Seraphor
Seraphor
About
- Username
- Seraphor
- Joined
- Visits
- 9,011
- Last Active
Comments
-
@GuyFawx said:
https://forum.deadbydaylight.com/en/discussion/comment/3090076#Comment_3090076
We never know its bad until the match starts its like just put a ping bar next to everyones name of course survivors cant know who the killer is but at let us know if their ping is horrible so we can quickly exit before the match starts. I feel like its gotten worse with this last patch maybe more information is being shared with clients and servers then before I dunno but I definately never noticed it until now ive even turned off xrossplay in the hope that it would help which it does mildly
Killers having bad ping doesn't give killers a 100% advantage though, it can go either way.
I had a game against Freddy who was lagging like hell. I was opening an exit gate, he ran up to me, swung at me, should have hit me, except he got teleported 10 meters backwards before it hit.
I opened the gate, he reached me again, and downed me a few feet form the exit line. I crawled out, and then he picked me up, after I had already escaped, until it was rolled back and I vanished from his grasp.
-
@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3090319#Comment_3090319
If you come with 2 survivors there are no wrong survivors. You wait around the hook till the killer hits one, that person immediately starts running while the other unhooks while killer recovers. Its not a mindgame, its a 100% guarantee.
For the while i would just not hit them till they commit argument, then the survivors would just start the unhooking and force you to hit them.
So realistically vs survivors with a modicum of skill, you are not going to be hook trading.
I don't feel like I see this happening all that much, and when it does, it's only ever against hard campers. (again, disable it at end game if it's too strong, so it's not affecting 'valid' camping)
-
@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3090311#Comment_3090311
Dunno, would be cool to see though
Edit: Would be a basically guaranteed rescue when 2 survivors attempt it though, and it would seriously limit killers options during EGC. On further thought, its worse than nuclear for sure mate.
Then go the DS/OtR route. No hook grabs before the exits are powered.
And 2 survivors only secure the unhook if the killer is flustered and hits the wrong survivor. If you're standing right behind the survivor you still get to hit them twice, even if a third survivor gets the unhook, you still get a down and a fresh hook out of it.
-
@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3090289#Comment_3090289
Lol mate i said nuclear not scorched earth, that would unironically completely and utterly destroy camping except for a few killers with very fast attacks like hunter or 1 shots like bubba. It would do nothing against bubba though funnily enough
With the reduced attack cooddown, you can easily swing twice during an unhook attempt. So hook trades are pretty much guaranteed. I don't think any one camping should be able to score more than a hook trade. If they're putting all their effort into securing one hook, then they should secure ONE hook.
-
No auras should be basekit, and specifically turning existing perks into basekit effects is never going to happen (unfortunately for Shattered Hope).
But I agree that survivors do need more information about what other survivors are doing.
-
@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3090267#Comment_3090267
''But there are also killers who only camp and tunnel because it's the best option, or because they feel the alternative is inefficient.'' Also because its extremely easy and requires no skill. This is very, very unlikely to ever change no matter how much you buff other perks. You can make BBQ aura reveal 10 seconds and it would mean nothing to some one who is bad at chases and already has a person on hook with an almost guarantee that more survivors are coming to their location.
Again, tunneling and camping is already not necessary at all but its rampant. This is, as far as my memory serves, the easiest killer has ever been. But people are still tunneling and camping because its a crutch. You cannot not make it into a crutch by buffing other perks. Gotta go nuclear and make it so if the killer is within 24 metres of the hook for 20+ seconds the hook timer gets +30 seconds or something like that. Dunno what could be done about tunneling, probably literally just revert DS.
I understand your good intentions but i honestly just think a good portion of killer base are just bad at the game and need their crutches taken away like we had with survivors.
Then we just swing back to survivors having it easy and the cycle repeats...
Although one 'hard nerf' I would be in favour of is removing grabs on unhook attempts. these grabs only result in 'stand offs' at the hook where neither survivor nor killer wants to act first. This would prevent campers scoring two hooks from one, forcing them to swing and only get a hook trade. That benefits survivors because it resets the hook timer, but it doesn't majorly punish killers for camping all that much, so would it be an effective means of 'removing that crutch'? It would certainly make it more bearable for survivors.
