anarchy753
anarchy753
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@GrayEyes said:
https://forum.deadbydaylight.com/en/discussion/comment/2665361#Comment_2665361
He just said he rarely plays Doctor so he shouldve already started at a lower mmr
And the devs even said for killers it's not 1v4 its 1v1v1v1
So therefore that's 30 games of losing 4 times the normal amount of mmr
Umm if it's working how they say it should he definitely should've lost a ton of mmr don't be silly
The devs also said that killer-specific MMR hasn't been implemented.
There's also been no confirmation by the devs on any sort of values. Yes, they said each survivor is considered an individual win or loss, but they never said that that means a killer gains 4 times as much MMR for a 4k as a survivor does for an escape.
If 30 matches were enough to jump a significant amount then you'd be in high ranks one week and low the next just out of sheer luck.
30 games is not enough to expect a significant difference in an MMR system.
Also "losing 4 times the normal amount of MMR" is just wrong, since you ALWAYS have that same amount of MMR for grabs in a killer match.
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Losing 30 games isn't that many. Considering how long MMRs been going 30 games of losses probably offsets like... 2 weeks of MMR? They said there's no cap to how high you can go so it's not like you can be sitting at the top cap and lose x games to be at the bottom.
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COH really destroyed her, but also flashlights are really popular, and I don't really want to take a lobby if 3 of the people in it can destroy traps in an instant without setting them off, it makes her really annoying to play when you have to spend time setting up for nothing.
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Don't you mean un-unhookable?
If I had to guess I'd say he used the lack of collision from stalking to overlap the hitbox for unhooks or something.
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Mine was just after the Saw chapter.
I played Meg, and ran onto one of the dead end balconies on Haddonfield, where the Doctor bodyblocked the way off the balcony and zapped me until he maxed his deviousness. Then at the end he let me have the hatch.
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I think the perk needs a rework in general. Even when it countered Iron Will the only killer who ran it was Spirit. It's far too niche.
At the same time, Iron Will is way too strong for taking zero effort or interaction.
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Where's the "kinda" option?
It's not meta in and of itself, but because Circle of Healing is so obscenely broken it's sort of falling into the meta just because bringing both gives you two boons with no extra effort. If you had to pick which boon went on a totem instead of it being every one you have equipped then we wouldn't see Shadow Step often at all.
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Personally I think they should get rid of the hammorhage (I know, Oni likes blood, but it's #########) and make it exhausted + broken.
That and remove the cooldown. There's no justification for a cooldown on a perk which already has a by-proxy cooldown of needing to get another down/hook to trigger it.
@PleassBuiltInNoed said:
I use it on Plague and have extreme success with it.
This perk + Plague + Mindbreaker remove exhaustion perks for majority of the trial (like literary 90%+), making survivors waste a perk slot and go down much faster.
However I can see that it's only good on Plague because of her power, on all other killers it's pretty trash thanks to the cooldown.
But I disagree with the 3. point of your post. Injured survivors are harder to down than healthy ones simply because of deadhard and survivor knowing they will get hooked and potentially killed if they go down.
It's the same for Dying Light, Plague should not be the basis on which perks are judged if they rely on survivors being injured or not healing.
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I love all these people being like 'IT WILL BE PERFECTLY BALANCED, AND THE DEVS WILL NEVER MAKE A MISTAKE!'
Can I also get the lotto numbers while you're at it?
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As with all perks that are seen far more than any other, it should receive some sort of a nerf. Not to become unusable, just less desirable over the 90 other perks in the game.
Personally I think it either should have a cooldown, or not trigger multiple times on the same generator.
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@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2660871#Comment_2660871
Dealing with major flaws of a gameplay with perks is what's fundamentally wrong. Not the other way around.
They should fix issues, yes. That is not achieved by just tacking top meta perks onto the base mechanics and calling it a day. That's just exorbitant power-creep and just leads to the game getting more and more ridiculous. It doesn't fix the issues, it just means survivors would have 5 second chances and the killer would have 1 more stall than they were already using.
