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realflashboss

realflashboss

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  • Blight is alright, couple of his add ons are a bit broken, but then theyre add ons so i agree they should give an advantage.

    I have more of an issue when hes able to turn around 2 corners and do stuff the devs obviously didnt design for him to do. Hes meant to be a straight line pin ball with a limited turn angle. He becomes broken when he can turn round 2 corners of shack, get in the door and still hit you. 😅

  • Not so broken on artist. But DEF broken on doctor 😕🤣

  • Overcome is good imo in that it activates when you need it most without having to think about it. Sprint burst is good but you need to manage it far more.

  • There will be literally no point running the perk in 90% of cases. The perk is being used and abused cuz its 'fun' atm but its not that viable.

    Ive had a few games with teams running it against me, with soul guard builds and picking ormond. Still managed to 4k, just had to change tactics and go for those outpositioned whilst keeping pressure on the slugs and keep them at main doing nothing.

    I dont have a problem with changing perks if its the only way to fix it, honestly the hooks at RPD change was enough as there was literally nothing to get them to before. Two is even overkill for most games. Theres 1 to 2 hooks on eyrie of crows, and almost every other map had at least 1 hook within a reachable distance.

    Just kinda seems like they shouldnt have bothered with trying to change the perk at all from the original.

    33% of an instant pick up (as in 99% of times) is literally gonna be hardly any wiggle progression, 5% in most cases, and there will be hooks auras visible that will be easy to get to on almost every map.

  • Its a bad anti-tunnel perk and only extends a chase before being tunneled out anyway.

    I remember when they showed the stats after the last nerf it showed literally the same escape rates in games with survivors running DS and the number of escapes were the same as pre-nerf (where you could do a gen etc without it deactivating). Loads of people jumped on the fact that therefore its working as intended as an anti tunnel perk and not 60s of immunity.

    Actually..... if anything if you used your brain that literally shows that even pre-nerf DS had no effect on the escape rate even when you were supposedly 'immune'. I never really got the argument tbh as you can just hold M1 to lunge and down them on a gen instead of grabbing.....

    Either way, the perk is fine as it is and it was fine as before imo, it doesnt really bother me too much, if someone wants to run it then theyre giving up a perk slot which could have something much more valuable in it.

  • Ive switched to playing killer a lot more since i changed to PC. I find killer im getting mostly 4k or 3k. Occasionally destroyed and only a couple hooks.

    The biggest problem with matchmaking is it puts too much weight on my kills as a whole so when i pick a new killer my games are against fairly good players and i dont get a chance to even practice or play much while im trying to learn their abilities.

    I think its harder to win consistently as survivor (mostly playing as a duo or 3), but depends mostly on RNG and how the killer decides to play.

    One thing ive noticed is if im playing killer i can often change the entire way a game is playing by deciding to slug, proxy camp etc. Whereas for survivor youre forced into trying to fit around that which is a lot harder.

    Saying that, killer is still the more stressful of the roles as youre not in a team so i do get it more from both sides now to be fair.

  • I actually play killer more now. No due to SBMM.

    I think if they want to keep it they need to address a couple things.

    Firstly make the SBMM score range MUCH more vast so that there is much more variation between skill levels. I think theres not enough range between some people but there is a big skill difference.

    Secondly make SBMM far more killer specific. Ive got 250 hours on PC (2k on playstation though so know the game, but i never played killer on ps due to controls), about half that 250 is on killer, almost all on nemesis and pinhead who have got me to rank 1 and ive done quite well with them. However i want go try huntress, nurse etc. And literally im matched with such good teams of survivors i barely even get a chance to practice.

    There is no difference playing as survivor between which one you pick, but picking up a new killer i think is much harder and very specific whrn it comes to learning their abilities. It should reflect an almost entirely new score imo per killer chosen and how well you have performed with them - i know they already have this in place so if you pick an unplayed killer your MMR is lower but its not low enough and still too weighted on your overall kills regardless of which killer you play .

