not_requested49
not_requested49
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3236148#Comment_3236148
Yeah that could be a very good start. to even just test it out
It would also possibly get some more sales out of demo since the mori is more interesting (even though hes going to sell like crazy anyway)
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@GodofMeat said:
It's extremely frustrating to lose pips when you're iridescent grade, and you have players DC'ing or teammates that kill themselves.
For solo survivors, it takes so many extra hours to try to get iridescent 1 because of losing pips over stupid games.
Very frustrating compared to getting Iridescent 1 as killer.
There needs to be more that goes into determining if a player should lose a pip or not, take into account other factors from the game such as DCs or bad teammates in general.
I just had a game where I had over 30k points, but the killer was slugging the team and 1 person killed themself on hook. I solo finished the only 2 gens we did, saved several people out of dying state, blinded and looped the killer for a while, but got killed trying to save my team. I lost a pip.
I finished with over 30k points and the killer only had 27k. I bet he didn't lose any pips...
Id just be fine with removing de pipping (at least for survivors) or at the very least lowering the safety pip a bit
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/3233923#Comment_3233923
yea the amount of free time they get to do stuff is really weird
while killer is just overloaded, you don't get a break unless you've killed everyone and just looking for the hatch
Thats when whispers and iron maiden comes in handy
Literally negates hiding survivors as youll always find them eventually, 32 meters is rather a small area compared to big maps
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@AcelynnBen said:
i think survivors are broken because of how every single item and addon works
every single one them is useful in their own way, while killers.....well just look at nemesis, and tbh i never heard anyone say that this survivor item is useless
i think that's the main problem addons and items for survivors are wayyy too effective compared to their counter parts
maybe nerfing the addons and items might balance out the game without making survivors weak since we aren't touching perks
or maybe consider adding less but good addons for killers, instead of making 600 useless ones and 3 op
If you want a good example for bad addons, give freddy a good look
Nemesis at least has SOME good ones like zombie speed and mutation rates
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@DustyThunder11235 said:
Currently, I like the idea of bleeding out over time against hemorrhage, but I think I can be a little unforgiving, especially when fighting against sloppy butcher. It would be nice if there was a “deep heal” mechanic where half of your healing progress cannot be reverted eg: if you heal for 50% of your health, hemorrhage will not regress your healing progress below 25%. It just makes it so being a split second away from being fully healed when having to hide isn’t as punishing
No.
Fine as is, i dont even mind it much as survivor. Sure it can be anniying at times but thats the point lol, survivors arent supposed to *like* it
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@dugman said:
Continuing a series of threads of the least picked perks according to Nightlight, next up is the generic survivor perk This is Not Happening (0.62%)
This is Not Happening - Great Skill Check success zones when repairing and healing get 10/20/30% bigger when you are injured.
Just for reference, hitting a Great Skill Check shaves off more or less 1 second worth of time on both gen repairs and healing checks (it's +1% out of 90 seconds on gens and +5% out of 16 seconds on heals). You'll get about 7-8 skill checks over 90 seconds while repairing a generator without tools, for example, so if you happen to hit every single Great check you've saved about 7-8 seconds (or more if you also are using something like Hyperfocus).
Also, for context, here's a side by side of the skill checks with and without the perk. The first pic is without the perk, the second is 30% larger.
https://us.v-cdn.net/6030815/uploads/0X0OK2ZQ8EBW/image.png
https://us.v-cdn.net/6030815/uploads/P4SY7JLV4IN8/image.png
There's a couple of issues here.
- As you can see in that picture above, "30% bigger" means the zone is just a couple of pixels larger. It's barely noticeable. Honestly if you can consistently hit the check in the bottom picture you can probably hit the check in the top picture just about as often.
- The perk only works when you're injured. So there's a decent chance it's doing nothing at all half the match assuming you try to stay healthy.
So I'm not at all surprised this perk is seeing very little use. Even with Hyperfocus seeing some modest use right now it doesn't even show up as a popular perk in combination with Hyperfocus on Nightlight either. Its effect is just way too marginal.
There are a few ways I can think of off-hand to possibly buff this one up to help it gain a little more traction
- Remove the condition that you have to be injured for it to work. At least then you're getting to try and squeeze value out of it the whole match.
