fussy
fussy
About
- Username
- fussy
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@Peanits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638105#Comment_3638105
Not to dismiss your feedback, just to provide context: This space is reserved for the event widget whenever there's an event or modifier active, so adding an extra button there is out of the question.
Oh, yeah, i completely forgot about this. Thanks for paying attention to feedback anyway!
-
@Peanits said:
Hey folks. To shed some light on this (no pun intended), we needed to make this change to support the new modifiers feature and the first modifier, Lights Out. Modifiers are optional and run in addition to the regular mode rather than changing normal matches, so they need their own buttons to queue up as a Killer or Survivor. There sadly would not have been enough room on the main menu to squeeze two more buttons in, so this was a necessary change to support the feature.
That said, we have noted the feedback about requiring additional steps before you can play and will pass it on to the team.
I think there was enough space for one more line. But if not, i think "Getting Started" could be replaced instead, because it is button that everyone clicks once in a lifetime at best.
At very least make "Play survivor" and "Play killer" separate please.
-
@Chocolate_Cosmos said:
They killed Sadako and now they are coming for Blight as well LMAO xD.
There will be timer on mangled as well. I guess welcome in 10 minutes survivor queue again in half of the year.
-
Artist my most played killer and Blight is my second most played killer. Blight is no doubt way more interactive, but it depends on map tbh.
If there are many connected pallets and loops, you can interact with Artist by shift+w.
Blight doesn't ignore windows or pallets, you can juke him and without speed addons he will never give a hit in some loops against good survivor.
Artist, if she lucky with map, pretty much always put you in lose-lose situation.
-
@Coordi said:
Can you give more information about what you mean? What feels useless to you? What do you want to see changed?
At very least you shouldn't brake your own chains with your body.
Impaling Wire should be basekit. I don't go in my matches without this addon because of how useless his power feels on some maps. Especially now, when devs added a plenty of objects on every map. You chain survivor, he brakes out almost immediately because of some textures, and you end up LOSING distance after SUCCESSFUL use of your power. Even in open space if you land a hit with chain, it sometimes do literally nothing. That's why Cenobite is my least played killer in the game after Twins.
-
Number 1 change for me - EMPs won't start printing before previous is not used. It's not funny how free they are right now, survivors literally always have EMP in their hands. Retag 2-3 or even 4 times per 1 chase sometimes make your chase longer than with m1 killer without power.
Soma Family Photo basekit. Or his Overclock should be like 30% longer, because now you barely make it to survivor after tp.
@Crowman said:
I only expect that he'll end up being worse for singularity mains.
Also welcome back!
-
It's funny how many people mentioned Pyramid Head, when his power is the most non-interactive power in the game. Want to drop pallet? Do it and get a hit, or just run through and... get a hit. Want to jump in the window? Do it and get a hit, or fake it and... get a hit. Because i'm patient with him.
I think this is because many people meet mostly PH players who try to make random shots with his ability and isn't patient enough with him.
I think Blight and Wesker are the best design in the game. Both have insanely high skill ceiling and with pretty fair room for counterplay for survivors. That's why i love to play as and against them, unless it's tunneling Wesker with -8% crutch.
-
By far survivor sided on high level, balanced on average level and killer sided on low level.
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635833#Comment_3635833
But, like you said, you want to win?
This isn't really a big enough incentive to dissuade people from tunneling.
Okay, if it's not enough for most people, buff numbers, what's the question? There is PTB for such things.
I feel like it will be enough on a paper for average players. If many people decide that this is not enough/too weak, go ahead and make it worthwhile.
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635735#Comment_3635735
Okay yes, but you didn't make tunneling any harder.
So it's still stronger, easier and more efficient. Why would someone use your system?
Because I wasn't going to make tunneling harder? I was going to make tunneling not only existing playstyle, if you are going to win. With making tunneling a lot harder to the point where it's almost impossible to win with it, my suggestions should be twice or thrice stronger, since spreading hooks will be the only way to play. And my suggestion is not to replace tunneling, but encourage different playstyle.
For the same reasons, because not 100% of killers tunnel every game? Hardcore tunnelers which care only about winning will stay hardcore tunnelers, but many players (including me) want to chase different survivors and don't feel like they throw the game for no reason. And imo this will be enough to not feel like this in most matches.
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635648#Comment_3635648
And how do you figure that as an incentive?