  • The problem is, if the perk gets nerfed then whats the point in it in the first place....

    If you put hooks everywhere that a killer can get to them then again, whats the point, youd never get any value.

    Ive had multiple 4 man teams run it against me as killer and tbh i havent had any issues with it.

    The biggest issue is remembering where nearest hooks are. E.g on dead dawg right on the corner, i remembered where so i even dropped down and got the hook instantly.

    Thompson house has one upstairs, the killer i went against didnt remember that so complained i was using boilover and its unfair... i told him theres a hook on the landing by the gen you just didnt see it.

    Its an annoying perk, but i think it wont become the norm for long. People are just experimenting with it to see if its useful.

    Id say its probably not gonna be in my build for long as most games i get absolutely no value from it.

  • The core of the problem is, the game is 100% not intended to be played as a killer can only have to commit to 1 person and 1 hook to then be able to take advantage of 2-4 kills.

    The game is supposed to be designed and played to involve a killer chasing survivors not getting only 1 hook out of 12 or 4 out of 12.

    It is just bad killer/mechanic design which totally bypasses the point of hook states and loops and resources and a map to use.

    The problem is, bubba exists, face camping at 5 gens exists and there isn't an easy answer or solution for them to come up with to deal with it.

    I'm not arguing, valid strategies, whether it's fair or anything - it's irrelevant. If the game is meant to be played that way, just make 1 hook = sacrifice. The other survivors are not playing any form of game anyway sitting without being chased doing gens only with 0 interaction.

    The gameplay style is however totally unhealthy for the game, for killer and survivors skills to be improved. - Just like many map RNG's are unhealthy - you shouldn't be getting 2 jungle gyms into shack and things like that either - bad design.

  • Its not really that simple. If you have anti loop then the only strategy bar nurse (i.e. losing line of sight) is to hold w.

    I can kinda see the point. The only thing survivors have given that they are slower is to use loops. When yiy gave a decent anti loop killer they just hold W and thats just as crap for killer- sometimes more so in terms kf time wasted.

    There just needs to be more thought process in how it can be fixed.

  • I go into a game as killer without intent to camp or tunnel and usually dont unless theres a 3 gen on the last gen or all the gens are done and i have a hook.

    Tbh the gens fly so quickly that with most killers at some point youre forced to cancel.

    Dunno how well MMR works but i have under 200 hours on PC (mostly survivor- im literally ash rank 1 on killer) and it puts me with survivors with 3k hours. Pmsl its so stupid.

  • If you play as mean as you want then killer sided every time. Occasionally beaten by extremely lucky RNG or competent survivors. Map RNG plays a huge part in who the favour can stand with.

    Killers always have and still do get more kills than survivors escape. Doesnt really matter if it's because of DCs, SWF or whatever, if the game was ultimately survivor sided then escapes would always and consistently outweighed the kills. They dont.

    If you aren't managing to kill well at 'high mmr' then you're probably not at that high mmr. Otz just did a video playing every killer and even playing perkless and afk for 30s he still managed an average 3.56 kill rate or something ridiculous - when he played by the 'killer' rulebook technically no-one escaped if you discount the 4 hatch escapes or something like that out of the 92 or so survivors he faced. - He was playing on his normal account so high MMR.

    People say you should balance around high MMR so.... speaks volumes.

    Saying that i find killer WAY more stressful and it is frustrating going against really good teams but I know i'm just not playing that optimally - killer is WAY higher skill ceiling in terms of time management etc. than surviror.

  • I never hard tunnel as killer but if j see the injured survivor mid chase im going to switch target to them as it can get a down.

    Face camping is more frustrating than tunneling imo.

    To be fair i play survivor mostly, it is frustrating playing as killer though so i get why its used as a strategy. Its sad when games are over in 5 mins .

  • Survivor spawns and map size are the only viable and relatively fair things to change. (Take really good SWF out the equation) and changing gen speeds isnt the answer. Ive had games (i play as decent swf) and we can have 1 to 2 gens done and 4k and ive had times when we do all gens with only 1 kill or 0 kill. On average we do probably manage 2 escapes overall as SBMM intends to be fair.

