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Why isn't this simple solution the answer to boons?
Each time a totem is snuffed by the Killer, that specific totem will take longer and longer to be blessed by Survivors. (Just like being woken up by other Survivors when facing The Nightmare)
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Now that we've seen Hex: Pentimento, we can understand why "let the killer break totems" was not the answer to boons.
Unless there is some technical roadblock, such as debuffs only applying to Killers or Survivors and the totems need to be coded differently to be debuffed themselves, then this shouldn't be hard*.
*Hard, as in: a year or two to implement.
Comments
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I kinda like the idea but this would affect mostly solo-queue players, and imo the problem with boons are the swf's and placing various boons over the map/knowing all as a team where dull totems are exaclty, so i dont think it would be the best fix since as i said, this would affect mostly solo-queue players since they would have to be looking for every totem while swf's could still tell their teammates where are dull totems that havent been blessed and snuffed previously
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I give up then.
It is IMPOSSIBLE to balance for THREE sides.
SWF and Solo need to have the same information.
Honestly getting sick of SWF sitting at the top of the food chain and balance changes never hurt them without hurting solos 10x worse
Post edited by Nos37 on1 -
SWF needs some type of nerf. All the balance issues the game has comes from swf
Gen speed
Perks
Map offerings
Boons
Items
All this things are a problem due to SWF
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Except that there is only ONE player on the killer's team who has to hunt down boon totems, they cannot CHOOSE which totem to apply the hex to, they cannot simply re-apply their hex on the same or new totem, they don't have 3 other killers to also run around and apply hexes, and their hex perks cannot override boons, yet boons can override hexes.
Boats are not similar. At all.
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No. Just.... no. The problem isn't SWF, it's competency. I recommend you play solo survivor, run bond with open handed and just watch your team. they just stand there... like statues. Only moving when somebody is hooked, and then they book it across the map for a save. After getting hit, they run to the across the map to the corner and start self caring. No amount of information I could have would make it playable. I apologise if killers feel frustrated when they verse people actually playing the game, but I shouldn't be punished because I don't want to have to run the killer for 2 minutes each chase just to stand a chance.
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How about snuffing out a boon destroys the totem?
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Man im literally saying i dont find this fix the right one due to the fact it will affect mostly the solo players while the real problem, the swf would not be that affected. Since SBMM i play a lot of survivor and i play it only soloq. Yes the boon totems are VERY strong even being solo if you know what you are doing but it biggest problem is when used as a team so i would nerf it in that direction
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And I'm literally saying... no.
You're exact quote is
"SWF needs some type of nerf. All the balance issues the game has comes from swf"
Most of the time killer's go "Sweaty 4 man swf" what they really mean is good players. 4 individual good players. Which has nothing to do with SWF. Killer's are reliant on bad players to win, meaning they don't want to improve they want too bully new players (why smurfing is an issue).
If my option is play solo survivor and get trashed by sweaty killers and incompetent teammates because killers are allowed to do whatever they want with no consequences. But if I dare have the audacity to play with friends I'm going to be punished thereby being trashed by sweaty killers, then I choose option 3, play a different game. Instead of nerfing SWF we buff solo survivor , increased movement speed, gen speed, borrowed time, kindred and decisive as base kit. After all, balancing issues stem from solo survivor.
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This is a decent idea for a change- the intended downside for survivors is that keeping a boon totem up when the killer's snuffing it is supposed to be a time sink, so making the blessing take longer each time is pretty reasonable in theory. My only concern is that you'd have to be very careful what the numbers are- you don't want someone to end up with a blessing time of multiple minutes, or at least not too quickly.
(Side note, we didn't need Pentimento to know that breaking totems on snuffing was a bad idea, but that does sharpen that fact)
I think this, or some kind of cooldown on the perk after it's snuffed, or my other idea of having a cooldown period on the boon where blessing takes way longer for a short period, would do wonders to balance the core mechanic. After that, there would only be making them not go through multiple floors of a map and a few minor balance tweaks to be made.
...As well as balancing CoH, which is its own problem.
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