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MrMori

MrMori

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MrMori
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  • You had a specific beat in mind for this or what?

  • BT lasts 15 seconds while giving 7% movespeed the whole time, Off the Record gives you old Iron Will + 80 seconds of endurance.

    And of course, Sprint Burst is far superior to Dead Hard, so clearly everyone will use Sprint Burst and 99 it every chase now right? You'll be fine.

    Except against thana Legions and Plagues, that will be miserable. No idea why they buffed thana.

  • Let killers surrender once gates are open, or EGC starts. And make EGC start once 5 gens are done but always last 4 minutes.

    Now if survs wait at gates you can just surrender and move on with your life instead of being forced to wait or getting tbagged at gate every match.

  • @drakolyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3047858#Comment_3047858

    Okay, after 60 Seconds hatch closes, but after 90 seconds the survivor automatic escapes. Good deal. Thx.

    Why? At least the hatch closing automatically speeds up the last 1v1 and makes sense. It should be in the killers favor. Remember that this is after the killer has already practically won. It's either that, or run around for 4 minutes while the other surv is slugged + killer standing over hatch for 5 more minutes to see if you do a gen or show up. Auto close means it's less likely killers will bother to slug for the 4k and waste everyones time. Win win.

    @ThanksForDaily said:

    STILL complaining about hatch where only one survivor can escape.

    Killer main brain.

    Hatch was never fair, it's a good thing it was nerfed. Right now it only exists to throw survivors a bone to stay in a bad match, "You may get hatch though!". And that's fine, but you may as well let it auto close after 60 seconds. Speed things up a bit, prevent boring mexican standoffs.

    That would mean faster queue times too, you know.

  • I agree, I think EGC starting as soon a gens are done, always 4 minutes would be a great change. Of course No Way Out, Blood Warden and Remember Me would have to be nerfed accordingly.

  • I prestiged like 10 survivors during anniversary, I probably lost about 700 flans.

    I was also spending a flan every single killer game, but that's cause I'm not a SELFISH HOARDER.

  • Make hatch auto close after 60 seconds and I'd be perfectly fine with it. Just sucks that survs can camp it to BM, which is frustrating, and killers can camp it to force the last surv to do gens, which is boring as hell.

    I think making hatch auto close would drastically reduce slugging for the 4k.

  • I'd decrease his ADS to 0.25, maybe even 0.2 and his lower sights to 0.5, but then really gut his ADS movespeed down to 70%, active both when aiming down and lowering sights. That way he'd lose a lot of distance if he spammed ADS.

    Also give him 24m TR with 24m lullaby, him having a 32m TR feels lame. If the issue was getting shot outside of his TR then a lullaby would fix this.

    It saddens me that BHVR don't do more number tweaks like this and that Slinger will probably be left in the dust. He's still fun to play and all, but he feels clunky, abnd nerfed.

    Not every patch has to be a huge rework or lots of changes to a killer. Why not make many small changes to several killers and see what sticks?

  • Couldn't imagine opening post game chat. I'd love an option to remove it or disable it completely.

    Anyway, wish a 4 min EGC started as soon as gens were done, plus killers were allowed to surrender once this happened. Would make things less frustrating if you knew the survs are gonna BM at gate.

    Very strange how our only options after a bad game with BM as killer is to have a minimum of 2 minutes wasted, or go and get taunted. It's not surprising new players don't want to play killer when it gets rubbed in their face when they lose.

  • I've mentioned this many times, if they want less camping they should absolutely buff time on hook to 80 seconds. It makes sense now that gens take longer.

    If chases really are finished faster, and gens are slower, killers now have time to go for more chases, so camping won't be as much of a necessity to win against the strongest survivors.

  • Let killers mute flashlights, add a 2% activation cost which is nothing if you don't spam the hell out of it. Problem solved, nothing is different for 99% of players.

    Add an option to mute hook screams too, so killers have no excuse to smack on hook. In fact you could remove hitting on hook alltogether, but this would make it easier to hit unhookers.

    Why not? Either way BHVR don't care and never will so it's up to each of you to figure out how to handle these annoyances. I think they think the frustration makes people play more or something.

    Also macro clicking has nothing to do with tunneling and camping. Its equivalent is excessive nodding or shaking any time the survivor messes up. But if you want to be a dick back you can just spam tbags. Macro clicking is over the top obnoxious to the point where it should be removed. Even the most dedicated killer mains like Otz and Tru3 find it obnoxious. The only reason it isn't changed is cause macro clickers are rare enough to not ######### up the average experience for killers.

