MrMori
MrMori
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Downvotes give me cold sweats at night. I dread posting here, but it is my duty to do so and spread my opinion for the greater good of the game. But those damned downvotes… I fear them. I fear the stigmatization of having a highly downvoted post. I dread the counter going up when I had poured my heart out into a comment, sharing my innermost beliefs, only to be crushed by a torrent of downvotes, destroying my spirit. I fear them, but I will be strong and carry on, even if there are downvotes now.
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@Thusly_Boned said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3901908#Comment_3901908
It's not just all of that, but the backfilling, which will pretty much drop anyone into any lobby to speed things up. BHVR has all but said explicitly that accuracy is being sacrificed for speed in matchmaking. And that is not limited to midranks.
It seem to be really hard to accept for some people that we're all subject to this, but there isn't a single person playing public matches who isn't experiencing some level of unevenness in matchmaking. Even people playing the game for a living.
This is why I think the pregame lobby are pointless and a bad feature at this point now that SBMM is in place. It's nice aesthetically, but matchmaking would be a hundred times simpler and more efficient without it if you just matched 5 players and sent them straight into the game without any lobby. Not only is backfilling a bad thing, but lobby dodging too. Matchmaking would be faster and more accurate if we removed them. And it's not like anyone uses them to communicate any important strategy before the match anyway.
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Why fix what isn't broken man, Huntress is a simple and straightforward killer that is known and loved and hated, just leave the poor woman be and let her throw her hatchets man.
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I have a feeling they'll feel really oppressive to play against, but at the same time the changes were needed and I'm excited to try them.
It's probably a good idea to bring MFT for the next few weeks to deal with the onslaught of Kanekis and Legions.
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Getting pissed at them won't change anything, people play Blight cause he's fun and strong and as long as that's still the case they'll play him no matter what.
I don't mind the base power, it's powerful but has counterplay. I just don't get why they don't tone his addons down even more. I remember when Blight was getting addon changes every single patch but now it seems they've settled, but the addons are still too good.
Blight doesn't deserve good addons, he deserves "okay" addons at best. But he still has 3% speed on the Blighted Rat, 10% speed on Iri tag, and a bunch of other really good addons. Just tone his addons down and he'd be fine. He's strong, but it's fine now that hugtech and stuff is removed. It's his stupid speed addons in particular that lets him get hits on almost any loop in the game with his power.
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Being able to just do 3 self unhook attempts for free would just be a straight up huge survivor buff, that's unwarranted. I'd rather we go for the boring solution and remove self unhook attempts outside of Deli and Wicked, then rework Slippery Meat, Up the Ante and luck offerings. I wish they'd add an option to spectate your teammates while you were on hook. Would make being on hook feel less boring.
Having no self unhook would really suck in the 2v1 though since you can't give up on hook to let the other person get hatch.
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It just kind of devolves into slamming gens for survivors because if anyone gets tunneled or proxied to death there's no perks to save them, and for killer you just gotta hardtunnel one survivor since the gens are flying because you aren't guaranteed slowdown.
At the very least if they made it so map offerings couldn't be used and items and addons were random too we could shrug and say "Eh, some matches you'll be set up well and others not" but now, people are bringing their strongest items and addon combos plus map offerings too. I hope next chaos shuffle is crazier, like your perks change mid match and stuff. I don't even care if it's buggy, make it crazy. Or the tiles change mid match, I don't know. Anything but just "randomized perks, the mode".
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@BlackRabies said:
It's a seasonal FOMO thing. Ugly sweaters only available during the Christmas season, other events skins with their respective events. It sucks, but there's if it's not there then have no choice to wait until they bring it back into the store.
I don't think that's what they're referring to. If you check out for example Skull Merchant's cosmetics in the store, then uncheck "Available", then her Blood Moon skin won't show up. But if you do the same with Nurse, then her unavailable cosmetics will actually show up. It's inconsistent. Seems like a bug.
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@Skillfulstone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3901748#Comment_3901748
You're getting downvoted because you can be downvoted, the same can be said of basically any comment. Some will downvote for no legitimate reason.
I saw people comment day 1 of the downvote button returning that they were gonna downvote everything and enjoy the reactions. The downvote button serves no useful purpose other than spite. No reliable data can be acquired from it due to how people will downvote for the smallest reasons (or even no reason at all) and it only makes some people, instead of explaining why they disagree with something and encourage conversation, press the "no" button and move on instead.