-
@Dead_Harder said:
Those dont prevent camping, they gently suggest not to camp. But a killer that wants to camp will still just bring 4 auto slowdown perks and camp. Cant stop it.
I used to think like you, i said people were tunneling and camping because of the meta. Then we got a huge killer buff and lo and behold, people are still camping.
Now im convinced that most killers got used to camp and tunnel and used it as a crutch but now that we dont actually have to do it, they cant just stop because they no longer know how to play without it. Same deal with survivors that relied on DH and were impressively boosted after the patch. I legit encountered 7.5k hour player that managed to go down in less than 10 seconds each chase after the patch. Relying on a crutch = boosted, same for killers same for survivors.
For sure there will always be killers who just want to camp and tunnel no matter what.
But there are also killers who only camp and tunnel because it's the best option, or because they feel the alternative is inefficient.
Make the alternative efficient, and those killers will be able to stop camping and tunneling.
Lots of killers just choose the meta perks and put up with them. Like how killers would run Ruin Undying, but still camp abd not pressure gens, while complaining that Ruin doesn't work.
That's an example of punshing camping that actually works. They may never realise their fault, but if they do, they'll stop camping.
If the meta perks cannot be utilised to their fullest when camping, that's a nerf to camping.
-
@EvilSerje said:
You absolutely right. The only option is to make camping completely punishable (like for example proximity to hook increase gen repair speed twice, just as example), but at the same time rewards for harassing other survivors across the map.
In the end it will be even more difficult, as many killers would have to increase their skill. But I rather die 10 times to a skillful killer, than sit on a gen and escape or dangle on the first hook till the end.
Hook proximity punishments don't work. This has been proven in PTB tests where survivors abused it and ran the killer around the hook.
-
OtR and DS are not anti-tunnelling perks. They're "######### you for tunnelling me" perks, and about as effective as just saying that as well.
Actual anti-tunnelling perks are Killer perks, like Floods of Rage and Make Your Choice.
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3090093#Comment_3090093
https://forum.deadbydaylight.com/en/discussion/comment/3090169#Comment_3090169
I quoted myself. Maybe read again.
Anyway, getting called a liar is a no go for me. So, have a nice day.
That's the exact post I'm referring to. That's not a case where BHVR added information that buffed SWF. It's a hypothetical situation you made up, and came to a conclusion that doesn't follow the logic provided.
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3090146#Comment_3090146
Go ahead, give survivors this information.
But it will still not be enough to bring solos to SWF information levels.
They don't need to be at the same level, they just need to be closer.
You don't need to cure cancer in order to research new and improved cancer treatments.
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3090144#Comment_3090144
I´ve already posted several times where the information for solo queue, also helped SWF. In this very thread.
And I've just read every single one of your posts in this thread. You haven't, that's a blatant lie.
The only thing you said was a hypothetical non sequitur. "Giving survivors an icon for XXX would also benefit SWF" yet you fail to explain how giving SWF information they already have via voice comms benefits them....
-
@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/3085615#Comment_3085615
I haven't been running OTR, because most of the time the killer is able to hit me before I can reach a window or pallet. Thus, the built in basekit BT is as good as running OTR. Ironically, DS is worth more to me than it ever has been.
This is my experience as well. Every time I run OTR, it never gets used. Ergo, killers aint tunnelin'
-
The first couple of days were rough, I lost a lot of solo queue games, mainly because there always seemed to be at least one survivor giving up in some capacity, either by DCing or letting themselves be killed.
Luck turned around on Saturday. Since then I'd say my survival rate is around 40%, with much fewer 4Ks.
Survivors are learning to play more cautiously. The new changes do not allow you to play like a headless chicken, rushing the killer and taunting them every chance you get anymore. You need to learn to evade the killer.
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3090096#Comment_3090096
Because, and i´ve said this already several times. Every single attempt to buff solo queue to SWF information levels has also buffed SWF.
I´m not against buffing solos. I´m against buffing SWF.
Give us ingame voice chat, and i´m the happiest solo survivor you´ll find on this planet. But don´t add more hud elements that also benefit SWF.
Or lets say it differently, i wouldn´t be opposed to additional hud information IF that information was for solo queue only, while SWF don´t get access to that.
