Blueberry
Blueberry
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@Pulsar said:
Not seeing MMR is hurting more than helping at the moment.
Probably the only thing we've ever agreed on.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3338677#Comment_3338677
Aside from any toxicity concerns, imaginary or not, there's the "I'm at so-so MMR and I only play with so-so and I'll show you if needed" baloney that would ensue, leading to lobby dodging and thereby matchmaking shenanigans.
You know how the devs feel and resist things smelling like rankings and numbers and the like. Keeping it casual, not wanting to hurt queue times. Etc
""I'm at so-so MMR and I only play with so-so and I'll show you if needed" baloney that would ensue"
That's literally every game in existence rofl. This is trying to avoid basic online game interaction.
"leading to lobby dodging and thereby matchmaking shenanigans."
It does not lead to this because it's only your MMR you're seeing, not people in the lobby.
"You know how the devs feel and resist things smelling like rankings and numbers and the like. Keeping it casual, not wanting to hurt queue times. Etc"
It's the weirdest thing that almost no other game goes this far to try and avoid. I disagree about it increasing queue times whatsoever.
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@[Deleted User] said:
It's fairly common practice for it to be hidden in games that utilize it. Although I"d like to see it, I get why they don't show it. Beyond the community considerations, a hidden MMR also gives cover when it comes to matchmaking. The reality of "high MMR" is hilarious. More specifically, it doesn't really exist. And I don't think the devs are inclined to show MMR and reveal the illusion for what it is. It's all placebo.
Well while some other games don't show MMR, they do show the "ranking" correlating with that MMR. We have neither here.
I do agree though that not showing our own really has no reason other than to keep how flawed the MMR is from being shown.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3338662#Comment_3338662
Everyone would screenshot their own and tweet it within seconds, come on fam you know this.
What does them screen shotting their own and showing it have anything to do with being toxic? People show off their rankings like that in literally every game.
Honestly if that is too much and going to cause toxicity then we are literally trying to live in a little safe bubble these days and afraid to touch grass.
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@VikingDragonXii said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3338650#Comment_3338650
It would bring elitism and more toxic behavior than there is now. Players with higher MMR would talk trash or even greif players with lower MMR.
It's not showing us other peoples ratings so it would not do that.
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@Moxie said:
Players would lose games on purpose to tank their MMR and go against new players.
Some do this already but giving them an actual number they can record incentives it.
They already do that, I don't see how seeing the number changes any of that at all. They know they're dropping it, whether that's by 10 or 100 points is irrelevant.
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Really hope we don’t have to see Ormond more, that map is dreadfully unbalanced.
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I think it's honestly more of a bug and not even supposed to show.
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I mean if it didn't show in lobby then it would literally have no purpose.
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@Chordyceps said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336105#Comment_3336105
Im with you on everything except removing hatch. I'd rather a survivor escape through hatch than have to deal with super long matches because the last person has to hide the very second they hear a TR to stand a chance of escaping.
Well I'm not saying they should get rid of hatch, that's why I said if they wanted to get rid of that 2 man slugging. I don't think the 2 man slugging thing is an issue.
We need a solution though to the last 2 people refusing to touch any objective as they both want to just hide and wait for the other person to die so they can get hatch. Unlike leaving survivors to bleed out this scenario actually happens a lot. They end up wasting more time than the match itself.
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Hopefully now that the HUD is in they will buff a lot of the weaker killers accordingly, especially the stealth killers who got hit the hardest by the HUD being added.
To say the HUD was just a QoL change though is extremely disingenuous, as it is at the end of the day a very large buff. While of course not bringing solo entirely to swf level it is still much higher now than it was previously, which is where killers were previously balanced around. So while not by their metrics time to bring killers quite to swf levels, they would at least be due for a buff in general to bring them to the "new" solo level. Preferably through map reworks (size/tile strength) and weaker killers being brought up to current times.
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The Knight bug where if people throw down a pallet in front of the guards they go all the way around instead of threw is super annoying and happens a lot.
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Still very unhealthy for the game, needs a rework to something entirely different.
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That’s the fundamental problem. The length of time that survivors want chases to last for them to be fun is unviable to win as killer. Realistically as killer you need chases under 20 seconds to not be losing. On like 90% of the killer roster sub 20 seconds is just not happening with how safe so many tiles are, hence why so many killers aren’t viable against good survivors. This is why so many killers tunnel, stack slow downs, or camp a 3 gen since they can’t make that sub 20 second down time it’s a way around that limitation.