Yeah I get that, but I was referring to OP though. Their post didn't have a good ratio when it first came out, but looks like people mostly agree now.
I wonder if BHVR have thought about adding this surrender option for killers. I bet they have it in mind, they just want to gauge how the surrender system affects the game first. I think they also want to avoid as many killer surrender options as possible, considering it immediately ends the game which can feel a little jarring for players. I'd still really like to see this gate surrender option though, guess we'll see.
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@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3901801#Comment_3901801
As I told JP above, removing lobbies would do nothing to increase MMR, and would increase poor game quality by increasing ragequits. Most of the MMR wobbliness was already fixed by removing prestiges and locking lobbies would create similar issues to in TCM, as another person already pointed out. It's not about games being "too scary", it's about people simply not wanting to play against things they find unfun, as is their right in a game they bought with their money. So in fact, as I said from the start… nobody owes anyone a game. Hope that clears it up for you friend. :)
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3901800#Comment_3901800
Every single game with matchmaking has lobbies to let players strategize, change tools, or get ready should something happen. Eliminating it would lead to a lot more AFKs than you think, there's been a number of times I had to go use the bathroom or something before a round or something, or a sudden knock at the door has interrupted me at the start. Emergencies still happen, it's not fun to come back to yourself on a hook because you had to step away for a second. Again, hope that clears it up for you. :)
I'm not sure what there is to clear up. If you step away from keyboard after searching but before accepting the match, you'd not end up on hook since you wouldn't get into a match. If you step away between accepting and the game loading in, which begins immediately after accepting, then that's just out of order. Right now, if you go AFK at any time between pressing search to find a match till you're in a match, then you'll be AFK ingame. But if we remove lobbies, then there will be less time between you search for match and get in game, plus you'll have to confirm. I just don't see how it could increase AFK in any way. Maybe you're thinking of a scenario I haven't thought of here.
While it is true that other games with matchmaking often let people strategize in lobby before the match starts, that's usually reserved for games like mobas or something. With DBD, I don't think I have ever seen people ever strategize in pregame chat. And again, if any of your teammates are playing on console, they can't strategize with you anyway since they don't have pregame chat. I just don't see the point of pregame lobby existing personally. I think you underestimate how much easier it would be for matchmaking to give people good matches if it didn't have to account for backfill, which BHVR themselves have admitted it a big problem. But maybe we'll just have to agree to disagree. I don't think lobbies are going anywhere any time soon regardless.
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@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3901747#Comment_3901747
There's one other big downside to that you're missing here if we get rid of pregame lobbies: the Killer cannot know if the Survivors do things like bring flashlights and prepare accordingly should they wish, or look at what the team has and think about how to counter it. That isn't "bonus points", that removes counterplay. Survivors have three others to make a plan of action with, the Killer only has themselves so having a lobby that shows the Survivors like this is not outdated - it's part of keeping the game fair.
However I agree, prestige need to stay hidden and I think we need to do away with allowing anyone to see anyone else's profile at all - not only does having us able to do it allow checking player hours, it also allows people to harass others off of the game if things go badly, creating situations where, say, a Survivor upset with how a game went can follow Survivors or the Killer on Xbox Live to send threatening or hostile messages, in a place where the game cannot check for or punish it.
One other reason lobbies have to stay: Emergencies or suddenly needing to take a call/address something happen. You will gat a lot more of the Killer or Survivors standing still at the start of a round if you remove lobbies. What if I'm ready to go but my cat just knocked something over and made a mess? What if my fire alarm goes off before a round begins? What if something boils over in a microwave, I feel sick and need to throw up, I lose connectivity, or I need to take a sudden important phone call and have to back out? For these little reasons alone, we need to keep lobbies.
I agree with joey above though - emphasis on team-based goals and other ways to win besides escaping/killing need to be considered. Most people lobby dodge because the Survivors look too difficult or troublesome, or because their teammates look too weak to be decent. It's why prestiges were hidden.I don't think it would increase AFK at the start of the match at all. You'd have to press the "Accept match" button when you found a match before you'd get sent into the loading screen and get into the game. I bet it would probably reduce AFK at the start of the game, not increase it, since you can be sure that all 5 players are ready to play when the offering screen shows up and loading begins. If something took your attention from the game while you were queueing, no worries, your search gets cancelled since you didn't accept the match in time and you can search again when you're ready.
