sizzlingmario4
sizzlingmario4
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I think it’s fine minus the fact that boons screw it over - if this were changed somehow then it’d be good.
I think it’s actually best used if you only keep up one totem at a time and not have 2 or more so the gen slowdown periods don’t overlap, unless you actually have a shot to go for 5.
For example:
Scenario A: I rekindle one totem, and then rekindle a second totem 15 seconds later.
Scenario B: I rekindle one totem, and then rekindle a second totem 90 seconds later.
In both scenarios, both totems are cleansed 60 seconds after they were lit.
Scenario A: 75 total seconds with a 30% gen debuff, and 45 total seconds with a 30% healing debuff, which is going on at the same time as the gen slowdown period, therefore, you’re not getting full value from both at the same time.
Scenario B: 120 total seconds with a 30% gen debuff.
See what I mean? Yes you lose the healing debuff, but the gen debuff is usually more important.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2685542#Comment_2685542
The hatch offerings were a mistake from the beginning.
Agreed
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@Marc_123 said:
There are Tome Challenges to escape through hatch. Not always but maybe the reason sometimes.
Challenges like that shouldn’t exist tbh
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The hatch itself is fine the way it is now that it’s been changed.
However, I have seen people using Left Behind with the full intent of just hiding all game and getting hatch, and it’s really frustrating when you have a dead weight teammate like that. (I’m not talking about doing it with 2 ppl left, I’m talking about ppl who literally do it from the start of the match before even knowing what killer it is.)
Not to mention clairvoyance is better because it’s 64 meters, as long as you use it properly and you can find one totem.
That said, you are right about killers slugging for 4k - idk how to fix that really. I used to do this against survivors who brought old keys because I wanted to make sure nobody gets to use that broken piece of crap, but they got nerfed so I don’t mind them anymore. Outside of that I don’t usually bother (and I typically let someone escape anyways more often than not).
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I use Autodidact and Repressed Alliance. Sometimes.
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@Labrac said:
I'd be fine with Pentimento if we could at least Rekindle the Boons. It's just stupid how Totems are supposed to be "Killer's belongings" but survivors are the ones who seem to own them now.
It is a bit funny how maps include totems as part of “the Killer’s belongings” yet they really aren’t the killer’s belongings anymore, are they.
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@Impartiality said:
The effect is much stronger and it doesn’t take 14 seconds to activate.
In a perfect world, this would be true, except COH is possibly the strongest perk in the game right now, therefore it’s not true.
That doesn’t justify making pentimento infinite though - it’s just that boons need to be toned down. That’s it.
The only change pentimento needs is that it needs to somehow work even if survivors choose to boon totems instead of breaking them, but only being able to use it once per totem is not the problem with it.
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I think you could reduce the slowdown or reduce the bottles but removing the slowdown entirely seems a bit harsh.
Honestly though I wouldn’t change pinky finger until clown is actually an okay killer without it, because he’s still not that great. At least he’s fun to play.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2684826#Comment_2684826
If you use m1/m2 based on your attack (Blight, Demo etc) they will know, but it doesn't show up if you use projectile like Trickster, Pyramid Head etc.
So you can use it and then just start with mori as surprise.
It 100% does show up on pyramid head’s ranged attack. Afaik, the only exception is plague for some reason and getting hit by a zombie (and I’m not sure if plague still is). Pretty sure getting injured by a bear trap also won’t show it. But in general, it’s revealed by special attacks.
NOED only shows up on M1 though.
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COH is blatantly overpowered.
Exponential is fine.
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Ok, watching the clips more closely I noticed something:
In OP’s post, in their second video (the one on groaning storehouse), as he begins to vault the window, the survivors get off the gen and you can actually hear the noise it makes when a gen begins regressing - meaning it’s working normal there.
HOWEVER, while they’re chasing around main building, undying goes down, and that’s when it stops regressing. So I think the bug is that if Ruin is cleansed, the generators stop regressing (which is normal behavior without undying), except in this case, undying protects the hex and moves it to its totem. When this happens, however, the game doesn’t “detect” properly that ruin is still active and doesn’t begin regressing that generator again even though it should.
So, if I’m right, in order to reproduce this you’d need to bring ruin/undying and hope you get lucky with cleansing ruin’s totem first, because if undying is cleansed directly I don’t think the bug will occur.
