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Zozzy

Zozzy

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Zozzy
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  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2780197#Comment_2780197

    How so? A killer can bring a post gen 5 build with NOED, No Way Out and Bloodwarden.

    Why is it that anytime survivors win, they're op, but when killers win, the survivors are just bad?

    Keep living in your bubble. 🙄

    Technically my Trickster is "OP" because i win more than i lose with him. Then you look at what the survivors are doing and they just sit there on the gen and let me get close, Then they just hold W and let me land all my knives for a quick down. They don't understand how to use tall structures to waste copious amounts of my time or to run early when the lullaby starts playing .

    Eventually i get a team with a combined 20k hours (i am not even kidding or spitting hyperbole) and at best i can land 2 or 3 knives between all the trees and junk they keep between us as i chase, while always running away super early. They never run in a straight line and do a quick side step as they run that doesn't seem to slow them down at all but makes the majority of my knives miss.

    Body blocking is also common amongst good survivors. as seen here.

    https://www.youtube.com/watch?v=VcRZ7BMFGn4

    Killers win when the survivors are severely below their level.

  • @Labrac said:

    Yes, survivor have been nerfed way more than killers overall.

    The reason should be obvious though.

    Pfft, nah.. Infinites were just a skill issue and didn't deserve to be removed. It was the killers fault that someone held them hostage on Ironworks of misery for 3 hours using the infinite before a dev had to step in and ban the survivor.

    This can totally be counted as a nerf to survivor instead of a sane update for the over all health of the game.

    Just like super fast self care where you could heal in the time it took a killer to kick a pallet. Oh and The days before exhaustion where you could just constantly use sprint burst over and over and over in the same chase. The killer just needed to learn to counter it with magic.

    People that count all this stuff are reaching so hard to prove their point of view.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2741503#Comment_2741503

    This kind of scrutiny doesn't really show itself when there's another 'survivors OP' claim.

    Though it doesn't matter. Hook suicides, facecamping, afks, they're all part of the game as a whole and are factors in the overall game balance, to an extent.

    What they really need to show is kills before the 5th gen is done. Survivors that die after the gens are done are just throwing and inflating the stats.

  • @Nathan13 said:

    I’m so sick of people complaining about boil over already, the meta is just never gonna change if the perk gets nerfed.

    You don't change a stagnating meta full of overpowered or strong perks by buffing or making equally or even stronger perks. Survivor meta is all about second chances or extending chase time and nothing will ever top that unless it does it better.

    Likewise the killer meta is all about gen slowdown and nothing till top that if gens and maps are not sorted out so they have time to do anything.

    Boil over will not be meta because there are maps where it does nothing. The problem with it is that it is a bully tool for SWF who will get maximum use out of it with body blocks and other perks like breakout. It also breaks some maps when used with hook offerings.

    It isn't healthy, it isn't meta changing. Remove the 25% regression.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2779822#Comment_2779822

    They have admitted a mistake a grand total of one time before and it was due to survivors being unhookable.

    One of the previous patches effectively made survivors unhookable due to a change in the "Save" mechanics with flashlight and pallets and they had to hotfix revert it while admitting they screwed up.

    So hopefully this will be their 2nd time admitting it...But I doubt it.

    They only admitted to that because even survivors were raging at them.

  • @[Deleted User] said:

    I enjoy playing her. The issue I'm finding is I don't know how much info survivors are getting when I phase so I can use that for strategy. I hardly ever face her as a survivor and when I do the ones I face almost never use the power. I don't really know how it looks on the other end.

    They know your exact position, even more then if you were not in phase and trying to mind game a wall.

  • @konchok said:

    I'm very much a killer main and I don't think that Boil Over is OP, it is however very annoying. It's the sort of perk that makes you tilt immediately if used to escape from a killers grasp on the way to a hook. Now a single hook does not make or break a match, but being put in a situation where you are punished for completing your objective because they've positioned themselves in such a way where they cannot be hooked feels so bad.

    Is this from the perspective of a blight main or low mmr? because one hook can very much determine the outcome of the game with good survivors.

