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@Desh said:
https://forum.deadbydaylight.com/en/discussion/290625/most-survivors-can-t-play-without-dead-hard
Many Killers are just not that great when they are without gen regression perks. Using these perks prolongs the game.
Many Survivors are just not that great without Items to enhance their plays. Using these items shortens the game.
Many Killers are just not that great when they are without tracking perks. Using these perks aids finding Survivors easier with little to no effort.
See how pointless it starts sounding?
Ah yes. The classic "BOTH SIDES!!!" argument. Pointless and ineloquent.
It's not equivalent because dead hard is in nearly every game and when it's not, you still have to behave as though it is. Killer perks have obvious tells. You don't know whether a survivor has dead hard until they use it to extend a chase. Even when it's not in the game you have to assume they do have it and behave accordingly because it is so powerful.
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For the love of God, just let me break the boon so that I'm rewarded for going out of my way to get rid of them. Dealing with shadow step and circle in a strong building is ridiculous. They shouldn't get free guaranteed value from the perk indefinitely.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2595642#Comment_2595642
I think coordination is required to make CoH actually formidable and not just decent. A solo survivor can go to the boon and heal, yes, but unless they brought a strong self-heal build with them they don't get the full benefit of how quick the healing speed increase is unless someone else is healing them, and if the teammates aren't coordinating then there's no way to stop the killer from interrupting other than being reasonably certain they're chasing someone across the map. For solo queue, CoH will be nice, but it's nowhere near the game-defining benefit it would be with coordination.
They do get the benefit when healing themselves. It's literally standard medkit speed, infinitely. I know my games go much smoother when I bring even a brown medkit. The self sufficiency of being able to heal yourself at standard speed for forever cannot be overstated. Even in a SWF it's far more efficient to heal yourself than to pull a teammate off a gen for it. It kneecaps a big part of the killer's pressure. Can the killer interrupt you? Sure. Maybe. If you have iron will and heal inside a jungle gym it's highly unlikely. They've got no reason to be there.
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@vacaman said:
Killers still have a killrate above 50% so expect even more nerfs until it's "balanced" to this number since it's this what seems to be their idea of balance. Last stats they posted it seemed that killrate went down by quite a bit but its still far from 50%.
The stat is massively inflated by potatoes rolling their faces across the keyboard. After you get to mid-tier MMR playing a suboptimal killer is basically torture.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2595624#Comment_2595624
They can with perks. I'm not saying that's a good outcome, hence it being the worst case scenario, but it'd definitely reshape the meta lol
Again, I don't think that is definitely going to happen. You need a lot of coordination to make CoH work to that degree, and solo-q players simply don't have it.
You think coordination is required to see the boon aura, go to it and heal? Why do you think that? It's an action that benefits a solo survivor, so of course they'll acclimate to it quickly. Humans get used to things that benefit them very readily.
Perks are not a solution to other perks. They're a band aid. Rock paper scissors is a poor way to balance an asymmetrical title, cuz three of the other people are playing rock when you're countering the paper.
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Hold W. Drop pallets on them. This build is incredibly inefficient from a time perspective.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2595380#Comment_2595380
That is definitely why it's strong, but since you don't technically need to do that to stand a chance- see again, instadown and Broken- I don't think it's going to break the game.
Might still need tuning down, though. It's only been active for like, a combined three days, so we'll have to be a little more patient to keep an eye on it.
You understand most killers don't have instadowns or a reliable way to inflict Broken, yes?
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Nurse is the only killer I'll DC vs. There's just nothing you can do about her. Get hit, die.
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@vacaman said:
https://forum.deadbydaylight.com/en/discussion/comment/2595047#Comment_2595047
Convinently ignoring the time spent on lockers, and the extra Streetwise perk.
He doesn't ignore that time. In the video he addresses it. Killers don't patrol lockers, they patrol gens. If you hop in a locker while the killer is nearby, refill your toolbox and slam out the gen as soon as they're gone, you've lost no time at all.
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I don't like hexes as a counter to or interacting with boons in any significant way. I don't like hex perks. Don't run em. I don't b wanna be forced to run hex builds to counter broken boons.
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They're utterly busted, but the majority players benefit from them, so they'll continue to be busted
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@Dumpstick said:
https://forum.deadbydaylight.com/en/discussion/290441/no-scratch-marks-no-aura-no-med-kit-no-problem
4 in a match is 8 perks which aren't Dead Hard, Decisive Strike, Unbreakable and Borrowed Time. All perks have trade offs.
