Warcrafter4
Warcrafter4
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Someone(I forget who) pointed out a main fundamental design flaw of Circle of Healing's:
Its the only boon that doesn't require you to lead the killer to it to get the effect:
Boon:Shadow Step has half of its effect tied to scratch mark blocking which is only good if the killer could see scratch marks which usually is in chases/patrolling. Either dragging the killer to the boon or having the boon being usually removable in the patrol path.
Boon:Exponential only lets you pick yourself up if you are downed/move into its aura dragging the killer to the boon.
The new Boon:Dark Theory is the same as you'd need to be in its aura in chase to gain any real effect meaning you drag the killer to it.
Boon:Circle of Healing on the other hand doesn't really work mid chase and your actively incentivized to avoid leading the killer to the boon so you can heal at it out of chase.
This means you can both place Circle of Healing very far out of the way of the killer making it effectively irremovable without the killer losing the game meanwhile never needing to risk the boon to get its advantage.
Boons have to be niche/Chase only to be remotely fair as Circle of Healing shows as the main downside of it being a boon doesn't matter to Circle of Healing as its a non chase boon.
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@GillyBeannn said:
You know this is actually interesting. What if instead of 60 seconds, it's 32, the same as self care? It'll be self-care but for passive healing. But I do think this is interesting since there's not a of healing perks that are passive.
The issue is with looping auto healing is healing mid chase could cause survivors to become effectively immortal if it was at a strong enough structure.
Plus passively healing while on a generator is a powerful effect as it effectively lets you take two actions at once(Self healing/repairing) so it has to be less efficient then doing either.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2815280#Comment_2815280
45 minutes? 😮 The more I hear about VHS the less interested I am.
From what I have seen it more or less those games only happen if one side is stalling...Just like what happens in DBD.
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@HagathaSimmons said:
60 secs is…quite a long time. I hate CoH but for this suggestion to be considered bring to time down to 20 sec (equivalent to the hem syringe).
75% bonus healing from others, 20 sec passive heal, disable self healing without a medkit.
and just to make it not so meh with the nerf, auras of injured survivors within the boon radius are seen by other survivors within 40 meters
The issue with the auto self healing is that it heals mid chase.
So a looping 20 second self heal might as well make any competent survivor immortal.
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Dead? No.
Bleeding? Yes!
I fully expect DBD to continue to bleed until either the developers fix a lot of the issues such as general map/perk design or until its no longer sustainable forcing DbD to be put into maintenance mode.
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Intentionally Afking itself is a reportable offense.
So this would be reportable.
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What I like even less was them trying to paint boons as helping the killer by giving the survivors more to do when in reality it was the opposite.
Boons as an idea are just rotten to the core as they have more or less have caused more of the same issues they were meant to fix.
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I honestly feel like scourge hooks are RNG hooking perks that ultimately add very little to the killer game-play wise as you either are in range of a scourge hook or you're not. There's no real choice nor anything truly new to it.
Boons are fundamentally flawed as any general use boon will become as overpowered as Circle of Healing due to their infinitely replaceable nature plus zone empowering.
The concept only really works for niche perks as zones of power for the survivor as the map progresses is antithetical to the general concept that the map becomes more dangerous as resources are used up.
Which mind you doesn't apply to boons which despite being removable aren't permanently gone unlike pallets/breakable walls.
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The pig made the right play to defend both but why did your entire team rush into the pig.
This situation is a soloque teammate issue and really has nothing to do with the Pig or map spawns.
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Most hexes aren't good perks even if you removed them from being a hex.
Third Seal is purely a soloque stomper but does absolutely nothing against a SWF group.
Lullaby even before the nerf where it had synergy with the doctor was never good because most non new survivors don't miss skill checks often. Even the distorted ones.
Meanwhile ones that do do something often require other hexes to do anything such as Haunted Ground/Retribution/Thrill.
Trap/Hex defence hexes don't do anything without another hex to make survivors even go after the totem and none of them should be hexes to begin with as it makes them self defeating(Minus Haunted Grounds/Undying for an obvious reasons).
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@ukenicky said:
Up to 3 tokens?
Up to 3 relit Ruins? I guess just bring back the old Undying at that rate.
I'm not opposed to a perk like this but it should only work once per trial or have a prerequisite. Potentially reigniting a powerful hex is kind of nutty.
