Dreamnomad
Dreamnomad
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- Dreamnomad
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It's just a matter of expectations. If you are expecting to get an 8 kill each game then you'll likely be disappointed. If you just want to smash the hell out of some survivors for a few minutes then you'll have a good time. Personally, I think it is a good choice to keep this mode casual and fun. Who really cares if 5 survivors escape on average? If this mode is too competitive then the queue times for killers will be insane. I think there is room to discuss overall balance once it goes live.
Just watching the stream, I think it would make sense for killers to have some kind of bonus damage when they kick generators. Something like 2% bonus damage per living survivor would make sense and just limit the number of times a single gen can be kicked to something reasonable like 4-6 times. Or maybe to keep the focus on chasing survivors, an alternative could be whenever a survivor is caged then each gen loses .5% progress for each living survivor. Considering how short chases will last, that is actually a lot of gen slow down.
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It's also the first page. First page was always easy.
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@charmless said:
I wonder what the most recent announcement was…
Don't gloat too hard. This has been suggested by numerous players for years. Here is a post I made in Sept 2018, last edited Dec 2019 asking for 2 vs 6 (same idea). Also had a whole lot of other recommendations for alternate game modes too.
@Dreamnomad said:
Every other weekend, there should be an alternate game mode made available. Once the game mode has been released, it should be permanently available in custom games. There are virtually an infinite number of options available (and I'd love to hear everyone's ideas) but here are a few I've come up with:
Specific Killer VS Specific Survivor using only their perks at rank 3. For example, The Shape vs Laurie, The Clown vs Kate, or The Pig vs Detective Tapp.
Super Speed: Both killer and survivor have 30% increased runspeed.
Darkest Night:The map is pitch black. Survivors all have flashlights that are permanently in the "on" position. The killer has night vision up to 15 feet.
2 killers vs 6 suvivors
Random 12: Both killer and survivors all have 12 random rank 3 perks.
Back to Basics: No perks, items, or add ons.
Casual Mode: All perks are reduced to rank 1. Items and add ons are restricted to common or uncommon. Offerings are restricted to ones that can increase bloodpoint gain.
Fog of War: Massively reduced information available to both killers and survivors. Killers do not have a terror radius. Survivors do not make scratch marks. All auras are disabled. Killer can't see unfinished generator auras or active hex totem auras or hooked survivors. Survivors can't see slugged or hooked survivors. All perks for both killer and survivor that enable auras have the aura reading components disabled.
Entity's Eyes: Strange wards appear throughout the map. Anyone (killer or survivor) that passes within 10 meters of a ward will have their aura revealed to everyone on the map. The wards periodically change location.
Treasure Hunt: No generators on the map. Lots of locked chests are around the map which the killer can see as auras. Survivors must pick the lock requiring skill checks before opening. Most of the chests give survivors a bloodpoint bonus for opening. One chest per map will have a 25,000 bloodpoint bonus. Exit gates are powered after 10 minute timer and chests can't be unlocked after that timer.
Shopping Spree: Survivors are restricted from bringing items into the match and there are no chests to loot. However, there are 2 zombie vendors that spawn in the match. As survivors and killers perform actions that earn bloodpoints, they also earn another form of currency. They can go to the zombie vendors to purchase items and add ons of their choice. Killers can purchase temporary bonus buffs such as 60 seconds 5% movement increase, 40 seconds survivors have exposed status, etc.
Totally Random: All Perks, Items, Add Ons, and Offerings are randomly chosen. Perks are chosen from all possible perks and are at rank 3 (regardless whether the player has unlocked the perk or what rank the player's perks are currently at). Items, Add Ons, and Offerings are chosen from all possible options minus event specific offerings. These Items, Add Ons, and Offerings do not consume the player's resources. They are provided by the entity.
Infection:8 players join a lobby. When the match starts, one is randomly selected to be a random killer with no perks or add ons. The remaining 7 are survivors with no perks or items. There are no hooks on the map, but the killer can Mori survivors in the dying state. Once a survivor is killed they will respawn as a random killer with no perks or add ons. Killers that successfully Mori a survivor earn 1,000 BP. The longer a survivor lives, the larger the bloodpoint bonus at the end.