To illustrate how bad it is, from the time they see the killer coming they could quite literally just hold w in a straight line and the killer wouldn’t make the chase sub 20 seconds..that’s not even using a pallet, window, looping, or throwing an exhaustion perk in there…so you can see where the problem is. The reason the hold w problem exists is because of map design and maps generally just being way too large.
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@RainehDaze said:
Seriously, though, BHVR needs to come up with another fix for the 'lose your power in a wall or prop' thing than just giving him an invisible 2m barrier on being able to use your power. Pallet dropped in your face? Well, break it yourself, don't use the guy whose whole thing is BREAKING pallets; you lose more time backing up to where you can use it.
And just get randomly screwed by confined spaces.
^ This is extremely irritating.
You end up wasting so much time to move around to where it will allow you to place it that it defeats the point.
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My main gripe is that Map of the Realm and Call to Arms need to be base kit. Until that happens they're basically forced to be ran every game leaving no room to ever run anything else. Some would also argue Dried Horsemeat as well.
After those required addons the rest of them are all completely garbage. He already needs a huge addon pass just after being released.
He also still has quite a few bugs such as the guards turning and going around a loop if the pallet is thrown right in front of them.
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It's unhealthy for the game, needs a complete rework to something entirely different.
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You need a hit or pallet in 20 seconds or less or you're losing. Most of the killers in the game can't meet those requirements.
Hence where the camping/tunneling/3 genning comes from. They decide it's not worth it to chase.
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Deleted
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I agree it should be buffed back to 5 seconds and I would like it base kit as well as just more difficult to tunnel in general.
My only issue with this is as @Raz_cr0w mentioned, the survivors tend to abuse it for its unintended purpose, essentially exactly what they do now with base kit BT which is abuse it to block you from going for the unhooker. We need a version of base kit anti tunnel that is not abusable, like the base kit BT being zero collision until a conspicuous action so they can’t use it for an unintended purpose. (This would obviously need some caveats for some exceptions)
Also of note, the point of the game being balanced around bad players which makes high mmr matches with good players require tunneling to win. If we improve the base kit anti tunnel as I mentioned above the game would need to be balanced better to make this not necessary. That would be the ideal scenario, sounds like a lot of work though and how/if they would even do that I don’t know. This concept is unrelatable to most the player base as this is not most games, it’s something exclusive to higher skill/mmr players.
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Can confirm this bug is happening a lot.
It seems to happen if they throw the pallet down right in front of them instead of a little before. It causes them to go completely around instead of threw.
Hopefully they fix this soon, it actually hurts them a lot and happens quite often, especially if the survivors know about this bug and want to abuse it.
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@Firellius said:
Honestly, with extremely powerful intel perks like Darkness Revealed and Nowhere to Hide, you can't stealth at all anymore without Distortion. I don't think it's to do with any content creator, it's just a natural conclusion to most killers bringing at least one big intel perk.
Darkness revealed is a trash perk. No one runs that.
NtH is actually good though.
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Map is way too large and has too many pallets as well. Most the loops are extremely safe and forced pallet breaks. Needs changes.
Also really hate how open it is so you can see the killer a mile away, encourages hold w game play which is boring for everyone and dreadful on stealth killers.
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@Blueberry said:
We've seen a lot of posts for base kit Knight changes and that's definitely topics he needs but I'd like a discussion on fixing his addons as well so that he doesn't turn into another PH or many other killers with tons of useless addons.
These changes would make it to where I could see a situation where almost all the addons could be worth running depending on the build you were running or play style you were trying to achieve as while as giving lots more synergy with different perks. You'll also notice a trend with a lot of these which is trying to incentivize the Knights macro game play. We want to further encourage him to be split pressuring the survivors around the map simultaneously instead of just making it easier to focus one person out at a loop.
Disclaimer: All the numbers are totally changeable so just comment if you think a number needs to be higher or lower and why. Also, keep in mind with the specific Guard effects that it is only on every 3rd use of his power essentually (2 with an addon), so he's not getting these on every use hence some of the strength.
Knights Contract:
New Effect - Survivors are visible while creating a patrol path and length of patrol path is increased by 10 meters.
Allows for some longer distance surprise Hunts and seeing survivors allows you to mind game better.
Blacksmith's Hammer:
Rather than giving the survivor that escapes guard Hunts 15 seconds of Hindered and Exhausted, it instead gives those 15 seconds to all other survivors.
This further encourages the macro game play of Knight and trying to juggle different survivors simultaneously. It also gives him more incentive not to just use the guards to pincer ever survivor which is the game play that survivors don't like.
