Nos37
Nos37
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526906#Comment_3526906
The killer isn't being punished. There are no limitations being placed on them. Show me evidence that they are being punished. You can't point to SWF as that is an intended and expected part of the game. External comms are also an intended and expected part of the game. You getting outplayed is not a punishment.
If you place limitations or restrictions on friends who play together, you are punishing them for playing together. Killers are not being punished by the existence of SWF.
Are you trying to gaslight me? You know I've played the game as the killer role, right?
Maybe you're trying to say that the difficulty versing SWF is the norm/standard, and that versing SoloQ is just an easy reward/break from the norm? If you're trying to say that there is no discernible difference between SWF and Solo, that's... a reach.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526906#Comment_3526906
Oh it has to be more than 20%, as I believe most do play both roles even if they "main" a side they favor.
I do wish all players played both at least to a competent level. It would cut down on the bias's massively, and generate some much needed empathy all around. Plus playing surv makes you a better killer, just as playing killer makes you a better surv.
I'm not talking about "mains." I'm talking about every match of DbD needs 4 survivors and 1 killer.
I would argue less than 20% since the survivor queues times are longer on average.
But it's fine if the killer role is miserable. The game needs 4 survivors for every killer. Matchmaking wouldn't work if the game were equally fun for both roles and the split was 50/50.
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What about the downside of Distortion not lasting long against killers with suppressed terror radii or stealth killers? If it's to be nerfed against regular killers with standard terror radii, then it should be buffed against the stealthy killers/perks.
Maybe have the perk still regain tokens from killer proximity regardless of their terror radius. However, this would make it easy to detect a nearby stealthy killer, so Distortion's progress bar should not show its progress during. Instead, show the progress jump to the new correct value afterwards. Just like how Solidarity (Renewal?) works, where healing another survivor does not show the perk gaining progress, but it jumps up a big chunk after stopping or completing the heal.
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My big gripe about bots is their refusal to give up on the hook when there are only 2 remaining survivors. In solo queue, it's common courtesy for the 3rd survivor to give up on the hook to let the 4th survivor have a chance to find the hatch. Luckily, the bots are more likely to miss stuggle skillchecks than humans, so that at least speeds up the process.
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If it is a bug, then you're right; they'll fix it.
I just wanted to know if it will be fixed before tomorrow's release. If not, then I don't plan on playing survivor if Xeno players will be exploiting the bug.
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526561#Comment_3526561
Killers aren't having a miserable experience solely because of SWF, and it's disingeneous to imply that they are.
You want to punish people for playing with their friends, despite the fact that the majority of SWFs are duos. Duos and Solos account for the vast majority of survivor players, with 3-mans and 4-mans making up the minority.
You cannot punish people for playing with their friends. It is fundamentally unfair.
You cannot punish the killer by pitting them against players who can very easily coordinate by simply playing with their friends.
I mean, the devs can, I guess, and that's why things are the way they are...
Oh well. Killers only make up 20% of the game's population anyway.
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The big glaring issue from the PTB that I wanted an update on was Xeno's tail attack being properly treated as a special attack. No Play With Your Food tokens were lost from succesful tail attacks in the PTB.
It's still Monday. I'll wait and see.
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When there are 2 remaining survivors, if a survivor is downed by the killer / killer's power (not by Plot Twist) then the Entity will spike the slugged survivor after 30 seconds and remove them from the game.
It's quite obnoxious that the killer can get anywhere from 4 to 6 extra minutes (4 mins bleedout + 2 mins if first hook) to search for the last survivor because they don't want to leave it to RNG for the hatch race.
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That, or remove idle crows when there are only 1 or 2 remaining survivors.
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525855#Comment_3525855
"Built-in limitations for queuing as a group" sounds an awful lot like "Punish people for playing with their friends."
"All Endurance effects disabled in endgame to give the killer a chance" Sounds an awful lot like "Killers deserve free kills in endgame"
"Downed survivors are taken by the Entity and placed on a random hook unknown to the killer, while the killer immediately gets back to patrolling and chasing (no slugging, no camping, but also no flashlight saves, no sabotage)" Have we really reached the point that hooking is a core issue?
"Hooking different survivors reduces repair speeds" Oh goodie, built-in repair speed reduction stacked with plaything+pentimento. That'll be so fun.
It's more fair than "punish killers because people want to play with their friends"
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@GensByDaylight said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525812#Comment_3525812
Actually, I already know which map is the most survivor sided, this is just a question for the community.
