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Viamont

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  • IT needs to be readjusted/nerfed mostly as it has become a meta to run with shadow step, the fact this two perk convined completly and uterly strip down killers of ALL forms of tracking but sight its idiotic. Just tink about it as IF sudendly wraith was allowed to become completly invisible (no gibble gobble distorted animation), made no grunts and was untrackable by any kind of aura reading perk, being only trackable by sound...can you imagine the absolute uproar that would cause?, this is pretty much the same thing except it also allows other players to become untrackable.

    Iron will needs to get its efect reduced so it never completly negates sound

  • This would actually make sense, much like pyramid head and the artist wich are anti loop killers, stealth killers SHOULD denny that particular type of perks for a chance of pace and playstyle.

    If anything i been tinking spinchild makes no sense, specially since survivors have 3rd person vew wich perfectly allows them to se the killer from far away, to me spine chill its a crutch perk that should not even exist, it completly dennies the whole point of stealth, something that should be a valid tactic for certain killers. Survivors already have the terror radious, doesnt make sense the absurd amount of information they are feed for every single detail of the game

  • I would say yes but behind hooks, how? simple.

    When the killer hooks ALL survivors one time they generate a token, the moment a hex its destroyed the hex will be reactivated and the token its consumed, the hex apears randomly where totems are placed as long as theres a dull totem in game, additionally the hex becomes indestructible for 70/80/90 seconds (depending on your hex rarity). This would allow hexes two chances to be on game, also rewarding killers for hooking survivors not to mention it would give them active time to be played with

  • the same reason survivors hump behind pallets, point fingers nod and shake their head and hump at exits like their life depend on it?....both sides have their share of ashats, simple as that

  • I meen...if the survivors serve themselves on a silver plate on the hook why would you even leave the place? if you can get multiple injuries/downs its not your fault they throw themselves to the butcher house so willingly. Its their fault to asume you "should" let them get the save and run away and their fault asuming you wont do a thing with such an oportunity

  • As much as i hate boons this wouldnt be a fix, unless the boon sudendly becomes as wide area as a hex (wich would be absolutly horrible to happen) there are better ways to balance boons.

    Give them limited uses per trial 3/4 uses are more than enought.

    A cool down after a totem its blessed, something around 90/80/70 depending on rarity its more than enought

    increase the time each totem needs to be reblessed, +5 seconds per blessing would make them have a higher risk the more they are used.

    Make it so a totem CANT have more than a single boon on it, if you have two or more you have to pick wich one you want to use on that particular spot

  • killer perk: Improvised weapon.

    When a killer downs a survivor and carries it it replaces its active weapon. Each time the killer atacks it swings the survivor using it as a club reseting the wiggle bar, this also works on any structure, pallet or even the ground. Your lunge atack its replaced by throwing your captured survivor as a ranged weapon wich you can pick up again from the ground.

    Beat a mother F with another mother F. Some random internet person

  • courent boon meta its busted and quite honestly idiotic in the way it works and its implemented.

    For very little time they give VERY strong buffs to the whole team, and thats for only one survivor, having the whole team cordinate with boons makes pretty much ANY game they are on a complete and uter miserable experience for virtually all the killers.

    CoH pretty much destroys most M1 killers striping them of any damage they can do unless they comit completly to that chase, something that can hurt terribly many killers.

    Shadow step its hilariously strong in convination with other perks, makes survivors virtually invisible, specially on structure jungles where is very easy to lose line of sight of them.

    The new one (cant bother to remember the name), completly kills the slug meta wich mind you, i can agree for some survivors can be anoying to be on the ground X amount of time, but its still a legit way to give killers breathing room betwen chases and patrolling, killers NEED this moments betwen matches to reset the game a bit.

    Boons need to be readjusted. The fact they can be reblessed all the time with no consequence behind them its mindblowing, i honestly dont know what the devs where tinking, specially when they say they are balanced, something they are not in any shape of form. Boons need to be changed:

    • Give them limited uses per run, 3 or 4 at much per survivor per match its more than enought to use, that would make them a valuable resource
    • Give them a cool down after use, that would also make them a tactical desicion, if the killer its around and you used it sucks for you, but you arent rewarded for messing up and will have to wait to use it somewhere else (90/80/70 seconds per rarity its more than fair for them)
    • Increase the time they need to bless the totem each time they use it, +5 seconds each time would be more than enought with a hard cap of +30 seconds, THEN they can complain using boons its a waste of time.
    • Allow the killer to destroy the totem when it finds a boon, that becomes a tactical descicion for the killer, specially if its running other hexes

    ANY of this would make them far more balanced mid game, they wouldnt become a free card to bully the killer all the time.

    Another one would be to simply make Hex Pentimento to be able to place its hex over dull and/or boon totems...BOOM anti boon totem.

    Anyone who says boons are perfectly fine quite honestly doesnt know what they are talking about, they arent fair in any way, they NEED to be readjusted as they arent fun to play againts in any way

  • wait...they are nerfin PH addons?...in what dumbworld that makes any sense?...most of PH addons are bad, if anything they need buffs or changes to make them more interesting/fun to play with...

  • I feel the first option should be a one thing per game but i can get behind it, its quite honestly tremendously unfair that hexes can be snuffed out in the first minute of the game completly negating any value they could have, leaving the killer one perk less for the rest of the game. Alternatively hexes could also be tied out to hooks.