First Survivor Killed earns 2500 BP
Second Survivor Killed earns 3000 BP
Third Survivor Killed earns 5000 BP
Fourth Survivor Killed earns 7000 BP
Fifth Survivor Killed earns 10,000 BP
Sixth Survivor Killed earns 15,000 BP
Last Survivor Killed earns 20,000 BP
Randomly Selected Killer earns 10,000 BP
Survivors can work on generators, but it takes completion of all 7 generators to power the exit gate. Any survivors that actually escape via the exit gate earn the standard 5,000 BP. Survivors aren't realistically going to escape, nor is it really the goal. The real goal is to be the last survivor alive.3 Life Survivors: Survivors have 3 "lives". When the killer catches and puts them on a hook the survivor loses 1 life and is put in a ghost world for 45 seconds after losing the first life and 30 seconds after losing the second life. While the survivor is in the ghost world they can not interact with any objects other than ones that can be vaulted. The world appears black and white and the survivor can not see or touch the other players. They can, however, move at 85% normal move speed to explore the map to find the locations of generators, chests, and totems (though ghost players can not tell the difference between active and inactive totems). The survivor will also earn some bloodpoints for distance traveled in the ghost world.
After the timer is up the survivor will appear on a random hook at least 32 meters away from the killers current location. The survivor on the hook will see the shroud indication from Insidious around them. This indicates that the killer can not see them on the hook. In fact, the hook that the survivor is on will appear broken to the killer. Other survivors can see the aura of the hooked survivor and unhook them normally at which point they are back in the game. While a survivor is hooked there is no progress meter and there is no struggle phase. Survivors can attempt to free themselves from the hook, but the baseline success chance is 0% for the first attempt and increases by 1% for each attempt after. Attempts for the survivor to free themselves will take 4 seconds. If all the survivors are either dead, in ghost world time out, or hooked then the killer wins. Survivors hooked in the basement are sent to the ghost world for an additional 30 seconds. Perk Slippery Meat is locked in this game mode (since it wouldn't really do anything). -
@cruelb said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761439#Comment_3761439
Other than nurse, no others you mention are in 2v8?!
For the time being. They did specifically state in the live stream that they would add more killers in future iterations.
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@SanelyOsp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761439#Comment_3761439
Honestly I do see your point, but I think it'd be a neat feature for the Legendaries to be useable alongside the default one at least. Chucky and Tiffany, Xeno Queen and Xeno Drone, Robbie the Rabbit and HUNK (SH and RE crossover time) are especially some of the ones I'd say are great choices for a team.
Maybe debuff them if they're both used, I wouldn't mind some limitations in that case, but it'd be a good possibility and would add more variety to the pool of pickable killers once there's way more of them in future iterations, imo.
Obviously they aren't going to make unique game rules for specific skins. That will never happen in a million years. Rumor has it that killers won't be able to use anything but default skins anyway. I don't know if that is true or not but someone was making a stink about it on general forums.
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Not really a fan of farming these days but it is also a rare enough occurrence that I don't consider it an issue. Sometimes it can be nice when you have a particularly obnoxious tome quest you are working on.
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I don't know. I kind of disagree. Beyond potential balance issues (who wants to play against 2 nurses?), it also just doesn't make sense. There is only one Michael Myers. There is only one Freddy Krueger. Even all the unlicensed killers have their own name and lore. I think an argument could be made for multiple Legions or Xenomorphs. But for basically all other killers it doesn't make sense.
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I simply disagree. Words matter. A cage is not a hook. There isn't even a balance issue here. When players are caged, they are caged about as far away from the killer as possible. That means survivors should easily be able to rescue the player. Also, survivors have built in counter play by simply avoiding running across trails. It's not like Pyramid Head is a new killer or that he has an inflated kill rate. Why is this an issue now?
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That is objectively funny. I don't think players use a skin like that with any delusions that it will improve their chances of winning.
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I don't know what you expect here. The world changes. Time is a constant. I get that people with disabilities might have a harder time coping. But is time going to stop or slow down for them or anyone else? No. It is simply unrealistic to expect differently. Perhaps "live" games aren't the way to go for you or your family. There are plenty of complete games out there to choose from.
