while in chase, you rarely se a trickster who lands those 6 shoots perfectly for an injury state. Time wise trickster spends more time in chase than the previously mentioned killers when using his power. You should also remember he has 0 global preasure, just like the other ranged ones they at the very least should be good in 1v1 if not strong (like DS was before they guted him out). Trickster if anything needs some small changes to his addons and some slight buffs to put him on par with far better killers

  • Im just going to remind you people, and BHVR to, that i hope you get ready for a LOT of controvertial treads, articles and twiter mob rage when you add any of this representation, i will remind you that theres still that absurdly dumb thing about "bubba its problematic" situation for the claudete face and how it blew out of proportion as "people are racist and doing hate plays againts black people", this is going to turn in to the same situation, a bunch of angry people claiming people are killing representative characters out of hate and malice and just use it as a shield to start clamoring for game changes and/or things like with bubba.

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2660304#Comment_2660304

    Do not forget that you need to find it, walk it and fix it, so this is a normal perk

    No...non of this perk can be considered normal at all, all are absurdly strong, particularly the last two, those two are just insanely OP

  • She doesnt need as much as a rework as much as circle of healing and most boon totems a hard nerf. CoH its basically the bane of msot M1 killers striping them hard from all potential damage if they dont comit super hard to the chase

  • Cages fundementally work as hooks in the sense they "kill" you, but that aside they dont trigger any related "hook" perks as they arent hooks, the same applies to dorito head sending you to a cage, any perks that are triggered by being picked up or "hooked" dont work with him as long as hes sending you to the naughty survivors box.

    Dorito head its basically an anti hook/loop killer, thats what makes him so unique and fun to play, that and being able to chop you in half in the last hook dying state

  • First one its absurdly strong.

    On hit bonus its 150% for two seconds, that easily puts a good distance betwen the killer and survivors not counting any other bonus speed perks, in this case overcome adds +2 more seconds to that bonus, that puts a MASIVE distance betwen ALL killers that arent rushers, In the case of yours you are first puting the standar 2+ stun seconds the killer gets, from there you and the target are given 7 seconds of bonus that easily will be equivalent to 4/5 of the previous mentioned combo, this will leave most non rush killers in the dust with NO counterplay, specially considering your perk has little to no drawback, and no, the aura revealing its irelevant considering the two second stun will leave the killer with 1 second of "maybe" se where the survivor is.

    You want something like this in game? this would make more sense:

    After a pallet of flashlight stun you and the target gain a +10/20/30% speed buff for 1/2/3 seconds, the aura of both survivors its revealed for 5/6/7 seconds, this perk has a cooldown of 50/40/30 seconds

    Gosh dude...this one its horrible....a generator takes about 80 seconds to be completed from start to end, with a 100% boost a single survivor would take 40 seconds to complete it...thats not even considering perks toolboxes or brand new parts...this is a HARD NO in any shape of form, its blatantly OP and shouldnt be put in game in any shape or form, generators already fly with certain perks and items, with this they would be done in a mater of seconds.

    The boon...oh gosh, convined with your previous perk would be disgusting in every sense of the word.

    I dount doubt you might have good intentions...but honestly...all this perks are horribly strong and would make for disgutingly OP combos

  • Cool down could be 90/80/70 based on level, that would still make it worth snuffing as it would give you breathing room betwen blessings.

    Giving them limited uses per trial, 3 or 4 uses per boon its more than enought for each trial, specially considering there can be potentially 4 boons per game, that would make 12/16 blessings.

    Allow killers to destroy the totems, that would become a tactical desicion for the killer, it might need those totems for a perk or perhaps it would rater not deal with the hasle of the boons.

    Any of the previous would make boons far more manageable and balanced, altought i also agree circle of healing regardless needs a heavy nerf to the bonus it gives, its just idiotic how fast allows survivors to heal.

    Shadow step in my opinion its idiotic, not in the same level as CoH but its there, the fact that with this and iron will survivors become virtually untrackable its ridiculous. ST at best should reduce scratch marks by 60% and reduce aura reading perks time they are active by 1/2/3 seconds, that would still make it so they are usefull but last way less, still not robing killers from fing survivors

  • A situational perk that might or might not help you, with a very specific way to work , mediocre at best but yea...lets nerf it. But you know what lets do it, lets make it so it prevents people from using items for X amount of time....after medic kits, brand new parts, tool boxes and other overly strong items are nerfed to the ground to, sounds fair?

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2656659#Comment_2656659

    I will summarize your words - she just wins the game and does not care about the balance

    It seems to me that you just need to do so that her first jump should not go through objects, let him do it from the second jump

    i will summarize most of your post comments and general ideas.

    Nerf all i say needs a nerf and i wont listen to anyone else opinion, im right everyone else are wrong.