And sure the survivors can strategize with 3 others, but that's only if they're all on PC and can chat. Or if they're in a SWF. Most players are solo, and there's plenty of console players mixed with PC players that can't communicate together in pregame either. In my opinion it's a lot more fair for everyone if everyone loads in with the same info, basically nothing except offerings. I hope they entertain the idea in the future, maybe run a test with it and just revert it if it doesn't work well.
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@SkeletalElite said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900835#Comment_3900835
Expecting your team mates to put a minmum amount of effort into the game that involves picking a perk that is not outright detrimental to the team in this team game is not an unreasonable expectation. It's time that BHVR completly reconsidered their design of no mither and that a "challenge perk" should not exist.
That's a bad argument. People will dodge for literally any reason, not just No Mither, and what perks people consider to be detrimental is entirely subjective. The sweatier and more toxic the survivor, the more likely they are to harrass you into picking a perk they want you to use, or leave the lobby if they see literally anything they don't like.
I wouldn't mind being able to see people's perks in the ESC menu in game though that would be nice. Or even make it possible for people to "ping" their perks and have them show up next to their character on the survivor HUD to alert teammates. That would be great.
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Not sure why people are downvoting, this seems very sensible and the exact kind of situation which surrender was made for, to avoid already decided matches from dragging out. I think if all survivors are within 16 meters of an open gate, and the killer is farther than 16 meters away, the killer should be able to surrender. The game is effectively over, just like when all survivors are downed and they can surrender, right? Would save quite a bit of time and make killer a less stressful and frustrating experience in general. Sure people would play around it but still. I'd like that a lot.
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We could prevent all lobby dodging by removing pregame lobby completely. It would be much faster to get into a match, plus it would be way better for matchmaking. Just match 5 players, have an "accept" button show up, and send everyone straight into the match with their current build which they would be responsible for having fixed before they find the match.
The only downside is that survivors don't get to chat with others before the match starts, which is kind of sad and means fewer funny interactions like that… But this isn't even something console players get to participate in to begin with so I'd say the good outweighs the bad here.
Bonus point for the killer not being able to lobby shop, check hours of people on steam, check for SWFs, counter items with perks when they see many of them in the lobby. In my mind, the lobby just wastes time. It's neat and I get why it's there but it feels outdated to me and has some pretty negative effects on matchmaking.
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2.25 fatigue would feel really bad to play against, there just wouldn't be enough distance to make it to anything meaningful, plus it would probably feel quite bad to go against on certain loops, like a guaranteed hit and that's not good. I think the 2.5s fatigue from the PTB will feel excellent and good enough once they fix the animation for it.
What I would like to see instead though is more QOL buffs and other general buffs, like, being able to see blood pools in frenzy, and detect oblivious survivors with killer instinct (but you still wouldn't get any detection when you as legion are undetectable). Stuff like that. Also I'm not sure if it was fixed in the PTB, but making it so you have full collision after vaulting a pallet or window in frenzy, so survivors can't run inside your character model after you vault and make themselves really annoying to track, which is just feels bad to play against as the killer.
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I've always thought it should have some interaction with protection hits. Like if you take a protection hit then the person you take it for will also get a speedboost. That would give it a cool niche. At the same time, it would be better in SWF, but still. Would be cool.
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Pro tip when it comes to challenges, leave the awful ones that are mostly up to other players and RNG for last. Skip them and do something where you're guaranteed to get progress instead, then return to them once you have nothing else to do.
Then, just keep them in mind while you play and get them when they fall into your lap pretty much. Always get the guaranteed challenges first, so you're constantly progressing instead of getting stuck on the worst, most RNG challenges and making no progress.
It's the same logic as doing a test, you do the easy answers you know first, then the riskier and more difficult answers later once you've made sure you've got all the points you can reasonably get so you don't waste your time on the difficult answers first and don't have time for the easy answers, you know?
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I agree. The survivor should also begin screaming and crying on the floor after surrendering. And it should play a little mori for everyone in the trial where the killer shows up and laughs at them until they die. And of course the survivor that surrendered can't leave the game until the killer does this mori where they laugh at them. And in the next match after a surrender, the survivor should be forced to wear a "Dunce" cap.