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"(+/-) Perk updates are okay but nothing super noticeable except maybe Iron Will which nobody is running for some reason."
I think you are underselling both Trails of Torment and Oppression changes. Cutting those cooldowns in half is actually a pretty big deal.
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Honestly, I have a hard time justifying the purchase of Lara. The character herself is just another skin as far as I'm concerned. Her perks are completely forgettable for me. The only decent perk is the vaulting perk but the cooldown is too long imho. Since I don't care about the skin and I will likely never use her perks there isn't much motivation to buy her.
The only real selling point is the simple fact that I literally have every character unlocked and to at least prestige 3. I'm something of a completionist so it'll bother me to have one character missing. The only other justification I have to buying her is that I want to support BHVR. I'm not thrilled with all the employees they've been letting go recently. So I'll buy her if only for those two reasons. 5 bucks isn't breaking the bank.
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lol, that's a big oopsie!
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Great job overall. I like that there are a lot more skins on the free track than previous rifts too.
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@IronKnight55 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759880#Comment_3759880
Absolutely not! DC penalties are fine right now. This is why most people off themselves on hook instead of disconnecting.
Just to be clear here, I think anyone who "offs themselves on hook" deserve the same penalty as a DC if it takes place within the first 7 minutes of a match.
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Whether you are doing it on purpose or not, you are messing up everyone else's gaming experience. Frankly, I think they should increase DC penalties further. I don't care how much money you have spent on this game. You don't have the right to ruin other players experiences.
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I was never a fan of crossplay being forced upon us. You don't want to play with console players, well the feeling is mutual. I don't want to play with PC players. I tried turning crossplay off but the queue times were insane. Like virtually unplayable. They might as well just delete the option to turn crossplay off at this point.
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Never going to happen. At most, they might make some kind of status effect for killers that disables their power for a couple seconds. This is essentially a stun that doesn't stop the killer from moving or using basic attacks. I could see that happening. For instance, imagine a blast mine that doesn't stun but disables killer ability for triple the duration of blast mine stun. I think that would be reasonable.
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I was originally going to say it isn't a big issue and I still feel that way but I also think that goes both ways. It isn't a big problem for Doctor if the shock don't interrupt unhooks either. I think this is a case where BHVR can throw the survivors a bone. If Doctor isn't playing like a jerk then it won't even be noticed.
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I actually like remote hooking survivors but I can admit there are issue with it. For one, it absolutely should never hook survivors in the basement. That is insane. I also think the animation for hooking should take 2-3 seconds during which survivors can stun/blind the killer for rescue. That way the killer still needs to play around survivor rescue. Also, the remote hook should be completely random. That way the odds are, the hooked survivor will be far from the killer allowing for easy rescue. With these 3 changes, I think remote hooking for events would be reasonably balanced.
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It's just part of that killers kit. It isn't like survivors have no counter play though. Try really hard to not run over his trails. Sometimes that means taking a basic attack.
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@jezebelthenun said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756582#Comment_3756582
It was the fact that even with its own game mode, people were intentionally denying other players a fun game by sweating extra hard and being extra toxic. Tunneling and slugging, and ultra clicky sabo squads. . . it was nightmare mode.
With 5 cakes in play, you'd think people might try to be a little more casual and get as many points as possible for everyone, but it was the exact opposite. It often felt like denying other people fun and BP was the ultimate goal. It felt like a waste of offerings, but then people would scream if you didn't put a cake in. All in all, a perfect example of how the player meta is trending ever downward towards "eff everyone else".
Sorry that was your experience. I played almost exclusively as a killer and I tried not to sweat too hard so I had fun.
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@Beaburd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756602#Comment_3756602
Appreciate the response, but doesn't this just assume the best case scenario for the survivor where they're alert and near a defensive tile?
What about survivors out in the open on an isolated generator with no nearby pallets/windows, like on farm map?
What about survivors behind walls doing a generator (wraith can hide the uncloak), like on pretty much every other map?
