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sizzlingmario4

sizzlingmario4

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sizzlingmario4
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  • I never use shadowborn - it just throws me off since I’m used to not using it.

    Unrelenting only helps you if you miss a swing. I’m not saying I never miss - we’ve all swung at DHs, but if you play correctly and don’t miss, it doesn’t do anything.

    Brutal strength can be nice sometimes, it’s not something I use often but I will every once in a while. I just think that usually there are better perks that I could be using in that slot (and I’m not solely referring to gen regression) but it’s not worthless or anything.

  • Why is that a problem? With how boons work right now, if survivors stick to blessing totems and never break them, pentimento does literally nothing. A HEX perk that does nothing.

    This proposed solution simply kills two birds with one stone and aims to make boons more fair and also fixes pentimento’s crucial design flaw. Is it a buff to pentimento? Yes. Is pentimento at all worth running right now with the circle of healing meta? No, not really.

  • Add more totems, and replace snuffing a totem with crushing the totem, never to be used again.

    Done.

    And now we’ve fixed one of the biggest issues with pentimento too.

    I think there are other ways to fix it too such as applying a speed penalty for reblessing the same totem, but I think this is the easiest solution and requires the least amount of work.

  • Like a typical new meg, I walked around everywhere to not use SB.

  • Hooks respawning in 10 seconds is what it used to do, there was no reason to get rid of it.

    I could be down to increase sabotage time as well, maybe not by 100% though.

    It still wouldn’t be used very much but it would at least be something you could throw on to counter sabo squads (like how you can switch to franklin’s last second).

    Right now it’s just more of an info perk than anything and like OP mentioned, what it does doesn’t really match up with the perk’s theme - it’s like it tries to be an anti-sabotage perk but that’s not really what it does a lot of the time.

  • If the only totems remaining are boons, NOED won't activate.

    However, if you snuff that totem out ahead of time (making it dull again) then it can become a hex later.

  • It's okay by itself but it's only really strong with other slowdown which is how most people use it (and I don't blame them).

    I don't think it's overpowered but if I was going to nerf it in any way I would just put a 30 second cooldown on it activating twice on the same generator.

  • No joke, I had 3 matches last night with survivors who brought left behind and hid in a corner for 90% of the match.

    Not when it was a “lost game.” No, I’m talking hiding in a bush or behind a Z-wall at 5 gens before the killer has even gotten a hook (and the killer is nowhere near them, mind you).

    2 of them everyone died, and the 3rd one we all escaped despite them doing nothing because my other 2 teammates were actually really good and all 3 of us had long chases.

    If you are one of these people just trying to go for hatch from the start of the game, stop. You’re not really playing the game, and it’s frustrating for anyone who is actually trying.

  • It depends. I let one person escape rather often anyways, whether they offer me an item or not.

    If you were toxic or anyone on your team sent me to a bad map, then no, I'm probably just going to kill you.

    If not, then you probably have a decent chance of me letting you get out. Bonus points if you're playing Feng, Yui, or Cheryl.

  • I will definitely try it.

    I've kinda moved away from using pop lately the more I realized how often you don't get to use it/it can take more time to use it than it's worth. For the most part I only really run it on wraith nowdays.

  • I don't think it really needs to be nerfed but if I was going to nerf it this is what I would change it to:

    "When hitting a survivor with a lethal rush, token recharge rate is temporarily increased by 100% until all tokens are recharged."

  • I actually noticed this before and noticed that sometimes coulrophobia indeed didn't work against COH and sometimes it worked just fine. I tried several times with a couple of my friends and I wasn't able to figure out a pattern/any trend that would make it not function properly.

    As @Jay_Whyask noted, there is a separate bug with the healing bar not turning red (this happens consistently with sloppy butcher if healing with COH), but there is definitely something wrong with coulrophobia too (there are 2 separate bugs here, really).

  • I’ll miss its unique structure and unique loops. There are a lot of unsafe pallets that you can turn into good loops if you know how to chain them together.