Nobody wants to be forced to chat to strangers, especially if they don't even speak their language. This might be a solution in the US, it's a complete non-solution anywhere else in the world.
Increasing survivors base info is something that would buff solos but not SWF. The info is superfluous to voice chat, so it doesn't provide them with any benefits.
"Every attempt to buff solo queue to SWF information levels has also buffed SWF"? Name one instance. They haven't tried to buff survivor information yet.
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3090102#Comment_3090102
Only way to close the gap is ingame voice chat.
No it's not. Every buff to survivor information also closes the gap. Maybe not as significantly as forced voice chat would, but it's a much more realistic and reasonable solution.
-
"You never cleanse against Plague" has always been a fallacy. You cleanse when it's in your favour to cleanse, and four stacks of Thanatophobia make it in your favour.
Giving her a ranged attack that can injure isn't always a marked benefit to her over having everyone permanently injured and coughing. You're choosing between a Huntress with short-range rapid fire hatchets, or a Permanent Tier 3 Myers who can find you much more easily. Which one do you think you can deal with better? You can't hide from the Myers.
I've had good results playing Plague as purely an M1 killer, if you tailor your build around it with TR reductions or Obliviousness, or movement speeds increases, then you can absolutely wreck the "never cleanse" survivors.
-
Starting in Nightfall isn't all that great. You don't benefit from the reduced teleport cooldown, your first charge is always the maximum cooldown time, even in Nightfall. And unless you're running Lethal Pursuer or something similar, you still need to actually find survivors first.
I used to use Field Recorder almost ever game, but I've since switched to Boat Key and Ottomarian Writing as my go to add-ons now. As this allows you to TP more and more effectively during daylight, which charges Nightfall faster.
It's a Very Rare add-on, they need to do something quite significant, and the end-game nightfall is a pretty fair effect for a purple add-on.
-
@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3088980#Comment_3088980
Will you surprise on that? Some killers already started complain about new survivor meta perks. Prove Thyself, Lithe and SB. I am already seeing some people started to talk about these perks.
...where?
-
@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3088923#Comment_3088923
Hmm.
- Yes. Absolutely. The dumb unhook dance is silly.
- Pain Res is still probably the strongest regression perk in the game. BBQ - yes. But I'd rather see something like 'if you remain near a hooked survivor and aren't in a chase for 5 seconds, you cannot use your power until you leave the hook'.
- Yes...I've suggested this too. The problem (and I suspect why BHVR won't do this) is that people would immediately dodge if they see someone without full T3 meta perks, especially if they are running something like No Mither.
- This is planned, probably for mid 2023.
- Baseline Kindred, sans the killer aura. Yes please.
- Eh, I'm ambivalent on Thana.
- Ruin, yes. PR - no. PR is still crazy, crazy strong.
- Yes to Self Care.
- Yes to DS.
On Pain Res: yes it's regression is strong, but that's not the healthiest part of the perk. The noise notification gave the killer a target to pressure, and a reason to leave the hook. I'd much rather have a Pain Res that gave me a notification, but was weaker regression, at maybe 10% or even 8% regression. The scream going is good, because now it doesn't combo with DMS, but god please bring back the noise notification. I want somewhere to go after a hook without needing to run BBQ, I do not want to camp.
-
@Jago said:
Op is speaking about his experience and how he felt about his gameplay, and yet there are people still doing that imaginary war of Surv VS Killer.
I swear this forum should be age restricted.
I hope the irony isn't lost on them.
Killer: "I'm not asking for buffs but, funny thing...."
All the survivors: "oh boo hoo killer crying again baby killer asking for buffs, killers just want survivors to start on hooks" *DC's out of spite*
-
@VoidOfMe said:
https://forum.deadbydaylight.com/en/discussion/comment/3088951#Comment_3088951
but it doesn't make any sense, if you're doing other stuff, your gen rushing build means nothing.
gen rushing build only works when you're doing gens
No... genrushing build means you get gens done faster, which gives you more time to do other things.
Maybe if you were using a genrushing build just to genrush and escape ASAP, but when you need to rescue other survivors, or juke the killer, or evade the killer, or heal other survivors up... you still have to do all of that anyway, and then when you're in a good spot you 'rush' the gens, only now that 'rushing' is closer to the old 'normal' gen speed.
