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jesterkind

jesterkind

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jesterkind
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  • It has to be a mori using one of the two tombstones- I'd recommend just going double-iridescent and using PWYF to offset the speed loss, as well as slowdown perks and a good map offering. I did mine on Hawkins, so that sadly isn't possible anymore, but generally any small map that isn't super survivor sided (so no Gideon's, most likely) ought to do the trick.

    After that, hope they don't spite you by hopping in a locker.

  • @Anara said:

    https://forum.deadbydaylight.com/en/discussion/comment/2827375#Comment_2827375

    I missed this information, I trust you, but can you send me a link ? I want to read the article/interview where they talk about it

    Its sad because I play Legion too and I stopped playing them because they are too frustrating but less buggy than Twins.

    Now I have two of my favorite killers I cant play without frustration.

    I am a survivor main but I like more and more playing killer. And now I understand how this game is survivor sided.

    I don't have a link on hand, but I'm pretty sure it was in the last QnA. Twins came up at some point, and the answer as to if they plan on giving them some love was that they were next in line after Legion and Ghostface.

  • @Renjiro said:

    https://forum.deadbydaylight.com/en/discussion/comment/2827407#Comment_2827407

    Becouse bhvr is always like that. I mean just look at their last QNA. It doesn't feel like they're honest with us. And that's been the case alot of the time. I don't trust this company anymore. I just hope that they're seriously adressing it.

    I did watch their last QnA, hence the confusion.

    People say this kind of thing a lot, and it always confuses me. What are you actually basing it on?

  • Why on earth would you assume that "complications outside their control" translates to "they don't care enough to do it", instead of that it translates to it being out of their hands?

    That seems like a wild jump in logic.

  • That definitely could've been phrased better, I'd have put "close to the end" instead. The idea of putting a hat on someone before the last generator is done because it slows down that survivor from being able to leave isn't terrible advice, but the way it's phrased definitely makes it seem as though you're supposed to wait until after the last generator is done.

  • If I recall correctly, they're next on the list after Legion and Ghostface. No actual time for when that'll be, but there is comfort in knowing they're on the radar.

  • The problem isn't that it can be infinitely relit - that's just the core concept of boons - but rather that it doesn't require the killer to be nearby, and so the counterplay to boons is harder to actually start and continue.

    A better change than simply making it break on snuffing, which would still ensure it's an unbalanced mess until all the totem spots are broken, would be to have it broadcast its location a little more than the other boons. The killer has to know where a boon's general location is for a boon to be balanced, which is how the other three work, so that is the thing that needs to change for CoH to be better balanced.

  • Good question, assuming we're not looking at a tournament context for top tier players with only the best stuff and we're averaging out to a more regular game with decent players...

    I'd say Demogorgon is very well balanced. He's strong and has versatility, but requires skill to play well and can be played around with good skill as well. Blight is another strong contender, though it's worth mentioning that only his basekit is well balanced; his addons can be pretty busted and at least one is straight up OP.

    If we take facecamping out of the equation, I'd also propose Bubba and Doctor. Both of them provide solid value that skilled players can capitalise on very well, while being killers that can be outplayed with decent skill and execution from the survivor side.

    Oni's a bit of a blind spot for me, but he seems to fit the same mould...? I'd have to play him more to be sure of that, though.

  • While learning Trapper and getting good with him, I've found that specifically locking down three gens at the start of the match (+ bringing some slowdown perks to give you time to set up properly) is the best tactic. Accept that you're gonna lose one or two gens while setting up, and then play from there.

    Good addons help. Honing Stone is very strong, his iridescent for resetting traps randomly is super solid, I've had a lot of success with the addons for slowing down escape attempts and speeding up trap placement. Bring some Exposed perks if you can, he's quite good with Save The Best For Last if you can coax the Obsession into a trap, the basement is stronger for him than a lot of killers...

    A lot of it just comes down to learning the right trap placements for the map you're on. Sometimes it is tough, there's not much he can do on Eyrie of Crows for instance, but there's usually a few good spots- or you can lean on traps being deterrents and time wasters instead of actually getting survivors to step on them, that's another option.

