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YOURFRIEND

YOURFRIEND

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  • I think the community at large has many good ideas and many that do not work. It's good to realize that we're not professional game devs.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/292627/stranger-things-perk-names

    It was already causing confusion for players, both new and old. So we made the decision to stick to one name for the perks, which is the new generic names.

    And talking of Stranger Things - 04f33570-dbb8-4a97-ad04-be61ead77b00, this might just be a Demo code for anyone who doesn't own Demo yet.

    Bummer, just missed it I guess. Thanks anyway!

  • Built to last would be pretty good if it refilled once to 100%. The buff was overkill. Power creep.

  • Well the thing about ruin is you can just get rid of it. Sometimes in the first few seconds of the match. Dead hard however has no such stipulations.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2615051#Comment_2615051

    Yeah, it kinda does, because it can be stacked with Ruin and Pop. Ruin and Pop are the reason all other genregression perks are weak and have cooldowns.

    I would gladly see all genregression perks being buffed massively if it also nerfs Ruin and Pop

    This is not how this works. If you down a survivor near a gen with ruin up then you can chase the survivors off the gen as well, causing it to regress massively. The surge proc is inconsequential with ruin in play. If surge procs then you cannot Pop the gen it hit, as it's now regressing.

    Regression perks are not just a mindless, blanket category. They work differently than one another and not always in conjunction.

  • @[Deleted User] said:

    who, in the middle of a chase, can stop and stay in the same position for no fewer than 4 seconds? If you're in a chase with 4 seconds to spare standing in 1 place, that killer was never going to get that down anyway.

    Are you familiar with the concept of pallets and pallet stuns?

  • It doesn't really need the cooldown either.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2614724#Comment_2614724

    So half the build including a boon totem and an item with limited charges heals you in more than 4 seconds. And how many times can you do that per round?

    Also, who, in the middle of a chase, can stop and stay in the same position for no fewer than 4 seconds? If you're in a chase with 4 seconds to spare standing in 1 place, that killer was never going to get that down anyway.

    You only have to do it a couple times to win. The killer cannot commit to 1/4 survivors if you play it safe with that build. It's too much.

  • @[Deleted User] said:

    So now there is (us vs them) vs no tribalism tribalism?

    I would imagine it's just people that perceive one role a particular way and folks who simply do not care. Every time I read a post that says "why do all killers do such as such" or "why are survivors so disrespectful" I just think.....I don't do that stuff. I'm respectful. And I think about all the people I've played with or against that don't fit that mold. It's just not representative of reality. The side opposite yours aren't evil, they're the exact same.

  • @IronKnight55 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2614593#Comment_2614593

    Nah. They are fine. The survivor has to find a totem, then take the time to bless it (not to mention you have to be within 24m and plus the time it takes to heal). Killers can snuff them in like a second. The only changes needed are med kits and perks stacking. Doesn't matter if everyone can use it. It's only within 24m and time spent running to totem AND healing= time not spent doing gens. It's balanced.

    I should write up a stock reply that I can copy and paste for this foolishness.

    Listen well. Read carefully.


    It is a *single survivor* taking out time to give their entire team an extra 2-4 powerful perks if they also have shadow step. The other survivors are progressing the objective just fine while the blessing is being done. The cost evaluation vis a vis time is heavily skewed in the blessings favor. Huge reward, not really any risk.

    But killers can snuff it! You say. Waste of time in most circumstances. Even if you hook right next to a boon you're not patrolling gens. How many times have you hooked, gone to a gen you knew was being worked on and caught it at 90-99%? I get that frequently. If I stop to snuff a boon, that gen is popping in my face. That's discounting when a boon is out of the way. If it takes even five seconds to find, navigate to and snuff the boon then the survivor has come out ahead in the time equation. 5 killer seconds is 20 survivor seconds. Congratulations, you've successfully given the killer a side objective and come out on top in that interaction.