Flint and Steel:
Is now 5 seconds of aura reading around ALL pallets for survivors within 12 meters of them.
This essentially brings back the old effect it had in the PTB of including all pallets, not just downed ones, except since they deemed that was too strong in exchange I nerfed the distance of 24 meters in half. It's live version of just downed pallets is completely worthless.
Healing Poultice:
Instead of the survivors revealing their location it now shows their auras instead for those 5 seconds.
Currently near useless, the aura reading makes it decent though and gives it more addon and perk synergy.
Lightweight Greaves:
10% speed increase for 6 seconds ---> 8 seconds
Actually decent, just making it a bit better. I could see an argument for this being an unnecessary change though.
Broken Hilt and Chain Mail Fragment:
Combining both these effects, but instead of on Guard hits, it is now applied to any of the Knights m1 attacks while you have a Guard actively in a Hunt.
The left over addon without an effect will need a new one.
This essentially makes it a lesser Sloppy as it isn't always active and not as strong of a Hemorrhage effect. It rewards you for being good with your hunts and always keeping the pressure up.
Ironworkers Tongs:
Oblivious status for 20 seconds on escaping a Guard Hunt ---> 40 seconds
Town Watch's Torch:
Survivors escape a Hunt 3 times the Knight gains Undetectable for 25 seconds ---> Every time a survivor escapes a Hunt the killer gains Undetectable for 15 seconds
Gritty Lump:
In addition to its current effect it also decreases the time for the Guard to start a chase after detecting a survivor by 25%
I did a whole post on the addons.
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@Nirgendwohin said:
the kill rate can be 60% or higher if all survivors get enough bloodpoints. unfortunately it is currently the case that the first one who gets tunneld out doesn't even get a few bloodpoints as a consolation prize.
On the contrary, he will be punished even more by reducing his MMR and with it the probability of escaping the next game. But the management would rather knock out one add-on after the other than worry about such fundamental things.
I'd like if they gave a portion of bloodpoints to the hooked survivor based on the things the rest of their team was doing to encourage them to hold on and give them time. There should also be some MMR ranking based on how well the team played instead of just died or survived. So even if you ran the killer for 5 gens and died you'd still be rewarded for the team effort. Treating the team more as 4 people rather than just individual.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335987#Comment_3335987
Well yeah balanced hook amount per match for me would be 7-9.
That sounds about accurate to me when we account for 2-3 hooks that are just from end game hook camping which have nothing to do with balance. So like 6-7 during mid game before gates are powered.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336359#Comment_3336359
I never noticed killer takes minutes to injure a person. Because if you don't want to make stupid boon = waste of time, then this is the case.
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Also as I said earlier - killers are not the problem now. 60% kill rate. Killer was never easier as is now after 6.1. there is actually 0 reasons to buff killers any more. This especially is super bad idea.
If you still have problems as a killer after 6.1, then I suggest you watch your games and try to learn from your mistakes. Watch more experienced players. Even people like Otz that currently is a little salty - wins most of the matches without strong slowdowns and busted addons against survivors with best items and perks...
"I never noticed killer takes minutes to injure a person. Because if you don't want to make stupid boon = waste of time, then this is the case."
There's no need to be hyperbolic. Even the average person in DBD understands that heals should not take less time than injures, that's bad design. I'm not saying killers take minutes for hits, but I am saying they typically take longer than 21 seconds which is a CoH heal.
"Also as I said earlier - killers are not the problem now. 60% kill rate. Killer was never easier as is now after 6.1. there is actually 0 reasons to buff killers any more. This especially is super bad idea."
This is flawed reasoning. You shouldn't quote kills in reference to balance as they are skewed by a multitude of factors that make it near irrelevant. Even the devs have said repeatedly not to draw conclusions from those kill rates because of this. Also I don't think it's the easiest it's ever been for killer, too many people are watching their favorite streamer repeat this instead of actually having the game experience themselves.
"If you still have problems as a killer after 6.1, then I suggest you watch your games and try to learn from your mistakes. Watch more experienced players. Even people like Otz that currently is a little salty - wins most of the matches without strong slowdowns and busted addons against survivors with best items and perks..."
I don't think you have very much experience at high MMR if you're feeling this way. High MMR matches against equally good SWF groups is a completely different game than lots of the player base experiences. Most high end killers only win through being forced to tunnel someone out asap, that's how bad it is.
