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jesterkind

jesterkind

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  • @Thrax said:

    https://forum.deadbydaylight.com/en/discussion/comment/2626091#Comment_2626091

    because they've crafted a reputation as being a free games store in their effort to force and coerce gamers and children into using their barren platform.

    Pretty sure their reputation is for making deals to have things on their platform for a year before they're sold elsewhere, the free games thing is just a bonus.

  • I think this is only really a problem due to the repetitiveness, I don't think there's any other angle to it. Most of the killers are tragic to a degree, it's just that for some reason female killers have dramatically fewer unapologetically sadistic types.

    It'd be nice to see that variety come in for future killers, since most of the killers as-is are pretty well written, I wouldn't want to rewrite any of them.

  • Well, the real question is why you'd expect DS to help you in this scenario? It's not designed for this, it's not supposed to help you in this very specific scenario that's been crafted here.

  • @EthanWilliams said:

    https://forum.deadbydaylight.com/en/discussion/comment/2626091#Comment_2626091

    "Coming in December, all Dead by Daylight content will be made accessible" < here

    Yeah, accessible on the EGS to purchase. They're just highlighting that everything is going to the store at once, since sometimes DLCs seem to get added to the EGS separately.

  • I'm not sure why you'd assume it'd be free to play? The EGS is a store, that's what the S stands for. It's just going to be sold on there as well as on Steam and the Windows Store (lol).

  • It's definitely strong- free regression on the most advanced generator and knowing where that generator is are very very useful, though I do think other perks recently have been good too.

    This is definitely the stronger Scourge Hook perk, I'm glad we've got something that really shows how good the mechanic can be.

  • @YOURFRIEND said:

    Literally just let me destroy the totem. I don't run hex perks, I don't care about noed. Just let me break the thing.

    Again, the point here is to preserve the core idea for boon totems and help achieve the potential counterplay, not to make them an annoying chore the killer tries to get out of the way as quickly as possible and that the survivors get limited use from. The timesink wouldn't be worth it if the killer can permanently break it.

    That idea is a nonstarter here.

    @Voodoo101 said:

    The problem with boon totems is that there is no limit on them. They can be put up straight, heal more then one person over and over with no cool down.

    I have said this before, Boon totems should not be a perk, they should be an addon just like a medkit. Have a base time or an amount of uses, then have extra such as extended time / uses, be able to move it once, speed of healing, radius and so on. It would then become more tactical of where to put it and when.

    Now it's just a permanent, unlimited medkit for all. Get more then one and a killer is stuffed, because survivors loop to the boon and heal as they go. You then either give up chase to snuff out the boon, or carry on and hope you get their first. If you leave chase you lose the survivor and they heal on the other one.

    That's not a problem with boon totems, that is boon totems. If the current effects are too strong to be limitlessly available, then those effects should be nerfed, because that back-and-forth is clearly what the mechanic is supposed to be adding to the game.

    It's uniquely frustrating that people seem incapable of separating the overall mechanic of boon totems from the effect of the boon perks. They're independent factors- one or both can be tweaked to achieve the intended goal.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2625291#Comment_2625291

    Even one use per totem wouldn't be inconsequential.

    Inner Healing gives you one heal for one totem.

    CoH could still net you several heals between all survivors before it gets snuffed.

    Again, the intent is to preserve the current idea for boon totems, not repurpose them into temporary additions to the trial.

  • @Hex_Ignored said:

    Just make it so every totem on the map has 1 "boon charge". After being blessed (and snuffed out) it loses this charge and can't be blessed again.

    Alternatively they could just double the time required to bless a totem each time it is reapplied.

    @Seraphor said:

    How about snuffing a totem destroys it?

    The intent for this change is to preserve the current idea of boon totems, not toss it out in favour of making the perks temporary and unimpactful to the trial.

    There are many reasons why these are bad ideas but I'd rather this thread not devolve into that argument if at all possible.

