sizzlingmario4
sizzlingmario4
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- sizzlingmario4
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I don’t even hate the idea of breakable walls, they’re just implemented poorly for the most part.
A lot of them are just next to god windows and have to be broken - all it does is exist until a survivor goes there, and then the killer has to break it. It’s not interesting.
Also, breakable walls which are better left alone/are bad for the killer to break should never exist in any capacity; they’re just a trap for newer players who don’t understand the maps.
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I don’t think locker saves themselves are a problem, however, 2 survivors in adjacent lockers who both have flashlights is stupid and shouldn’t exist. If there’s just one locker and someone else nearby, you can try to bait them and get a hit, but in the double locker scenario there is nothing you can do that doesn’t rely on the survivors making a mistake.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2713831#Comment_2713831
Yup. As basically every fog whisperer I've seen talking about this seems to agree, snuffing a boon should break that totem. That, plus adjusting CoH to not scale with other healing items/perks should fix them.
Exponential isn't strong, but can be used in certain compositions to stall the game out for a very long time.
Overcome is very strong, but it competes directly with Dead Hard, so basically nobody runs it. If Dead Hard is eventually nerfed, you'll see a lot more of it.
Shadowstep is just...ugh.
I don't like overcome/s design simply because it further encourages the hold W meta and I find that to be boring. But yeah, most people don't want to use 2 exhaustion perks, so they just stick with DH. I don't think overcome itself is overpowered or anything though.
I've yet to get any value out of exponential. Not that I've had many opportunities since I don't use it myself, but when other teammates have brought it, not once yet has it allowed me to pick myself up (though I almost got to once).
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2713688#Comment_2713688
The issue isn't that Shadowstep removes scratch marks. It's that it negates aura reading completely.
I like it when a perk has play and counterplay, but when one perk can completely blind counter my loadout, that perk is anti-fun.
Yeah and that’s why it needs a cooldown or something, though it’d almost have to be a global cooldown that applies to everyone to really make it work, otherwise a coordinated swf can just take turns setting up totems, (unless you want to go the route of killers destroying totems entirely, but then you probably have to adjust other stuff too). The other idea I’ve seen thrown around is applying blessing speed debuffs for every rebless (like freddy’s wake up), although that also isn’t as effective against teams with multiple boon users.
Idk, I just get the impression the system wasn’t thoroughly tested.
But the actual mechanics of SS and expo aren’t an issue once boons themselves have counterplay/when it actually means something for the killer to get rid of a boon totem.
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Any killer can facecamp, it’s just the nature of bubba’s power makes him better at it. Bubba himself is completely fine and doesn’t need any changes.
Any direct nerf to bubba intended to shut down his camping ability would also indirectly nerf him while he’s not camping/would be abusable by survivors, so it’s hard to really do anything with it without completely changing his power which is not something that needs to happen.
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COH is the only one that needs a direct nerf.
The other problems arise from there being little reason to snuff a boon because it provides basically no benefit to the killer the moment it gets set up again (often times it’s a net loss in terms of time spent vs. survivor time spent to rebless the totem).
One way that shadow step and exponential differ from COH is that COH encourages survivors to heal in its range which may or may not be near the killer. Shadowstep’s lack of scratchmarks isn’t really a big deal if the killer is across the map, which only leaves the aura reading being blocked, and no killer really cares about exponential that much if their slug is super far away from it/it has no presence anywhere else on the map. Because of this, SS and exponential don’t really become OP by the boon system being flawed, while COH does.
The system of going to a totem and interacting with it to disable its associated perks works with hex perks no matter how far out of the way the actual totem is because there are 4 survivors and once it’s gone, it’s gone. It doesn’t work with boons because there is only 1 killer who also doesn’t really stand to gain anything by snuffing a totem in an area of the map that is otherwise of no interest to them.
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I’m not against them nerfing ADS, but they should have given him something substantial in return to make up for it. Faster movement speed while aiming doesn’t really make up for it compared to just instascoping.
His TR nerf should just be completely reverted, though. Make it a 24 meter lullaby if you’re really worried about monitor, but a 32 meter TR is just way too much for him.
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Usually bamboozle is better since it’s not a hex and it makes you vault faster.
Crowd control lasts longer but it can be taken down and the survivor knows about it as soon as they vault meaning they will be prepared to drop the pallet/leave the loop. Bamboozle often gives you more opportunities to catch survivors off guard.