  • @AnneBonny said:

    nothing pleases anyone in this community and you all act like children over a video game

    I was pleased with the ds nerf :(

  • @Tubby_Squirrel said:

    "but unfortunately the bad always leaves a deeper impression."

    and THAT is the handicap you all need to overcome! Once you count them the same you will enjoy the game so much more! Once you realize 1=1.

    I know this is hard... its human nature to over-value the negitives and under-value the positives but you CAN learn to rig yourself of this limitation!

    IT isn't so much that we remember the bad. It's that in this game the "good" matches are clearly full of potato players. The good players show that nothing you do as killer ever determines the outcome of the game and that the survivors are in full control.

    Assuming you are not a god tier stretched res full filter blight/ nurse.

  • @ShinobuSK said:

    https://forum.deadbydaylight.com/en/discussion/comment/2774486#Comment_2774486

    Yes you arent wrong. However survivor can be aware of those flicks and simply try to position themselves so that hit would not be possible or quick run into different position cause they know Blight's line of sight is very limited when he is doing it.

    Of course you cant avoid it 100% of the time but depending on map you playing, you have always options to do so.

    I find killers like these more fun to verse, looping M1 killers is the same thing over and over

    Stretched res says hello. They don't lose sight of you while doing this and even proudly display their 900x1080 res on their profile like its a good thing...

  • @dictep said:

    Probably they don’t play also against the same undying ruin pop tinkerer tricksters I face

    But its a Trickster so.. i don't see your problem. Just loop the shack for 3 gens so they get no value out of ruin. You could also just break or boon the totem to reduce him to 2 perks if you want.

  • The perfect solution is to admit it was a horrific mistake and remove it. The more realistic solution since these devs never admit a mistake, Is to make it slower than self care.

  • @IronKnight55 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2773205#Comment_2773205

    I've defended both sides. I play killer too, so I do want a balanced game. Even if some people on here think otherwise.

    I'd rather a game that isn't balanced around camping, tunnelling and slugging while hoping the other survivors are altruistic and don't just do gens and out.

    in Why Comment by Zozzy
  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2775942#Comment_2775942

    How you can play around while Artist is camping with DMS + PR? And ofcourse while she is spamming her crows? Tell me please.

    https://forum.deadbydaylight.com/en/discussion/comment/2776089#Comment_2776089

    Matches with DC are not included in the statistics. They are not affecting kill rates or anything else. They are looking normal games for balance. And i have not dc that much on my games.

    Did they say the entire match or just the dc is not counted? What happens if someone disconnects during end game where 3 survivors would have escaped? Had that plenty of times against swf who refuse to lose.

  • @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/2776076#Comment_2776076

    How many of your games do you get an instant DC at 5 gens. I think it's statistically insignificant.

    Any game with a DC is significant but i get it quite often with Trickster and nurse/ blight. But the big kicker was Pinhead. I would say 8/10 games had someone rage quit at some point and what do you know? he had a high kill rate causing them to nerf him.

  • @konchok said:

    At this point I don't think BHVR trusts their community. And I can see why, the community has largely been complaining about how survivors are OP when it's clear as day that Killers have been dominating and still are. So you can see how they would be wary of listening to feedback about balance.

    Hard to trust their statistics when they include the 3 survivors that stay in a game with an instant DC at 5 gens. That's a totally fair game and should be counted towards your balance decisions.

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/2773208#Comment_2773208

    Because people will complain about every single change, no matter what the change is. I played vs someone with Boil Over earlier and yeah the extra push it gives you is a bit weird, but at the same time, old Boil Over was pretty much useless. I feel like adding the extra wiggle progression for falling down is an instant wiggle off though, so it'll bring abuse from people going upstairs in buildings/houses on purpose to get downed there so the killer gets stuck in every door way and then drops them when they jump down a balcony. I feel like they'll reduce the percentage of bonus wiggle progression. But at the same time, lot of people are using it to try it out and to play around with it a bit and then they'll forget it exists.. like Lucky Break when it got its boost.. Lots of people played it at first, then a week later no one used it anymore.

    You don't see lucky break because it takes at least 2 braincells to get something out of it. Better off to use half a brain cell and just stick with ez second chances.

    I went up against a team using lucky break and it was one of the most frustrating games i have had in a while.