If it's a problem "do them bones."
The only perk on that list that troubles me at all is dead hard
"Do bones lol lol lol"
You CAN'T do them. You give them a gentle touch and they're relit as soon as you turn your back. Unless they're in your face the time investment spent finding, travelling to them and snuffing them is game losing.
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@jesterkind said:
Shadow Step isn't really that strong, though? Removing scratch marks is only a moderately good effect for the survivor side unless you're in an indoor map, and removing auras is good but pretty easily played around in the long run by just not leaning on aura reading perks as your sole source of tracking.
Circle of Healing is strong, but worst case scenario there is just that instadown and Broken are going to be more popular, or killers will just commit to a down instead of hit-and-run. It's definitely strong and might need tuning down, but it's hardly apocalyptic.
Shadow step is incredibly strong. It neuters the aura reading part of a killers arsenal. Even the best killers find survivors from stray scratch marks in the environment, not even in chase. And audio? The sound occlusion is bugged half the time and the other half the survivors are running iron will so it doesn't matter regardless.
Circle of healing singlehandedly kills the hit and run play style. It's insane the amount of control is removes from killers in a match. There are no choices to be made, commit to every chase because you cannot create pressure any other way. The option simply does not exist. This is bad for the game.
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@Knotty1985 said:
It's pretty simple.. it's a used up perk slot with no guarantee of finding a totem easily.
I've played numerous matches where I haven't been able to setup a shadow step totem because they were so hard to find and other players without boon perks were cleansing dull totems.
Seriously? As a survivor you will always spawn with a totem nearby. The are not difficult to locate.
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/2593230#Comment_2593230
Do you mean it's not enough that hits are still handled on the Killer’s end as they were before? What more do you want? That is the ultimate advantage in any game; your zero-latency client prevails except with DH.
Is that so? Tell it to my predropping pallet stunning enemies.
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@jesterkind said:
How many times do we have to teach you this lesson, old man..............
So, there are two things to say here. The first is that the idea of the perk is to provide a continual safe haven- both for the survivors to get buffed, but also to keep them off generators + out of position for the killer. If the perks are single or limited use, they won't achieve that goal; it's not a question of balance, it's a question of what the perks are for.
The second is your allusion towards Hex perks. They're not the same mechanic- they shouldn't function the same way. It's not just that it's obviously fine for Hexes to be removed on use and Boons to be continually blessable; there's no point comparing them that way at all because they're not designed the same way nor do they do the same things.
Yeah, one survivor off gens for 14 seconds in order to give their team 2-4 additional perks in perpetuity if they pressure the killer hard enough that he never has time to find and snuff the boon. The horror. What a waste.
And out of position where? In a place the killer has no interest in being? That's hardly out of position; it's perfectly positioned. Circle of healing obliterates an entire play style. Hit and run is not a thing anymore because survivors have an infinite healing resource. It's broken. Power creep at it's finest.
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@Capri_Monke said:
https://forum.deadbydaylight.com/en/discussion/comment/2593317#Comment_2593317
It really sucks that i cant even use filters to be honest
You can just turn up brightness, contrast and gamma in the Nvidia settings. This is what I do, but it's a poor replacement.
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Yeah it only works for the steam version. Also updates don't go thru half the time and I have to reinstall the game when there's a patch.
Wish they'd just do cross progression.
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@Brokenbones said:
But they just nerfed keys and hatch? Notoriously survivor sided mechanics
There are a lot of reasons to be annoyed and upset at BHVR but siding with one aspect of the game isn't one of them imo
Those are literally just evening out the mori gutting. And they let it stand in the survivors side for a year.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2592015#Comment_2592015
Kind of yes, pretty much so that the perk works as it should and should prevent the times when you're "exhausted on the ground" even though your perk worked, but the killers ping was higher.
Cool cool cool. Ya gonna give killers anything? Anything at all?
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2590670#Comment_2590670
Speaking specifically about Circle of Healing...
- Very few survivors can find a totem reliably, so the large majority of survivors are going to run Small Game or something else. So most times Boons are taking up 2 spots.
- Next, let's do the math on healing speeds for boons.
- Boons take 14 seconds to bless, 16 seconds to use. So 30 seconds for a heal.
- However, you also have to find the totem, say that takes about 16 seconds. But to err on the side of caution, let's say you're really fast at finding a totem, so 8 seconds. The heal time is now up to 38 seconds
- Since survivors won't be around the totems area of effect, they will have to travel to it. I would say on average, you will have people in it about 1/3 of the time and survivors that have to travel about 8 seconds to it the other 2/3s of the time. So 4 extra seconds for travel. The heal time is up to 42 seconds.
