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sizzlingmario4

sizzlingmario4

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sizzlingmario4
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  • I love autodidact. Also stakeout + fixated together.

    Devour Hope is my #1 favorite killer perk.

  • I certainly don't hate it. It's not even that good imo

  • Just make the cosmetics a passive reward after every X number of levels rather than resetting your inventory.

  • I think I’d rather it be that instead of totems being blocked, they’re all just invisible to the survivors. The killer can see them right away.

    It doesn’t need to be 90 seconds either. 30 would probably be enough. It just needs to be enough time for the killer to get there and for survivors to have moved a bit from their starting positions.

  • Not often actually. Suffocation pit is one of my least favorite maps on both sides.

  • @Brokenbones said:

    But boons are not the problem

    Circle of Healing is the problem

    The boon mechanic is fine as it is, it's just the elephant in the room that is COH.

    I think it's both, the other perks just aren't good enough for it to matter.

    Infinite reblessing and verticality will never be balanced unless the perks aren't good (which puts a chokehold on individual boon perks and prevents them from being decent perks imo) and COH is nerfed to oblivion which will just kill the entire mechanic because nobody would use them at that point.

    I think the solution is to rework the mechanic and then rebalance the perks as much as necessary while it still wouldn't be a ton of work to do so because there aren't a lot of boon perks yet.

    @FFirebrandd said:

    Boons do need fixed. However I've never liked the whole "Break the totem" fix. I'd honestly prefer this:

    When the killer snuffs a totem, all of the following happen.

    1. The Survivor who owns the boon cannot replace it for 60 seconds.
    2. The Survivor who owns the boon screams, revealing their location.
    3. The Killer gets a haste effect of... 5-10% for 10 seconds.

    Also they need to make the area where you can snuff it more forgiving. I shouldn't have to shuffle in front of the totem for a second or two trying to find the spot where I can actually snuff it.

    I don't think that fixes it for teams with multiple boon users (eg. one person places a boon, and the other survivor places theirs when the first is snuffed, or just have both up at the same time). The cooldown would have to be global to fix that, but that'd be extremely punishing for the non-COH boon perks and a cooldown alone doesn't really address all the issues imo.

    @BenZ0 said:

    Dont know why so many suggest the break totem thing, its even worse for you then cuz perks like Noed and Plaything lose value, I am 100% sure we will get more hex perks like that in the future.

    A better idea is to give the Perk a cooldown after the snuff of 60 sec.

    I think that can be fixed by just allowing the killer to decide whether to snuff it or break it, the same way survivors can choose whether to cleanse or bless a totem. You could make snuffing something that happens instantly (like rekindling), making it a dull totem which can be blessed again (or hexed) with no cooldown, but has an advantage in that it's faster to do that, or they can spend a few seconds to break it permanently.

    Then buff the weaker boons so that they're actually worth bringing even with this new system.

    The one thing with this system is it might make Pentimento a bit too good, and if that turns out to be an issue then it could just be that the entity simply consumes the remains of a totem crushed by the killer so it can't be rekindled.

  • It should still work against oblivious.

    While I don't particularly like how hard it neuters stealth killers, taking that away from it would obviously make the perk far weaker, so I’m not sure of the best way to fix it.

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2907619#Comment_2907619

    Yeah but how hard is it to change that one thing about an older killer? They just recently changed her traps so they get triggered by downed survivors.

    That was actually worded badly in the ptb patchnotes, what they actually did is they just fixed a bug that allowed downed survivors to prevent OTHER survivors from triggering traps by crawling on top of them. They still will not trigger traps on their own.

  • Hag probably wouldn’t be able to do that if she was created today.

  • Yes, the reason this shouldn’t be done is because prove thyself is already a ridiculously strong perk and needs to be nerfed, not given another incentive to use it. I could also easily see this lead to people throwing (eg. gens before friends) just to get their points. It’s already an issue with wglf sometimes.

    Either way, they don’t need to add more BP perks, they need to make changes to the grind as a whole, which is what they’re doing.

  • I don't like running slowdown perks all the time as killer but it feels necessary to not lose in 5 minutes.

    As survivor, I don't use prove thyself hardly ever and I usually play without items, so I don't bring toolboxes much.

    Ideally I'd like to see the early game revisited as a whole and basekit regression improved a bit, and then nerf slowdown perks, prove thyself, and toolboxes all at the same time.

  • It could get a secondary effect, but the haste effect shouldn’t be increased. Movement speed bonuses are something you have to be really careful with.

  • Yeah that's not tunneling lmao. You gave him an opportunity to get out of there, he stuck around for the save, so he went down.

