Ayodam
Ayodam
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789625#Comment_3789625
The issue is not the number but the fact that it is a boon and as such is confined to an area.
Mft was as good as it was because a lot of reasons, but one of them being that it worked no matter the situation, you could be hit by an m1, an m2, a trap, get hit on a jungle gym, on main building. It proc no matter what, it always got value.
Dark theory only works within that area so all the time wasted booning is lost of you get chased outside that area, also totems not always spawn at strong tiles, so the boon will not let you do the obnoxious looping chains that mft was capable of.
Finally, the killer can snuff the boon, mft basically ignored all killer input, yes there were exhaustion addons and perks but to say those countered mft would be dishonest, much like saying because ds is a thing tunneling is not an issue.
Ok? DT has a 24 meter range. That’s not small… especially on multi-floor maps. And you don’t need to be injured to benefit from it, unlike MFT. While yes a killer can snuff a boon how often do you see that happen during chase? Hardly ever because it’s not a wise move. Most tiles aren’t strong so that’s kind of a null argument. Still you can still be strategic with where you place your DT boon totem. And you can pair it with other boons for additional helpful effects. You couldn’t do that with MFT.
You obviously have to use some strategy when relying on DT but it can be just as solid. It can still do a lot of what MfT did and has its own strengths as well.
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My killer games aren’t like this (and they’re not extremely difficult either). But even if they were, I’m OK with an easy 4K. Most killers are.
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No other perks affect the abilities of boons. You cannot increase or decrease their ranges. The boons perks are:
Boon: Illumination, Shadowstep, Dark Theory, Circle of Healing, and Exponential
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789582#Comment_3789582
Dark Theory is the worst boon. Map-wide generator highlighting for the team is more useful than a tiny Haste buff in a tiny area.
It’s 1% less than peak MFT. People lost their minds over 3%. If the 2% haste buff boon is in a good area, maybe DT could provide decent value.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789339#Comment_3789339
They fixed it.
https://us.v-cdn.net/6030815/uploads/DWMOD6SU46H9/image.png
Anyway, the sentiment that one side's bugs get prioritised over another is very silly indeed. There have been longstanding bugs that affected the Survivors at different points in the game's lifespan.
There is also currently a bug that allows killers to get hits when a survivor has cleared a window and made it several meters away.
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It creates a loud noise notification that informs the killer of a survivor’s location. Other survivors cannot hear loud noise notifications. Are you trolling?
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There is currently a bug going that doesn’t allow survivors to unhook or heal other survivors. That, I would say, benefits killer. Where’s your outcry? 🤔
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It’s an awful idea.
How do survivors “permanently remove gen progress?” Only killers can do that.. by regressing gens. Survivors renew gen progress when they’re chased away from gens and the killer regresses progress with either a perk or an action.
If you mean a reverse BNP or some such, killers can handle that too. By killing all survivors (or at least most of them) before all 5 gens have been completed. Remember survivors have two hook states before they’re dead. Permanently. And there’s no way for survivors to permanently remove death in this game, is there?
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@Burniebotss said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3788398#Comment_3788398
most killers cannot get to the other side of the map reliably
They risk going there, possibly lose gens on the side they’re going to or the one they leave
Maybe that is why bhvr is shrinking maps. But nothing you’ve said invalidates my points..?
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3788681#Comment_3788681
You know what they say, be the change. 😉
They also say change starts with you. Show us how it’s done. 🙂
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787652#Comment_3787652
It's not irrelevant at all, because all of those games are matchmaking games that requires both teams to have a full compliment of players to function.
DBD is exactly the same, it needs to have 5 players to function, and actually, it's even more important for an asym game to have a full teams both playing, because 3 players on survivor side is a near insurmountable disadvantage, whereas in CSGO for example, it is still quite possible for a 4 man team to win against a 5 man team.