It just requires playing more cautiously in general. You don't rush the killer to take a load of body blocks, because your DH is not as reliable, and your DS doesn't save you as much time. So you don't use those. You carefully pick your moment to go for the unhook, instead of just barging right up to the killer.
-
@Biscuits said:
Spine chill somehow got buffed against stealth killers, would love to see that completely gutted again.
Oh yeah, Spine Chill was all-round buffed.
Instead of it requiring a killer to be looking at you AND within 36m, it now triggers in either scenario separately, plus the speed buff lasts longer, plus you get a visual indication of exactly how close the killer is.
-
@VoidOfMe said:
https://forum.deadbydaylight.com/en/discussion/comment/3088939#Comment_3088939
but let's think about the game itself, are you and your friends really ok with going in a match and sitting gens until you power all of them and then leaving? I mean, the game has other mechanics too like doing totems and opening chests. Are you ok with just doing gens?
I haven't found that I'm just doing gens. Running a gen speed build means gens don't take so long to complete, which means you're not just sitting on gens the whole game.
-
@MrMori said:
https://forum.deadbydaylight.com/en/discussion/comment/3088850#Comment_3088850
That's wrong. Streetwise is a 25% reduction. That's the same as a 33% increase, because 1/0.75=1.333.
1.333*0.8=1.06666
So you it does cancel it out, and you end up with around 6% more charges.
Have you tested it? Because I've seen accounts in practice that show it cancels out exactly. Which is why I said it implies the math isn't quite what it seems from the descriptions.
-
Camping and Tunnelling countermeasures including:
- Removing unhook grabs. This doesn't add anything but yet another stand off' scenario, and rewards campers with two hooks instead of a hook trade.
- Buff / add more killer perks that incentivise leaving the hook. Devour and Make Your Choice are good ones, BBQ and Pain Res used to be good until they got nerfed. Even Ruin require killers to pressure gens to get value out of it. More reasons to leave the hook that benefit the killer will prevent camping, and incentives to go for the unhooker will prevent tunnelling.
Solo survivor quality of life improvements including:
- Showing survivors each other perk load outs, maybe in the loading screen. So you can see who has things like Deliverance or Unbreakable, or We're Gonna Make It, so you waste less time negating each others perks in the match.
- Portrait action icons, to indicate what other survivors are doing in game.
- A minimised Kindred-like feature as base kit. Perhaps instead of auras, it's 'survivor instinct', which shows the rough direction of survivors. Either when another survivor is picked up, or even on demand.
These things don't benefit SWF because they're superfluous to comms, but they do benefit solo survivors.
Some changes reverted:
- Thanatophobia didn't need a buff, it could even do with a nerf to 4% per charge with the new gen speeds.
- Ruin and Pain Res were over-nerfed. Ruin would be fine being killswitched after a survivor is sacrificed if it was still 200%, and pain Res should still give a notification, in exchange for a nerfed regression value.
- Self care didn't need a nerf, it's a perk used almost exclusively by solo survivors.
- DS was fine at 5s, the problematic part of it being used at the exit gates is gone, it's fine now.
-
@SekiSeki said:
As killer, you want survivors to group. Prove thyself does not make gens go faster but encourages people to group. You do gens fastest working on separate gens so I don't get the prove thyself targeting.
As for OP, it could just be matchmaking. Maybe you are getting more efficient players. Idk what you are running, nor do I know how you play, so that is all I can assume.
Prove Thyself is mathematically a loss for the survivors, but it becomes advantageous when you complete individual gens quickly. It limits the opportunities for killers to regress them.
For example. Killer with Eruption kicks a gen, you repair it with another survivor before he downs some other survivor, and you've just completed a gen in 45s and saved 25s of Incapacitated on two survivors.
Or you have three survivors working on three gens, and the killer repeated chases you off each one and kicks it with Call of Brine, because it takes him less than 90s to reach each one. But if you repair one in 45s, the killer now needs to make it to each gen in less than 45s instead of less than 90s. he doesn't get that kick in, doesn't get 30+ seconds of 200% regression, you save yourself a ton of time.