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I think it’s a very good perk, but I think it’s pretty balanced. It gives you less regression than pop but you don’t have to kick the gen yourself which is huge on killers that don’t have good mobility. Screaming as survivor is actually very easy to counter, though - just let go of your gen for a second when you see someone’s aura reappear as they get hooked.
What’s scary about it is that you can stack it with ruin and/or pop, something those two perks can’t do as effectively with each other (you can have both ruin and pop but you can’t use pop until ruin is gone, with PR you don’t have that problem).
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2712045#Comment_2712045
She's...tricky.
With some addons, she's probably even stronger than before.
At higher MMRs though, the fact that she can be hard countered by a single perk (IW) is frustrating.
Honestly, along with about half the killer roster, it feels like she needs a teardown rework.
Yeah with cherry blossom + MDR, she probably is. I never use that combination though.
I agree about IW, but I think that’s more of an IW problem than a spirit problem (as in, IW should be nerfed; I don’t think spirit needs a rework or anything).
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No, you won’t get banned for it.
Some killers let the last survivor go all the time. It’s just a part of the game and there’s nothing wrong with doing it.
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Ever since her nerf - Spirit.
I really like playing as and against her and I rarely see her anymore which makes me sad. I think a lot of people are overestimating her nerfs - she’s still a very good killer.
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Probably an unpopular opinion, but I always found 64 meters to be a bit excessive.
I think it’s also a lot better than other totem-tracking perks, especially counterforce in the boon meta.
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It’s 2 uses of breakdown + your third hook also breaks forever naturally, so 3 disabled hooks per survivor.
Hook deadzones are already a problem with just regular sacrificing (more so on some maps than others). This would just amplify that even more.
Also, breakdown was actually bugged several months ago and did exactly this, and it was terrible. There were 4 man SWFs running it left and right and it very often resulted in killers not being able to hook people.
Another way you could buff breakdown though is to make it so that in addition to its current functionality, when you save someone else, their hook breaks for 30 seconds, which makes it more useful when you swap for someone else.
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I haven’t seen it much.
I almost got value once out of someone else running it after a doctor initially respected ds in endgame (which I didn’t have) but he picked me up last second since I had to crawl a bit towards the totem first (I crawled and then recovered to like 90% before he picked up).
It’s just way too situational.
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If I'm killer and someone dcs at the start of the match I just typically farm (or at least try to) so at least everyone gets some points before having to go back and sit in the queue again. If a survivor makes it clear to me they'd rather just get out I'll grant their wish.
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Pentimento is an interesting perk that got released at potentially the worst possible time.
I would 100% be okay with reducing the penalties on it in exchange for changing it in some way so that boons don't hard counter it.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2707631#Comment_2707631
No the killer wins the game when the last survivor dies. No perk should give the killer this much of an end game advantage if one survivor is left and the hatch is closed. What is the survivor's option at this point without a key? Perks like this are going to force survivors to use keys just so they can have an option to escape against build's like this.
I mean I guess it depends on what you consider a win. Personally if 3 survivors die I consider that a win for the killer regardless of whether the 4th escapes or not.
Just because the killer has closed the hatch and gotten to endgame without losing all the gens doesn't mean they should lose one of their perks that did nothing at all before that point. And as someone else already mentioned, the 1v1 endgame inherently favors the killer even without this perk (and it should). It actually was like this with its original version - it only triggered when the last gen was done and closing hatch meant it didn't activate at all.
All that said, there is counterplay to it in a 1v1 as long as you don't waste too much time before you touch an exit gate. It's going to be very hard to escape against it, yes, but it isn't completely impossible.
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They're both absolutely horrible, but at least Haddonfield isn't a maze and doesn't have survivors abusing the top of the library to not get hooked.
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Thanks and happy holidays to you too.
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@SomberNokk said:
Madness doesnt effect DS checks though.
Actually Madness does affect it.
Perks don’t, though.
I think madness affecting it is fine, it affects all skill checks except hook struggle afaik. Whether DS even needs to have a skill check at all anymore is questionable though.
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It should increase the chances of getting healing skill checks.
It’s a fun perk, but there are a lot of ways it can go wrong.
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It doesn’t need to work while the survivor is in the dying state, but evading it with a locker shouldn’t be a thing.
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The lunge nerf hurts him a lot more than I realized at first. I played a few games with him after the nerf and didn’t notice much difference, then I played some more games and really started to feel it. Although I do wonder how much he struggles with that now vs. how much he struggles with that combined with the introduction of COH (eg. what would wraith’s performance be like now if COH didn’t exist?).