    The healing meta is the new meta. Boons are the backbone of it. It kills an entire playstyle and weakens many already low tier killers. There needs to be meaningful counterplay to them.

  • @IronKnight55 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2614164#Comment_2614164

    This would make them useless. I say just make it so med kits and healing perks don't stack with CoH. The boon perks would be 100% fine with these changes. I feel like nerfing them more than that would just make them way too weak. Everyone would just return to the same boring meta perks.

    Nope. It's still infinite medkits for the entire team regardless of range. A big part of killer gameplay is putting pressure on survivor resources and boons utterly destroy that aspect of the game.


    Just limit them in some fashion. Tokens for blessings, destroying the totems. I don't care. No survivor resource should be infinite. I also don't care if it hampers hex perks to destroy the totems. That's just the price the killer pays.

  • They're different sorts of games. The nice thing about the sedentary meta in DBD is that there's comparatively little power creep. DotA has incredible power creep and just rolls with it in a way that DBD can't.

  • Survivors should get a stacking bp bonus for every few seconds a killer is in a 16 or so radius of their hook.

  • What's nice about it is that the criteria is so simple, that is easy to manipulate my MMR to be where I want to be.

  • I thought it was gonna happen with the yui is a murderer thing

  • Yeah, goes with the other boons.

  • Yes, if you bodyblock and force me to hit you with BT I am going to chase and down you. No, it's not tunneling, I didn't even want you.

  • I agree completely. Killers do this as well. Unacceptable behavior on either end.

  • I can't even remember the last time I got a grab on an unhook. Always cancels into a hit.

  • Ruin and corrupt are boring perks for boring people. Instead increase base regression speed.

  • @Sonzaishinai said:

    I have has no issues dealing with CoH on Legion. They are one of the m1 killers who is the least affected by it.

    Killer instinct isn't blocked by shadowstep so a single m2 is enough to roughly know where the totem is so it never last long.

    And survivors taking time of gens to bless totems over and over on top of Legions usual slowdown really halts their progress to a grind.

    Not to mention deep wounds counters the speed buff of CoH as it's atleast 12 seconds no matter how fast they can heal

    And if the totem is too far away to detect I leave it. If survivors really want to spend 8 seconds running to the totem, 12 seconds mending, 16 seconds self healing and then 8 seconds running back to the gens they are 44 seconds out of the game.

    A 32 second selfcare is concidert the best killer slowdown perk in the game

    CoH can be strong but Legion and Plague are killer that really shouldn't have big issues with it at all

    This post is a joke. You cannot keep people injured with Circle in the game. This kneecaps all of the most fun legion perks and their entire concept. The mending is nothing, by the time you've hit a new survivor the first one has already mended. It's time-neutral because in that span neither of you have done anything to progress the game. Then they heal in three seconds and you're not getting any Thana/blood echo value.

  • The art really really cool in any case.

  • If you think this has happened to you that many times,I don't think you know what tunneling and camping are.

  • Boons are not a secondary objective. I have no idea why people keep saying this.

  • I've been intentionally tanking my MMR in order to have more chill matches. No more hatch, only gate exits. Fire up/trail dumb builds on legion. Sucks to have to game the system in order to get out of meta sweat hell, but that's where we're at, I guess.

  • @alex511 said:

    Then you couldn't differ a blessing from a cleansing, i only think that it really isn't necessary to give something this mini such a loud thunder roll, some less volume would do.

    Yes, you don't really need to differentiate a blessing from a cleansing. It's just an audio cue to let you know a survivor is somewhere nearby doing a thing. The thunder roll is mostly pointless considering that it's not a directional audio cue.

  • You think second stage should not pressure survivors to ever go for the unhook? Are you out of your mind?

  • @emma_dbd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2608384#Comment_2608384

    I don't even want them to make it weaker, I just want an opportunity for the survivor to take their item back. My suggestion, for example, would be a good implementation because it will give the player a chance to prevent it from happening. First hit would be like a warning: "Hey, you're about to lose your item", and then the second hit would make the survivor lose the item. That's it. I don't think it will make the game in survivors' favor just because Franklin would work only on second hit.