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Making perks basekit is never the solution.
I do agree that as it stands regression should be higher, because it's almost never worth your time to kick a generator unless you have one or more regression perks based around it, like Pop, Eruption or Oppression.
It's why I switched over to surge on many killers who have less map pressure, because you frankly cannot spend the time kicking a gen and expect to get value out of it.
Unfortunately surge is still ridiculously limited by basic attacks, a range, AND a cooldown.
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Pig.
Whenever you hook a unique survivor, they are instead abducted and wake up inside a personalised Saw trap that they need to escape from in order to continue the trial.
Of course, she's Amanda so all those would be rigged to guarantee you die anyway.
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Only on Clown against Feng. She was like a little squeaky toy.
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Nice hypocrisy from OP.
"My item is so important to me and I need it, it's not fair that the killer can waste 1/4 of their perks to make me drop it."
Next reply.
"Jeez, why do killers think items are so important, you shouldn't care about making me drop it."
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For killers I main Plague and Pig. I also used to play Deathslinger but they already deleted him.
If those two were also deleted, I'd probably main Hag.
For survivors I'm a Quentin main, but if he were gone I'd probably main Felix or Yun-Jin. I also used to main Shirtless David until they deleted the cosmetic and replaced it with no-abs David.
BHVR just enjoys deleting the things I enjoy.
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It would almost make sense as a boon slowdown perk if it weren't a hex. The fact that it only has an effect on the game if the survivors are using 2 specific perks, and can be permanently removed from the game by 1 cleanse or bless is absolutely ridiculous.
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There's no good reason for it.
Why can't I use a charm that is a Wraith in an outfit ON WRAITH!?
I'm a Pig and Plague main, who in the world does it hurt if I want to use Pig and Plague charms on survivors?
I literally can't get my head around it, because you can't even buy them so what possible motive is there for making them unusable by half the characters?
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@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2655373#Comment_2655373
Exhausted works on every exhaustion perk... not only sprintburst.
Exhausted works on every exhaustion perk, except that every other perk is used midway through a chase, so there's often points where you can stop to recover from 5 seconds of exhaustion. Nearly every basic tile has somewhere you can stop sprinting while you mindgame the killer. Sprint Burst is the only one where you're guaranteed to have a moment where they expect the perk to go off and it doesn't, and even then it will go off later in the chase.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2655360#Comment_2655360
No, it makes it much more obvious what the intent was and subsequently much more uncomfortable for people to sit through. Like it's about removing the tool to help people feel more comfortable in the game idk what's so obscure about that.
And let's face it, who even uses any of the Bubba faces? Outside of having them for the sake of having them, which would also be the case were they to be replaced with items of clothing or other accessories, I don't think I've seen a single Bubba wearing one of those faces outside of facecamping the black/Asian survivors in a trail.
I can't say I've ever seen a Bubba exclusively target any race of character, nor have I ever seen a camping Bubba who didn't just camp anyone.
It sounds more like people see the cosmetic and start looking for problems that aren't there.
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@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2655337#Comment_2655337
Getting rid of exhaustion perks really messes with survivors pretty badly. I do agree that the exhausted effects is too short, thats why i proposed to increase the exhausted effect to 10/ 15 seconds. The old huntress add-ons and clown add-ons inflicted exhausted for 30 seconds and were boosted (thats why they got removed).
I'm just of the opinion that if you're going to bring 1/4 of your build with no purpose except to counter exhaustion perks, it should be a reliable method that doesn't suck against all but one of the exhaustion perks.
As much as survivors whine when they don't get their Dead Hard, at most they lose the same amount of their perks as you're using.
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I think it still really sucks.
It only realistically punishes 1 perk reliably, and that's Sprint Burst, which is far from the most popular exhuastion perk. Hell I see Head On more than I see Sprint Burst any more since anyone actually wanting to be a meta slave brings Dead Hard every match.