    A hex can be re activated by hooking all survivors 1 time (every survivor has to be hooked once), this imediatly generates a token that its used when a hex its destroyed re activating it after 20 seconds. This would make it so your hex has two chances to be on game as long as you hook survivors. The triggering efect thoug would have the secondary benetif of "enticing" and "rewarding" killers for avoiding tunneling in exchange of extra chances to use their perks.

    I would say a big NO to the time to hex a totem, 20 seconds for a killer its a lot of time to leave survivors and gens unchecked for, completly againts this.

    On one hand the idea of all totems be hiden throught the game seems fantastic from a killer perspective, but on the other hand it would denny survivors boon uses (and as much as i HATE and LOATH boon meta right now with a burning passion of a thousand suns) i feel this would be very unfair, instead i tink that ALL hexes that come in to play arent visually diferent from a regular totem, that would be an enticing alternative for survivors to do bones and make it so hexes have a more healty lifetime on game.

  • @SmarulKusia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2632755#Comment_2632755

    Are you playing in 2017 or something?

    They've literally made maps smaller, removed several windows and pallets (which contributed to removing several infinites), on top of adding breakable walls which make most existing loops redundant.

    All of these changes simultaneously screwed over M1/Stealth killers as their resources against survivors also got taken away - in favour of the anti-loop and range focused killers.

    If you're getting looped eternally, then you're bad at chasing to be honest because the game starts to drastically favour the killer in a chase if it lasts for an extended period of time.

    And still many maps are hated and loated with a passion, treads about super safe zones and pallets still pop out continiously wich in turn create "killers are sluging/facecamping/tunneling to much do something", just go to youtube and look for a few minutes, even today theres plenty of evidence on how easy its for survivors to loop most killers unless those are exactly the antilopers or speed rushers (spirit, nurse, blight). Walls are hit and miss, some actually hurt the killers if they break them as they give survivors easier ways to escape while others are actually a help to them.

    Sorry to break your bubble but many M1 killers are being guted thanks to dumb nerfs from the devs, wraith rings any bells?, some of those thoug are plain out weak because the way they where designed or their addons are simply bad in many cases.

    Did i ever said they loop me to dead?, not really. I play pyramid head the most, so i dont get looped as much thanks to the fact hes an anti looper, that still doesnt take away the fact that with courent tools killers can easily be looped by midly competent survivors.

  • @SmarulKusia said:

    The last four killers that have been released, have all had a focus on anti-looping and range. The two killers before Twins also have anti-looping and range.

    But with each release, the powers are tweaked a little, to give some glitz and glam, but it's copy and paste.

    Playing against most of these killers is either frustrating, annoying, or feels disconnected from what DBD is meant to feel like considering that these killers can ignore or overlook what survivors have traditionally as their protection (aka pallets/windows/vaults).

    Survivors need some active and in-game counterplay, and no, Boons are not the answer on making the game feel more interactive.

    No...they dont, the whole problem with the game is that most killers can be looped eternally thanks to the unbalanced maps, jungle structures and safe pallets that are all over the place, the anti loop killers are actually a healty addition to the game as they break the mold and force the survivors to get out of their confort zone and play diferently. If anything there should be more killers that hard counter suvivors specific playstyles to keep them on their toes. Just like killers that constantly have to adapt to new perks survivors should be on the same place

  • Terrible idea...survivors already heal at wolverine levels of speed thanks to the boons and other perks, same for gen repair speed...they DONT need anymore crutch speed bonuses to everything they do

  • Hard Slugger: 

    Your blood boils with strength at the sounds of survivors agony, empowering your attacks. After Striking survivors 4/3/2 times, your next basic attack will throw a survivor 8 meters in the direction you are looking. This doesn't activate if your basic attack is a lunge, and missing this attack will increase your recovery time by 100%.

    I would LOVE if it had an aditional efect where IF you align the atack so the survivor you are atacking hits another survivor, the second one its stunned/thrown to the ground for X seconds (the dying state animation basically). This would embody the "hiting a mother F with another mother F" XD

  • For piramid head i feel all his add ons that increase the time rites of judgment stay on game are just useless, without them they already stay long enought, i feel instead they should be changed.

    All add ons lead ring +10 seconds, cinderella music box +15 seconds, manequin foot+20 seconds to the time they stay on game, instead they should.

    After using punishment of the damed while using lead ring, cinderella music box, manequin foot add ons, the ground under the atack becomes rites of judgment for 6/7/8 seconds, the range of punishment of the dammed its reduced by 0.5/0.75/1.0 meters depending on the rarity

    This quite honestly would make them far more usefull and give PH an alternative way of playing, he would have less range, but at the same time would be able to create pocket areas to make sure he gets survivors tormented.

    The obsidian goblet i feel...its dumb, no pyramid head its going to stay over its own trail to become undetectable, it should be changed to:

    A) after steping on its own rites of judgment it gains the undetectable status efect for 5 seconds with a cooldown of 15 seconds.

    or

    B)When a survivor steps over the rites of judgment its aflicted with "impeding doom" efect, each second it stays over the rites of judgment it generates a token, when the survivor generates 10 tokens its imediatly wounded by one health state, the efect dissapears by iself after not being in contact with the rites of judgment by 10 seconds.