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We could just buff scratched mirror up to 110% movespeed like Tier 1 myers is by default now once the map offering update goes live, as well as making it so the Tier 1 has a regular lunge distance. Then the addon would be playable on more maps than just indoor maps, at least to an extent. This one niche playstyle on Myers is a terrible reason to keep busted map offerings in the game the way they are now, not to imply that this is what you're saying of course.
I just see others claim that they want map offerings to stay purely to play scratched mirror myers when in reality the overwhelming majority of players using map offerings are already bringing the strongest stuff and just add it to the mix to get an even more powerful setup.
I'm happy about the map offering change, although the offerings will admittedly be pretty terrible after they're nerfed. Fair enough considering how powerful the effect is. Maybe we'll start seeing some other offering show up frequently, like self unhook or hook spacing offerings.
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You can change settings on PSN or XBOX like people mentioned so people will have to friend request you before they can send a message.
But a much better idea in my opinion is to just use Anonymous mode from within DBD. Then you will be completely anonymous to other players and your name will just be the character you're playing. Nobody can add or message you. You can find it in the settings menu under "Online", at least on PC.
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I think failing the hacking minigame should injure the survivor while not disabling the drone, that would be more balanced. Also, that way, each of the survivors can find a drone, fail the hacking minigame 2 times to get into the downed state, then immediately surrender once all four survivors are downed.
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People like this have no rules. No boundaries. They don't flinch at torture, human trafficking, or genocide. They're not loyal to a flag or country or any set of ideals. They trade salt for toxicity.
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@Wandering_Entity said:
Good changes:
• Freddy's rework as a whole• Most of the recent killer tweaks, especially Myers
• Most of the recent perk balancing
• Rarity adjustment for Sacraficial Ward
• Surrender option
• Survivor action HUD update
• Default and prestige outfits being presented as sets in the cosmetic menu
• Removal of Deep Wound darkening filter
Bad changes:• I genuinely can't think of something bad, anything I would like to mention is getting changed with the next chapter so I guess they did a pretty good job in the last few months.
All good changes, but personally I really wish they would have put the self-unhook bar into the survivor HUD update somehow. Proxy camping is still too powerful against solos since they can't coordinate or really know when it's happening while SWF can play around it with ease in most cases, the exact scenario that the survivor HUD was created for. I just feel like letting the self-unhook bar of the person on hook become visible after 25% progress has been reached is a no brainer.
That would help newer players understand that hanging around the hook is bad too, since it would prevent the bar from filling and they could see that.
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I think we need to let scanline and damaging trap merchant go. It's been tried, and the honest truth is that it isn't intuitive nor fun for most survivors to go against, even ones without the existing negative bias against her. To them I'd imagine it's just frustrating and confusing.
And on the flipside, it isn't fun for the killer when the enemy know how to counter the power since good survivors can almost entirely remove your agency. You could say that's a skill issue that new players can't deal with her and you'd be right. But maybe it's also a design issue. Maybe it's both. Either way, I think it's time to let it go, as interesting as some of the scanline techs people figured out were.
I actually have high hopes for this new version. I can already imagine the red light green light mode being fleshed out some more to also give SM stealth, letting her track and hunt survivors undetected. I'd imagine they could change it so that the only way to avoid being seen is to crouch. Then it could spot people on gens, people walking around, etc, and you'd really make survivors feel like they were being hunted, and that they have to hide or SM might sneak up on them. Being able to control and attack with drones sounds pretty fun. But getting aura read on the killer I feel is totally counteractive to the "stealthy, hunting and tracking you down while surveilling you" type character that Skull Merchant is, so I feel that needs to go.
I'm just gonna wait and see. I think this could be quite fun. The changes are like half a year away anyway probably, so I'll enjoy what's left of SM right now, maybe try some stealth builds with the 24m terror radius and monitor and abuse, and see what they do when her rework PTB finally comes.
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@tjt85 said:
Me too. Survivor BP needed a boost across the board imo and hopefully the distribution of points scored will look a bit more balanced after the update.
