Saviorace
Saviorace
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- Saviorace
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Comments
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@Mandy said:
I'm going to message you both to get some information from you.
My entire friend group has this issue on the new Xbox. We can't even play the game half the time because our lobby breaks right after. We all agreed not to buy new content till its fixed.
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@Mandy said:
It definitely still works, I've used it myself. In that clip that you've put there, you are too far away when the pallet is dropped so the killer is out of stun range.
how can that even be possible to use a perk that is supposed to let you still the killer and then not have it stun the killer. The killer shouldn't be able to be fat enough from the pallet for it not to work. Defeats the purpose of the perk.
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Just run your own map offering when you run out of wards
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Med kits are great where they are, if you don't like survivors healing be plague.
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@CormanClan said:
Something like is a killer is stays within 8 meters of a hook for more then 10 seconds it slows the sacrifice by 30%. Another Amazing idea is preventing de-pips in ashe-low elo where if you spend more then 50% of your time in game on a hook or in chase you can't de-pip that way. when you are facecamped out of a game at least it's not wasting your time when trying to climb.
If you want to stop camping the best way to get bhvrs attention is to just stop going for saves. There's no incentive to do so while the killer is camping because gens are the main objective. Benevolence is a side objective so if you load out perks to be stealthy or gen rush it will show up in their analytics as a problem. The real issue is getting enough people to stop hook bombing and giving the killer trades.
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@SmellyGoat said:
https://forum.deadbydaylight.com/en/discussion/comment/2484829#Comment_2484829
Rank points not BLOODPOINTS. The penalty impacts whether or not you pip
Rank points don't matter. You can't derank anymore
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@DoomedMind said:
https://forum.deadbydaylight.com/en/discussion/comment/2484945#Comment_2484945
Well, imo escaping with all your team mates is also a major goal on the survivor side. I think it's kind of easy to escape no matter the price, but escaping while actively trying to help your team mates is another thing.
The system shouldn't reward super selfish gameplay. I mean, I don't ask people to trade while there is NOED for example, but, man, they haven't hooked even once during the game, and they have BT, that's rough to just leave like that.
Yeah I would think that if you're gonna have BT in that you would go for the save but honestly there's no incentive to do so objectively anymore
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@DoomedMind said:
Okay, so,
Some of you know that I dislike the SBMM that is proposed to us by BHVR.
Not stubborn, I played several games as killer, I had not games with a skill gap between me and the survivors, that was pretty good.
Same as survivors. But there, it wasn't okay at all, like, every game, my mates kept opening the gates instead of waiting to see what's next after 99'd them.
And then left me on the hook, when I 5 gen run the killer, when he hadn't NOED, when no one's ever been on hook. And in postgame, they have BT.
On what Earth you have BT, you were never hooked, and you open the gate and instant leave.
And it happened to me a lot,
I mean a lot.
"Well, you have to play more so the MMR can gather data, and you'll be placed with better surv", so you're basically saying that everyone started with a Elo = 0 ? As old rank 1 and rank 20 (I say that because I was rank 1 before the update) ? I'm sorry but it would be stupid. I really, REALLY hope they didn't make the start like that. You're rank 1 before update ? Let's say, the game give you 2000 Elo score, so it would prevent being matched with ranks 20, that are put with Elo = 0. It should start like that to provide an healthy start.
I don't know how they made their SBMM, but for the moment, it's a pain. Yesterday I was saying it was (kind of) like before, but the more I play, the more I see stupid moves from survivors (as a survivor).
IMO that's how a "nearly" perfect game for survivors should go now that rank can't go backwards. There's no incentive to even slightly risk going for a save Now that pipping backwards is impossible. Benevolence has gotten killers more hooks than anything else.
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@raze_ said:
as killer its working definetely for me since i always get good survivors with atleast 2k hours up to 5-8khrs
but as survivor i still get these babys even after like 20 games.