It's not nearly as powerful as killing someone off immediately, why would someone bother with that?
In highest level yeah, it will be not enough to win without tunneling. But i believe, it's enough for majority of matches in general. And making it significantly stronger than what i suggested will be too much for average players. But maybe not, it needs testing anyway.
At least it seems enough for me to start wanting to spread hooks. And if any other killer will start to spread hooks with these changes, it's win-win for both sides. If not, well, it won't change anything for both sides either.
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635590#Comment_3635590
Do you have any rough ideas?
I have some i'm not completely sure in.
Like few examples, don't take the numbers too literally, they, of course, in a theoretical situation, need to be tested. And each of ideas has a bunch of "what if", yes, I understand that, I just don't want to go too deep.
+3% to speed outside of chase and +4% to all actions for every hook if you are keeping your hooks unic. Drop to 0 if you hooked someone two times in a row. Possibly could start working from second hook. It also will help weak killers to control maps while barely will do something for strongest.
Old Grim basekit: if you hook 4 different survivors without someone being hooked twice in a row (and no one is dead), all gens will blocked for a 45 seconds. Work twice with same rules. Probably without Obsession's aura.
Light Pain Res basekit: 10% from most hot gen if you are keeping your hooks unic. Start working from 2nd hook and completely disable after survivor hooked twice or dead.
I had also idea of Gift of Pain basekit, but it will be boring to see red progress all the time and other questionable "what if" are also here.
In any case, it's game slowdown and not speed of chase increase, because i don't think this aspect of the game should be touched with any ideas of alternative playstyle.
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635545#Comment_3635545
Do you intend to make it as an incentive to not tunnel or a reward for those who already don't?
Incentive to not tunnel. There should be alternative playstyle if you want to play to win.
-
I'm good with anything new in this game. Hope there will no scratch marks and TR, and it will be literally mode I've been dreaming about.
-
@Vithar said:
In my opinion – the core of the problem is rewarding both sides, and realization of reward.
Let me explain by examples.
I go into SoloQ as survivor. Got lucky enough to have quite competent people. I have done 1.5 gen while my allies where chased and one of them finally hooked (let's say killer chased one good runner, than swapped to another guy spotted on gen). After hook save I took a chase, and after two loops I've go downed and hooked. Then got saved, but too late - so I'm on 2nd phase – but anyway. I've got saved and heal. Later in a game I managed to do some progress on another gen and finally got chased again. This time I screwed totally – so this is the end for me. My allies might run, but for me only Entity's embrace remained. I look at my points - 3rd place among others (might be even last if I'm first dead), but I've got exp and grade progress +1. I might be dead, but I got objective, altruism and maybe even boldness and survival medals. I lost my item which I have plenty in eq but after all match was good.
I play as the killer. Seeing guys in lobby I have no clue are they SoloQ enjoyers, or SwF group. Doesn't matter – for my own sanity and discipline I assume they are group. The game begins. I do the quick gen-swipe spotting first surv. It's Meg who I chase her around 40-60 seconds. I realize she's good at looping and I only managed to wound her. I let her go as she is in no position to do anything else than get heal or do gen somewhere – If I lucky, she might lead me to allies, but I not count for it. I resume my gen-sweep kicking some generators previously touched and stoping by near one highly progressed – I see scratch marks here. Meticulous check allows me to spot survivor repairing it before (was there only one? For sure not.). I start the chase and end it quite fast. Somewhere around one minute. I hook – then two gens pop – one of them was gen where are the hooked spotted – they weren't alone. As the game continue I manage to hook three survivors twice, but they power up the gates, and managed to escape. All of them. I see that the Entity hungers and is displeased. My grade progress is 0 lacking one or two bars. I got medals in hunting and deviousness, but with bronze in gatekeeper and nothing in sacrifice I lack points to progress. I wasted add-ons, offerings , time.
OK. Maybe those two examples are mildly exaggerated, but playing solo (playing with friends is always fun, even if no-heartbeat Myers wipe us all before first gen on Silent Hill map) I feel more rewarded having mediocre match as survivor than having mediocre match as a killer. Dying as survivor I'm still happy with all contribution I have in game. All the gens I did, or help do. Allies I unhooked and healed. Chases broken, or even failed, but after enough time when others might do something... Having four survivors running through the gates – it doesn't matter if they all were on last hook, and all of them barely managed to escape wounded, taking hits for the one I was about to down and hook In endgame collapse. It doesn't matter how well I kept pressure on gens, and after first 3 quick gens for barely two hooks – I kept their progress in check doing all the remaining ones, but ultimately failing to stop – being totally honest – good, organized team. All I have done stopped matter, because I failed.