    Oh - and you can trap the exit gates so survivors have to disarm before they can start opening them, that's a neat Trapper trick.

  • Aw, I like the roar. Maybe keep it just on the killer side?

    As for the rest, I think you're mostly right. His addons and possibly how punishing his post-bump stun is are his biggest problems by far, sprucing up the former and maybe tweaking the latter would be a very welcome change.

  • Tie between Feng and Nea, in my experience. Megs can be pretty up there, but less frequently.

  • Presumably because they're early enough along that they haven't even committed to exactly what it's going to be, and people will accuse them of lying if they mention working on a specific thing and that thing not actually happening.

  • I always interpreted the t-pose as the hooked survivor trying to help balance themselves on the way down, while keeping their arms out of the way so they're not interfering with the unhooking process. Could look nicer, I guess, but I think it's okay.

    Also, the hitboxes haven't changed and I get hits on unhooking survivors fairly frequently.

  • It's a very good idea, I'd love to see it- in fact, it doesn't even have to be an original chapter, I've maintained for a while that it'd be the best possible way to adapt Hotline Miami.

  • I certainly approve of anyone who isn't enjoying the game deciding to step away from trying to, but I do question why it was necessary to make a forum account to announce that to everyone...?

    I'm also not sure what part of that was supposed to be a reason for anyone else to leave, especially since the issue you focused on is one the developers are working on fixing.

    Still - it's good that you're stepping away. I sincerely hope you can find more enjoyment in whatever you decide to play next, and I can give some recs if you need 'em!

  • The school needs a handful of hooks in it.

    That might require changing a few things, maybe making the buildings taller or something, but that school is such a nightmare deadzone to be in that unless the basement is in there, good luck getting someone to a hook.

  • In general, if Dead Hard is being used to actually dodge a hit, you deal with it by baiting it out- Wraith is the best for this because if you tap M2 it looks similar enough to starting an M1 attack that survivors will reflexively press E, but others can do it too. Any flick of the camera upwards can do it occasionally, and some killers can fake their power to a slightly lesser to degree to Wraith.

    DH to dodge a hit genuinely isn't that bad. It's annoying if it comes after winning a mindgame, but it's overall quite counterable and requires good timing. DH to get to a loop, though, that's the really maddening part.

    Also, y'know, killer power comes into it. Trapper can trap healthy survivors, for example.

  • Remove Overheat, and Hillbilly is in the exact same position that he was in before you started.

    It's not a good mechanic, but it's not a good mechanic because it makes basically zero difference unless you're holding the chainsaw up for a ridiculous amount of time or using it to get around Red Forest without actually stopping to chase. Overheat is not why Hillbilly got shoved down the tierlist, that just happened at the same time.

    I'm not defending Overheat, to be clear. I wouldn't really care if it got removed (though I'd note in passing it's kind of a waste of resources), I just don't think it'd fix anything to do so.

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2822990#Comment_2822990

    No It's not because people expect to escape it's because they can play amazing all game and then die at the endgame because the killer was rewarded for playing badly all game. It's completely backwards and against good game design which this game struggles with a lot tbh.

    But you can play amazing all game and die in the endgame without being hit by NOED. All NOED does is give the killer a third Devour stack, effectively, it's far from uncounterable and you can play safely if you're worried about being hit by it so you can cleanse it as soon as possible.

    As for being rewarded... are they? Seems to me like good killers and bad killers get the same tool, and the difference in outcome is due to whether they know what to do with it.

  • This is also how I think that hexes should work- though I think "trap" hexes like Haunted Grounds and Retribution should have a small activation requirement to stop them from being obviously traps if they're spotted super early, something like kicking a generator or successfully hitting a survivor.

  • I'm not a particularly good survivor, so NOED does have more of an impact in my survivor games than it does in my killer games, but even then... not that much? If it procs, it forces a decision; go cleanse, or just escape.

    Usually my teammates choose the latter if I'm the one who gets hooked, but that's just how it goes sometimes lol

  • The problem with this suggestion is that NOED isn't a reward for skilful play, it's a tool for you to use at a certain point in the match. It's already got a ton of restrictions on it, as well, there's no good suggestion for NOED that puts more onto it.