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@dallasmedicbag said:
I know that there is some particle effects when you play killer, but can survivors see that too?
No. Survivors have no means to discern a scourge hook from a normal one unless they find out because somebody gets hooked there. Those visual particle effects on those hooks are only visible to the Killer.
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@chargernick85 said:
I was under the impression scourge cant be sabo anyhow. Sabo could use a buff though.
They can be sabotaged, and they also break forever on a sacrifice like normal; there’s no special rules there.
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I don’t even have as much of a problem with the number of pallets considering there’s almost no windows as I do with there being so many safe and unplayable pallets that M1 killers are forced to just break.
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@KerJuice said:
https://forum.deadbydaylight.com/en/discussion/comment/2684118#Comment_2684118
Agreed. I would add for it to show the auras of the hook as soon as someone is downed. Not enough time to plan sometimes which of the closest two hooks the killer is taking your teammate to, while they are getting picked up. Sometimes I’m confident he’s taking them to what appears to be the closest hook atm, when they completely head in the opposite direction for a different hook. Sometimes I try to wait and see where the killer is taking them, but then i didnt give myself enough time to sabo.
Never thought about changing the hook aura timing, but yeah, I'd actually be ok with that.
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The only change I'd make to saboteur is that it shouldn't go on cooldown unless you actually get a sabotage off.
Besides that, it's fine the way it is.
And technically, yes, it does show you scourge hooks within 56 meters, they just don't look any different from the regular ones.
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I think overcome is very good and underrated, but everyone just runs dead hard and doesn't want to use 2 perk slots on exhaustion which is rather understandable tbh
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When the killer drops you, you gain a chunk of wiggle progress - if this fills the meter, you immediately escape their grasp and can start running. However, if it doesn't, then once you're on the ground you do start to lose wiggle progress. You actually don't even have to be on the ground -you can actually see the bar regressing if you let the killer carry you around without wiggling. I don't actually know what the regression rate is, but it's very slow.
I'm pretty sure the game doesn't mention these mechanics at all.
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I actually had this happen once too on Swamp. I'm 99% sure I was using Undying that game too, though I don't remember if I still had both totems or not (but Ruin was definitely still active). There was a generator slightly above 25% that didn't have any sparks and I couldn't kick it, and if it was regressing the second piston should have stopped moving relatively quickly but didn't.
Went and chased someone and hooked then came back to the gen and it was still at the same level of progress. It only started regressing once a survivor worked on it again and then I pushed them off later.
Also I was playing pyramid head, so it's not a trickster-specific issue.
Back then I chalked it up to coincidence as I never saw it happen again, but seeing this bug, it makes a lot of sense now.
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I died because I cleansed 5-stack devour hope after getting unhooked and the spirit showed up right as I finished cleansing it, so I destroyed it in her face but that meant she knew I didn't have DS so I died.
This was at 4 gens, so I knew the game was likely over anyway, and although I did actually have DS it didn't mean anything if I could just be mori'd, so I just went for it.
As I was being lifted into the air by the entity, the killer disconnected. No clue why she quit - she immediately just said "gg" in postgame chat and left, so it wasn't a game crash.
So technically that counts?
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You said it yourself.
One survivor would have no incentive to try and do generators - it's hopeless.
This is why 2v1s are worse than 1v1s, because you can just have two survivors waiting for the other one to die and neither of them are doing anything/both are just hiding who knows where.
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@jesterkind said:
The first step towards fixing all of this game's problems is going to have to be fixing survivor spawns. They shouldn't spawn fully spread out, they shouldn't spawn as close to generators as they do now, they shouldn't spawn on top of totems... once that's fixed, caution should be taken to not make generators take too long, but I could see some further changes to nerf repair speed increases like toolboxes and perks.
Pretty much. Fix spawns and you've already fixed a bunch of issues.
Base gen speeds are okay the way they are, but things that speed that up I think should be looked at (mainly toolboxes/BNPs and prove).