So to say it's not relevant is just objectively incorrect... it's objectively more important for DBD to heavily discourage quitters and leavers, because the fundamental concept of the game breaks without 4 survivors.
The only reason it isn't enforced in DBD is there is no guaranteed method to infer intent and objectively distinguish between genuine unhook attempts, genuine suicides to help a teammate with hatch, and ingenuine unhook attempts to subvert the DC penalty.
It is why as Killer if I see a player SoH for no reason and a survivor saves them, I slug them on the floor and force them to choose between bleeding out for 4 minutes or give their team a bot. When playing survivor I always unhook a SoHer and hope the killer does the same.
If BHVR can't police it in my games, I will police it myself using legal mechanisms to discourage this type of selfish behaviour.
I don’t ever see killers slug. I see them go ahead and hook and turn the game into 3v1 then steamroll. Lol
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@Rugalraim said:
There is this weird feeling I have. The skill expression is slowly degrading thanks through aura perks, reworked maps and players generally giving up at the slightest inconveniences.
I'm witnissing it a lot lately. Survivors bringing lithe and windows of opportunity just to run to yellow and waste the killer's time but when all their plans get obliterated, it's a fast second hook stage to sacrifice stage in a blink of an eye because they don't get the way they want it to be. It could be variables that I have yet to understand. It could be that the killer they don't like, or their map offering got cancelled out by anothers offering. Who knows, who cares even, but the quality of matchmaking is taking a huge nose dive that's for sure.
Of all the things to gripe about… windows and lithe? That’s not even the best combination for either of those perks. lol. To your point skill expression is being removed on the killer side but increased on the survivor side. With maps shrinking and tiles getting worse, survivors are needing more skill to loop longer so that gens get done and they can escape.
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I don’t really see much issue with maps for killer anymore. They’re being modified to work better for killers; only a handful now are consistently strong for survivors (Badham, maybe that one MacMillan map and one of the Crotus maps). The rest are either conditionally good for survivors—as in it depends on the killer you’re facing—or outright killer sided.
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@Leachy_Jr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787901#Comment_3787901
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787907#Comment_3787907
If its purely for anti face camp why is the range 16m and not smaller? 8m is enough distance to guarantee an unhook, whats the extra 8m doing on there?
Me thinks the range should be reduced to 8-10m.
My understanding is that 16 meters was chosen so killers couldn’t face camp / block the basement stairs. But I think you can technically still do it.
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@Rugalraim said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787555#Comment_3787555
So at the end, nothing changed? As I said, they are going to give up regardless. They made the choice already and they'll stick to it. This won't discourage giving up.
Punitive measures never work, and you can’t mind control people into wanting to play. They’ll either AFK or just run around making loud noise notifications until they’re dead. Either way they aren’t going to spring into helping you as a survivor escape the trial.
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@WolfyWood said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787147#Comment_3787147
It's very clear the chapter is shaping up to be the most profitable the game has ever seen, which should be a good thing but I worry it will shift priorities big time.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787148#Comment_3787148
The gameplay design I feel is where BHVR struggles the most because they aren't very innovative. As such the perks for both are trash and Unknown's gameplay is w/e. I do like the illusions though.
The new map is pretty good. Visually I like it a lot and the tiles aren't the worst thing. But I'm partial to bigger maps because they feel more immersive.
She was def made to sell skins but it doesn't really matter anymore as they've been doing a good job giving everyone skins often. One of the few benefits of the game making more money.
I like the teleporting for Unknown but not its main power so much. I wish it crawled. Maybe possessed the survivors in some way or had a power that was disorienting more similarly to that of pre-nerf Clown and Doctor. The projectile is weird and feels like a lazy afterthought. I also like the large map. Most tiles aren’t great you’re right but it’s still a fun map.
I don’t really like Sable or her cosmetics. And I never will.
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Are you happy with the killer and survivor’s perks/powers? Did you enjoy the new map? Do you feel Sable is a Mary Sue money grab?