    Also, this was moved into suggestions and feedback because it's a suggestion. It's not to remove it, it's to have it in the right section of the forum.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2821985#Comment_2821985

    No but the point is if at any point we had stopped to 'do bones' when the bubba was facecamping, he would've easily gotten more kills despite his playstyle.

    hell, there are builds out there that are catered towards facecamping - like that one time a streamer did an experiment where he facecamped from the start with perks like corrupt, deadlock, noed etc and won more times than lost.

    You can't expect survivors to spend time doing bones when your playstyle boils down to "i'm facecamping lol". That's NOEDs fundemental flaw.

    I have to disagree with your assessment there. That isn't NOED's fundamental flaw, that's facecamping's fundamental flaw. It's already a problem that already warrants fixing regardless of which perk helps it along, and since every perk that helps with facecamping isn't a problem on its own, I really don't think it's a good idea to balance any perk around a problematic aspect of the game that everyone, devs included, want to disincentivise and remove as much as possible.

  • Because it's not actually the problem a lot of people make it out to be.

    Or maybe they also are under that assumption. It takes them a long time to fix the things that are problems, as evidenced by Decisive Strike and Iridescent Head, so even if they also think NOED is a problem they probably consider it low priority and won't address it for a fair while.

  • My ping usually sits around 35 and that's perfectly adequate, I'll go up to somewhere around 110 before I'll leave the lobby and go do something else for a bit.

    Obviously the lower the better, but anecdotally I've never noticed a huge difference between 35 and like, 90, if it sticks there consistently. It's when it jumps up and down that the problems stat.

  • Shadowborn. I don't know what I'd change it to, but forcing people to bring a perk just to change their FoV is extremely clumsy design, to put it mildly. Just have a toggle in the settings menu for the current FoV or the Shadowborn FoV, and let people choose.

    Very few other perks need completely changing, especially the current meta perks.

  • I could see that working! I'd want something like that to be baked in to CoH specifically, but it applying to all boons would make ZT pretty viable.

  • Doctor is, in my opinion, the very best pick for the perfectly middle-of-the-pack spot on any tier list. He's average, his kit has nuance and will help you out but doesn't provide a massive advantage nor ways of circumventing the typical hit-twice M1 gameplay. If you're good with him, you'll perform well, but he's got a lower ceiling than some other characters while providing enough value to have a higher floor than a bunch of others.

    He's pretty alright. Solid B tier.

  • Nurse. I find her mechanics frustrating and her playstyle a lot less interesting.

    I also have been neglecting Spirit because my hearing is absolutely awful lol

  • I am once again reminding everyone that CoH is not the only boon perk, and any nerfs one thinks of to try and bring CoH in line must consider how that nerf would affect the other boon perks.

    Since CoH is so strong mostly because it ignores the way boons normally work (requiring the killer to be nearby), nerfing boons as a concept isn't going to do all that much to fix CoH and it'll ruin the other three. You have to fix the perk, not the mechanic.

  • Surely at least someone rapidly strobed a flashlight in his face?

  • The majority of survivor meta perks do not warrant nerfing; in fact, the only survivor meta perks that do warrant nerfing (at least that I can think of off the top of my head; may be more) are Dead Hard and Iron Will, with a little room for small tweaks to some of the less egregious ones.

    All the other survivor perks fall into one of two camps; being one of the few always-useful perks, or covering for a clear gap in the game's normal flow. In the case of the former, you fix that by making more perks genuinely useful. In the case of the latter, base-game changes need to be made before any nerfs can come in.

  • @Advorsus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2817065#Comment_2817065

    Uh.. atmosphere, fun, a sense of actually playing an asymmetrical horror game?

    No it's graphics aren't the only issue, or the most pressing issues. But it's definitely something that would breath new life into the game. Not to mention new options for different mechanics.

    I'm not saying you can make a 4k game on last gen console. But you can make a good looking game that still plays well. There's still Xbox 360 games that required a lot more mechanically, but still looked better and played better than this game does.

    Can they do this with their current system and coding? No, absolutely not, and that's probably one of the biggest problems. An old system with spaghetti coding that doesn't allow for meaningful changes.