- First Heal - 42 seconds
- The 2nd Heal would add 16 more seconds for healing and 4 seconds travel time. So 2 heals cost survivors a total of 62 seconds, divided by 2 is 31 seconds for each heal.
- The 3rd heal would add another 20 seconds, so 82 seconds. Divided by 3 is 27 seconds for each survivor.
- If the Killer breaks the totem, which the probably will before 3 people gets heals, then you add 14 more second and 8 seconds finding the totem.
Now take Self-Care and Botany Knowledge
- If you heal yourself, you are getting 21 second heals. 21 second heals is much better than 27 second heals.
- However, if you heal someone else, you are getting 10 second heals. Boon totems will never beat Self-Care and Botany Knowledge for the speed of heals and Killers can't "snuff out" Botany Knowledge and Self Care. Botany Knowledge works for the entire team.
We'll Make it
- Single perk that gives you 8 second heals. Again, much more time efficient than Circle of Healing and benefits the entire team except yourself.
Do you see why Circle of Healing isn't a big deal. You can ignore it as Killer until you are going past it and it only hurts survivors, time-wise.
All the while you are spending an alleged 40s to create a boon, your teammates are slamming out gens. The time investment is very much worth it. Not to mention the survivors always spawn next to at least a dull totem.
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@Seraphor said:
Distortion is already a strong perk. It not only hides you for three different aura readings for up to 30 seconds, but it gives you info. It tells you which aura reading perks the killer is using, which is valuable information, as you can now avoid those instances.
Distortion pings at the start of the game? You know the killer has Lethal Pursuer, you can hide, and avoid other survivors for the first 20-30s of the match, and you've now eliminated one killer perk.
Distortion pings when you're healing a survivor? Nurses Calling, don't heal close to the killer.
Distortion pings after a survivor is hooked? BBQ, now you know to get in a locker or hide behind a generator when the killer picks someone up.
Distortion DOESN'T ping when a survivor is hooked? Great! No BBQ, now you don't need to hide when the killer picks someone up, saving time!
This is information that serves you for the entire game, not merely the 30 seconds of active concealment.
The only buff I would give it, is a small area of effect, 4m like Prove Thyself, where other survivors are protected. This is because if it pings with Nurses Calling while you're healing someone else... the survivor you're healing is still revealed, making that hidden status completely worthless, and now the killer knows you have Distortion because they saw the aura of a survivor getting healed by no one.
Distortion is awful. It works precisely three times and if the killer has no aura reading perks it does nothing. It should have a way to regain tokens and a secondary effect.
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How tiresome this is.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2589798#Comment_2589798
I pressure gens. If i’m in RPD or Lery’s I have a harder time finding the totem.
Yeah, it's just not even a choice really. How often do you get to a gen when it's 90-99% and chase a survivor off? That's a big play and if you risk finding and snuffing a boon the gen will be done. It's just not worth it.
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These are good ideas that would really make legion feel a lot more fluid.
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I also really like vampyr, but I don't think the protagonist really suits dbd. He's arguably not a killer or a bad person, just somebody put into a no win situation.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2589587#Comment_2589587
me too. I can take out a boon in a couple of seconds and they'll have to waste a lot of time blessing a totem again.
My experience is that I hear the chime and have to decide between figuring out where the thing is or pressuring gens.
So the boon stays up, obviously.
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This is absurd. Just give the killer a BP multiplier based on how many people are grouped up.
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They don't overnerfed hatch and they overnerfed Moris.
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I'm pretty sure that's exactly how it works.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2579710#Comment_2579710
The mechanic may be easier to play around as the killer, naturally, but it'd be abandoning the function of the boon totems. After all, they're supposed to be a safe haven continually dragging survivors away from generators- how can they be doing that if the killer can easily stomp on the two or three totems that are going to be in advantageous positions?
There's a reason killers can't break or destroy totems. It's not bad design and it's not a flaw to be fixed, it's very intentional and it's actually a good decision. If the boons need further tweaking- which they probably do- you need to look elsewhere, because being able to permanently disable the perk or any of the totems would completely ruin the point of the perk and ensure it's nothing more than a momentary annoyance.
Unless the killer is destroying every totem on the map, the safe zone will still be available. It just may not be in the survivors first area of preference. That's fine.