  • Visionary has a cooldown, Technician causes you to lose 13% progress while Bite the Bullet causes 1%, Ace in the Holy doesn't guarantee 2 addons, lots of surv perks are still plagued by useless, pointless downsides for no reason. I don't think they will be looked at.

  • Someone mentioned DS removing Nurse/Blights charges to their power, so they have to recharge. I like that idea. Maybe even Spirit too?

    So after DS stun, they lose all charge on their power, and it only begins regenerating after the stun is over.

    Even with this change I think 3 seconds is too little. 4 seconds sounds good to me.

  • @Thusly_Boned said:

    https://forum.deadbydaylight.com/en/discussion/comment/3040427#Comment_3040427

    On rare occasion I've seen a surv DC at a really odd time and assumed they got booted, and I my self have been booted (once I recall right as I was hooked, which no doubt made it look bad) on occasion.

    But yeah, 99.9% of the time it's just the player babying out.

    That said, I think there should be benefit of the doubt on the first one.

    But if they keep doing it? Make the penalty so long their grandkids will be watching them wait it out.

    I would support the following escalation (within an 8 hour period):

    1st DC = 5 min

    2nd DC - 60 min

    3rd DC - 24 hours

    I too have had internet issuesthat result in 1-2 dcs a day, though I mainly play killer. I don't like going straight from 5 mins to 60 then 24h. How about 5/15/30/2 hours/8 hours/24 hours, but it only goes down 2 steps per day? In general, peoplethat veryoften DC shouldn't ever only have a 5 minute penalty, it should always be 15 for them. But I guess these types of people will just play on an alt. Entitled to DC, but still entitled to play whenever they want.

  • People have been asking for years. Our only hope now is that they're thinking of reworking more perks, Shadowborn included, and they finally make the change then. It's disorienting to play on low FOV, not a very pleasant experience for newcomers.

  • Why not just give survivors the option to surrender once every living survivor is either downed or on hook? Surrendering would sacrifice the downed survivors and count as a hook for all intents and puposes. Requires unanimous vote, so a surv running Unbreakable/Deliverance doesn't get robbed out of using their perk thanks to their team srrendering.

    Same logic as letting the killer surrender once EGC starts. Game's over and one side won't end it? Let the other side surr and get it over with.

    @drsoontm said:

    As a survivor, you should always thrive to stay alive the longest possible time.

    In a four-slug without survival option, it could be considered to give an instant-hook to everyone so nobody has to wait (in case the killer decides to let everybody cool down). It would discard any hope for hatch though.

    In any other case, I don't see how it can work without being abused one way or another.

    I've thought that exact thing, if no one can self pickup and everyone is downed or on hook, the game is in theory over. Except now the killer has to stand and watch four unhook attempts after one another. Complete waste of time.

    It's just silly. Would save tons of time, but I don't think BHVR will ever implement something like that. I mean why not try how it would feel in a PTB, can't be that hard to code right?

  • Would feel cheap to survivors, like tripping in Smash Bros Brawl. I personally think survivors that make zero mistakes are miserable to play against as an M1 killer and are insanely hard to catch, but the solution is to buff these M1 killers powers to let them gain an advantageous position before a chase starts. Also reworking maps with too many strong tiles near each other.

    Stuff like Spine Chill not working on undetectable, or removing Sadakos lullaby would be good additions, though I think nerfed SC will be easier to face as a stealth killer.

  • @Gindaen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3038079#Comment_3038079

    I'd like to see her where she can't blink through walls and floors. At least then she would be on the same playing field as every other killer in the game. Plus she's been top killer for too long.

    Yeah her power could definitely be reworked to be similar to what it is now, but with more counterplay like not being able to go through walls. In fact her triple blink addon used to have that exact restriction.

    My thought was increase her movespeed to like 110, remove a blink, and make that blink take the exact same time regardless of distance plus cant go through walls. That way she's a bit "simpler", but is still Nurse and is more fair to face. And facing her would still be a game of prediction and line of sight, just in a new way.

  • If you don't escape many matches in a row, you can face lower MMR killers who most likely run fewer tracking perks, or less powerful builds in general.

  • @akaTheBARON said:

    If I'm understanding you correctly, you're wanting a way for lobbies to be marked as being SWFs after the match? If that's the case, there is no way to really enforce that, as the survivors would have to voluntarily disclose that by checking a box "We're a swf" or something. Most won't do this. Some might, but you'd still get games where they're not marked as a SWF and you'd still wonder.

