Avatar

ukenicky

ukenicky

About

Username
ukenicky
Joined
Visits
478
Last Active

Comments

  • I'm gonna go with Inner Strength/Healing if you're using it in a good build where there's synergy going on.

    It's just so powerful, I appreciate teammates who use it and get consistent value from it throughout the match. It saves a lot of time and encourages cleansing totems FOR GOOD which helps towards negating a possible NOED.

    I know Circle of Healing also encourages "cleansing" totems but there's a chance that if the killer snuffs it NOED could still be a problem transferring to it e-e

    I just like Inner Strength/Healing but I'm a biased totem hunter. Honestly CoH is insane because it can give multiple survivors self heal potential and that's nutty.

    Also shoutout to Self Care. While I like Self Care I'd just as soon run Botany Knowledge + a nice medkit for loads of faster healing and consistent +33% heal speed on my teammates.

  • @TheycallmeLix said:

    My friend told me yesterday that most of his games, the Killer just facecamped/tunneled the first person that got unhooked at 5 gens. He then told me it was happening during all his game that night. It was also happening to me the whole weekend when playing. The Killer just seems to really want a 4k every game, so he basically tunnels someone at 5 gen. It’s not fun and it becames boring to play if it happens every game. My friend already told he wasn’t going to play anymore if BHVR doesn’t do anything about it and it’s sad that it still happening every time. Is it also happening to you as well when playing Survivor? BHVR, please do something about it!

    This is why I've been playing killer lately. You will see this at every rank, even red / high mmr because it's extremely strong to get someone out of the match asap. The worst is when they proxy camp you til stage 2 and tunnel off hook trying to be as efficient as possible. This is why BT and DS are must have in literally every single match.

    I asked during BHVR's last Q&A if there were any plans to address extreme face camping at the very least whether it be a way to discourage the killer from sitting there and literally face camping someone to death or at least giving the survivor being camped some consolation points (Distraction for example) and they said that they're working on something right now but that it might not be implemented.


    We can only hope. My gripe, again is with extreme camping. I'm OK with slugging (Not forcing 4 people to bleed out though) and tunneling as they can both be high risk high reward. Camping however, on certain killers is just an unfair way to secure 1-2 kills, possibly even more and always gain MMR which is pathetic. This game is about chasing and being chased, not hitting someone on a hook and teasing them at their helplessness. Seriously, some killers are just bullies and they brag openly about it on here.

  • Doctor is fine. He has solid anti loop potential being able to prevent survivors from dropping pallets or vaulting windows which is pretty nutty.

    If he were to get anything I would hope it would be minor stuff / QoL changes because he really doesn't need any sort of massive buff.

  • Perks and effects like these that keep survivors from using their exhaustion perks are something you have to be careful with.

    Being able to disable any exhaustion perk is insanely powerful and would be meta if it could be done very easily.

    Personally I do think Blood Echo needs a buff of some sort. Fearmonger is fine in my opinion. It punishes gen rushing and can be a nice counter to Sprint Burst users.

    Idk why people like to rag on Fearmonger, it's seriously good lol

  • @Yords said:

    I always hear people complaining about these tactics (although they are cheap and lame at times) and don't understand why they beg for them to be nerfed.

    You simply cannot implement much at all that would punish a killer for doing any of these actions without breaking the game, and are you really going to punish a killer for doing their only objective? But you don't need this at all in the game because they are already punishable, by survivors.

    Slugging:

    If the killer is slugging people a little too excessively, it can backfire hard. If the killer slugs two people and does not pick them up, then this gives the others an opportunity to go in and save them. This also robs the killer of their time and possibly resources (like Huntresses' hatchets or just time). And perks such as unbreakable or WGLF are also pretty darn good in these situations as well.

    Once you recover from a heavy slugging session, there is a good chance that you can rebound very well afterwards if you play your cards right and manage to coordinate a recovery, even a small one. This will also suck for the killer since they miss out on a hook state.

    Camping:

    I think we all know that the best way to deal with this is to just do generators as you can and escape or to perform well-timed and coordinated saves with BT assuming the killer is not a Bubba. By not doing so, you just give the killer more kills for even less effort.

    If a killer camps at the start of the game and you manage to recover from it, there is a pretty good chance that you can escape since the killer spent most of the early to mid game just sitting in one area or spot. Especially since all of the pallets should still be up.