I have over 200 Garden of Joy and 150 Badham offerings stocked up on Jill, and almost 300 Midwich offerings on Wesker ATM(I've also used 125+ of them).
I agree that map offerings should prevent a realm from appearing, the only thing that would maybe be bad is less scrathed mirror myers(?). Although those are so rare it doesn't really matter.
I almost guarentee that the survivor mains would be screaming at the top of their lungs about how it is "unfair" to change something they've stocked up on.
I may even have to stock Lery's offerings on Wesker if this happens!
That's why I said the devs would have to average out player's map offerings. Instead of trying to guess which map offerings they should give each player based only on what they currently have in their inventory would be a nightmare. Leaving the offering count the same would be a nightmare for players who have stockpiled.
Averaging it would still hurt the stockpiles, but would not require extreme personalized efforts.
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Core issues are too deep in spaghetti to be changed.
Wait a few more years for Dead by Daylight 2...
- Built-in limitations for queueing as a group
- Built-in information for playing solo
- Map offerings now prevent the Entity from choosing that realm
- Downed survivors are taken by the Entity and placed on a random hook unknown to the killer, while the killer immediately gets back to patrolling and chasing (no slugging, no camping, but also no flashlight saves, no sabotage)
- If the killer is near the hook, the unhooked survivor is dropped into a random spot in the map (no tunnel-off-hook)
- Hooking different survivors reduces repair speeds (spreading hooks rewarded)
- Hooking the same survivor twice in a row resets the repair speed penalty back to 0 (tunneling punished)
- All endurance effects are disabled after all the generators have been completed (to give the killer a chance in endgame)
- All killer powers are disabled (and movespeed set to 115%) when there is only 1 remaining survivor (to give the last survivor a chance in endgame)
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@ThatRedPyramidThing said:
The changed it because they changed the scream sound trigger.
This way it's is still technically 4 seconds as the first second is lost in the animation.
I still only use it on Billy, Freddy, Sadako, and Blight though. As a they can actually use the information. Everyone else it's not much help on.
Also I used it mainly for the BP. With the BP gone it's a niche perk now. Nowhere to Hide and Darkness Revealed are much better information perks for most killers.
#BringBackBBQBP
Exactly. Fast/teleport killers get more use out of the info.
To make it fair, the perk should disable after 5 seconds (1 second of animation lock + 4 seconds) or after the killer has moved 18 meters from the hook.
18 meters is equal to the distance a 115% movespeed killer can cover in 4 seconds.
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I bet OP is just "asking for a friend." It probably has nothing to do with finding out which map offering is the best one to stockpile for easy matches...
There are enough maps/realms now to justify the devs changing the way map offerings work. Map offerings should PREVENT the lobby from being sent to a specific realm instead of the current function.
SWF would no longer be able to make it (even more) miserable for killers, and stealth killers / terror radius killers can stop using map offerings to get small/indoor maps for an easy win.
The only other thing the devs need to do when they implement this system is to average out all the players map offerings. (Add up the total number of map offerings in each player's posession and divide it out evenly amongst all the different possible map offerings.) This is fair and necessary since survivors will have stockpiled so many Garden of Joy / Farm offerings and those offerings would no longer guarantee those maps (they would do the opposite, in fact).
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@mca240 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525692#Comment_3525692
Because people are tired of going up against a well coordinated group that finish all generators within 5-8 minutes when not playing Nurse. It is very draining to go up against the same meta cheese. It makes for very unbalanced games. What is the point of loading into a match know your chances of winning are slim and you feel powerless simply because premades are overpowered? It just isn’t fun.
This may just be the other side of the same coin, but my issue is with long chases, not fast gens.
I do not have a problem with gens being done in 5-8 minutes, but I absolutely have a problem with 1 chase lasting the same 5-8 minutes. Let them go? Why? So I can give them a break and let someone else "have their fun?" If I do switch to someone else, they'll just have the same busted perks or their team willl step into to bodyblock, blind, pallet save on pick-up, or use some For The People + Buckle Up BS to walk right out the gates (but not before taebagging)
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Not everything survivors do has to have a counter.
Take the L. Let it reflect in the escape rates and the stats. The balance team might sort it out (eventually).
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I had to stop maining Jane because she hardly ever gets new clothes, and when she does it's usually lore-accurate clothes that are meh. And because myself and others don't play her, the devs have little reason to give her new clothes. Terrible, vicious cycle...