-im doing 2gens average
-90% escape rate
-90% of game escaping without getting hooked
-Alturism not so strong but if then 90% save unhooks
-chases atleast 1 minute (but the 100hrs i get i ran mostly for 3gens till they give up)
but i still get killers with 100hrs max 500 not close to my skill
same with survivors still below average or babys
what am i doing wrong? what is your experience solo survivors do you get better players and if so how you playing?
im playing as good as i can but idk
as i said killer is working definetely i get matched with same skill level people but survivor nope.
If you're solo queing the game uses the average mmr of each survivor so if two really good survivors end up with two really ######### survivors the killer is gonna be in between which would be like a baby killer to you
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/2481602#Comment_2481602
It's not an internet issue but the consoles wi fi adapter can't handle it? lol
I'm hardwired and have no issues with literally any other games when it comes to connection speed or ping so yeah not a connection issue
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/2481583#Comment_2481583
It's an argument that's saying more so the perk fundamentally is broken. Ever since DS got nerfed Dh took it's place and people use it for more reasons than just dodging a hit, Sprint burst triggers when you start sprinting. They Changed Sprint burst way back when to trigger when you run and not be able to press a button...you know like you can with Dead Hard. It's an Immune to DMG LEAP to safety in a lot of situations again.
I think it should have more permissions to use it like lithe than whenever you want and in any danger sitch
You just described it's whole purpose
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@SmellyGoat said:
Or you could like uhh get better? Slugging isn't an issue at all, tunneling is avoidable via perks and generally being good at the game, and camping is counterable with perks as well as punished via proximity penalty points
The fact that you're going to leave the game over a game mechanic means you simply dislike the game
I'll give you most of this but the proximity penalty is almost non existent. It can't make you lose points you just don't gain an much points. Barely a penalty at all. Hell I bet having BBQ equipped offsets the penalty
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/2478058#Comment_2478058
https://forum.deadbydaylight.com/en/discussion/comment/2478096#Comment_2478096
Yup on demand with a travel to the winning spot in a chase everytime. maybe you should get better internet because i've seen people use it time and time again with zero issues.
Its not an internet issue, it's a programming/ server host issue in older consoles
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@WaveyTrey said:
https://forum.deadbydaylight.com/en/discussion/comment/2478023#Comment_2478023
Rancor already gives you a free kill if you got caught as obsession. It happens AFTER everything is done… So nothing changed other than it’s now basekit. Also if you aren’t the obsession that can’t happen. It makes sense that the killer can kill their obsession. A perk shouldn’t be necessary for this.
So I’m guessing you complain about NOED too then? Huh? “I ran killer for 3 gens and he NOED me. Free kill.” 😆
Why would I care about noed? I just break totems a) for blood points b) ######### hexes. As far as making rancor base kit imagine that WITH a perk like noed for survivors that don't do bones. It's practically a free kill which can snowball into a 2k OR 3k easily
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2478058#Comment_2478058
Dead Hard is supposed to be a 'dodge', a last second evasion technique to avoid a hit.
It is not supposed to be an on-demand Sprint Burst.
So what's wrong with that dodge being in the direction that puts the survivor the furthest distance from you? Also, a sprint burst that requires you to be injured and only lasts 1.5 seconds gets the survivor maybe 3meters at most. If you can't make up a 3 meter difference quickly when you're already faster than the survivor I don't know what to tell you.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2478004#Comment_2478004
It's literally not, but it's the only use people get out of it when they don't know how to use it.
The invincibility frames are bs and don't prock like 60% of the time. I DC they fixed that then I might be open to listening to what you're opinion.
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@Maelstrom10 said:
Until a killer gets into a chase/uses their power/finds a survivors/stealth hits a survivor, looking at a survivor within 32m's - any interaction with a survivor or their overall power, they should have a significant start of the match speed boost (5/10% possibly more for killers underperforming)
This would help killers start of the match far easier, not impact killers doing well all too much, and purely just increase chase interaction at the start of a match.