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@caipt said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786378#Comment_3786378
they've done quite a bit about tunneling and camping. Basekit BT+haste, anti camp meter, numerous powerful anti tunnel perks. And if you so choose you can change your survivor gameplay with different builds.
The problem is all but one of those anti-tunneling ‘fixes’ are cancelled with a single hit. The one that isn’t (DS) doesn’t net enough distance to help as it was nerfed. Again. I agree with survivors changing their playstyle to help but the only other option is stealth and killers complain about that too.
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The bot AI would need to be polished (the ones I’ve played with aren’t good loopers and don’t stick to gens) but I wouldn’t mind playing a game with better programmed bots.
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I like it.
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@Hex_Ignored said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786802#Comment_3786802
One of the points they want to talk about in the castlevania stream is the return of light's out. I also don't understand why they'd bring back that mode when it was pretty unpopular
Ah. Hadn’t watched the stream. Yeah 2v8 and Chaos Mode were well received but Lights Out and to a lesser extent My Little Oni were not. I wonder how they’d improve Lights Out so survivors want to play it. That was the issue with it before.
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When did they say Lights Out is coming back? Last I read that one performed poorly and was deeply unpopular.
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@Shinkiro said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786391#Comment_3786391
That's just not true at all, survivors LITERALLY CONSTANTLY ask for the game to be worse for killers… stop making it a war between sides, there's obvious bias from you.
We also know BHVR arent going to massively change the base game mechanics around how hooks work to stop people suiciding, so there's really nothing else realistic to suggest except more punitive action and a change to whats considered a bannable offense in the hopes that the deterrent is enough to stop it. It only becomes a problem for the people who really shouldnt be playing the game at all if they can't see a match to completion.
Not what I stated. Read it again. And ready follow up comments if you still lack clarity.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786397#Comment_3786397
Then I'm not exactly sure what point you're trying to make? Are you saying that Killer players DO ask for the game to be made worse for themselves?
English is not my first language but I think you understand me. I feel you’re trolling me.
I am stating that it is killers who request BHVR makes the game worse for survivors, and this has consequently led to the issues OP outlines. Your suggestion to survivors not wanting to play is to punish those survivors, thereby making the game even worse for survivors. Because punishment (removal of self unhooks, for example) against any survivor affects all survivor. Survivors do not ask of BHVR that the game becomes worse for survivor. Killers ask of BHVR that the game becomes worse for survivor.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786391#Comment_3786391
But they do, though.
I see a lot of people saying that the killer should be "punished" for playing in a certain way, mainly around tunneling/camping, etc.
Measures have been implemented in order to "punish" the killer for playing in these ways. For example, you're punished for hitting someone too soon after they're unhooked, or you're punished for facecamping with a free unhook.
Are these bad measures? Absolutely not. They make things fairer in general. In game design, measures have to be taken to disincentivise certain actions in gameplay that are considered to be unhealthy. This is one of those cases. BHVR needs to take a measure to stop people from leaving the game early just because it doesn't necessarily favour them.
If playing a DBD match to its completion is considered a punishment to you, then I sincerely suggest that you do something else with your time. All that's being asked is that people play the game that they readied up for.
I must have been unclear: I said survivors don’t ask BHVR to make the game worse for them, as in survivors. Survivor mains aren’t asking for longer gens, or to lose the ability to self unhook so they’re in timeout with nothing to do longer.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786374#Comment_3786374
Why is this a "killer main this, survivor main that" thing?
I think it's a reasonable expectation that when people ready up and play a multiplayer game, that they have to play the match to its conclusion. That's why disconnect/abandon penalties are a thing.
The only reason it's focused on Survivors is that they're the only role with a way to leave the match early outside of disconnecting. If Killer players could open the gates at 5 gens, that wouldn't be good for the game either.
Because it’s largely killer mains who suggest BHVR address survivor grievances are through punitive measures. Survivors don’t typically ask that BHVR makes the game worse for them.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786361#Comment_3786361
Ok.