  • @RaSavage42 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2623701#Comment_2623701

    I mean true... But that's how I feel about those perks

    If they are good then why haven't been talked about being good?

    They are? I've seen people recommend M&A and Make Your Choice multiple times before, they're generally considered good as far as I'm aware.

  • @RaSavage42 said:

    I'd say Feng Min

    Technician- can be described as a beginner perk... Makes missed skillchecks silent but lose a bonus 3% progression

    Lithe- can be good... if you have a build for it... or you don't run the same loop after a vault (I used to run this a lot back when I first started playing)

    Alert- can be good... if you are looking around when it activates... and if the killer breaks pallets, Gens and Breakable Walls

    I'd say Pig

    Hangman's Trick- Now that's a joke... After it's redesign it's useless

    Surveillance- Can be good if you're running Ruin, Oppression, Eruption... but then again 8m of Gen repair noises can be beneficial

    Make Your Choice- Is good for those of us whom don't camp... or at least 32m away when the save happens (but who does that)

    Or Doctor

    Overwhelming Presence- Item usage goes up by 100% when in TR... but who does anything but run when they hear the heartbeat

    Monitor & Abuse- shrinks TR by 8m when not in chase but gives it back when in chase+ FOV sliding in and out

    Overcharge- Gives a skillcheck to the survivor whom touches the Gen you've just kicked (but it can be completed while running away from the Gen)... Oh and it's difficult and if the Survivor misses that skillcheck the Gen losses a bonus 5% of progress

    Or Nurse

    Stridor- Makes Survivors breathing louder by 25% and if they are injured 50% (but who isn't running Iron Will

    Thanatophobia- For each injured, hooked and/or dying survivor receive a 4% gen, Sabotage, cleansing speed debuff (but who isn't healing ASAP or gunning through it)

    Nurse's Calling- If survivor(s) are healing within 28m of you they're aura is shown to you (But who does that... plus Shadowstep)

    I can agree with Huntress, Legion and Wraith

    Some of those perks are actually really good- Lithe has extended many chases I've been in (as killer), Monitor and Abuse is a very solid stealth build perk, Make Your Choice is phenomenal on anyone with mobility, even Nurse's Calling can be really good in some situations.

    Even the less useful ones are nowhere near the bar set by perks like Territorial Imperative, though.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2623650#Comment_2623650

    Well, then it's just choice, either find really good spot to use it so it's worth, or don't use it. It just punishes survivors that use boon on bad spawns like next to gen, inside shack etc.

    When you are against 3-gen it would definetly be worth to wait and use it.

    Right, but that brushes up against the same problems the "snuffing a totem should break it" argument has- it is better for everyone if the survivors can choose to try and make a specific spot work many times over, and it's worse for the killer if they scurry off to find a new spot that's potentially away from the action.

    So, hard cap that stops it from getting out of hand and keeps it a potentially reasonable timesink for the survivors.

  • @WolfyLegend123 said:

    Barely any use, cool idea, but maybe pause the wiggle. Timer for some time, like mad grit, 2/3/4s.

    That'd be reasonable for effects like pallet break and generator kick, but you don't want it to proc on locker search or window vault because then the killer could just hold someone hostage by never letting them wiggle out.

  • @Dino7281 said:

    How about permanently add time to bless for each time your boon get snuffed?

    Cool-down that isn't really cool-down and short does nothing. Even if you would bring long cool-down where you can't use boon totem at all, we would just counter it with 2 players usig CoH and just take turns.

    That's also a solid idea, you'd just have to be very careful about what the numbers are and probably give it a hard cap. You don't want people to end up with multiple minutes of bless time, at least not too quickly.

  • I'm of the opinion that they should rework Monstrous Shrine to do that; basement hooks count as Scourge hooks, and all Scourge hooks have (some of) the effects of Monstrous Shrine.

    Make it the Undying of Scourge Hook perks; something with minor effects on its own, but that's primarily to be a support perk for its archetype.