    Same with breakout. That perk is broken when a swf uses it, but again it takes 2 braincells to use it so nobody does.

  • Depends what rank you re in and how stupid the survivor is placing the boon.

    If they place the boon directly next to a gen within your 3 gen then yeah.. no issue as you will snuff it every time you walk past that gen. If they place it on the top floor of Ironworks while the gens are on the opposite side of the map then good luck building up any pressure.

    The thing people fail to comprehend is when a killer is walking to a well placed boon away from the gens, they are working at 0% efficiency. all survivors are working on gens and nobody is being chased or stalled.

    When a survivor is blessing a boon the team is working at 50-75% efficiency depending on what the killer is doing at the time. That one survivor taking their time to bless a totem does not stop the survivors objective from progressing while also giving a substantial boost to their team or a big time sink to the killer.

    It is busted and one of the most game changing perks to ever enter this game after deleting the hit and run playstyle completely.

  • The second blink is off even when using it normally. Max range feels fine but small adjustments don't blink where they should.

  • Just played the nurse and the second blink is really, really off. It is shorter than is should be when trying to hone in on a survivor, but the max range feels normal.

    I am also getting the m1 bug where i can't hit after the second blink.

  • @brokedownpalace said:

    I'm more concerned with the Buckle Up change. That thing is officially busted.

    Yep..

  • Sec, let me just download a12th perk slot on my killer to cover another failure from the developers.

  • @Nathan13 said:

    I'd only be concerned on RPD.

    Farm maps with the house will be an issue and red forest with a body block. Basically anything with a building and swf = no hook for you.

  • @DesignDad said:

    First off, amazing post and follow ups. Thank you for taking the time out of your day to help break down these very complex design challenges into a more readable and understandable form!

    PS – Love Trueskill, I remember reading papers about it many years ago. It solved some problems with matchmaking that are unique to videogames (ie building a fresh team for every game) in interesting ways.

    https://forum.deadbydaylight.com/en/discussion/comment/2768500#Comment_2768500

    It’s absolutely a challenge to communicated about this topic, as it is both extremely technical and complex. When doing a Q&A stream, I am trying to boil down years upon years of research and experience into a few sentences that are understandable, correct, and quick to deliver so that we can answer as many questions as possible. As much as I would love to talk to everyone for hours about Matchmaking, the mathematical nuance of Glicko-2, and how all of this needs to be modified to apply to an asymmetrical game… At some point I need to get back to working on the game. 😊

    https://forum.deadbydaylight.com/en/discussion/comment/2768605#Comment_2768605

    I’ll offer up a bit of clarification about this point: There is a “soft” cap for MMR as it is considered by the Matchmaking system. A player’s numerical MMR value is allowed to go as high (or as low) as the math says it should. However, when the Matchmaking system is looking at building matches from players in the queue it will effectively round down (or up) the extreme outliers to help them find a match. This was done in direct response to one of the MMR tests we ran last year: Some players were completely unable to find a match because they were such extreme outliers, no matches could actually be formed with them involved. The soft cap is a dynamic value that we can change at any time (and we have adjusted a few times already). Right now I think it’s around 2,000, so any players who have an MMR above that value are treated by the Matchmaker as though their MMR is 2,000 for the purposes of building a match. Post-match MMR adjustment is still based on their ACTUAL MMR, though.

    It's worth noting that this isn’t done because there are tons of players above the cap, it’s actually the opposite! The vast majority of our players fall within our lower and upper soft caps. The caps exist to handle the rare, but still real, edge case of extreme outliers. They deserve to play the game, too!

    https://forum.deadbydaylight.com/en/discussion/comment/2768229#Comment_2768229

    Sadly, in practice, it’s much more similar to the worst-case scenario. It still weighs MMR a bit when backfilling, but not in a meaningful manner. This is partially a hold-over from the Rank-Based Matchmaking days. But, as mentioned, it has been identified and is something we are actively working on addressing!

    https://forum.deadbydaylight.com/en/discussion/comment/2768500#Comment_2768500

    Improving the algorithm to take into account team results is also underway. Originally, we didn’t pursue this approach because Survivors can leave a game and start searching for their next one before the previous game had completed, meaning there were no results available for updating their MMR. This is one area where the solo-result system has an advantage, as soon as you are done in a game your MMR can be updated.