So the devs have made the game an unfun slog for enough of the player base that the game is starting to shatter.
"Let's punish them" doesn't solve any of the root issues here, and is a great way to kill the game.
The killer main answer to survivor umbrage is always to punish the survivors. It’s thoughtless and myopic.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786270#Comment_3786270
Thats the thing. 3-Gens are common on new and reworked Maps and IMO this should have been the first thing they tried to tackle. Since a 3-Gen like seen in the Screenshots from @MarbleThrone is something that should not happen. Especially on Dead Dawg they are really common.
And while I appreciate the solution they went for, I think looking at Maps should have been the first step. Because sometimes there are clearly 3-Gens which only dont result in an easy Killer victory because the Killer is playing nice and not going for the 3-Gen.
You just can’t have tiny maps and spread out gens. Killers complained (and still do) about map sizes, so they’re reduced. But that has the unexpected consequence of producing natural 3-gens. I think it’s absurd for the devs to rely on some sort of honor system among killers that they won’t exploit these inborn map 3-gens. And even with the anti-3-gen feature, the game is usually over before a killer reaches the limit. Personally, I’ve never understood why survivors are so quiet about these nonsensical changes.
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@dwight444 said:
I legit just finished a match where teammate died on first hook because the only teammate with 0 hooks is on a gen with little progress (stuck gen all the way), I was about to pop one and our 3rd was doing nothing. After I popped I went to hook hoping to see 3rd teammate but nope, 0 hud activity til right before the last gen popped as she got on it. Guess what, this same guy opened gate immediately and left. The guy with no hooks? Saw him running to gate as the killer carried me to hook despite me not being dead yet.
Unfortunately, by the time I realized the other 2 weren't gonna do anything I realized if I traded then I would just die for sure because they'd just not save me either so I really did not want to trade; I felt like I earned a shot at escaping after playing so well for the team.
Solo q is just a joke. Complete waste of time. I'm currently tracking my games and since it's sort of on topic: played 11 games this morning, escaped 0 times. Surprisingly little tunneling and more so due to inept teammates.
Sounds like the bystander effect. Every other survivor assumes someone else will get the unhook. Eventually, you end up with 2-3 people at the hook for a rescue—which also isn’t strategic. Add in the fact that you have varying skill levels (some people might be afraid of the killer, some might be desensitized, some might be distracted or have another agenda beyond escape) and you’ve basically got a mixed bag when it comes to playing survivor. Your best bet is to find a good SWF. At least then you’ll know they’re committed and consistent.
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@ReverseVelocity said:
They need to make it so you can't suicide on hook from the first stage. It allows you to leave the game while circumventing the DC penalty.
I know it won't solve every instance of people giving up, but allowing penalty free ways of leaving the game quickly is basically encouraging it at that point.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786352#Comment_3786352
Honestly, I think a good amount of it is entitlement. People getting upset that the match won't be absolutely perfect for them and then immediately calling it quits.
In a lot of my killer games people just immediately give up from the get go for zero reason. I'm not camping, tunneling or running 4 slowdowns or anything, they just immediately give up for no discernable reason.
Maybe it's because they don't like the killer I'm playing? Even then it's not like I'm a Skull Merchant main, I think I've had someone go next at 5 gens on every single killer in the roster at this point. I roll my eyes every time it happens.
It's probably one of the biggest things weighing down on my experience as a Survivor, and the only way to guarantee it doesn't happen is to 4 stack. Even 3 stack games can be ruined by the random tapping out early.
It feels like I'm spinning a roulette wheel as to if I'll have a full team for the majority of the game. It's so frustrating.
It could be the killers you’re playing as, it could be survivors burnt out, it could be survivor pessimism. Whatever the cause, making the game more miserable for survivors isn’t going to change it. You just can’t force players to play out a game they feel hopeless about.