    He just means whoever is in a SWF has a mark on the post game screen indicating they were in a group. No clue what this "disclose" thing you're talking about, the game would simply check if survivors queued into your lobby from a Survive with Frends group and tell you.

  • Agree completely. Not sure why it isn't. They said they want killrates toimprove, if FOV is such a tremendous advantage why not just add it basekit and see if anything changes?

  • Nurse is just too hard to new players and too easy for experienced players. Making her attack during power a special attack would only kill build variety and mean new nurses couldn't get cheap 1ks with NOED, which in turn keeps them playing killer.

    Someone suggested an idea I really liked. How about making Nurses Blink a timed ability like Oni's Blood rage? Before she has charged her power, she has a single blink, moves at 115, and can only blink to locations she can see. Then, once she gets a hit, or time passes or something, she gains her full power, which is what she is now, for 60 seconds. Then she has to earn it back again.

    That would be a proper nerf to Nurse.

  • I just wish the hatch closed after 60 seconds. Why shouldn't it exactly? It would stamp out scenarios of survivors waiting for killer at hatch for no reason, and killer camping hatch to ensure the survivor doesn't try to stealth any gates as soon as hatch is closed. I think the last 1v1 should be in the killers favor, not a true 50/50.

    Having hatch be open for only 60 seconds would reduce the amount of slugging for the 4k as well.

  • @Huge_Bush said:

    Also bring back spinning in a circle while in during state please. It gave me something fun to do while slugged.

    I take slug spinning personally, and was appalled any time a survivor would subject me to such disrespect. I'm glad they removed it.

  • To ensure double range addons Nurse can reach you in one blink instead of two.

  • 0.25 ADS, 0.5 lower sight, 24m terror radius, 24m lullaby, revert to 75% ms when aiming and reduce his reload time by half a second or so. That's all he needs. I'd make his ADS 0.2 but I guess devs want counterplay of sorts. 0.4 is just so damn clunky and good survivors will absolutely take massive advantage of that little time frame.

    Why are so many well designed killers gimped by numbers anyway? Pigs crouch takes 1.3 seconds for gods sake, and 0.75 charge time on her ambush. Why not just reduce both to 0.5 basekit? What's the worst that could happen, her power can be used in chase now? It's like Plague, even Legion with their awkward sluggish numbers, 3s fatigue and old "slowdown" after puking.

    Why not just take a midchapter patch and throw out tons of changes to PTB, just to let people experiment with buffed killers and see which ones feel good and which ones are too buffed?

  • @rvzrvzrvz said:

    https://forum.deadbydaylight.com/en/discussion/comment/3037183#Comment_3037183

    But free kills with NOED + facecamp are ok ? Doesn't require any skill either it's even worse, DS is overnerfed if you played badly before EGC maybe you don't deserve any kill at all, stop cry and go next

    "Play badly before EGC", you say that like spreading hooks is a bad thing. Should the killer be punished for spreading hooks and actually give the survivors a chance, or do you want them to tunnel someone out every game? Cause what's gonna happen now is they'll hit the unhooked player every time and probably try to tunnel them out even harder than before thanks to increased gen times and nerfed DS. Sure OtR will take its place but many killers can get around that. I'm fine with the DS nerf. But camping is too powerful. Time on hook should be increased to 80.

  • @Bardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3032123#Comment_3032123

    So you want the new BT to give an unhooked survivor +20% speed for 20 seconds? You think the survivor should be faster than the killer for 20 seconds? That's just nuts, sorry that's broken AF.

    Yeah I was joking lol. No, what I truly want is Off the Record to be reverted completely, perhaps also gain aura reading prevention, but only last for 60 seconds instead. And for hook states to take 80 seconds to disincentivize camping and as a countermeasure to the gens being nerfed, as well as for Prove Thyself to be nerfed to 10% and only affect yourself, not everyone around you. That perk is incredibly unfun to play against, and you only need to run it on 1, maybe 2 players to get ridiculous value.

    BT should be 12 seconds like before, maybe even 10 seconds now that they have a speedboost and if the increased time on hook is implemented. They said they wanted killrates to improve, against most of the cast a 15 second BT with 7% speedboost is absolutely a free escape lategame.

  • You know, it wouldn't be hard to massively improve this system.