There's a difference between winning and why you are winning. Most matches killers win are through survivors making lots of mistakes, if both sides play perfectly you will lose almost every time as killer. This is why kills is not indicative of balance as I mentioned earlier, this is confusing correlation with causation.
It's more important to understand why someone is winning than just if they won.
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I don't think we need limited heals, the issue is the speed of healing.
Currently healing and self heals are out of control fast. CoH and Medkits are way too strong to where it makes injures meaningless. Self healing in general should almost always be pretty bad unless they are dedicating like multiple perks to it. For injures to mean something healing needs to take longer and generally speaking needs to make two survivors get off gens to do it.
Currently CoH as 1/16 perks can make survivors self heal faster than it takes most m1 killer to even get the hit to begin with and it's infinite, that's bad design. Medkits are even more extreme than that.
CoH should be only faster group heals or only really slow self heals. When injures don't mean anything it encourages people to tunnel more.
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This is SO common. So much of the time you beat a streamer they always accuse you of stream sniping, they just can't fathom they were beaten normally. It's pretty annoying.
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Dying Light just needs the negatives removed entirely and for it not to shut off when the Obsession dies, it just freezes at those tokens like STBFL. Boom easy.
Has very little effect early on but if the game lasts long enough it starts to be noticeable.
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@Timmylaw said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335240#Comment_3335240
It can be the difference between a gen popping or not if you know survivors have been pressuring a gen, that's what I'm talking about. Can also be very helpful for a corner gen to just send a guard over to see if anyone is on it, if not you know you don't have to go over there thus saving timing. And if someone is you can drop the guard or kick the gen depending on its progress and cut off any survivor trying to leave the tile. It's not so black and white a situation where math can determine if it's good or bad.
I agree with your point, there is some grey area and some times it could be useful. Just 90% of the time it's the wrong move. I don't think using a killers power should be the wrong move anywhere near 90% of the time. That sounds like bad design.
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I intentionally don't pay attention to who's been hooked normally in an attempt to play nice. However at high mmr against good swf groups you are required to tunnel if you want to win with how fast gens go. The only way you're winning against these types of groups without doing that is if they are making a ton of mistakes, goofing around, or you're on one of the higher tier killers.
Sometimes people also tunnel because sometimes intentionally being obnoxious or abusing the "anti-tunnel" built in BT to body block. You had a free chance to live, the killer tried to ignore you, but now you're forcing it. If people do that I make sure they die, they know what they signed up for by doing that.
If I also see survivors refusing to heal and just greeding out gens in my face that's fine, but it just tells me what kind of game we're having. If they're gonna rush their objective then I'll rush mine. If they're chill, I'll be chill.
It's strange how it's acceptable for survivors to rush their objective, but not killers. If killers expected survivors to do what they expect of killers we would be telling survivors to only do 1/3 of a gen, then switch to another, do another 1/3, then switch to another or they're "tunneling/gen rushing". See how silly that would sound?
One last note is that survivors tend to vastly over exaggerate what "tunneling" is. Tunneling is intentionally ignoring other survivors to only go for that guy consecutively. However, most survivors tend to call it tunneling if you just happen to down the same survivor twice in a row, which is not tunneling. Like I said, I don't pay attention to who's been hooked normally and sometimes it just happens to be that same person I run into. I'm not gonna just ignore them and go start wondering around for someone else. There's also when someone rescues but then hides so that's the only person I see, that's not my fault.
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The things killers do that survivors hate are a result of poor balance in the game. They need to make going for hooks much more achievable and rewarding in the time window they have than it currently is. IE camping/tunneling is the symptom, the sickness itself is poor game balance. As they make hooks more achievable and rewarding they can in turn make camping/tunneling harder.
Players in games want to feel like they have agency, something this game lacks a lot of.
At very high MMR there are many games as killer where you lost and there was nothing you could have done to change that outcome outside of tunneling someone out. IE you could play a perfect game and still lose. That feels bad for the player.
Survivors actually have tons of agency themselves, but where they lose their agency is when other survivors cost them the game. However this loss of agency is basically eliminated when you bring SWF into the mix.
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Hard disagree. Base kit Unbreakable would have been one of the worst changes they've ever made.
Killers leaving survivors on the ground to bleed out is nearly a non-existent thing, like .1% of matches. Can't even remember that last time that's happened in a year. There are also tons of anti-slug perks available if it's actually happening that much.
If you don't want to left on the ground when it's only 2 survivors left then get rid of the free hatch escape, that's the only reason they're doing it.