Under the present system, it's a little sad to see barely any BP scored in the Survival category in the majority of my Survivor games, since you don't really score much of anything unless you actually escape the trial. But it might be that the Boldness category will look a bit more empty, I guess. They can always make adjustments in future if that turns out to be the case (and these seem like fair suggestions to me).
I always thought it was lame that almost all survival points are tied to escaping the trial, but you get none for completing the main objective which is finishing gens. It's not like killer gets 0 sacrifice points unless they get a kill right? So making it so all survivors get 1000 survival points when a generator is completed, and making the escape only give 2000 would be really good.
Would also discourage ratting since hiding for hatch wouldn't give so much more points than actually doing a gen.
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I've always liked the idea of having a random perk option, where each random perk you equip gives +25% bp bonus.
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I just checked the wiki. I was under the impression that obsession perks guaranteed that the user would become the obsession unless someone else also brings an obsession perk, but it actually just increases the base 25% chance each survivor has. Exactly how I don't know, but it's not a guarantee that an obsession perk user becomes the obsession, even if no one else brought an obsession perk.
I would assume that if there is a single obsession chance increasing perk, like DS in play, the chances of ther person that brings it becoming the obsession is 5/8 (62.5%), and 1/8 (12.5%) each for the other 3 survivors. If it stacks additively, this makes sense.
Or maybe it's 50% chance like th3 writes, if it works multiplicatively.
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Man I forgot that 2v8 is ending today and not in a week at the same time as the PTB. As for me, I'm really not playing much at all recently, maybe a game or two every few days, sometimes a little more. Did all the challenges, got the tome progress I need, just taking it slow until the PTB. But even after it drops we'll still be 3 weeks from the update. I'm very much anticipating this next update, very curious about how many of the health improvements we'll be seeing in the next update, the new license, balancing, etc.
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@CipherMRV said:
Now here me out...
They make it so you can mori the last 2 survivors alive. When there's 2 survivors left and one gets downed, what are the possible outcomes? Pick up and hook survivor and do a hatch standoff with the other one, or leave them slugged on the ground for 4 minutes til you find the other survivor.
In both scenarios the first survivor down is gonna die, whether it be getting hooked or bleeding out. So how about you can mori that survivor then afterwards instantly go into a hatch standoff with the other.
But this doesn't work if they wanna slug for the 4k but they can't really fix that.
I've had the same thought, but the people the slug for the 4k now would probably still slug for the 4k. The whole idea is that they want to circumvent hatch and guarantee a 4k, so this wouldn't help. It would definitely speed up the endgame once there's only 2 survivors left though, no more having to hook and then wait for the second to last survivor to be dead on hook to mori, or hook and have to sit through a bunch of self unhooks and hook stages. Just bam, mori either of them as soon as you down them.
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@danielmaster87 said:
They're already good items. They're add-on dependent, and some add-on combos which are allowed are stupid (because they don't do anything, i.e. 2 duration add-ons w/ no effect). But I'm afraid of what might happen if the devs want these items to be on the same level as toolboxes and medkits. Survivors already don't need that's stuff to win, and again, maps and keys are fine, if not a tad niche.
They're not good items, they're bad items with at most two good addons. The only time I see anyone use a key is for hatch challenges, sometimes rarely with Blood Amber to read killer aura which is admittedly quite strong. And I don't even remember the last time I saw someone use a map. The green map is just a terrible version of the iri map, which already isn't a very great item on its own. The only thing either map is useful for is bringing the purple addon that lets teammates also see tracked items, and also bring Detectives Hunch. That's pretty good info for the team, but again super niche.
I made a thread long ago about combining them into one item type, though I doubt that will happen, but that's my main idea. Both the items provide info/aura read, so I figured it could work, would be less clutter in the bloodweb too. If they don't, they had better make them more accessible and useful at lower rarities, perhaps add a brown and yellow version of them, and make the addons way more interesting and useful. The fact that regular Map and Broken Key start at green rarity despite being entirely useless to almost useless on their own is just sad when you could use a brown medkit and get way better value instead.
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A general tip first, if you're spending cash, spend it on licensed survivors. Otherwise, buy characters with shards if you have them available. The Shrine of Secrets is not worth it, much smarter to just buy characters and prestige them. Spending shards on characters is one of the most efficient ways to spend them, and will save you tons of cash in the long run. At least if you want the most bang for your buck.