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@BlightedTrapper said:
Sole Survivor doesn't need a nerf, but Wake Up! could definitely use a buff. Given that you'll probably only get value from it in 1/3 of matches, it could at least give a 50% buff to gate opening speed.
1 in 3?? You must play in SWF exclusively
My soloq matches get to endgame every 1 in 12 matches. Plus I have to not be on the hook when the exits get powered. Plus I have to beat other survivors to the exit gate switch. Plus I have to hope no one sees my aura and uses it to kite the killer to me before I have the gate 99'd or opened.
No wonder nobody uses Wake Up!
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Stop the killer from dropping survivors when blinded. Have it instead weaken the killer, increasing the carried survivor's wiggle speed or the killer's sway amount, and/or hide hook auras from the killer.
Until then, Lightborn should stay as is.
New perks are making it easier to extend chases longer and longer. It's complete BS that a flashlight can undo the killer's efforts in seconds.
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I wanted to quit my killer match, but I stuck it out.
I was an M1 killer on Azarov's Resting Place. Found a survivor early on my half of the map and got a very quick injury. Between Made For This, Windows of Opportunity, and Resilience, getting the down took an additional few minutes.
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@SlowLoris said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519726#Comment_3519726
Do you not understand how Lightborn works? You cannot blind them. Even if you attempt to, nothing happens on their end....
Like, it's just a waste of time, their vision is not hindered at all when you attempt to blind them.
If you're getting lost when someone does this to you, you must close your eyes when someone also attempt to blind you.
*ATTEMPT to blind. My bad.
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With hook-grabs removed, is there any reason survivors should be able to cancel the unhook action?
Being unable to cancel the action would prevent the unhook spam.
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@SlowLoris said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519720#Comment_3519720
If the killer cannot be blinded, he does not need an aura to see what way you went. The most you can say is scratch marks, but even then, it doesn't matter, because THEY CAN SEE WHERE YOU GO, because they aren't blinded.
The fact is, since the removal of Lightburn from the game, if a killer is running Lightborn and you aren't running Object of Obsession, beamers are basically 100% useless.
I am not saying Lightborn should be nerfed, even if I do think it should be adjusted, I am simply saying, it is silly to act as if that is a good use of your beamer if the killer has Lightborn. You'd be better just making as much distance as possible and not wasting a Distortion stack.
"they can see where you go"
That is why I said blind them during a pallet stun / pallet break. Blind them while they're stunned and run off while they're looking down to break the pallet. Use line of sight blockers to hide and make distance (no scratch marks to tell the killer which direction you went).
I use Lightborn all the time. I've had survivors with Distortion use Lightborn against me to lose me.
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@SlowLoris said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519627#Comment_3519627
Huh. So you're saying, I should bring a beamer to waste my time blinding a killer that cannot be blinded, so I can block the aura reading that doesn't matter, because they couldn't be blinded at the pallet anyway?
Lightborn shows the killer the auras of survivors who attempt to blind them. Distortion activates when the survivor's aura is read. It does TWO things: hides your aura from the killer AND hides your scratch marks, both for 10 seconds.
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Survivors can still use their flashlight as a tool against Lightborn if they have Distortion and blind the killer after a pallet stun / pallet break to throw the killer off their tracks.
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The developers have tested the anti-camp measure you have proposed. Survivors abused it by running from the killer near the hook to punish the killer. The developers decided not to use it.
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What about Wraith?
Bing, bong, injured 3 seconds later. Either stay away from gens completely and try to hide and wait for hatch, or work on a gen until bing, bong, dying state 3 seconds later.
Not every gen has a window or a pallet 3 meters away.
They buffed Wraith and then they gutted Spine Chill. Neither of those helped Wraith where he struggled against very good survivors, but it's now worse for the rest of the survivors.
No power cooldown. No lullaby. Wallhack addons. Pallet obliterating addons.
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@DEMONANCE said:
singularity is really really tricky to buff i agree with the comment above a good singularity is very oppressive and leaves you very few options in chase.
i think the payoff to a good use of his power is decent in most matches, it's already much better than most killers but people don't really wanna do much effort to learn him when there are easier killers to play i really think wesker just rotted people's brains that if a killer isn't a dasher or easy to play they just won't bother.
plus a large part of why people don't play him is that he requires fast inputs and turns which controller players struggle with (a common problem with a lot of killers on console)
i can agree with improving the detection of camera placement plus the Survivors so it doesn't get blocked by a twig or whatever small thing that hides the Survivors model.
if you make it so emp range is smaller or only affects one Survivor singularity becomes a 3 gen nightmare, hens already did a 3 gen singularity against a swf team in customs and they struggled I'd totally agree with those when they fix the 3 gen issue like they promised.
giving him 5% haste is just leaving even less options for Survivors in chase when you already have overclock so it's just a lose lose for Survivors.