Thoughts? I think this would genuinely be a nice buff even on the survivor side, as it would be more fun to get into the actual chase gameplay faster, (even if it's more risky.)
Just run lethal pursuer
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@WaveyTrey said:
- Fired Up is useless as is unless you combine with a second perk. Make Fired Up basekit for the weaker killers?? As the gens get done the killer gets faster… Because… They’re losing! In any movie the killer grows more aggressive, and faster as the survivors manage to escape them. This would also punish “Gen Rushing”. The killer would grow fast enough to destroy everything in a certain area quickly. Say where the generators aren’t finished yet. Leaving survivors with less/no options. It’s fair because Fired Up isn’t even barely useful until 3 gens are completed. I noticed that with Fired Up you can do this if you play your cards right. Possibly even make it so that high mobility killers like Nurse, HillBilly, Blight, and Spirit don’t get this boost.
- Rancor… Lets you kill the obsession at the VERY END. ONLY when every generator is done! So if you close hatch no Rancor!!! You also get to see survivors for a second whenever a gen is done. It’s hardly ever useful. I only use it on Mini Mori Trickster. Make all of this is as basekit. Then nerf Rancor to give the obsession Exposed only after everything is done. It’s so that you can insta down an unsuspecting Obsession, and get the kill even when they’re healthy. That would be the difference in wearing the new Rancor. The problem with Rancor now is you know they have it at the very beginning. It isn’t a surprise. It isn’t even like the superior NOED, where you THINK they might have it so you remain alert. This is fair because if you survived that long enough as obsession you’ll pip, or be safe.
- NOED? When survivors finish all the generators all Dull totems remaining on the map will become Hex totems... The survivors can’t power the exit gates until they break every Hex totem that was lit this way. Because you “Gen Rushed” the punishment is that you have to find any existing totem you haven’t broke, and break it! So if you can’t find them, or use a key to get the hatch. You die. The real definition of NO ONE ESCAPES DEATH. As in you can’t leave! This gives the killer time to find, and catch people even after the match ended. This encourages survivors to do all objectives before leaving no matter what. This would definitely change the core dynamics. As players would be more enticed to breaking dull totems. Killers are encouraged to protect even their dull totems. You’ll see perks like Counter Force. Because you break totems faster, and another totem is revealed. Etc.
If anyone is intimidated by Bamboozle and Brutal Strength with Fired Up as basekit the devs can easily tweak both perks a bit to balance it.
Have you played survivor in a minute cause I can run the killer, complete two gens, and escape and still barely safety pip and now you want to basically give the killer a free kill?
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@Seraphor said:
DH's distance is pretty useful, but there's no reason why it needs to be effective out in the open. It's effectively being used as an on-demand Sprint Burst at that point.
Have DH apply 2 seconds of Hindered status after the distance is gained. This will slow the survivor down a little so that maybe half of that distance can be made up again by the killer.
It would still be effective at loops, and at getting to loops and vaults if used at the right time. But it would mean that less value is gained from it by using it out in an dead zone to make distance to an objective like an exit gate.
That'sliterally it's whole purpose
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@SasukeKun said:
People just milk that perk harder now than DS, or add it(DS) in still. People all over the place know the memo that half the time you don't use it to dodge a hit, you use it to gain that stupid distance that changes everything in a chase.
I really don't think it should have 2 really strong benefits in one perk. Just another reason survivors copy and paste the same build
EDIT: another reason i believe this is because i've seen people dead hard to reach a blinding spot when that's not it's purpose at all. It's too strong imo
FYI: Dead hard did not have a distance gain on release
EDIT2: Someone suggested an interaction lock for 1.5 seconds after the use as to not give the survivor power to save themselves and body block ontop of it to win every scenario a killer may have against them. With the speed of gens and the power DH uses to restart chases almost into it's own infinite IMO.