And Skull Merchant isn’t the only killer survivors dislike facing. A lot of them are overtuned in the eyes of survivors now (Hillbilly, Leatherface, Singularity, and more).
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It’s a consequence of shrinking maps. I do wonder how the devs plan to address it.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786120#Comment_3786120
Survivor items are already limited charge and effectively the analogue to killer power.
If there were a perk combo for survivors where the answer was "just never use your killer power" I think that would be equally ridiculous.
Think about what you're actually saying here for two whole seconds.
I don’t think he was saying the combo is okay or that it’s reasonable to ask survivors to stop bringing items. I think he was pointing out that survivor items enable the combo, but he did go on to say that punishing survivors in this way for bringing items is absurd.
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@radiantHero23 said:
Isnt the new Dracula perk similar with even less effort and counterplay?
Not quite. It reveals the aura of survivors who are within 8 meters of unopened chests for 3 seconds and allows survivors to open chests 50% faster. The killer can kick the chests closed but this aspect of the perk has a cooldown of 30 seconds.
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I haven’t really seen this but to be fair solo queue is always gonna be a mixed bag. Your best bet is to find a SWF. You’ll have committed, consistent teammates then.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785478#Comment_3785478
And they alsoo butchered all of his addons because they where deemed way too strong. Insta-saw comes to mind.
The mechanic you mention was also added too Bubba. Its was more of a general anti-camp - update for the chainsaw bro´s.
Bubba never had an overheat mechanic. If you mean tantrum that wasn’t to deal with his (face) camping ability. What made Hillbilly lethal was that he had Bubba‘s strength and Blight’s speed. So when he’s nerfed again—and he will be nerfed again, the devs have already all but confirmed it—he’ll likely get some variant of the Overheat mechanic back.
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@BigBlart said:
according to the wiki, healing yourself or another survivor counts as a conspicuous action and disables certain anti-tunneling perks, but being healed by another survivor does not? I mean there should be some nuance to it, like being tapped by another survivor shouldn’t count, but if you have time to stop and get fully healed by another survivor, should that not count as a conspicuous action and disable anti-tunnel perks?
Consider it simply: Why would another player healing you disable your anti-tunneling perks?
Others have explained it more thoroughly but it’s to support some degree of player agency. It’s kind of why BT became base kit.
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no. But it should have started with that.
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Yes. If the killer is Undetectable (which Trail makes then), Object will reveal your aura to them but you won’t see their aura.
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@ReverseVelocity said:
I'm not sure about a full rework, but yeah I agree Xenomorph needs changes. The tunnel system is cool and fun to use, but it's really the only unique thing about it.
Missing a tail feels incredibly punishing, and the range is extremely lacking. This is even more apparent considering the buffs to Nemesis, who's whip is directly comparable to the Tail.
I think Turrets in their basekit are too strong, and could use with Lambert's Star Map's effect becoming basekit.
The post-release missed Tail cooldown was way too forgiving, but I think it needs revisiting again. The range could do with an increase as well.
I think Xeno’s tail attack cannot scale with Nemesis’ whip attack because the Xeno tail attack insta-injures while the whip only does so in mutation 3, when it grows longer.
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@Devil_hit11 said:
i think range change does nothing because survivor can crouch his tentacle strike. the cooldown change is really nice. still sad that linker tongue doesn't work on normal hits but oh well.
FYI dodging isn’t a consistent way to avoid the tentacle strike. While I’m not certain on all of the factors that affect it, you can still be hit over pallets, through windows, and while somewhat close to the Nemesis while crouched with the tentacle strike. Just wanted to correct that for anyone reading your comment.
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@Coffeecrashing said:
I’m more concerned that the wolf pounce hitbox wasn’t made bigger. The pounce attack is actual garbage, and feels like Wesker from a Wish clearance sale.
I don’t want to bother with a killer power that misses if the survivor micro dodges ever so slightly.