-
Survivors are adapting and learning how to deal with the increased gen speeds. This includes using gen speed perks, toolboxes, and generally playing cautiously so that they can more effectively counter regression.
It might feel like gens are getting done faster than before the patch, but that's just survivors using tactics that when used before the patch would result in 'genrushing', or even faster gens.
-
Allegedly is exactly cancels out.
Mathematically that would imply that Streetwise is increasing efficiency by 25% (total 125%) and then Botany is decreasing efficiency by 20% (20% of 125 = 25).
-
You want to use chains when you're nearly at the survivor but you don't want to risk them just making it to another pallet/window/loop.
You also want to spend as little time aiming and piloting the chain as possible.
So when you're say 10m behind the survivor or less, throw out your portal directly behind the survivor, so that you only have to tap it to snag them, and you can carry on pursuing them immediately.
You'd be surprised how much distance you can close when you're chaining them in a millisecond and barely slow down at all.
-
@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3088726#Comment_3088726
8% of 90 is 7.2. Base cleansing speed is 14 seconds. You have to do two full generators without getting injured after cleansing a totem just to break even.
And this is the kind of 'hard maths' that fails in a practical scenario.
You have downtime, periods where you do not want to be repairing a generator because the killer is patrolling it.
You also want to repair in bursts, that's why multiple survivors stacking up on a gen can be advantageous over all of them splitting up, and why Prove Thyself actually has any value at all. After all Prove Thyself merely negates the penalty for stacking survivors on a gen, and it doesn't even quite manage that completely. Three survivors on a gen with Prove Thyself is worse, mathematically, than three survivors on separate gens. but Prove Thyself is a perk worth running because getting one gen done quickly, is far more advantageous than getting three gens done slowly. You're limiting the killers opportunities to pressure that gen and regress it.
If you cleanse the totem on your path around the map between gens, when you're avoiding the killer. Then when you get the opportunity to safely repair a gen without risking getting injured, you can knock it out fast enough that it can be fully repaired before the killer has a chance to get back to it and regress it again.
And it's actually not 8% of 90s, it's 1.08c/s instead of 1c/s, which shaves 6.6s off a 90s solo gen, which mathematically sounds even worse I know. But throw in 5% for Deja Vu and 15% from Prove Thyself and with one other survivor you're knocking that gen out in 42s instead of 53s.
-
@RiskyKara said:
Saw a dead hard in the wild the other day. Man I feel like for all intents and purposes this was perfectly timed but I still swung straight through it.
That was way too early. he starting dabbing before the pig even started lunging.
-
A perk doesn't have to be meta to be worth it.
8% is not insignificant, it almost counteracts the added gen times, and I've had a lot of success with a gen build using Deja Vu and Prove Thyself as well.
-
I'm still struggling to see what is wrong with 0.5s.
Old DH was 0.5s and that apparently worked fine.
You have the same period of invulnerability. You just lose half the distance, which was the whole point of the change.
-
The hatch spawning doesn't mean you've earned an escape. It can spawn after 0 gens have been repaired. You're getting a free chance at an escape in the hatch, there's absolutely nothing 'unfair' about not escaping at that point.
-
So you're not at all interested in game health, you just want to inflate killer numbers for the... sake of the numbers?
-
So 2 minutes of camping should trump 10+ minutes of gunrushing, looping and completely wrecking the killer, and the game should be overtuned in favour of survivors so that killers only recourse is to camp and tunnel?
-
@Gamall said:
https://forum.deadbydaylight.com/en/discussion/comment/3088287#Comment_3088287
Let's adapt to sitting 3 mins on gens while thana and other BS are in force at that time
Yes please do, because most of my games, survivor and killer, have been just as balanced as they were before the patch.
I've even had 4 gens repaired against a Thana Legion, which only ended in a 4K because of some sloppy unhooks.
3 minute gens is an extreme example that hardly ever happens, and using the same perks before the patch would still result in a 2.5 minute gen anyway, so it's not a ridiculously impossible change.
-
@CyberRoninX said:
https://forum.deadbydaylight.com/en/discussion/comment/3087661#Comment_3087661
No if the killer out plays the survivors for trying to save someone then they deserve the kill. What type of comment is that, at that point they are just playing the game. My issue is when a killer will drop someone on the hatch or open the gate and just let them run past them.