    But I can’t not mention jumpscaring people by downing them when they fall from the 2nd floor drop. I felt so bad the other day when I made someone DC because I knew they were up there with BBQ and I waited at the bottom as ghostface xD

  • It’s not even close.

    Shadowstep is also very good too though, especially on an indoor map for obvious reasons - rip hawkins though :(

    Exponential is very situational and you won’t get to use it without the killer at least knowing it has a chance to be in play (they know if there is a boon somewhere or not), and it does nothing if the killer doesn’t slug, which I think makes it the weakest of the three.

    Neither shadowstep or exponential beat COH’s ability to quickly erase pressure and allow survivors to reset on their own.

  • A lot of people (myself included) find Hag not fun to play and also not fun to play against, thus they just don't play her. If I really want to play a trap-based killer I find Trapper more fun for both sides (and I don't play him very often either), especially now that you don't have to bring a bag addon every game like you used to. He has more counterplay and he is overall weaker but he's also not a 110 killer and I don't enjoy playing 110 killers that much (Spirit is an exception).

    I've actually been seeing a lot of Plague since the buff though. She's great right now since she is pretty much the only hard counter to COH that doesn't involve instadown killers or perks.

  • It depends. Are you all running at me because I downed someone under a pallet or because you all have flashlights?

    Yes? I'm probably going to slug then. It doesn't matter how many generators are left.

    Outside of that, I don't typically go out of my way to slug early game for no reason, but if I know someone else is nearby and I can get a hit I'm not going to pass up free pressure.

  • When I was a new player I hated Hawkins but once I learned how to actually play the game I realized how much I actually liked it and how unique it was compared to a lot of the other maps in the game.

    I hope I get to play on it at least one last time tonight before it’s gone.

  • @Kiikii said:

    https://forum.deadbydaylight.com/en/discussion/comment/2640491#Comment_2640491

    Your information on this is incorrect it's 60 seconds.

    It used to be 60 but it got nerfed. It’s been 45 for a while.

  • Pop is fine as it is.

  • If he had a flashlight he can’t have that medkit addon so it’s probably a hacker if DH was their only exhaustion

  • Map offerings are fine, it’s maps themselves being unbalanced that is the real problem.

    There are certain perks and builds that are going to work better on certain maps and that’s true for both sides. I don’t care if someone plays a map offering, I care if someone plays a map offering for an extremely survivor-sided realm, regardless of the killer or what anyone’s build might be. That is an issue with the map being imbalanced, not an issue with being able to influence the Entity to send you there.

    The only thing I would change about map offerings is that if a killer uses an offering it should beat any survivor map offering, unless a survivor uses a sacrificial ward.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2640546#Comment_2640546

    Huh. I agree, but at the same time, it's a bit disingenuous for survivors to waste extra time blessing when they don't actually get a boon totem out of the deal. It's true that rekindled totems have a visual distinction, so it's not a situation where you'd get tricked into thinking you were blessing a normal hex, but I think it'd be better if there just wasn't a bless option.

    That's true, but that would also give away that it's a pentimento totem, if the survivor doesn't know that already. You're likely to be running other hex perks with this anyways so if they see a bless option that would tell them that it's something else they probably care about before even having to do anything with it.

    Idk it might be a bug anyways, guess we'll see.

    EDIT: I'm dumb I didn't realize they looked different from other hexes. In that case yeah I agree.

  • For #3, I saw someone try that on the PTB and when they finished, it literally just destroyed the totem as if they had cleansed it instead. Weird, I know.

    I'm kinda okay with that though since that means you can't use pentimento against the killer to have a boon there again after someone already cleansed the totem.

  • @DarKaron said:

    I've shared this (Probably OP AF) concept before, but:

    Hex: Death Spiral-

    A Hex rooting its power on the fear of failure.

    For each unique Survivor that is hooked, this Hex gains a token.