Is the hitbox that precise? It seems generous on PTB. Not Huntress’ hatchet generous, but certainly like one can land some questionable hits.
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784973#Comment_3784973
They put all that stuff there to nerf everyone but then buff her because it disproportionately affected her more than they wanted. Los affects mostly ranged killers and long range powers and limited turning powers, so it also hurts, trickster, nurse, myers, clown*, plague, deathslinger, cenobite, artist, singularity, ghostface, wesker, blight, chucky, oni, billy, unknown
Mostly a bunch of killers who need to to keep them somewhat harder blight / nurse
Keep their potential In check, oni, deathslinger, ghostface, wesker, chucky, singularity
Annoy them a bit, artist, plague, clown, trickster, cenobite
Or keep a bad killer down, myers
Los has drastic affects across the board and since it varies from map to map killers will get changes depending on how much it affects them vs how much the devs want it to affect them. Clearly they wanted it to affect huntress less and keep it the same for other killers
LoS blockers don’t harm anti-loop killers and they’re in fact better for killers whose powers involve stalking survivors. I enjoy both Myers and Ghostface and LoS is incredibly important for building up their powers. Have you ever tried marking someone as Ghostface in the hallways of Midwich? How about building up the Evil Within as Myers on Coldwind? It’s hard as hell when survivors see you coming from a mile away. And antiloop killers aren’t affected by LoS blockers because their powers exist to shut down loops, which are essentially big LoS blockers.
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@VantablackPharaoh91 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783894#Comment_3783894
Asymmetrical games, especially what is essentially a horror game on paper, isn't intended to have a 50/50 kill rate. Killers were quitting at a 50/50 killrate because some could not keep up at all.
Not a Killer Main, Hybrid Main here. The game is intended to be balanced this way. It is fair when balanced this way, FOR A HORROR GAME. You should not have 50/50 shot of winning in a horror game where the odds are intentionally stacked against you, that's intended to be the challenge and therefore part of the fun. You are supposed to be an underdog, not a hero. If that is an issue then maybe this game isn't for you anymore.
There is a careful line of balance to strike between being thematic and being fun. BHVR once made a similar assym horror game called Death Garden. That game also had killers and survivors. People continuously rallied for an easier killer experience, to which BHVR obliged to make the game seem more horror-esque. Eventually people stopped playing as the survivor role, despite the game being more ‘horror themed.’ Including the same killer mains who were cheering for the buffs. I always felt it was weird the people who said the survivor class would feel better if there was more tension in the role but then they themselves did not want to play the role. Guess what happened next? lol
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@Chocolate_Cosmos said:
WINNING? Hello?
They just removed the shared cooldown and put different cooldown timers on guards while also increasing cooldown to some of them. That's it? That's the whole update to him?
This sounds like a tiny buff I quess? But still if you use the best guard you are now forced to wait longer or just summon the worse one.
What about the feedback that his chase got nerfed? That he is overall weaker? etc. Nothing.
This change is pretty much pointless to me, was hyped (by the Knight in the intro info graph) for nothing. "Medium update" haha.
He is still bad killer and less fun to play then before. That whole update killed him for me. This changes nothing.
Knight players asked for the individualized cooldowns. They have to be lengthy so the guards aren’t spammed turning on every chase into a 2-4v1. I know it’s called Dead by Daylight but survivors actually need a chance to play the game too.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784379#Comment_3784379
I could say that about the survivors too, when they hide for hatch instead of do gens. So now what?
This happens less than slugging for a 4K. But even with two survivors hiding the killer still gets to do things. A slugging survivor can’t do #########.
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784501#Comment_3784501
You can't prove any difference in if the killer plays meaner or if they are just playing the way they normally play without any bp offerings, a similar thing can be said if I brough a blood point offering as killer, do the survivors suddenly have to go easier on me?