    Im not sure what to say about the rare ones thoug...i dont feel they are terrible but not good...might try to tink about something on those

  • Shes definitly strong but nop OP in any way.

    She clearly needs to set up the crows and know when to use them, manage the time they stay on play and use that to her advantage, she can down people from range, BUT given those are skill shots the only way those are going to be strong its in the hands of skilled people. Low rank killers will most likely spam the crows and waste them often. Her anti loop its great and im glad about that, survivors need to adapt to new tech and killers instead of always relying on looping killers all day long, if anything whe need more killers like this that shut down certain game styles to spice things up.

    Her perks are interesting, altought i feel her hex needs to not be reliant on survivors and have instead a diferent mechanic, it would be a seriosly good anti boon hex if instead of broken totems it worked only on boon totems, but i highly doubt the devs will allow boons to have any meaningfull counterplay at least for now.

    The scourge hook seems seriosly interesting, that one its definitly the perk im most interest in.

    In general i like the new killer, she seems like a fun adition wich i hope isnt nerfed to the ground when she comes live, but in all honesty im not holding my breath about that

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2626503#Comment_2626503

    I stopped using it when I went like 3 matches in a row and not being able to use it even once. I've even had them all grouped in one spot pretty much a few times

    Thats exactly what i meent about RNG screwing over people, sometimes they just clump them over a single place making them pretty much useless or a complete chore to use, they should be a help to the killer not a dumb chore

  • 6 would be a good number, RNG many times screws you over with them spread on the most dumb ways and justmakes them a chore instead of a help. That or the devs make it so the scourge hooks are always spreaded on an even way on all maps so at the very least you know more or less where they would be

  • Keys arent a problem nowdays, if anything boon users in general seem to be the new tunnel target, wich in all honesty in dont blame any killer for that, CoH and shadow step are idioticaly strong

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2620506#Comment_2620506

    I don't know if 2% is good enough to too low, but I kind of like that idea. It would be kind of like Fire Up for lunges.

    Another option would be detach it from generators entirely. Just make it so that every so many seconds (whatever timer makes sense) your next lunge is X% longer. This one would be weaker than the above in the 1-2 gen stage of the game but stronger in the beginning.

    If anything that would make coup a better perk in general, the token idea seems way way WAY to useless in the long run

  • @dugman said:

    Sounds like you're looking to buff Coup de Grace. (Which actually might not be a terrible idea, Coup de Grace doesn't seem like a very good perk. 🤷‍♂️)

    I would say coup should instead give a pasive bonus to lunge atacks each time a generator its finished...that would make it much more usefull in general...perhaps +2% per generator? or would that be to small of a bonus?

  • i been tinking this for a bit, specially since a group 3 body blocked me one time and it was the most frustrating thing i have endured when it comes to bodyblocks. In regard to that killers should be allowed to charge their M1 atack for half a second, upon impact the survivor should be sent down to the ground stunned for a moment with one damage of healt, that way IF they want to body block they should also take in consideration they might get downed themselves, killer will still lose some time with the atack but at the very least survivors will have to be smart about it or risk giving the killer another hook/kill

  • I agree the injured state should do more than just have people grunt and moan, but forcing a dying state seems to much, certain killers will become absurdly busted with this like plague to put an example, instead thoug this i tink would be a better change:

    When a survivor its put on the injured state it will start to bleed and grunt in pain until it recovers to the healthy state. If the survivor spends more than 30 seconds in this state it will incur in a penalty of -1% moving speed caped at 5%. When the survivor goes back to the healty state the penalty its removed.

  • Both are overpowered-

    CoH healing speed its ridiculously high, theres already a lot of videos showing people even healing behind pallets with the killer at the other side.

    Shadow step on the other hand its just absurd with the amount of information it strips the killers off. Being unable to se scratch marks AND aura perks its stupid, but add iron will and they become virtually invisible.

    For starters perks need to have eather a cooldown after they are snuffed, limited uses per trial or allow the killer to destroy the totem to prevent it being re blessed over and over

  • No...just no. Boons are already borderline busted and you want them to linger after dead?....sorry but in all seriousness this is a terrible idea. If anything boons need some readjusments/nerfs, they are way to good

  • To me this sounds like a killer having a derp moment, survivors embracing the stupidity and just roll with it.

    I have had games like that from time to time, if my survivors start doing dumb stuff i play along and whe just hang around having fun, this sounds to me like the killer being a good sport, leting you guys do objectives while at the same time doing his then playing a little bit the meme of "top 10 anime betrayals" just for the fun of it, quite honestly this doesnt sound neater like an ill intension betrayal or a troll.

    I would recomend you to embrace this moments, not all killers are willing to roll with the dumbness and just goof around with the survivors.

  • Theres a lot of ways to fix them:

    Give boons limited uses per game. 4 its more than enought per survivor per run, in a full team that would meen 16 charges.

    Cooldown. After applying to a totem the same survivor goes on a 90/80/70 seconds cool down until it can apply a new one, this would make it a tactical desicion mid game,

    Killer should be allowed to destroy or just snuff the totem. This is particularly important as if the killer its runing a hex reliant on totems it can decide if it wants just to take the boons out of the game or keep them for his own use.