"when they fix the 3 gen issue like they promised"
They didn't promise this. They said they're buffing Deja Vu until they have a way to resolve the 3 gen issue.
Just like they said they're adding Bloodlust to the game until they can resolve problematic map designs.
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I posted this idea in another topic, but I don't play Singularity enough to know if it's a good idea. As a Singularity main, what are your thoughts?
What if...
- Survivors start the trial with an EMP.
- Interacting with a generator now removes EMP's from the survivor.
- The 3D printers no longer begin on their own. Survivors must manually start the printer by quickly tapping a button on it once.
- Survivors can do other things while the printer is busy.
- Survivors can still speed up the printing process.
- The printer cannot be started again until 10 seconds after retrieving an EMP from it.
- The 3D printers no longer begin on their own. Survivors must manually start the printer by quickly tapping a button on it once.
- Biopods cannot be removed/replaced while disabled.
There is a tradeoff at the start. If survivors hop on a gen straight away, they give up their early EMP protection. If they hold onto their EMP until they or another survivor is in chase, they forego making gen progress.
The Singularity needs time to setup, tag, and catch up, before it can use its killer power effectively. The survivors having to manually start the printers buys The Singularity that time, while the printer cooldown reduces EMP spam.
Removing EMP's when repairing gens also means survivors cannot easily horde EMP's and sit on a gen, saving it for if/when the chased survivor needs it and swings by. Instead, the survivor will have to leave the gen, grab the EMP, catch up to the chase to aid, and then go back to the printer later to start it over again.
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If you play both roles enough (and do a lot of hiding while playing survivor), you learn the hiding spots. Sometimes you just know where to check when playing killer.
If the killer goes around checking lockers and there is a non-zero percent chance that the first locker they check is your locker, then "there will be a point in time" when a killer guesses 100% correctly.
- Is the killer correctly guessing every survivor's location the whole match, and not just yours one time?
- Do you have Distortion equipped when you say the killer finds you without aura reading perks?
- Did the killer have other tracking perks that do not rely on aura-reading, like Whispers, Spies from the Shadows, or Stridor?
- Maybe the killer saw your scratch marks from afar, narrowing down the places you could be, checking the area to see if you left, and then checking lockers?
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@Satelit said:
I don't want just Kindred as basekit,the biggest solo-SWF gap closer they can do is letting survivors see eachothers aura at all times.
But that effectively makes a lot of perks basekit. More than just Bond.
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@thisislastyearsmodel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517921#Comment_3517921
Okay, you know what, you've got me there. I only just recently came back to the game so I tend to forget a lot of the newer perks; I didn't factor in Pentimento and how that would affect things.
The survivors wouldn't even have to cleanse all the dull totems. They would only have to cleanse your NOED at the end when its aura is revealed to the survivors.
Re-kindling it with Pentimento would only give one token, which only slows down gens (all 5 gens are done if NOED has activated).
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Something along the lines of don't feed the seagulls.
The humans are in the cars; they see the seagulls. Not every human is going to feed a seagull; especially if it means getting swarmed by more.
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For Survivors: Kindred
For Killer: Corrupt Intervention
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They're working on a self-unhook mechanic for when killers camp, they've already removed hook-grabs, the survivors effectively get to walk out the gate at end-game, the 60% killrate the devs are looking for isn't happening for me.
If anything, all endurance effects need to be disabled once all the gens have been powered.
The killer STARTS the match at his weakest, and five minutes later when all the gens are done, he ENDS the match at his weakest too. Give the killer back some agency.
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Yes, add the locker aura to Head On.
That way, survivors won't have to use Empathic Connection to coordinate a Head-On play in solo-queue, and then Empathic Connection can stop showing the perk user's aura to survivors in chase who want to use you as a rock to scrape the killer of their boots.
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Or they could remove whatever is distinguishing the two genders.
Make very survivor use the exact same code and framework. Make genders just skins.
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@adaw0ng said:
You can't kill switch half of the roster of survivors because there are people who only play one and have all their progress on that one, which would not be too big if it was a certain character bugged, but you'll leave half of survivor players without their character to be able to play. It would not be smart at all, they'd lose a lot of players.