What about survivors who are forced to waste a nearby pallet while doing a gen, and then are defenseless for the remaining 90 seconds at their current location?
What about a Wraith player that hits-and-runs, and never chases, therefore never having a need to anti-loop?When I think about it, the majority of the scenarios aren't as favorable.
Wraith moves 6m/s cloaked, is completely invisible outside of a 20m range, and emits growling noises only within around ~10m range, I think? So even if you're completely alert to his presence at the earliest time that you can be, you've got about ~3 seconds to react. Meaning if you don't have a pallet or window within 12m of your location at all times, aren't you just screwed into giving a free hit thanks to the new uncloak speed?
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I've got a personal hunch that this killer is underrated due to the fact that he's, in a regular chase, a basic M1 killer. But in reality, I don't think he actually ever needs to chase anyone. Just catches you off guard, gets a free hit, leaves, rinse and repeat until your teams resources are sapped and those free hits turn into free downs.
This post might make sense if Wraith came out a week ago. But Wraith has been around forever. Other people have already answered your question about counter play but to address the questions in this post the answer mostly comes down to situational awareness. Don't be in a dead zone if you don't know where Wraith is and especially if you are injured. Force him into a situation where he is stuck using basic attacks. Hit and run tactics are the correct way to play Wraith but eventually, you will have to commit to a chase. Good survivors can lead a basic attack killer on very long chases.
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First, let me just say that I'm on board the "nerf Weave" train. With that said, I don't like you using Weave as an excuse for poor sportsmanship. Sandbagging your team mates is never excusable.
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I don't know if "refuse" is the right word but I would say that my least favorite characters to play as is Nurse and Blight. I don't care how strong they are. I just don't enjoy playing them.
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Ummm, no thanks? Wraith has plenty of counter play. If you think Wraith is OP then try playing Wraith for a while. You'll probably stomp for a week or so until your MMR gets high enough but once you get into a higher MMR plenty of good survivors will teach you Wraith's weaknesses.
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@jezebelthenun said:
I came very close, but was turned off by the event and played a lot less than I'd originally planned. Wanted to get my New to P100, and got her to P97 by event's end. Going to hit P100 today though!
What turned you off about the event? Seemed pretty fun to me.
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- Doctor - hate everything about playing against Doctor. Constant interruptions and screaming and annoying skill checks.
- Plague - hate running around broken especially when the killer didn't really do anything to "earn" that injury. Unhook a sick survivor? Broken. Trying to stop regression on broken gen? Broken. If you want to get rid of broken status then you are powering up killer further. That and it never seems to fail that when I'm working on a quest that requires healing or something, I get Plague.
- Legion - It wouldn't be so bad if I was playing SWF but I play virtually exclusively solo queue and it seems like I get team mates that just don't seem to understand how to counter Legion and it turns into a cluster. Like every time.
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Killer queues are going to suuuuuuuck! Everyone will want to be killer. No one will want to be survivor and you need 8 of them to start a match. They will need to give survivors like 500% bloodpoint bonus or something. Even that might not be enough to motivate players for horrible experience. This is one of those things that sounds great on paper but will be nothing but horrible in practice. So many issues will need to be dealt with. How will certain killer perk combinations work? Can killers bring the same perk? Will they stack? I know some people ran 2v8 on private server and there were all kinds of unintended consequences like if one killer brought agitation the other killer got the speed bonus too which was busted beyond belief. I think they should work on addressing all these issues and give it a try but I don't think it should be permanent until they have proven that it is both stable and there is enough player interest after two weeks.
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@NekoGamerX said:
I got every killer and survivor to prestiges 9 or higher.
Nice job! I just finished getting all characters to prestige 3. Hard for me to justify raising survivors higher than that since they are all essentially the same in terms of gameplay and I don't care all that much to play survivor to begin with.
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More alternate game modes. This is a drum I have been beating for years. I'm happy to see them start implementing them in any capacity at all but I'd like to see more. Also each time they implement an alternate game mode then it should permanently be available on KYF.
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@MarbleThrone said:
I sure did! My goal was to get my 3 mains (2 survivors and 1 killer) to P100. They started the anniversary at P91 each, which is where I left them after the Blood Moon event.
