jesterkind
jesterkind
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I wouldn't mind if keys got a buff to their actual primary mechanic- the aura reading channelling.
It'd be nice to see them repurposed that way.
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@mynameisBlade said:
https://forum.deadbydaylight.com/en/discussion/comment/2620266#Comment_2620266
You just like to debate. No need when I already know the facts. They will be changed and then you won't have crap to say.
Well, you got me there, I do like to debate.
I imagine there will be some changes- I'm just hoping they'll be sensible. If they're changed to break after snuffing, I'll have one thing to say: "well that sucks, the mechanic was nearly cool".
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@mynameisBlade said:
https://forum.deadbydaylight.com/en/discussion/comment/2620259#Comment_2620259
You are wrong dude. The funny part is you are so willingly oblivious to what you are saying that it hurts.
Would you care to explain why, or...?
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@mynameisBlade said:
https://forum.deadbydaylight.com/en/discussion/comment/2620101#Comment_2620101
This never held up. It isn't a waste of time if there are 3 more Survivors doing Generators elsewhere on the map. Once again, your point is moot.
If three survivors are going and doing generators, and one is wasting time doing boons, go chase the survivors doing generators.
Boon totems being up is fine until they're actively being used, and that is when you snuff them. Otherwise, you just play the game as normal, and snuff as a downtime action- to make that survivor stay off the generator, because if there weren't boons to be blessed, that survivor would also be on gens.
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Trapper does pretty okay on Haddonfield, as do the stealth killers to a lesser degree.
Whenever I roll Haddonfield, I basically decide not to try and defend any basement generators and focus on the ones that are either on the street or on the ground floor of houses, and only going to upstairs gens when I know someone's there.
In general, Haddonfield or not, I've taken to picking a few endgame perks on the off chance I get a really bad hand. I recommend No Way Out, it's more useful than you'd think.
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/2620101#Comment_2620101
I waste so little time blessing totems. It's all I do unless i have a challenge that makes me cleanse them. I just stick on small game and can usually get a blessing up pretty quick. I still manage to bang out a couple gens and saves while also blessing totems. I've even blessed a totem right next to a killer chasing a teammate which absolutely broke that killer's mind. 14 seconds isn't exactly a time waste with how effective totems can be.
https://forum.deadbydaylight.com/en/discussion/comment/2620160#Comment_2620160
While boons can be adjusted and should be adjusted, they should also have a capped usage amount. 14s isn't really that big of an investment and people keep underestimating how much real estate 24ms is. I say this as someone who greatly prefers playing killer and as someone who pretty has exclusively been using boon totems since their release. It is literally making playing survivor enjoyable for me, but at the same time they gotta do something to dial these things down a bit. 4s heals with medkit and info blackout in a 24m radius is a lot and that's just one person. If you're team is doing blessings as well it isn't that difficult to keep a section of the map in your favor.
Fourteen seconds isn't that much time once. If the killer is repeatedly snuffing the totem, then you are wasting fourteen seconds multiple times, as is anyone else who has a boon they want to use.
It is possible to coordinate and use boon totems very efficiently, though, and it's very possible they're too strong there too. There's still no argument for having the totem be broken on snuffing, nor for a limit on usage at all, since the effects can be tweaked to be balanced with mechanic to make the theory bear out in practice more consistently.
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@Yords said:
I just hate how BHVR's reasoning for old undying was that "hexes are supposed to be strong, but can be gotten rid of" but then let survivors all STACK their boon perks in one totem AND let them redo it if the killer snuffs it.
Don't make me tap the sign......
Hexes and Boons are not the same mechanic, and their balancing shouldn't look the same.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2620101#Comment_2620101
It never is wasted time because 1 survivor losses a totem while 3 others do gens....when that survivor blesses a totem another switches out to find a totem to bless. Survivors have no wasted time, while killers have very limited time to find a survivor and start to apply pressure.
Without boon totems, that one survivor would also be doing gens.
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@Wraff said:
https://forum.deadbydaylight.com/en/discussion/comment/2620101#Comment_2620101
This theory isnt really holding up since people are just slapping them in annoying loop area's to get a quick heal and then off the do whatever they were doing.