- Increase that 30% size improvement to something more substantial. Heck, you could probably go as high as maybe even 100% here without breaking it (hard to say what the actual number should be without actually seeing it in action but 30% is almost certainly too low.)
Should be at least 50% imo
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@Lastchild said:
https://forum.deadbydaylight.com/en/discussion/351541/dredge-darkness
When the developers of this game try to bring something new :
People complain.
If the developers do nothing : People complain.
Guess the only course of action is to delete the game
No more complaints then
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@Hanselpup said:
You will get the job done... no matter the cost.
When you are the last Survivor remaining in the Trial, you gain the following effects:
- If both exit gates are closed, gain the Endurance status effect.
- See the aura of the hatch and exit gate switches within a 40/44/48 meter range.
- Your generator repair speed is increased by 200%.
- Your exit-gate opening speed is increased by 100%.
Left Behind deserves to be a powerful "last ditch effort" perk for its activation condition of being the last survivor left. I designed it to give the last survivor much better chances of finding the hatch before the killer, which is currently what the perk does... but does poorly. Should the killer manage to close it before the last survivor can reach it, he still has the potential to make a comeback with double exit gate opening speed, but his chances of survival dwindle if the killer finds him first. The endurance effect is meant to keep the last survivor on his toes just a little longer to (hopefully) find the hatch before he goes down, but he loses it if he's bold enough to try repairing or if he tries to open an exit gate. If there are only one or two generators remaining and looking for the hatch seems like a bad idea, the last survivor could pump out his last generators to power the gates and strain the killer's patrol if he hasn't found the hatch yet. Overall, I think these are definitely well-needed changes for Left Behind. Tell me what you think!
Bruh ######### these absolutely blow sole survivor out the mud XD
"Opening speed increased by 100%"
Lol i honestly want to see what that would look like with sole survivor and wake up.. its already insane speed with those alone
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@darksouls3600 said:
DBD, for me at least, has become a big and boring tunneling simulator, most games for me are already getting the same thing, fast chases ( sometimes long chases), but generators being made equally fast, making me tunnel or camp, several players complain about it , but you have to understand, not being "toxic" as a killer is asking to lose and getting frustrated often, DBD nowadays is impossible to play being the "nice guy", both as a killer, as a survivor, it doesn't even seem that there's an event, so fast the generators are being finished, I trying to avoid being an ######### at the event but... it's hard...
Just stop trying so hard for 4ks if youre always gettinf sweaty players? Lol
I find that most of the time ppl who complain abt matches being too hard and always serious is because they did that to themselves by being serious and always 4k'ing, like what you expect? You play like a sweat so you get equally sweaty players
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@Lastchild said:
Note :
RBT = Reverse Bear Trap.
JB = Jigsaw Box
- The RBT can only be removed using a key that must be activated on the JB.
- RBT, keys and JB are linked by a letter, A,B,C and D.
To be clearer the RBT (A) is linked to the key (A) and the JB (A)
This means that a survivor must hold the correct key and find the correct JB in order to withdraw their RBT.
- A survivor must pick up a key to know (via the HUD) if he has the right key.
- When a survivor wears an RBT, a key appears randomly on the map, his aura is visible to any survivor wearing an RBT.
- A survivor wearing an RBT sees (via the HUD) the letter that corresponds to him.
- The key can fall like any other object (Franklin) but it does not lose its unlocking capacity.
- Always perform a skill check to successfully remove the RBT
- The RBT can be withdrawn in 100% of cases.
- When a survivor removes an RBT, the pig again has an RBT.
- A survivor wearing an RBT is under the following effects, until fully healed : Hindered, mangled, hearing.
- When all the generators are finished, if a survivor wears an RBT, the latter has an 80 second death timer that starts.
Concerning the addons, I haven't thought about them too much, but if the idea is suitable, they will have to be reworked accordingly.
The main idea is that Amanda can still use her power while giving survivors a secondary goal to do.