I actually agree with the all-seeing nerf though.
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Pinky Finger is a strong addon that in most cases I would probably say should be nerfed except I don’t really care that much because clown struggles a lot without it.
If clown were to be buffed again then I would nerf the addon.
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Artist has only been out for 3 weeks. Let’s give it some more time. She’s pretty good, but I don’t think she’s as strong as people make her out to be. Her trap playstyle on the PTB was problematic but that already got changed.
As for blight, I wouldn’t really mind if alch ring got nerfed, but besides that he’s fine.
(My idea to change it was this: “When hitting a survivor w/ a lethal rush, token recharge rate is temporarily increased by 100% until all tokens are recharged.” This means you get your power back twice as fast, but not instantly.)
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Snapping out takes 12 seconds, deep wound timer is 20. Just don’t let your mending timer go low and you’ll be fine.
Against other killers I won’t necessarily mend right away over doing another objective so if the killer comes for me again and downs me I didn’t waste time mending. Against doctor I just mend immediately and don’t take that risk.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2707598#Comment_2707598
Nope. The perk is overpowered. I don't care if it makes killers hook different survivors. That doesn't make the perk fair. If we literally cannot interact with the lever with this perk active then the timer should be extended for the amount of time it makes the levers blocked. If the killer finds the hatch the last survivor is pretty much dead. It needs to be changed.
If the killer finds the hatch then the last survivor usually doesn’t escape anyways at that point. The killer has basically already won the match at that point and if you get unlucky with door spawns you’re screwed regardless.
NWO is not OP. It’s blocked for a while, yeah, but you don’t need to wait right next to a blocked gate for the killer to come get you. Hide and wait it out or go heal and save your teammates while you’re waiting. You have plenty of counterplay.
It’s actually a very fair and fun perk unlike noed.
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If survivors are not smart in how they use their totems and set them up in ways that make it easy for the killer to snuff without having to go out of their way, and at a time when they won’t actually get much of anything out of that totem, then they are a waste of time.
The thing is I see some people defending COH as not being overpowered only because survivors like these exist. If you’re playing killer, and you get survivors like these, who set up totems right in front of you or on your patrol route, then yeah, it’s probably not going to affect your game much.
Against a group of competent survivors who actually know how to use them well and put them in places far out of the way for you, you’re not going to win that game if you keep going out of your way to snuff it, so you just have to deal with it. And that’s terrible design - it’s just a lose-lose no matter what the killer ends up doing.
It is typically worth a survivor’s time to cleanse a hex totem no matter how far out of the way it is for them, because it is gone forever once they do so. A killer snuffing a boon far away from them is often a waste of time since it can be brought back with no cooldown or anything. I’m not saying that boons can’t be relightable to be made fair, but something should change in that regard.
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I'm completely fine with DH validation existing.
Eating powers is not validation, however. Once that is 100% fixed, then I am okay with it.
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Excited to see your results! Happy holidays in advance.
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It's both survivor spawns and map sizes. I wish we had more maps like coal tower. It has resources and isn't huge (but isn't so small that survivors don't have any space to spread out/get away from the killer).
Imo, all survivors should always spawn close to each other. You shouldn't see discordance light up on 2 separate generators in the first 5 seconds. I'm actually glad lethal got added as a perk because it helped highlight this issue A LOT.
Actual baseline repair speed is not the problem.
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@k0reant3a said:
https://forum.deadbydaylight.com/en/discussion/comment/2706488#Comment_2706488
I just think boons shouldn’t affect multiple floors it’s hard for the killer to snuff it too when it’s on a different floor 🤔
100% agree.
Besides obviously targeting indoor maps this also helps against problematic totems way out of the way on 2nd floors of main buildings that aren't worth snuffing as a result.
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Nah it hasn't been much of a problem for me. Almost nobody runs it without COH and usually it's just COH by itself anyways.
When I do see it though, most of the time it hasn't hindered my ability to keep track of the survivor. Only time it can be problematic is on indoor maps which makes sense really.
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He’s pretty terrible, but I think ghostface is worse.
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I don't really mind that heal tech exists but I wouldn't mind if it were changed.
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When boons first came out I thought the solution was to nerf COH as well as completely overhaul boon mechanics, but nerfing the actual boon mechanics at this point would just make Exponential even more situational than it already is.