@CyberRoninX said:
https://forum.deadbydaylight.com/en/discussion/comment/3088070#Comment_3088070
I'll change my original comment. People can play the game as they with. The game intends the killer to kill as many survivors as possible. If you want to let survivors escape go for it. Just know that by doing so the devs are not getting accurate numbers to determine whether they need to buff/nerf something.
They're not getting 100% accurate data anyway.
Back to my scenario that you fobbed off:
The survivors have absolutely demolished the killer. 5 gens repaired and <3 hooks, no sacrifices. They open the gates. They then get cocky and rush the hook, they keep trading hooks until the killer gets a sacrifice, then the EGC times out and they all die.
Who deserves the win in that scenario?
The survivors won for 90% of the game, then they lost due to the killer camping, plus cocky altruism. They clearly outplayed the killer for most of the game, they deserve at least some escapes, but they threw the game right at the end.
If the killer gets the credit, and the figures keep adding up and we keep getting kill data from games where killers were wrecked by survivors but they all killed themselves at the end... resulting in killer nerfs because they have a high kill rate... forcing them to camp and tunnel even more because apparently that's the only tactic that works.
-
@CyberRoninX said:
https://forum.deadbydaylight.com/en/discussion/comment/3086660#Comment_3086660
Just another killer proving my point that they will let an entire party escape which does skew the metric.
What about when survivors open the exits, but then try to get a final hook rescue, play overly altruistic and turn a 1K into a 4K?
Killers should refuse to kill survivors once the exit gates are open so they don't skew the figures.
-
@CyberRoninX said:
https://forum.deadbydaylight.com/en/discussion/comment/3086412#Comment_3086412
The numbers aren't even low. Killers were already averaging 2-3 kills per game anyways. The fact is that these cry baby killers complained enough that the devs decided to give them buffs. The reason is because more people would rather play survivor than killer so they have to bend over for the killers to keep them playing. You are playing a game that is literally designed to cause stress and that's why people love the game. Its stressful being a survivor and hearing the heartbeat and no knowing if the killer knows where you are. Its stressful for a killer that is dealing with a survivor that can loop them for 5 gens. If you aren't experiencing some stress while playing that means that the devs have failed. I mean you are running from a killer what's for stressful than that?
So where's your source for those figures?
BHVR themselves said kill rates were lower than they'd like, which is 50%.
-
Been playing nothing but survivor (solo) the past 2 days, due to needing to get the survivor challenges done and because of the queue times.
It's been hit and miss, but the main thing that's changed is other survivors behaviour.
The good games are when survivors play more cautiously, take fewer risks, and take the time to try and coordinate (as best you can by crouching and pointing at least). No more rushing up to the killers face to taunt them with a flashlight, actually attempts to remain unseen.
The games that haven't gone so well have been due to other survivors giving up early in the game. Suicides on hook, DCs, etc. Resulting in a 3v1 that's unwinnable.
I haven't bothered with DS, DH or OtR, because killers haven't been tunneling me off the hook, every time I took OtR it went unused. Instead I've been running a mix of things like Prove Thyself, Blast Mine, Kindred, stuff to help coordination and get survivors doing gens.
I've had one hard camper, a Nemesis who took ages to get his first down, managed to get a few hook trades and eventually a 2K/2E.
-
Some have said theyre throwing to "send a message" to artificially inflate the kill rates. Is it enough people to make a difference? Probably not.
But there were a ton of survivors just giving up the few days after the patch (it seems to have decreased today), probably not an orchestrated boycott, just a load of survivors struggling to adapt to the changes and getting frustrsted.
-
@CyberRoninX said:
https://forum.deadbydaylight.com/en/discussion/comment/3086344#Comment_3086344
Where did you get the information that the hatch doesn't count? Have the devs said that it doesn't if so please provide a source and I will gladly start taking the hatch when the killer gives it to me. This still doesn't account for when a killer will open the door and let survivors leave.
How do you expect me to track down an off-hand remark made by the devs months if not years ago?
It doesn't make any kind of sense to include it in escape figures, because it's not an earned escape, survivors do not need to win in order to get the hatch.
It is neutral, it doesnt count as an escape, and it doesn't count as a kill.