    Tunneling:

    Finally, tunneling. Tunneling can backfire pretty badly just like the other two. Why? Because if the killer focuses on only one survivor to chase and hook, then the killer can waste precious time, lose map pressure on the other survivors, and if the killer fails to kill that survivor then the killer will just have wasted a huge amount of time chasing one survivor for nothing. They won't even have enough time to make a comeback.

    Conclusion:

    Now, obviously you will not always be able to punish the killer as survivor, but the fact that you can shows enough. This is mainly for solo or low MMR players who fall into this category.

    You punish the killer by simply playing around them.

    It should be known by now that slugging is high risk high reward.

    Tunneling to a lesser degree. If they really don't have BT or DS which happens sometimes it's a free kill and reducing the survivors from 4 to 3 early on in a match is crippling.

    Camping is the real problem especially with certain killers who can insta down anyone attempting a save. Killers who do this "playstyle" of simply camping their first hooked survivor and waiting for someone else to come along and down them/possibly even both of them which Bubba is quite capable of doing or even just going for a hook grab on the rescuer can easily guarantee a 2k which is usually all these people care about so they're not losing MMR.

    If you're okay with that kind of scummy "tactic" then cool. The reason a lot of people play this game is to chase as killer and be chased as survivor not sit on a hook all match and be hit / told we're bad in the end game chat and that we need to get better to not get caught in the first place.

    I've been playing Killer almost exclusively lately because at least my matches won't be held hostage like that by actual man children killers who somehow have fun doing that to others.

    If something isn't going to be done about face camping they need to make being face camped less awful I've said this before but giving them distraction points that count towards Objectives would be nice since they're indirectly helping the other survivors get gens done while the killer camps them.

    The new MMR revelations have made tunneling and camping both much more popular as every kill = a gain in MMR for the killer so of course these strategies will be used even more. As for why you'd want to achieve higher MMR utilizing these tactics I don't know.

  • Welcome to the Plague fan club. We have jackets!

    She's such a good killer, really slept on. I can't wait for her buffs.

  • @danielmaster87 said:

    That's what happened with moris, right? Immediate nerf, with no notice. It was done on purpose to stop killers from spamming moris, since they weren't gonna be usable after the nerf. Why then were keys handled differently? I question so much of the double standards in this game. All I want is a little balance and consistency. Keys were ridiculously broken, and now we're getting half-measures on the nerf? Now, keys are just getting spammed in regular matches. Some matches contain multiple keys. Why did it take so long to nerf keys? Who knows? It didn't come soon enough, that's for sure. But now we see, without a shadow of a doubt: strong killer things get nerfed to the ground all of a sudden, and strong survivor things maybe get nerfed after people have saved the date.

    This guy made a valid point:

    @Bwsted said:

    They had to change an achievement for that, which is something they extremely rarely do because the stated it's a pita on console.

    It was also more complex technically, with new animations and interactions that could be bugged and necessitate to be tested on the ptb.

    As oppose to moris that just required a simple value change.

    But also, old moris were pretty bs. Being able to kill people immediately off of their first hook for a mere offering was extremely unbalanced and promoted camping and tunneling in an unhealthy way.

    At least with keys, survivors need to get all gens done to spawn the hatch and it takes up an item slot. Keys still unfair? Yes but at least they're about to be changed finally. Hatch has been nerfed into the dirt and furthermore if a survivor does escape through hatch neither of you get a change to your MMR so hatch escape will be even more moot for both sides.

    Seriously chill

  • Survivor - Borrowed Time, basically mandatory otherwise the killer has a free pass to tunnel off hook

    Killer - Corrupt Intervention, if you know you know. Helps with early game immensely.

  • @Labrac said:

    Reliable and consistent slowdown that you don't really have to do nothing to get value of. It's incredible. You don't really have to rely on totem spawns or maps, and it's good on every killer, from the set up ones to Blight. Put Lethal Pursuer on top of it and it becomes even more amazing.

    While I LOVE Corrupt and I personally think Deadlock is really good I'm not sure about saying it's better than Ruin Undying or Pop Ruin.

    I'd need to see some tests comparing it to the others, namely Pop Ruin since Ruin Undying can potentially be dispelled early on in a match.