    In reality, the MMR adjustment from a single game is small enough that you likely won’t notice a difference in opponent from match to match as MMR adjustments are meant to show impact over many games, not just 1 or 2. Our hope is that we can hybridize the system and use both team results and personal results to generate an even more accurate MMR that contains the benefits of both approaches!

    As another note about the various posts talking about the 1v4 aspect of DbD as it pertains to the maths:

    Our batch update logic (that’s what updating with multiple results simultaneously) is based on the Glicko algorithm. It (Glicko) was designed to handle situations where you’ve got multiple results in a short period of time where there’s unlikely to be much difference in the skill of the player between those games. To put it another way, think about someone going and playing in a one-day tournament: They win some and they lose some, but their skill level at the game was probably the same the entire time. In DbD, we use this for Killers to process the results of a single game: 4 matchups that all happened simultaneously are “batched” together to make use of this approach.

    If you’re more curious about the maths, I encourage you to check out Mark Glickman’s website about it! He provides papers explaining the formula in detail. A quick search for “Glicko” on your search engine of choice should lead you there.

    We have made many customizations to the formula to reflect the asymmetric nature of DbD, but the core mathematical concepts remain the same. 😊

    I am happy if you make it account for the team. That is how identity V does it and it accounts for somebody carrying the team, but getting face camped by a bubba during the end game won't punish them. It also makes the whole 2k is a draw thing an actual draw.. and a 3k should lower the teams mmr a little while a 4k lowers it by more.

    I think this just got mixed in to wall of rage caused by the teeny tiny nerf to COH ... hint, hint >:-(

  • I just go for hooks and let survivors 4 man out when it becomes boring ( 4 man swf full blown meta squad with synergised perks and map offerings to force horrible maps on the killer )

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2769588#Comment_2769588

    If you order from a restaurant you're far more likely to complain to the waiter if the food is bad than ask them to compliment the chef if it's good, it's the same for anything else, not everyone realises this however :(

    Also, do you always leave a bad review when you get a busted product from amazon / ebay or are just not happy with it? because i sure as hell don't and can't be bothered..

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2769588#Comment_2769588

    If you order from a restaurant you're far more likely to complain to the waiter if the food is bad than ask them to compliment the chef if it's good, it's the same for anything else, not everyone realises this however :(

    I realise this. But again you can't ignore what is being said, especially when your game is probably at a 90-10 split to the happy side If q times tell us anything.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2769449#Comment_2769449

    And I said that they aren't indicative of every survivor, so your post that exists solely for the sake of making us vs them drama is just... Here.

    The forums have unironically said that no mither is op, does this suddenly mean every killer player thinks that? No, because people aren't that much of a hivemind.

    Loud minority, quiet majority. Those with the most discontent have the most to say.

    I hate this.. Loud minority, quiet majority.

    If everyone couldn't be bothered posting then nothing would ever change and we would be stuck back in 2016 dbd and the flashlight change would have gone through without a hitch.

    Plenty of people may or may not think the same but don't want to post on the internet. It doesn't mean you can ignore the minority that speak up.

  • @Kira4Evr said:

    I read the title and was like: "Yea, where are all the fun killers"

    Nowadays I only get the same 3 killers every game. And its, ugh.

    Survivors demanded that they all get nerfed.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2765860#Comment_2765860

    It honeslty could be that 75% healing speed is fine. Because, if I am not incorrect, the self-heal speed is affected by this too. The reason the speed was increased to 100% was to cancel out the speed of self-care initially. If the mechanic still works the same, this means that self-healing now takes 19 seconds. You might think that it only adds 3 seconds to a 1 on 1 heal, but that's 6 survivor seconds being wasted(minus the time needed for both to be in the radius). And if 3 people heal, it might "only" add 1 seconds, but that's still 3 survivor seconds wasted(excluding the time needed for all 3 to run inside the radius).