5 seconds simply isn't good enough. The only time the perk has a decent impact is when you pair it with something else that inflict exhaustion, and the only thing that really exists like that is Blood Echo which in itself is a pretty mediocre perk, especially in a "let's all heal in 5 seconds flat" meta.
It shouldn't take 2 perk slots of weak perks to make a single effect function. The killer is already bringing 1/4-1/2 their perks JUST to counter exhuastion perks which at most are 1/4 of the survivors' perks, and even then it's unreliable.
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Nah. It might get you one extra down at most. If you kick 3 gens with Pop all match you'll have gained more, and you require less hooks to do that than charge up NWO. It's nice but I don't ever see it being meta defining.
It's also a very win-more perk. If NWO triggers with 4 survivors alive you might get 1 kill from it that you probably could have got regardless. If it triggers with 1 survivor alive it's just a death sentence, but at that point you probably won't need it except with super bad gate spawns.
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I think in general they need to go through maps and remove true god pallets. The Game has so many and Lerys has at least a few, where they block an entire hallway or the entire doorway to a tile and you literally have no choice as killer but to break them or lose the chase.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/2651259#Comment_2651259
Yes. Doesn't change what I said. The old system was nothing more than epeen points. It rewarded nothing.
Except we're discussing a rank system, not the completely irrelevant bloodpoint reward that was added that would work with either system.
When I used the term "reward" it was painfully apparent I was referring to progression in rank.
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I did it in solo. This was of course after like 3 Plagues, a slugging Nurse, and a filthy Mikaela who started self healing 1 second before the gate opened.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/2651239#Comment_2651239
It didn't reward you AT ALL. There was nothing you got for being Rank 1 over Rank 20. Blood point awards came with the new MMR system.
That still has nothing to do with MMR, they could so easily have added that at ANY TIME, it's completely separate to the MMR system.
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I'd rather see rank back. It actually rewarded you for participating in all aspects of the game, and being a contributing teammate. Boiling everything down to "did you escape or die" is a gross oversimplification of the game that reflects basically nothing about skill.
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Because rather than make a censor that censors anything rational, they just picked one that is about as accurate as throwing darts at a dictionary.
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@Aurelle said:
He needs a rework more than anything. His current state is pretty bad because he is very strong in a 1v1, but has 0 map pressure due to his movement speed.
Don't say that, that's the exact recipe for what happened to Deathslinger.
If you say that, BHVR is gonna take Trickster to the vet so he isn't so 'excitable' around the other dogs any more.
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The grind is abolutely massive.
I have thousands of hours.
I have 2 survivors with every perk maxed out. I have 3 other survivors at P3-50, none of which have particularly good perks. Every other survivor is around P0-40. Even if survivors are "just skins," it's still nice to not be limited to just one because of how the grind works. On top of that, daily challenges and tome challenges mean I often need to use the other survivors regardless, and they are in a much less enjoyable state, especially when there are challenges like "escape with an ultra rare item with Elodie" which force you to either grind a lot of points for ultra rares, perks like Plunderer's Instinct, or just play a lot of games with her and hope you get something pink from a chest AND escape.
On the killer side, every killer is P3-50. Of those, only 3 have maxed out perks. One of them took over 200 perks at P3-50 before I even unlocked BBQ and Chilli, more to max it. Even if you want to have the weak, weak, argument that "iT dOeSn'T mAtTeR bEcAuSe PeOpLe UsE mEtA," if someone does collect teachables the way 90%+ of the community does, the nature of the game means that their meta build is no more likely on their bloodweb than any other perks.
Most of my killers are in a mediocre spot, which is alright since I'm pretty happy to play off meta with most of them, but I'm an outlier there, and I sympathise with people who would want all their killers to have a very specific build. It is of course a choice to prestige, however I see it as wasted points if I spend millions gaining perks on a character if they are not fully prestiged. It means there's always going to be something more I could have for that character, and that's not to discount the very likely option that BHVR reworks prestige at some point in the future. I would hate for that to happen and I have a character at P0-250ish that all of a sudden is missing out on a benefit, and I have to give up 90 perks to get it.