    Increase the time it takes to bless a totem. 14 seconds its a laguable amount of time, specially when you consider theres 4 survivors, one of them using that amount of time its quite honestly irelevant. make it 30 for a dull and 45 for a hex, THEN survivors can say the blessing its an investment of time.

    Aditionally and in all honesty shadow step needs to be separated in two diferent boons, its absurd this thing allows survivors to go virtually invisible, specially if they have iron will, with two perks theres virtually no way to track them down. Make a boon for aura reading negation and a diferent one for hiding scratch marks.

    Circle of healing thoug it seriously needs to get the healing bonus reduced, with a few perks and/or medkits the healing speed its just idiotic, it completly neuters M1 killers of any chance to put down survivors

  • @Junylar said:

    There is a counter, by the way:

    Just

    Do

    Bones

    @Xayrlen said:

    Survivors need 10/20 seconds to bless a totem, while killer only need less than 5 to snuff them out. Moreover they stand out greatly so you can easily spot them. So don't be dramatic and do bones.

    @RiskyKara said:

    Just do bones.

    @RiskyKara said:

    https://forum.deadbydaylight.com/en/discussion/comment/2612750#Comment_2612750

    Survivors have to spend time blessing totems. Killers only have to exist to get Noed activated. Bones.

    @Jago said:

    You have a counter :

    Do bones.

    Right...because the killers can use their powerfull superhuman bodies to stomp those measly totems and destroy them...oh wait, they cant, they just gently caress them to snuff them out one time unlike hexes wich get destroyed and taken out of the game for good.

    Quite honestly i doubt the mental capacity of people when they say "do bones" and i just asume imediatly they are trolling and have nothing relevant to add to the topic at hand, that or they dont even have an idea of what they are saying and just repeat what they se on the forums over and over.

  • Im a chill killer, if my survivors start being goofy idiots you can bet ill be a goofy killer, when i se people i belive are new players i always try to chace and give them some chances to mess around, jump on pallets do loops and so on, most of the time i get all kills but i always try to be fair. However as much as i hate tunneling the state of the game its just to frustrating sometimes.

    Both CoH and shadow step forces people to be absurdly agresive or tunnel just to take out the boons as soon as posible from the game, most of the time they arent fun to play againts as you are striped of relevant damage or all your information for the chase. Does it suck to have to relay on this tactics? it does, but BHVR needs to get the message that boons right now neather are balanced nor fun to go againts, at least from the killer perspective. Killers are players to, not the dancing monkeys of the survivors

  • This things need to be looked at in all seriousness, the value they bring to the table its way higher than the measly cost of 14 seconds, specially on a team with comunication.

    Limite the amount of uses per trial 4 its more than enought per boon per survivor, that woudl still be 16 charges on a full team.

    Allow the killer to destroy the totem, that way they arent negated to use it again, they will have however to find a new place.

    Add a cooldown after the boon its used, 90/80/70 after placing, that way it also becomes a tactical use if they do it poorly, MANY killer perks have long cooldowns wich make them a valuable rescource, survivors should be put on the same wagon.

    Increase the time it takes to apply the boon. 14 seconds its a laguable amount of time, yet survivors love to say its such a "terrible waste of time", so lets make it an actual time waster. 30 seconds per dull totem and 45 for a hex, then they can complain about time constrains.

    Any of this changes would make them way more fair not to mention a tactical choice

  • In all honesty, given how all those perks have double efects, i would argue certain killer perks should do the same, on the topic thoug i agree, some need buffs.

    Bloodhound should instead make blood bright like scratchmarks, that way even tall grass and the ground color wont prevent you from finding them

    Sloopy butcher on the other hand could have its efects buffed up. Hemorrage from 20 flat % to 20/30/40% depending on level slowdown on healing, hemorrage on the other hand should leave footstep marks leading to the direction the survivor its going betwen splaters.

    With this both perks as a combo become a very reliable way track down survivors even in the range of the ridiculous shadow steep boon.

    In the end this would still need the killer to land an atack on a survivor but at least theres insentive to run them as an alternative to track down.

    On the other hand, i like your idea of "actions" that cause a state of damage to the survivors to trigger sloopy butcher...but on the other hand i dont know if that would make some killers particular stronger.

  • Boons can be properly balanced but quite honestly betwen survivors just wanting to abuse and have the cake and eat it, and BHVR saying they are perfectly fine who knows, that aside theres a few ways they can be worked and make fair to be againts:

    Allow killers to destroy the totem alongside the boon, if anything killers will at least have an option here, if they are running a hex that needs dull totems at the very least they can choce to keep the totems or just not want to deal with boon spaming.

    Limited amount of use per trial, 4 uses per boon per survivor sounds more than fair, they can still re apply to the same totem, but they will have to tink if its worth it or use somewhere else.

    Cooldown, apply one after the totem its blessed, something along 90/80/70 depending on rarity, this would prevent over abuse and make it also a tactical option, they wont be dennied reapplying but wont become as opresive as they are right now.

    Time increase, quite honestly 14 seconds for a dull totem and 24 for a hex its a laguable amount of time, specially when the time isnt equal betwen a survivor and a killer. IF they want to pull the "you are paying with time" then so be it, make it so a dull totem takes 30 seconds and a hex 45, THAT would be paying with time in a meaningfull way.