Maybe this is the core problem, why killer players tend to tunnel or proxy (even proxy-camp). Maybe I'm wrong not doing it playing as a killer, letting myself lose more games because of some strange "moral code". Maybe the problem is the reward – or at least the feeling of it after the game.
I agree, that's why we need something that will reward killers for spreading hooks, which will do nothing in tunnel situations.
Also win condition should shift on amount of hooks or something like that.
-
I didn't play him at all before because he felt terrible to play as. Now I play him sometimes. 4.6 feels much better on him (hopefully Hag is next) and the main event is really useful. I think he's high B tier now, or even low A, because he is still map dependent. Some addons still need rework/adjustment, but overall he is finally in a good spot imo.
-
Another proof that majority here do not advocate fair changes, but simply want insane nerfs for everything that causes them at least some difficulties.
Adrenaline Vial was one of Blight's worst addons on PTB, which literally had a ton of downsides with 7 tokens, and thanks a lot, BHVR, for not just throwing it in the trash of history, where no one would use it.
People seem to forget that with this addon Blight will also have a much bigger cooldown, so I think it's absolutely in the right place. I really hope that you won't gut him just because of whines.
Also, C33 probably is not bad (need testing), but not with limitation in 3 stuck ups. Remove it and leave it for Iri Tag.
Iri Tag is overnerfed, but number changes is all it needs. 10 seconds for miss and pallet brake, 20 seconds after successful hit. 20 seconds after every action worth only as meme brown addon, even strong side of this addon won't compensate it.
Devs, please consider ask of almost every Blight player and make Rat 3% and Crow 4%. They are overnerfed.
Quick Gambit on the Game will be insanely stupid against m1 killers, but well, seems like another buff to SWF and barely someone will bring it in solo.
Rip STBFL, most pointless and messy nerf in years.
Seems like Champ of Light is another perk we will force to wait nerfs for another half of year. Well, i was ready for it, marketing, understandable.
And no buff to Boon is kinda joke.
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3634268#Comment_3634268
You have no idea the insane gap of skill between pub strong teams, scrim teams and comp teams.
Take it from someone who has played against all three. Good pub teams are legitimately ass compared to comp teams. They shouldn't even be compared because they're playing fundamentally different games.
You cannot use comp matches to balance pubs. Absolutely horrific idea.
They play literally the same game, with same gen speed, same chases, same killers. If your argument is "oh they nowhere near to pub teams", well, killers too. And they probably wouldn't have won 5% of the matches without camping and tunneling.
If it's necessary on best-vs-best level, I will surprise you, but it also necessary on average-vs-average level. If both sides play to win, of course.
-
@Paternalpark said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633925#Comment_3633925
Exactly. Don't tell me your struggling as killer when I'm getting 4 downs in 2:11 minutes in the Game map as Bubba. I don't feel at all "punished" for having 4 slugs bleedout.
If seen the same objective speed survivor side with Hens' team.
Congratulations on queue up in one match with terrible survivors. What did you want to prove with this?
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3634138#Comment_3634138
Tunneling is not necessary.
It's easy, efficient and EXTREMELY difficult to counter, ie, OP. That's why it's common.
Tell this joke to killers at tournament. Where to the time one survivor is dead, killer barely could have equal game with 1-3 gens left and have CHANCE to win, even on Nurse. Even with limitations on perks and items. And it with keeping in mind that AFC system doesn't exist in tournaments as well.
If tunneling needed in pubs? Not necessary in most matches. But you never now if you queue up against strong team and if you started to spread hooks with them, you pretty much will lose.
-
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633201#Comment_3633201
A thousand of those Wraiths is better than a single Wesker with Ultimate Weapon, in my honest opinion.
Lol, good luck to find me in 40 meters after my scream
-
@MrPenguin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633604#Comment_3633604
Does it matter what we call it? The ideas the same.
Tunnel gens, gen rushing, tunnel kills, kill rushing.
