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jesterkind

jesterkind

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jesterkind
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  • Don't rely on the stealth too much- and if you do, probably go for standing up and getting an M1/grab instead of trying to land the Ambush, it's pretty finnicky and gives survivors a fair amount of time to dodge. The hats are useful slowdown unless you get very unlucky, so don't feel too bad about chasing and downing someone with a hat on, any time they're in a chase is time they're not doing generators or searching Jigsaw boxes.

    Pig, in my experience, works pretty well with any perk build that also gives survivors more things they have to do- an all-hex build works pretty well for her, but still carries inherent risk of RNG being unkind. Definitely recommend Thrill, as well as maybe Plaything, maybe Ruin, maybe Haunted Grounds- give survivors side objectives, that's what she's good at. Other good perks are general slowdown perks, information perks to bolster her lacklustre stealth by letting you start sneaking sooner, and Exposed perks.

    Pig is not, as people claim, worthless. In my opinion, she's not even D tier, she's a mid-C tier who suffers mostly from RNG on how much slowdown her hats will give her- if everyone gets them off very quickly then she's just an M1 killer with a kinda weak stealth mechanic. Still, that's not nothing, and you can bring stuff to help her offset it.

  • Check the Twitter - they're aware and working on it.

  • @GreyBigfoot said:

    Hotline Miami or Bioshock. Or Dead Rising paragraph.

    I've always seen the video game licenses as bigger potential than movies.

    It's not super likely, but I'd adore if a Hotline Miami chapter had Jacket as both the survivor and the killer. It'd be really fitting for the game's whole vibe.

  • In terms of licenses that are actually plausible, an Alien chapter that blends the first movie and Isolation would be my dream chapter right now. I've not even seen the movie, I just think the Xenomorph would be a near perfect fit for DBD and that there are a lot of viable map locations.

    In terms of licenses that are my personal pipe dream... a Hellblazer paragraph with a John Constantine survivor. Maybe if I bring it up every time, it'll happen, right? Right...?

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2777817#Comment_2777817

    I mean, what's the problem when good twins are much rarer than even a good nurse...?

    To reiterate, I don't think nerfing their addons was a good idea, it's just that it wasn't a good idea because they're in need of a little love before looking at their overperforming addons.

    The point I'm contesting is that Twins are weak, and that Nurse or Blight are more deserving of attention; Twins are actually quite strong even now, and Nurse did get attention in that patch.

  • ...Presumably also quite strong, and on their radar? I don't think it's really a case of having to pick one killer to work on at a time, it's just that this current patch had a bunch of quick numbers-tweaking changes they could get out without having to devote too much programmer time to them. Nurse and Blight are extremely strong, but addressing that requires a lot more than changing some number values- and Nurse specifically had her entire code rewritten from the ground up this patch, almost.

    I don't think the nerfs were good either, but I definitely believe that Twins are beasts in the hands of skilled players. People very routinely underestimate how strong the Twins actually are, even outside of proxy camping with Victor.

  • So, two things are important to remember when critiquing the MMR system:

    1: No players are being rewarded, and no players are being punished. This isn't a ranked ladder, it's not a reward to have your MMR increased- it just means you'll be placed with different opponents than someone with a lower number than you. Regarding the looping for 4 gens side, if you're the kind of player who does that often, either it doesn't fail most of the time or you're far too cocky for how skilled you actually are, and in either case the MMR system over time will have you in roughly the right spot.

    2: The reason people are being matched with bad teammates for their skill level isn't because of how the MMR number is generated, it's because the matchmaking queue will be too quick to give you mismatched games if there aren't any players available at your actual MMR bracket immediately, or if someone dodged a queue it'll fill that slot with whoever's even vaguely close. It's not because the system is based on kills and escapes.

  • Specifically, I want it to be the equivalent of Thrill or Undying, for Scourge Hook builds. It should let the basement hooks count as Scourge hooks, on top of any other effects it has on its own.

  • I see a lot of repetition for Monstrous Shrine, but at least it does something. Beast of Prey is a legitimately useless perk, I can't think of a single scenario you could get value from it where a simple mindgame wouldn't achieve the same result.

    At least with Monstrous Shrine people die quicker in the basement. It's not much, but it does something you could hypothetically see value from.