    My point being, gen speed isnt the main variable that should be looked at. theres a lot of games where 20 seconds more per gen would have made it even more impossible to get anything done against a decent killer.

    I think the spawns are great; even putting 1 or 2 survivors nearer to a killer creates the potential for the killer to snowball. The problem is if all the survivors are split and all working separate gens, the killer can have a real challenge trying to gain momentum if 2 pop in the first chase.

    Smaller maps answers in the same way, its basically about getting that chase interaction initiated asap.

  • So most people cry that holding w is bad, not fun yet as soon as a survivor basically says.... that is the only strategy for the new killer they get blasted... i mean even the new survivor exhaustion perk gives you a stronger hold W incentive!

    There isnt a rhetoric in the question, it is a bit weird that using walls and loops to mind game for both killer and survivor is arguably some of the most fun interaction in a chase and now the meta is being pushed to just hold W - boring for BOTH sides. Anti looping is fine, yes quite a few can deal with it but its still fun. They new killer may or may not be a problem because with 3 crows literally any loop is 100% shut down... so there isnt even any point in ever staying to try and play them. PH, Dr, Nurse etc. Are all different stories imo and can be played round and still fun as they involve aim, skill and anticipating movement. (Crow lady - just put a crow on each window and pallet, they have to take one or you just m1 them).

  • @Laurie268 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2666296#Comment_2666296

    Would it maybe be easier to add keyboard and mouse support to consoles? My friends want to switch from playstation to pc because playing with a controller is really hard against pc players. They also like the ability to chat after a match so I think adding these features would please alot of people that want cross progression.

    Imo, the controller is actually better for input as survivor- but not for killer, especially for those that have long range powers and that dash such as oni and blight. Nurse was also dramatically better when i switched to pc. Playing KWF i went from 0 kills to 2 (theyre a pain in the ass 3k hour team) just by changing from PS to PC - literally only played 3 or 4 games on pc with nurse at that stage (and maybe 10 to 15 on console before this as i hated playing her with controller).

    Almost all of the issues with console stem from the sensitivity options imo. Even as survivor the biggest difference is the ability to quickly turn around and back and see the killers path whilst keeping an eye on your surroundings. On console i play max sensitivity on killer and survivor and its really bad. Moving the stick is still so slow compared to moving a mouse.

    If BHVR wants to improve QoL for console they should start with that sensitivity first i think and give more options on consoles.

  • Its a bit weird that it seems to be such a big issue to tackle... lots of games implement cross progression, i understand buying the license for the games and dlc per platform (which xbox and microsoft dont even make you do) but once youve got that you should have all the same stuff unlocked!

    Im in the same boat. Started on ps5, all my skins etc are on there. I actually dont buy any for pc because im not paying twice for stuff!

  • I play as a 3 or 4 man usually. We all have around 2k to 4k hours so probably mid to higher MMR. On average when we play as a 4 man we get a 2 to 4 man escape lets average at around 3 overall or there abouts.

    Have to agree when we play as a 3 man that 1 survivor (usually red rank but dunno about MMR) is doing f all and being inefficent and it really throws the game, we probably escape on average 1 overall.

    I think a massive part as always is the rng of the maps in determining how a game might play out.

    We can play as a 4 man and get 0 escapes easily for 5 or 6 games in a row then start getting 4 escape for a couple, 3 for a couple, 2 for a couple, then a rinse and repeat.

    Overall MMR is probably starting to finally average out a 2k (although i think its still closer to a 3k average for us) but the question more is - is it fun? I dont really feel like theres a whole lot of difference between the MMR and the old ranking matching anymore tbh!

  • Having played mostly on console and moved to PC there is a really noticeable advantage. I could get kills on my friends as a nurse from my first game on pc whereas on console im lucky to get a hook against them.