As for what characters to buy, I'll assume you don't have any unlocked outside of the free ones. Try going for these ones first as you also prestige your other survivors to P1 at least. I'd start with Kate and Feng. They've very cheap and have good perks:
- Kate for Windows of Opportunity
- Feng for Lithe and Alert
- Laurie (Licensed) for Decisive Strike
- Zarina for Off the Record
With just these characters you'll have a great selection of perks. And don't forget to level the free characters to at least P1, there's tons of extremely good free character perks like Adrenaline, Unbreakable, Sprint Burst, Iron Will, and general perks too.
If you wanna know what's popular/good, check this list: https://nightlight.gg/perks
You'll notice lots of general and free character perks there too, which can give you some inspiration on who to prestige first. -
No, it's both. Map offerings and map balance are separate issues, even if they're related to each other. Because even if maps were more balanced, being able to guarantee a certain realm or map means there will be less map variety since people will always send themselves to the realms they are most familiar with, which often tend to be older maps and realms like MacMillan or Autohaven. The RNG of map selection is a big part of what keeps DBD feeling fresh, and map offerings really hamper this.
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@AssortedSorting said:
I also still don't get why they don't take into consideration Hooked Survivors either. Just means in the event that the last two are down or one is hooked and other chased, it falls onto the Hooked survivor "going next" to politely let the Killer have the Mori if they down the last survivor, or the Killer waiting out the Hook stages of all other survivors to kill the last survivor.
Sure, if it took Hooked Survivors into consideration there could be some edge-cases where the Hooked Survivor had a self-unhook perk available to use, but those cases would be far fewer than the above annoyance.
I've thought from the moment the finisher mori was implemented that if all remaining survivors other than the last survivor is on hook and second stage, then you should be able to mori the last survivor. Realistically the game is over at that point, and nobody can self unhook because they're in second stage. Bonus points if starting the mori animation on the last survivor also immediately sacrifices the survivors on hook in struggle stage.
If we reworked Slipper Meat and Luck and removed self unhooks outside of Deli and Wicked, then this could even happen from first stage as long as no self unhook perks were in play.
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If you're referring to the health changes, the body blocking they're talking about is killers or other survivors standing in front of and blocking a survivor in a corner or some other place so they can't get out. Not bodyblocking to take a hit or let someone wiggle out of the killer grasp.
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They're right in what they're saying, Onryo isn't very strong in chase, and usually map offerings are for maps with strong tiles for survivors that are hard to deal with as M1 killer. That's why they're complaining about map offerings. If I'm playing Nurse I don't care if they send me to Autohaven, Macmillan or even Eyrie. But as an M1 killer it's really painful and you have to really lock in to get a good result if the survivors are decent.
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Good anti camp perk, but shines best in SWF. I think it's kind of sad that there's no UI indicator that a person on hook has an active reassurance on them, you just have to notice that the timer is paused, which isn't very intuitive to your teammates. Just like the anti camp bar is still missing from the UI for survivors on hook too. Unfortunate. Overall a very good perk, but you won't always get value.
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Not in lobby. Lobby dodging is already bad as it is. I really don't see a point in the lobby at all, I'd rather be sent straight into the match from queue.
What they could do is add your teammates perks to the ESC menu in game. Or better yet, let players "ping" their perks from a chatwheel to signal to their team in-game that they have a perk. That way you can reveal info to your teammates as it is needed.
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The big downside of OTR is that it's endurance based. If you're playing against Legion, Slinger, or other characters that can apply deep wound it becomes a lot weaker. It's also less effective against killers that can shred through healthstates if you're in a bad spot, like Trickster or Bubba with the double chainsaw hit. Or if a killer chooses to slap you right off hook it immediately removes your OTR endurance, putting you in a bad spot.
I think DS is better not just because it wastes way more time like you mention and gives way more distance, but also because it pairs with DH like you mentioned, which OTR on its own doesn't all that well.
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I've been seeing a map offering in most games for months now anyway so it doesn't matter to me. I think the new system sounds much more fair. Every player has a 20% chance of getting "their" map chosen, and map offerings don't stack? Sounds a lot better than a single player dictating the map/realm chosen based on a single offering. I don't mind changes being announced months before.
