vacaman
vacaman
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- vacaman
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Comments
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2613965#Comment_2613965
Well then there’s no point arguing with you
Yeah just dismiss everything I told you before about the value of the perk and move on, didn't expect anything more.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2613953#Comment_2613953
Are you trying to say old MOM was more fair than COH?
It was a broken perk that by itself had the value of 2 or 3 perks. But still didn't have the value of 8 perks. So yea, it's even more broken than old MOM.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2613716#Comment_2613716
That takes 16/24 seconds to make and only affects 24m. It can also be destroyed.
All the time on boons is time off gens remember?
Just one member of the team needs to activate it to give everyone selfcare + 100% healing speed, i took in account the time to activate it so i was genereous and compared with botany that only gives 33%.
All the time the survivors save from 16 less seconds healing they spend them on gens remember? With just 1 perk instead of 8 that now they have free to run ds unbreakable, dh etc... Instead of botany selfcare.
If you keep saying this is balanced I don't even know how to keep arguing because you are just being dishonest on purpose. It's not even close, it's the most value perk that has ever existed in this game.
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@Phasmamain said:
Medkits are the problem not COH
You are giving the whole team the equivalent of self-care+botany for 1 perk slot with the value of 8 perks. Not a problem btw, completly balanced just move on killers, you are just whining as allways.
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And the worst thing that he missed to point about this perk is that for only 1 perk slot this effects the whole team.
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And what's the buff to killers to balance this out? Now if i have 2 survivors hooked near each other i don't get any value from camping them as they can finish all the gens and then go rescue them.
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Friendship with Deathslinger is over, Plague is my new best friend.
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@JackFrostMan said:
you do realize with that sloppy butcher buff, a good chunk of the add-ons would be infinitely worse than they already are?
What are you even talking about. How is making sloppy butcher nerfing addons that apply sloppy butcher? When you use those addons you don't run sloppy in the first place.
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My theory is that they implemented server validation for medkit heals and this happens.
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I have no idea but the thought that an iridescent addon removes your power makes me laugh. When i tried it they just ignored and did gens, the trap popped and they still were alive so you are just griefing yourself if you use this addon.
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That's how i've been playing since sbmm, back then i would just use meme builds and get decent results, now i have to use max tryharding builds and playstyle to get a chance. Would be fine if at least there was public mmr...
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Plague is the killer i enjoy the least playing against, but I'm not an entitled survivor that wants to ruin a killer and their experience just because i don't like playing against him so i wouldn't change anything about her.
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I just play survivor nowadays, mostly with friends and just play killer for the challenges. SBMM on top of all the validation and now the boons ruined my killer experience for me aswell, i feel like I'm just a clown for survivors when i don't bring strong addons/killer combo. I'd be happy with that if at least we were allowed to compare our performance with other killers, but mmr is private and there's no public data so...
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It would be if they went all the way and made MMR number public and try to make the game competitive ready.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2605443#Comment_2605443
Really isnt, its a hit you didnt get in the first place. Only problem is its visually deceiving
Did you even watch the video or you are just talking #########?
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Some and they are a laughing stock, every jungle gym they can do nothing. Just turn on a corner and watch him struggle to get to you since he can't do ######### anymore lol.
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1 perk slot that gives a strength level equivalent to selfcare + botany to 4 players, so 1 perk slot with the power of 8 perk slots is not OP. Oh damn, i guess the bar for "OP" has gone very up these days for survivor perks.
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There's no hit validation on windows so i don't think its a connection issue.
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Make it either a distance perk without iframes or just iframes
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I disagree (please don't remove my comment)
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2603986#Comment_2603986
Not to be rude, but I hardly needed a video to figure out that hit validation being applied to Dead Hard was bad for killers. Rofl.
Well i didn't know the interaction with different killer powers, so it was actually pretty informative and makes deadhard validation look even worse
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Killing instinct is not even that good for Spirits that were good with her before the nerf and used her ears for tracking, it's 4 meters and hearing goes further away. Her old perk combo was way better, but of course, for noob Spirits this is better because they don't need as much experience with her. They just dumbed down the killer making it easier for bad Spirit players to play her and harder for good Spirit players to play her against good survivors. And wanting to nerf the base kit of a killer just because some addons are still good... I don't even know how to respond to that without getting banned.