But again, this proposed 3 token system would automatically make it better than current Undying which is kind of ridiculous.
It requires boons which means both the killer can't proactively remake their totem as they'd have to wait for a boon.
Also unlike undying the survivor's entire team knows where the revived hex is as it overrides the boon everyone can see.
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If we'd get a 5th slot I'd rather have a 5th slot being a utility/BP perk slot.
Aka only perks that grant BP such as beast of prey or Hex:thrill of the hunt.
Or have nearly pure utility effects like Shadow Born/Bloodhound should be allowed into it but excluding things like Monitor and Abuse.
This would also mean that killers would get a 5th slot without having to re-balance nearly every single killer perk in the game to implement.
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Its actually a weird interaction as your forced to leave a blood pool when interacting with a blocker but you don't make any more while in it.
This means both when you enter and exit a locker you leave a blood pool on the locker itself.
However as Gosh said you'd stop spawning blood pools while inside of one.
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@CrashMADDS13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2806829#Comment_2806829
It amazes me how people care so much to justify dbd not getting a massive new player base because... They hate said franchise SO much.
There are more important things in the world to have such passionate feelings about 😂😂
The longevity of the game is more important than your personal feelings about FNAF lmao
And active antagonism like this will keep them from ever accepting FNAF.
A lot of people here don't like FNAF less because of the games and more because of the fans as when FNAF first came up as a suggestion people were generally accepting of it.
But then when spring trap wasn't the next killer/anniversary killer FNAF fans lost their minds and began to spam both the forums(Not just this one) plus forum users. This caused a lot of people to not want FNAF.
TLDR: FNAF fans have a long history of antagonizing the DbD playerbase that a lot of them just want FNAF gone.
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Mine is probably Dragon's Grip:
It has both a long cooldown and a short uptime on doing an action that most of the time survivors will avoid means even in games were it does exist it usually never goes off.
Also even if it does go off the exposed is so short for what it ultimately asks to activate(Survivors touching a generator usually long after you left) that it just ends up being iron maiden's exposed if Iron maiden had a cooldown.
Edit: I don't count infamously bad perks like Hangman's Trick as being the absolute worst makes you memorable(Even if its for the wrong reasons).
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A lot of killers have been powercrept out of the game...BY SURVIVOR PERKS!
Most old style M1 killers just flatout can't win against the survivor perk these days as Strategies such as "Hit and Run" which is used by a lot of older killers aren't viable due to Circle of Healing alone.
Let alone maps since the removal of infinite loops have only gotten WORSE for the killers with the introduction of "Breakable" infinite loops that came with breakable walls.
Even map reworks have all universally been survivor sided with "Breakable" wall infinite loops being introduced to them.
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@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2807544#Comment_2807544
Survivors 'abuse' boil over: 😭😭😭😭 nerf the perk game is unplayable we can't hook in rpd library
Killers abuse library top hooks: 'get over it'
The hypocrisy is real. Why didn't you just 'not chase a survivor in the library' too?
To be honest I feel like he's mocking the survivors who said exactly what he said when people complained about Boil Over.
I personally saw the survivor version of that quote on nearly every single thread Fix Boil Over I saw before Boil Over got fixed.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/2805819#Comment_2805819
Someone always has to turn it into us versus them.
No, I would say the same thing to survivors against a noed killer.
Take the 3 out and leave.
You kinda did turn it into "Us vs Them" by being condescending to anyone and everyone who 4ks regardless of their reasons.
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My guess is that the match making wants you to have a 50% escape rate and it will throw every nasty trick in the book to make sure that happens.
Something like this happens in other games as well like League of Legends where match making will throw you under the bus to try to force a 50% Win Rate.
Aka match making is sabotaging you for playing too well.
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@Cornpopers_Evan said:
Mention how you want "insert x licensed/original chapter here" and apparently you'll start a entire war. :/
Nope its just a very specific one whose fans are known for spamming the forums especially around the DbD Anniversary.
For other licenses: There's nothing but love for example: The Alien franchise and the Xenomorph.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2802984#Comment_2802984
It depends. Sometimes its best to do gens instead.
Its almost always is because usually its more beneficial for SOMEONE on the team to be healing based on circumstance.
Remember it effects teammates so situations where ALL FOUR survivors need to avoid healing is very rare.