    Its an objective opinion not subjective, as i play on both. You cant spin, you cant even look behind you when running as a survivor anywhere near as fast, id say its about half the speed even when i play with sensitivity on max on ps5. For killer its 100x easier to aim down sight and makes ranged killers viable on pc, on console i dont even bother with them.

    Thats not to say there arent any good players on console but id put my money the pc players vs the console 99/100 times.

  • There isnt and doesnt need to be an argument if which side is easier or works more. BP should be awarded on an individual basis and not appear reduced based on what your team mates do. Survivors get such a massive BP disadvantage it is unfair.

    I have literallty gone AFK as a killer and scored almost as much as the survivors by standing there in getting in and out of chases. Meanwhile the survivors did all their objectives, opened chests etc and got barely any more!

  • @Aven_Fallen said:

    Would agree on that one. I always liked the way Keys work outside of the Hatch, but the only Key with a decent number of Charges is the Skeleton Key. And considering that Survivor BP-gain is pretty poor, you are looking at at least 12k of BPs to use a Skeleton Key with somewhat useful Add Ons. So a lower rarity would be nice.

    (In general, it would be nice if Keys would be buffed now so that they are more attractive to use for their Aura Read-capacity)

    Yup would be fine with that if they wanted to make them worth something by buffing the aura reading. But yea, as they stand an ultra rare for any key is a waste of BP- Especially compared to a brand new part or even the purple medkit.

  • If the killer chooses to attempt an attack with their power or not is irrelevant. If you missed a special attack due to a normal miss its no ones fault.

    DH is the same. It forces the miss IF* its timed well. If you tried to use an m2 instead of m1 then thats really up to the killer. If youre that bothered then bait it with an m1.

    The only issue as with pallets is if the animation doesnt match the miss. This can be off putting like when you hit a survivor through a pallet and it shows as a miss but plays the animation and hit sound. Regardless this was and should be a miss. It does however need cleaning up as someone said to make killers feel less cheated.

  • Hit validation is just deciding who Actually got the timing first. The killer or survivor. As it states the killers client was the decider before so it wasn't accurate. Nobody is robbed.... if you really got the hit first then it counts, if you didnt then DH works. Simple as.

    As for keys vs moris.... moris actually have good value against DS - especially at end game collapse etc. When survivors can use their DS to escape. Keys on the other hand are almost useless... i dont really get their mechanic.... they can only be used when the hatch spawns..... but the hatch only spawns when 1 person is alive.... and when one person is alive its open anyway... so really..... the only time you can use it is to reopen the hatch which means bringing it for a solo hatch escape specifically... (most survivors i know dont play for this kind of end game as hatch isnt really a win lets be honest).

  • Yup same on ps5. Brown medkits sometimes dont fullly heal by 1% or something

  • @Kissumi said:

    It was probably the haste from a kicked pumpkin

    Nope, we are playing as friends, he used his sprint burst as normal and just kept running, it was on ormond i saw him with kindred and crossed 3/4 of the map with sprint burst going for the rescue. He even was surprised and i said i can see him doing it! It went on for ages, speaking to him now as we play he said it was about 10 seconds long sprint burst.

    Im wondering if this is also being confused with some of the cheating going on?

  • Let killers relight totems. Lets see the complaints then that you have to spend time finding and then relighting a totem. Boon totems already waste a ton of time - especially if the survivor is determined to rebless them... they honestly can work more in the killers favour as a slow down compared to the other perks theyre taking up the slot for lile BT, adrenaline, unbreakable, DS, DH etc.

    The way i see it, boons are good and strong BUT they have more drawbacks than the old meta. Theres a trade off now at least for the survivors wasting time to get use out of these strong perks whereas all the old ones 'just work' without having to do much.

    Honestly just let killers be able to relight hexes if they want, as long as it takes time to relight im ok with that! I bet youll soon realise its not all its cracked up to be!

  • I think its the same as other exhaustion perks tbh only more buggy if anything.

    The advantage it has over others is that you can choose when to use it whereas sprint burst for example you have to sacrifice walking to save it to use later.