There's plenty of IRL examples of the same thing being referred to with different names/words/phrases. I don't see why all of a sudden in a game it NEEDS to be referred to as only 1 specific word/phrase.
Everyone knows what's being referred to.
The main point is: you're focusing you're objective I'm focusing mine. It hurts your "feelings" to get killed quickly? Well maybe it bothers killers too to have gens finished quickly.
If you want killers to consider your feelings on losing too quickly you need to respect theirs as well. As long as many if not most survivor players refuse to show the killer any respect or kindness in this regard out of the flimsy defense of "ThE GeNs DoNt HaVe FeELinGs", things will remain as they are.
Sure the gens don't, but the killer player does. Why should they respect your feelings and your play, if you don't respect theirs?
I even highlighted the main idea of the post in one sentence:
All i want is so people remember that both sides can complete their task crazy fast.But it seems that everyone is more interested in discussing if I can use this words to describe what i'm saying, lol.
-
Mods, when you change (for some reason) the title of the post, can you at least keep its original meaning? Especially when half of the forum is not even trying to read the content?
-
@AssortedSorting said:
If we're talking about optimal play, yes, Survivors have been "punished" for "forcing their objectives", albeit through an influx of information Perks for Killer.
If Survivors want to maximize their time efficiency, they want to be in as few chases for as long as possible, while being on generators for as long as possible. To do that, play stealthily to limit a Killer to surveying your area for longer, which gives other survivors more time on other generators, and increases the time chase resources remain. Only once in chase, go hard with it.
Boring AF for Killer when done well and why I'm glad so many Aura/scream perks have been added over time. Also most players seem to find stealth play-style somewhat boring and actively seek chases.
I do find it interesting how most people seem to view Killing a survivor as goalpost and not an individual Hook. Goes to show that Killer is lacking in PvE "checkpoints" like survivors have with Generators.
Information do nothing against good survivors when you have 32m of TR, no stealth, no mobility and weak chase. Also voice comms completely deny even this. So, yeah, you can punish being injured on some best killers, but even on best killers there is no possible punishment for staying injured on gens across whole map with 4 Adrens.
I completely agree about last paragraph. We need to shift our focus from kills to the number of hooks, maybe. Or maybe they'll come up with an even more interesting concept.
-
@MikaelaWantsYourBoon said:
Generators have no feelings but survivors does. So generators will not cry after you finish to repair them.
Ah, yeah, so when killers have 2-3 hooks and game is over, his feelings don't matter.
Same as we worried about "new players", but only if they are survivors. New killer player? Oh, remember this, this this and that, don't do this and this, also you will be punished by this and that.
Also feeling an argument that has nothing to do with the balance of the game.
-
As someone, who playing custom with bots from time to time, they are only getting better. Still not perfect, but definitely better than half of survivor player base already.
-
Like i already said in many treads: make tunneling not only rewarding strategy, make anti-tunnel not working in offensive way (i still bodyblocked with "weak" DS), and only then buff them.
We can skip all these steps and just make anti-tunnel strong, but well, it will end up with huge killers buffs anyway and survivors will cry about this.
-
Freddy almost doesn't exist for me, i play him maybe once a month or two because of daily. I will be glad to see his rework/buff, but there are enough interesting killers in the game not to remember about him. 3/10
-
@Chocolate_Cosmos said:
People hate her because they don't understand her counterplay + they hate her because of her past.
You can avoid her drones in many ways and even in chase too, just stand for a second or crouch for like second when the beam is going for you and watch her drones rotation, because in some cases, you can have enough window to avoid the beam before getting hit from SM. Yes, you can't loop her well but that is how the power is designed and how many many killer powers work. Try looping Nemesis, Artist, Xeno, Slinger on some loops, Pyramid Head, etc...
Survivors play againts her mindlessly as well. When I play her, nobody tries to do anything and even when attemping to disable drones it is usualy not needed for them to disable it or they get scaned / injured in process or get injured for free with info on them just running around.
I think she is overhated. She is not the most fun to verse killer lets say or most skillfull, but she rly isn't that much different or horrible than your avarage M2 anti-loop killer. People just overreact and hate her from past and lack of effort from survivor side too.
This guy just took my thoughts out of my head and wrote them.
-
> I don't feel like he is fun anymore
Story of every Dredge player.
From my experience, Dredge can't be involved in chases too much and can't build pressure only from teleports, you always need to find balance in between.