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This would just encourage camping and ultimately just make killers even more frustrated.
As with this perk would make it so the killer has to be near hooks or patrol back to them more to make sure the hooked survivor(s) haven't been rescued under their noises.
The mere existence of this perk would cause this even if its not in the match much like how DS does with tunneling.
TLDR: Its just a bad idea to ever have in the game unless you want killers to camp hooks more.
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People used to be able to do this with mods but what ended up happening is that people would always block people who beat them causing legitimate infinite queues.
Also even if you don't abuse it you're still stuck with the consequences because a single other player can screw over the entire lobby with their blocks.
All of this resulted in the mod that caused it to be banned and permanently unusable to save the game's health/Queue times.
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@SilentShepherd said:
https://forum.deadbydaylight.com/en/discussion/comment/2802107#Comment_2802107
He insta breaks pallets faster than normal killers, with his chainsaw. So the stalling with pallets doesn't work as well wither.
You do know its possible to pallet stun a bubba out of his chainsaw swings making him have to break it at the normal speed right?
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The basement is meant to be a downside to the insanely strong structures that it always spawns by.
You're meant to be at a massive disadvantage when dealing with the basement.
So no two entrances would never work as its not meant to be something you can easily escape.
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I am starting to reach a point of wondering if the developers even want killers to even hook survivors anymore.
Its beginning to genuinely seem like they'd only want survivors to die from slugging.
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I don't think anything can be done about it because if they can't give up on the hook they'd just run to the killer and get them to hook them to death.
Its a community issue not a game issue at this point.
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I feel like at this point the devs should implement a way for the player to target specific perks to force them to appear.
Like having one/two perk being selected and it will always appear in the next blood web after X/Y bloodwebs gone through.
For example BBQ could be in the first slot and appear every 5 blood webs and Endurance as the 2nd slot perk appearing every 7 blood webs.
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@GeneralV said:
I will discretely leave this here:
Eh I don't think your proving the point you think you are using a community made JOKE cosmetic on a JOKE character as a comparison to spring trap.
Being honest it kinda makes spring trap look even less worthy of getting in as it makes spring trap look like a bad joke skin.
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@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2795379#Comment_2795379
Or alien vs Predator ohh god 2 killers one surv chapter!
Now that you say that a double creature feature chapter would be fun.
That being said I can't imagine the devs actually doing it given the buggyness of solo killer releases.
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I'd rather them fix the balance with SWF then to punish players with long to potentially infinite queue times for trying to play with their friends.
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@gendoss said:
Grades are not used for matchmaking. They reset every month.
I think you're missing the forest from the trees.
Look at their loadouts or lack their of, their ranks,their scores.
This is probably the very first game for half of the survivors in the game and one of the first for the 3rd.
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The only thing I'd like to see basekit from Devour Hope is it's 2 stack temp movement speed from hooking which would let killers get away from hooks faster.
This would let them defend generator's better/Getting into chases faster but only if they don't camp as the movement speed doesn't last very long.
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Something tells me that only when DbD enters a true player count free fall that they'd implement it but it will be too late.
As much as I hate to say it but:
They have repeatedly shown that unless their feet are to the fire they won't fix anything.
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I just think that this is just more reasons to rework pig's Reverse Bear Traps(RBT)/boxes to be less RNG dependent but more consistent.
I'd like to see the boxes give out 1/3rd key parts so you'd have to open 3 boxes to get the trap off.
It would make pig's RBT's have a consistent slowdown but would also prevent blocking a single box from ever killing a survivor without having to do the work.
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@dugman said:
A small suggestion, but if all the survivors are simultaneously slugged it might be a good idea to speed up the bleed out timer to double or triple speed to mitigate corner cases where the killer is intentionally just bleeding everybody out rather than hooking them. This is apparently becoming a more prevalent outcome now because of killer concerns over Boil Over, and with all living survivors slugged the outcome is likely not really in doubt at that point so there’s no need for the timer to last four minutes. May as well speed things up for everybody.
I feel like it would be more thematic if there's no way for survivors to pick themselves back up or escape(Hatch or open Gate) left in the match the entity itself kills all survivors by its own hands and forcibly ends the match.
Aka the End Game Collapse "Time's Up" hands.
Mind you the killer should get full hook/sacrifice stage BP they would have gotten from hooking otherwise.