    When the Exit Gates are opened, Hex: Death Spiral activates.

    Upon activation, Hex: Death Spiral blocke the Exit Gates for 30 seconds per token. If this Hex is cleansed, the effect immediately ends.

    I really like this one! It probably needs to stop EGC or something though since otherwise if nobody is downed or hooked the killer could just bodyblock the totem for 2 minutes and the survivors wouldn’t be able to do anything (if it’s at 4 tokens).

  • SCOURGE HOOK: DENIAL

    At the start of the trial, up to 4 random hooks are changed into scourge hooks. You see their auras in white.

    While a survivor is on a scourge hook, the generator farthest away from the hook is blocked by the Entity. This effect persists for 10 seconds after the survivor is unhooked, or for 10/15/20 seconds if the survivor dies on the hook.

  • @Kebek said:

    Nah it's fine, I enjoy the rare occasions where I spin survivor around when they're trying to burn me.

    Just make wraith so good that mechanic like that makes sence for him. He's getting there slowly over the years but he still could use a little bit more.

    I mean he was almost there.

    But nah he was a “wee bit op.” Lol.

  • I think it’s an okay idea in theory, but it would completely ruin the surprise of any stealth killer (especially ghostface since he isn’t put in stealth automatically).

    Thus I don’t like it.

  • Honestly, if you exclude the times I’ve seen it used on kate (since it’s her perk), I think I see it used more by hackers (who make it impossible to hook them with it) than I see people actually using it legitimately.

  • Not that I’m aware of.

  • I think lightburn is fine. Wraith has other problems that should be looked at first.

    I would be okay with lightborn granting immunity to it though.

  • @Lenox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2637656#Comment_2637656

    There are other perks that are like that. Weak perks, like Up the Ante. Maybe make it like Kindred, where the survivor who brings it gets a bigger benefit. This perk doesn't even prevent camping. It just punishes it a little more. And at least the survivor on the hook feels more useful.

    It's as you said - Up the Ante is like that because it IS bad. You could buff it and it still wouldn't be that good unless it gave you like a 50% chance to escape or something crazy, lol.

    94 seconds is a long time to camp someone to death, even if that survivor doesn't get saved. It's not meant to prevent camping, it just disincentivizes it and gives the killer an extra punishment if they do it anyway. It's the same with DS, unless you use it in endgame and escape right after it doesn't prevent the killer from just going for you again after using it, it just adds a cost for doing so/makes them have to chase you a second time if they really want that hook.

  • The problem isn’t ruin, ruin itself is fine, the problem is survivors spawning right on top of totems which are cleansed before the killer can physically cross the map to get to it.

    They just need to fix totem spawns and then I’d also be ok with the entity blocking all totems for a short duration at the start of the match (60s maybe).

  • They shouldn't be removed, but they need some changes. Killers breaking totems is one way to do it but I think there are other ways to go about it as well.

  • Depends on if killers tunnel or not. With the current meta though overall I'm inclined to say DS, but that's just my opinion.

    I don't bring it every game but when I do I've found that I get to use it rather often.

    You'll most likely get at least SOMETHING out of resilience but it may not be a whole lot.

  • I think that would be too strong. That would essentially be like all 4 survivors having the current version of the perk, except now only 1 needs to bring it.

  • @RubiqRage said:

    https://forum.deadbydaylight.com/en/discussion/comment/2637112#Comment_2637112

    Deathslinger needs a buff not a nerf, What did they change with Spirit, I need to revisit the update notes and DEAD HARD is just a absolute garbage perk, with Killers getting the cream of the updates constantly I have no inclination to wanna keep throwing 100s of hours a week into this.

    The changes are making Back 4 Blood look like fun..

    Spirit now has directional phase audio if within 24m of her, and no more stand-still mindgames (you get the phase sound in the terror radius).

    Also survivors have boon totem perks now, one of which is super busted. So yeah.