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@SharonPancakes said:
Survivor queue has 300-400% bp incentive because the game is killer sided, stats show killers dominant at every MMR level. You bring up a handful of maps that are survivor sided and ignore the maps that aren't. You also ignore that some survivor sided maps aren't really survivor sided against certain killers. So maybe if you play a weak killer against a coordinated team on a survivor sided map occasionally the survivors may have an advantage. These poor killer posts are beyond embarrassing, reality doesn't agree with you.
Survivor queue doesn't have 400% bonus because killer is dominant at every mmr level. It has that bonus because of 2v8. Outside of 2v8 I rarely see 100% bonus on either side anymore, and killer queues are near instant in the evening while they take longer in the morning and midday, which is when there's less survivors playing with their friends. I think the player distribution is in a pretty good place between killer and survivor, and that neither side utterly dominates the other across most levels of play. What I do think is that matchmaking is incredibly inconsistent, which leads to very unbalanced matches.
The biggest balance issue is that there's such an enormous difference in power between the strongest and weakest killers, builds and items. There's a world of difference between bringing a medkit with just a couple brown addons, or a syringe + skillcheck addon or styptic every match. An M1 killer on a strong Gas Heaven would struggle a ton, while Nurse or Blight have a relatively easy time. Sweat sided is what the game is and has always been.
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You can upload images straight to the forums, that's more approachable than uploading a pdf file.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889274#Comment_3889274
but they should lower the required knives for main event to 18-24.
This
Also I feel like a partial Trick Blades basekit (1 bounce instead of 2) would not only make him stronger, but much more appealing than he currently is because of the added skill ceiling.
I don't know if 6 blade trickster is weaker or stronger than current trickster, but he certainly felt less frustrating to play against and more fun to play.
He was pretty weak even before his rework, so I hope they partially revert him back but keep him at 115, keep the recoil removed, and lower main event requirement to around 20 or so. And adding a single bounce too like you mention seems like a no brainer that would make his skill ceiling way higher and add lots of depth to him.
I just feel like 115 suits him a lot both in gameplay and lore, makes him a lot more unpredictable in loops and helps him be scarier in tall wall tiles where he is weakest. It's also unique since most other range killers are 110 like Huntress and slinger. Since he's always been one of the weaker killers I'd say there's room for him being 115.
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Cool, recognizable designs and masks is a big one, but I think the fact that there's 4 of them in lore and the lore is interesting is a big reason. Them being multiple characters is perfect for comics since it means there's more room to write stories about the characters and how they interact.
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The eruption/cob/overcharge meta was abysmal, I don't think anyone wants to go back to that.
I do think the 8 gen kick limit could be tweaked a bit though. It doesn't feel right to be punished simply for defending an important gen throughout the match and having it be blocked off by the time there's 2-1 gens left, even though you never went for a 3 gen. Some think that the gen kick limit should only apply once there's 3 gens left instead, which I can get behind if they reduced the limit to 5 or something instead.
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@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889401#Comment_3889401
In what sense, though, is the question.
Should the Killer have to work 100% to secure a single kill? two Kills? three Kills? four Kills?
If more than a single Kill, what should the killed Survivor() experience? Just an end? To help the remainders? To help themselves (from a metagame perspective)?
I know it's a commonly mentioned take but I think if we begun to reward hook spreading instead of kills, even for MMR, with bonus points for hook actions instead of just camping hook states, we'd see more fun gameplay. Like slugging all 4 survivors then hooking them would give fewer MMR points or regular points or whatever, because you're getting fewer individual hooks.
The changes they're about to make which will make survivors spawn together will give killers more time to spread hooks without many gens popping very early. For now I'm just excited to see exactly how they'll be implementing these QoL changes, and especially the anti camp and anti tunnel changes.
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That doesn't mean we shouldn't try.
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Also 240FPS cap or uncapped framerate on PC. It's sad that 120fps is still the cap in this game when 240Hz is becoming so coommon in PC monitors.
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This makes me extremely angry. Do you have any idea where you are right now? You're on the DBD forum, talking about how DBD is a worse game than Friday the 13th? How dare you.
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Remove Self Unhooks other than Deliverance Delete Slippery Meat Rework Luck Remove Skillchecks from Struggle Phase Add Spectating your teammates while you are hooked
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Now they will truly be Dead by Daylight.