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@Real_RUBB3R said:
https://forum.deadbydaylight.com/en/discussion/comment/2786437#Comment_2786437
Explain how a game can be held hostage by survivors? If it's through hacks, that's an entirely separate issue. If it's because of exploits, again, entirely separate issue. Ultimately the killer has the power to decide whether a game can end or not, because the survivors could just not do gens, sure, but the killer can just kill the survivors. And the survivors can't bodyblock killers into a corner, the killer can just M1 and leave. Turn the tables though, and the killer could trap the last survivor into a corner after hatch opens and hold the game hostage for 2 hours until the server closes. And in specific scenarios, the killer could even trap all the survivors in a specific spot and hold them all hostage, like in the one breakable wall room by the bathrooms in midwich, but that's only if the survivors are dumb enough to all go in at the same time.
Survivors can locker hop inbetween lockers to both avoid the afk/stillness crows while never being seen by the killer(For example using any structure lockers such as main buildings and or basement).
Its actually quiet a common issue when the last 2 survivors want the hatch and both stay in hiding waiting for the other to die let alone on indoor maps with lots of LoS blockers with lockers next to them like Midwich/Lery's can cause this insanely easily.
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Humaniod means humanlike in shape so pretty much everything but the giant spider is instantly disqualified.
Minotaur and Undines are inherently humanoid and so are most killer robots.
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I feel like the state of killer boils down to being a victim of Power-Creep.
M1 killers without major anti loop have been power crept out the game for a while now which is sad given the game's mascot the trapper is in this category.
Hit and run got Power-crept out of the game by CoH(Circle of Healing).
Specific killers such as the Twins can do effectively nothing against Boons along with having 2 boons(CoH and Exponential) hard countering them making them one of the most severe victims of Power-Creep.
Also the less said about the killer nerfs the better.
For survivor its entering into a new golden age of Killer bulling.
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I do think the killer should have more of a reason to open the exit gates and that the killer should be able to open the exit gates after X minutes into the game to avoid being held hostage by survivors.
That being said idk how you'd make it more advantageous for the killer without making it game breaking.
As we have seen with Boil Over that some mechanics just can't be allowed to be good or else it breaks the game.
Finally we'd need to change EGC to actually end the match when the time's up to avoid situations were the game can't end, like with the glitch where the survivor is both hooked and being carried which soft locks the game that happened before.
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Dude if you played killer at all you'd know you'd get that many from just playing normally.
As sadly people make up the most random things just to try to harass a killer they just lost too.
You don't want to know how many times I have been accused of "Camping Gens" as killer or "Camped me to death" When I mori-ed them with devour hope at 5 stacks.
Salty comment spam are sadly the norm in DbD for killer players which is why most people turn comments to friends only. Or just set their profiles to private.
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With its current iteration there is no healthy way to make the perk work without making it useless.
Which reminds me of the dev's own logic for not buffing the numbers for monstrous shrine was because there was no way to buff the numbers to make it viable without breaking the game(Imagine basement Bubba with basement hooks sacrifices progressing 25%-50% faster).
Its really weird they'd forget that when buffing Boil Over; as it was a very good and logical idea that could have avoided all of this.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2785580#Comment_2785580
Legitimate question: What makes those spots abusable, instead of just areas where Boil Over has a little more value? The RPD library spot is abusable because you cannot hook there. Spots like Ormond, Dead Dawg, Gideon's, Crotus Prenn- there are hooks there, Boil Over is more likely to do something there (and it's a good indication that the number should be scaled back a little; the perk isn't OP but it's a liiiiiiiiittle overtuned) but it's not a guaranteed unable to hook area.
So, how does it work out to a literal inability to hook on those spots?
Temple has a small 3rd floor section with no hooks that everyone forgets about which can force 2 falls to get to a hook if a specific corner hook didn't spawn(Even if the corner spawns its close).
For Dwelling if the basement spawns in the main building theres effectively 2 forced falls for basement and 1 forced fall(walking around the fall takes more then 4 seconds for each) for hooks outside the building which there's no guarantee there will be hooks close enough on that side of the building because of the basement.
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It was faster before and had to be nerfed down twice to make it remotely fair.
Even as it is its technically 100% efficient healing time at 32 seconds of one player's time instead of 16 of 2 player's time.