someone suggested Maybe Give it one use like DS or 3 Tokens of use. Talk about high risk high reward, you can do it over and over with dh
It may have strong benefits but half the time neither work
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@beached said:
I think that there is a necessary change that could make NOED less beneficial to killers who just wasted time during the match and more beneficial to killers who do. I dislike the "do bones" argument as noed is the only totem that is not lit up until it is too late. Cleansing every totem every match when there are no active hexes such as ruin, is like a killer searching every single bush, tree, and corner to check if a survivor has urban evasion and is hiding. It's a waste of time in a game that is so fun because of it's quick match time and ability to quickly go into the next one. If there was a built in totem counter it would help let solo queue survivors know how many are left, because on a map like Lery's good luck finding every totem on the map and checking for every broken totem just to ensure you don't get hit with NOED. I understand they want to just put it with small game but essentially small game is just a perk to counter NOED and that's it, and if totems are SUPPOSED to be a game objective, wouldn't it be on the HUD like generators or hooks? If your argument is that survivors do bones I will agree but survivors shouldn't have to use a perk slot to possibly prevent the presents of noed. Kinda like killers shouldn't have to use franklin's in case a survivor finds a key by chance.
Run inner strength with your totem finding perk and now you get 8 second heals in a semi safe place and have incentive to hide from a BBQ prock if need be.
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@cpt_hellman said:
https://us.v-cdn.net/6030815/uploads/4VID7A5GTAAJ/noed-rework.png
please give feedback
This feels like devour hope with different steps. Just run devour hope
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Don't play no mither and your problem is solved. Hell I would DC if I loaded in solo que and some knob is running now mither. It's like thanks for throwing the match Bud.
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@DoomedMind said:
https://forum.deadbydaylight.com/en/discussion/comment/2455251#Comment_2455251
Well uhh if you have a 3 gen, or the three remaining survivors are on death hook and injured, no, that wasn't a game the killer would loose.
You can leave now that your only point is destroyed, Mr. Killers are bad and use crutch perks
This doesn't disprove my point. If anything it reinforces it. At that point in a match you would know which survivor has key and could focus them out which you should have done before you let them 3 gen themselves and if you have 3 survivors in death hook just finish them off.
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@Triadequinaxor said:
https://forum.deadbydaylight.com/en/discussion/comment/2456150#Comment_2456150
Stop trying to rationalize, there is no rework, just remove, plain and simple english, its not hard to follow, keys are game breaking, in a game that already progresses quickly there is no reason to have keys.
The game is only quick if you don't know how to pressure gens. Played a match last night that last a half hour where only one gen got completed because the survivors couldn't get any meaningful progress and started hiding instead of playing
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@IrishRedCap said:
https://forum.deadbydaylight.com/en/discussion/comment/2451099#Comment_2451099
Yes it really is. 3k hours on PS4 and about 1.2k on PC now the differences are incredibly noticeable.
PS4 blood pools are super easy to follow and scratches seem to be more confined. PC if a survivor runs a small circle inside an LT wall scratches appear EVERYWHERE in the tile so its nearly impossible to know where the survivor went.
Blood pools also match the texture if you play on high/ultra settings of the ground and there are actual spots that look like blood pools that aren't really peppered throughout some map ground textures.
Add to that maps like coldwind (alrdy a headache for killer pov since they can't see above the corn stalks) where the ground texture on ultra has scraps of corn that mimic scratches on high/ultra, if you dont turn on a specific color blind setting there is almost no way to tell them apart.
Breathing (not grunts and moans) are essential to properly moonwalk juke as a decent killer but iron will completely removes that atm.
Sounds like all your problems would be fixed by lowering your graphics setting
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@Triadequinaxor said:
there is no reason they should exist. hatch shouldnt even spawn before 1 survivor is left. that was the purpose of hatch, to give the last survivor a second chance of winning. not so a whole braindead team could get really lucky and happen to have a key and all escape. and no they are not rare, i literally have hundreds of purple keys and skeletons keys. them being rare is not an excuse for bad game design.