It's cute how you try to paint a single survivor granting their team an additional two-four perks as dragging anyone off a gen. The other survivors are progressing the game while the blessing is occuring. The time lost is inconsequential and refunded if you use the perk a single time.
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Quite welcome. It does feel like a public service.
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Unfortunately your dying is gone thirty seconds into the match.
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@ion_eyes said:
https://forum.deadbydaylight.com/en/discussion/comment/2579775#Comment_2579775
Not sure I really recalled ever telling people that? Can you point out where I did?
Are you familiar with the concept of contextual speech and tone? You don't have to say a thing outright to say it.
I understand that you're being intentionally obtuse and trying to be cute, but it's just sad.
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Telling people to sit down, shut up and stop behaving in ways that displease you is the opposite of positivity.
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Massaging the ego of a company that doesn't even know you exist..... Why? To what end?
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The goo stuff from Splinter. I dunno how it'd work, but watching it creep along the environment would be very cool.
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@Mandy said:
Don't worry, we won't ban without sufficient evidence!
What happened to the proposed autoban system?
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2579515#Comment_2579515
I was gonna answer that and then realised I was getting too in the weeds arguing with you when that's not the point of my initial comment and especially not the point of the thread, so I'll end with this: Coming into someone's idea thread and saying "cool but the devs aren't gonna do that" is needless negativity. It's not helpful, it's not constructive, and it's only arguably even halfway accurate.
I would say that correcting misinformation is always constructive.
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@indieeden7 said:
Okay, but only if we make it so that survivors don't need to bless the totem, it is done automatically, their effects are map-wide, and it takes the killer 14 seconds to break. Oh, and survivors should also be able to interrupt the killer from breaking it.
Boon effects are hardly comparable to those of hexes, their fundamentals are completely different, treating them the exact same as hexes would be silly.
Nobody in this thread equated hexes to boons except you. They're very obviously not equivalent, the only mechanic they share is totem interaction.
OP's idea doesn't make them like hexes in any way because of the fundamental difference that you can relight boons. Just at a different totem. Survivors would still be able to use their perks, just not in the same area indefinitely.
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@jesterkind said:
I like these changes quite a bit! Doesn't go over board, buffs what needs buffing and reworks some of the more annoying stuff. I'd be sad to see the Broken pin go, but what replaces it looks pretty solid!
https://forum.deadbydaylight.com/en/discussion/comment/2579234#Comment_2579234
To this, though: Why would that be relevant? They "looked at" Slinger because he was obnoxious and unfun to play against, not because he was weak and needed buffing. He does, but that wasn't what the point of their changes were. Legion isn't in that spot so there's little reason to assume they'd be overall nerfed, or even given the same treatment as Slinger where they're shuffled a bit so they're the same strength with a little more caution. Needless negativity, not constructive to this conversation.
Needless negativity or a reality check? The ghost face point stands, that addon pass is considered a nerf by many. I'd qualify the pig's add-on pass a nerf as well, even after it works.
I'm saying that they did not explicitly spell it that they were due for buffs. This is not negativity, it is the reality of the statement they made. When you employ deductive reasoning and look at the other stuff they've done, it's fair to think it might result in net nerfs.
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Tat, I reckon you have a line to Almo so you might know something, but that does not mention a buff.
They say specifically Legion is on the list to look at. That language does not necessarily mean a buff. They just "looked at" slinger. How'd that shake out for him? Ghost face got an add-on pass that was an overall nerf you could argue.
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I appreciate the effort you put into this, but they didn't say they were buffing legion.
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So you hit someone with frenzy, wait for your power to come back and hit them again? Can you not vacuum them into a pallet? Don't you have dead hard?
Seems like a dumb gimmick and very minor nuisance.
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@Slaughterhouse3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2577746#Comment_2577746
Yea I support survivors having more things to do lol
..... It's less time spent healing because it makes each survivor self sufficient. Not to mention if shadow step gets you out of a chase. That's a huge point in your favor right there.
I really don't understand how folks don't understand how the time investment shakes out over the course of a match m
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Boon: can't win a chase until you find and snuff this thing
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These look very fun.
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@Sabby said:
https://forum.deadbydaylight.com/en/discussion/comment/2576906#Comment_2576906
Yeah everything against a survivor's so unfairm play killer see whats "unfair"
I literally main killer. Look at my post history. Facts exist outside of bias, old undying was very poorly implemented.
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Imagine snidely and condescendingly defending a moronic pyramid scheme.
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Give tights to the men, cowards.