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@Phasmamain said:
This isn’t a tier list but just my overall thoughts on all 26 killers in DBD
Trapper: I like trapper a lot right now. He is very fun to play as and fun to fight against. My only issue with him is how much the game encourages basement trapper. I’d rather give trapper the means to set up his traps around the map quicker. His lore is fairly boring but not the worst
Wraith: I don’t really enjoy playing wraith tbh. His kit is simple and doesn’t have much of a skill ceiling. I think he’s a good spot right now though barring the unnecessary nerf to his post cloak speed boost. Wraiths archive is definitely one of the best and adds to his short base lore perfectly
Hillbilly: What a shame. I enjoy playing billy but it feels like all the effort you put into him is wasted when the reward isn’t even that good. It is still very satisfying to hit curves though and he is my favourite of the OG killers. His lore is probably the best of the OG killers and is almost a reversed version of the killer he is based on which is cool.
Nurse: I ######### hate this killer with every fabric of my being. She ignores everything that makes looping fun to me and everyone who plays her acts like they are in a tournament. Doesn’t help that the devs thought she needed triple blink back. Her lore is boring to me as well
Myers: Myers is what every licensed killer should be imo. He invokes the essence of Myers as a character and there’s a reason he’s still popular despite him being weak. I personally don’t enjoy playing him though because his power feels very too basic for me to enjoy it
Hag: Hag is a weird one. Her playstyle is so different from most killers that it is just inherently unfun to a lot of people. As for me I enjoy her decently though I rarely play her. She definitely needs some form of anti camping measures though. Hag’s lore is a complete mess that not even BHVR understands
Doctor: I feel I’m one of the few who doesn’t mind playing against doctor. I never really try to be stealthy so his tracking doesn’t bother me and his anti loop while annoying wastes a lot of time on his end to get the hit. As for playing him I don’t hate it but if I want anti loop I’ll just play clown. His lore is solid and I enjoy how the brought the elements of Chinese doctor Yang Yongxin and MK ultra/CIA experiments into his character.
Huntress: Probably the best designed killer BHVR has made. She has counterplay from survivors but the chase is still in the huntress’ control. She feels fun to play but I suck with her. Only thing I’d change is make her hitboxes a bit more accurate. Huntress’ lore is pretty cool and I like how they brought some Russian folklore into her character with the lullaby she hums
Bubba: I like Bubba a lot actually. He’s fun to fight (so long as he isn’t facecamping) and is fun to play. He’s the perfect beginner killer but also has a deceptively high skill ceiling. Like Myers he perfectly invokes Bubba as a character and I wouldn’t really change him at all. His lore is also an interesting look into bubba’s mind
Freddy: Probably the saddest killer in the game at the moment. What was once probably the most accurate licensed killer is now just a boring shell of what he used to be. If anyone here genuinely likes new Freddy I’d love to hear why because I can’t think of any reason anyone would want him over the old one. I’m not mentioning licensed lore for the most part but Freddy’s is worth mentioning since it’s kinda a mini sequel to the film and is pretty well written. Give it a read if you haven’t already
Pig: I hate this killer. Her power is essentially just rng with very mediocre anti loop and downright terrible stealth. All the boop the snoot jokes are painfully unfunny and as someone who has never watched saw I don’t have any connection to Amanda as a character. Also I still have nightmares about tampered timer and crate of gears.
Clown: My main since 2019 and my favourite killer of all time. Clown on the surface seems simple but when you start playing him more complexity in his power starts to show. A lot of people like to rag on his rework but I think it’s great. It gave him more anti loop and a higher skill ceiling with the opportunity for survivors to turn his power against him. Playing each loop as him feels unique and I feel like I’m learning a new bottle placement each match. His lore is very good and his archive combines comedy and horror in the way a clown killer should.
Spirit: Spirit is actually in a mostly good spot now. She’s still very strong but now leaves room for survivors to make meaningful decisions. I still don’t enjoy playing her but fighting against her isn’t a chore anymore. Props to all the people who stuck with her. Spirit’s lore is decent though I haven’t read her archive yet
Legion: Probably the second most boring killer. Legions power feels like a half finished PTB version and their lore is pretty boring too. I really don’t have anything else to say
Plague: Plague is a great killer at the moment and my first P3 killer. The buffs were very nice and she has a steep learning curve without feeling unfair to either side. Her vomit hitbox could do with a bit of work though but otherwise she’s perfect. Her lore is some of the best written by BHVR and I love how the entity has a strong connection to her
Ghostface: Since Ghostface is supposedly getting changes soon I’ll keep this brief. Ghostface is just kinda boring to me. He’s very similar to Myers but his power cooldown makes him annoying to play as. His add ons are garbage too. His lore is actually really good though and could make for a great scream film using Danny’s character
Demo: Demo is another great killer. He’s very fun to play and feels like a jack of all trades master of none. Too bad we’ll be seeing less of him :(. I like how versatile he is and I feel like any perk build works on him.