I do think boons should be limited to the floor the totem is on (eg. no having essentially double the range on an indoor map or with totems on 2nd floors of main buildings), and I would be okay with a cooldown after a totem is snuffed out. But outside of that, once Shadow Step no longer works on multiple floors, it and Exponential really aren't a problem. The only other thing I really want to see is giving Pentimento some kind of boon interaction, even if that means slightly nerfing its penalties (eg. 20-25%) to make up for it.
That said, without changing general boon mechanics beyond that, I don't really see how Circle of Healing can be made fair without making it bad. In my opinion, the entire concept of the perk was a mistake regardless of the numbers on it and ideally I would like it to just be replaced with something completely different.
However, I don't think the devs are going to do that, so in that case, the way I would nerf it is to simply reduce the bonus to 33%. This means a self-heal takes approximately 24 seconds (16 / [1.33 * 0.5]), and it takes approximately 12 seconds to heal a teammate (16 / 1.33). This means if a survivor is in the totem's range, it would be exactly the same as if that survivor was running both Self Care and Botany Knowledge.
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It could honestly just be changed to holding M1, I don't think you need to copy the hook struggle skill checks.
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I hate noed and always will unless it gets changed, but I really can’t blame anybody for using it these days with coh existing.
Like, I’m still choosing not to use it because I think it’s lame (and I don’t equip coh either), but when I see someone else using it, I recognize that the overall state of killer right now is not great. And I won’t disagree with there being way too many 2nd chances for survivors.
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@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2703814#Comment_2703814
Maybe, if special attacks are too much, they could increase the radius of visibility to 24 meters to compensate. There is ways to balance it... but yeah, they probably won't back-track on this then.
Yea that could maybe work.
Knock Out in general though struggles against SWF because Blindness isn’t as good when you can just call locations out, whether it triggers on special attacks or not doesn’t change that.
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I think you should get a token when picking someone up from the dying state. Would fit considering it has the 100% healing speed bonus on slugs.
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Surge 100% should work on special attacks and then it’s perfect.
Knock Out used to but they removed it, so I doubt they’re gonna put it back. Another idea I had for it though was to also reduce recovery speed by 50% for 15 seconds when it activates (in addition to reduced crawling speed).
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Shelter woods is like, the one large map I don’t mind getting as killer because of how notorious it is for deadzones and lack of pallets.
I wish they would add a few more pallets and make it smaller.
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@Rivyn said:
Did the devs ever say why a killer can't actually BREAK the totem, instead of snuffing it out? That seems like an important step in the balance process. I'd think the same logic they used to nerf Undying would also apply to boons. . .
Don’t know if they specifically mentioned breaking totems, but they said boons could be relit because they “weren’t game-changing and didn’t mess with the core mechanics of the game, while hexes are game-changing”.
Even though COH has a stronger effect than most hex perks, lol.
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@Impartiality said:
https://forum.deadbydaylight.com/en/discussion/comment/2703628#Comment_2703628
And the time spent running around finding totems and setting them up. Each time a killer snuffs a boom that’s additional time wasted. Most team mates I’ve seen who run a boon perk are usually more of a detriment to the team. It’s only very strong when the person running the boon is actually smart and the team are coordinated and smart too
If people aren’t smart with it and set it up in a place easily accessible to the killer/near the killer and it gets snuffed immediately, then yes, it is a waste of time. I won’t disagree with that.
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@Impartiality said:
Imagine how many gens they could have done in the time they wasted searching for and putting up boons
It buys you time on gens if used properly. That time you spent healing yourself is time that someone else can continue repairs without having to take the time to heal you. Every additional heal you get out of that totem just adds to that.
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Tbh if you have a full boon squad, a 60 second cooldown probably isn’t even enough.
I played with some solo queue survivors yesterday who brought two COHs on ironworks (meaning one of them was at the top of the building) and this huntress basically had no chance. It was ridiculous how easily we could undo her pressure, and this was a decent huntress too.
Btw, that was all without stacking medkits or any of that stuff that makes it even more ridiculous. I’ve seen some people say that’s the only problem with it (and it is a problem) but removing only that doesn’t fix it at all.
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Yeah he sucks again. COH invalidates hit and run/makes hit and run not viable, and his chase power got nerfed by shortening his lunge.
He was actually alright until he got nerfed and boons came out, but now he’s low C tier at best if not D.
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Other than BP offerings I don't bring offerings very often in general on either side. Cut Coin is no exception.
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It could use a buff, but not ranged unhooking.
I would just make it activate when the last generator is done, rather than when the exit is opened. Then also make the bonus bloodpoints awarded post-trial (so you can go over the cap like you can with WGLF and BBQ).