However, all of this is after THOUSANDS OF HOURS. Most of the grind for me has been alleviated by the fact that I started at the Saw chapter when there was only 11-12 characters on each side, and getting them all to 40 was a relatively quick process. Anyone who starts these days has roughly 2120 levels to gain JUST to unlock teachables, and from there decide what they want to do. Even if they only want one perk from a character they have to do almost the whole grind.
The grind only gets worse patch after patch. New perks are added, which for existing players is a small speedbump, but for every new player is another several million bloodpoints in catching up.
So no, forcing people to prestige before they can get a build they want going (meta or otherwise) is not a valid suggestion, it would just add more problems to a problematic system. It's taken me thousands of hours to reach a point where you say I should be "allowed" to make a build.
And no, forcing diversity by locking perks is a terrible idea. It would lose many players because it is actively taking away options we already have, and it would simply result in a preset survivor meta where everyone would run the survivors based on their perks not who they like, and would VASTLY punish players like myself who invest in a character we like (ie Quentin for me) and would then be forced to either spend millions of points to get a new survivor to the same point we were already up to, or use a build which is objectively worse than other peoples'.
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About as accurate as a validated Dead Hard.
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@JohnWeak said:
https://forum.deadbydaylight.com/en/discussion/comment/2649424#Comment_2649424
Devs said they are not happy with the current camping/tunneling aspect of the game, update yourself. Last Q&A stream.
And? If you ban all the behaviours that survivors don't like, you may as well just replace the killer player with a mediocre AI that moves down the list of survivors to hook them all in order, because you're pretty much just taking away all choice from the killer in how to play anyway.
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"Anything that beats me is a troll, and should be banned, even if the devs have previously said all of it is fair play."
Great argument there.
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As killer it's not that hard to work out.
It's incredibly unlikely to get into high grades without a significant number of 3-4ks just based on how the emblem system works. You can't get enough hits for malicious, hooks for malicious and devout and kills for devout to rank up if you aren't killing people. You can't "de-grade" but you're as statistically likely to depip on the lowest point of a grade as you are at any other pip, so outside of extreme outliers, you're unlikely to actually lose anywhere near as many games as you win if you're grading up normally. From what we know about MMR, there's not actually a huge range, and even if there is, you're probably just matched with broader and broader ranges at extremes or you'd never find a match.
So basically, if you're hitting red ranks, you're getting close to +4000MMR a month at least.
Survivor is much harder to tell because you can perform really well and die and you can be absolutely useless and live, so there's not a great degree of determining where anyone is or should be.
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@Zachcjjj said:
https://forum.deadbydaylight.com/en/discussion/comment/2645770#Comment_2645770
id semi agree it depends on your region like i play oce and there's not all that many hackers even at really high mmr there is a couple tho
Agreed, I think I've faced like 2-3 hackers total in the last 3 or 4 years. We either don't have a lot of hackers down here, or we're better at hiding it.
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MMR really just reeks of them completely giving up on balancing matchmaking.
They took out a system which actually forced you to play well in a number of aspects, and as survivors contribute to the team in meaningful ways to rank up, and replaced it wtih "all that matters is escapes vs deaths," a stat any player can tell you has almost nothing to do with the actual skill of the individual who died.
On top of that they chose to hide it so we can't see where we actually stand, and I'm pretty sure only gave in and told us how it works because it got datamined anyway.
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"BT should be base kit, that way survivors can have 5 second chance perks every game instead of 4!"
Yeah, that sounds wonderful for balance.
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Nerfs are overall healthier for a game. If you only buff things you pretty quickly get insane power creep that just breaks any semblance of balance.
Have you seen how many mediocre perks have been buffed or outright reworked, and nearly none of them have been touched by the players regardless. It's because they'd need to be buffed tothe point of game defining to ever be better than the countless second chance perks in the game, or better than stalling perks on the killer side. There's simply no way you could buff perks like Bond or Deja Vu so much that they would be on par with having another health state.