I think her power is fine atm, except dor the fact that rbt are limited.. that just encourages tunneling ppl with RBT to try and get kills with them since if they remove it, it goes completely wasted
I feel like they should be able to be picked up again by pig
And its automatically balanced anyway since a trap is inactive until a gen is done
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@Uotsumi said:
They do not grant BP, but should not have the problem of game breaking.
https://forum.deadbydaylight.com/en/kb/articles/299-kill-switch-master-list
It gives us the ability to temporarily switch off any items/offerings/maps/cosmetics/characters that are causing game breaking issues in the game, to ensure continued enjoyment.
https://forum.deadbydaylight.com/en/discussion/comment/3226131#Comment_3226131
it's when something is considered to be game breaking.
Flashbang that stacks two and Huntress Lullaby that was not working, devs did not killswitch.
There is no "consistency".
Lol this is ironic given how just yesterday people were asking it to be killswitched since they didnt work
@OrangeBear said:
It's acknowledged in the recent patch notes that they aren't working yet they are still usable in the game. Most people don't read patch notes i imagine and will not know and proceed to use them.
So why not just do the nice thing and kill switch them? They do absolutely nothing now so there's no reason to keep them active.
I know they've said before that it's reserved for game breaking things like the feng min outfit that was crashing stuff but that's still no reason to kill switch something that would only have a positive effect. If it is hard to kill switch something for some reason then it should be made easier.
the duality of man
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@Ladyinadress18 said:
If you decide to not go with the ending mori change, can we please unlock mori’s for our killers? Like how we unlock cosmetics. I would like to display different mori’s that I choose for the doctor or hag (who I’m having fun playing at the moment). We would be able to select the mori we want attached to our killer just like we choose our cosmetics. I would love this
Yeah if they dont do this its a huuuuuge missed oppurtuinuity for a cash fountain for the devs as im a mori fan as well as a lot of the playerbase
They at most can make the yellow mori basekit tho
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3236095#Comment_3236095
Well i didn't realize china had no dbd anymore. so yeah then im all for it.
tho some people still might think its 2 much.
can gore in video game stop the streaming of it?
but yeah atleast if moris had the correct injured marks it would be nice
I feel like a good start would be to just delete the survivor head when a survivor is mori'd by demo (their head dissapears when it is eaten by demo) like how the finger on a survivor dissapears during and after clown's mori
Since theyre getting the liscense back in december, i think itd be the perfect opportunity
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3236082#Comment_3236082
She already is the worst killer. maybe trapper is tied but still. remove iri tape. i dont really care about ring drawing but buff tvs like you said would be fine
Lol what? Trapper is way better than sadako, not even tied
Mabye you just dont know how to place traps lol
Anyways, freddy is worse than sadako in total. Basekit wise, yes, she is the worse, but since she has those 2 addons she is not, since freddy has no redeeming addons at all (iri tape and ring drawing is a deadly combo when used right)
I agree with u tho, although it would have to be a big buff to justify removing iri tape, not just like a 5 second buff
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3234672#Comment_3234672
To me its the same reason that pigs beartraps aren't really meant to get a headpop. they are meant for mass slowdown. Sadako's version just isn't very good
Well if they were to buff the cooldowns of the tv to like 20 seconds instead of 100 for each tv and buffed the tv turn off by survivor being 60, id be fine with that (as well as getting two stacks when taking a tape out, and putting one in removing 4 stacks)
They dont seem to want to do that tho so if they were to listen to you guys and remove iri tape and ring drawing without any huge buffs, then she will unfortunately become the worsy killer in the game no contest (and possibly even more boring since wont be able to condemn anyone)
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@Pumpkinbros said:
Now personally I wouldn't want it to take off limbs when you get hit or during general gameplay, but I think 2 areas where having things actually injure and puncture you are
- Moris
- Getting Hooked
I think it would be so nice even if it's just a model swap to a punctured character, or like imagine bubba actually cuts your head off and it rolls away, and then obviously it could be enabled in the settings for those that don't like gore or need performance, for me I always found things like the blight mori off because a bubble just grows on you, and then pops, no real change to your physical appearance, and especially with moris becoming more of a focus for ending a game, I think it'll be really cool to see just how bloody this game could be
Yeah its something i actually wish the game had but ofc by doing this they would only lose money because it would be banned in more countries, so its not in BHVR's best interest to do so
Possibly in a dbd 2 tho (if that ever happens)
At least we have friday for dismemberment and gore
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/3234690#Comment_3234690
No, she has 1 and that's all it takes to down you
Youre imagining perfect scenarios tho like a narrow hallway that has no obstacles or anything with no space to move at all when this is not the reality, most maps have objects like rocks, walls, etc to duck behind
Its very easy to make her miss that 1 hatchet. I think youre the only one saying iri head is OP
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/3234678#Comment_3234678
How long can you keep that up? You can't do it while in deadzone, jungle jyms and L-T walls are pretty much useless and if you are trying to use trees while zigzaging she'll catch up to you very quickly while zoning
You dont need to keep it up long, just until she uses the hatchet, its not like she has 100000 on her
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/3234670#Comment_3234670
So the countetplay from survivor side here is "I hope they miss"?