    On the other hand shadow step needs a serious change, the fact this anoying thing allows them to become virtually invisible its laguable beyond a bad joke, with iron will survivors are pretty much untrackable, more so in structure jungles where they can easily lose line of sight againts the killer, and before anyone might try to bring it, blood doesnt do much, many areas have heavy vegetation or things on the ground making it quite hard to track the blood. shadow steps needs to be separated in two diferent boons.

  • Theres plenty of ways to balance boons, but betwen moaning survivors who swear they are perfectly fine and balanced and you are just "salty" or a noob killer, or BHVR adamant they are perfect, but jabs aside theres a lot of options:

    Destroy the totem alongside the boon, BAM, they cant still apply it to another totem, its just that they now have to actually search for one and bless it, wich will also make it a true "waste" of time as many claim blessing the totems are.

    Limited amount of uses per trial, 4 uses per boon seems more than fair, they can re apply it on the same place but it wil lbe a precious resource that would also need some brain power to take a tactical desicion.

    Cooldown. Having the boon enter a cooldown after its applied would be another good option, they will be able to use it again but it will be again a tactical desicion, not just have someone run the killer for a bit and reapply. 90/80/70 seconds based on rarity sounds more than fair.

    Any of this would actually make them far more balanced that the actual way they work

  • @Hunter_Main_322 said:

    calm down whiner they still need to be blessed 24 seconds when the killer extinguishes in 1 second

    shocking news, the ONLY time the blessing takes 24 its on a hex, on dull totems takes 14 seconds, wich by the way 14 seconds are really nothing to try and bring like a decent argument at all

  • balacing the boons isnt that hard.

    Give a limited amount of charges per run 4 per boon per person its more than enought for a full trial.

    Cooldown can be managed in two ways, one at the moment of blessing the totem OR the moment its snuffed out.

    First one depending on rarity could be around 90/80/70 seconds meaning that if the killer its lucky it wont have to deal with another one for a bit, making them be a tactical desicion and not just a free thing to use without consequences.

    The second one could be something around 50/40/30.

    One easy fix would be to allow killers to destroy the totem, that would make it so survivors have to be smart about where they place them or risk loosing them.

    Aditionally shadow step needs a hard nerf on what it can do, it should be separated in two diferent boons, one for scratch marks and another one for aura reading perks, its just ridiculous that it pretty much makes killers virtually blind.

  • @Caleegi said:

    Boon totems are fine lmao, just got to get more used to them.

    They arent. Altought surprisingly CoH isnt as bad as i tought it would be at first its still an overal heavy counter to ALL the M1 killers, striping them hard of their only way to bring down people, the healing it has it should be reduced even more OR made so its just a small addition ton any healing done inside the circle, and i mean a small amout not a 90/95/100% bonus to already existing healing factors, even with the adjustment the speed at wich people can heal its just honestly ridiculous.

    Shadow step on the other hand its beyond ridiculous, it strips down killers from two of the main sources of tracking on the game, scratch marks and renders pretty much all the aura reading perks that directly target survivors. Shadow step should be two diferent boons to begin with.

    Boons need to have something that actually makes them a precious resource and not just a dumb spamable safety net with little consequences, and no, 14 seconds to bless a dull totem its a joke UNLESS all the survivors are doing the exact same thing at the same time, the time a single survivor spends doing something isnt the same as a killer.

    Boons should have a limited amount of uses per trial, a cooldown afther they are snuffed or allow the killers to destroy the totem, this would actually make them more bearable but with some counterplay

  • @Nomadd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2604625#Comment_2604625

    No, I gave you my point of view, I gave you my reasons. I said yes, it is good perk, it requires quite a setup, can be removed, does not affect whole map and cannot be protected. Yes, I would agree that cooldown (when it's snuffed out) would be alright, yes I would agree that killer should be able to pick whether he wants to quickly snuff out the effect or take few more seconds and completely break the totem. But definitely not what you said - "unless the four survivors are doing the exact same thing and the blessing takes over 35 seconds its not even a discusion worth bringing to the table" - four survivors doing one totem for 35 seconds (that can be destroyed in half) is not balance, that's just pure desire to basically remove it from the game. It's like if I said "hey let's make it so the killer has to setup his hex perks, it should take a minute to lit up the totem" - that'd be also absolutely ridiculous.

    And I suggest you changing your tone, you don't hold any superiority to 'school' me or anything. If you can't have a discussion, then don't discuss. Don't automatically assume you're always right and know everything and person you're talking to is stupid. You may or may not be right, but even if you are, you can talk like... well, not like typical member of DBD or LoL community.

    Mostly an opinion with no arguments behind them to back them up, thats the whole point of a conversation.

    Very quick with not much to say, but at the very least now you are "trying" to have an argument.

    Whe can agree CoH its a good perk, but ST its a far to strong one. The set up isnt that hard not that demanding unless magically ALL the totems sudendly are on the hardest place to reach of the map, something its in fact harder for the killers, hence some maps have been disabled thanks to the fact killers cant snuff them out at all. The fact they arent global isnt an argument when they can be reapplied over and over and over in 14 seconds, specially without a lack of something to keep them in check, be a limited amount of uses or a cooldown. Finally something to start discussing about, boons SHOULD be limited by a number of uses per trial or a cooldown the moment they are snuffed, that would make for an actual balance and not what they have right now. Another point to argue wich i agree, killers should be able to destroy the totem IF they want, some might run hexes that are reliant on dull totems, that becomes a choice and tactical descicion and not an arbitrary thing put in place. That was mostly a an example of how time works for both sides, then again given you dismised simple math proff of how it worked i simply went on an overblown example wich aparently you didnt picked out, then again ill accept i could have worded it better.