I also got a nice hoard of cakes on 2 side characters for use whenever, like Bloodhunts or in SWF. The cakes collected on my mains will be locked away and never used, as always :P. This year I didn't get as many as last time, but still a number to be proud of.Congrats on the 3 P100 characters. That's quite an accomplishment.
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@Marioneo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754359#Comment_3754359
hes just m1 killer with Anti loop has no passive slowdown or stalling potential hes not that great compared to newer killers nowadays
That's your opinion (which isn't even objectively accurate, shocking players and forcing them to have difficult skill checks and forcing them to take a time out to regain sanity is the very definition of "stalling"). He's just obnoxious to play against. Skull merchant has bouts of stealth and drones to push survivors off a loop. The drones aren't even that big of a deal anymore. You can play "red light, green light" to deal with them. I don't get the hate honestly.
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I'd rather play against skull merchant over a doctor any day of the week. It's shocking to me that there aren't more complaint threads about him.
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@Shodan79 said:
I hope they bring it back closer to the first version where Freddy was truly unique and they balance it so both sides want to be in the dreamworld. Example: If the waking world it takes 75 percent longer to do a gen, but in the dream its normal speed. So this way surviors want to be asleep. To keep the surviors from just induring the long penalty the last 3 grens can only be completed while asleep.
That goes against the entire theme of the killer. The entire balance of the killer is built around survivors wanting to and having the ability to get out of the dream world. What you are suggesting is close to making it so survivors literally can't work on generators the first minute or so of the match. This idea is completely ill conceived.
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I want him to have a variety of abilities that he can toggle between like Vecna. He's already kind of there with the blood pools and fake pallets. Just make is so he can freely toggle between them without the use of addons. Add in one or two more abilities and presto! For example, maybe he could trap a generator/exit gate. The trapped generator will be visible to survivors in the dream state. If a survivor in the dream state works on the trapped generator/exit gate it creates a blood explosion that gives the killer a noise notification and covers the survivors in the immediate vicinity with blood that is highly visible to the killer for 60 seconds. To keep things balanced just make it so he has a reasonable limit to each type of trap he has on the map. Like 5 pools, 2 pallets, 1 gen/exit gate.
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@Seraphor said:
I hope:
Mirror is relatively untouched
Can no longer 'run out of stalk'
Tombstone add ons nerfed
That'll be a successful rework
I agree. I think this is really all Meyers needs. Though I would like to see some of his addons reworked too. Like all of the "increase movement speed when stalking" are so complete trash. Just rework them and give him something different.
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I think we'll naturally see an uptick in OoO usage as long as weave remains unchanged but I tend to doubt it'll be "meta". Any time the killer can see your aura, you can see the killer's aura with OoO so it does provide value with other stuff like lethal pursuer, BBQ, and Nowhere to Hide which are all quite common. It is arguably a better answer to aura reading than distortion since it doesn't push the killer into focusing on the other survivors. I don't know. The more I think about it, it might be smart for survivors to run it over distortion so if enough influential YouTubers promote it then it's possible we might see a meta shift.
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Check out Bazazell on YouTube. He regularly plays killer builds that are outside mainstream but is quite successful.
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I would personally appreciate this. Seems like a small change that wouldn't hurt anything but still make it feel like resources earned weren't wasted.
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Lol. Such a funny post. I've never heard anything one way or the other about Leprechaun being added as a killer to DBD but that is quite the stance to take. So as long as Leprechaun is considered as a killer then we are safe from rotting?
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Agreed. Players giving up on hook after first down is such poor sportsmanship. I think there should be a stick component but I also think there should be a carrot. If a survivor doesn't attempt more than one self unhook and doesn't miss more than one skill check while hooked then the player gets a bonus to bloodpoints earned at end of match. Like 5 or even 10 thousand bloodpoints. Enough to motivate players to stick around for a minute. Granted, some players will just make no effort to evade the killer after being unhooked. Maybe make it so the player loses the bloodpoint bonus if they go down within 16 meters of the hook they were hanging on. Still can be gamed but at least it would be something.