In my experience, there are definitely some annoying totem spots. Though, the response to that should be to fix the totem spots- even if breaking a totem on snuffing didn't actively make the problem worse, it'd be a band aid fix for a larger problem.
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@TheDuhJ said:
https://forum.deadbydaylight.com/en/discussion/comment/2620119#Comment_2620119
That's some cockney ######### if I ever heard it
David's from Manchester, so not Cockney, but close enough!
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@TheDuhJ said:
https://forum.deadbydaylight.com/en/discussion/293020/delete-dead-hard
Dead hard just doesn't make sense, I mean dead hard... hard dead... ######### does that even mean? Its the weirdest perk name anyone could come up with. Its pared with we're gonna live forever which at least is based off a song. ######### name it dead hard?
British slang. "Dead" is often used as an intensifier- EG, if something's very good, you could say it's "dead good", and "hard" is slang for "tough". So "Dead Hard" means "very tough".
Simplified, but that's the gist.
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Because the intention is for survivors to waste a lot of time, cumulatively, trying to bless a totem so they can get value, which means they're spending increasingly less time on generators and are sticking in a specific area the killer can take advantage of. That's the theory.
It doesn't always bear out like that in practice, but the problem would be worse if each totem was one-use only, not better. Survivors wouldn't be wasting as much time on blessing since they can only do it a max of five times, and they'd be scurrying off into the dark corners of the map instead of being in one spot.
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@mynameisBlade said:
https://forum.deadbydaylight.com/en/discussion/comment/2620013#Comment_2620013
Apples and oranges.
...What?
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@mynameisBlade said:
https://forum.deadbydaylight.com/en/discussion/comment/2620007#Comment_2620007
Every thread I see you in, you are the biggest "it wouldn't work" person. Sorry but people who think as you do are the reason why certain things can't work in any medium.
Again, I'm not saying it couldn't work mechanically. I'm saying it wouldn't fit.
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@mynameisBlade said:
https://forum.deadbydaylight.com/en/discussion/comment/2619993#Comment_2619993
Narrow minded people share your pessimism.
It's not pessimism, though. It's just understanding the tone and aesthetic of the game- not everything should be added even if you could make it work mechanically. Even if it could be cool in theory!
Other games in this genre could make this kind of thing work tonally but DBD just isn't the right fit.
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RPD.
Realistically, though, I wouldn't remove anything- I'd fix them. RPD should be broken up into smaller maps and it'd be just fine, I don't generally support just removing things from the game entirely.
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/2619535#Comment_2619535
It's not that high tech? It's just a rocket launcher. It's not like the world these other survivors live in don't have something like rocket launchers in their world. The only way it feels weird is because we just don't have one yet. It would be a badass addition to DBD. I don't think anyone besides like 2 people booing it.
The only other killer who even has a firearm at all is Deathslinger, who was specifically given both an old wild west rifle and a speargun instead of something more sophisticated. Rockets, explosions, modern military tech, that's all stuff that wouldn't fit into Dead By Daylight from the Killer's side. Even Leon's Flashbang is pushing it a little.
I don't see how people aren't getting this, if I'm honest. It's so clearly something that wouldn't fit tonally within DBD.
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I'd love to see Dying Light and Sole Survivor tweaked, so that Michael and Laurie can have a full suite of genuinely useful perks.
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I'd love a thumbs-up emote, both to positively interact with the Killer and to thank a teammate for healing/doing something altruistic/skilful.
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The thing about the boon totems is that their effects, taken in isolation, are pretty reasonable. Uncoordinated randos who only have CoH as a healing perk, or only have Shadow Step without other (far more powerful) stealth perks, they're a far more manageable level of strength than their highest potential.
Instead of abandoning the idea of a relightable safe haven, I think we should tackle how these perks stack up against other perks. CoH could maybe give a lesser boost if medkits are used, for instance, or maybe self-healing could be capped in general regardless of whether CoH is in play. Shadow Step is probably fine- I think Iron Will is the bigger problem when it comes to stealth perks.
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Were they injured? If so, that's a current bug with Dead Hard validation; you didn't actually get that hit, they used Dead Hard, but because of server-client desync your screen displays the scream before it's corrected.