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I didn't camp or tunnel before, at least not when it was not worth. Now I tunnel every totem user out of the game, because I NEED to if i want to win. Do you get it?
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@TheDuhJ said:
https://forum.deadbydaylight.com/en/discussion/comment/2599441#Comment_2599441
I'm guessing you only read one line of the OP. You can say terrible idea if you read the whole post, but you clearly didn't.
I've read it all, stop insulting my intelligence. Tell me then, what are the buffs that you are proposing to counter those nerfs? Because making addons to make his nerfed kit slightly less bad is not a buff. It's like when they nerfed Billy, they made addons that made his nerf a little bit more beareable.
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Terrible idea, you are just proposing nerfs. The whole point of this killer is being able to instadown survivors, with potential of chain multiple instadowns. If they were all together that's their own damn fault. If you want to nerf his base kit you better suggest some buffs to his mobility or hability to down single survivors.
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Totally disagree, it's a really good perk and I have 0 trust in behaviour turning this into a perk of equal power level. Plus it's one of this perks that gives potential value even if you don't have it equipped, just by existing, wich is really good.
I use NOED with trapper, it's really really good and frankly doesn't feel like a cheap win like most people say, I've been working the whole game setting up traps to get to that point with the end game build, survivors have had more than enough time to disrupt it, that's on them to not consider end-game as part of the game.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2598080#Comment_2598080
If CoH is a problem, the Developers will fix it. I'm sure they're watching it closely. I just think a lot of Killers have "Lucky-Breakitis". The numbers just aren't on the Killer's side.
2- You are not taking into account that it GIVES self care, you don't need to find another survivor to heal
If someone heals you, compared to healing yourself, does it matter if the time works out to the same.
3- You count the time you need to get to there and heal but you dont count the time you need to find a survivor to heal and coordinate, that seems oddly convenient
If you are talking about coordinating with an SWF, you just tell them what gen you are at, run to it. If you aren't, survivors are always at gens. Heck, if the survivor that unhooks you doesn't have a single healing perk, he can still heal you in 16 seconds. That's 96 seconds for 3 heals off hook compared to 82 seconds for CoH. That's a 14 second time different without even using a perk.
4- You are still ignoring that even if it was true that self-care + botany is better than circle of healing on an individual case, it takes 8 perk slots, Circle of Healing takes only 1 slot. Do you see how stupidly imbalanced this is?
You can get healed off hook for 32 seconds without a single perk compared to 42 seconds with CoH.
I'm not saying CoH is a bad perk. But I am saying that it's not a meta perk. You can get heals from anywhere in DBD. You can't get DS, BT, UB, Exhaustion Perks, Adrenaline, Iron Will, etc from anywhere.
Again, ignoring the value of selfcare. Selfcare was a solid A tier perk because it allowed you to heal yourself without the need to waste time looking for a teammate and coordinate a heal, in point 2 you are completly dismissing the time saved by selfcaring instead of finding a partner. It's extremely convenient that you take the best case scenario to count the time on your cases and take the worst case scenario to count time for circle of healing, 42 seconds to heal with CoH really? and just 32 without perks? like you could just instantly summon a temmate in front of your face and then teleport thim back to where he was?
And you didn't adress at all the point of the perk slots (the most important of all and gamebreaking), i'll repeat it: 1 perk slot for a perk that effects everybody, 8 perk slots for having a similar value with botany + selfcare for everybody.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2597689#Comment_2597689
The idea is different so it scares everyone, because it's never been done before. So you really have to break down the numbers to see if it's really as different as it sounds. Since we have not had something like CoH, we have to use the closest thing to it to compare it and we have to find a bases to compare it from, so lets use survivor time.