    Personally, I think they should add 1 more mechanic to boons tho: for every boon that is active, increase the radius with 6 meters, starting from 0. I do think that effect is a bit too weak with Exponential and Shadowstep, since those effects arent particularly amazing in most scenario's, but they could be buffed somewhere else to compensate(not necessarily practical buffs, but like, exponential also making you crawl 10% faster inside it's radius, shadowstep making footsteps 5% more silent)

    So that if people JUST run circle of healing, its 6 meters, but if they run 4 boons, its 24 meters. Basically giving people the incentive to run more boons together, making it worth the killer's time more to snuff the boon. Or they could start out with 6 meters and cap it at 24, meaning you'd max out with 3 boons(so CoH is 12, 2 boons is 18, and 3 is 24, which is still worth snuffing regardless of where it is, since it's 3 perks).

    A survivor healing doesn't stop the other survivors doing gens or keep that survivor vulnerable for an extended period of time. This is the problem with COH. Healing was already becoming a problem when you got lobbies with 4x stacked medkits, but at least you coud do something about it with franklins.

    Unless that survivor is kept out of the game for an excessive amount of time like self care or worse then it is and always will be way to strong

  • I have never gotten any use out of starstruck when i tried it. They always ran away to the opposite side of the map and i would never see anyone near me or even get an infectious proc for the rest of the game.

    What survivors are you lot getting and how can i get them?

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2763750#Comment_2763750

    Why should DH require Skill to use? Out of all Perks, why this one? No Perk requires Skill to use, Perks are basically "slap them on, use them".

    Most killer perks require them to earn the effect. so why not survivor?

  • You just wasted your time and energy. the devs don't listen to this and do what they want or their investors demand. The COH "nerf" made this obvious.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2763223#Comment_2763223

    Considering the game's player count though, I think even killers with a low pick rate probably still have a solid sample size, one that is at least decently accurate. Twins might be the only exception, because 1.15% is very low, but even then, it's probably not that low either.

    On steam, the average player count is 40K at the moment. Let's say about 7K people of those are playing killer. In Huntress Case, 8% of killer players play her on average. That's 560 people. With Twins, it's only 80 people. However, the average player count depicts how many people are playing the game at a given moment, on average. So you can kind of multiply that number with how many matches are possible in one day. Then you've an approximate idea of how many times a killer is played in one day.

    And that's just one day, and not taking into account the concole players, as well as the epic game store players.

    Unless I am screwing something up here.

    You balance around all mmr levels by using the mmr to place people correctly and not opening it up to whoever is available because they value time over balance.

    Thats the point of an mmr system! you balance for the top and mmr sorts the payers

  • @IronKnight55 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2764883#Comment_2764883

    Didn't they buff something when they nerfed him? I could be wrong, but I thought they did.

    They buffed his aim move speed to a useable level with addons and then quickly nerfed it to a useless level before it even hit live.

  • Nope. I wish they would do it but for some weird reason they won't.

  • Probably because the survivor side is easy?

    When you lose on survivor the usual response and feeling is. How and why did we lose that? and then you start looking at what your team was doing while you ran the killer for 2 minutes and no gens popped. Survivors can pin the blame on the others because that is the reason they lost. The other survivor didn't hold M1 on a generator and instead stood in a corner or opened chests.

    When you lose on killer the usual feeling is what else could i do? When you play killer, there are moments where you just can't do anything because survivors did hold m1 on a gen and the game is not balanced for that. Large maps with a 110% killer are lost purely thanks to travel time and nothing the survivor are doing. Put a ranged killer on an indoor map and they lose because they are slow and have no power. I can go on but you see the point.

  • @Astral88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762884#Comment_2762884

    Yea but they've to deal with it. Survivors also have to deal with NOED and some other super annoying Perks and "special strategies" aka Tunnelling & Facecamping. And then on top, some ppl rly still cry about Circle of Healing. Some parts of this community are absolutely ridicilous.