  • @LoneSlinger said:

    https://forum.deadbydaylight.com/en/discussion/comment/2776469#Comment_2776469

    I also like arguing for the sake of arguing so I'm more then down to debate even though you pretty much agreed with me lol

    1:personally as being a dev myself (I worked on risk of rain 2 and a few other indie games) If I was gonna have a mmr system with a hidden number that impacts matchmaking I damn sure wouldn't tell the player base how it works because ik how people are and ik they would abuse it so personally I wouldn't mention an details on how it works and just explain it works using a algorithm and leave it at that

    2:my point wasn't that the bubba player will climb mmr I know he won't like you said vs a good team he will get destroyed but he still eeks out 1 kill guaranteed which still means that he can never lose as much mmr as someone playing normally

    So my point was according to this system a bubba facecamping even though he's losing mmr will always be and always perform better then someone playing normally because he can't lose xxxx amount of points like a new player he can only lose xxx amount of points because he always gets a kill so therefore statically it looks like he is the better player

    When that couldn't be farther from the truth

    3:me personally I think if they do something about face camping they need to look at map size or some way to improve killers because it's just hard to manage your time as a m1 killer on huge maps with how fast gens get done vs a good team

    4: also unrelated but personally as a dev it bugs me they don't play their game that much, when I worked on ror2 if you wanted to implement a new item or make changes to a item everyone on the team had to beat the game in a normal run and then with artifact of command on to see how good or bad the item is and idk how many of you have played ror2 but your not gonna beat it every time it's a hard game it might take you 10 runs to get good enough items to beat mithrix so it was quite a grind it would be nice to see the devs play to iri 1 or max mmr before they think about implementing changes

    Oh hey, I got RoR2 for Christmas, that's a good game!

    Regarding your points- in fairness to the devs, they actually didn't say how it worked initially, they only shared how it worked after it got datamined and everyone basically started acting as though they knew. I do think it'd probably be working better if people were completely in the dark regarding how it worked, I've seen a ton of people not seem to grasp that it's solely a matchmaking system and there's no ranked ladder attached to it.

    The facecamping point is the one that I want to focus in on the most, though. Under this current system, ekeing out one kill is still a loss, you still lose MMR if you only get the one kill. While facecamping is still an issue that requires careful and considered tweaking, it's not really that relevant regarding the MMR system, both because its actual counter leaves you losing MMR, and because if people keep playing into it you should be moved to a point where people know how to handle you.

    It doesn't really matter that this Bubba player "looks more skilled" in this system, because... they are moving or not moving to the point they should be for fair matches, anyway. Like I said, there's no ranked ladder, it's not like this hypothetical facecamper is being rewarded for guaranteeing one kill. It's definitely true that players who don't facecamp can hypothetically lose more MMR than them, but I struggle to see how that's indicative of anything when how much you gain or lose MMR isn't about rewarding or punishing you, it's about moving you into games where your opponents are at the level of skill they need to be for the match to be fair.

  • @LoneSlinger said:

    I love how that dude zarr and plays by shady keep defending the system when I can list two flaws with the system rn that can't be argued against

    1:it's kills and escapes based matchmaking we all know this everyone knows this, that means it's easy asf to abuse all I have to do is die on purpose every game or let everyone escape every game and all of a sudden boom I'm smurfing

    And I already know the counter argument will be oh well eventually you'll get to a point where you get such bad players that you win

    And the simple facts are if I die for 80 games straight then would it not also take me 80 wins straight to get back to that point? I mean none of us know the exact numbers but most elo systems you lose and win the same amount so as not to inflate your elo after 2 losses and 1 win

    None of that can be argued against these are facts the system is easily abusable that is a fact

    And

    2:if I play bubba and facecamp every single game I will always walk away with at least 1 kill probably 3 or 4 most games so that means I will never walk away from a game with a 0k like someone playing the game normally can, so yes I may lose mmr

    But Does that mean that I'm performing better or am more skilled then someone playing the game normally? I'd argue not so and I don't really think that can be argued against

    Facecamping bubba = guaranteed 1 kill every game

    Normal player = ability to get a 0k

    That can't be argued against that's a fact

    Oh boy, you suckered me in with a declaration that your takes can't be argued against- I'm a filthy little contrarian at heart, so I definitely had to take a look.

    Luckily for me, there ARE arguments against your takes! I lucked out here, for sure. So...

