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sizzlingmario4

sizzlingmario4

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sizzlingmario4
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  • It’s a latency issue and also has to do with survivor hitboxes. Sucks, but there’s nothing to be done about it; eliminating latency entirely is impossible.

    Fwiw, they have attempted changing the hitboxes before, but it was far, far worse than what we have now so they went back on it.

  • I started lagging super bad while I was struggling so I died right in front of my teammate coming to unhook me because I couldn’t do the skill checks. Yeah we 100% lost because of that and I felt so bad.

  • Green bunny Feng main here.

    I can’t help that we’re cute, but no hard feelings if you kill us anyways. We’re used to it.

    To my fellow bunny fengs, should you run into me as your killer, it won’t take much to convince me to let you go if you’re last!

  • @Valik said:

    https://forum.deadbydaylight.com/en/discussion/comment/2881134#Comment_2881134

    THANK YOU!!!!

    I feel so bad, I was so confident - I hate being wrong, so I greatly appreciate you steering me right!

    You’re welcome :)

    @Petforces said:

    Judging by that video, It will still be faster than Self care, even with more of a nerf. And sure you have to bless a totem first, but now your whole team can heal faster than another perk...

    Quick note, that video was with the release version of COH which had a higher bonus, I just used it as an example to show how medkits and the selfcare perk interacted with it. Blessing a totem and healing is now slower than selfcare. Heals beyond the first one are where you start getting value. I still don’t think the nerf will be sufficient though.

  • Imo, the box searches should require a certain number of searches rather than the key being in a certain box. One trap will come off first try, one trap requires 2, and so on, but in a random order. This means removing 4 traps takes 10 collective box searches no matter what, reducing the RNG and allowing pig to be buffed in some other way. Then add a 5th box to prevent box camping.

  • I like the general idea, but 8 meters per token is too much. The 9 token effect is cool and imo could just block your aura infinitely at that point as well.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2881740#Comment_2881740

    They have a massive stun if they exit frenzy. You should be able to reach anything within that time.

    Yeah which is why I think it might be okay to remove the hit penalty.

  • I really like that it has to be earned through hooking all 4 survivors once. I think it should stay a hex though and receive something else in return to make up for that (something less valuable than exposed), so it’d reward the killer more than it does now if they do earn it, but less if they don’t, while still doing something less impactful as it is still a totem and can still potentially not activate.

    For example (and this is just an idea, this could be something else entirely), gain a token every time you hook a unique survivor up until the perk activates, upon activation gain 2-3% movement speed bonus and each token up to 3 reduces exit opening speed by 9%, and survivors are exposed at 4 tokens.

  • I’d be fine with that. It still wouldn’t be that good, but it’d help a bit.

  • The only reason I can think of why it’d still be there is so that you can’t m1 somebody, then immediately frenzy to catch up to them and then cancel your power and follow up with another m1.

    Is that necessary? I’m not sure and I’d kinda like to test legion without it.

  • You cannot forcibly remove the husk yourself without ending your phase. You can bodyblock with it while phasing though.

  • @Valik said:

    https://forum.deadbydaylight.com/en/discussion/comment/2881031#Comment_2881031

    If this was true, wouldn't it also effect medkits? I would have thought this self-care .5 multiplier would have been brought up sooner, because that's a pretty significant debuff to healing actions.

    I'm confused, because the language of all the perks and what we know of how they work suggest that there is at least SOME effect to using Self Care in tandem with CoH.

    For my education, do you have an external example I could see? I'm probably going to have to put this to the test myself if not!

    If you're using a medkit, then the self-care penalty does not apply at all. So a medkit with nothing else will allow self-healing at the regular speed (or faster if it's a green medkit), but COH or any other healing bonuses will make that quicker. A medkit heal while in COH is 10.67 seconds (16 / 1.5) or 8 seconds if it's a green medkit (green medkits give an additional 50% bonus, 1 + 0.5 COH + 0.5 green medkit = 2, 16 / 2 = 8).

    You can watch this video (credit Struggle With Game) to see a comparison between self-care, COH, self-care and COH (which is no different than COH by itself), and COH + a medkit. Keep in mind however that this video is a bit dated and was with the original version of COH (100% healing speed bonus), so the healing speeds in this video will be faster than they are now, but it's still relevant for showing how these unlockables interact with each other. In this case, COH increased healing speed to 2, but the selfcare penalty is 50% of that, reducing it back to 1, thus creating the 16 second self-heal it originally provided. With the medkit, the penalty doesn't apply, so the healing speed is 2 within COH, and you could heal yourself in 8 seconds.

    https://www.youtube.com/watch?v=MV6JlfnB7mU

    @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2880331#Comment_2880331

    I disagree with CoH being able to be relit indefinitely as a problem, atleast with the 50% helping speed boost. Blessing then healing will take longer than healing yourself with Self-Care.