    This would make the perk utterly worthless. "It's time to drop your item now in order to make my perk entirely pointless, sweetie"


    Like, Franklin's would just never do anything. Why would you let it activate?

  • I play on gamepass. I do not have a profile.

  • @Junylar said:

    Borrowed Time actually used to give the protection to both the unhooker and unhooked, but then killer mains complained and the perk was nerfed to the ground. It's sad how good new perk ideas turn out to be rather old mechanics that had been indeed implemented in the past but then were scrapped because some killer main twitch influencer complained about it.

    Nerfed to the ground, yet still present in every single game. Odd, that.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2606001#Comment_2606001

    No, I meant they would never drop one of their precious meta perks to run a boon. I wish they would when I play survivor. My teammates don't need a second chance, they are a lost cause. But me? I have escaped some pretty dire situations thanks to the safety of a boon.

    I've seen boons taking the place of iron will/BT lately.

  • @Wedeguy said:

    I agree. then killers with NOED will shoot themselves in the leg.

    Yeah, sure? So what?

  • She's undeniably good, but I don't care for how she incentivizes slugged. I don't ever slug if I can help it, but it's optimal for her.

  • I also feel like sloppy butcher is outdated. It just doesn't stack up to the healing meta at all.

  • I've never understood this fixation on having all the legion members out. I reckon it's from the launch trailer but I wasn't around for that. Don't care about it.


    Quit trying to make legion into a brand new killer. Many folks enjoy their gameplay as it stands, we just want minor buffs and quality of life improvements. An add-on pass, a reward for chaining hits, increased frenzy movespeed are frequently requested ones. We don't want a brand new killer called legion, we want legion to be out of D-tier.

  • @HEXSLAYER999 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2603414#Comment_2603414

    Don’t tell me it isn’t what I clearly saw.

    I was not shocked while trying to jump in. I received a static blast from a far distance, There was only a snap out of confusion prompt and spoiler alert 🚨 there was not enough time to snap out of confusion by the time the dr got to me.

    I main doctor. Tier 3 prevents you from using keys but it does not prevent you from the hatch escape interaction. You either caught a shock or misaligned your character on the hatch and began the snap out of it interaction instead.


    I'm telling you definitively, tier 3 does not prevent open hatch escapes. You can tell me water isn't wet as much as you want, but if you walk out in the rain you're still gonna get soaked. Reality exists outside of your preconceptions.

  • No it's doesn't. You got shocked and it disabled the interaction.

  • The objective should also have a benefit. If you fuel up the gens then they can't regress past a certain point or something.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/290770/nerf-boon-totem

    Correlation does not imply causation.

    Just because you observed 1 example of a match in which 4 survivors had boon totem perks during the 1st week of release, does not mean boon totems are OP and need a nerf.

    For example, Lucky Break was very commonly played by all 4 survivors during the 1st week of release. And killers, such as yourself cried for nerfs to Lucky Break because it was game breaking. However, now we see it was quiet underpowered and actually was buffed from 45 seconds to 60 seconds. Even with that buff, it still isn't used.

    Lucky break was nerfed from the ptb before it hit live. I only ever saw I think one person playing it in the week after it hit live. If it hadn't been adjusted it would still see play.


    Boons are meta defining. You can try and theorycraft your way out of it, but the fact of the matter is that if nothing else, they waste the killer's time. That alone makes them incredibly powerful.

  • Yeah, after few games vs these perks my fears are confirmed. Nearly instant heals if you break chase.

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/290637/new-perk-totem-lock

    What if the killer uses their 4 perk slots to take up the 5 totems spots? Ruin; Undying; Haunted Grounds; Thrill of The Hunt, etc.

    Theres no "counterplay" in that regard. It would be pretty rough to have to wait 100seconds to cleanse to get rid of ruin and still have to cleanse it twice after that. Good BP for survivors if they do cleanse them all I guess?