    1: Yes, you can abuse this system to smurf. I genuinely have no idea how you could make a system that players can't simply throw to lower their matchmaking, it was the case with the old system as well and it's the case in pretty much any other game you'd care to mention- the code isn't psychic, it can't know that you're engaging with it in bad faith. So, while you're right, it's not at all a case against judging based on kills and escapes.

    2: So, the facecamping thing. It's worth mentioning that if the survivor players choose to play optimally - which isn't particularly difficult, it's just boring - the facecamping Bubba gets one kill, two if they're lucky. That's not climbing the MMR, that's losing or breaking even respectively. But, lower MMR players may not know how to handle facecamping, or they may just not want to be bored on gens, so let's say that the Bubba does get enough kills to climb.

    Good.

    That Bubba should be going up against more skilled survivors, ones who loop them for longer before the first down and who know how to deal with facecamping. Cheap cheese strats exist in other games too, and they stop working after a while because your opponents start knowing how to deal with them.

    It's a bit of a moot point, though - the devs don't like facecamping either and are looking into methods to stop it being so appealing to some players.

  • It's far, far too big. Most of the other things people dislike really wouldn't be anywhere near as much of a problem if it weren't a gigantic sprawling maze you have to spend minutes even figuring out the path to where you need to be.

    Split it up into like, three separate maps and it'll be a much better realm.

  • I don't think this nerf was genuinely equivalent to doing nothing, a few seconds off is something, but I don't think it went far enough at all.

    The unfortunate thing about CoH is that, at least as far as I can see, there's not really a way to nerf it while keeping it consistent with the other boon perks. You can't make sweeping changes regarding limited refreshes or tighter radius of effect or any other real mechanic for boons at large, or you'll make Shadow Step and especially Exponential unusable, but those are also the things that CoH kind of needs adjusted.

    I'd say maybe make self-healing a stricter mechanic in general, so you can never self-heal faster than a specific value no matter how much you stack boosts. That would do a lot for it- I don't mind as much when more than one survivor is there healing one another, at least then they're all in one place and potentially out of position, but having only one guy run off and heal at mach speed is really rough.

  • Aw, c'mon, give poor Rin a break, she's been through enough.

    Besides, the last few folks who tried to bully her got beaten savagely with a practice sword, so... maybe watch it.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/2774714#Comment_2774714

    cant wait for the new, fresh and exciting introduction of: Breakable Fences!

    jokes aside, yeah this map is in desperate need for a good rebalancing.

    Straight up, some of the fences actually would be better with breakable portions.

  • The Kill Switch, as already mentioned, isn't just for things that are strong and easy to use. It's not crashing the game, it isn't suffering an abusable bug, it's working perfectly as intended, the Kill Switch doesn't come into the equation at all.

    That being said, it looks strong- I've maintained since the PTB that the +25% wiggle progression should be lowered a bit.

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2775678#Comment_2775678

    Sometimes, a person can do everything right, but their opponent just had better options to pick from, too. Killer or Survivor. :)

    When I played, my metric to figure out why I lost was always int his order:

    1. Me (Maybe I messed up somewhere.)
    2. My opponents (Maybe they just made better decisions than I did. That does not mean I made bad ones. It just means what decisions they had at any given time were better decisions than mine.)

    That too! Being outplayed doesn't necessarily mean you're bad, it just means your opponents did something better.

    I imagine number three is things outside of either party's control, too.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2775559#Comment_2775559

    Just looking at what it is by every element, you'll know it is.

    Call it whatever people want but people has to know voice comm does give completely unintended and unfair advantage with the help of out-game tools.

    Probably a faulty of the game design for sure.

    The point is more that that's completely irrelevant. You cannot stop people from using voice comms, the methods you'd have to use to even try would be ridiculously draconian and invasive and it'd rightfully kill the interest for a huge majority of people.

    Voice comms are a thing that exist and will be used. The game must be balanced around them, because there isn't an alternative.

  • Definitely agree.

    Even in cases where it's not as dramatic as this example, a lost game probably means that you could've done something better. Sometimes it really is just that you got the short end of the RNG stick, but most of the time, you probably made a few key decisions that didn't pan out, or you missed something important.

    Approaching the game with the aim to improve instead of assuming that you already know everything you need to is a very key skill that a lot of people could do with developing, I feel.

  • @Mandy said:

    I can send a private message to those who've not received them yet but have played as LF. I will need to know who to send the message to.

    I've also yet to receive shards!