    Seriously, 90% of your ideas are bad, what you consider balance its hardcore nerfs or ridiculously OP changes, stop for 5 minutes and tink what you write, because seriosly, you have 0 idea how to balance anything around at all

  • I like some of your ideas in all honesty, altought others are a bit convoluted.

    The start of the game sounds dinamic and fun, having each killer have a diferent way to spawn sounds interesting as it would change the dinamic of the start of the game, i tink it needs some refinement but i like the concept.

    The generators part i feel could be easily solved IF all generators where made so there cant be more than two people at each and some only one. This would achieve slowing down the game without overcomplicating it as survivors would have to spread and work as a team, the speed one survivor works on a gen its far more manageable than 3 workin in a single one.

    The many things you want to add to the maps i tink are good and bad, for one part having much more interaction within the map sounds actually really great. I could se some stage hazards being added for killers to spice things up, sort of like when jason kills/atacks people with random props, that would be honestly super fun. In the other hand thoug, the healing station and upgread areas sound weird, i do get where you are coming from to upgread items you bring to the trial, but i dunno if people would be up to do that, the healing station on the other hand would had to replace boon totems and the like, and quite honestly i dont se BHVR taking away their precious boon meta.

    The ritual thing actually i like, sounds like a second phase concept to do something else, this could be instead a bit of a prop hunt. The moment the ritual has to be done, survivors have to bring a few items that are scatered around the map, like say candles a goblet yada yada yada, the ritual its active and then goes to the door phase.

    I tink you have some good ideas, but as i mentioned some feel a bit to comboluted, but definitly some could easily be added to the trials to spice things up without going in a complete new mode. That said at the same time, i feel some of your ideas could become NEW gameplay modes wich BY THE GODS this game needs some variety of modes to play with

  • iron will should NOT by any meen of the word make survivors completly silent, it should at best reduce sound up to 75%.

  • @kaskader said:

    Nurse dont care about core game mechanics i think all killers should at the blight/huntress/pyramid head level.

    I tink he meens more in the sense just as strong to be a force to fear in the trial, not specifically about her particular power to blink around.

    But back at the topic, absolutly, i would love every single killer to be viable at high level plays equally, not to mention each one be actually something survivors trully fear and not just treat as their dancing monkeys

  • @Pulsar said:

    I think we all know that Engineer's Fang needed some...toning down, shall we say?

    But why are we nerfing him. Seriously. This feels like the EXACT same thing that happened with Deathslinger, where BHVR nerfs a "problem" area and then forgets to buff any other part of their kit.

    Because they prefer to listen to the mayority of the low level player base and make sure they can deal with killers easily rather than make a decent competitive balance. Most inteligent groups balance the games around mid/high to high levels as theres where things get serious, DS was nerfed because low level people couldnt deal to learn to counter him, same for the anti loop killers, the great mayority of survivors just want to deal with every single killer in the same exact way, the sad part is that the devs listen to that side more than they should. Just look at how they butchered wraith and DS

  • @Laluzi said:

    People who think Trickster is OP are the kinds of people who don't understand that different killers have different counterplay and try to pull the same thing against everyone, then get mad when on some killers it doesn't work.

    There's only one rule you need to care about when versing a Trickster. Don't let him catch you in the open. That's it. Keep breaking LoS. Use jungle gyms, shack, or turns and doorways, and he can barely do anything to you. A single tall rock can screw up Trickster when most killers on the roster wouldn't care. If there's a pallet on one side, even better. Juking hits is less effective than it is against Huntress and Slinger, but LoS breakers are stronger - those guys only need to hit you once and Trickster has to do it six times, so minimizing the amount of time he has a draw on you is your best tool.

    If you're working on a gen that's in the open, pay attention to your surroundings, plan an escape route, and run for it sooner than usual when you hear him approaching. Don't unhook in his face and find LoS breakers when you want to heal. Don't use low loops and don't tbag him at the gates. There, you're set.

    You are expecting to much form survivors, the great mayority cry wolf if they cant loop every single killer in the exact same way. Just look at people like Hunter_Main, the guy has a ton of topics demanding perks to block anti loopers in every posible way, they just dont want to learn and adapt to diferent killers, they want to do the exact same thing over and over and over all the time

  • @landromat said:

    This is NOT ok. Fix him ASAP and kill switch until then

    https://clips.twitch.tv/ImpartialHealthyBulgogiBigBrother-20dtU3TyI91FSCpN

    At worst that might be a hack, the turn its definitly very fast. At best its using adrenaline vial. No need to jump the wagon on a kill swich for a single play, you are over reacting tremendously. And sorry but the game has a tremendous amount of bugs that need fixing, far more important that a suden turn in an atack that you dont se often enought, specially on high level skill killer.