Survivoes can duck behind LOS blockers, pallets, or even zigzag to try and juke
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3233560#Comment_3233560
It doesn't matter how many features they add, there will always people that try to pull that "still hardly matters" card.
No im just saying basekit BT is negated as well as Off the recors if they hit you immediately atfter being unhooked and once they do that they can just down you and put you back on the hook to continue camping and theres not much the survivor can do
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@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/3233559#Comment_3233559
No I want her to get buffed and for her condemn build to be removed. I dont know why people thinking a super dumb boring build is healthy for the game. Her killrates being so high is probably more indicative that her condemn build makes people just want to quit
Why keep condemn as a mechanic at all then if it is not supposed to be used?
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/3233563#Comment_3233563
Escape? Do you know what iri head does?
Downs in one hit
Im saying if they miss they dont get another while still chasing you like blight or nurse does, they have to actively break off chase to get another hatchet or continue chasing you as an m1 killer
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@Okonar_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3230741#Comment_3230741
what they gonna do with moris?
Disable all the momento moris and remove devour hope and rancor's mori effects in favor of the last standing change
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/3231373#Comment_3231373
"If they miss" is not a valid argument here. It's like saying nurse is the weakest killer in the game if you miss your blinks.
Yeah bur nurse you get two and your blinks recharge automatically.. huntress with iri head only gets one shot and had to go to a locker to get another, letting you escape in the process
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@[Deleted User] said:
Lets hope. It makes me feel sick. Luckily I rarely see the perk in game.
Well i mean if they added an option you could always opt out, but some people liked it for the immersion
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That still hardly matters against a tunneling killer, especially if they have STBFL on
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@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/3231346#Comment_3231346
Her only strong build makes her one of the most boring and annoying experiences in the game so yes I can
So you just want ez mode sadakos so you can bully her and escape easily with no hooks? Lol
Its the ONLY thing keeping her from being worthless, it might be boring to you can say the same against a slugging high mmr nurse
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@RavenBirb said:
https://forum.deadbydaylight.com/en/discussion/comment/3231349#Comment_3231349
Which is why she needs a buff without relying on Iri tape, without it and such she's really weak and can't lock down a team
Yeah i agree with you but im saying freddy should be looked at first, ay least in the addon department
If he actually had at least some good addons like sadako i wouldnt be arguing rn
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@Mat_Sella said:
If Wesker misses a single Bound, he literally shoots 20 meters past you and you instantly win the chase.
Wesker's cooldown doesn't matter when his charge rate is slow and the penalty for missing can be extreme, not to mention small loops counter him as you can just turn the corner and he cannot grab you without hitting the wall.
Nah he just wants killers to be as strong as (base kit) sadako
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@barsw said:
You must nerf nurse,blight and wesker they have no balance .Nurse must have 15 seconds cd before next blink ,blight must have 4.4 speed and no pallet destruction with his ability ,wesker also longer cd.Each match apper this killers because people who play them know that they are imbalanced and take advantage .You must consider nerfing this kind of killers to avoid them .
Its ironic how nurse is said to be the best and most opressive killer in the game yet she has the lowest kill rates
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@roundpitt said:
https://forum.deadbydaylight.com/en/discussion/comment/3233018#Comment_3233018
So then by your logic, the fake vault is also intended.