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@ThiccBudhha said:
Revert hit validation, fire whoever suggested it, blacklist anyone who worked on it, ban any mention of hit validation from the studio and all would be well with the world.
Instead of making the game function less consistently, wouldn't it be a better idea to just fix the scream bug?
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DS is an anti-tunnel tool, and if you're going for a save you're either not being tunnelled or you really shouldn't be going for that save.
You don't get to do stuff in the Killer's face with DS anymore, if you're trying to use it offensively you don't get to progress the game while doing so.
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@jajay119 said:
https://forum.deadbydaylight.com/en/discussion/comment/2618745#Comment_2618745
There is a window vault to outside
I think they mean the greenhouse outside, not the glass area of the main building- the place that looks a lot like it should have a vault spot but doesn't.
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/2618696#Comment_2618696
Many things sound busted as hell if you don't actually have them in-game.
Imagine Bubba wasn't in the game and people speculated what his power could be and someone would say:
"how about a chainsaw attack that lets you instantly down all 4 survivors and also it should make you go faster and faster with each sweep so you catch up quicker and quicker. Oh and also you should keep 100% of your movement control during the attack so you can instantly down a survivor behind you then turn around and go after the other near-by survivor"
Everyone would be like "that's busted" when in reality just about anything can be balanced around DBD's gameplay.
Even a rocket launcher could be balanced if:
- it was on a cooldown like Doctor's Static Blast
- it had a rather small area of effect
- it slowed Nemesis during the shot
- it had a 5 second charge up time (in this case the time it takes for him to pull out the rocket launcher and scream S.T.A.R.S. before he takes the shot)
- and if it had a time limit for its use like Trickster's main event so you can't effectively use the rocket launcher to camp
Tada, you now have Nemesis rocket launcher in Dead By Daylight and it's nowhere near busted.
I will cede that you could probably balance a rocket launcher, though I do still maintain it'd have to be a kind of awkward mechanic because it would need hefty restrictions. What there's no getting around is that a rocket launcher in no way fits into DBD's tone and aesthetic, it's just far too high tech and modern-military.
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Quick clarifying question- useful for what purpose? Just general-purpose data collection for monitoring the state of the game from a developer perspective, or for something more specific?
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I am once again reminding you all that the MMR system is not a progression system and there should be no expectation of reward nor incentive to get max points in it.
It's just for matchmaking. Some more rewards for playing consistently would be pretty great, but that concept is completely divorced from the MMR system.
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@BrokenSouI said:
That's good for you, truly. But reality is. It's your job to stop the gens from popping. It is NOT healthy for the game to be "well survivors are going to escape" At that point you're just their play thing/punching bag
Why even have "death hook" hook states at that point. Instead of it being "you can't kill survivors"
Slight correction- it's your job to stop the survivors from escaping. The game's not over just because the last generator popped, so focusing more on chasing and downing than necessarily stopping a generator isn't the worst decision in the world.
Besides, this is clearly a learning mindset, so your point is a little moot. You should accept that you're going to lose a lot while you're learning, for any game.
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Beyond those annoying slants you mentioned (that still trip me up even though I know they're there lol) I find Disturbed Ward a pretty reasonable map to play on. It's got a few really nice spots where you can outplay a window vault by going above it, or to the side of it.
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In fairness, this is a cherry-picked list of actually good ideas. All you have to do is spend a few days on this forum to know that the majority of fans absolutely do not know better than the devs.
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The core mechanic is pretty balanced, though I'd suggest one single tweak to it. The perks themselves... Shadow Step is balanced, but CoH really highlights some problems that already existed with healing in this game, so I think that's the one that should be tweaked.
A soft cap on self healing and maybe tweaking how effectively CoH scales with other healing boosts is a reasonable decision imo.
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/2618766#Comment_2618766
Well obviously it would take some tweaks. Just make it a different button. There ya go. Done and fixed.
Yes, exactly. A different button that he can use alongside his current power, which would be... OP, because his current power is already pretty strong.
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/2618756#Comment_2618756
Have you even used the blighted serum on him? Who would ever think it is op and wouldn't make him more accurate.?