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To sum a lot of it up simply, she's unrelatable to most people for a few different reasons. That's putting it nicely.
I actually disagree with the lack of cosmetics thing, there are many other survivors with worse/less cosmetics. Good cosmetics definitely play a large part in what people play but she is far, far from the bottom compared to others. There's other survivors much more neglected than her.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335643#Comment_3335643
they balance around bad survivors all the time. By now, killer just expect their perks to die. they do same with killer power. they want good killer to lose to bad survivors... which creates a problem when the killer goes against good survivors that are as good as them. its imbalanced match. some killer will submit to losing, but other killers will not submit to losing and will just play strongest killers with next set of the most relevant perks.
Basically lol.
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Aiming for kill rates is flawed at base as they are massively skewed by a multitude of things that have nothing to do with balance.
While still flawed, hooks would be a much more accurate measure.
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Game shouldn't be balanced around kills.
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@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335336#Comment_3335336
I did the calculations purely from the survivor side. I tried to do it for killer but that is a lot more difficult.
I really hope they just switch the incapacitated status to a blocked Gen. It is also better because afaik
PR does not trigger on a blocked Gen.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335469#Comment_3335469
That would be a too hard nerf.
Yeah then PR couldn't proc on the blocked gen, it also doesn't continue to regress while blocked and it prevents them from kicking it again for the full duration. Even though we're just trying to change the unhealthy part of it and not necessary nerf it by changing it to blocked gens instead it does end up nerfing it in a few ways. Still fair changes though I think. Hopefully this is all they do but I have a serious feeling it's going to get gutted for how much people complain about it. They're probably going to slap a much longer cooldown on it and make it also only work on basic attacks, which for a lot of people will probably kill the perk. The downside of this is after they gut this all everyone is going to see is just PR, DMS, Jolt, and Deadlock everywhere. Going to be very boring and repetitive.
I wish they'd focus more on buffing lots of perks up and less nerfs to give a large variety of good perks. With all the nerfs we keep ending up with only a few viable meta perks and no variety.
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Totally agree. Map and CtA is bare minimum required to even play him properly how they want and I don’t mean give half base kit with half on the addon, half isn’t enough for the playstyle to work so that would still require the addons, especially CtA.
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1 stack per gen completed and 2 stacks per hook.
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Just kind of a side note on your math comparing Eruption to PR. You made it seem way better than PR by ignoring some additional factors, those being all the time and pressure wasted going to every single gen to kick them, which is extremely significant as that is a TON of extra wasted time you left out in the calculations. Also the risk factor involved as you may kick a gen that gets completed before you even get value out of it. Not saying you did this intentionally, just something forgotten. So while still probably better, not nearly as better as your calculations made it seem.
As far as changing it just change the Incapacitated to gen blocking. Nothing else is needing. The problem with the perk is Incapacitated being unhealthy and preventing the survivor from playing the game which is fixed by blocking the gen instead. The issue is not it’s power level.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335243#Comment_3335243
Yes I agree. Kinda how they made it so that guard start chases 0-25% faster based off how long path is drawn. I think it would be interesting if guard were 1-5% faster based off how long the path has been drawn. encourages knight to use long distance patrols and encourages knight track survivors at distance. Survivor become more incline predict his guard location spawn to avoid chase. if its knight uses guards for gen-patrol, then it encourages survivor to use banner mechanic or risk getting hit by the guard.
survivor dev are so weird. they design a killer and then they focus on this one thing that knight can do as if it is only relevant aspect to knight and then disregard any other element to the killer's gameplay. yes instant drop guard is effective and is sometime correct play but focusing on this single element and nothing else is bizarre. Its like they wanted to nerf element by making him really weak on release but could not figure how to do that. Technically if they wanted weaken this 2vs1 gameplay, they could do this by making the killer suffer a 5%-10% hindered penalty when the guard is actively chasing the survivor. This would make a lot more challenging for the knight to sandwich the survivor in 2vs1. I am sure it would still be advantageous for the killer to 2vs1 survivor but getting hits would be a lot harder. I know some people were asking for instant-drop knight to be worse. I am not saying the knight needs this change but that is the approach I would take if I was "weakening" knight. You still get 2vs1 but 2 killers are "weaker". Guard are too weak right now anyway so I do not recommend negatives changes but yeah.
Yeah I agree, some missed potential for growth here.