    Another thing to note is that different killers will synergize with certain perks better.. Anything involving Ruin is usually meant more for high mobility killers. I'm not doubting the efficacy of Corrupt Deadlock I just think this combination will be best on slow, setup killers or killers who want to get the first hit asap and can't contest gens for Ruin pressure.

    Or, you know you just don't want to deal with Ruin potentially being cleansed in the first minute. But all that being said, Ruin if left up and you apply appropriate pressure is still proven to be the strongest regression and slowdown perk so idk about these claims.

  • This is pretty good. I love resilience spine chill. I 100% notice when it saves me over fast vaults that I otherwise would have gotten hit on.

    I think this build is good for someone who is already decent at looping and wants to abuse window vaults and doesn't mind playing injured.

    Personally I run iron will and something else to fill instead of resilience + spine chill. I just can't live without iron will, it helps so much for rat plays during chase lol


    But yeahhh, as already stated here, camaraderie would help you even more in stalling when/if being face camped. That's a mega underrated perk

  • @Pulsar said:

    Old Undying is more fair currently.

    Sure, it COULD take 5 cleanses, but it usually didn't and you could ALWAYS permanently destroy it.

    Boon totems cannot be destroyed and can always be replaced. The Killer has no way to stop them permanently.

    Thwt being said, they are both massively unfair.

    Okay but let's not forget a few things:

    Most Hexes affect the entire trial aka Ruin with its infinite range

    Also old Undying revealed auras of survivors around dull and lit totems so it was even better at allowing killers to defend their hexes on top of already being a powerful slowdown combo with Ruin


    Enter Boon totems which have a limited area of effect, require time to set up and can be destroyed very quickly by a killer if found.. I understand that it might seem "unbalanced" that they can put boons back up over and over again but that means that that person isn't on a gen.. And a Boon only affects a certain range around it. A boon in a dead zone isn't going to be very effective.

    And again I keep going back to the point that this new mechanic encourages doing something other than gens. The PTB to live changes that have been announced are a good step in the right direction and I honestly wouldn't be surprised if they get changed more but when I hear people say that Boons being reusable infinitely is unfair I just have to say like.. If they could be broken permanently nobody would run them because not enough value for that kind of temporary nature unlike hexes which affect the entire trial (Typically. I know some Hexes have limited range of effect).

  • @Cancan71 said:

    Clairvoyance is a weird perk, as it requires cleansing a dull totem to activate, while the other two perks encourage you to never cleanse in order to apply your boons.

    With the PTB to live change wherein, blessing a hex totem will take twice as long now I actually really love this because it encourages cleansing a hex totem completely to proc Clairvoyance.

    It is still somewhat counterintuitive to her Boon perks but I like this direction they went in because it encourages the use of Clairvoyance which nobody really talked about until now lol

  • Seems good to me. They should still be strong and they can be reused. I was really afraid they'd nerf them some way that made them get disabled for the rest of the trial.

  • When the last gen gets done and you hear a hex get cleansed and know it was NOED

  • @CluelessWanderer said:

    The camping/tunneling has been constant since SBMM dropped for me playing Solo queue. I gave up playing after 8 matches last night. Every single one had a camping/tunneling Killer. I don't mean in clutch situations, or 1 gen left, or Killer is having a hard time- anything where you can totally get it. I mean at 5 gens. Even if 2 people disconnected leaving 2 vs 1 at the beginning of the game. You could throw yourself at these Killers, lie on the ground and implore them to go after you and give the one guy a break- but no. They tunnel through Borrowed Time, through DS.

    It's kind of a Catch 22 with Solo survivor as well, because there is absolutely no incentive for a hooked, camped survivor to stick around while others "just do genz". People are so fed up they almost always hook suicide or disconnect immediately. So we're screwed either way.

    I really wonder how this affects the match-making because it seems like this perpetual vortex. In all those games no one could pip up. I'd leave the match, even with a hatch escape at maybe 10k BPs. The Killers could kill 3 and come away from 16k BPs (because almost no chases, no brutality etc- just sacrifices). So if the match-making factors in escapes, Solo queues are screwed. If it's emblems, well we can't get many of those either. Even if we all "just did genzzzz" and left, we get next to nothing for altruism or boldness. We don't pip. This most likely forces us down the food chain in SBMM. And these aren't "low-MMR" Killers. They had full purple Meta perks, expensive cosmetics, hundreds or thousands of hours etc.