Oni: Oni from a lore/design standpoint is BHVR’s best work bar none. His lore is the best written imo and his design conveys his power perfectly. Speaking of his power it’s one of my favourites in the game. It has a high skill ceiling but can end a game in 1 use if played correctly. Now that topknot is nerfed I really have no complaints good job BHVR!
Deathslinger: I’m just sad about what happened here. I’m not going to say I enjoyed fighting deathslinger but I would revert it just so slinger mains could actually have fun again. He feels clunky as hell and like you’re playing in slow motion at all times. Everything from his cooldown, reload, aiming and general speed is just slow. Not to mention his skill ceiling is insane for little reward. At least his lore/aesthetic is my favourite of any killer (yes even more than clown).
Pyramid head: I don’t really care too much about PH. His ability to tunnel is annoying but his POTD is a fairly fun chase power. I think it could be worth testing hook perks working on PH just to see how it would work.
Blight: Probably the last great killer we’ve got. Blight fits into the lore of DBD perfectly and his power feels very natural to him. His add ons could do with some rebalancing though especially Alchemist ring. I don’t play him because I don’t want to invest so much time to get good with him but I respect anyone who does.
Twins: I’m going to be crucified for this but I actually like twins a lot. They are a very unique concept so i give BHVR a bit of leeway in their issues. They are very fun to play as when things go your way but certain Perks make their life a living hell. COH and exponential especially hurt them and make it essentially impossible to play them. BHVR’s neglect for them hurts a lot though especially in the cosmetics department (literally 1 set in a year).
Trickster: https://www.youtube.com/watch?v=J5MzhjswDmo (I’m not talking about trickster players only the character himself)
Nemesis: The most boring killer to date. How could they turn such a cool character with so many different abilities into such a boring one with a generic anti loop power. God I feel like I’m turning into Darktyrant
Pinhead: Pinhead is just fine imo. He gets the job done and is pretty accurate to his source material. He has a good skill ceiling and his power is pretty unique. The rng on his box can be annoying though especially in solo queue when your teammates make it into the “how long you can survive the chain hunt” game
Artist: Meh. She’s another anti loop killer with an info gimmick. I don’t hate her she just feels like more of the same. Her lore isn’t helping when it’s essentially just every female killers lore X10
And that’s it. I’d love to hear your opinions on any of the killers as well!
Glad to see a fellow clown enjoyer.
He’s not my main, but I do play him a lot.
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It would be, if it was calculated as just removing 30% of the time.
That’s not how it’s calculated though - what Vigil does is increase recovery speed, not decrease recovery time. Your normal recovery speed is 1, vigil adds 30%, thus making it 1.3.
Then you just divide the total time (in this case, 60), by 1.3 to get the result.
If you have two vigils stacking (eg, you and a teammate in range, then you just use 1.6 instead.
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To be specific:
Vigil increases recovery rate by 30%
60 / 1.3 = approximately 46.15 seconds; this is how long it takes him to recover from Haunted with it.
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What happened is Vigil allowed him to recover from Exposed faster, so he wasn’t under its effect anymore.
Personally I think it shouldn’t work against haunted, but yeah, that’s what happened.
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I would increase it to 25% and make it so that it allows the entire team to see the exits permanently once active.
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@Sonzaishinai said:
I was going to answer this but then saw i already did almost a year ago
Ngl I definitely just answered without realizing someone else bumped and it’s from February
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You’re not really meant to get downs with it. Deep wound has two main uses (and a third niche use):
- Force survivors to mend - this is 12 seconds of free slowdown. For Legion, this can add up over time.
- A well timed deep wound can prevent a survivor from being fully healed, eg, perks such as Adrenaline, Second Wind, Inner Strength will instead remove deep wound but leave the survivor injured. The same thing happens if you cleanse at a plague fountain while in deep wound - infection is removed but you are left injured (please never do this).