    The nerf was more or less about being able to place the Boon whenever wherever willy-nilly, which now you're not going to be able to do anymore, due to the massive time sink.

    The new change will probably insensitive Killers to leave and snuff out the Boon Totem, which means bad Boon placement will be punished, which is what I wanted from a CoH nerf

    It would be fine being infinite if it wasn't a lose-lose for the killer to snuff it depending on where it's positioned. There's multiple ways to address that though.

  • @Valik said:

    https://forum.deadbydaylight.com/en/discussion/comment/2881015#Comment_2881015

    The way the boon works is it adds 0.5 to your healing speed as a flat value.

    Self care does this on yourself.

    Numerically, this means that self care within the boon radius should be done at 100% healing speed, allowing a 16 second heal.

    Quite literally, it is faster to bless a totem and self care than it is to self care on its own, because the blessing only takes 14 seconds - not 16, making the total time 30 seconds instead of 32 for a full heal regardless.

    Not quite. What it does is it adds 50% (or 0.5) to your default healing speed of 1, making it 1.5. This is your healing speed if you're healing someone else, so 16/1.5 = 10.67 seconds. If you're healing yourself, then the self-care penalty is 50% of that value (1.5), dropping it to 0.75. Then you divide 16/0.75 = 21.33 seconds.

    Self care just does this without any additional bonus, so 50% of 1 is 0.5, leading to a 32 second heal (16/0.5 = 32).

    The self care perk has no additional benefit if you're using COH to heal; having it will not allow you to heal yourself any faster with COH.

  • In my last 195 killer games, my top 5 played killers are Spirit, Bubba, Artist, Wraith, and Nemesis.

  • @Plsfix369 said:

    It's already dead but Killers are still complaining about it even though its practically Worst Version of Self care.

    Who wants to run to the other end of the map just to bless a totem for 14 seconds and heal for 32 seconds. lol

    Killer mains are being overzealous.

    It's still a 21.33 second heal, not 32. It's a 50% healing bonus, along with a (multiplicative) 50% self-care penalty, so you're actually healing at 75%.

  • Nope, the range is the same in tiers 1 and 2.

    Tier 1:

    5 meter range

    3.8m/s movement speed while charged

    Tier 2:

    5 meter range

    3.8m/s movement speed while charged

    Can break pallets/walls

    Tier 3:

    6 meter range

    4.0m/s movement speed while charged

    Can break pallets/walls

  • It is as worthless as it seems. It means that survivors will know exactly where your crows are when you first place them down no matter what, meaning you can't make them guess where your birds are at taller loops, in exchange for them not seeing the crows coming when you launch them, which they don't need anyways because they already saw it for 0.5 seconds. It's a terrible addon.

  • If your teammates are cleansing and touching an infected gen 10 seconds later then you're just going to lose and it's going to be your teammates' fault.

  • It will reduce her terror radius to 16 meters outside of chase, but won't have any affect on her lullaby. It doesn't affect Freddy's lullaby either.

  • The healing speed has probably been nerfed enough now. But they're not addressing the other major problem COH (and boons as a whole) have, which is their unlimited usage and lack of realistic counterplay from the killer, as well as their verticality effectively increasing their range at almost no downside.

  • Legion is getting buffed but it hasn't happened yet. That guy is just hacking

  • It 100% should inflict exposed. It wouldn’t even be a big change since it almost never happens anyway.

  • While I get the idea, I also am against it because I don't think encouraging more survivors to run no mither is a good idea. It's one thing to add bonus bloodpoints to meme addons for killers because they have full control over that and they're playing for themselves; a survivor trying to get extra points through no mither can end up losing the game for their team and thus negatively impact the other 3 survivors.

  • Because it's better than nothing at all.

    Now they just need to address the other part of what is actually wrong with COH and boons as a whole. If they did that the healing speed would probably be fine.

  • @Bennett_They1Them said:

    https://forum.deadbydaylight.com/en/discussion/comment/2878540#Comment_2878540

    true. atm, both would be made useless by gift of pain (although, upside, that would give gift of pain a use)

    Gift of Pain is getting an indirect buff anyways. It used to be terrible against anyone with a medkit or selfcare because you could just 99 your heal and then do gens without the 9% penalty until the killer comes (like what you would do w/ resilience). That strategy will not work anymore.