Also the infinite flashbang bug is also intended.
Wym infinite flashbang? Dont you still have to earn them?
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@dugman said:
Continuing a series of threads on the least picked perks according to Nightlight, next up is David's perk No Mither (0.36% usage)
No Mither - You are affected by the Broken status effect for the duration of the trial. Your thick blood coagulates practically instantly. You don't leave pools of blood. Grunts of pain caused by injuries are reduced by 25/50/75% at any time. Your recovery speed is increased by 15/20/25% and you can completely recover from the dying state.
The benefits of this perk are all good, but obviously the problem here is they are far outweighed by that downside of always being Injured the whole match. I don't think it's impossible to have a perk that makes you permanently Injured with benefits that are so awesome it's still worth taking it, but this currently version definitely isn't that. Maybe part of the devs thinking was that No Mither could be useful in a build where you take it plus perks that give you bonuses while injured, but that doesn't really work because you can become injured normally very, very easily in the game without having a perk to do it and still have the option to be healed to full if you wanted. It really needs to be able to stand on its own more to be picked beyond goofing around to prove to yourself you can win while using it.
It's also worth noting that the planned Last Standing and slugging change might also mean that No Mither gets a change to how it works as well.
Either way, I definitely think No Mither could use a serious buff to give it a really strong effect to make up for that always Injured downside. Possible changes might include:
- On the PTB, Unbreakable had a 100% recovery speed bonus and No Mither had a 25% bonus. Just swap those numbers and make Unbreakable 25-50% and No Mither 100%. It makes way more sense for No Mither to be the much stronger effect, and general consensus appeared to be Unbreakable was also a bit too strong at 100% during testing. So this could be a win-win change in that new system.
- Another possible tack would be to boost its stealth bonuses, say by making it reduce sounds by 90% instead of 75% and/or also reducing or eliminating scratch marks and/or include a bit of periodic aura suppression. That would make it so if a killer finds you then you might be in trouble since you're injured, but you'll be harder than normal to find as a counterbalance.
- A more unusual approach might be to revamp the downside. Instead of being Broken, make it so you can be healed but, whenever you become injured, you automatically always go into Deep Wounds every time. So you're not one-shot downable but you do have to spend more time mending when injured and also might have to worry about that interfering with various Endurance effects. If the devs took this approach, they might be able to leave the benefits of the perk mostly alone since the downside of the perk isn't quite as bad.
I like all the ideas except the last
Keep it so you start injured so it still has good synergy with resilience and other injured perks and whatnot but give it a buff to compensate if needed (for example 10% vault speed or 100% bloodpoints in the boldness catagory for scoring)
I use it because killers usually dont just leave you alone after injuring you so no mither helps a lot at making the injured effects permanant. It also helps revert the change to pharmacy a bit if you have a chest opening challenge, since you will always start injured and therefore the perk be always active
Removing the start as injured effect would effectively be nerfing its build synergy and nerfing pharmacy once more
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/3230483#Comment_3230483
Except they don't throw their chainsaws at you, they have to be there to down you and hatchet wind up is quite faster than chainsaw charge. So while they do have instadown, it's a lot different from hatchets
Its still only one shot and they have to replenish lol
If they miss they either have to break chase to go get another hatchet or be an m1 killer
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/350854/penalise-camping-killers
As much as I love playing DBD, I'm getting sick to death of survivors babysitting generators after I've been getting on a gen, it's happening almost every game now, why do people play as the survivor if they are to lazy to go hunting for other gens?, DBD very much favours the survivor as they get much more teammates that than us, why can't you penalise the survivors for camping at gens and also tunnelling almost finished gens, given us at least some kind of sporting chance! If they camp at gens for a period of time, then they should lose the use of their perks for a time, and constant tunnellers should get their speed reduced, just A suggestion!
Killers have perks to reduce genrushing, and since decisive strike was obliterated, survivors don't have perks to reduce tunneling (since the killer can immediately hit them to remove OTR from play)
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@RavenBirb said:
https://forum.deadbydaylight.com/en/discussion/comment/3225029#Comment_3225029
What add ons of freddy's are so bad??? He has some really nice ones especially the one that makes it so failing skill checks keeps you asleep.