    Make all bloodwebs after you prestige to Prestige 1 a "level 50 bloodweb" with 4 perks, allow prestiging to the next prestige at level 20 after you've reached Tier 1. And of course, remove the 50k upgrade cost, please. It makes no sense that it's there if you truly want to reduce the grind.

    The average bloodweb at 50 costs around 50k if ran optimally, but for 2 perks. With this change, not only would the total amount of BP to reach P3 be reduced by quite a lot (1450k down to about 1m bp), but you'd also get more perks along the way.

    Doesn't this sound good? Now that prestiging is mandatory I don't see any other way. You could also make the next prestige 25 bloodwebs or so, that would be a nice number that's exactly half of the original Level 50, but would still cost 1250k to get to from level 1.

    What do you all think? Everyone can see that going straight down to Level 1 bloodweb is unreasonable, and I think my idea of keeping the level 50 bloodweb, but being able to prestige after only 25 levels is absolutely excellent.

  • @[Deleted User] said:

    https://us.v-cdn.net/6030815/uploads/8X0QL9K6K2XT/20220628-140955-7e2.jpg

    I bring this up a lot, but tile orientation is often overlooked. The jungle gym in the back of the picture needs to turn 90 degrees. The survivor makes the jungle gym pallet no matter which way the killer goes around the car, and the car tile actually has two long sides because of the guard rail to the survivor's right. These aren't two separate tiles. It's one giant super tile. The survivor even potentially makes that window if a 110 killer loops around the car.

    It's a conspiracy.

  • @Viskod said:

    https://forum.deadbydaylight.com/en/discussion/comment/3032087#Comment_3032087

    She has the lowest kill rate because so few people play her.

    If more people played Nurse, that kill rate would sky rocket and then they wouldn't be able to hide behind her statistics anymore and she'd get a rework.

    That's just wrong. She has slightly higher than average play rate, but because her skill floor makes it impossible for average to below average players to play her she has the worst kill rate in the game.

    image.png

    The dreaded "god nurse" is rarer than you think, just not in high mmr. Most nurses are terrible with the character, and BHVR don't care about the top percentiles (except twins, they're monsters at high mmr)

  • @Cryptikk said:

    https://forum.deadbydaylight.com/en/discussion/comment/3031438#Comment_3031438

    The game will be much better with this kind of system, I wish it was in the game badly

    Yeah, I also forgot to mention, instant entity animations too. Would save tons and tons of time. Holding down M1 isn't very enjoyable, that's why they added toggle to gens, why not here right?

  • They should make the speedboost 10% and the basekit BT 10 seconds, with BT extending by another 10 seconds and giving another 10% speedboost. The speedboost should not be lost when hit, I assume it won't be on the basekit speedboost anyway.

  • @Viskod said:

    https://forum.deadbydaylight.com/en/discussion/comment/3031387#Comment_3031387

    This is actually a very good suggestion if you don't like pallets. Because the more people that play her the more likely she is to get nerfed.

    No, because she has the lowest kill rate in the game. Just like the average survivor lasts 5 seconds in chase, the average nurse gets 2 hooks a game, so neither will get nerfed.

  • One thing that I know for certain is I'll probably not spread my hooks much after this change. I've been going out of my way to hook everyone once, but with no bonus for this I'll just go for whoever I find without seeking out survivors I haven't hooked. I think a 12.5% bonus per unique survivor hooked would be great, just like survs would get 12.5% per 50% gen progress completed or hook rescue/flashlight/pallet save. You can safely add this on top of the queue bonuses, maybe even make the 100% bonus less frequent and only for the biggest disparities in players per role.

  • Matchmaking gives up during hours with big role disparities, I just take each game as it comes.

  • @Akumakaji said:

    Let Hexes have full effect from the beginning of the game, but let The Entity only spawn in Hex totems 1min after the trial started max distance from all survivors and the killer, pretty much like Pinheads cube.

    This alone would allow killers to always gain something from Hexes, while so inclined survivor groups could start the trial by cleansing any totems they see.

    This is a great idea. Obviously it should spawn on any remaining dull totem.

  • For real, at the very least let us buy in one click.

    Add "Fast Bloodweb Mode" option which lets you buy in 1 click, skips the "Mystery Box" prompt completely and the item is just shown immediately in the node with no prompt, skips the "Level X" prompt and instead simply flashes it in the upper right corner of the bloodweb as the new web automatically spawns. You've made nice UI changes to the main menu, why not update this one too?

    I've measured and it takes me 6 minutes to spend 1m BP, and this is with me running as fast as possible spending as little as possible per web, which generally requires little thought.