  • It's Huntress. Wraith's perks are pretty useless for most people, but Bloodhound is mostly good for helping beginners track injured survivors and Predator... ostensibly does the same even if it technically actually makes tracking harder if you know even slightly what you're doing. Shadowborn is also a nice effect, it just should be an options toggle, not a perk.

    Huntress, though... Beast of Prey has such a useless activation requirement for an effect that's only barely useful for the situations you can use it, Territorial Imperative is an even more mediocre effect with a weird distance requirement, and Huntress Lullaby is only passably okay in very specific gimmick builds. I think all of them could do with a complete rework, they're laughably bad.

  • Surge.

    Make it proc with special attacks, please, it'd be a very solid and reliable perk then.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2623525#Comment_2623525

    Boons could work, but they have too much of an impact (to the point of hard countering some killers) for the amount of effort required. CoH, yes, specifically.

    Beyond this though, I just don't think that killers need any side objectives. With how fast genspeeds are and how ridiculously safe gens/loops are on some maps (RPD, Haddonfield, Badham, some versions of the Autohaven and Farm maps) it's difficult enough to pressure survivors before factoring in something else to do.

    Well, at that point we've changed the topic from boon totems as a mechanic to the specific perk Circle Of Healing, those are two separate topics.

    The way I look at the rest of those things, though, is that even if Boon Totems were completely deleted from the game... they'd still be problems that are in dire need of solving. Why slap a band aid on something new that rubs up against those problems instead of treating the root cause?

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2623516#Comment_2623516

    'Doing it properly' is the problem though.

    It's not always obvious where the thing is, especially on indoor maps (where it could be behind multiple walls, or below the floor). I've had multiple occasions where I hear it, look for it and by the time I've found it, a gen pops.

    However, if I let it stand, all that survivors do is run away and heal in seconds. Probably my most annoying game recently was eating a pallet stun, knowing exactly where the injured survivor had gone, pursuing immediately and by the time I'd reached them, they'd already healed to full. Less than 10 seconds.

    Oh yeah, you won't catch me arguing that CoH isn't too strong, something needs to be done about that perk.

    I still maintain a better fix is an overall totem spawn pass, and maybe boons only having horizontal range, not vertical range. If you know where the boon is and it's not in a terrible spot (that shouldn't be in the game to begin with) then I really think the intended mechanic can work.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2623499#Comment_2623499

    Sure. But you're ignoring the time it takes the killer to snuff those boons every time.

    I'd rather see snuffing a boon put boons on a cooldown.

    The issue isn't always 'I'll just rebless the same totem'. It's more 'okay, now I'll just set up a new one where we are now'.

    Honestly, boons just don't work well with the mechanics of the game. The killer is always more time-starved than the survivors, if only because there's only one killer.

    A cooldown would work too. As for the time it takes to snuff a boon- I'd argue that if you do it properly, it doesn't waste so much time that it outweighs the benefits. Going out of your way to snuff one instead of chasing or what have you, sure, that's bad, but if you treat snuffing like a downtime action a la breaking pallets or kicking generators it's a lot more reasonable.

    Though, again, awkward totem spawns do throw a wrench into that approach, so I still agree those are a problem.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2623490#Comment_2623490

    Honestly, the short time investment it takes to get one up may be time away from a gen, but it spirals into a lot less pressure from the killer - ie. more time on gens.

    https://forum.deadbydaylight.com/en/discussion/comment/2623491#Comment_2623491

    It really wasn't.

    It was only a problem with Ruin, which itself was a symptom of the 'you can do your first generator in literally 14 seconds, and 3 before the killer gets their first down' problem. Slowdown was the meta at the time, now it's shifted into either escalating pressure (CI/LP+offensive perks) or gimmicky instadown builds (Starstruck+carry perks, NOED+NWO).

    Hexes need some love regardless.

    Boons are really a problem, as they can hard-counter a lot of killers. That said, this is BHVR and their balancing decisions can be...bizarre at times.