If you're complaining about keys you were going to lose that match anyways. Keys aren't the problem, killers crutching perks and holding themselves back is.
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@Vulgun said:
Remember that tech where Pyramid Head could just cancel Rites of Judgement endlag into his M1?
The premise of that tech is actually very promising and I think needs to be brought back. Now, I personally believe it was already balanced as-is, you give yourself the ability to mindgame Survivors and try to make them think if you're going to swing or if you're going to fire off Punishment of the Damned.
But, considering some people will have a problem with this, I've devised an answer to it. It's now a new mechanic called "Rites of Punishment", which is the following:
- After 0.25 seconds of cancelling Rites of Judgement, you have a 0.5 second window to be able to cancel it into a Basic Attack, hereby known as Rites of Punishment.
- Rites of Punishment will act similarly to a Basic or Lunge Attack, with the exception that if you miss a Survivor, the attack incurs a 1.5 second added cooldown on top of your cooldown of missing the attack.
- Hitting with Rites of Punishment, however, will not incur this penalty.
- A new animation can even play out to where Pyramid Head strikes his Great Knife downward onto the Survivor, rather than sideways and upwards, just to make sure you know he's going for the attack.
- Due to this, Rites of Punishment has a much more narrow attack hitbox than a Basic Attack, meaning that Pyramid Head players need to aim properly or risk being punished with it.
I genuinely believe there's something that can be done with this and it's a shame it had to be taken away without compromise. I think there's potential, but it'd be squandered if we simply just forget this tech existed in the first place.
If Nemesis can keep his Linger Tech, if Bubba can keep his Tantrum Tech, and if Blight can keep his Butter, so too should Pyramid Head keep his tech and it should be a new mechanic for him.
Thoughts? I'll even make a poll gauging whether or not people would truly like this.
All techs should be removed period. Relying on what is essentially a glitch to make a character useable incentivises devs to nor fix their mistakes
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I think a better idea would be a survivor perk that prevents notifying a killer that the survivor has been unhooked would be bette. This way when a survivor gets unhooked the killer doesn't immediately come back to the hook.
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@jajay119 said:
The Pig is one killer who I absolutely cannot stand going against as I find every encounter quite a chore. I do feel she is quite OP given she has stealth, a lunge attack and the traps.
I could cope with the stealth and lunge attacks as they are not to different from Ghostface or Michael but it's the traps that really break the experience for me.
I don't want the traps removed as they're what sets her apart but it's the need to run to run to multiple 'removal points' with no real way of knowing which one will work that gets to me. Not only does it detract from doing the objectives (which is the point, I realise this) but it makes it easier for the Pig to find and hook you (again) as you cannot remain stealthy when trying to remove them.
The traps need to be nerfed by either:
1/ Getting removed on the first 'removal point' you get to.
2/ The necessary removal point is highlighted in white on the map like the alarm clocks when going against Freddy, the cleanse points for the Plague etc.
3/ making it so you cannot be hooked immediately after the pig uses a trap and doing something to move you away from the killer like how Pyramid Heads trap moves you to the furthest point on the map. However the timer is reduced and if you don't get it off in time it reduces your health state by 1 rather than insta-kill.
This would protect the purpose of the traps to add time to the match by stopping the primary objective but be a bit more balanced in like with a killer who is already quite powerful.
The only real op thing about piggy is when you end up on rpd it midwhich and it takes a dick century to get to the boxes. I'm very sure that if you tried to get to all four boxes on rpd the timer would expire before you make it to the fourth one
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@Tricksters_30thBlade said:
Zero counter play. Simple nerf it on to a timer of 60 seconds or less
This would take away the one counter to spirit that exists
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@jajay119 said:
Out of the last handful of matches I've played most of them I've spawned alone. Im not sure what could lead to such a drastically different experience.
I do agree if this is an issue though it should be fixed.