- Niche, but if you’re playing doctor and someone is in madness 3 and doesn’t have much time left to mend they will be physically unable to mend because you have to snap out first, so you can force them to go down or they have to run around and find a teammate to mend them instead.
Overall I think deep wound is fine and isn’t the problem with Legion, it’s pretty much everything else about him that is the problem.
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Thrilling’s cooldown should be 40 seconds and should activate if it goes off cooldown while carrying someone.
@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2680805#Comment_2680805
About jolt, what bothers me more is the fact that special attacks doesn't proc it; i don't really mind the cooldown on that one. Oppression, definitely have too much of a cooldown (80 seconds; such bs). I think they need a cooldown cause it could be abusable, but a short one (30 seconds should be baseline i agree).
Agree, jolt should just work on any down and then it’s perfect as it is.
Oppression cd should also be 40-50 seconds.
Also I never see anyone mention dragon’s grip and its 80s cooldown
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I don’t mind Huntress, it’s more that if I see her more than once or twice in a day I just get bored of her.
A couple months ago I had a streak of like 4 days where nearly half of my survivor matches were huntresses and I just wanted to see literally any other killer.
And it’s really just huntress too, eg. I never get bored of blight, but I see him all the time.
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Well since you mentioned hag specifically:
Ruin can be good if it stays up - it just doesn’t always work out that way. You’re not really missing anything - Ruin is very high risk, but so is the potential reward if it doesn’t go down almost instantly.
Devour Hope is the same way, except it just wins you the game outright if it lasts long enough (but has the risk of being destroyed before it can do anything).
Third Seal is mostly crap and generally shouldn’t be used unless you have a specific build that actually works well with it - outside of that, literally no one runs it.
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Ghostface:
-Shorter power recovery and even less punishing recovery depending on how you lost your power; for example:
- After being revealed or swinging and missing an attack, 20 second cooldown
- After a successful attack while in stealth, cooldown is only 10 seconds
-Full addon pass/most addons need significant buffs or complete reworks
-Better reveal logic for both sides (ultimately though, this can’t be fully fixed without also addressing stretch res as this can allow you to reveal ghostface when you shouldn’t be able to)
-Base speed while crouched should be increased to 95%
-This might be controversial, but I think it could be okay for him to have a base 24m terror radius - intended as an overall buff but also fits in his lore as a stealthier killer even when he’s not in his power
Legion:
-Base fatigue should be reduced to 3 seconds + nerf the addons for that accordingly
-Frenzy movement speed should be increased to 135%. Another idea could also be to increase his frenzy speed for each survivor put into deep wound, but I don’t want to fully suggest that as I’m not sure how balanced that would be
-Killer instinct is no longer based on TR and is just a set range - the addons that increase this would continue to do so, and Iridescent Button would make it map-wide the way it does now
-The Legion can now grab survivors while in Frenzy - this means survivors can no longer finish a gen in his face knowing they can’t be interrupted
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I don’t have a problem with it. That’s part of her power and that’s what Broken is - taking away your option to heal (at least by normal means). And there are plenty of survivor perks that do the same thing, eg. spine chill against stealth killers.
Btw, it’s not like healing perks have zero opportunity to help against her - you can still pick up slugs faster or heal normally from corrupt purge if she got it from you cleansing and you weren’t reinfected.
Personally I think Plague is one of the most unique and well-designed killers the game has.
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I just don’t see the point in running it over No Way Out.
Both perks encourage you to hook everyone once to either activate (GE) or reach maximum power (NWO). GE gets you 40s of delay in the middle of the game, NWO gets you 60s of delay at the end of the game. Additionally, GE will do nothing for you if you fail to get 1 hook on everyone (which is when you really may have needed it), while NWO will still activate, it just won’t last as long - but any partial amount of time it lasts is better than the 0 seconds grim embrace will give you in that scenario.
That said, I am not sure if increasing it to 60 seconds is really a good idea since that would allow the killer to just camp a hook state for free, although you technically can do that anyway with NWO (but that’s endgame, so it makes more sense). And I like these kinds of perks that encourage you to go for different survivors, but I just don’t think it’s worth it if it becomes a dead perk when you have a rough match.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2679636#Comment_2679636
Okay, this makes more sense. I was about to say that I get stillness crow notifications no matter where I go and I've heard gens blowing up on the other side of the map. If it's just rushed actions, that's more understandable.