    That's true the first time, but if survivors are continually blessing boons, that time adds up. If it weren't for awkward totem spots and the ability to literally instantly get back on it as soon as the killer's back is turned, that slowdown would be pretty noticeable. I made a post about it, but my suggested fix for the latter is just to put a debuff on a totem that's been snuffed for a short while that makes blessing it take twice as long.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/293305/bringing-back-old-undying-as-balance-for-boons

    Yes.

    Absolutely this.

    The Undying nerf was silly, as it was targeted specifically at the Ruin+Undying combo. The correct response would have been to adjust Ruin, but BHVR instead slapped a pretty hefty blanket nerf on all hexes, most of which didn't see much play as is.

    If Ruin is the concern, nerf Ruin.

    https://forum.deadbydaylight.com/en/discussion/comment/2623477#Comment_2623477

    ...What on earth are the benefits to the killer's side? I'm genuinely curious.

    As it stands, trying to snuff was frequently worse than letting the thing stand, as you'd routinely waste time trying to find it when it's actually on the floor below you/in an unsnuffable spot. Even if you succeeded, you'd probably have wasted as much time as the survivor spent blessing it, and the time of the killer is at far more of a premium than the time of 1 survivor.

    Plus, they can immediately relight it.

    It creates a zero-risk safezone that hard counters the majority of attrition based killers. I'd love to see a comparison of Wraith kill rates before and after the introduction of boons.

    They aren't unbeatable, but if you are playing certain killers, you need to build expressly to counter boons in the expectation that you might be facing them, every game. Which is boring for both sides.

    The benefits - while slim - are that survivors are continually spending time doing something that isn't a generator, and that they're trying to make use of a specific area of the map you know that they're going to be in. The benefits for survivor vs killer aren't equally weighted, but that's fine because they are survivor perks.

    Regardless, I actually agree with some of those assessments, but the solution to them is to fix bad totem spawns and, potentially if it still seems warranted, make boon effects not travel through multiple floors. I don't believe in band aid solutions that potentially spoil interesting mechanics- I want to see boon totems work and believe the wider game problems should be fixed around them to help them flourish.

  • Boons and Hexes are not the same mechanic, and shouldn't be balanced the same way.

    Boons as a core mechanic are designed around being relit, and hexes are not. There are benefits from the killer's side for boons being relightable, even.

    But even if that weren't the case, this is a backwards suggestion. Let's say for a second that relighting boons actually is too powerful and impactful- how is it an appropriate response to add in the same level of OP annoyance on the other side?

  • @Bran said:

    45 seconds does feel like a long time. And that coming from me. Boon unliker.

    Cut that time down maybe 10-20 seconds and that seems more reasonable. It cannot be instantly reblessed, but it's still viable for the long term.

    And another thing I just thought of is since it takes 14 seconds to bless and 10-20 seconds to recovery. That adds up to around 24-34 seconds of downtime.

    Twenty seems good, yeah. Just enough that they can't immediately jump back on it and bless it again with no downsides, that strikes me as a little much.

    Could work in fiction, too, with the explanation that they have to right the totem again after the killer scuffs it with their shoe.

  • As a killer, I've only been hit by Power Struggle... I think once? It was a pretty memorable moment so I'm pretty sure it only happened the once, haha.

    In terms of buffing it, I honestly just think lowering the required percentage a little would be enough. There are often opportunities to use it where you just didn't hit the right threshold, at least in my experience.

  • @Feyd said:

    But... The newly named perks still have flavor text that literally quotes the characters from the show.

    I'm pretty sure they only have that if you currently own the DLC. My understanding is that they wanted the divide to be more stark, but the change bugged and altered the perk names for people who own the DLC and BHVR just rolled with it? Not sure but that's the impression I got.

  • Pray.

    It took me forever to get it- weirdly I got it on Midwich, a map I'd have expected would've been the hardest to get it on.

    I don't think there's much of a strategy beyond maybe sending yourself to a map that's very open or has a lot of low cover so you can spot survivors from long enough away.