  • @Mandy said:

    Anyone still not got them...I will need your cloud ID's to check this

    Would that be something to post in a public thread, or would it be something to handle privately? I have zero idea how important that ID would be for privacy reasons, lol.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2775503#Comment_2775503

    It's not soloqs are on disadvantage, It's SWFs are having excessive advantage to the point of cheating.

    So no, killers has to get some compensation even for buffs like this.

    It's really not. Voice comms aren't cheating, they're a reality of game design. The Killer role may need some love (and it does!) but it's not a strict one-to-one like that.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2773753#Comment_2773753

    It's a ######### big buff for survivors, keep that in mind.

    It'll only help soloq players, who are at a pretty hefty disadvantage right now. It's a good idea.

  • I've yet to play against Boil Over on live servers (bad internet over the past few days) but I did play against it on the PTB and that does feel pretty reasonable.

    RPD is a nightmare map where everything is harder to deal with, it's not a particularly robust example when it comes to talking about the balance of any given thing. The new Boil Over does make a difference - on the PTB I lost hooks I would've gotten otherwise, but that's because I'm not used to Boil Over actually doing anything lol. It's a perk that makes a difference now, and there are probably some spots where you'll lose a hook you would've otherwise gained, but... surely that's good? That's what the perk was always supposed to achieve, it just does that now.

    It may be too strong still, but certain spots on certain maps are definitely already hook dead zones.

  • I designed a killer myself a little while ago, so I've had cause to think about this- my idea of a rewarding power is one with a pretty decent skill ceiling, getting good at either aim or timing, but that has a backup aspect that always does something. I like killers with built-in stuff, like Doctor's tracking, Pinhead's secondary objective, and Pig's built-in slowdown, so more stuff like that is a lot of fun.

    I also like trap killers. We need more trap killers, we only have two...

  • @Kurri said:

    https://forum.deadbydaylight.com/en/discussion/comment/2773849#Comment_2773849

    Counter Strike does. Fornite does. League of Legends does.

    If BHVR want's to take this competitive route, then they should be compared to completive games who already have taken this route.

    I am genuinely, not ironically, not as a gotcha, curious what you mean- could you elaborate on the comparable detail that those systems use for their MMR? Specifically the MMR, that is- I know at least two of those games have a ranked ladder, so I'm not talking about what lets you climb that, I'm talking about the MMR for their quick play/unranked mode.

    I might have tipped my hand regarding my second point there, but BHVR have by no means decided to take a competitive route- MMR is not the same as a ranked ladder.

  • @CyberDragoon656 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2773651#Comment_2773651

    What they perceive is skill and what has been shown as actual skill however is two things. Why would skill not factor in things like perks, maps, the general rng, addons, and items if they wanted to say x is skilled why is it that the game doesn't reflect it. For ######### sakes they said twins are beastly at high mmr and instead of thinking "ok that makes sense" I was thinking "who the ######### is unironically picking twins as their main"

    Also right now there really isn't a neutral map it's mainly survivor sided (Ormond,badham,the game) or killer sided (maybe rpd...) so while kills and escapes can help with balance but with how the game plays it takes much much more than boiled down statistics.

    Do you have any idea how utterly, impossibly difficult it would be to build a system that factors those things into account? If you could name me a single game that has a comparable amount of pointless detail built into its MMR system, even if it's part of a ranked mode or whatever, I'd be extremely surprised.

    That's impossible to do and it's mostly unnecessary. There are areas where you could, if needed, put more nuance into the MMR system, but I'm not convinced that's necessary at all. I have zero reason not to believe the devs when they say the problem is the matching part, not the MMR calculation itself.

    But this is devolving into defending the MMR system, which I don't particularly want to do. It's just important to acknowledge that the dev's statements on it are being misrepresented in this thread.

  • Seeing your teammate's perk loadouts pre-game is a really good addition that I desperately hope the PC version gets soon.

  • Only one of those is actually a case of him being broken, but I'd argue that since it kind of ends up being worse for him for someone to not be able to solve the box, it's not a killswitch sort of situation.