Yeah the idle crows have no limit.
Also worth noting, this is why I'm All Ears has a 48 meter range - because you don't get a notification beyond that for things I'm All Ears triggers on (and also why you can counter it with Q&Q).
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This is definitely all true btw - I have on multiple occasions rushed into lockers in basement (without doing it quietly) to avoid BBQ knowing the survivor was downed on the other side of the map and the killer hasn't known I'm there, ever, because they don't get the notification from that far away.
That said, they only have a range limit for some things; if someone misses a skill check or you get a notification from a perk (eg. Discordance, NWO), you'll see that from across the map.
Why the game doesn't mention this anywhere, I have no idea.
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The thing about altruistic healing with medkits is that it is pretty much never more efficient than it is to just give them your medkit and let them do it; the only exception is trying to pick up a slug more quickly. A green medkit for example takes 10.67 seconds to heal someone else with, or it also takes 10.67 seconds for that person to heal themselves if you just give them the medkit (and in the meantime you can do something else).
I think medkit self healing speed could be reduced to something between what it is now and self-care (so it still has an advantage to use over self care). A green medkit would become the equivalent of a brown medkit now (it would allow you to heal in the regular time). Altruistic medkit healing speeds would then be slightly buffed so that it isn't more efficient to just give someone else your medkit and makes altruistic healing more attractive.
I think styptics and syringes should just be changed to require at least enough charges left on the medkit to use (aka, you don't get to hit a great skill check on a brown medkit, then use the syringe when the medkit is nearly depleted) and then syringes should just be on a flat 20 second timer, after which time it heals you, and it has no regard for anything that impacts healing speed, either positively or negatively (no self-healing in 8 seconds while looping near COH). I think styptics should also be an iridescent addon, not purple.
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The nature of this change means that you are encouraged to use BNPs strictly on brown toolboxes, and never use them on anything better.
So, let's do some math and compare, then:
NOTE: All calculations below assume you are repairing the generator by yourself.
Currently, a brown toolbox with no addons saves you around 5.33 seconds on a generator. It has 16 charges and is consumed at 1.5c/s, taking 10.67 seconds to deplete in exchange for 16 seconds worth of progress.
A commodius toolbox with no addons saves you around 10.67 seconds. With 32 charges, consumed at 1.5c/s, it takes 21.33 seconds to deplete in exchange for 32 seconds worth of progress. (This is the highest amount of time you can save with one toolbox without addons or perks like streetwise.)
A BNP currently, **without taking into account the charges it does deplete from the toolbox**, saves you 15 seconds (it adds 12 charges over 5 seconds which is a 7 second timesave, and adds 4 more charges per skill check, which is 4 seconds each; 7 + 4 + 4 = 15). (4 charges is 5%; 12 charges is 15%.)
However, with the current system, the rest of that toolbox would then save you less time than it normally would, since using up a BNP consumes a portion of its charges - it's essentially repairing at 2.4c/s (12 / 5) while using the BNP; the skill checks are strictly a bonus and don't consume charges. This means that a brown toolbox would only have 4 charges left instead of 16, and would only save an additional 1.33 seconds - 16.33 total combined with the BNP; therefore the BNP by itself actually saves 16.33 - 5.33 = 11 seconds, as the brown toolbox by itself could have saved 5.33 seconds. A commodius would have 20 charges left and would only save an additional 6.67 seconds - 21.67 seconds total combined with the BNP; therefore the BNP actually saves 21.67 - 10.67 = 11 seconds once again, as the commodius toolbox by itself could have saved 10.67 on its own. Therefore, how much time a BNP saves you actually depends on the repair speed of the toolbox - a toolbox with higher default repair speed actually benefits less from a BNP; as these do not influence a BNP's repair speed. Both brown and commodius toolboxes came out to 11 seconds because their repair speeds are the same; a commodius simply has more charges.
