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flakkyboo

flakkyboo

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flakkyboo
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  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2527149#Comment_2527149

    Almost as if you're playing an asymetrical game and things don't have to work in the exact same way for both sides.

    With that logic boon totems should be lit from the start of the match. After all most hexes are too right?

    honestly yeah why not give us like 4 more dull totem spawns and let both teams destroy the others buff as necessary

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2526925#Comment_2526925

    Why should you get rewarded for a survivor blessing your hex?

    its not me wanting to be rewarded its me feeling like thiers a double standard when it comes to boon and hex totems,

    previously a survivor cleansed a nex and its gone for good. fine alright i didnt defend it and i lost the hex.


    but if i cleanse a boon totem it stays there to be reapplied as many times as a survivor feels like and if they bless my hex its gone for good just feel like a double standard of play.


    again its all speculation as we dont know the perks but hexes are a commitment and a rick while boons are a vuff area you can replace as much as you want it seems

  • @Billy_Capră said:

    https://forum.deadbydaylight.com/en/discussion/comment/2526925#Comment_2526925

    It takes the same amount of time to bless a totem as it does to cleanse it (possibly slightly longer). You would have lost that hex regardless of how it was removed. That's why it reverts to a dull totem, instead of switching back to the hex.

    i think if you want to get rid of a hex perpanently you destroy it for both sides.

    personally if you bless a hex and it turns into a boon it should should back into a nex if "corrupted" instead of a dull becuase with Dull totems that can be contiually blessed and killers dont have a way to permanently stop a totem from being blessed.

    this is all specualtion however as i dont know how powerful the pers are but if they are very powerful having no way to permanently remove them myself or restore my own hexes feels cheap at this time

  • @Sonzaishinai said:

    So what we know so far

    Boon totems provide a safe haven so they probably have an area of effect associated with them.

    Lighting a boon totem will probably replace cleansing a totem so it will take 14 seconds by base. A killer can remove these quickly so i assume something like hatch close animations.

    Boons can be relit. And you can only have one boon

    What this tells me is

    Your boon probably needs to be close to where the killer is.

    If they are in a small radius then putting them in a corner of the map won't do you any good. So to make good use of them they need to be in danger of being snuffed out.

    14 precious seconds to light a boon for it to be snuffed out in a couple of seconds sound an awefull lot like kicking a gen and having it stop regressing by a single touch. Unless the effects are actually massive it seems to be a timewaster more then anything else.

    my concern would be after somebody belsses a hex totem effectly removing it, if i as the killer clear that boon it returns to a dull totem and ive effectivly lost my hex as if it was broken with no reward other than getting rid of the boon that was originally my hex

  • Im wondering how a boon totem will interact with pinheads plaything perk.

    will blessing a totem also be similarly blocked by everyone but the person whos totem it is for 90 seconds or not

    if their are no dull totems left and a boon totem when you hook a survivor ti wont overwrite a boon totem and you lost the opprotunity to get a plathing totem out OR will the totem wait and activate once you cleanse a boon totem and a dull totem is available

  • @SabunoHakia said:

    https://forum.deadbydaylight.com/en/discussion/282253/gen-balance

    It needs to be 1.5% per kick if a survivor touches it before 10 seconds past the next kick goes to 3% maximum per kick until the full 10 seconds has past otherwise 3% per kick will shut it down fast. It solves tappint gens too and is fair.

    10% per kick is too much. It would incentivise gen rushing to a extreme.

    Love the fact someone else believes kicking the gen should do more than just passive regression. :D

    I believe gen rushing is already incventivised to a extreme degree but my perspective comes from people 99ing gens and a single kick of 1.5% not going to put a dent into that. but i can understand the thinking that 10% is too much for a single boot

  • at this point i just want a straight answer

    Are they coming back at some point YES OR NO

    easy question bvhr andit stops people continually asking

  • do it devs i want to watch the comp teams implode

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2491614#Comment_2491614

    Its a free hit without any counterplay for survivors. No LOS, no Pallet, no window - nothing can safe you from this free hit beside lucky that the killer is missing. The downside of the addon is compared to the effect meaningless.

    Either they rework the effect completly or give serious downside to this addon.

    the counterplay comes in that the chain is incredibly easy to juke if not cast directly on you