As for CoH: Its more overpowered as old selfcare and is applied to the entire team instead of just one person.
So CoH it should not be a measurement of if a perk is good or not due to it being far too powerful.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2784683#Comment_2784683
???
They probably started using it because it's buffed. Without bringing an RPD offering (or maybe an Eyrie of Crows offering, that map is abusable too to a lesser extent) it is not at all easy to abuse, because without bringing an RPD offering you have to hope you get RPD.
Bringing BO isn't abusing it just because it's in the game, the effect it has on the majority of maps is noticeable but nowhere near OP.
Also, disagreement is not gaslighting, that term is quite important so it's pretty crass to misuse it like that.
Both versions of red forest(Mother's dwelling and temple) both can have forced double drop spots as well.
More maps that can be exploited are being found as we speak.
Its a perk that they'd have to redesign the entire game around to make it remotely fair and that's more work then just reverting Boil Over.
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@Mandy said:
The killswitch is there for something that's absolutely game breaking and can crash the game or be severely exploited where the game cannot end for example. Neither of those apply here, survivors can be slugged etc.
Whilst I appreciate RPD can be frustrating right now, it is something that has been brought up to the team.
I wasn't going to unhookable spots was a BANNABLE OFFENSE before?
So why don't you guys kills switch Boil Over for causing so many of these offenses?
Or... Does that rule not exist anymore?
I'm confused about this situation.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2779817#Comment_2779817
It's not more sensitive, it does in fact proc in the same way that Balanced Landing does. So if the basement is in the shack for example, and the killer goes the side way down - so drops onto the stairs instead of walking down from the top, that will proc Boil Over - that same drop also procs Balanced Landing.
...This is not directed at you at all but:
Balanced Landing already has the problem of going off and wasting itself when its really shouldn't so a lot of Balanced Landing plays end up being more of a fight with the perk rather then the killer.
So I don't get why they would reuse the already problematic code?
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@Mister_xD said:
i threw the towel half a year ago and havent regretted that decision ever since.
if a game is not fun for you, you shouldnt be playing it.
there is no point in forcing yourself into it, all that achieves is frustration and annoyance - and at a certain degree it can even be unhealthy for your mental health.
i have had a lot more fun playing online games in the last 6 months than ive had for a very long time with DbD.
but besides all that, you achieve another thing:
direct feedback to the Devs.
there is no clearer way of telling them something sucks than when no one is playing it anymore.
Because if you keep forcing yourself into playing it, the Devs wont really act. We can scream into the void that is this forum for as much as we want, as long as we come back to play the statistics are gonna say "no problem here, we got plenty of players playing", so they wont be very keen on changing things.
so if everyone that doesnt enjoy this game anymore (for whatever reason) drops out and no longer plays it (and provides constructive feedback and critisism (you achieve nothing by being insulting or disrespectful) here on why they quit), the Devs are going to notice a decrease in playernumbers and will start wondering why people are leaving - which is the point time where they will be going on the forum (and other social media ofc) to check for the reasons why their numbers keep going down (and most importantly - act accordingly).
Being honest given that they can't read their own stats to save their lives...
They'd probably just twist low killers numbers into an excuse to nerf kills even more.
I mean just look at the Twins' nerf for a prime example of this:
Where the Twins are played so little that only mains play them and have a good KR with them.
So they are nerfing the Twins constantly as a whole because of the 2 twins mains left in the world are good players not because the Twins themselves are good.
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@MikaKim said:
https://forum.deadbydaylight.com/en/discussion/comment/2780591#Comment_2780591
So you see that part where I mention socialisation and tribalism.
See the part where I post stats to show how killers are getting 3+ kills per game.
Note that human beings will work harder to maintain a belief system than investigate truth.
Interestingly 'so far off base' comment could elude to a personal insult which would also demonstrate that you lack critical thinking skills.
Do you actually have anything for me?
There are literally 0 kill rates at 3+(75%+) however there were 2(Nurse and Trickster) sub 50% kill rates which means 2 killers average 1 kill per game...
That's also before the 3rd lowest one The Twins got nerfed so they now probably 3 killers who get an average of 1 kill per game!
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@Crowman said:
As long as boons can be infinitely used, CoH will never be balanced unless it's absolutely gutted.
I feel like this is the core of the issue as any boons worth being used universally will become as broken as CoH because they can't be removed permanently.