Based on my example before, 3 heals from CoH requires 82 seconds of survivors time. (I'm rarely seeing boon totems last more than 3 heals, so far, so I'm using that as an example)
Now, if a "Botany Knowledge" survivor actively uses the perk to heal survivors. It's still a single perk that the whole team can benefit from (it's not exactly the same but it's the closest thing we have to compare with). If a survivor heals 3 times with it, it costs both the survivor and the survivor being healed 10 seconds each. So 20 seconds a heal. Used 3 times, it's 60 seconds of survivors time used.
So, as you can see, the time used is relatively the same, Botany Knowledge edging out CoH in time effeciency. Again, they aren't the exact same perk and require difference conditions, but based on time efficiency, they are pretty much the same.
What I'm saying is that it sounds scary but once you compare them for how much time survivors are using, they really are pretty darn close.
1- I don't get to use botany knowledge on other survivors every game, in a good one i'll maybe use it for 3 heals.
2- You are not taking into account that it GIVES self care, you don't need to find another survivor to heal
3- You count the time you need to get to there and heal but you dont count the time you need to find a survivor to heal and coordinate, that seems oddly convenient
4- You are still ignoring that even if it was true that self-care + botany was better than circle of healing on an individual case, it takes 8 perk slots, Circle of Healing takes only 1 slot. Do you see how stupidly imbalanced this is?
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2597515#Comment_2597515
I'm using Botany Knowledge as an example but there are other healing perks I could use as an example.
Botany Knowledge affects your entire team also. With CoH, the only difference is you go to the healing perk instead of the healing perk going to you. Well, that and the fact that, as killer, you have absolutely no control over Botany Knowledge. CoH, you can at least destroy it.
Comparing the effect of a 33%+ extra healing speed for 1 survivor to 100% extra healing speed+self care for the whole team just by spending 14 seconds on a totem doesn't seem fair to me. And not only that, it have stackable value if you add other boon totem perks on top of that.
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@dugman said:
Range going through floors cuts both ways, it also helps any killer ability with limited range. For instance, Killers can hear generators and survivors through floors, can see auras through floors, and their terror radius goes through floors for abilities that work in that (e.g. Unnerving Presence). So it helps Boons and survivor abilities with limited range and also killer abilities with limited range,
But unless you are nurse how do you benefit from that? You still have to go through that staircase and the survivor could be on the other side of the map the moment he realizes he is coming. Plus sound is 2D so the killer doesn't really know if the steps and moans he is hearing are in the same floor or the one above him, it almost hurts more than helps.
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@Munqaxus said:
Speaking specifically about Circle of Healing...
- Very few survivors can find a totem reliably, so the large majority of survivors are going to run Small Game or something else. So most times Boons are taking up 2 spots.
- Next, let's do the math on healing speeds for boons.
- Boons take 14 seconds to bless, 16 seconds to use. So 30 seconds for a heal.
- However, you also have to find the totem, say that takes about 16 seconds. But to err on the side of caution, let's say you're really fast at finding a totem, so 8 seconds. The heal time is now up to 38 seconds
- Since survivors won't be around the totems area of effect, they will have to travel to it. I would say on average, you will have people in it about 1/3 of the time and survivors that have to travel about 8 seconds to it the other 2/3s of the time. So 4 extra seconds for travel. The heal time is up to 42 seconds.
- First Heal - 42 seconds
- The 2nd Heal would add 16 more seconds for healing and 4 seconds travel time. So 2 heals cost survivors a total of 62 seconds, divided by 2 is 31 seconds for each heal.
- The 3rd heal would add another 20 seconds, so 82 seconds. Divided by 3 is 27 seconds for each survivor.
- If the Killer breaks the totem, which the probably will before 3 people gets heals, then you add 14 more second and 8 seconds finding the totem.
Now take Self-Care and Botany Knowledge
- If you heal yourself, you are getting 21 second heals. 21 second heals is much better than 27 second heals.
- However, if you heal someone else, you are getting 10 second heals. Boon totems will never beat Self-Care and Botany Knowledge for the speed of heals and Killers can't "snuff out" Botany Knowledge and Self Care. Botany Knowledge works for the entire team.
We'll Make it
- Single perk that gives you 8 second heals. Again, much more time efficient than Circle of Healing and benefits the entire team except yourself.
Do you see why Circle of Healing isn't a big deal. You can ignore it as Killer until you are going past it and it only hurts survivors, time-wise.