  • @EvilJoshy said:

    Furtive Chase. What is the point of a smaller terror radius "during" a chase? They already know your after them.

    If it was the opposite it would be pretty fun to use.

    Pretty much.

    I did use it one time though for a meme build on wraith with MYC and dead man’s switch (hook obsession, use dead man’s, rescuer becomes obsession and is exposed, hook obsession, use dead man’s, etc.). It was actually pretty fun.

  • Sole survivor and predator

  • It was silly that certain killers had ways to circumvent it while still tunneling.

    The change was fine since they reduced the endurance duration to make up for it.

  • It should give the survivors a buff icon if the person on hook has it so they know, and the range could be increased to 24 meters.

    Making it work both ways though? No way.

  • Open handed has no interaction with that. You can see boon totem auras no matter how far away you are, and it wouldn’t impact the totem’s range.

  • @Rokku_Rorru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2633896#Comment_2633896

    I honestly feel more hooks on the map would be even worse for game health, and not being able to escape just makes deliverance void (just like Stridor is now). Maybe at least let it give one escape attempt, as I don't think any perk should fully counter another perk. So I guess you're right about it being a hot take lol

    I think for the effort needed scourge hooks should be strong anyways, it takes time to take someone to a hook even with a carrying build so they should be rewarded for the time spent, so I like your ideas regarding that and them not breaking on sacrifice makes sense, makes the perks more appealing honestly and gives them more characteristics different from normal hooks which is strategically appealing.

    That’s fair about deliverance, I actually forgot about that. Maybe make it 0% default chance but deliverance overrides it.

  • For legion, I’d decrease his fatigue to 3 seconds and add another 5% to his frenzy movement speed. I’d also make the killer instinct be based off TR purely for range and not for application (meaning oblivious doesn’t neuter it) similar to how doctor’s static blast works. Also he should be able to grab survivors during frenzy. Watching a gen get finished in front of your eyes knowing you can’t stop it feels terrible.

    For twins, slightly reduce Charlotte’s slowdown when waking up, reduce the time before Charlotte is automatically switched back to when Victor hits a healthy survivor, and allow the player to switch back to Charlotte during Victor’s 5s cooldown after downing someone, rather than having to wait if they do not wish to slug. Also Victor should be able to snuff boons.

    For trickster he honestly does just need a full rework and you said no reworks so I’ve got nothing for him.

  • Assuming you’re talking about mechanics, once you know what you’re doing not really. For newer players though it can be.

    When I was new I always remember seeing buff/debuff icons in my hud from other survivors’/the killer’s perks and not knowing what those icons meant/what those perks do.

    The tutorials also don’t do a good job of teaching you a lot of important things, including how to actually survive in a chase beyond throwing a pallet.

  • How circle of healing made it out of testing in its current form is beyond me.

    I don’t have as much of a problem with shadowstep especially since if you try to lose the killer with no scratch marks the killer will already be near the totem anyway. It’s strong, but I don’t think it’s op the way coh is.

    Either the core mechanics of boons need to change, or if they’re not going to be changed then the only other way I think you can make coh fair is to penalize it as much as self care (or close to it).

  • @Bennett_They1Them said:

    https://forum.deadbydaylight.com/en/discussion/comment/2634918#Comment_2634918

    what if it granted stealth for longer, but only at 90/85/80% gen progress?

    It used to be 85% but that didn’t give the killer enough time to get to the gen.

    I don’t think it necessarily needs a nerf, but I wouldn’t be opposed to it having a 30 second cooldown on activating on the same gen (mainly only targeting it’s ruin synergy here).

    As for the original question, it was def wraith before the nerf - people complain about him because they don’t know how to play against him.

    Now that wraith got nerfed it’s probably bubba.

  • Left behind became even more of a joke after they added hatch to clairvoyance.

  • Nemesis.

    Ran into one once who camped a hook in the corner of a jungle gym at endgame with noed and I died to it. He didn’t camp at all until then so I was not ready for it.

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