    Ngl I was half expecting you to say you hooked Leon and then got hit with DS though, lol.

  • @Brokenbones said:

    Just had a really random idea for Claustrophobia/Cruel Limits

    Keep it as is but add one more thing to it

    When the final generator is completed, every window on the map is blocked for a minute. Or something like that

    Kinda like how bitter murmur's effect is weaker until the endgame where it's at maximum power, for lack of a better way to describe it.

    That’d be kinda cool ngl

    It might get used in endgame builds if it did that

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906666#Comment_2906666

    God, I completely forgot about Nemesis. Yeah, that idea does cannibalise a little bit...

    I'm sure I'll come up with something better later on down the line for it. Regarding Cruel Limits, though, wouldn't the problem of not helping the killer if they're across the map from the gen be somewhat alleviated by every gen blocking windows?

    Sort of, but then it’d probably have to have the range nerfed, so it’d depend on the map honestly.

    But an issue with window perks in general is that they just aren’t effective on certain maps. Bamboozle is important enough on certain killers that it gets used anyways, but even that doesn’t do much on certain maps like the game and midwich.

  • @humanbeing1704 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906679#Comment_2906679

    I agree with deathslinger he's still fine to play in my opinion it's just that monitor and abuse feels mandatory now

    Yeah, I usually run it on him now.

    1. The general design of boon totems is a big problem, not just COH. They need some baseline changes or the perks will never be able to be good without being broken.
    2. Detective’s Hunch is lowkey busted.
    3. The game could use an entire chapter focused only on game health and QoL updates that has no new killer or any other new content.
    4. Deathslinger is mostly fine now. He just needs his smaller TR back.
    5. The changes to Spirit overall were handled well and her basekit is fine. She just needs some addons changed.
    6. Gen regression perks for killer and things that speed up gens for survivor should both eventually be nerfed after basekit regression is slightly more impactful and the early game gets revisited to help prevent corrupt from feeling as necessary as it currently is.
    7. Artist is fun to play and play against.
  • Alright so I like some of these, let’s go through them:

    Bitter Murmur: Honestly, sure. I don’t know if it really needs the buff, but I wouldn’t be against it.

    Cruel Limits: The issue is that it doesn’t do anything if the killer is on the other side of the map from the gen, and doesn’t do much regardless on certain maps where there are far more pallets than windows (and this is a problem for perks like crowd control as well). On the other hand, extending it to pallets as well could leave the survivor without any real counterplay option if they do finish a gen near the killer. One idea I had was to flip it around and make it block windows a certain distance AWAY from the generator instead, but I would need to see this in action - I’m not sure that’s actually much better. Alternatively it could also just be blocking windows within a certain distance from the killer’s position at that time.

    100% agree on deerstalker, distressing, and mindbreaker.

    NOED: The screaming idea isn’t too bad. What I proposed before was making it have an activation requirement like NWO to trigger exposed, but it also gets smaller, less impactful effects at lower amounts of tokens. In return for the activation requirement, the added effects would make it be stronger at full power than it is now.

    Thrill of the Hunt: I agree that it being a hex and also getting weaker prior to being cleansed is redundant. I do think it should be a hex though, and just shouldn’t have tokens anymore. It will slow down all cleansing and blessing by a flat penalty until it is cleansed.

    Iron Grasp: I agree with the idea posted above protecting the killer from pallet saves while carrying, but I would add that to the current effect rather than replace it.

    Surge: Agree 100%. Let it work on any down and it’s perfect. The 40s cooldown and 32m range is fine.

    Monstrous Shrine: While I like the idea of changing it to a scourge hook, I don’t like the idea of making basement any more powerful, but that’s just because I think the basement in general is unhealthy design.

    Sloppy Butcher: Agree, perk is fine. I’ve seen some suggestions to make it work with special attacks and honestly I don’t think it’s necessary.

    Spies: I actually think this perk is terrible. It’s ok for new players to teach them about crows, but beyond that it’s not very good. I like the idea proposed above to prevent the killer from disturbing crows, but it might still need a bit more. But that would at least make it a bit better.

    Unrelenting: Not a bad idea, but Nemesis already does that AND makes the survivor oblivious unless they were already the obsession.

    Whispers: Agree, perk is fine.

    1. Running COH (with the exception of testing the nerf on the PTB) or NOED.
    2. Playing basement bubba, doing afk pig, or playing hag at all.
    3. For whatever reason I have this weird thing where I don’t like running a survivor’s teachable perks on that survivor. Partially to make it unpredictable for the killer and also just because idk. That doesn’t apply when I play killer though.
  • I think exponential is worse honestly but they both suck and as long as boons work the way they do neither of those perks can be any good.