    I'm not saying I agree or disagree - just playing devils advocate...

    They the survivors may cleanse the single dull totem and lower the timer by 20 seconds. There's no perk load out that spawns five lit totems.

  • @EntityNea said:

    https://forum.deadbydaylight.com/en/discussion/comment/2595727#Comment_2595727

    Finding and blessing a dull totem takes time but doesn't progress the match for survivors. Killer can break it fast, so breaking it makes the survivor waste even more time setting it up again.

    Blessing a hex totem takes much longer than cleansing it (almost twice as long), so there's still a benefit from just cleansing it to get rid of it. If you're running Thrill of the Hunt you can make it even slower to bless it, and running Undying helps you catch any survivor who try to bless a dull totem.

    Pretty conveniently ignoring that it takes one out of four survivors not progressing the match. The others are doing just fine.


    The break action is fast, but finding and navigating to the thing are not necessarily so. If it takes five seconds to do so that's twenty survivor seconds. So the net total time loss comes out in the survivors favor.

  • It's power creep. Power creep is bad.

  • @Milo said:

    Why do survivor need a "counterplay" for this?

    Imo it's healthy for a survivor to have potential to affect all of the killer's perks and actions. Nobody should feel helpless.

  • @Desh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2595779#Comment_2595779

    Like every other perk that you have to assume?

    What's telling about Rancor? You don't know that Rancor is being utilized until the last Gen pops. Until then, Killer gets knowledge of Survivor locations.

    Bitter murmur? BBQ and Chili? I'm All Ears? Nothing states it unless you REALLY pay attention and even then, it's only a guess unless you have Distortion.

    Bamboozle? You don't know whether a Killer has Bamboozle or not until they use it mid chase.

    NOED? You won't know until the last gen pops.

    Blood Warden? Won't know until someone is hooked when the Exit Gate is open.

    Should I keep going or do you still think that it's "pointless and ineloquent"?

    Rancor causes the affected survivor to see the killers' aura at the same time their aura is revealed to the killer. This is a rather obvious tell.


    Bamboozle causes black mist to emanate from the vault location until it is approached. This is a tell without even approaching the location. Additionally an observant survivor will note the increased vault speed and alter their tactics accordingly.


    As far as the other aura reading perks? Yes, you have to be observant. That's a central conceit of the game. If the killer beelines toward you post-hook or gen, you know what they're running. Utilize inference. It's not hard.

    You can tell when a killer has noed active because they move faster. Look at them with your eyes.


    In any case these things should not be equivalent. It is an asymmetrical game and expecting both sides to have identical standards is absurd. The killer has to identify dead hard four times. That's four mistakes. A survivor only has to identify the perk they're facing once.

  • @YuisPinkBob said:

    https://forum.deadbydaylight.com/en/discussion/comment/2595779#Comment_2595779

    As soon as a survivor uses dead hard you know they have it. All you have to do is bait them to use it after that. To be honest you could even bait it before you know about it, to check for it.

    It's not that hard to outplay it and if it is influencing a killer's games that much then maybe the killer is not very good.

    It is hard to outplay. If it weren't effective, 3/4 survivors in every lobby I play would not run it. Even if you know they have it, you still have to respect it. Lotta survivors know you're baiting it out and hold onto it.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2595787#Comment_2595787

    I can't say if it works for the other things or not, would need to test it or be given the scenario details, but what is typically described with the Plague's power is an example of how server validation works. First you get the indication that it's happened, then almost immediately it's apparent that it hasn't happened.

    Oh okay. I misunderstood how it worked. Thank you for informing me.

  • @Seraphor said:

    "screaming and acting sick as plague but not getting sick"

    This IS server validation.

    You see them get sick on the client side, by way of them coughing and spluttering, then the server validates it, and they're not sick.

    Ah, I see. So does it work for the other things I mentioned as well? Surely it's not enabled for flashlight saves.

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