    If they changed that they could, add more gameplay options, provide better and more frequent updates a lot easier, they could make it look pretty decent, and run better too. They could also release newer content without worrying about it breaking everything else, and optimization would be a lot easier.

    It's not one of the game's issues at all, the game looks fine? Hell, the art department are basically the only ones who consistently knock it out of the park.

    I think you're also inferring a heck of a lot here, I don't see how an art style change would lead to any of those things, nor why those things require that change to begin with?

  • I'm not sure what changing DBD to look like this would add...?

    I mean, it looks fine enough, but DBD has its own style and it's not as though the visuals are one of the game's enduring problems right now.

  • I greatly appreciate the existence of the Pride flag charm, I run that one myself all the time. Outside of that, I really enjoyed the "Heart in a Cage" charm from the All-Kill rift.

  • @PlaysByShady said:

    https://forum.deadbydaylight.com/en/discussion/comment/2816821#Comment_2816821

    A fair few of these aren't really problems with CoH, they're just rundowns of how the boon totem mechanic works.

    You say that, but you don't single any out as an example? All of the issues I raised are problematic with COH, and can be corrected with that perk alone.

    You're making an assumption that certain features have to be part of boon totems (i.e. global effects); that assumption is unfounded as yet. There's literally no reason why boons cannot be limited to apply to certain scopes alone.

    That's not the assumption I'm making- the assumption that I'm making is that the features you highlight aren't problematic on the other three boon perks. Things like giving the other survivors its effects, the perk holder not needing to be nearby, it not running out or being permanently removable, and being highlighted to the team are all parts of the boon totem mechanic that are not problematic on the other three.

    My take on CoH is that you cannot fix its problems with sweeping changes to boons as a mechanic. The other boons are balanced around the fact that the killer has to be nearby for it to be used to its fullest; Shadow Step's aura hide is somewhat useful at range but the perk excels at being able to cloak you in chase, Dark Theory is only going to be useful in chase due to what it does, and Exponential isn't really useful ever but basically requires you to go down and be slugged in its radius, or at least nearby. In these scenarios, the killer knows where the boon is (at least roughly) and the back-and-forth snuff/relight counterplay is theoretically able to begin.

    Now contrast to CoH. It already ignores how boons are set up to function, by being at its strongest when the killer has no idea where it is and being a perk you want to use away from the killer, so all changing the mechanic does is aim a hefty nerf at three perks which don't need it, and only maybe actually fix CoH.

    The perk itself needs a rework, not the mechanic it's tied to. To bring it back to the topic of the OP, they didn't fix Undying by messing with the hex totem mechanic, they fixed Undying.

  • @PlaysByShady said:

    COH is problematic because

    • It gives free healing to all survivors, at the cost of only one survivor perk. Perks like kindred only give a benefit (aura reading) to other survivors in the capacity that it helps you directly because you're on the hook. Otherwise it only works for you the rest of the time.
    • Unlike prove/leader/etc, the survivor who brought it in doesn't need to be around for you use it. You benefit just from being around the totem.
    • When it's set up, all survivors instantly know where to go because it's highlighted for them! Compare this with other aura perks (bond, better together, etc) that only reveal information in a limited radius
    • It allows heals faster than regular self-care or healing via another survivor; so not only does it allow the same thing as self-care, but faster and more universal too
    • It has a wide area in which it can work, unlike the extremely localised effects of prove/leader/urban/etc. Imagine prove thyself being buffed that it worked on all gens, regardless if you were there or not!
    • It doesn't run out like medkits, etc
    • It can never be eliminated by the killer, unlike items which could be destroyed by Franklins, or other once-only perks. This can be set up multiple times, to work again and again and again... whereas DS only works once, BT only works for unhooks (so one survivor can only use it 6x max in a trial), Adrenaline works once, Unbreakable works once, etc

    All of those effects combined into a single perk makes it exceptionally OP. And then when you have multiple survivors bringing it into a trial (so you could have 4 totems booned), that makes for ridiculous matches.

    So for survivors saying it's fine, please explain this BS?

    Well, I'm not a survivor and I don't say that CoH is fine, but I do have to contest some of your points there.