    @Astral88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762727#Comment_2762727

    Ok, but what exactly is the problem here? You are talking about a SWF as it seems like and this is unfortunately a different thing. We all know, that SWFs are overpowered, regardless if they bring CoH or not. If you aren't experienced enough to deal with it, you just cannot do much anyways. You guys should also think about casual players and the mid tier and not only the high end ranking. I either meet teams in my range or teams - thanks to the SSBM - absolutely out of my range who destroy me while I play on a killer with bad perks, cause I don't wanna spend since Myers is LVL50. But they would also destroy me without CoH. So that rly doesn't matter too much to me.

    https://forum.deadbydaylight.com/en/discussion/comment/2762739#Comment_2762739

    It's supposed to be an asymmetric PvP game. Of course you are fighting 4 survivors and you need to outplay them smartly. Thats not happening always. But I put the blame on BHVR for changing the game into a sweating contest by changing the Ranking System to SSBM which is absolutely poop, but whatsoever.

    Are people really this clueless? Tunnelling and camping have soared after the release of this stupid perk for a reason. Killers have nothing left because injuring and leaving a survivor is pure wasted time thanks to this abomination of a perk.

    Pre COH- hit a survivor and peel off to hit someone on a gen next to you. That survivor now needs to use up their medkit or force someone off a gen to heal them giving the killer more time. During this time you as a killer have the opportunity to find that survivor out of position while injured giving you an easy down creating more pressure.

    Post COH- You hit a survivor and peel off to hit someone on a gen next to you. That survivor runs to the edge of COH and heals... while the rest of the team churns away at the gens uninterrupted.


    As fot your WAAA solo players argument. This perk has single handedly won me games in solo that we should not have. As long as SWF is in the game and the problems it causes are ignored, then you can't release perks that super buff them. Hell i even ask if anyone is using COH so i know if i need to bother running it or i can take some other second chance as survivor because you only need it to be run by a single person. (just don't play Mikaela because she will be hard tunnelled out to remove the boon)

  • @Astral88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762677#Comment_2762677

    Med Kits are limited and I'm running out quite often on my P3 survivors, Self Care is most likely useless, unless in EGC eventually. And yea, I'm aware of it. But that also works without CoH.

    Thats the point. Self healing should be limited. It's way to strong and was already a problem before COH but now it has reached stupid levels with a competent boon user and team.


    Sure, you can just go and snuff it.. The problem is that any decent survivor will put it in a really out of the way place that will waste way to much of your time vs one survivor out of 4 taking seconds to set it up again. A killer snuffing a boon in the back corner of the map is not progressing their objective, while one survivor setting it back up does not stop the other 3 from doing gens.

  • Its another way to shake up the meta.. just make old meta perks basekit so survivors can take more free lives. Meanwhile killers asking for corrupt basekit (start game collapse idea) nah internal testing has determined this wasn't fun and didn't have the intended effect.

  • Better than nothing.

  • @Astral88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762624#Comment_2762624

    I'm basically only frustrated about one thing which is not related to BHVR at all, more likely to the player base. Survivors got nerfed for ages. We always want to face the fact of soloqueueing players, cause SWF is a different story. Whenever nerfs happened in the game, it most likely affected survivors. Finally they put a reasonable perk and ppl start to argue and cry again about this perk, even when it is ok as it is, but not facing the quantity on available very strong killer perks, some killers and those add ons. Solo queue is tough so there must be something reasonable for solo players. If I cannot rely on my team mates cause they are too scared to heal me or they gotta throw the game cause they think that teabagging is more important - ok! 🙉

    Bring a med-kit or one of the many self heal perks.

    The next step is to play killer long enough to get decent teams that heal the nanosecond you are not chasing them while the team hyper focus gens and don't waste time saving until they need to and attempt to apply pressure.

  • All sbmm did was reveal the games balance and flaws to people.

    The old match making threw you with anyone thanks to the extremely slack pip requirements below red for no reason, and the huge match window allowing greens to be matched against reds. and people were blissfully unaware of the problems because they got potatoes 9.9/10 times.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762075#Comment_2762075

    Overall, I don't agree with that. There's currently way too many things that get screwed over by disconnecting, and not just on the survivor side. Survivors ragequitting rob the killer of hook perks, emblems, and the ability to get certain challenges or achievements. This is very deliberately weaponized, alongside the much more obvious issue of "I don't have a teammate at 5 gens left because Feng didn't like that her CJ tech didn't work." Even if the bot is awful in chase, it's still an extra set of hands to do gens and heal. You can give the bots BT if hook farming is an issue. In the majority of situations, something is better than nothing.