    You are right i dont hold absolute superiority on anything, but you didnt gave me a single reason to belive you had any decent argument to back up your claims besides "my opinion". As i mentioned, the one who wasnt even trying to have a discusion was you, only trying to dismiss any argument with "opinions", i will remind you i gave you facts weater you like it or not, you didnt gave any back and just started to feel offended. You arent going to like this but if you dont want people to tink you are stupid dont give them a reason, im going to say it again, you never gave a decent argument againts mine, and as you can se the moment you midly gave some i answered them back, now its up to you if you actually want to have an argument and a discussion to find a middle ground or just feel offended and dodge it.

  • Toxic? not really, anoying? very much so.

    But in all honesty killers are left locked in many animations with long cooldowns wich just adds to the frustration of spending a lot of time waiting for the killers to stop picking their nouse while the survivors are running around you like headless chickens, so as a killer i can say i hate when it happens but just because it anoys me to stare at that screen, but no, its not toxic.

  • @Nomadd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2603524#Comment_2603524

    What discussion? You're not even interested in discussion. 'Boon op'. And you want 4 survivors blessing one totem for over 35 seconds? And then be able to remove it in less amount of time than closing a hatch? Yeah, not broken.

    In that you are right, this is not a discussion, this is just me schooling you about a problem in a game where you basically just say "its not op because i belive so all of you complain to much", you havent offered anything remotely relevant to support your claims the boons are perfectly fine as they are, yet here im even bringing numeric data to back up my claims, so i would say this "discussion" if it can be called that its over, i dont se a point in loosing more time trying to explain something to you, you cant or dont want to comprehend or are just to stubborn to accept you dont have a decent argument behind it.


    @NightSkyKing said:

    As a survivor main, I can also agree that boons are a lil over the top. But they're also very good for helping out your teammates especially when you solo queue like I do. My suggestion would be to grant the killer to destroy the totem himself rather than snuff it. You snuff out the totem for them to just come back and re bless easily. It's basically the killer saying, if I can't have the totem, no one can, and punishes survivors for placing it carelessly and/or leading him right to it. There are only so many totems around the map so doing this I feel will add some sort of risk to the boons which is definitely needed. That or every survivor can only use those perks once. Once snuffed, they can no longer use that perk for the rest of the trial.

    This would be one of the easiest way to make the boons a valuable resource with a tactical aproach, that would also be a tactical aproach for the killer as if they play with hexes they are reducing the area where his might be and have it destroyed to.

    An alternative would be to have them have "charges" each boon could be used 4 times per survivor, that would also make them a tactical resource but would still allow them to use them on the same totem if they want.

  • @ShadowNurseZFX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2602097#Comment_2602097

    true but u cant nerf meta really. iron will cant be touched. dead hard cant be touched, DS is fine, BT is fine, circle of healing coudl recieve a nerf but apart from that i dont know what u could do

    They can be touched and should be, when a game relays way to heavily in a handfull of skills/perks theres something wrong with it. Ideally all perks should be an option to play a diferent style, but lets be honest, in the mayority of games from mid to high level MMR you will always se the exact same perks over and over and over with the same tactics over and over and over, this doesnt create a healty enviroment of play.

    From a very personal standpoint, i would for starters separate ALL perks in categories, those who afect generators, those who afect the enviroment in some way, those who can be considered pasive skills and so on, from that point i would make it so each perk slot can only use a perk of that category (the stamina perk can only have stamina reliant perks, the enviroment only enviroment perks and so on), this way people would be forced to be more spreaded out in the way they play while still giving them room to personalize their prefered type of play, this would open a more dinamic way of playing as it sets boundaries of what people now can do, you cant chocke full your perks with stamina reliant but at the same time cant chocke it full of pure pasives and so on, it makes it so you have to be more tactical, at the same time helps to balance the game some more as everyone are playing on the same rules, this of course would apply to for killers. They would have a hex slot, a gen afecting slot, a combat slot and so on, this way as another example can prevent overly opresive hex builds as an example, or overly opresive anti gen builds. This also comes with the added benefit that people will be yes, slightly forced to play with certain categories of perks, but that invites people to test things out some more while at the same time stop the over reliance of cookie cutter builds that you se all the time.

    This is just a quick idea tough, not a full blown one, but theres ways this can work for a more enjoyable experience for the game

  • @Nomadd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2602638#Comment_2602638

    If survivor is reapplying Boon over and over again, that's just more time that surv is not doing anything important. Plus, again again - Boons do NOT affect whole map and I can't protect it.

    Only 'funny' thing is that there's no discussion about anything. Both sides always have worse time, both sides jump on the other side for making a point... geez... We could point 'op' stuff on both sides, rule breaking, game breaking stuff etc. Yeah, there are perks that are very good, but are killers without powers or perks? I think killers also use perks that are 'pretty good', especially on strong killers.

    And in the end, you're not supposed to win every single game and I'd say that it's rather rare that killer cannot get 1-2k consistently and gain a pip or at least not lose one. And yeah, in some situations you won't win, just like I won't win in others.