    A fair few of these aren't really problems with CoH, they're just rundowns of how the boon totem mechanic works. So, my main question is, do you also think the other boon perks are equally problematic for the same reasons, or is CoH unique? If the latter, why?

    I have my own answers, of course, I'd just like to know where we're both coming from before getting stuck in.

  • What criteria are you using to judge the killer on whether they're "trash" or not? That's a legitimate question, it seems like a heck of an assertion to me.

  • @Adjatha said:

    If somebody finds something passably useful in the PTB, they'll nerf it before release, just like Artist's idle crows. Otherwise, I see no historical evidence that they will buff her in PTB based on overwhelming player responses that she feels very weak, has nothing to deal with the ample tools at survivors' disposal, and her power is severely lacking across the board in every way.

    Artist's idle crows on the PTB absolutely warranted nerfing, and they were by no means the only "passably useful" part of her kit even then. There's no such cheap nonsense in Sadako's kit that I'm aware of, so therefore there's no obvious nerfs that'd be warranted.

    Maybe I missed something there, but I somewhat doubt it.

  • If she gets a "PTB to Live" change, I'd assume it would probably be a buff? But it's also possible they want to monitor on live before they commit to a change at all.

    Unlike Artist, there isn't an obvious thing that needs nerfing that I've noticed, so I doubt it'll be a nerf.

  • @AnneBonny said:

    https://forum.deadbydaylight.com/en/discussion/comment/2815670#Comment_2815670

    "Frank attended the parties she threw where everyone was younger than him and easily impressed, which he liked. He met the impulsive Joey, who liked to show off, and the shy, naïve Susie, who was Julie's best friend."

    taken directly from legion's lore

    Fair enough, though I did say significantly younger. We also still know every character in DBD is over 18, so this is a moot point.

  • @AnneBonny said:

    https://forum.deadbydaylight.com/en/discussion/comment/2815649#Comment_2815649

    one of her cosmetic collections are called "sophomore jitters". you could make the argument that cosmetics aren't canon or that she was held back but i still think it's weird

    I mean, yeah, at one point in her life she was that age, and that's what that cosmetic references? It's weird you'd assume that means she's underage when a bunch of other killers have cosmetics referencing events in their past.

    Frank is at least 20 based on the base lore and there's no reason to assume the rest of the Legion are significantly younger.

  • Susie.

    She's just fallen into the wrong crowd... I can fix her.

  • Presumably it's just not finished yet, or they ran into unexpected issues with it.

    I don't thiiiink they gave us any timeframe for when they'd be implementing it, so it's anything goes on that front.

  • I dunno, there are probably some underused perks that could just use some number scaling, reworks should be a little bit more cautious than that.

    ...Also, this is a minor point, but the number-tweak changes were because the bulk of the programming time went towards the plethora of game-health changes. All they really could do for the majority of the perks they touched was change numbers.

    New effects could help a lot of perks- example. Distortion got a buff in that midchapter, but it doesn't really address why that perk is underused: it just gave another token, when a better change would be to give the user ways to replenish tokens.

  • @Crowman said:

    Idk why people are so insistent on keeping the unhealthy mechanic of boons being infinitely relightable just because currently only coh is a problem.

    The fact that boons can be reapplied is why weaker boons cannot be buffed and why coh will remain a problem until it's useless. You can't just give survivors teamwide perks with no real counterplay and call it fine.

    Because it's not an unhealthy mechanic, mostly.

    Like I could talk at length about the intended design of boons and how they could be an extremely good addition to the game providing more texture, back-and-forth, and natural slowdown to every trial they're present in, but the core of why people are "so insistent on keeping" boons as a concept is because it's not an unhealthy mechanic.

  • I'd rather see hexes changed as a base mechanic, rather than see a perk that helps band-aid the problem.

    Still, something would be nice.

  • Iron Will is one of those perks that genuinely is just too strong, without being sticky to balance because it covers for gaps in the game's flow like DS and BT do.

    I generally buy that giving survivors breathing back when they're silenced would be a lot harder than it sounds, coding-wise, so I definitely think making it 75% quieter is a good fix. To compensate... No Mither should get the 100% reduction, because that's a nice compensation for being permanently injured.

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