  • I would not be opposed to those two perks specifically preventing Hemorrhage from regressing the partial healing progress they give you. Resurgence could probably also use a buff beyond that.

  • No way. You'd have to nerf the percentages on Pentimento way too much for that to be balanced.

  • Well I've heard it's still really difficult to deal with on console. I'm a PC player so I don't know what that's like.

    But ignoring that, no, the main problem with it has been addressed. They do need to put the hooks back in RPD library though.

  • I'm scared to give it vaulting speed as that might make it stronger in the areas it's already strongest in and not do much in other places. I wouldn't be opposed to increasing the linger time a bit, but 30 seconds is way too much. I like your killer aura reveal idea too.

  • The only problem with flashlights from a balance perspective imo is double locker saves. Other than that they're fine.

  • While the COH nerf undoubtedly makes it a bit weaker, boons as a whole still present issues in design imo. But the main thing with COH is that it works away from the killer, which is something the other 3 don't do as much of (not saying they don't do anything, but they're generally more powerful when the killer is nearby them), thereby making them less of a problem since it's likely that the killer snuffing it is easier for them and more viable of a counterplay option (vs. going across the map to put out a healing boon that can just be immediately replaced afterwards - it's a lose-lose for them). There's been a lot of ideas thrown around regarding this, ranging from killers breaking totems, having a cooldown, increasing the blessing time with each subsequent bless, a token system, and more. Personally I'm not sure which idea I like the best.

    The other big issue I still have with boons though is their verticality. A boon totem has a 24 meter cylindrical range, so on any area with multiple stories (whether that be an indoor map or a multi-level main building) it effectively gets an increased range. So a high-up totem for example means a survivor can be below it and still get just as much value from that totem as if it was at the bottom, but the killer still has to take a (potentially long) detour to that other floor to snuff it.

    So imo they should be capped in vertical range as well (a few meters - whatever number would fix this issue but wouldn't impede a totem on slightly changed elevation, such as a totem on a hill tile) to prevent this from happening, and then buff the other perks a bit to make up for that (eg. increase the linger time for SS and DT, and increase expo's recovery bonus or give it an additional effect).

  • One of my friends always runs unbreakable on laurie and doesn't use DS. Sometimes it works sometimes it doesn't.

  • She doesn't need any more basekit nerfs. DCB needs a rework and MDR needs a nerf and then she will be fine.

  • You weren't downed when devour hope was first revealed because you were hit by her ambush attack, which is a special attack. Special attacks reveal devour the same way basic attacks do (once the killer has 3+ tokens), but only basic attacks will actually cause the instadown. (Worth noting, this is NOT how noed works - noed will only be revealed by a basic attack.)

    You can also see later that the meg was instadowned near the hex totem when she was trying to heal you, so it's not broken.

    What happened after that was since she had devour and ruin, devour hope was cleansed right before Yui was hit, so she wasn't exposed anymore (but you were still cursed by ruin and you were still exposed due to MYC). Then you cleansed ruin yourself. So I don't think there's anything wrong here.

  • Wouldn't call any of those perks killed, not even MoM although it isn't good.

    Balanced Landing is still good albeit map-dependent, Boil Over is still stronger than it was before and just isn't as abusable anymore, OoO still does what it's meant to do, just in a less powerful way (especially in SWFs), and COH will still be a good perk and will still be very annoying to deal with on maps like ironworks.

    Having said that, I don't disagree that NOED needs a rework.

  • I think it probably increases kill rates more at the lower skill brackets than it does at the higher ones. But I agree it does skew the data a bit and I hate the perk. I don't use it as killer either, at all.

  • Even then, BTL affects only one survivor’s medkit and not the entire team’s healing.

  • @Steel_Eyed said:

    I believe it’s 24 seconds with this nerf.

    Healing a survivor base is 16s. Healing yourself comes at a 200% penalty (32s). All adjustments are calculated additively.

    I believe the math is:

    16s x 200% - (COH%)

    Therefore:

    16s x 200% - 50% = 24s

    This is the nerf I was crossing my fingers for. Combined with the Hemmorhage changes, killers might be able to cause some havoc on healing now.

    Bonuses are additive, penalties are multiplicative after that. So you add the 50% bonus first to get up to 150%, then self care penalty is 50% of 150%, taking it down to 75%. Then 16 charges / 0.75 is 21.33 seconds to selfheal.