However if they nerf some of the perks on the survivor side that drag out the match by having so many extra health states and chase extensions like Dead Hard, the killers aren't going to be so reliant on stalling perks so they can afford to nerf them as well without damaging the game for killers. In turn, less stalling perks would mean you'd be less reliant on the game extension caused by Dead Hard to survive. It would bring back the option to use less meta perks when they aren't as demanded by the other side's meta perks.
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Ok so on launch:
- It is one of the most technically difficult powers to land in a chase.
- Even when you land the chain, it's rare that it ever actually does anything of value as it is so quickly removed, and you have to stand still to apply it.
- It is extremely easy for survivors to prevent a chain hunt from ever going off.
- Unless you play nothing but Pinhead and analyse box spawns etc, you're unlikely to ever find the box on the ground.
- Without running Hoarder + solve duration + faster chain hunt, you're unlikely ever to find the person with the box before the box is solved.
- He has a teleport which, by definition, dumps him at the point on the map where the survivor feels most safe to loop him.
After the midchapter patch:
- Any add ons that were worth using are now garbage.
- The time add on combination no longer works as all the add ons are gone, so you're never getting to the survivor before they solve the box, which they also have to do less frequently.
Remind me, what possible incentive is there to play Pinhead? High skill requirement for very, very little reward. A teleport that you never want to use because it always puts you in a bad position, and a global stalling threat which never actually activates. Honestly, you may as well just play Trapper without traps if you're that masochistic.
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I don't see there being any way to introduce luck-based mechanics without it just being some nerf to killers across the board. I'd prefer they just remove the junk offerings and rework Up the Ante.
It's a game where you're playing against another player, you can't all just be "lucky" or it's just beating down on the killer. Like when DS was just everyone's first pickup, you can't all be the main character final girl, it just doesn't work.
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@NoOneKnowsNova said:
https://forum.deadbydaylight.com/en/discussion/comment/2647498#Comment_2647498
I'll admit that's a side to the perk I've never thought about. I'll have to rethink how I'd balance it due to such.
That's what most people overlook with noed. It isn't there to be a strong endgame perk in most cases, it's intended as the stick to motivate survivors to spend time doing something other than gens. It has to be a threatening perk or people ignore totems.
However most survivors see it as "how dare I have to actually adapt my gameplay to a perk" while killers are juggling 16 second chances that they have to play around.
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@NoOneKnowsNova said:
I've always been very iffy on this perk as a killer main, and I've said on countless threads I'd rather it reworked to keep the same late game boost purpose with a bit more balance.
My current problem isn't the do bones arguement...sort of. The problem is in swf they're at fault if it doesnt get cleansed while if its four solos, the four solos can't do much, not near as efficiently anyways, which is my problem with this perk.
I'd like if it was made not to be a hex perk anymore, make it so every survivor on death hook becomes exposed, or something similar anyways, and give a speed boost for each survivor on death hook to separate the tiers.
But then again maybe I'm in a minority, glad you were civil in this post as most posts like this are usually much more aggresive.
If it were not a hex, there would be no reason to touch dull totems. They would be redundant as a mechanic, Pentimento flat out wouldn't work, and all the killers who don't run noed would lose the time it buys for them by getting survivors to cleanse them in case. All round losses for the killer side whether you like the perk or not.
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Rarely.
Usually it's if it comes down to two survivors and I can see one trying to do the gens and the other hiding and waiting for the first to die. I'll actively hunt the immersed one to make sure they die instead.
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The issue with eruption is that they both want it to compete with other regression perks, but don't want it to be good with other regression perks.
Like if you make it a decent percentage, what happens? You down a person and the gen loses 12%, hook them on a Scourge Hook and it pops another 15%, then you walk over and hit it with Pop for another 25%, and if you're lucky reapply eruption as well.
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I would absolutely love to see "dead hard for distance" gone.
As it is it has 2 completely different functions that cover your ass in every different situation. It's used 100 times more frequently than any other exhaustion perk, which shouldn't be the case for ANY perks which are meant to be so competitive with one another that they share a cooldown.