It wouldn't be a big deal if it only affected you. It's a perk that everyone can benefit from for just 1 perk slot. If you can't see the obvious design failure i don't know what to say.
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It doesn't really matter if it stays a hex or not, if it's a hex they spend more time cleansing another totem, if it's not a hex they spend more time on other totems. Ironically not making it a hex perk could even be a nerf to this perk.
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He is actually pretty decent but it's probably one of the hardest killers to learn.
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Ok, now that you are happy that it's fixed, let's make distance and duration shorter.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2595970#Comment_2595970
The main way is adjust the radius of Shadow Step. Too small a radius it’s definitely too weak, too large and it’s probably too powerful.
I guess you are right, but then of course different boons would need to have different radius of effect. I think we'll just have to disagree, I hate area passive buffs in general in videogames because they allways have to be boring effects to be balanced (in this case its in area and OP).
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2595950#Comment_2595950
A perk giving other survivors a boost isn’t an issue. Other perks do exactly that already, the only difference in that respect with a Boon is its centered on a point on the map versus being map wide or centered on a survivor, and that the killer can potentially temporarily disable the benefit.
So no, an aura giving boost to other survivors isn’t a problem. They just need to make sure the numbers are such that the boost isn’t overpowered.
And how do you balance something that is binary like Shadow Step? You either have the effect or don't, there's no numbers to balance there. It seems like you are limiting the design potential of boon totems if you want to give the effect to everyone independently if they have the perk equipped or not, because the power can't be great.
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Sure, but first add Killer bots since it seems we are going to need them with all those changes.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2595927#Comment_2595927
And I’m disagreeing with you because the point of these Boons in general is they make an aura. So why remove that core feature when you can balance the perk by tweaking the numbers instead?
It’s not like “Self Care” imposes a hard limit on the healing speed modifier for the Boon. If the current healing speed of the self care is too fast just turn the dial on that speed down until it isn’t. That balances the perk without changing the core of how it works.
Yes they could keep the aura, and this aura can be used by people in the team that have boon perks on them. Why would you want to give survivors free perks? I simply can't understand it. The whole idea of boon totems being as strong as hexes but that can effect everyone even if they are not using the perk slot is designed by someone that hasn't put any thought on it, makes absolutely no sense to create such an aberration.
Either make them much weaker or make people have to have boon totems equiped to benefit from the auras. I prefer the second option, the first one would be just boring mediocre perks but that effect the whole team in an area. For example, if you make Circle of Healing longer than 32 seconds to heal it might become balanced, but a boring perk and very situational even though you could get value with good placing and being with a team with comms and maybe add botany or something else.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2595786#Comment_2595786
I think you missed my point. It’s not that Boons are resettable that makes them balanced or imbalanced, it’s the numbers in the individual effects. Tweak them too low the Boon is too weak despite being resettable, too high it’s too strong. I didn’t way where the balance point should be, I’m only giving a mathematical reason for why it must exist (i.e. the intermediate value theorem says that since the Boon is too strong at 1 second heal and too weak at 100 seconds there must exist an intermediate value where the Boon is balanced assuming everything between is essentially continuous).
I understood that in the previous comment, and I even told you that even at self-care speed (32 seconds) it would be strong as it only takes 1 perk to give a safe area with 4 self-cares to your entire team. And I don't expect them to make it slower than self-care speed when at the moment it's at 16 seconds.
My point is you shouldn't balance this perk with tweaking the numbers, they should change the boon totem mechanic so that only survivors with boon perks equiped get benefits from the boon totem area, if you don't get boon totems perks it does nothing. Then you could keep the strong effects, not this no risk high reward that effects everybody in the team abomination they have created.
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Yes, it was absolutely necessary. He could kill survivors, that needed a nerf. If there's not a 4 man escape it deserves a nerf, specially one that makes him horrible to play as.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2595147#Comment_2595147
If the self care takes 100 seconds to complete then yes, it would be too weak. If the selfcare takes 1 second then it would be too strong. So somewhere between 1 and 100 seconds are some reasonable numbers where it's relatively balanced.