  • @ElusivePukka said:

    Keys got a mite wrecked with the hatch nerf, but the latter needed to happen. I am seeing a weird number of people with keys, these days - I think people might be seeing an uptick in Blood Amber or just wanting to rid themselves of keys.

    I saw someone with a key + hatch offering who was trying to do an Adept achievement, that's probably one of the better uses for them these days.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2622719#Comment_2622719

    I'm not really convinced of that. Hexes were founded with Hag, and Spirit's hex made plenty of sense considering she's a vengeful ghost and all, but what do Deathslinger, Trickster, or Blight have to do with witchcraft and curses? At some point it just becomes another game mechanic that's open for everyone.

    I suppose a decent counter to that argument is that they'd probably want the first few boons to make sense narratively, and then branch out into pure mechanical value?

    I still think they'll wait a little while for design purposes, though. Still, I could be wrong!

  • It's where the Entity stores all the best snacks. Go check it out, they're just in that chest over there...

  • @Myla said:

    There's two house of pain there. One with the basement and the other is the house with the actual killer basement. There's a God window there you can vault 3 times but I haven't seen this window open up for a quite a while.

    The other one is the Myers house, right?

  • I'm pretty sure it's the one with the basement, the one that has an ultrasafe pallet and two stairways out of it.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2622895#Comment_2622895

    I've noticed at best, zero difference before and after MMR.

    At worst, my experience has become much more unfun.

    I've noticed a little difference. My games on Wraith are consistently a little harder, since he was my main during the collection period, and my games on new Killers are a little easier. I don't think it's working as well as it could, but I do think it's working somewhat.

    I think the major issue now is survivors falling too far if they're cocky, if playing aggressively/well in general softened your MMR loss I think it'd be a lot more consistent.

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/2622895#Comment_2622895

    Do you ever do anything but act apologetic for the devs? It's sad.

    I believe in fair and accurate criticism, and I'm very open about what I think the devs do wrong. I think they work far too slowly on things, I think their priorities can be very out of whack, I think nerfing Wraith was fully unnecessary and I think the Deathslinger changes were pretty badly handled, and so on and so forth.

    Like, bud, even in this post I give reasons for thinking that this system is a good start, it's not defending or "acting apologetic" for the devs on principle. This system isn't perfect- it needs fixing and the devs didn't do a great job of switching to it, but saying it needs to go because it'll never work is something I fully disagree with.

  • Well, they actually tested it four(?) times and the latter two tests went really well, so that's not strictly accurate to say that they tried it and it failed once.

    Beyond that: The idea that MMR should be based on hooks is completely laughable, that would never work for exceedingly obvious reasons. Basing the system on whether you win or lose is perfectly reasonable, I just think more nuance should go into it- having your MMR lower by a lesser amount if you got a really good emblem score but still lost, for instance, would probably fix the current edge case problems with the system straight away.

    As a final point, I want to mention that this system doesn't reward anything. It's not a progression system- you shouldn't be trying to get "max points" from any given match or whatever. There's no reason to want to get "high MMR" other than to have balanced games, and the only way to achieve balanced games is to just play normally. If you sweat a lot for 4Ks, you'll get survivors who can handle that, and if you play more casually for eight hooks and fun, engaging chases, you'll be paired with survivors who (at least in theory) will be better suited to that.

    The system isn't perfect but it's an excellent step in the right direction.

  • I play killer and I can attest that I've not had any cause to prioritise someone with a key anymore. Right now when I see one I go "damn, really" and go about the trial as normal.

  • I always seem to get Coldwind, myself. It's never a map you want...

  • @ElusivePukka said:

    For the people stuck on the literalist meaning of "all killer perks" - which specific perks shouldn't have their cooldowns reduced or removed and why? Two versions I'd be particularly pleased with, though of course you may have good reasons besides these: perks that you think are fine as is, or perks you think have a fault in their trigger for the cooldown.