    I've played Killer. It can be brutally frustrating with SWFs, who just have an unfair advantage if they're on coms. I wonder if Killers get fed up and assume everyone can be a 4-man and just decide; "That does it. I wlil kill you no matter what".

    This right here sums up everything I want to say. It's just not fun, awful game design.

    I acknowledge that camping, tunneling and slugging are "tactics" but being face camped and hit on my first hook at 5 gens isn't fun. I usually close the game and go play something else since it's clear the killer doesn't want me playing the game 🙃

    How are survivors supposed to get better at looping if they get face camped and tunneled? Why do you think we use so many "second chance" perks? Yes they're strong but they also give us a few extra chances to at least TRY and run the killer and improve our skills at the game. It's like how killers run slowdown perks so that they have a chance to actually play the game before every gen gets popped in 4 minutes or less.

    Again, I don't have a problem with camping in certain scenarios but utilizing it to purposely grief one players experience that did nothing toxic is pretty sad and you know it.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2547618#Comment_2547618

    From a power perspective, I will take NOED for DH trade any day of the week.

    Everyone would move to sprint burst. The world surprisingly wouldn't end.

  • Ooh are we removing perks from both sides? Let's get rid of NOED

  • Favorite thing: playing with friends

    Least favorite: a killer who hits you on hook until you die and then says awful stuff in the end game chat


    Makes me stop playing for a while and go back to ffxiv

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2547096#Comment_2547096

    Sprint Burst is stronger and this is not even a discussion IMO. Sprint Burst makes every area safe, this is not the case with Dead Hard. You can be in the biggest Deadzone, DH does exactly nothing, Sprint Burst means you are safe. Let alone that it is more frustrating to see Survivors sit on a Gen until the very last second, just to see them zoom off without any risk at all.

    When Balanced Landing got nerfed, the players replaced it with DH or Sprint Burst (and some probably with Lithe), if DH gets nerfed, there would be so many Sprint Bursts, it would not be funny at all.

    I can see it now..

    DH gets nerfed and everybody switches to SB and killers complain about that. Lol

  • Playing both sides has been unfun for me. Almost every match I get face camped and hit on the hook until I die. If my teammates try to save me the killer gets a 3-4k off of camping.

    And then all the vitriol in the end game chat. So fun.

    I've just been playing less and less and honestly once the new expansion drops for xiv I'll be playing dbd way less since everyone is toxic on both sides lately. And no I'm not toxic, all of this crap is completely unprovoked I don't get what some people's problem is.. If you get in a match with someone who is being respectful and NOT bming you then why do you bm them? Do u not want nice people to play this game geez

  • Killer: Plague and or Oni

    Survivor: Yui

  • @PigMainBigBrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2539406#Comment_2539406

    What makes you assume killers as a whole have it out for solo queue survivors? You ever actually ask a killer player how they feel about solo queue survivors? Cause I been playing this game for a long time and I can say with full confidence I love solo queue survivors more than any other survivor in the game. Not because they're "Easy" because they aren't, all depends on who you're facing. But because they're playing the core game. They aren't getting a million and 1 free bits of information. They aren't meta gaming the map so stealth players can still be stealthy. And 99% of the time they're playing smarter than the SWF squads and playing for self preservation because they know they aren't guaranteed some convoluted backup plan they can plot out in their discord chat....

    If I get the chance and can tell theres a solo queue survivor who just happens to get matched up with a set of 3 SWF I usually let that guy go out of respect for the hustle. In fact most killers feel sorry for them because they get constantly ignored by dev updates when they make changes that inadvertently buff SWF to the moon. Making killer players play even scummier because (if you don't know how to tell if someone is in a solo queue or SWF of course killers will play like this, pro tip, you can totally tell before the match starts you just need a keen eye).

    If I had a chance solo queue survivor would be the only survivors available in the game and if coms were available they'd be proxy only voice chat in game with the option to mute. And I'd nerf and buff killers according to solo queue play, and buff survivors according to solo queue play. That way the game remains scary in some aspects and fun. If I was to keep SWF in the game it'd be its own separate queue and in that queue you could only play against the highest ranked killers there are because at that point, you're playing with a handicap advantage like a game of golf starting you out with -10 strokes regardless of how bad you think you and your friends are at that point you sign up for nightmare mode.