    He wants people solving the box, either so he can interrupt them or so that the chain hunt will eventually start affecting the other three players again. Holding on to the box forever - which is the only thing you can do if you can't solve it - is actually the worst case scenario for him. This isn't like the unsnuffable totem spots, or CoH literally crashing the game, it's more like the bug that Pig's iridescent had; it made the game harder for the killer so it wasn't abusable.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2773651#Comment_2773651

    Well, here's an example where you're kinda wrong:

    There is a fairly big chance that you'd cross a certain threshold as an altruistic survivor, where you rescue teammates and end up dying even though 3 people escape. In all logic, survivors won that match, so ALL survivors should gain MMR. Yet you dont, so you get faced with worse killers. The threshold is a region of killers that I would call current MMR hell, where if you're too good at looping and your teammates arent good enough at doing things like cleansing totems. So you end up getting downed because of NOED, or downed after 4 gens and the 5th gen popping while you're already on the hook, and NOED giving the killer effectively 1 free kill. Since you're a better player overall than your teammates, you're very likely to start your match running across the map, where your teammates walk, meaning there is a higher chance of you being found earlier, meaning there is a relatively high likelihood of you being chased all game and getting camped with NOED, again dropping.

    You can see how this isnt good for MMR. You have 3 survivors escaping everytime, but the game assumes you lost. Back to the hockey analogy that Patrick has given us: This is like you getting fired from every team you joined, even if all the teams you joined 10-0, with you scoring 7 goals everytime.

    I believe team MMR was something that they mentioned they wanted to look at, because I do agree there- it doesn't stop the general application from being correct, but there are edge cases that they could look to improve. Some of those edge cases - like facecamping and team MMR - we already know are on their radar, at least.

    Also, just for the record, I thought the hockey analogy was clumsy even if what he was getting at was sound, so I'm not about to defend it.

    While the current implementation of MMR does have some flaws, it's still important to mention when someone is misrepresenting what was said, as OP was in this thread.

  • I've already got all the killers that are currently out and I'm only missing a few survivors- probably gonna nab Yun-Jin, I bought Trickster with shards so I don't actually have her yet.

  • Correct me if I'm wrong, but I'm pretty sure that what Patrick said regarding skill and escaping is not that escaping is the sole arbiter of skill, but that escaping is a reliable indicator of skill. Which... even factoring in unfavouable scenarios like facecamping (which isn't super fair to do because the devs also don't like facecamping), that's still true? If you escape more often than you die, that probably means that you're more skilled than if you die more often than you escape.

    I think what's tripping so many people up is that they expect the MMR system to swing heavily after one game, which this one (and any other MMR system you care to mention) looks far more at general trends. In general, how often do you escape? That's your goal, after all, so if you're not escaping there are two reasons why that might be: You were outclassed in terms of skill in the majority of your matches, or you're more interested in testing/practicing things that won't get you through the exit gates. In either case, lowering your MMR would be the right call.

    Same for kills. If you're getting a lot of kills in your matches, that means one of two things: The survivors you're facing aren't that skilled, or you're using cheap and unfun tactics like facecamping. In either scenario, your MMR should go up, so you can go against survivors who can handle you.

    This isn't rocket science? It's not that "if you don't escape you're not skilled", it's that escaping is what you're supposed to be leveraging your skill to achieve.

  • I think there's a degree of truth to this in that knowing CoH is in the match by no means ensures you've automatically lost, but CoH is definitely stronger than anything equivalent- not because its numbers are higher, but because it stacks with those things to make them even stronger.

    If one guy has CoH and nothing else, nobody even brought any medkits, I'm not too worried, but it's really easy to snowball CoH into a really nasty juggernaut with just a few extra healing boosts/items.

  • I like the charms, some of them look quite nice. I do think there are probably too many, but they're a nice little visual flair for hooks and survivors.

    The "Heart in a Cage" charm from last rift (I think) was a gorgeous design, that filled out my third spot alongside the gnome and the pride flag.

  • I certainly hope not - I like being able to see when I load onto Coldwind or The Game.

  • When did they nerf boons? I must've missed that, I only saw the CoH nerf.

  • Huntress, Jane, Jeff, and Claudette I feel like would give good hugs.

    I would want to give Susie a hug, though. I feel like she needs it, she's fallen in with a bad crowd...

  • @ThatOneDemoPlayer said:

    And yet it's not going to get kill switched, nor will be the maps it can be abused with

    ...Of course it's not? It's strong, it's not crashing the game or experiencing an unintended bug. The killswitch isn't just for anything that's annoying.

    To the original thread, though- I only played against it on the PTB but it definitely feels strong. I think a good move would be to lower the amount of instant progression you get on a drop down to somewhere around 15%, that feels like it would be a lot less abusable while still being useful.