    I think for a killer it feels like you're cheated because of the invincibility for a second but the distance you can make compared to sprint burst or lithe is negligible. I dont really see why it gets any more hate than any other exhaustion perk, other than as i said, it is more obvious at denying the killer a hit.

    Its like head on is quite annoying for killers with the stun and often annoys killers (dont think it gets complained about as much though as its not used much) but in reality its not that great to escape a killer as you barely get any distance as theres no speed boost.

    I dont run DH cuz i dont like being exhausted on the ground!

  • I play as a 3 and 4 man regularly and a killer camping at 5 gens will still usually get at least 2 kills.

    Camping ruins the game for everyone cuz its boring. I much prefer if the killer gets 4k and everyone has some fun chases or interactions than escape in a game where theres no interaction.

    Camping is literally in every game atm and it really is making long, buggy games now boring too!

  • Every rework of the totems, limits them to the point of being pointless. I dont get ######### youre crying about 90% of all my survivor games even with boon totems result in 3 (or more usually 4k deaths). If boon totems are so strong and you cant cope its because you need to up your game or change your strategy as plenty killers ive gone against play the same as always and just fine... (play as 3 or 4 man all with 1.5k+ hours if that counts for anything).

    Snuffing out a totem takes 2 seconds and literally wastes so much time having to go and relight it - this if anything has wasted more time and resulted in losses because the game is slowed down so much. You have eyes and ears.... use them... the totems in most parts of most maps are annyoing at best but often useless when theres no decent cover for shadowstep and blessing a hex takes so long i would suggest avoiding doing it.

    Killers stomping a totem in 2 seconds is a decent trade off for a survivor having to run across the map and spend much longer blessing the same totem... honestly its not even worth it!

    If killers could remove totems from the game then on average the survivors will get to bless 1 totem each , with 1 left IF they can even find it... if that changs happens i can guarantee you nobody is gonna run boons anymore because theyre weak and useless. Theyre already situational as they are and the ONLY thing making them worth running is the fact you can rebless them.

    All killer hex's require no time wasted looking for totems, or time wasted setting them up. They also waste the survivors time looking for them and destroying them. The value from the killers hex is always passive value from them progressing the game and completing their objective-

    ruin- chase off a gen, blood favour - hit a survivor, crowd control- chase a survivor, retribution- survivor doing totems not gens, haunted ground- survivor doing totems not gens.

    The boons require the survivor to WASTE time to find and setup whilst no progression is being made in the game.

    True theres 4 survivors but if all 4 are looking for totems to bless thats 4 doing nothing. Either way the game is not progressing and time is massively being wasted.

    I genuinly dont think theyre broken at all, and in trying to use them ive found theyve wasted so much time that theyre more of a detriment- especially if ive gone out of my way to find a totem to bless that isnt useless.

  • Trust me the issues dont lay with the consoles being too crap to run the game. It 100% just boils down to optimization and the game engine.

    On ps5 running 5 second load times in really amazing graphics on games like farcry 6 and ghost of tsushima with absolutely no performance issues...... mean BHVR and others cant excuse a much more visually basic game for its poor optimization.

    Im not saying new gen consoles compete with high spec pcs as of course they dont, but to build a pc equivalent of the console is around double the price to get the same performance as the ps5. Sony makes its money from the games sales mostly.

    It really is a wonder though how other more graphically intense games run fine OH and also provide options for better fps or higher res.... while dbd manages to provide neither

  • Its still pretty good to extend how long a hex totem is. I played a custom with it last night with plaything up and ruin and my friends trying to bless a hex said it was like doing a whole gen- it did take absolutely ages for him to bless a hex!

  • If 'second chance' perks didnt exist then thered be barely any escapes. Youre up against a killer which is faster, have infinite use of their power, has blood lust and you have a map which has a finite number of pallets which once gone leave you with not much if anything to use.

    Escape rates are already poor compared to kill rates and thats with 'second chance' perks.... imagine how bad it'd be without them. Theyre in the game because theyre needed.