Oh thanks for that 200 IQ take, didn't realize that it would be balanced between 1-100 seconds
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Plague
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No, but I lol at all the people that say yay to Kindred but no to Corrupt, you are basically giving survivors a 5th perk slot in exchange for nothing to buff the killer.
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@JohnWeak said:
https://forum.deadbydaylight.com/en/discussion/comment/2594963#Comment_2594963
EZ to get a 50% kill rate with half game 4k against potatoes and the other half 0k against good survivors.
Average is 2k but still the game is unbalanced. If SBMM is working as intended, every trial should end up with 1k to 3k except some when one side or the other did a huge mistake.
But it's not the case, it's either 4k either 0k. Totally unbalanced.
If you earn 0$ a month and i earn 10k$ a month, the average is 5k$ but it doesn't mean you can eat this month 😅.
This example you put is perfect because I'm self employed and there's months that i get this 10K$ and months that i even lose cash but somehow I get to eat each month because I don't have to spend all money in one month. Same with games, you win some you lose some and on average it "balances". By saying that I'm not supporting the balance around kills, i think its horrendous, I'm just following Behaviour's logic around balance.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2594991#Comment_2594991
Well again the actual numbers determine whether the individual Boon is balanced or not. Circle of Healing with only 1% bonus for all survivors in the area is still too weak, for instance, even though everybody would get it. So somewhere between 1% and instant healing is a percentage boost that’s reasonable.
Would a perk that gived everybody in an area selfcare really be too weak? For just 1 slot? Instead of bringing 4 selfcares you just bring this perk and spend 14 seconds activating it? Seems like a really good deal to me. Imagine the same but with extra speed, completly broken and unjustified for 1 slot.
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@Labrac said:
https://forum.deadbydaylight.com/en/discussion/comment/2595002#Comment_2595002
It included stats from July to September, so 2 months of ranking system and 1 month of SBMM. If the kill rate on the old system was still 68% (2020 stats tho), then it would have to drop a TON after SBMM to reach 53%.
If we exclude all possible variables then the kill rate after SBMM would be ~39% according to what i've calculated and assume that those 2 previous months the killrate was still 68%.
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@Kurri said:
https://forum.deadbydaylight.com/en/discussion/comment/2595065#Comment_2595065
Literally no one ignored that at all.
I'd like to see 4 people running meta perks and bnp vs 4 people running those gen repairing build perks and see how much faster is one over the other.
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@Kurri said:
https://forum.deadbydaylight.com/en/discussion/comment/2595045#Comment_2595045
https://www.youtube.com/watch?v=pGqNgK1GSBk
Tested it myself, and so did - almost all the popular streamers.
A gen normally takes 80 seconds, for example Coco here was soloing gens in 50 seconds.
80-50=30 . 12 seconds in a locker literally means nothing. When you take 30 seconds out of a generator, and that's even faster with other survivors.
Killers have faced teams who are finishing gens in just over 2min's before the 3min mark. It's even happened to me.
Convinently ignoring the time spent on lockers, and the extra Streetwise perk.
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@Kurri said:
It shaves 30 seconds off a gen solo, and you can do this twice, and then slightly slower each time after. Imagine how fast it is when there are 2 people on that gen. Imagine how it is when there is 2 people on that gen with Prove Thyself. Imagine how fast it is when there is 2 people on the gen with Prove Thyself, and both running Built to Last.
You just pulled this out of your ass because i don't know where you see those 30 seconds that you shave off from. The best toolkit combo (excluding BNP) shaves 18 seconds so the first use it would save 18 seconds righ? No, you need to spend 12 seconds inside a locker plus some extra seconds traveling between locker and gen. The extra times are just a net loss in time.
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Is it really? They need to spend a lot of time in a locker that they could just spend clicking gens. 4~ of travel between gen and locker + 12 secs of build to last. The best toolbox with the best addons (discounting BNP that doesn't have synergy with the perk) saves about 18 seconds of progression, if you take in account the time you spend in a locker in the best of cases it built to last it saves you 2 seconds of gen progression. This doesn't seem op to me at all, build to last is for medkits and flashies.