    Not important?...so are you saying that healing and preventing a chase is not important?...clearly whe arent on the same chanel. They dont need to afect the whole map to be strong, they however show their ridiculous strenght on smaler maps as they cover a lot more of the area, still that doesnt dimish the power they can hold as a tool and an infinite resource. That also brings back the point, hexes are a 1 time thing for the whole map, boons are infinite to be used in ANY totem they can find. Again seems whe arent on the same level of understanding of both things.

    Yes, both sides have very strong convinations of perks that can bend rules, still for the most part they have counterplays, the thing is those strong killers are the ones that can bypass the survivors meta builds...this just brings back to the "stronger" killers who can compete with said survivors. What you arent looking at its the way the game works, for the most part high MMR are its dominated by survivors where ONLY a handfull of killers can compete with them, and thats not a coment its a FACT.

    When your game has a problem with one side you should adress it, but given that the game has a bigger population on the survivor side its pretyt obvious why the devs are escared to work on them as much as killers, this is a situation of potentially loosing 4/5 ths of your player base verus 1/5, you dont need to be a cientist to know why things work the way the do.

    Did i ever mentioned win ratios? not at all. The core problem isnt the rate of wining but the way it happens. I have 0 problem to play a game with all 4 survivors escape IF i have fun chasing them, having a few hooks and why not, even having some silly situations mid game or goof around.

    Just as survivors love to complain about camping tuneling or even certain killers just because they dont like them, i dont enjoy having my game become a chore because ALL the information given to me to "try" and find survivors its completly negated thanks to a single perk. Im going to repeat it, i dont care if i have a 4K or a full escape as long as i have fun, but when said boon literally makes it so im just wandering around aimlessly with 0 input to do "something" then we have a problem. Im just going to remind you, survivors complain if they dont have information at hand, if the terror radious its not big enought they complain because the killer sneaks behind them, if they killer has some form of ranged atack they complain if they dont get a sound "clue" of when the killer its preparing their atack so they can dodge, or how about a grunt and so on. Yet its perfectly fine to strip down all the info for killers?, mind telling me exactly how shadow step its balanced? and please, dont try and bring blessing time, unless the four survivors are doing the exact same thing and the blessing takes over 35 seconds its not even a discusion worth bringing to the table

  • @Tiufal said:

    1. There is no rule of the game that you are reliant to follow scratch marks. You keep LoS with the survivor, if you loose it youre already at disadvantage cause survivors can stop running which also results in no scratch marks. Thats the point when killer have to anticipate the ways survivor moves.
    2. Blessing takes considerable more time to do while its easily negated by the killer. You just have to know when you walk in and can guess where the totem is. Its all about map knowledge.
    3. 24s to bless + considerable amount of time looking for a totem is already a big disadvantage in terms of time you could have spent on gens. Against evenly matched killers this is a big deal.
    4. Same goes for Hex Perks. I doubt you ever complained about them in this regard which means its just double standards.

    Summary: there is absolute no need to delete nor even to nerf them.

    Except the game ITS reliant on scratch mark to give you a general idea of the direction where the survivor its moving. Its not giving you direction, but its a way to prevent complete stealth, something survivors cry and moan againts for killers to have wich in response creates terror radious, weird sounds the killers do and information to prevent complete stealth.

    Unless its the hex itself it takes 14 seconds, wich in all honesty it isnt much at all, i have seen plenty of survivors who easily sneak behind the killer rebless the totem and keep abusing the mechanic on the area over and over.

    Again, the only one that takes a decent amount of time its the hex and bless, dull totems take 14 seconds only. Also its at best a minnor disadvantage, should i remind you that thats 1 suvivor doing the totem while the other 3 are doing their objectives?, unless all the team are searching and blessing totems its not a particularly big disadvantage

    Except hex are snuffed out and they are gone completly from the game. Plenty of times RNG puts survivors literaly in front of the hex, leaving the killer with 3 perks trought the rest of the game, meanwhile boons can be reapplied indefinitly trought the entire game. They arent the same in any way.

    Clearly whe come from diferent places when it comes to balance, boons need to be readjusted and nerfed, specially shadow step.


    @Nomadd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2602140#Comment_2602140

    Geez you're counting seconds in this game? I mean... kudos I guess, tryharding is just something I'll never do in DBD.

    But back to the subject - how do you counter Ruin? Devour Hope? You cleanse. How do you counter Shadow Step? Same way. And yes yes yes, precious 3 seconds or whatever, but come on, killer kind of has to take some time to do actions as well. And as for competitive playing, I kind of find it hard to believe you're running vs competitive full teams (that reminds me Tru3's rants whenever he's losing it's ALWAYS to 0.3% best survivors in the world) but even if you are, then I think competitively DBD behaves differently than team of noobs just screwing around, like me and my friend are doing. I've seen competitive games, out of curiosity and I think there are other issues than Shadow Step, that's just another thing that might help, but actual full competitive team would win against most of us anyway, Shadow Step or not.

    Tryharding? i mention time becase survivors LOVE to bring out how "much" time they waste on doing boons and how "bad" they are for the game, its funny how they try bring out 14 as this terrible amount of wasted time ,but the moment its shown how in the grand scale of the game its way way less impactfull they try to make it be they quickly change their tune or just get overly defensive.