  • If camping and slugging was how the game was designed to be played then this game would be DEAD already. Why? Because its not fun for the person on the hook, its not fun for the other survivors who get no interaction and its not fun for the killer stood looking at a hook.

    The reality the game has been alright because in the past and BHVR has been able to let it slide because not all games were full of camping non stop. It appears now its becoming more of an issue. If its not addressed and lets say it became prolific enough to be EVERY game, i guarantee you everyone would just stop playing because its boring.

  • I play as a 4 man or 3 man regularly and its not easy to get 5 gens done with a camping killer at all. 3 is reasonable to expect and 4 at best in most cases - at which point the killer is already in chase and can usually get another. OH and they usually still have the most BP.

    Just doing gens isnt that simple when traversing the map and trying to find them, accounting for attempts to rescue etc. I can be in a game and looking for a gen with corrupt on and my friend has done 50% on one..

  • The only penalisation is the score towards emblems atm. Who even follows that really... you cant even see the scores and half the time it doesnt make sense at the end.

    If theres no mechanic they can implement then just implement a deduction in Bloodpoints depending on proximity to the hook and with how many gens left.

    Killers already get tons of BP easily.

  • The reality unfortunately is that SBMM imo as both killer and survivor has added absolutely no value. In fact i would say i probably escape less as a survivor than if im paired with a randomly skilled killer or rank based killer, and as a killer i got more kills against survivors with the old system.

    I actually was optimistic about SBMM but i can categorically say it just doesnt do what its meant to.

    I have about 100 hours of 1500+ playing killer and i go against people with 2k hours and get stomped. Just doesnt make sense.

    If they wanted to make it 'feel' more fair then i think the best thing they could do is make the secret SBMM values much more impactful after each game so you get a significantly harder or easier matchmaking depending on how the previous 1-3 games went. This way you could at least see the difference SBMM makes.

    I believe the current values are so minimal in difference after each game that it could effectively take hundreds of games of losses or wins to even remotely find a 'fair' sweet spot. - something i dont think is possible as theres too much assynetry and RNG influencing each match.

    At least with a big 'score' change in SBMM you would feel like youve played a couple bad games then had a couple good ones, and ultimately that feel good factor is better than the current system which is wishywashy and doesnt really achieve anything.

  • The game is a mess. Im only going into custom matches atm cuz its so bad for killer and survivor

  • I find the SBMM garbage on any side i play. If i play killer i get no kills or maybe 1 or 2, matched against people with 2k hours and ive played killer maybe 100 matches total at most.

    When i play as a survivor where i have over 1.5k hours even as a duo trio or 4 we rarely even get a 2 man escape. The matchmaking is total crap, the rates of escape or kill is no different to when there was no matchmaking imo.

  • Im sorry but 99% of the time a camping killer doesnt result in a 3 man escape. If you factor in rescue attempts, travelling to and finding gens, doing them etc. Theres almost always 1-2 gens left.

    REGARDLESS, it turns dbd into a total dive of a game. The hooked survivor sits there doing nothing and gets no BP. The other 3 survivors sit watching a gen with no chases or fun and get 10-12k BP if they all escape (which rarely happens). The killer gets 12-15k BP and usually more because they can get at least 1 more survivor.

    Its total garbage. The only reason that DBD has survived as a game is because this doesnt happen in every game, but as it increases more and more people will just stop playing.

    Why queue for 2-5 mins to go in a game where theres a 25% chance youre found first and you sit on a hook doing nothing. The other 75% chance is that you are one of the 3 'lucky' survivors and are forced to do only gens with no killer in sight or go and unhook and just give more free BP to the killer who is doing nothing to earn it.

  • Yup id be fine with it. No killer will be happy to run around looking for a totem just to relight their perks for the most part. They would likely use it to relight a dull totem if they happen to chance by one!