  • @Mat_Sella said:

    Never saw Iron Will stop a person from dying. One shot them. Make them cough, use aura's, use killer instinct. Use aura flare ups, use blood, use scratch marks, use gens, use footsteps.

    Iron will+ shadow step says hi. No aura reading, no scratch marks, no sound. You cant kill what you cant find, i would say this little idiotic combo pretty much covers all the needs of survivors to prevent even being found. You cant kill what you cant find, you cant one shoot what you cant find, you cant make them coug if you cant find them and injure, same for auras because they are gone, for the most part shadow step blocks ALL aura reading perks and abilities. Try again, you are dead wrong on this

    @ThanksForDaily said:

    Yes, we love the intentionally killer main nerf threads for the devs eyes.

    Blood pools, scratch marks. BLATANTLY OP.

    I swear, only the killer mains.


    Look above, iron will + shadow step = good luck finding any survivor.

    I swear, entitled survivor mains.

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2655993#Comment_2655993

    He can put you on the ground the second he deals only the first damage

    And so who really deserves a nerf is a nurse, she is much imbalanced and deserves that her first jump should not go through walls

    I dont know where you get your information but he needs 6 blades to deal a wound state, so no...he cant put you on the ground on the first damage, also said blades lose stacks if you dont atack your target in a certain amount of time.

    Im not going to bother trying to discuss anything related to balance/nerfs with you, you have a cronic need to nerf killers to the ground and buff survivors to ridiculous levels, and im not the only one that has pointed out that.

  • as in part of all killers basic skills or merge both in a single perk?

    If the first option i tink it would be interesting, for the most part ALL killers on fiction tend to have some form of supernatural way to find the people around, so it doesnt sound far fetched, on the other hand being able to se the auras of downed survivors in a few meters away from you should be a must, plenty of times they just literally crawl to weird places and almost become invisible, the first person camera doesnt help.

    If the first was implemented i could se wispers have around 24 meters wich sound more than fair, while deerstalker being 24 to imts more than enought, heck i would go for 12 and i would still find it super usefull.

    If the second idea its implemented, i feel they would need a slight buff, mechanically speaking wispers its usefull but demands a lot from the player, instead i would make it so wispers have a literal proximity inbuilt mechanic, making so the wispers become louder and louder the closer you are to the survivor, that would make it a far more usefull perk. Deerstalker if merged with wispers could have its range reduced a bit just to compensate for the merging and upgread to wispers

  • Hardly...hes a very low tier killer, unlike huntress or slinger he needs multiple confirmations of his knifes to get a wound state, something the previously mentioned ones dont. Hes simple to play and easy to loop, if anything he needs a buff of some kind to make it somewhat more viable.

    I find it laguable how certain people clamor for nerfs and rights specially on low tier killers, makes for fun topics to look at from time to time

  • I would say it should have a stackable efect againts survivors, the more time they stay on the gen the more time the exaustition hits them.

    Each second a survivor stays on a generator it imposes two seconds of exaustition to them to a cap of 20 seconds. After leaving the generator the efect lingers for an aditional 5 seconds. With this they cant do that weird technique of reparing and stoping before the skill check, meaning they still will stack exaustition.

    This would make it a very interesting perk to be honest

  • The boons themselves arent the problem, the mechanic of creating pocket areas with X efects in esence its good, the problem is the efects and the lack of any meaninfull drawback on them, and NO, 14 its a laguable amount of time to excuse this poorly balanced perks. That said they are in need of a heavy rework:

    Make them have a limited amount of uses per trial per survivor, 3 or 4 at most its more than enought for an entire trial specially considering if theres 4 people with them.

    Give them a cool down, 90/80/70 seconds after being used before they can re bless any other totem, that would actually make them a precious resource that has to be used sparingly and with tactical tinking put behind them, not just bless giggle run away rinse and repeat,

    Make it so totems can be destroyed by the killer, that would make them a tactical objective for both sides. If the killer its running another hex that needs totems it will have to weight breaking againts snuffing, same for the survivors, having to weight if they want to risk a particularly good place by being reckless with positioning.

    Any of this options would make them far more balanced instead of what whe have right now.

    Circle of healing on the other hand its quite honestly busted in to many places, the fact it stacks with other perks make it wolvering healing machine, theres people with videos showing you can heal mid chase behind pallets with a healing build, thats just quite honestly idiotic on to many levels that shouldnt be made live. Circle of healing should NOT stack with other healing perks, and if it do it should be a small bonus.

    Shadow step on the other hand....oh boy i seriously dont now what they where tinking with this one, the fact that this boon and iron will make survivors virtually invisible its laguable.

    Again, boons mechanics arent the problem, the problem are the efects and just how laguably strong they are with little to non real counterplay or balance at all

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/2652558#Comment_2652558

    It isn't as bad to go against? It completely frees up the need to use medkits/use a teammate/self care/inner healing to heal, allowing the use of just toolboxes with no risk, and it COMPLETELY cancels the hit and run strat, you can just harass tons of Hag's traps, and go reset super fast.