    Oh right...because comparing a hex that can be permanently snuffed out of the game its equal to a boon that can be reaplied to the exact same totem over and over and over right?.

    Yea, because the killer needs to chase survivors, down them, then find a hook to put them on, kick generators, harash other survivors hoping while it was on the previous chase they didnt rushed 2 or 3 gens while at the same time trying to keep people from unhooking first survivor while at the same time worrying about boons that make chases virtually imposible and allows them to healh out indefinitly, but clearly killers need more things to do mid game right?.

    The funny thing is that they arent competitive teams, this are just people who have a decent amount of cordination, wich just exposes how easily this boons break the game, specially in comunication teams.

  • @Nomadd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2602055#Comment_2602055

    And I'm telling you, that basically every perk, power, item is some sort of a 'rule breaking' thing (I'm not starting different conversation, because I don't want to, that's one and second Nurse was an EXAMPLE). That's their purpose; altering rules. Quick & Quiet does this, Ruin, Tinkerer, Sprint Burst, Med-kits, killers' powers... literally everything. Same thing with removing scratch marks with boon totem - it's supposed to help with chase in that area. But it's not a global effect nor it does remove blood pools, in open areas it does literally nothing and so on and so on. Is it strong? Probably. Is it overpowered? Not even close. I'd say Iron Will + Lucky Break is closer to being overpowered than this Boon.

    Wrong, for the most part "almost" all perks have a counter play, shadow step on the other hand doesnt.

    Taking away scratch marks its already bad enought, specially on heavy structure jungles where survivors can lose line of sight extremely fast, add the fact they also while inside the area cant be tracked by aura perks and you have a recipie for disaster, add iron will and you have efectively become invisible. "but blood pools" yea heres the thing, in many maps its not a good way to find survivors, the pools easily blend on the enviroment making it just as hard to follow them, not to mention you might have to lower your camera in order to have a better vew reducing your area of search to half the ground half what you have in front.

    Shadow step its absurdly overpowered, in a full team comp just with that one they can do watever they want, i have already seen and sufered it miself.

    Boons need to be toned down a notch and make them a tactical play and not just a free to apply anytime i want without problems, 14 seconds for a single survivor its nothing compared to the time of a killer, thats something many dont understand. 14 wasted by a survivor are 3.5 seconds for a killer, unless the entire theam its doing exactly the same thing the time isnt the same for both sides

  • @ShadowNurseZFX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2598575#Comment_2598575

    agree with most of thee however, i wouldnt nerf meta. i would buff the bad perks. and then if needed nerf meta

    The thing is the meta would undoutably change with my proposition, if you change tweak and modify the survivors perks something will definitly change, but i belive this is just to important.

    A lot of the problems of the game come from map layouts closely followed by survivor perks, many people dont like or want to belive it but the survivors are the ones seting the pace baced on the perks they have, so, by making so 16 total perks arent as opresive and defining as 4 from the killer things can shift to a more balanced game

  • Boons need some balacing, on their courent state in com teams are just absurdly strong, special shadow step, it makes simply imposible to have any chance for a decent chase.

    Boons need to have a limited amout of uses per run.

    A cooldown after the boon its snuffed

    The ability to destroy the totem alongside the boon

    Increase the overall time it takes to bless a totem to make a true investment on time ( 24 seconds for a dull one, 40 for a hex)

    Theres plenty of ways to balance them, but wont really happen

  • what are you on about?...Nemesis its just slightly behind piramid head when it comes to how strong he is.

    I do agree he could do with some small QoL changes and fixes, mostly the zombies being eather totally useless or give you a lot of free hits, they should be more consistent, but that aside nemesis its a very solid and reliable killer

  • @[Deleted User] said:

    Nemesis desperately needs nerfing, reduce the zombie count by half, and make the vaccinations grant immunity to contamination

    does that meen you one one zombie wandering around or two "half" zombies?....


    Personally i vote for the late...it would be hilarious to se walking legs trying to kick survivors around

  • Change all killer weapons for squiky toys who take the killers BP from them and gives it to the survivors, aditionally if for watever reason a killer carries a survivor it takes it to the closest generator and gives its a speed boost of +100% repair speed. Whe cant have our dear survivors feeling frustrated in any shape or form

  • Wont work, as many have already mentioned survivors would abuse the heck out of it, purpousely running loops in close proximity so the timer its frozen while the other people would just rush gens and screw the killer.

    The situation is that camping and tunneling sadly are tactics many times are needed THANKS to the gen rush and other tactics the survivors use.

    Theres a heavy problem on the game that an "undesired" playstyle generates scorn from the opsing side and in answer they create their own "undesirable" style wich just creates a loop of "undesirable" playstyle. The problem wont dissapear until the devs decide to tackle the balancing problems on the game. Both sides need to be looked at, but survivors need to be the first ones to set up a ground for that.

  • Depends honestly, but im going to make a wild guess most of it its to prevent the anoying and mostly uncounterable boon totem gameplay. IF you let this people start to apply the boons, specially the shadow step one you are for the most part screwed for all the game, that totem its idiotically strong with very little counter play.

    I dont blame you for being angry, but this was expected to happen, its pretty much a take down as many people before the ridiculous boons come in to play

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