-
It's still useful info, right when the killer needs it most, but it's very hit in miss in how survivors have so many ways to evade it.
Without the BP, it's sonetimes hard to justify using it over other perks with more tangible effects, especially on M1 killers.
-
@CyberRoninX said:
https://forum.deadbydaylight.com/en/discussion/comment/3084645#Comment_3084645
Where did you see that the hatch doesn't count towards escaping because that makes no sense what so ever? How do you know it doesn't count?
It makes complete sense, it's not a valid escape.
The hatch can spawn at 5 gens, it just requires that 3 other survivors are dead. That's a loss for the survivors.
The hatch then provides a 50/50 hail mary for the survivor. It's not an earned escape, it's a consolidation prize.
That's why it's not counted in escape figures, and why it's MMR neutral. Survivors don't gain MMR for a hatch escape and killers don't lose MMR either.
Like I said, you're literally wasting everyone's time, yours inuded, if you think refusing the hatch is going to send any kind of message.
-
@Canas said:
https://forum.deadbydaylight.com/en/discussion/comment/3084953#Comment_3084953
60 seconds are still lots of time. At first I was equally disappointed when I finally made it to the other side of the map to realize the perk had worn off but I still got great value out of it the moment the first gen popped (which re-enables the perk), from there on I kept chaining the perk since I was a lot closer to the other revealed gens at that point. It may be a bit weak at start but it gets stronger as the game goes on.
Now imagine if 4 people actually brought that perk, that's like 20% faster repairspeed divided among your team.
I would suggest writing off the first 60s though. Rushing across the map at the start of the game is likely to get you killed.
I run Deja Vu with a full gen build. Prove Thyself, Overzealous and either Inner Healing to make full use of the totems, or Blast Mine for gen defense and survivor coordination.
Make your way carefully to the revealed 3 gen, pop a totem on the way and you're good.
-
There's no such thing as an anti-tunnel perk for survivors. That's the falacy both players and BHVR need to get over.
A killer who gets hit with DS isn't suddenly going to stop tunneling. Due to the sunk cost falacy they now have to catch that survivor.
Actual anti-tunnel perks are Killer perks, like Devour Hope, Make Your Choice and BBQ when it made you hook unique survivors.
-
@MrMori said:
https://forum.deadbydaylight.com/en/discussion/comment/3085221#Comment_3085221
0.5% sounds like so little when you put it that way. So let's put it another way. Thataphobia with 4 stacks last patch would be 100 seconds on gens. That's a while, 20 seconds longer. Thanatophobia after the update is 115 seconds on gen. That's a lot.
The gens being 10 seconds longer plus the 2% total buff adds another 5 seconds onto the existing 20 seconds Thana used to give, making gens take 25 seconds longer. On TOP of 90 seconds. It's actually very significant. And remember, coupled with Pain Res, that time may be just enough to get a hook and slow a crucial gen down even more.
If Thana currently had the old values for a maximum of 20% slowdown, gens would take 113s. 2 more seconds.
So the 0.5% buff is indeed negligible, but similarly also unnecessary.
A nerf to 4% would be fine though.
-
Yes, both gen speed and regression perks and items are too strong. Seemingly fine and balanced but only when both are present, which makes them oppressive when one isn't.
The thing is even without gen speed buffs, a coordinated team can crank out gens individually with no trouble, so something had to be done about gen speeds. Adding 10s to them probably wasn't the best method of addressing it. It was a blunt instrument to a more nuanced problem.
For starters, all of these perks should be nerfed, and Thana definitely shouldn't have been buffed.
Ideally the ones that require player interaction should be given precedence, so gen kicking perks, and things like Overzealous are pretty good, providing their values aren't too high.
But a baseline change is needed too. Something that responds dynamically to how well survivors/killers are doing, not just a flat +10s across-the-board.
-
@CyberRoninX said:
https://forum.deadbydaylight.com/en/discussion/comment/3084553#Comment_3084553
Devs literally said that killers aren't getting the amount of kills they want to see.
It's not because of killers letting survivors live.
There has and will always be a subset of killers who let survivors live. Always. And yet killers have historically had a 50-60% kill rate anyway.
Killers were getting less than that. Not because they all started letting survivors live.