  • @GillyBeannn said:

    Here's what I'm confused of, is the 50% healing speed gonna be the same as a green medkit or slow as self-care?

    These are the numbers now:

    Altruistic healing: 1.5c/s

    16 / 1.5 = 10.67s

    Altruistic healing with mangled: (1.5*0.8) = 1.2c/s

    16 / 1.2 = 13.33s

    Self healing: (1.5*0.5) = 0.75c/s

    16 / 0.75 = 21.33s

    Self-healing with mangled: (1.5*0.5*0.8) = 0.6c/s

    16 / 0.6 = 26.67s

  • I haven’t gone against tombstone piece in a while, but the ones that bring it almost always win. I don’t remember the last time I went against a myers who brought it and lost.

    Infinite tier 3 (without tombstone) is a bit more common; I’d say around 60% of them win. I don’t think infinite pushes up killrates nearly as much as tombstone piece does. Survivors also just stop healing anyways once they realize it’s permanent.

    Judith’s tombstone + infinite tier 3 I don’t see very often, but they usually lose. Most of those games end with no more than a 2k and often less.

  • Boons were a mistake and felt forced/rushed.

    And not just COH.

  • Ngl I don’t even really want moris to be changed. They’re in a decent spot and there are far more important issues they should focus on first imo

  • @CheesyBabyBoi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2876055#Comment_2876055

    big cry about how tinkerer actually effects terror radius for things like star struck and apparently this i cry every time

    Static Blast's range is tied directly to your terror radius, so while perks like Tinkerer will make it ineffective, you can also use it to your advantage with anything that increases your terror radius (most notably the Calm series of addons, which increase your terror radius while static blast is ready and then decrease it while it's on cooldown).

  • His camping ability is a problem but besides that he’s completely fine.

  • I think the point of it is that it's not really supposed to be countered. Everything having to do with killer instinct is directly related to a killer's power; it's not something that any killer can have access to through a perk.

  • Definitely swamp. Lerys doesn't really need it.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/2875424#Comment_2875424

    Generally speaking, there's no hard set rule that a certain totem must spawn in a certain place. However, the procedural level generation system is likely at fault if you notice a totem in the same spot very often. The key here is that it's procedural, not random, meaning it has a set of rules that it needs to follow. It can only spawn a totem on tiles that have a valid totem spawn point (such as the LT walls), and it'll also try to spawn a totem a certain distance away from any other totem (so they aren't all clustered together in one corner). Maps also have preset tile rules, so junk tiles (small loops, rocks or trees) can't spawn where the shack, a jungle gym, or some other landmark would normally spawn.

    So even though there's nothing saying "This tile should have a totem", it's not impossible for certain tiles to have totems more often due to the rules the system needs to follow.

    This is also partly why we try not to add a ton of rules to totem spawn points (e.g. Can't be within X meters of a generator / survivor spawn location). The more rules you add, the more predictable it becomes, and the easier it ends up being to find the totem. They're great ideas on paper, but in practice, it gets messy really fast.

    Okay, thank you for the reply!

    @Adjatha said:

    "Hexes always spawning far away from Survivors" is somehow a worse situation than "Hexes spawning directly next to survivors"?

    Boy, that sure is some kind of a logical leap.

    It is worse if it's guaranteed to spawn near the killer, yes.

    Right now, there's a chance hex totems can spawn near survivors (or even in plain sight of their spawn points which is an issue), but it might also spawn somewhere else. If they were always near the killer then you would just figure out where the killer spawned and immediately go check there. That also falls apart the instant somebody uses 3 or more hex perks.

  • @Peanits said:

    In practice, this would give survivors a huge clue as to where your hexes are. If they see your leaving a certain area at the start of the match, they would instantly know where to find your totem.

    But beyond that, the idea would fall apart with builds that have multiple hexes since the totems are spread out across the map.

    While we’re on the subject (and I agree with what you just said), is there any particular reason some maps have certain guaranteed totem spawns? For example if I see Ruin on any autohaven map I always check TL tiles first because there is always a totem there 100% of the time; same with the hills on ormond or the upstairs library on midwich.

    Even just making it so no totem spawn is guaranteed would be a good first step imo, even though that probably doesn’t fix the issue entirely.

  • It’s nothing exclusive to that map, btw - that just happens if you place a trap too close to a window. The survivor will be able to fast vault over a window in one direction (but won’t be able to go back the other way without getting caught).

    It’s something I wish they would fix, but it’s entirely the fault of trap hitboxes, not the map.

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