    As can be seen right now the game is largely unfun to most of the player base because they hold that SWF prize so damn high above everything else that everything else is left blotted out by the sun to rot. Rot creates resentment. Resentment creates toxicity. Toxicity leads to people quitting the game. Quitting the game leads to game closures and lost revenue. <-- This isn't what we want. But if they keep stacking this crap on top of itself eventually thats what happens, which is an absolute travesty considering all the beloved licensed franchises that are in this game who would also inadvertently would take a hit from it.

    I should apologize for generalizing all killers, that was careless of me so I'm sorry.

    It's just, from my experiences lately I try my hardest in solo queue to get better on my own (Instead of playing with my friends who are all red ranks) and end up getting some of the most miserable experiences being face camped and hit on hook and or tunneled relentlessly and then told I'm bad in end game chat.

    So that's why I made my quick comment, admittedly I should have put more thought into it but I personally can see a certain percent of bully killers utilizing this kinda info to target solo q players and be meanies. Again, not ALL killers would do this, my b

  • @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/comment/2540261#Comment_2540261

    Making friends isn’t the problem. I have friends and most of them have no desire to play DBD. The friends that I do play DBD with aren’t available to play every time I am.

    I’m a bit bored of people trying to derail the thread by saying “well just play SWF then”. SWF is irrelevant. It isn’t the point. It has nothing to do with the things I’m talking about so there’s no point in bringing it up. Of course I’m aware that it’s an option that exists and believe it or not but I do play with people sometimes, but the people I play with do have other things going on with their lives. Sometimes I have free time to play DBD and they’re not online so I play solo. My mistake, obviously, trying to have fun with a game mode that exists in the game.

    Well I apologize for my initial comment. I guess it came off pretty cold and uncaring.

    It's just that the fact is if you're not having fun playing solo queue your only real options are: play killer, play with friend(s) or play something else entirely. All of which I defer to when I try to play solo and two or more of my "teammates" DC instantly leaving me for dead and then the killer hits me on hook until I die even when I've done nothing wrong to them.

    I completely agree with you and others, that BHVR needs to help solo queue I just don't know if they'll ever do it. They seem so reluctant to do so it's really painful.

  • @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/comment/2539430#Comment_2539430

    Right, "just play in a SWF duh" as a solution to the issues with solo queue. You don't see how that might signify that there's a massive balance (and fun) issue here? If one game mode is just superior to the other in every single way, you don't think that might be something that should be addressed by the devs instead of them keeping their heads in the sand?

    People told me MMR would fix these issues with solo queue but it's actually worse than ever.

    Firstly I didn't say it like that. Secondly I acknowledge solo queue has massive problems.

    Please tell me I'm wrong here. If OP wants to enjoy the game more find some friends to play with and have fun. You don't even have to be a swf sweat squad to have FUN. Me and my friends "lose" plenty of matches but we have fun and that's all that counts.

    By all means continue to torture yourself with solo queue if you don't like the idea of making friends and playing with them lol

  • Get friends and play in a group if you don't like solo queue.

    I only play solo queue when I'm feeling masochistic / want to try to get better at looping without my friends.

    Other solos giving up almost instantly in a match is what ruins solo queue for me bcuz it ruins the match for the other three people and that just doesn't seem right.

  • Because it seems like a standard BHVR wants to keep for both sides. Additionally you have to remember that all killers are different in power. Giving a fifth perk slot will make the S tier killers even more insane which is a bit unbalanced. You don't run into this issue with survivors because all survivors are basically the same.

  • If a killer is standing right in front of you and or hitting you on hook idk why you don't get Distraction points as survivor tbh

    Oh and gens popping while you're being camped by said killer

    I think if anything they should make it so that it's less punishing for a survivor to be camped to death because it is a griefing experience whether people like to admit it or not.

  • @R2k said:

    https://forum.deadbydaylight.com/en/discussion/comment/2539406#Comment_2539406

    dodge wait 10 min, dodge wait another 10 min, repeat. I think *killer will dodge* is overrated since almost all your games are against swf.

    At higher ranks I guess that could be the case but solo queue survivors still exist lol

  • Literally killers will dodge swfs until they get solo queue survivors for easy matches. I get it, I don't like going up against swf squads either when I play killer but killers would abuse this to bully solo queue survivors who already have enough on their plate.