    Thats why i already think boons arent as amazing as people are assuming, there potentially 2-3 gens of time wasted if theyre constantly relit by 4 people. If this becomes a new meta its better for killer overall i think than the current DH, BT, adrenaline, unbreakable meta which currently requires no setup or time wasted to use. At least if survivors want to bring 2 boon perks theyre gonna have to replace to other meta perks.

  • @legacycolt said:

    https://forum.deadbydaylight.com/en/discussion/comment/2558663#Comment_2558663

    There’s plenty of killers who just facecamp the first person they downed. Even at 5 gens still up. They can just leave the hook and play normal, no need to facecamp.

    They could but the problem is penalising the ones that dont leave the hook. It happens quite often where someone is facecamped and saying its a legitimate strategy is a cop out of fixing the issue from bhvr.

    The reality is, if EVERY killer used this strategy and camped at 5 gens nobody would play the game because it'd be boring for every one with little to no interaction.

    Ironically 1 person (the killer) gets to dictate how the game has to be played by everyone by choosing if theyre going to camp. Survivors dont have any way to force how a game is played.

    Imagine if it was turned and every game had comms and all 4 survivors said lets just stealth and hide after doing 1 or 0 gens. There would be complaints left, right and centre and similarly it would be unfair for someone playing killer to be sat there doing nothing.

    There is practically no difference between facecamping at 5 gens compared to just holding the game hostage as multiple survivors have to attempt a rescue, the game doesnt progress for them at all, and the killer 9/10 times just farms BP while the survivors get nothing in return.

    Even with comms and running as a 4 man its impossible to get 5 gens done without the killer starting another chase with a second survivor after face camping the first. - besides this the game was non existant for the face camped survivor and for the other 3 they had to sit on gens with no game interaction either.

    Its very simple, penalise killers BPs for camping within a certain distance of the hook when there is 'X' number if gens done, reducing the penalty as more gens are completed as camping does become more of an actual strategy and at least by then some game interaction should have occured.

    Perks are not the solution, we all know at best DH, DS, BT just buys a few more seconds and doesnt counter anything besides accidental tunneling at best.

  • Either suggesting makes sense to me. Even make it more fair for killer so that theres no teleport or BP loss when 3 or less gens remain.

    Its only face camping at 4/5 gens which is particularly unhealthy for the game.

    Killers basically can just down 1 person and face camp and still come out with the same or more BP than the other survivors. Wheres the incentive to not facecamp!

  • Nerf them so they cant be replaced and once again there will never be a meta change. At least if survivors want to use these meta perks they have to go and find totems and spend time blessing them. - a meta that wastes their time is much better than the current meta which involves them having to waste no time doing objectives! (DH, BT etc).

    There is a favourable trade off in this meta for killers that now if the survivors want to keep their decent 1 or 2 boon perks active they need to waste time doing so.

    The decreased aoe is fair imo though and this should be the only thing continually reviewed if it becomes too OP.

    The infinite blessing shouldnt be an issue. Imagine as a killer if you have a perk to relight ruin hex etc. - would you even want the option of having to waste time looking for a dull totem etc. - i know i wouldnt its not worth it!

  • Undying involved literally doing nothing to get the value or full value from it.

    Boon totems are strong too, its no denying however they waste time both in searching out totems and in blessing them.

    In that regards boons are more fair. But this is dbd, whats fair and balanced is subjective and arguable for almost every aspect. Theres pretty much no point in arguing one way oe the other!

    Hopefully the meta changes, for that there needs to be strong perks to replace the old ones.

  • His chainsaw can outrun a sprintburst which is a bit silly but hes not OP and pretty balanced i think.

    Like with most things RNG of the map and a coordinated efficient killer or team is what makes the difference

  • The best killers still crap on 90% of survivor teams out there if they play well!

  • I think its personal as to what a win is for you. For me if its not an escape then id say getting a pip.

    From a hollistic perspective though, a close game where ive managed to outplay a good killer with near misses etc. Makes me feel like a win rather than a dead game where i escape.

  • Killers crying as normal on the forum. Its a wonder how any statistic ever pulled has never shown survivors anywhere near escaping as much as killers killing.

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