  • Eyrie is a bad map regardless of whether we’re talking about trapper or not but yeah…hiding traps there is nearly impossible.

  • New killers. When it comes to maps, I’d rather they rework/rebalance the existing ones to make them better before adding new ones.

  • If anything, just make it the size of an autodidact skill check. That way it isn't a problem but you still have the opportunity to let it go by if you want to save it.

    I don't care too much if it's changed or not tbh but the skill check does feel like a leftover relic from the original version of the perk.

  • @Leachy_Jr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2905784#Comment_2905784

    Not only that but I've also been seeing a LOT more artist players, I used to never see her but now there's always 1 or 2 a day.

    I actually did get one as survivor the other day but the most recent one before that was 112 matches prior (and yes that is an exact number). So I pretty much never see her.

  • I don’t play it because it’s boring, cheap, and non-interactive. I play bubba normally all the time though.

    If I want to sit in basement I might as well just sit in basement alone or do chest protector or something.

  • @NerfedFreddy said:

    Killer with range ability and zone control should be 110. Quite obvious

    But we better nerf COH for the 4th time

    And that’s what I thought at first, but the more you play artist the more you realize why she has to be 115 - because she already heavily encourages shift W and making her 110 would just encourage that even more and make her unable to keep up. She’s fine, and would be absolutely boring to play if she had slower movement speed.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/2905533#Comment_2905533

    I don't think "Parental Guidance" should of been nerfed at all. especially since most killers unless they are running enduring or spirit fury maybe nemesis(the perk) will bait the pallet and such. stuns are much harder/ less frequent at higher level play.

    Meh I think 10s was a bit much. But 7 is not enough.

    Unfortunately the survivor meta is full of perks which are either broken, or are necessary to deal with certain killers and playstyles (BT and DS). So a perk that would shake up the meta would very likely also be broken, which COH was and still is.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/2905533#Comment_2905533

    The problem i have with perks that "Are for newer players" is that they are locked behind a paywall making them meaningless.

    That is true.

    I mean if anything CA and technician could be the same perk and people still wouldn’t use it. But let’s face it that’s never gonna happen anyways.

  • @OpenX said:

    CoH is broken. The devs have two problems. Addressing core gameplay issues through perks (BT/DS), and the solo Q / SWF gap.

    Do we need more DMS? Nah

    They also don’t understand the problems with certain perks and/or how to change them.

    For example, they buffed boil over but made it absolutely broken, and buffed buckle up and furtive chase in a way that kept them terrible. I won’t lose my stacks on furtive chase for killing the obsession anymore? Cool, now instead of being useless half the game and deactivating, it can just be equally useless all game.

  • Parental Guidance got overnerfed. Should’ve been 8 seconds.

    Corrective Action is okay for what it’s meant to do. It’s meant for newer players and that’s okay. Technician needs to lose its extra regression penalty though.

    Exponential is bad and will always be bad until they fix boons. Until then it can’t be made a good perk without making it busted.

    Storm just feels like a complete meme ngl. It’s funny on doctor though.

    Coup de Grace never should’ve been nerfed, literally nobody complained about it.

  • I get dcs all the time but it’s normal. I wouldn’t say I’ve had any more lately than usual.

  • Tbf, part of it was during a matchmaking test and he also changed what he considers a win. Previously, he considered even 1 escape through the gates with the gens done to be a loss. Now he allows 1 escape as long as he kills the other 3.

    It’s still pretty impressive though.

  • Fair enough. I actually like her, but I understand why a lot of players don’t.

  • Survivors do not see the flight path when a crow is stationary. That’s only visible to the Artist.

    Survivors are only directly damaged by the first crow if they are hit within 8 meters and it does not pass through anything. If it goes through a wall then the survivor will just be swarmed regardless of how close they are. A swarmed survivor takes damage if hit by a 2nd crow regardless of distance or whether it passes through anything.

  • @darkshadows8326 said:

    No survivor in my trial had Unbreakable and the 2 perks I had were Ruin and Undying. Another survivor had not picked them up as I had downed one and as I walked back to the area the downed survivor was at, there was no second survivor nearby do to pick up the first downed individual, being an open area as it was and seeing the survivor initially downed getting up directly. At that point in the match both my Hex totems had been cleansed. Either there is some other glitch involving the abuse of Soul Guard or the several individuals whom used the secondary effect without meeting the requirements were cheating.

    Hmm. If anything then it might have to do with Undying transferring another hex. I know SG works correctly with just Ruin alone.