Is the excuse hide bp offerings because "people" play nasty during events because news flash people play nasty 24/7. Just because it feels disproportionate because of a few psychological phenomena and events attracting people who usually play in those boring mean playstyles because they burn out fast on it and do something else in a different game.
Using a semi reasonable thing to say we should add an unreasonable thing isn't going to make me budge on the main point of hatch and map offerings shouldn't be hidden, neither should things that can have a big match impact like putrid oak, stacked luck offerings, ect.
Offerings can drastically shape the gameplay loop and knowing what you are in for is important because you get to plan ahead and thing a bit more. If they bring a map with a strong main building you can plan out to chase an outer subset of gens, if they bring 4 coins they may have chest perks like the new healing one coming out. Theres no reason to hide it other than to give survivors free "gotcha" matches where they pull some bedsheet over a poor killers head and beat them down with stuff they can't expect and kind of "similar" with killer but their stuff is usually obvious really quickly (scratched mirror myers)
I’ve moved on.
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I wish they’d made Andy a legendary skin. And maybe they could have brought in that weird engineer-xenomorph with a visible cloaca as well.
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783936#Comment_3783936
How are all offerings being hidden sportsmanlike in the slightest
I mean look at the definition : fair, respectful, and polite toward other players when participating in a sport
How is hiding an advantage any of those things, that's just a straight buff under the guise of "fair"
Killers specifically play nasty when survivors bring group bloodpoint offerings (anniversary offerings, streamers, etc). That’s unsportsmanlike.
Personal BP offerings are kind of irrelevant so there’s no harm in concealing them. Nobody plays hook offerings and IIRC unless it’s changed survivors need to play four of them to remove one hook from the trial… which isn’t really doing anything. So there’s nothing lost by hiding those either.
Nobody plays the fog offerings but their effects are negligible.Coin offerings are also negligible. Shroud offerings are already hidden, as are the moris. Nobody plays the ‘show basement hook’ offering because it’s pathetic. And hatch offerings should be hidden for reasons I’ve outlined in another comment.
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783936#Comment_3783936
That wouldn't be fair in any way. It's fair how it is because rng gets taken away but as a tradeoff both sides know the location of the hatch. It only counts who reaches the hatch first then. (we won't discuss slugging so that the hatch can't spawn for now. If you're thinking about it then think about the fact the 3rd survivor can kill themself on hook to spawn it instantly first. So even that is more of less fair.)
1.) I couldn’t care less if killers don’t know where the hatch is or that the last survivor gets it because they played an offering. Hatch escapes are considered null. Most killers slug for the 4K anyway which nullifies the offering.
2.) The survivor who played the hatch offering could die before it spawns. And if they were the only one to play a hatch offering then there is no guarantee another survivor, who didn’t play that offering, reaches the hatch before the killer.
3.) Why not discuss slugging? That’s a crucial part of the killer experience. It’s extremely common now that killers slug to deny the hatch spawn for the final survivor remaining. I don’t understand why you began your comment talking about fairness but then wanted to avoid discussing the topic of fairness.
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@BlackRabies said:
Really liked the idea that Otz had in one of his videos. Make it so you no longer spawn in game with your selected item in hand. It instead appears in a chest and you have to go claim it. Basic thoughts he had I like to extend it little more. Items are no longer shown on survivors in pre game lobby. Open any chest to claim your item. The item is not lost if you happen to not open any chest, maybe yes idk? If you don't bring an item from pre lobby then it'll be like it is on live.
Make it so survivors will have to spend a little time to get that item. Might be able to buff items a little, make chest perks little more valuable and give bit more time not on gens. Just sucks that why should survivors waste time getting a brown toolbox or a broken key from a chest when they can just bring in a purple item with the best add-ons at the start.
His suggestion was that the items survivors buy with bloodpoints should proc in a random chest during a trial..? So they may not find their items, another survivor can, and they have to waste time (which obviously makes the game much easier for killer) to potentially encounter one of those two outcomes. Otzdarva has awful takes on survivor issues. My god.