Problem is... there is no consistent build on him, because of how map dependent he is. On some maps his antiloop pretty good, on other it does nearly nothing. On some maps you can win with 4 info perks only, on other you will play almost without perks, because you turned out to be on map with huge openfields and without lockers.
Since his chases are not so fast, probably best build for wins is 3 slowdowns + Sloppy. Btw, Dredge is pretty good in current stay-on-gen-injured-because-of-adren meta, that's why i love Gearhead on him.
Wish they buff turkey boy somehow.
-
Billy, I'm awful with him. Probably will have fun with after update.
Huntress, not completely awful, but far from good. Still love to play and land hatchet from a far is one of the most satisfying thing in the game.
-
I watch streamer, who plays SWF and abuse the hell out of this perk and boons, their matches is nothing but 20-30 minutes of bullying the killer.
It was already hard enough to pick up, when you play against coordinated team, and they all get down in open space or under the pallet. This perk just demolish any risk to get punished, since you can get save from 20 meters away. And after save get away on another 20 meters back, wow.
And "oh, they are not on gens" is argument only against Nurse and sometimes Blight, who can get a down in few seconds later, because even 1 person on gen is enough for how much time other teammates buying for team with all these saves and how much time killer needs to rebuild some pressure.
Some peoples say that it should have 20 seconds of exhaustion and 150% – hell no. Have an attempt of almost guaranteed save literally at every down is also stupid.
Just revert it.
-
@Dreamnomad said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629860#Comment_3629860
I like NOED and I don't mind Adrenaline. This trade doesn't seem worth it to me. I'm generally against just taking things away from players. I prefer to see new solutions introduced. NOED already has plenty of counters though. How many anti-totem perks exist now? Small Game, Counterforce, and Detective's Hunch come to mind. That's not even factoring things that reward cleansing totems like Inner Strength, Clairvoyance, Overzealous or all the Boons. Survivors also have maps to help find totems. The answers are there. Survivors just need to use them if they are worried about NOED.
Yeah, NOED has a big amount of counterplays and i don't really worry about it in my survivor game. However, i saw so many games where killer did bad during whole match and got free kills due to lucky rng of totem or survivors happened in unlucky position after first NOED hit. I never bring this perk in my match, because these kills always feel like undeserved.
And Adren is perk i'm good with on a paper, but 4 man with this perk is something beyond stupid in current dbd. Half of my matches is just people who ignore healing completely, because they all have Adren. This makes wanna play only those killers, who are able to punish this playstyle (S or A tier). And in contrast with NOED, this perk has no counterplay. Well, there is one: hard tunneling on 5 gens. Seems like it's something i will back to in my killer games, because i can't see no more baby Megs get their undeserved escapes thanks to this perk and me being nice guy.
-
Delete NOED and Adrenaline from the game.
-
I think he is almost perfect. Few addons should be updated (Mirror Shards and Plastic Bag are almost useless, i tested it with friend a lot).
I know some people want scamper will be nerfed further, but there is no room for it. It's already hard to give a hit after in some pallets if survivor expect it.
And cooldown is pretty big, but i don't think it could be less than 15 seconds anyway.
Also, fun fact: in december i went as Chucky on Lery's against SWF who predroped every single pallet from a far and create infinites like this. I'm pretty good Chucky player, but it's first time when i felt myself impotent and powerless. It was first in more than year when i dced on killer. Similiar experience i have on Hawkins. I can't describe how much i hate these maps, because they suck off all fun of using power on most killers. Rework them already please.
And as survivor it's hard to go against a good Chucky player, but i love this guy, because he bring back fear in this game for me again.
-
There is no room for increasing scamper anymore, you already barely give a hit in some pallets, if survivor expect it, make it 1.8sec and it will be useful only in god pallet.
Scamper inside slice and dice is also useful only for some mobility, it almost never leads to hit after.
-
No way, something positive on this forum. Glad to read this!
-
BP bonus mostly decides who i play on recently.
Survivors are way more chill, more diversity in builds, more forgiving and more fun, but killers are more exciting and challenging for me. Killer role also depends mostly on you, and survivors depend from each other.
-
This idea actually in my head for last year. I think a lot of perks could even get buffs thanks to this rule. Champ of Light could have been nerfed not so much for live, for example.