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I think people are pretty silly about how purist they try to pretend to be about horror in this game. What is a survivor? They are just a human trying to survive against the entity. Any human. What makes Dwight more of a "horror" character than Lara? Read his lore. He's literally just some random loser.
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I'm seeing a lot of threads about upcoming changes. Where is the source material?
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743921#Comment_3743921
Or inversely you're just going against bad survivors. Good players just move the items to the side of the map and now you're out 2 perk slots.
I make no claims to being a great player. But I can recognize a balance issue when I see it. I'm not even going to make the argument that this is necessarily an issue at the highest levels of MMR or competitive DBD. What I am saying is that for a large portion of the player base it is an issue. It isn't healthy for the game for the best strategy to be "don't bring items, don't take items from chests, and if you see an item on the ground drag it to the corner of the map and drop it off".
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744365#Comment_3744365
Sure, but I don't believe that's a reason for nerf. Because it's going to be simply useless, if you nerf it in any way.
I disagree. There is a world in which Weave is useful but not overpowered. If the perk stated that "when an item is dropped you could see the aura of survivors within 12m radius for the next 2 minutes" for example, I think it would still be quite useful but it wouldn't lead to the dominate situations we find ourselves in now where one or two items are providing disgusting amounts of information for the entire match. If someone else has a better suggestion then I'd like to hear it.
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@Xernoton said:
"Oh no, the killer uses 2 perks to get sub par information. How horrible."
Seriously, it's only info. Info that needs to be set up by a M1 on a survivor with an item (otherwise, you can immediately pick up the item again, since the downside is not that big of a deal) and only works around the spot where you hit them. All of this at the cost of 2 perk slots. I feel like we're back to complaining about perks just to complain about perks.
You aren't seeing the bigger picture here. First of all, you are drastically understating how powerful the information is on this perk. "only info"? So if all players could at all time see each other's aura then that wouldn't be a problem huh? Information is extremely powerful.
But the bigger picture is that this perk makes Franklin's a meta perk and that isn't a healthy place for the game to be in. If there is a really high chance in any given game that a survivor knows they are going to lose their items or that the killer has infinite wallhacks on half the map then that will increase the chances of that survivor just not wanting to play survivor anymore. It's not fun knowing that all those items you spent so much time and effort getting on the bloodweb are not only not worth bringing into a match but will be an active detriment to you. It is not good for the longevity of the game.
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@Blueberry said:
Umm if anything it needs serious buffs. It's very weak. The only time you'd run this is for meme builds, not if your intent was actually winning.
You aren't using it right then. You pair it with Franklin's Demise. If you are using it with Franklin's and you still think it is underpowered then I don't know what to tell you but you are clearly doing it wrong.
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@Ginnypig said:
Do you survivors ever stop complaining at all? Are you really missing 4 slowdown perks every single game?
Let's be clear about something here. I'm not a "survivor". I despise playing survivor. I basically only ever play survivor for the tome challenges and I hate every second of it. Unlike too many people on these forums, I don't subscribe the concept of "us vs them". What I would like to see is a balanced game that everyone can enjoy. I have been using and abusing the hell out of Frankin's and Weave. I will continue to do so for as long as it remains so powerful. But that doesn't mean I don't recognize that it is a problem. I don't want to see weave attunement be useless. The purpose of this thread is to start a constructive conversation on what would be balanced.
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One thing I will agree about, and it has nothing to do with the event, is that survivors bloodpoint accrual rate is too low compared to killers. It is something that should have been addressed at the start of the game. How things have managed to stay this long is beyond me. Killers only need to do one thing for bloodpoints. Chase and kill survivors which is the only thing they should be doing. But for some reason survivors are expected to do multiple roles throughout a match. It's not like this is even really decided by the survivor. They can be forced into a role by the killer.
If the killer decides that he/she is going to focus on one survivor then it doesn't matter how good that survivor might be. They aren't getting any time doing coop actions or generators. Likewise, if the other survivors are doing nothing but playing around with the killer then someone has to work gens but you'll cap out on objective bloodpoints after a while and then what? Just work the gens for 0 bloodpoints. Survivors shouldn't have a bloodpoint cap per category. They should just have a match cap. Problem solved.