Nearly all of my survivor matches I start with almost all of the other survivors near me
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/273305/the-real-issue-with-sbmm
It's because killers got faced against few death squads and got traumatized.
We are not able to tell, how good that lobby is and if they are going to tryhard, but we want to have a chance. So during SBMM, I just bring 2-3 slown down perks for each game. It is overkill for that lobby sometimes, but it is usually needed.
I agree this is probably what is causing both sides to do this
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/2428607#Comment_2428607
Incorrect. Objectively incorrect.
Originally Gen speed with a single person with no external boosts from toolbox, prove thyself, spine chill etc was 100s. The current speed for a single survivor is now 80s. Old ruin actively harmed gen progress while you were working on and needed you to hit great skill checks to not regress your progress. Hitting all great skillchecks meant the gen took about 120s. Now ruin no longer actively cripples repair speed nor does it forcibly regress a gen for hitting only good skillchecks. Ruin only regresses a gen if you stop working on otherwise the speed is a flat 80s as usual.
Factor in toolboxes and perks that time shortens a decent bit even though toolbox bonuses and the brand new part add-on reduced their overall efficiency.
I think the main issue is so many Killers crutch ruin, undying, and corrupt intervention they never learn proper get pressure when they don't have those perks
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@Avilgus said:
Devs loves "data" right ? That must tell them that no one plays Billy anymore, 1 year after his rework.
They took Billy, gives him a "cool" chase music, a stupid scream, 1 useful addon (Lopro), 19 bad/meme/typical BHVR addons, and they taked away all his fun aspects.
It fells less awful playing Bubba right now (a great rework btw), such a shame.
I still run into Billy like every 3or 4 matches and my killer is almost always cross-play (I'm on console) could be anecdotal though
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@Phasmamain said:
As a mettle of man user I’d say no. I would be lobby dodged to oblivion
Good
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If you're having issues facing bbq do this one simple trick. Run one direction after a survivor has been hooked then as soon as the circle aura around the survivor has gone away run the opposite direction.
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I second this motion
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@worriedfeng03 said:
I don't think that survivors should be able to see the killer name, as if the killer is a Twitch streamer and is currently streaming and has their TTV as their username, it can lead to the survivors stream sniping (I believe that's the term), giving them a horribly unfair advantage of knowing what the killer is doing.
The killers shouldn't see survivor users either for the same reasons.
So don't make your name a twitch.tv name
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@Tsulan said:
Imagine every killer would do what you do, whenever they see a flashlight or a key.
I mean that's what I do if I see a lobby full of cross plays or a. Ttv survivor
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@Floofzy_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/2056629#Comment_2056629
It's just baffling how so many minor bugs are fixed each patch but a major one which has been known for over a year has not been fixed. If a survivor crawls into some random bush on Dead Dawg Saloon to take game hostage you will never find them unless you check every bush.
What do want the survivor to do? Crawl into your hands?
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Are you sure they're not running iron will?
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Very rarely can I get a higher level item or key if I'm not running a perk for it
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@Shaped said:
Bad idea. Rewarding survivors for going down. It won't help people improve.
You say with a one hit killer as your pic
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@WeenieDog said:
I guess it depends on how its done. Otherwise it may as well be OoO except but no perk required
That's a really good point I didnt think about. I'd say then that you could only join your friends matches to spectate
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@Kirkylad said:
I mean I respect your opinion but it is coming off a little one sided. It's also able to be countered by tapping the hooked survivor so the killer hits you and then you're able to unhook, dead hard and BT work great as well for countering this. Besides if the killer is hard facecamping and you don't have BT or you don't think you'll be able to do saves just hop on gens and get the gate opened and get out of there and punish them for it. Trust me if every survivor did this and left the killers with only one kill and a depip they would soon stop trying this strategy.
I say this all the time to my friends and they come back at me like I'm dumb for wanting to get gens done instead of going for the random being face camped
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I'm consistently getting hit through windows even when fast vaulting