So now let's compare this to your suggestion. Assuming that the survivor brings a brown toolbox with a BNP (and no 2nd addon), it shaves 15 seconds off the gen, and then the toolbox is fully consumed, meaning you save a total of 15 seconds on that generator. As we calculated above, a brown toolbox with a BNP under the current system saves 16.33 seconds in total, therefore your suggestion actually makes close to no difference if the BNP is used with a brown toolbox - instead, it indeed does exactly as you said - it discourages stacking BNPs with stronger toolboxes, including green toolboxes with charge addons as you mentioned.
Whew, that was a lot of math.
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I think it's fine. Their ability to use cages to ignore DS and BT comes with the cost of not being able to use killer perks related to hooks. It would be unfair if this was not the case.
That said, I typically just don't use perks like BBQ on PH because I'd rather use perks that don't require me to not use my power to take advantage of them.
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Personally I don't really care that much if you kobe in my face, UNLESS you doing so causes me not to get deliverance, then I'll be annoyed.
Also that feeling as killer when you are on the other side of the map from the hook with devour, and the unhook happens and you don't get a token, and you realize what actually happened.
Also if I'm a survivor and devour is in play then I do want you to kobe in my face for obvious reasons, as long you're not risking going to struggle if you do it. I had a game once where I unhooked myself at 4 tokens to deny the 5th stack and saved someone from getting mori'd because of it (we found the totem soon after).
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I don't agree that pain resonance isn't strong - I think it's going to be at least borderline meta. Gift of pain is weak though and should be buffed directly.
I do think they could change the rng a bit on them to make it where you can't have 4 on one side of the map and zero on the other side (as an example).
Another idea is taking the map size into account, eg. maps like Dead Dawg and Coal Tower could get away with only having 3, while Mother's Dwelling and RPD could have 5.
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Yeah I feel like Plaything really is your best chance to get to 5. Congrats on making it work!
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Spirit, Myers, and Bubba.
Wraith used to be there too but with COH removing his ability to pressure well and his lunge nerf, he's not as enjoyable anymore.
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@anarchy753 said:
People also keep trying to argue that they waste survivor time.
Since it takes 14 seconds to bless, and only occupies 1/4 of the team, it effectively only takes 3.5 seconds of the team's time to bless a totem. If the killer takes even 3.5 second out of their game to look for, walk to, and stomp on a boon totem, the survivor team has had a net gain in time, and that's BEFORE considering any value the actual perk gives, like time saved on healing, time gained in a chase from hidden scratch marks, or time gained in the killer looking for someone because your aura wasn't shown.
There's really no downside to blessing a totem.
If anything, COH BUYS you time on gens if used properly.
I do see a lot of survivors use boons inefficiently and then it is a waste of time (eg. set up a totem right next to a gen when you know the killer is coming anyway and it gets put out instantly), but used correctly and in a position that is annoying enough for the killer (those totems on 2nd floors of main buildings say hello!) COH is the strongest perk in the game right now and I will never understand how it reached live in its current form.
I should probably just adopt a policy for myself that I don't play nice as killer with boons in play, as much as I don't really want to do that even though I know I've already had plenty of miserable COH games trying not to tunnel people when I really should have. Especially with wraith.
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I'm all for kindred basekit (along with a bunch of other stuff for both sides) but I don't like the idea of increasing repair speed with it since this can be taken advantage of by survivors by looping the killer near a hook or while the killer leaves the hook after hooking somebody, even if they have no intention to camp.
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General boon mechanics need some changes but Exponential itself and Unbreakable are fine the way they are.
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@danielmaster87 said:
And the reason for this is because Pyramid Head's add-ons are all focused on his trail like, oh the survivors are blind when they step on the trail, he's Undetectable while he's on the trail. It's ridiculous. And for Twins, all their add-ons are focused towards affecting survivors after they crush Victor, or whole Victor's on them. Why? It's nonsensical.
I mean it doesn't really help that survivors avoid being tormented like it's the plague.
And for good reason.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2674402#Comment_2674402
It's also what makes it cheap. Killers can run Overwhelming Presence for all I care.
Ok, so how would you change it then?
I don't think it's more cheap than what it used to do, aka it removed the item permanently after enough time and now you just lost something of value even if you escape. THAT was annoying. At least now you can still go back and get it even if you can't use it that match anymore.
Also overwhelming presence is garbage-tier.
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The item depletion is what makes it decent. If you remove that it becomes bad.