    Shadowstep and exponential are completely fine, but circle of healing is FACTUALLY busted

    i would argue againts shadow step, add iron will and survivors become virtually invisible, you cant hear them use aura reading perks or chase unless you previously wounded them, and even blood marks arent a reliable way to track survivors.

    Quite honestly boons in general are busted and in need of a serious nerf

  • @Seraphor said:

    Eh, not too keen on killer add ons affecting such base game things as the fog.

    I think what PH sorely needs is an add on that allows his ranged attack to automatically inflict Torment.

    Honestly his dailies are the worst in the game because survivors just refuse to step in the red goo.

    as a pyramid head player i have to say this would be a BIG and very interesting thing to have, would make his power more interesting to use not to mention would give more chances to use the cages.

    As an alternative iridicent, i tink that one who would leave goo in the area of the power for X seconds could be an also interesting idea. Technically speaking it would cause torment BUT would also serve as a small way to create choke areas againts other survivors

  • Franklins demise its a bit of a meme perk, but it has its uses, altought the idea that pasively franklins reduces items charges sounds like an interesting idea. Could be very slow but allow that in the long run puts preasure on survivors and force them to use the items or lose them.

    Circle of healing reall problem its that like other boons, its infinite. If the boons had a set of limited uses per trial, a cooldown OR that simply killers where allowed to smash the totems things would be much more bearable for the killers. Still i do like the idea that CoH becomes more of a "team" based boon, it would still be strong BUT would demand people to comit more to "team play" something survivors should do

  • @Bennett_They1Them said:

    https://forum.deadbydaylight.com/en/discussion/comment/2651798#Comment_2651798

    I second this heavily.

    also, coh and shadowstep against someone with hearing issues is just a win on a platter.

    no to mention from the get go, the chiming sound the boons make its laguably soft, unless you are at least around 9 meters from them you arent going to heard them at all, hell, a half done generator sound easily eats the boons, lets not even add to the mix the grunts of survivors, atack sounds of killers or the chase music...boons arent easy to find at all unless you are actively looking for them combing the area

  • @coolmacc said:

    Just like how survivors have to to bones for noed killers have to do bones for boons.

    And dont comment killers have to worry about patrolling, loops, kicking gens, keeping pressure, hooking etc etc we don’t have time to do bones.

    Cause I’ll comment survivors don’t have time to worry about 5 totems getting done we have to loop, do gens, unhook, heal, open gates etc etc

    wow...couldnt you be more wrong and entitled?

    Killers dont need more objectives added to their already overblown listo f things to do, boons where "supousedly" to be a second objective for survivors, not killers, can you be even more wrong already?

    Survivors can do bones because they can bless or destroy, something killers cant, from the get go you clearly dont understand the most basic diference betwen both.

    Except they have to do all those things while keeping in check 4 diferent players doing all the forementioned things, clearly someone doesnt understand the concept of 4 V 1.

    Survivors have to worry about doing gens, ocationally doing bones and be chased most of the time 1 by 1.

    Honestly dude, you clearly dont know what you are talking at all, stop embarrasing yourself.

  • So....basically you want ALL killers to be turned in to M1 with no diference of gameplay, gut ANY kind of counter againts strategies and go back to "hurpy durp loop you all day" gameplay...riiiight....as someone else already said and in fact i vaguely remember having this same conversation with you...this is a TERRIBBLE idea, this isnt an improvement for the game, its keeping the status loop quo because you dont want to improve and learn new things, just loop killers all day every day.

    The game DOESNT need anti loop perks, it needs better map design, a better perk balance and more interactivity...not to gut all killers and turn them in to dancing monkeys for the survivors amusement

  • @GeneralV said:

    Anti-loop killers are extremely displeasing, imho.

    I don't mind having one or two, but current DBD has way too many of them.

    I like loops. I am from a time when the absolute majority of the cast could be looped in the regular manner, and I would've liked if it stayed that way.

    And here you prove exactly the problem with DbD today, survivors dont want to adapt or learn new techs, they want every single killer to be loopable all day, run around like headless chickens around a structure with little chance of the killer to do something about it.

    Anti loop killers nowdays are a must, survivors need to be literally kicked out of their confort zone and try new things, much like killers who constantly have to adapt to new perks and metas. If anything whe need more killers that hard shut down diferent aspects of the game to make each trial more interesting aside from "hi hi ha ha i loop killer all day".

    Whe need more anti loopers, more anti gen rushers, more anti stealth ones and so on, killers that can put heavy preassure on every diferent tactic, THAT would make the game way more interesting as every trial would have a diferent flavor and way of be played.

1 2 3 4 5