  • Considering how pathetic the quitter bonus is, why not? It would also prevent the killer from depipping so why not?

    I'd be completely on board with this. As a solo queue survivor it can be difficult to pip even in normal matches, let alone a match where someone DCs either instantly or on their first down/hook therefore ruining the match for the rest of the survivors.

    @Orion said:

    SWF would abuse this.

    To help better the quality of life for solo q I think it's fine. How are swfs going to abuse this? I thought that if one person DCs from a group, everyone gets hit with a penalty? I may be wrong about this but I could have sworn that was in place so correct me if I'm wrong. And if it isn't then make it so, that way swfs can't abuse DCs.

  • Honestly if you're feeling lazy just play survivor and do gens.

  • I don't get why some killers get all excited when they trounce solo queue survivors unless they can't tell that they're, well solo queue but the fact still remains. I'm the opposite when I'm playing killer if I trounce solo q survivors I feel bad because I know how AWFUL solo is as survivor and then conversely going against swfs is challenging. But still I try not to be toxic in any scenario.

    Snap back if you want then leave. Never let them see you sweat bcuz that gives them what they want, just remind them that they are the ones being petty and to be better. Maybe leave the hook and get better at the game looping and chasing instead of camping people and being toxic in end game chat for example. Like that guy will never get to rank 1 with that play style, just saying. Toxicity will only get you so far.

  • I watch Naymeti and Probz for survivor help.

    Killer I typically watch Otz, Dowsey and CoconutRts but I just like them as people.

  • @Chewy102 said:

    There are 35 maps in DbD and there is no reason to be sent to the same map 2 times in a row. There isn't any reason to be sent to the same map realm 2 times in a row! But the map RNG just seems to love doing constant repeats.

    Last session I got sent to both RPD and Pale Rose TWICE in maybe 6 games total. Today I got the Game twice in a row. Never use map offerings myself, it's rare for anyone else to use them outside of Haddonfield, yet this blasted map RNG just constantly pulls the same few maps or the same realm over and over and over again.

    35 maps. RNG is RNG, but this is clearly rigged in some way that favors small groups of maps instead of the entire list to have multiple sessions getting multiples of the same maps. Makes the game stale playing the same map or realm over and over again.

    This has been happening way too frequently for me. Just the other day I had four back to back matches on Hawkins (No map offerings mind you). I wanted to DC on the 4th one and just play something else but I didn't do that and I ended up getting a really satisfying 4k but I digress.

    I can understand getting the same map again once but when it happens more than that it's weird.

  • I think the reason it deals 8% and not more is because it has the potential to affect multiple generators. Just flat scaling its damage up could be very powerful.. But the fact still remains that due to its limited range it will usually be hitting 1-2 gens in most scenarios.

    I think it should have its cooldown reduced to 30 seconds and activate on special attacks as well. Infectious Fright works on downs from special attacks, so should Jolt.

    There's so many killer perks that could use shorter cooldowns (I'm looking at you Trail of Torment and Oppression).

  • Literally who said they were bad??

  • I think what they need to do, and these would be small changes to start with, are the following:

    Kicking a generator should deal 1% damage so that it at least matches Survivors hitting a great skill check

    Survivors who begin repairing a regressing generator need to stay on it for 2 seconds to undo the regressing / this would alleviate the gen tap conundrum killers despise and making kicking the gen feel more even in terms of time spent

    And finally, possibly look at base regression speed. Even just bumping it from 0.25 charges per second to 0.50 would be something. Preferably more imo


    Idk, I think the core mechanics and stats of gens need tweaking moreso than making massive changes to all the existing perks that incentivize kicking gens.

  • @KillerMain4Ever said:

    https://forum.deadbydaylight.com/en/discussion/comment/2533596#Comment_2533596

    No, they're not allowed because the game doesn't provide in game comms, you have to use external assets to do so, which clearly violates the tos but BHVR doesn't enforce this rule

    Ah.. Well I'd be on board with your idea as well as a bonus for solo queue survivors.

    That or things to make the bp grind less painful on both sides because it's insane lol

  • I thought comms were allowed though?

  • I think it could definitely be meta on smaller or indoor maps.