  • Let's remove self unhooking outside of deliverance and rework luck.

  • I certainly spread hooks more due to the BP bonus from BBQ. I think at least a 50% bonus, 12.5% per unique hooked survivor would absolutely be good. You can keep the 100% BP queue bonus for when queues are at their worst, as long as there's always a 25%/50% bonus regularly.

  • All you need is prestige 3.

  • @Skioles said:

    So you are telling me that I play as good as someone with 41h of total playtime?

    I think the big problem with current mmr is that it treats each game as 4 seperate 1v1's with the killer. Imagine a situation - you are opening a gate and your whole team goes down. Should you risk dying trying to save your teammates? It's not that I intentionally die every game. I try to play more as a team. If I die, but I save someone else I am fine with that. This is what I mean by "risky plays". In general not leaving people behind. You can do a lot in a match and die and it's still considered a loss. This is my main issue with sbmm. I think emblem system was better for me and my playstyle. I am pretty sure you could rank up even if you died, or at least get a black pip. Don't get me wrong, emblem system was not great either. You could derank from doing only objective or by running a killer whole game. But that could be improved.

    There is too much stuff to take into account for a proper mmr system. That's why there should not be mmr system in the first place. Current implementation is oversimplified and does not work properly. Especially on low mmr. It's probably okay at higher mmr.

    That's not what they're saying at all. What they're saying is if you run into the killer and die lategame, and you do this every game, you'll be low MMR. Doesn't matter if you ran the killer for 5 gens. If you go for saves and die but your teammates get out, doesn't matter, lose mmr.

    If you really want better teammates, start playing for escapes instead of whatever you're playing for now. Eventually you'll reach an MMR with better teammates. If you're actually a good player you should have no problem escaping most matches if everyone in the lobby is bad.

    The kill/escape based MMR system is a stupid oversimplification that makes it insanely easy for survivors to drop their mmr, and very very easy for killers as well. But it is what it is. I think the tweaks they have made makes it more loose anyway, I'm okay with it. Still very random match quality and skill level though. Funny that when I get to high MMR on a killer, I see more gen focused players. Some are good in chase some are bad, but they all do gens.

  • Good question. With BHVR it's one of 3 things:

    • They remove that change without telling anyone
    • The addon rarity doesn't improve after Tier 3, or Tier 9 or something like that
    • The way they coded it lets it improve indefinitely, and you eventually end up with tons and tons of rare items every bloodweb

    I think nothing will change though. The current "increase" is like 1% extra chance or something. So out of 100 webs you'd get 1 more Iri addon. It's almost nonexistent. It'd be cool if it was more noticeable. The most sensible thing is that it maxes out at prestige 9 imo.

  • Also Doc is better against new DH too. Good for Doc players.

  • They should make it a scourge hook with 45 second cooldown and 45 second duration that works on everyone regardless of health states. That would be fitting.

  • DH, BT, Off the Record. These bother me.

    @geni said:

    https://forum.deadbydaylight.com/en/discussion/comment/3027053#Comment_3027053

    Actually is 50 seconds because its 10 seconds to all generators, i think m1 killers will be more viable and less stressful to play with these changes

    Sure, but that's still spread across 4 players. With the kicking speed buff and 2.5% base regression it'll be better though. I just don't understand why tapping is still a thing. You should have to work on a gen for at least 1, maybe even 2 seconds before it prevents regression.

  • Thing is that during the morning to midday, there are far more killers than survivors, like over twice as many. Then during the late evening, around 7-8pm and till a little after midnight it's about 20 survs to 1 killer, which is why the queues are 10 seconds long on killer. It's hard to actually make balanced matches there.

    So I think what they do is aim at a loosely balanced lobby "mmr wise", but making one guy that's super good play with others that are of wildly varying skill levels. Or you just get flung into backfill outside of your own MMR range.

    It's odd because if BHVR wanted better queue times, one of the best ways to do this is to shorten the time spent in game, time spent in lobby, time spent wasted basically. I suggested a "ready up function" and then right into loading screen, or letting killers surrender after gens are done. All this would speed up matchmaking because matches would start faster and end faster when they were truly over.

    Or how about matches where everyone is slugged? Maybe the survivors should get a vote on whether they want to surrender or not, and if they do you just give the killer the equivalent of hook states? That's the most elegant way I can think to solve it. Unanimous vote means game ends. How has this not been implemented yet I don't know.

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