    It's a weak reason. I'm more convinced they won't add this because of the other reason they alluded to - the bots aren't programmed to react to killer powers, so they'll do stupid things like ignore zombies, window vault in front of Huntress, or sit tight with a RBT on their heads until they blow up, and they don't want to have to create and maintain 26+ subroutines for them.

    I think its more that the bots only work on the tutorial map and would require to much effort to program the other maps to make them work and recognise what they can and can't run into.

    Just look at zombies on pale rose...

  • @Advorsus said:

    Everyone is entitled to their own opinion and everyone interprets things their own way.

    But if you stop and think about, COH is pretty strong right now, game changing even. And yeah, people are asking for it to be either gutted or changed completely, which is in my opinion completely ridiculous. It's called circle of healing. An area of healing is the point of the whole perk. They're not about to change the perk or gut it completely because then it would just not be used anymore and the meta would just continue being the same 5-6 perks it's been for a while.

    Your only other options then would be to either Nerf boons entirely and change their mechanics, which would indirectly Nerf the other two that aren't overly strong or game changing. The last option is changing it's numbers which is what they're doing. But I can understand them wanting it to still be strong enough to stay in the meta. Hence the 25% and then they'll watch and see how it does. Then if it needs more tweaking they'll tweak some more.

    Y'all remember mettle of man? It was so broken when it came out and people cried for a herf immediately. Now it's been a perk almost nobody runs anymore for years. So instead of just nerfing all new perks to the ground and keeping the stale meta, I would much rather them tweak it as they go along until it feels healthy.

    You don't change a meta filled with broken and op perks by adding equally or more broken and op perks. Survivors have plenty of good perks to choose from but don't bother because nothing is, or will be stronger than extra lives and ways to extend chases.

    COH didn't even change the meta, it just filled the 4th random perk slot on a single survivor while the other 3 take other broken filler stuff for their 4th slot.

  • It may or may not be. Personally i hope its a huge change because nothing can be worse then what we have now right?....

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2761762#Comment_2761762

    CoH will be adjusted in the next patch...not in a years time. So when the next patch drops, the CoH change will be in there.

    You mean slightly meaningless number tweak. People want the perk changed to something else or gutted to the point it isn't viable. It is promoting really unhealthy gameplay and can hardly be considered "not game changing" like was said in response to making boons one and done like hex totems.

    Boons are fine, team wide healing is not.

  • Killer perk - Kill it! Kill it with fire@!@#!@#

    Survivor perk- Lets tweak this and see what happens in 6 months.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2761944#Comment_2761944

    Oh, no, of course not, don't be ridiculous.

    An update like DELETING CoH can be expected never, because that's obviously not going to happen. It can be reigned in but they're not going to delete a perk from the game just because some people don't like it.

    If you would sooner see it deleted than balanced, that's on you.

    You can't balance free team wide healing.

  • @jesterkind said:

    Well, of course they didn't make any mention on the majority of those things, half of those are terrible ideas.

    Regardless- nerfing the heal speed is definitely a good first step. Personally, I don't think it's far enough, but I respect wanting to keep an eye on performances while making small but impactful changes.

    So any meaningful update like DELETING coh can be expected in 2024... cool

    Small updates are fine in games that don't have 3+ months between updates. COH is bad and just shouldn't exist. The devs don't understand how detrimental healing is to killers and how much damages this single perk is doing to their game. This one stupid blunder of a perk has encouraged and enforced all the unfun aspects of this game.

    Hit and run is dead. This forces killers to chase someone until they down them, (usually the weak link) and to target the weak link out asap so you can turn the game into a 3v1 for a chance.

    Camping is on the rise because gens are going too fast thanks to everyone being self sufficient leading to more optimal gen rushing.

    A good example is wraith. He was strong pre COH because he would just keep everyone injured and slowly chip away at survivor hook states while keeping them off generators by making them constantly heal each other. Now if you try to play like that, the survivor you hit is usually healed by the time you find someone else so why bother finding new survivors?

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