Sadako doesn't teleport to gens like freddy does, i feel also it's a slower process with sadako than Freddy in that scenario
Literally all of them? And thats something that should be basekit anyway, and being asleep is hardly a threat anyway since competent survivors dont use skillchecks to wake themselves up anyway because its detrimental
Plus thats an iridescent addon for something that should be basekit given how weak his power is
She can teleport faster than freddy, each individual tv has a long cooldown, yes, but this is completely negated by her iri tape, which unlike freddy's iridescent, is strong like an iridescent addon is supposed to be
TVs are almost always positioned next to gens to so it does not matter much if she isnt teleporting on top of one (and alerting before even doing so)
Basekit wise, without her addons, yeah she is worse i will give you that, but in TOTAL? Sadako is way better than Freddy
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@gilgamer said:
She's probably the weakest killer in the game outside of her condemn build. However if you use her condemn build more then once to try it out then I don't like you.
Its her only strong build tho, can you really blame them?
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@RavenBirb said:
https://forum.deadbydaylight.com/en/discussion/comment/3228348#Comment_3228348
Yeah but that's what i am saying in my post. This was the issue with other killers is you ahd to take a pink in order to be a real deal threat in the match bruh
She at least has it tho, freddy has no useful addons and his power can be completely ignored and is literally just puddles to begin with
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@fake said:
Is it a known defect or is it an intentional change or addition?
I believe that disclosing all of that to the public is the way to maintain transparency. They should put it in the patch notes.
Removing auditory effects from knockouts? Adding tiles without mentioning them? Removing effects and text from the Wraith add-on?
They owe an explanation. If they want to insist on consistency and transparency, they should. If they want to insist that they are not, then they do not have to say anything as it is.
Yeah, and the wiki gets confused to and lists things that arent even there due to this
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@IlliterateGenocide said:
THANK GOD!! hopefully it is not a bug.
That perk is exclusively good at bullying solo queue while do absolutely nothing against swf.
Rework it
It wasnt changed tho except from removing the deafness effect, which is purely a cosmetic effect, they didnt change its power at all yet
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3230764#Comment_3230764
Just to clarify, I don't want Beast of Prey "nerfed", I would prefer they replace the bloodpoint bonus with something else that's useful in the match, or just make it a better perk all around.
Theres a lot more perks/killers that need reworked than this. IMO i think its fine as it is, solely due to the bloodpoint bonus, it doesnt need a "buff" like calm spirit
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3227882#Comment_3227882
logic applies to all killer. they can hear the boon and snuff it out. the point is the action of kicking the boon, you get pseudo aura reading on his location for totem being snuffed and you are very much forced to kick it as it counters the add-on.
Tbh i only find it worth snuffing if it is shadow step (or rarely exponential) as it messes up with my tracking and playstyle
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@xni6_ said:
the perks good at what it does. what it does is bad - you should not cleanse totems bc your team likely has a boon and wants to be able to place it. and hexes arent worth cleansing bc killers use hexes for penti stacks (devour shouldnt get 3 stacks until endgame if youre decent and noed does nothing until endgame - penti does nothing in endgame and no other hexes are a threat)
"No other hexes are a threat"
Tell that to third seal in a slugging build, especially in solo queue
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@AverageAshEnjoyer said:
It's a bad perk. No reason to cleanse totems now that hexes are a lot less common & boon totems. You may be like "oh but noed-" bro its so time consuming its not even worth it.
Its 100% worth it if you have a totem cleansing challenge
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@dugman said:
Continuing a series of threads on the least used perks according to Nightlight, next up is Jill’s perk Counterforce (0.54% usage)
Counterforce - You cleanse Totems 20% faster. After cleansing a Totem, you see the aura of the furthest Totem from you for 2/3/4 seconds and you gain an additional 20% stackable speed bonus to cleansing Totems for the remainder of the trial.
Do you love cleansing totems? Have I got a perk for you! 😄
So if you want to mess with totems there are basically two survivor perks that help, Counterforce and Small Game. Small Game is a bit more popular but that could simply be because it’s a generic perk whereas Counterforce is an unlockable on Jill so not as many people might have bothered getting it.