  • @Valik said:

    https://forum.deadbydaylight.com/en/discussion/comment/2772982#Comment_2772982

    Personal, I just updated the post to alleviate future confusion :)

    Gotcha! If they did ever implement something like that I'd definitely use it, I just don't think it's a particularly high priority since it wouldn't really fix any issues or anything.

  • To be clear, would these be personal stats, or global stats? I really don't see much of a need for displaying global stats, but personal stats could be kinda neat. Definitely low priority, but a neat idea.

  • I think Primer Bulb and Spark Plug are basically fine, those are the addons I personally run whenever I run out of the good higher tier stuff, but the rest of these are definitely good suggestions.

    Bubba's addon variety is actually not terrible, there's just quite a few that do pretty boring number tweaks that aren't really that impactful.

  • I think the Tombstone is fine. The purple one might be a little questionable (I personally think that it'd be more interesting if it did something else, having two addons that do effectively the same thing is a little boring) but the iri one is pretty darn balanced.

  • @Mooks said:

    For Jake I guess the scarf he wears on the default outfit would be fitting the best?

    For Meg he could also take a cap since the lipstick might be a little bit controversial as well..

    I did think the scarf, but I'm not sure whether putting it on normally would be too low for a head cosmetic- not sure how the model rigging deal works there.

  • @SunsetSherbet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2771196#Comment_2771196

    He asked "What are you going to do to make the role less stressful." How is telling someone to play something else an answer to that? It's a dodge. He never answered what they were going to do. He just said "play something else."

    I would have liked him to address how he was going to make killer better. Or just not pick that question at all if he had no good answer besides being cocky.

    Yes, but the "what are you going to do to make the role less stressful" came after all the question asker's reasons for asking, and those reasons were that they were feeling burned out and not respected. The answer to that is that the question asker should take a break.

    Answering the actual last part would be validating all the whining. Now, not picking this question, that I'd be more on board with as a fair criticism, but it was picked, and the answer it received was correct. Period.

  • @SunsetSherbet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2770587#Comment_2770587

    People memed on it because it's absurdly cocky and unprofessional and he also completely refused to answer the question the person gave him. Cote should stay away from Q&A's.

    Not sure how. The question the person gave him was about feeling burnt out, stressed, and unrespected as a killer- just because it ended with externalising that to effectively ask "what are YOU going to do about how I feel right now", doesn't change what the actual answer to the bulk of the question is- that if you're burnt out and stressed, take a break and do something else.

    What else do you want him to have said? "You're right, killer is unplayable, we're going to buff them to the moon"? That would've both encouraged this whiny ass victim mentality, and been a completely wrong response.

  • @ActualPainedFrog said:

    https://forum.deadbydaylight.com/en/discussion/comment/2771051#Comment_2771051

    I agree with that, it would be neat if they were a fair mechanic that the killer could play around, but at the moment I just feel incredibly stressed to find the totem and even then they can just relight it. If the radius were shrunk and the time to boon was increased, I wouldn't mind them all that much.

    Circle of Healing is by far the biggest problem- when the only boon is one of the other two, or even both at once, the survivors need you to be in its radius as well before they can use it properly, so it's far more likely you'll know where it is to snuff it.

    Once CoH is brought in line, the mechanic will be much more interesting for everyone- though I do have some more minor annoyances with it even then, it's a good idea.

  • What I like about boons is what I perceive to be their intended play- survivors get a buff in a limited area, but it's at risk of being snuffed by the killer, and if the killer's on top of snuffing it a lot then the survivors are at risk of spending more time blessing than the perk actually gives them back in value.

    They're a good idea that push survivors off generators so they can get a buff, but that the killer can then either snuff out for more slowdown or can use as bait to draw survivors out of position. It's a good concept, it just needs a little work!

  • "Maybe" seems closest to "no opinion", so that's where I'll be at. It's absolutely a viable option, I wouldn't be upset if we got it, I just don't personally play those games so I have no stake in it.

    I'm sure there's plenty BHVR could do with it, though!

  • To be fair, Boil Over was a pretty bad perk, the flat increase on wiggle effects I fully support. The immediate wiggle progress for drops sounds... decent in theory, I think the number should just be lowered.

  • The "nerf pig" jokes have never had a super firm grip on the reality of the game, but watching this thread I truly feel like I'm going insane

    They didn't nerf her,,, please,,,,

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