  • There are far more killers which need buffs than the number of killers which need nerfs.

  • 1700 hours, been playing for a little over a year. Around 70/30 in favor of survivor.

  • @Marigoria said:

    I wouldn't consider Trapper the worst killer but he is 100% at the bottom.

    The last "buff" they gave to him was just not enough. I still think he should spawn with all his traps by the default. Everyone else does so.

    Idk about spawning with all traps, but I do think his traps shouldn’t be so far spread out. I shouldn’t have to spend 15 seconds going to a hill on the corner of the map and then walking around it and up on top of it just to collect my power.

  • The last thing clown needs is a nerf.

  • That shouldn’t be tied to corrupt, something like that should be a baseline feature at this point.

    Though honestly rather than blocking the totems I think I’d rather it be that they’re invisible for X number of seconds, so you can’t immediately spawn on a totem and then know where it is after it’s unblocked. It probably doesn’t even need to be 60 seconds at that point either, just something like this would help.

  • @The_C12H15NO2 said:

    They need to remove him getting trapped by his own traps at the very least. He's the only killer who can harm himself by using his power.

    Tbh I don’t think that’d be as big of a problem if they got rid of DH over traps which needs to happen anyways

  • Only DCB tracks survivors near the spirit. Mother’s glasses tracks survivors near the husk.

  • They just need to actually balance the maps (which is something that needs to be done regardless of whether map offerings existed or not) so that specific maps don’t have as much of an impact on the game. And by that I mean both in terms of how strong/weak a map is but also how they affect certain killers, eg. I like Lerys most of the time, but I don’t want to play Blight there.

  • Basekit-wise, I don’t think the changes are gonna do much for him at all, and that’s assuming they fix his stalking issues. At least he has some better addons now.

    But yeah, I’m way more excited about Legion.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2904243#Comment_2904243

    Be that as it may, since CoH is no longer going to be the easiest maximum value for healing in the game after its nerf, a lot of people are going to stop using it.

    I think the people that will stop using it will mostly be the ones that overestimate the nerf. That already happened a lot with the first nerf - I saw the perk a bit less in my matches for a little while, but it hardly felt any less impactful in the games it was present in. Over time I think some people realized that and started using it again.

    And it felt the same way in the PTB, when I tried running it again in several matches, just to confirm my suspicions that it wasn’t going to be much different. My team and I got immense value from it in plenty of games, but the most notable by far was a 23 minute game against buffed Legion that got dragged out by COH and Ruin both being up at 1 gen (and in a 3 gen situation) and well past the 10 minute mark but once I cleansed his totem he lost since he could no longer commit to a chase despite being able to injure survivors quickly and having Filthy Blade, since we all could just selfcare and eventually overpower his regression efforts. If not for that, 100% we would’ve lost to his 3 gen, whether he had Ruin or not.

    But yeah, that’s just my thoughts, and I still don’t think they’re going about changing it in the right way.

  • He needs some more changes, but I wouldn’t call him worse than clown. I might’ve put legion below him before but not after the upcoming legion buffs.

  • Even if you made double BP baseline, although nobody would complain about it, it would not work as a long term solution by itself.

  • Too strong. It's an OoO that only works in chase but doesn't have any indication to the killer that it's there.

  • @Icaurs said:

    https://forum.deadbydaylight.com/en/discussion/comment/2802057#Comment_2802057

    Yeah... being able to turn unlike Hillbily is exactly why he needs to nerf. Hillbily is balanced due to the ability to use tiles to force an M1 hit instead of his chainsaw. Leartherface does not have this issue as he can easily make turns. His swing covers entire tiles, you should test how far it covers, its more then an entire tile. It is impossible to play around as leatherface forces players to drop pallets extremely early in order to avoid a hit. His chansaw is far easier to control then Hillbily and can down multipole players at once. Instantly downing survivors is a very risky power as its very strong to deny the injured state. Done properly there is no risk at all to leatherfces instant down power and is by far the strongest.

    He is good at eating pallets but that doesn't make him impossible to play around. Billy has restricted turning but gets to travel much faster with his chainsaw and can also use that for better map mobility.

    Leatherface can turn as much as he wants and does speed up a bit while chainsawing but not nearly to the extent that Billy does. If he had restricted turning he would legitimately be the worst killer in the game outside of facecamping and I'm not exaggerating. That would kill his entire power for anything other than camping or downing someone in a deadzone. You would not be able to chainsaw anyone at loops.

  • I think it should still have tokens but it should get to full power sooner and shouldn't activate on a totem until it has at least 1 token.

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