On the plus side Counterforce definitely sounds effective at its mission - destroying all totems. I think the reason this isn’t more popular though is destroying totems in and of itself is kind of a secondary goal compared to everything else survivors do like gen repair and hiding and running from the killer. So perks that help with those core areas are used a lot more than a perk which very specifically is used for a side objective. And if the killer happens to not be using any Hexes then Counterforce is even less useful on its own, you’d really have to pair it with a perk that gives you a bonus for cleansing like Inner Focus or Clairvoyance, etc, to get value out of destroying a bunch of dull totems.
Also the popularity of cleansing totems is meta dependent because it conflicts with survivors who like to bless them for Boons, notably Circle of Healing. I’m sure there have been a few salty aftergame chats between survivors after a loss where one had Circle of Healing but didn’t get to use it because another survivor or two went around cleansing all the totem spots. And Circle of Healing in particular is super popular, it’s hovering around the number 3 or 4 spot currently on Nightlight (about 20% usage, right below Prove Thyself).
In total, I don’t necessarily think this perk needs a buff, it’s actually probably really good in its niche use. It just so happens that its niche isn’t as popular right now as it might be if, say, Hexes were super popular and blessings were less used. Hypothetically, though, if the devs wanted to make it used a bit more, they could buff it by giving its bonuses and triggers to both cleansing and blessing totems. That would allow it to synergize with Boons a bit more.
I think its fine IMO
It helps a lot with totem cleansing challenges and i think thats enough
Theres far more perks that need to be buffed first
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@RavenBirb said:
https://forum.deadbydaylight.com/en/discussion/comment/3225977#Comment_3225977
then what does Sadako have after using a tv? not much lol
The ability to teleport to another tv immediately? Idk what u mean by this
If your referring to the long cooldown, iri tape pretty much solves this
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3227286#Comment_3227286
Oh. You might bump the usage by 0.1%. Footstep noise is interesting only against spirit and you need to be healthy. It's like adding 1m radius around steps to basement for territorial as an "interesting buff".
I agree, adding 8% vault speed would give it very good synergy with resilience and make the boon actually worth taking
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3226541#Comment_3226541
i personally think shadowstep is worst boon. I personally just follow blood marks and I do not really lose anyone in the chase. Chase-wise, it is pretty bad perk. Stealth-wise? Its probably better but spine chill superior choice, you can use both of them in stealth build but i think stealth play-styles are not that common unless your Claudette main.
i think shadowstep is good for one particular killer. for this one killer it completely obliterates him and that killer is scratch mirror myers. The boon on indoor maps just destroys him. the perk makes you immune to aura reading and the perk just completely nukes the add-on. I think this is part of the reason why Vanity Mirror got buffed in 2021 late last year for Myer's.
It does, but if the myers is smart he will see the person setting up the boon and will immediately know where to go to snuff it, so it gets only about 10 seconds worth of value until set up again
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@GoshJosh said:
It's not the only one, but it was the most effective. It needs more bite, especially now that it deactivates in the end-game. Five second stun returned, no more skill check to activate, and disables all killer powers for 10 seconds.
Just 5 second or reusable within the 60 seconds would be enough (timer pauses while on the ground) while disabling at endgame or when fully healed (reactivates on hook when it is not endgame tho)
Just giving it 5 seconds is the less complicated version tho, but it still is countered by slughing that way
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@Waldbaerente said:
• Platform
Steam
• Description of the issue
Matchmaking incentives disappear after 1 game, restarting fixes it again for 1 game
• Steps to reproduce (if possible)
Start the game (only got the killer incentives so far, but they vanish after one game consistenly)
Play 1 game doenst matter if you play killer or survivor (tested with playing a few games with my Ada and the Twins)
Incentives disappear after the game and you dont get them for next games after the first one
Restarting the game fixes the issue for 1 game again, then they disappear
• How often does this occur
Every time after restarting the game
Can confirm on ps4
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@Bot_Salvo88 said:
Platform: PC
There's a rock in the Ormond map where you can climb over it. Here's video proof:
Its fixed but it really did not need to be compared to so much other bugs