    New Blood Favor + Midwich, The Game or Dead Dog Saloon would be pretty nasty.

    Idk though, will probably be like Crowd Control where survivors magically find and cleanse it immediately.

  • I think the way they should have worked is a 2 in 1 sort of action. Cleansing and simultaneously blessing the totem, make it take like 20 seconds total to complete and then when/if a killer finds it and snuffs it out they straight-up stomp and destroy that totem and it's gone for good from both sides.

    The way I see Boons is they either need to be toned down currently since they can be used as many times as you want by reblessing the same dull totem OR they keep their strong effect but can be broken permanently.

    As for those saying that boons should only be usable once and be disabled for the rest of the match, I don't know about that. If it was map wide I could agree but the fact that you're dedicating perk slots to running them.. Idk that seems like too much of a penalty. Hex perks (For the most part) affect the entire map/trial. Boons have a limited range around the totem so I'm less inclined to say they should be a one and done disabled for the rest of the match sort of deal.

    If boons aren't worth running at all, people will just defer to dh, ds, ub, iw etc etc. I still have hope for boons because they encourage survivors to do something other than gens which is a nice change.

    Healing circle 100% needs changes before going live though. It just cannot in its current state. I personally think Shadow Step is fine but that's my controversial opinion.

  • I love it thematically. As for getting as much use out of it as possible you need to get creative with it. Video Tape + the new Jigsaw's Sketch sounds like the best idea if you ask me. This way you will see generator auras of survivors who get on gens at the start of the match since they have an RBT on. Pair with the updated Mindbreaker/Fearmonger and survivors will be exhausted and blind when you chase them off gens.

    Or use Rule Set No. 2 to keep them from getting traps off as easily since they won't be able to see boxes until their trap is active.

  • BHVR would never do this.. Could lead to people helping each other with achievements, challenges and or farming. BHVR doesn't want people getting any of that done easily lol

    Personally I'd be all for it but yeah, not gonna happen I know how they are.

  • I pretty much only have fun playing anymore if I'm with my friends in a full 4 stack.

    We're not a crazy tryhard swf but we have each other's backs unlike solo queue. Lately in solo queue everyone gives up so easily and either DCs or kills self on first hook and the match is basically over for us. And then you have face camp/tunnelers who make it even worse. I only mention all this because I too don't really have fun as killer or survivor even in solo queue. I really only have fun when I'm surviving with my friends or doing KYF with them as well. Toxicity seems at an all time high on both sides so I usually just go play something else

  • @ThiccBudhha said:

    It kind of makes me feel weird as an inner strength gamer, like... Should I destroy my team's boon for that sweet locker heal? My mind's telling me no, but my body? My body is telling me YES!

    do it

  • @Grandpa_Crack_Pipe said:

    I've seen more people get upset about the new Built To Last change than the change to keys that literally everyone has been begging for for actual years.

    Seriously, what's happening here?

    Too busy complaining about boons now.

  • @ThiccBudhha said:

    Do we? Does survivor have some NOED equivalent? Those hacker stuns that take like 30 seconds to end are a perk now?

    literally this. Circle of healing is problematic right now but there's no way it goes live with its current numbers. Once it gets changed hopefully I'm confident in saying that I don't think killers HAVE to dispel boons. I think you guys are overreacting immensely at their addition. Like he said it isn't like survivors are getting a NOED crazy boon that offers them endurance or faster gen speeds, in fact, survivors seeking out totems to bless and set up boons is time taken away from doing gens.


    For those saying that boons overriding hexes is an unfair nerf to hexes idk what to tell you. If you decide to not use hexes and instead go for perks that give you guaranteed value all match long then you'll never have to worry about this issue and survivors looking for totems to bless will be even more of a waste of their time as they won't be able to double whammy /override a Hex with a boon.

    Or do a punishing hex build like retribution + haunted + ruin + undying if you want to rain on people's fun with boons until they get old lol

  • @Heartbound said:

    Muriel from Courage the Cowardly Dog would be okay.

    THIS

  • Both sides are speculating wildly and freaking out. Literally just wait until tomorrow.

    This is going to encourage survivors to seek out totems and bless them instead of doing gens. Idk why killers are upset about this.

  • Only if she berates the killer after using Decisive Strike.

    We need a sassy granny

1 … 5 6 7 8 9 … 25