    There are a few perks where their cooldowns are just the length of the effect, meaning that the cooldown only serves to prevent the perk from stacking its effects continuously, and I think that's a fair use of a cooldown.

    Perks like Hysteria and Make Your Choice apply a cooldown for this purpose, and strength of the perks aside (I don't think Hysteria is very good tbh), I think it's a perfectly reasonable design choice to invoke in those cases.

  • I'd love to see some extra material expanding on the lore and characters- but I'd sooner lean towards graphic novels than animated shows, personally speaking.

    Either would be great, though!

  • Yeah, the NFT situation put a bad taste in my mouth regarding Pinhead, I don't think I've played him once since that aired. Before then, though, while he isn't the strongest his power is one of the most fun to learn, so I don't think a lack of power is what's pushing people away.

    I'm sure I'll pick him back up eventually, but for now, I'm focusing elsewhere.

  • I somewhat doubt it since they're probably harder to design for than the other types of perks, but I do hope we see more interesting ones down the line.

    Personally, I'm hoping for more Scourge Hook perks.

  • @TypicalIllusion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2622531#Comment_2622531

    so i should

    1. save my ds because its endgame and hes camping on top of shack and gonna come down and let my teammate die
    2. just go second?

    In that scenario you use DS before you go for the unhook, and then unhook while they're stunned.

  • They should fix his addons, his basekit is fine. His biggest problem is that he used to have cracked addons and now the majority of his addons are kinda worthless, which is something they can fix in a proper addon pass.

  • @TypicalIllusion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2619744#Comment_2619744

    let teammate die to save ds? killers will camp basement atleast once while youre playing with 1 more person

    If you're going for a save, DS no longer applies. You're not being tunnelled, you're progressing the game- which makes you a valid target for the killer.

  • @ObscurityDragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2620941#Comment_2620941

    The older system worked perfectly fine...

    Until they opened the ranks you could match against to shorten queue times...

    You got games quickly but rainbow ranks where at risks then

    Unfortunately, reasonably fast queue times is a requirement, and if your matchmaking system takes forever to get into a match it doesn't matter how accurate it is. Even if the system were fine otherwise (which I don't agree, it was fully unfit for purpose for a lot of situations), the fact that it can't get quick games disqualifies it already.

    This system just needs a few tweaks to be genuinely good, and it's already better than the emblem system.

  • It's important to remember that, while this system has some flaws, the system we had before categorically did not work and was much, much worse.

    But to one of your points- there is a casual mode. It's the mode that you queue up for when you start playing, because what this game doesn't have is a ranked/competitive mode. I think a lot of people are misunderstanding the MMR system and thinking it's equivalent to a ranked mode in League or Overwatch or something, instead of a more consistent and basic matchmaking tool.

  • Agreed. Totems should not spawn in view of a survivor, and honestly shouldn't even be in adjacent tiles.

  • @TheDuhJ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2619901#Comment_2619901

    I can see this instantly replacing pointing after a killer gets pallet stunned at a loop

    Eh, anything else would also be used for BM, so that isn't really a deterrent imo

  • @PigMainBigBrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2620606#Comment_2620606

    It already announces itself as soon as its in play you have a GIANT icon that says EXPOSED!

    Like you say, if you stay around in the trial without cleansing the totem you're gonna get worked.

    It only does that after someone's hit- in the period between it lighting up and the first person getting hit, there's no real way of telling that it's there, and that's the only part of it that I think is really a problem.

  • I'm going to have to second everyone else saying it here-- NOED only gets any more value than a surprise down if the survivors choose to give it value by lingering in the trial without dealing with it. Hunt for the totem, or leave, those are both very effective counters to NOED.

    It's not even a particularly good perk, but I empathise with it being annoying. If it were to be changed, the only change I would support is having it announce itself to the survivors immediately as it spawns, because I agree that getting hit with NOED before you know it's there is frustrating. There are tools to deal with it, but you've got to know to use them, y'know?

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