The Blighted Serum replaces his power when he has charges, it's a pretty clunky way of doing it that works for a Halloween gimmick but doesn't work at all as a basekit addition. Even with that in mind, too, the Blighted Serum actually is really strong in a lot of cases, which is why it's only active for an event and not year-round.
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/2618744#Comment_2618744
A rocket launcher is simple. No need to severely nerf it. Doesn't make any sense. And the rocket launcher probably fits more than the zombies. Well luckily for me it isn't the only way to make him accurate. That's why you add the blighted rush to his current power basekit and swap the run animation from his normal movement animation to only being in the rush.
Slapping the rush onto his current basekit would make him stupidly OP, he's already a pretty strong Killer. It'd have to replace his current power, and while that could work, it's no more accurate than the power that he does have.
Sometimes they have to take some liberties and retool things to fit- they did it with Pyramid Head and Pinhead too, this is just a necessary facet of translating characters as killers. With those restrictions in mind, Nemesis is pretty damn good, I don't think they could've done it better- maybe slightly more accurate, but in a way that's far less unique and fun to play.
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/2618737#Comment_2618737
Explain how his weapons are op as his rocket launcher can fit perfectly. All you need is the right balance which some people just fail to forget. It's not like he'll be shooting rockets all day long. It's obvious he'll have a cooldown or requirements.
You've got to be joking, right? You'd have to weaken them to the point that they'd be pointless to use, not to mention that a rocket launcher clearly doesn't fit within DBD's tone and aesthetic. There's only one killer who even has a gun, and that's both a wild west rifle and a speargun, not a regular gun.
If the only way to make Nemesis accurate is to use a rocket launcher then Nemesis straight up doesn't belong in DBD.
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/2618730#Comment_2618730
Nemesis is such a simple character to do right. The argument that " Some killers already rush" or whatever doesn't matter because guess what? People said the same exact thing about Blight and Oni but guess what? People love them now right? That is because just because they run doesn't mean they aren't unique. The run works different. Same case for Nemesis. They just didn't bother. Plus it's a license. You gotta make them similar. Zombies have nothing to do with him. He only HAS the tentacle which he uses a slight bit but he still uses it incorrectly. He like... Slaps them? What?
You're missing the point- the rush is the only thing they could do, and it isn't necessarily more accurate so much as it's just a different accurate choice to make. They can't do the weaponry because it'd either be stupidly OP or pointless and clunky, they can't do the leap because the maps simply aren't designed for it, they could choose to make him rush but that wouldn't work on top of his current power so it'd have the be the main thing that he does...
You say he's a simple character to do right, but... is he? What about him could they add that wouldn't only be literally possible, but better to play than what we have? The only aspect I see is the rush, and he's hardly "less accurate" because you would've preferred that.
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/2618708#Comment_2618708
I don't expect Michael level. I expect at least 25% of Nemesis in his power. I got about 5%. :\
We'll have to agree to disagree on the percentages, I think this evokes Nemesis just fine, but the overall point is that there are elements of Nemesis that simply cannot be translated, like his weaponry or arguably the leaping that he does. A rush could've been included, but there are already killers that function like that and it seems like wasted opportunity to just do that again.
Even if this is a pale and insulting imitation of the "real Nemesis", then... the answer is very clearly that they should've picked a different character to translate, and I'd actually support that. The best options for DBD are and always have been Jack Baker or Lady Dimitrescu, maybe Heisenberg if they could figure something out for him.
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@scoser said:
https://forum.deadbydaylight.com/en/discussion/comment/2618643#Comment_2618643
Yeah, but that doesn't help me when I'm the one getting camped and tunneled by someone that believes that MMR is life.
I feel that, but it's also pretty ineffective to blame the MMR system for that. People act under false delusions all the time, the solution is to correct them, not to make their delusions more reflected in reality.
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@Laluzi said:
It's one thing to try to reimagine Nemesis, but the restrictions you've provided don't allow room for that. The zombies are easily the lesser portion of Nemesis's power - the tentacle is the bulk of his strength, and contamination is a system meant to limit its power rather than strengthen it. The point is, you can't really keep the tentacle and add anything meaningful onto his power, because being able to hit survivors through windows and pallets with really high reactivity and break pallets with very little time investment is a big deal.