So a portion of the killer roster (M1 killers) being effectively unplayable is absolutely fine??
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What also sucks is knowing the match is over, trying to go next, one of the other survivors unhooks you, you get slugged, they get downed and hooked, and they get to go next while you're stuck bleeding out.
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5 to 10 minutes?
Just hold the Sprint key to deny being picked up. 4 minute bleedout time.
If the killer picks you up at 3 minutes 50, then try to speed up the sacrifice. Another 30 seconds, unless the other survivor spams the unhook action to effectively pause your timer.
If you get unhooked, hold the Sprint key to deny heals and go sit on a gen so the killer has no choice but to down you or let you both escape. Not long to wait at this point, unless there are 5 gens remaining and the other survivor's just not getting caught.
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With how many posts I see here complaining about facing the same 3 or 4 killers over and over, I'd be surprised if that game does well for long.
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@tea said:
For me it's Cybil. She's one of my mains and I rarely see her ever- granted you have to pay extra for legendary characters so I get that.
I also have a soft spot for Haddie.
What are some survivors/killers that you play that you don't see much?
I'm glad they gave Legendary skins their own voices, but I have to hit Cybil after hooking her. Sorry.
I've been playing a lot of Skull Merchant lately. Chase-focoused, and I only drop drones on gens if they have progress and I happen to pass by in chase or while patrolling.
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The male survivors are 2 meters tall. Imagine 5 survivors slugged in a line on the ground.
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Your one problem with Blood Warden is that it means survivors who decide to stay longer just to teabag may end up dying?
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515894#Comment_3515894
If you hadn't noticed, there's this neat little feature called Custom Game where you can play killer against bot survivors. I mean, that's what you want isn't it? Since you're complaining about how much weaker killer is in comparison to survivor.
If they gave us Bloodpoints, Iridescent Shards, and Rift Xp for customs, I would.
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None from me 😑
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515884#Comment_3515884
Players using things in the game is not a punishment.
Killers are punished because they aren't balanced around SWF. They aren't balanced around solos. They're stuck in the middle. Hands tied behind their back and told to keep their head above water. Any skill expression from the killer is considered a bug or an exploit and is swiftly removed. Any skill expression from the survivor is considered a tech or a feature and gets praised in YouTube videos. Whatever makes 80% of the playerbase (survivor role) happy...
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@Crowman said:
So people get punished trying to play DBD with their friends with longer queue times. Those people find a different games to play. You basically want to tank DBD's playerbase.
Killers are getting punished because survivors just want to play with their friends...
...and stack meta perks
...and strategize beforehand
...and use comms to call out the killer's plays
...and coordinate insane bodyblocks and endurance plays
If it were truly "oh, we just want to play with our friends," then the devs can take away all those extra benefits and SWF should be absolutely fine with it. (They won't be) So that excuse does not work.
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@jesterkind said:
Wouldn't that work against you if you want to play relaxed or try an experimental build?
You're more likely to get that if you're facing a group of friends who'll play altruistically and have a higher chance of messing around than a team of solos.
Not the Seal Team Solos that everyone talks about😱
I don't know what kind of SWF's and solo's you've been facing, but I'll trade in a heartbeat.
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What if...
- Survivors start the trial with an EMP.
- Interacting with a generator now removes EMP's from the survivor.
- The 3D printers no longer begin on their own.
- Survivors must manually start the printer by quickly tapping a button on it once.
- Survivors can do other things while the printer is busy.
- Survivors can still speed up the printing process.
- The printer cannot be started again until 20 seconds after retrieving an EMP from it.
- Survivors must manually start the printer by quickly tapping a button on it once.
There is a tradeoff at the start. If survivors hop on a gen straight away, they give up their early EMP protection. If they hold onto their EMP until they or another survivor is in chase, they forego making gen progress.
The Singularity needs time to setup, mark, catch up, and then can use its killer power effectively. The survivors having to manually start the printers buys The Singularity that time.
This change also means survivors cannot easily horde EMP's and sit on a gen, saving it for if/when the chased survivor needs it and comes to their gen. The survivor will have to leave the gen, grab the EMP, catch up to the chase to aid, and then go back to the printer to start it over again.
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I play 50 matches normally without camping or tunneling and commit to every chase, and I have 3 to 4 hooks by the time gens are done on average.
Op doesn't get the point of tunneling. I don't get the point of spreading those 3 or 4 hooks out.