It just gives way too much safety for too little effort, and cannot reasonably be counterplayed at all, unless you count running around behind a survivor within swinging distance waiting for them to tell you when you're allowed to hit them as killer. And even if you do that, they just use dead hard for distance from then on.
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I think it's less telling of how people eventually do something that gets them banned, and more telling of how a company behaves that eventually gets even the people they consider "trusted" to give up on them and leave.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2646869#Comment_2646869
In regards to Dead Hard validation: it didn't 'move the issue to the killer side', it just stripped the killer of preferential treatment.
The server is now the solitary arbiter, as opposed to the killer's client. The killer no longer gets a benefit off their own latency.
Before the issue was being exhausted on the ground. Instead of fixing that properly, they moved the problems to the killer's side.
Now the killer has screaming and blood flying off people who don't take damage AND quite a few killers have extreme drawbacks from powers that SHOULD interact one way around Dead Hard, but instead react as though they got a hit and punish the killer more highly.
This includes Nemesis' tentacle not breaking pallets if Dead Hard gets validated as it will only break a pallet if a survivor wasn't hit, but the game thinks you got a hit, therefore doesn't break the pallet, then undoes the hit.
This also includes Twins, where Victor is meant to pass straight through a survivor using Dead Hard. Instead, he hits the survivor and stops his pounce, Dead Hard gets validated, then it plonks Victor at the survivors' feet instead of where he should have pounced to, making him a free kick on top of already not downing the survivor.
There are also many other killers whose powers don't work correctly when they get validated.
The perk has not been fixed, they took the issues it already had and shoved them onto the killer instead of the survivor.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/2646873#Comment_2646873
My win rate of double pips says otherwise. Seriously, Boons are the best. Now if all the survivors run Prove Thyself, DH, Streetwise and Built To Last with a Commodious Toolbox, BNP then Socket Swivels.. then you might be screwed because I've come across that twice so far and gens flew faster than even I could do much about with just Pop. That's the true gen rush. The more time you spend relighting #########, the longer I have to down and hook then resnuff to make you waste more time to go back and relight. The whole team could have boons. It won't stop me but you pack a bunch of commodious toolboxes with Built To Last and stack them with other gen perks and you're looking at a bad day.
Ok well now we're arguing my presentation of objective mathematical fact about how they actually work with the time dynamic vs your subjective "but I don't feel that way." And the clear presentation of how they work in a full meta squad, vs "there's only one way to win and that's commodious toolboxes."
I'm gonna go have an argument with a brick wall, because it seems more productive.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/2646858#Comment_2646858
Time is the punishment. Since boons have come out and a ton of people run them, I'm guaranteed to have extra time to stop gen progression. The amount of times that I've snuffed out the same totem then hear it relight after I get a hit and about to down someone is pretty great. I get a hook and go snuff it out afterwards so they can waste even more time. The more boons they have, the less gen perks they have. You can't carry DH, BT, 3 boons plus DS.
So much that's incorrect to unpack in such a short paragraph.
- Time is not the punishment. As any second the survivor uses is only 1/4 as valuable as the killers, if it takes you 14 seconds to set up a boon totem, the killer has to find, get to and snuff the totem in 3.5 seconds before it's a net gain for survivors. Every time you boon a totem, you either win time for your team when the killer snuffs it, or you win a super powerful perk. You essentially cannot lose time by putting up a boon unless you're also dumb enough to get downed directly on top of it.
- "The more boons they have, the less gen perks they have. You can't carry DH, BT, 3 boons plus DS." That is literally the entire design of boons, perks that only one person has to bring for the entire team to have them. EVERY SINGLE SWF these days has one player with boons. That gives you 3 players with DH, BT, DS, their choice of another meta perk, COH and Shadow Step. It doesn't take 3 boon perks to have a major impact. Either of COH or SS alone have a significant impact on the game, and fit in with three other meta perks easily. Even when you aren't in a 4 man SWF, they're popular enough that you can bring a full meta perk build and assume at least some of the randoms will have the boons and you still benefit from them fully.