-
Yun-Jin because of MEOW
Dwight because he is close to my heart and has one of the best costumes variety
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3628272#Comment_3628272
So then it can be inferred that you think Old Legion and Old Dull Merchant were healthy designs
Old Legion simply had no gameplay. You just waited when mechanic does work for you and survivor just can't do anything about it. You can't say it about any current killer.
Old SM wasn't a healthy design, but at least there was some gameplay against her. I can say, it was even entertaining show, when some comp SWF tried to outplay her strategically. She was called Chess Merchant for a reason.
And Chase Merchant never was a problem at all, just most boring variant of "leave a loop".
-
@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3628245#Comment_3628245
Nobody expects to run the killer for 5 gens, unless the survivor is much better then the killer. Then it should be the case. Skill expression is actually a thing.
And? What's wrong with it?
Becaue of gameplay reasons? Its a video game. Why asking this strange question?
Skill expression in extending chase as much as you can and it's still a thing, like it always was. Even with these killers with "guaranteed hits" you can prolong chase, especially if killer is bad.
Bad Knights are almost always M1 and shut down loop with guards at his best, you just run to next loop as soon as you see the animation.
Dull Merchant pretty much the same, but i agree there is not so much skill in her anti-loop. There is more in her macro plays and map pressure.
Bad Artist will never land a hit with bird against good player. Almost every Artist i went against are also mostly m1 and sometimes use their crow just to deny pallet. If you get i hit from Artist like this, it's only on you.
Even with Nurse, which probably best example of "guaranteed hits" killer, it works the same. If player is bad, he never will land a hit against good survivor. And if both are good, survivor should prolong chase as long as he can.
-> What's wrong with it?
-> Because it's video game
Very reasonable.
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3628245#Comment_3628245
No.
A Killer should not be guaranteed a hit on a Survivor no matter their skill difference.
It lacks any meaningful counterplay and is EXACTLY why old Legion was so ass. Was he going to win? No. Was he going to chase and down people with nothing they could possibly do about it? Yes.
Having anti-loop is fine. Being an anti-loop Killer primarily is not fine.
Same to you.
-
I think it's obvious that it's been a part of his kit for a long time, but they're afraid to say it outright because they know it's going to be "oh no, it's end of the world" posts from survivors.
Remove hugtech also will affect this character a lot in different ways, and i think they don't want to touch things that already work fine. And it's right.
-
are designed for not only anti loop but basically guaranteed hits over timeAnd? What's wrong with it? You should get hits in the game where killer should give hits. I know many players expect to run killer 5 gens by predropping and tbing in every pallet, but fortunately it's not DBD years 2016-2019.
Balance of the game is built around a 45-second chase, but for some reason some players are sure that they should be able to prolong the chase as long as they want, as long as there are resources on the map.
-
@Cypherius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626279#Comment_3626279
Self-Healing with infinite uses to the entire team at the cost of 1 perk slot is overpowered.
The other boons are not strong enough to be an issue under these circumstances.
Hot take: Current CoH is perfectly fine and viable. I still use it in some of my builds and get good value from it.
Same. It still wins some of my game as old CoH did. Nowhere near as much as old one, but anyway.
-
Old CoH is one of the most broken perks in the game and should never have existed at all. You don't even need to have 1000+ hours to understand that whole team having free and endless resource due to one perk is stupid. It should be slower than current Self-care to be balanced with self healing.
-
@OrangeBear said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3625838#Comment_3625838
I agree this is the probably the best incentive to not tunnel we've ever gotten. Better than old barbecue in my opinion.
Old BBQ never was a reason for me to be fair :)
I was hardcore tunneler when it had stacks, because i wanted kills more than bloodpoints, even consider i was pretty green in the game.
-
I definately will change Pop on Grim Embrace in my builds and will enjoy chases without thinking about gen kicking at all. Great option for killers like me, who don't want to tunnel on 5 gens. We need more strong perks that support spreading hooks, and it's great first step to alternate tunneling playstyle.
-
Literally first thing at the game rewarding killer for spreading hooks and no tunneling and people are crying EVEN THERE.
Things that promote to hook different people SHOULD be strong enough to replace tunneling, which is only available strategy if you play to win not against potatoes.
Grim Embrace is only thing that hyped me in this patch and if you guys will whine enough to its nerf after PTB, i mean, all tunneling in the world is what you are completely deserve.

