Sarrif
Sarrif
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700003#Comment_3700003
few dozen ping is enough to make it impossible for killers, that's how strictly made this game is
Okay fine, you want killers to get free hits, how about this then. Killers still get their free no skill hits but whenever a killer gets a free hit on a survivor due to their ping that survivor gets some kind of bonus for the rest of the game like extra 9% action speed.
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699996#Comment_3699996
Server side hit validation only makes it impossible to play for killers, 32meter range is ridiculously big to the point I doubt you know how big each meter is, item revisit is cool, we have ridiculous amount of anti tunneling already, perk change is nice, and team qol is good
Half of your idea is nice but another half is kinda ridiculous
Server side hit validation only makes it impossible if you have terrible ping. You should not be getting free hits because you have bad ping. Would it be fair if survivors with 200+ ping instantly healed every time they got hit. 32 meters is big, that's the point. Blight, Billy, Wesker, etc can travel that in what? Like four seconds or less? We have no base anti tunneling unless you are counting the 7 seconds of bt off hook.
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Make it so hits are validated on the server side instead of on killers side, would make the game 100% more fair and enjoyable for survivors who get a crap load of bullshit hits on them because the killer has bad ping.
Make the anti camp better, increase the range to something like 32 meters if it's a ranged or high mobility killer/bubba OR just make killers powers disabled near hooked survivors like with the artist. (For fairness the time to actually start the anti camp is delayed more)
Remove or rework survivor items and add-ons. Green maps are actually pointless due to the event map and rainbow map and because of that the majority of map add-ons are pointless as well. Green keys do nothing and if your really bringing a key then just bring a dull one and slap on some beads. Brown toolboxes are also bad due to the fact that… well just bring a yellow one, they are incredibly common so there's no point in bringing a brown one. Likewise the mechanics toolbox is trash since commodius is better for repairing gens anyway and if you care that much about speed you are going to bring an engineers. Flashlights have add-ons that actually do nothing and I'm pretty sure have been bugged for years, like who the heck is taking a rubber grip or a brightness add-on over a range or batter add-on? The med kits being different is pointless since the healing difference is less than a second if I remember the math correctly. They could be changed to have different effects like say the ranger med kit grants endurance to downed survivors like buckled up for a few seconds, or a heal with an emergency medkit gives a temporary haste like the blight add-on that already exists.
Have mechanics in the game to make tunneling less effective like say giving a bonus to action speed per survivor dead or give an alternate win condition when there's two survivors left and multiple unrepaired gens so it's not just wait to see who dies first simulator.
Add minor quality of life buffs to perks to bridge the gap between soloq and SWF like say Head On revealing the aura of the locker you are in so it can be used effectively without having to be in a SWF group.
Straight up buff or rework perks, Weaving Spider is a killer perk and it's never worth it in a normal game, same for things like potential energy which HAS a lot of potential but has so many downsides it's just not worth it. Only loosing charges when downed and making it have a 1:1 conversion would make it worthwhile potentially. Diversion should not be based on terror radius when like a third of the killers don't have normal terror radius. All of the partial healing perks like resurgence need to have immunity to the hemorrhage effect.
Show other survivors perk load outs in lobbies to help bridge the gap again between soloq and swf. I don't want to trade hooks when the survivor has deliverance.
TLDR there's so many incredibly basic things they could do that would make the game better for survivors but they just choose not to because they want survivors to feel awful I guess.
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So play any of the numerous killers that can catch up to survivors instantly.
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Would it be too much to ask for at least half of the useless items and add-ons survivors have to do something? *Glares at broken key, green map, all the medkits that should have been just merged into one since they are all the exact same, etc.
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@Nebula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699345#Comment_3699345
Agreed. There needs to be some sort of comeback mechanic in place. 2 or more gens left with 2 survivors is quite literally a guaranteed win in the current game and there’s honestly no point to even trying, just a waste of time currently.
Yeah like, it'd be so simple and healthy for the game. Not only punishes tunneling people out but makes the game more fun for everyone unless the killer specifically wants a curb stomp match.
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@Royval said:
I think once the last 2 survivors left they should have their auras revealed every 45-60 secs.
Why not just end the game instantly at that point?
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https://www.youtube.com/watch?v=QxQEf1JXq-Y@Unimatrix00 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699342#Comment_3699342
Except the devs have stated that hiding from the killer for extended amounts of time is a bannable offence.
Seriously though, instead of saying it's bannable the devs should fix their game so that there's at least some hope of winning or at the very least not instantly dying if they actually try to do something.
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Tbh it's the hatch standoff all over again. When there's two survivors left it's practically impossible to do a whole gen or more since for some reason the devs decided that it's okay to not have any kind of catch up mechanics for survivors. So the only thing they can do is not get caught first since any other option is a guaranteed loss.
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Did it, turns out deadlock let me get two kills before they even got to the final gen. And it's not like survivors can rescue against any ranged killer or in my case bubba. Got a four k in the end.
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Alright did it, turns out letting bubba rev his chainsaw near hooks is a super easy way to not only down the person recusing but also down the person being rescued even with the incredibly minor change to it.
I threw on deadlock as well to secure it and as it turns out getting 30 seconds of free pressure for doing nothing is also not healthy for the game since they could not even rush gens to try and counter it. Ended up getting a 4 k because of how there's literally nothing survivors can do to counter a camping killer if they have more than room temp IQ. -
No because no matter how awful a killer is they can always get 1 free kill if they camp, 2 kills minimum if they bring noed. No skill or effort required.
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Reviving a survivor lol, but it would make for a good invocation now that I think about it.
Something like Invocation: Fourth chance: After wasting 120 seconds doing in the basement gain a hook state. The next time a survivor dies they instead resurrect in the basement and are afflicted with the broken status for the remainder of the trial. -
Uhh actually as a solo q player I wish I had the option to que up with bots. No offense but other players constantly throw for their challenges.
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@Coffeecrashing said:
Toolboxes need a nerf/addon pass, similar to what happened to medkits.
Commodious and Event Toolboxes give way too much value, when compared to other toolboxes, and they stack way too much with other survivor generator perks. Toolboxes having a much high skill check chance is also stacking way too much with perks like Hyperfocus.
Would totally be fine with toolboxes getting hit if we also reduce the amount of gen regression perks. It's pretty bad on both sides how gens could be done in a few seconds one game and then take forever the next.
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@Archol123 said:
That sounds horrible, if you are losing really bad you should be losing the match, you should not just get a buff for playing bad, because 1. This would make mmr even more watery, as now you can win games you had no right to win to begin with and 2. If you re going against a comp squad of survivors that make you get nothing the entire game, not hit, saving pallets like they are worth money and what not, the last thing you want is for this game to drag on even more, just get it over with and go next, because it is not fun at all. But you also should not win this, as the other side is just clearly better than you.
Imagine this, you took years to get good at the game and mastered a really hard killer, and now you get punished by the game, because the other side has no clue what they are doing...
Well, if the devs had a good matchmaking system that prioritized putting players in the same skill bracket together it would not be needed. But I'm not in the opinion that other players should have their game ruined because of other people's actions.
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Bad idea but that is a real issue. The game should not be able to be held hostage by either side and it's unreasonable to expect the killer to be able to progress the game. Likewise it's unreasonable for one of the two survivors to essentially kill themselves to try and get gens 5 gens done when two of their teammates sucked. If they go out then they die for sure since they will invariably get found and they don't even know if their other teammate will do gens while you are in chase much less last for five whole gens.
TLDR the problem is that it's the hatch standoff all over again, whoever acts first looses.