Nemesis is just way too dangerous in his 'real' incarnation to be translated properly to DBD. It's like a reverse power creep. He's not something that can be handled by a group of four ordinary people, some pallets, and a flashlight, but to be in DBD he has to be. Add in that there are already killers that do full-tilt charging around and killers can't just be reskins of previous killers, and adding a rush ability on top of a ranged attack would be highly unbalanced (to say nothing of a rocket launcher, or mutating into a massive monster as the match goes on) and yeah.
Definitely a good take.
I think the only other thing from RE3 that they could translate is that, iirc, there's a scene where Nemesis mutates a zombie into a bigger and more dangerous one, but I'm pretty sure the zombies were already pretty hard to code so that one seems like it might also be a nonstarter. All in all, the Nemesis we got is already pretty good- a strong and fun killer that evokes his source material competently.
They can't all be Michael, sometimes liberties gotta be taken.
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/2618690#Comment_2618690
It should be an instadowning attack that destroys any walls and pallets in it's radius.
That sounds busted as hell
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While this isn't a bad idea, it's definitely in the spirit of keeping the perk effective, I don't think that it's the right call- I think that the better fix for CoH is to cap self healing speeds in general, and tweak how much the perk itself stacks with other healing tools like medkits.
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John Constantine as a survivor is one of the most fitting possible licensed survivors they could give us, honestly. Strongly suggesting him.
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@scoser said:
Basing the system on kills just encourages killers to facecamp/tunnel as if someone was holding a gun to their head IRL and will shoot them if they don't get at least a 2K.
Quick correction- the system doesn't encourage, or discourage, anything at all. You aren't supposed to be trying to get max MMR points, it's supposed to function in the background.
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Myers, absolutely. He's just a little outdated, spruce him up a little.
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@Kiikii said:
https://forum.deadbydaylight.com/en/discussion/comment/2616956#Comment_2616956
Have you ever seen the local of these "totems? They are literally next to gens, high impact? I had a totem go down in 5 seconds of a game starting yeah, BIG impact, just remove the stupid mechanic if the totems for the killers hexes aren't even protected for the first minute and thirty seconds. Over a relightable boon that stacks with other aspects? Not even basic killer perks seem to stack. Have you tried killer?
You're not gonna hear me arguing against totem spawns being busted. I agree- they need fixing.
Not sure where the rest of this is coming from, though.
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@AGM said:
I agree with you that Myers could use an update, but I feel like he needs a more quick and reliable way out of Tier 1. I like the idea that landing a hit in Tier 1 sets his stalk meter to 99%.
I also think he needs his stalk limit abolished.
I definitely agree that his add-ons need some updates.
I think a combination of requiring less Stalk and making Tier 1 less punishing is a reasonable direction to take him in. No reason not to let Scratch Mirror Myers have a little more fun, right?
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2616997#Comment_2616997
The part that makes CoH broken imo is that it's basically free perks for other survivors. It would be fine, if it was only for you, but it's not. Survivors have basically 23 perks total whenever you have boon active. The fact that you don't need anyone else to heal is just so good and it's 16 second heal, you just gave everyone infinite medkits. How is that not broken?
I don't want them just waste time blessing on same totem over and over again, because it means that I had to waste my time too and my time is little bit different as solo player vs 1 of 4 players.
The information doesn't really help me when they can change boon location and only 1 survivor is doing boon, rest is doing gens. I would rather have them waste time actually healing normally -> two players than everyone self-healing while everyone else can do gens.
It's not really good counterplay, it's kinda pointless counterplay. Only counter-play it does have that boon totems are removed when that survivor dies, so tunnel is best option...
It's not a waste of your time if you're doing it properly, at least outside of a few specific totem placements that kind of are too much of a time investment. As I've said before, snuffing totems is a downtime action- CoH does nothing in chase and Shadow Step can be played around in chase, so you don't need to break chase to go snuff the totem, you do it after you get a down/hook. Or maybe you don't- maybe you'd get more pressure by doing something else. Pick your moment, don't feel like you have to do it as soon as you're aware of it.
As for how it's not broken, it's because it's only in a specific area. They have to go somewhere that may be out of position in order to use it, that's information you can play around.