Even though he’s pretty unanimously agreed on by the community to be very weak and I agree I’ve actually been enjoying him a lot lately. I’ve been playing him quite differently than most people and doing pretty well. I’m at a 35 win streak currently and still going with the average player in my matches being around 2k hours so I’d say they’re pretty decent. Most people just play him with insta dropping the guards that I just don’t think they know what what to do against his other play style yet. I was pretty surprised by the results I’ve been getting against teams I would say are actually pretty good.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334895#Comment_3334895
personally for me, guards still feel ineffective at getting hits. The survivor I play against do not get hit by his guards and shift-w very easily. for me, I noticed very little impact from the changes. 9/10 times, rather 99% of the time, I almost always get the hit with main killer over the guards. I wish they made his guards 5% faster when drawing 10 meter paths so that I get more chances for injuries with the guards. Map of the realm being mandatory since his ptb is not ideal either but its grey add-on. I can live with equipping an add-on to play the killer.
Yeah I’d like if they did his guards speed similar to what they did with the orb disappearing and haste effect. So the further away you path the faster of a chase speed bonus the guards get. Encourages the long distance pressure without buffing the insta drop game play most people are still doing.
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@Timmylaw said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334895#Comment_3334895
I find a lot of success using guards to kick gens you won't make it to before they pop, if it's the carnifex the kick is so fast they might still finish it before you get there, but jailer or assasin take a bit longer to kick then the 5% regression can be the difference between stopping s gen or not. Especially love it when I get there in time after sending in a slow kick to insta drop a carnifex on the gen and chase the survivor.
However I do 100% agree map of the realm feels like a requirement to play him if you want consistent hunts.
Well for reference that kick is taking 4.5 seconds off the gen. When you account for time spent using your power to send the guard over and kick it you just saved what? Like 1.5 seconds off the gen? Quite bad.
However it actually gets worse than that because those roughly 3 seconds you spent kick also gave those 3 seconds to other survivors x3 (assuming one at the gen you’re kicking so we’re not counting that one). So you lost 9 seconds to survivors in order to save 4.5.
Not to mention you put your power on cool down for all this and aren’t pressuring anyone.
I think this really shows how bad kicking the gen with a guard is. I know people seem to be against it because of the whole 3 gen thing going on right now but I don’t think it would be overpowered at all if the guards kicks applied perks. Besides the kick perks are getting nerfed this next patch anyway.
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Gearhead - I’d like if they remove the hit requirement so it’s just always active. However in exchange it’s now for only great skill checks instead of good.
This makes the perk active more often but the effect that triggers it is less frequent. The other thing I like is that it’s worse against bad players but much, much better against actually good survivors. To me that’s better design. It’s usually challenging to make a perk good against good survivors without being too good against bad ones.
Technician - Remove the negative effect on it. Now instead of it reduces the hearing range of the gen it just makes it completely silent, period. This applies if additional survivors are on the gen as well.
This now makes it for stealthing gens. Most killers don’t even look at the gen directly, they just drive by listen to hear it’s progress. This would make it really deceptive for throwing people off.
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The suiciding is quite rampant and probably skewing kill rates a lot. I’d say I get a first hook suicide in 1/3 games on average. It even happens when I’m on killer and I play mainly low-mid tier killers, not even anything that good. First hook mind you, this isn’t even from camping, tunneling or anything. Lots of times that I get answers as to why it’s usually something ridiculous like they just don’t like that killer or they think they’re boring.
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@AverageKateMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334210#Comment_3334210
Usually it's the killer interaction slowing them down in my experiences
Usually the case yeah. The timer is actually quite lenient. Even assuming the box is already active from the start so you had no chances to remove before it was active there is actually a lot of time. First they have to be one of the unlucky ones that required more boxes, then they’d have to have head pop addons running and even then it still needs quite a few interrupts from the killer.
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I wouldn’t want a system that blocks same killers in a row as that would drastically increase queue times especially at high mmr. However killer incentives to play less popular killers sounds like a great idea, especially if it was Iri shards. Probably would have to be a very small amount of shards though. Still a great idea.
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He definitely does feel better to play just still lacking a lot. Map of the realm and the pathing extension addon are essentially mandatory and should be basekit. As long as they’re addons there’s no flexibility to use any other addons for variety. On that note, most of his addons are really, really bad. Survivors still shouldn’t see the green circle around the guards and guards in generally should be faster in chase (make it even just based on distance placed again so you can’t just insta drop them). Using a guard to kick a gen even when it’s the jailer is 99% of the time a bad play. Wasting time to summon it, putting your power on cooldown and not getting perk effects on it make that kick a complete waste of time. Needs improvements here.