The only thing you've said that I agree with is that survivors being able to just go somewhere else and place a boon after it's already been set, I'd support some kind of cooldown before you can re-place it elsewhere or something. A boon should be slightly more of an investment than it currently is.
Do people think that "counterplay" must always mean "completely disables the thing in question", or something? Of course it's counterplay, it's the thing you do to answer the perk being there.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2616979#Comment_2616979
How so? NOED and Plaything will work less? They already are worse because of boon totems, so it wouldn't change much.
I know I have said it to you several times and I disagree that Inner Healing is not good perk, if you know totem spawns.
Your main argument is usually that "it's just how that perks were designed." Which I think is not really valid at any point as an argument for a balancing issue.
Lot of killers and perks were design in some way and got changed. It just doesn't mean anything.
CoH is broken atm and need to be changed. I believe that breaking totems would be good start and way better option than just nerfing that effect. Nerfing effect will make it boring, I would rather have high risk high reward. Right now it's low risk high rewad...
My argument is not just that it was designed that way, my argument is that it was designed that way because designing it that way has more benefits. You, as the killer, want the survivors to be wasting time blessing totems over and over again, that's part of how they're supposed to function. It's part of the counterplay. That's why it would be terrible from the killer's perspective- you want to know where the survivors are and you want them to be doing anything but generators to slow down the game. That's part of the point.
CoH isn't broken, in my opinion. CoH exposes problems with the rest of the game- you don't need CoH to get broken fast healing speeds, that's just the easiest way of doing it. I don't think it should be nerfed directly, I think healing speeds in general should be looked at and that self healing should be capped.
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@Eredestra said:
Yet that's never the case with all Survivors. Some don't run to corners to hide until they Bless a totem again.
And I do get what you mean with impacting the core objective- generators, or shortening chases and so on, but in the majority Hex totems are removed almost instantly within the first 1-3 minutes of the game before it can even get value and effect the game in a meaningful way.
And the radius of a Boon totem is large enough on its own that it can cover an entire building and a little further more. With both Boon blessings on one Totem.
And DBD is a game where information such as blood marks, scratch marks and injured noises/and other noises is so crucial to find anyone.
So, two things here- first, I am not saying the Hex system is without flaws. In fact, I'm on record saying that I think one of the biggest necessary fixes in DBD right now is totem spawns, no survivor should ever spawn in sight of/in the same tile as a totem, whether it's lit or dull. There are also some totem spawns that can be problematic from the perspective of the killer snuffing it when it's blessed, and that should be fixed too. Hexes are gone too quickly, we agree on that- I'm just taking the mechanics as concepts here.
Which leads me to the second thing: I do think that the specific boon perks could do with tweaking. I think self healing should be capped in general, and while Shadow Step is easily the more balanced of the two perks (you're right that the information you listed is crucial, but Shadow Step only masks one of those), it could cause some issues in the long run and needs close monitoring.
The post was just about boons being blessable over and over, which is what I was responding to.
@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2616956#Comment_2616956
Hmm, it's interesting that it would be terrible if totem is destroyed for Boon totems, but perks like Clairvoyance or Inner Healing are fine with that system...
I am really not gonna trust you on this one... I would still use it, because I used Inner Healing and CoH would be still way better than it even if killer could destroy boon totem.
You keep bringing up Inner Healing in these conversations, multiple times doing it directly to me, and my answer is always the same: That perk is not very good, specifically because of that requirement. It's already a weak healing perk, most of them are stronger than Inner Healing if you use them right.
Also, it would be terrible if the totem was destroyed for Boons from the killer's perspective. Not just from the survivor's perspective.
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@sizzlingmario4 said:
More than anything I just wish tier 1 wasn't as much of a hindrance as it currently can be. You may get an early stalk without someone seeing you and get out of it quickly, or you might not. Undetectable is nice but when you're a 105 killer, it's not worth a whole lot.
I wouldn't be opposed to the idea that getting out of tier 1 only requires around a third of the stalk you need right now, and/or increase tier 1 movement speed as you suggested. I don't even think it would be too much to give him his full lunge and also make him 110 in T1.
Honestly, even if you changed nothing else, I think giving him a full lunge is more than reasonable. It's kind of overkill at the moment.