Seraphor
Seraphor
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/2944404#Comment_2944404
If they made it so leaving lobby screens gave you a small que penalty like a few minutes to reque, would you be okay with them showing SWFs? Or is it something else that you think would be unfair to show SWFs. Because I think giving killers the time to mentally prepare for a hard game, far out weighs the chance of dodgers.
You don't know it's going to be a hard game just because it's a SWF, and you don't know it's going to be easy just because it's not.
I've lost many, many games as part of a SWF and I've absolutely demolished the killer as a solo survivor, a non-insignificant amount of times I might add, probably about 30-40% of the time the expectation is subverted.
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Yay lets dodge every lobby with David, Laurie, Bill and Meg!
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@RisingTron said:
At this point I'm convinced some killers want us to load into the game on hooks by default.
lol killers bad, survivor good
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Why would you post your partisan circle jerk again just so it can get removed, again?
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@Sumnox said:
But this would make the perk literally useless.
Why would I bet something as important as healing on complete RNG full of IFS and MAYBES, when I can just... bring self care, heal, done.
It's worse than the nerfed version of CoH and nobody would bring this.
Speed.
Self Care takes 32 seconds, which is 32 seconds you're not progressing the game.
This, while slower healing, can be combined with doing a gen. Essentially it's saving you 32 seconds of healing time, but at a cost of being limited to a certain area and at risk of being removed from play. It's basically Renewal/Second Wind, as it passively heals you over time while you do other things.
Self Care is not the epitome of healing perks, in fact it's considered one of the worst ones. Inner Strength/Inner Healing was an effective, virtually meta healing perk before we got Boons. Why? Time investment. Instead of hiding in a corner for 32 seconds contributing nothing to the game, you spend up to 14 seconds cleansing a totem (which aided survivors before Boons because it eliminates a potential NOED, or straight up cleanses a Hex to begin with), and then 6 seconds in a locker (potentially something you may need to do anyway if the killer is nearby and looking for you), and then you can jump straight back onto a gen. It was limited to up to 5 uses per game and requires you to heal in a specific location, with an RNG aspect of "has another survivor cleansed all the totems yet?" But it was still better than Self Care because it was saving 10 seconds and eliminating a potential Hex at the same time.
Current CoH is multitudes better than Inner Healing, it doesn't remove totems from play so you can use it an unlimited number of times, you can use it multiple times per blessing getting more value out of hat initial 14s set up. and it applies to all survivors, not just you. Inner Healing was better than Self Care, CoH is lightyears better than Inner Healing.
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It should be possible to just not spend any BP at all, and save the BP rewards from your grade each month. However.... Throughout the course of gaining enough pips to reach Iri 1 in a month, you should have accumulated more than 1mil bloodpoints, which you'll be missing out on if you saved the 1mil from the previous month.
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@jinx3d said:
https://forum.deadbydaylight.com/en/discussion/comment/2941145#Comment_2941145
the difference between hexes and exhaustion perks is that hexes effect the trial as a whole, giving very strong effects, but can be removed entirely, while exhaustion effects one survivor, during chase, and its something the killer always has to deal with. the downside of hexes is how easily they can be removed. whats the downside of an exhaustion perk?
That they can only be used once every 40s and share a resource so you're not chaining multiples together.
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@GillyBeannn said:
I seriously don't understand their logic on how removing perk tiers will not solve the problem. They said it themselves it would cut the grind by like 66% or something, but it's a "bandaid fix!" Half of the things in this game are bandaid fixes disguised as perks. Wanna stop camping and tunneling? Use BT and DS. Survivors spawning separately which means they earn an unfair win? Use Corrupt to block off gens from getting done too fast because of the spreading out spawns.
Personally I think "removing all perk tiers" is a bit too heavy handed, and grinding tiers (as limited an effect as it might be) still serves to provide some sense of progression. Plus some grind is still necessary or there's nothing to play for.
Which is why I prefer simply removing the need to grind out the first tier of every perk. This reduces the grind by 33%, removes frustration of fishing for a perk via the bloodwebs insane rng, and only minimally impacts the continuing grind for players already fully caught up.
@Seraphor said:
Iri Shards: Award shards as part of the free track on the rift. There's so much empty space in there, fill it with shards and BP.
Bloodpoints: Reduce the grind for new players without affecting how much a new chapter will take a vet player to grind out.
How?
Have unlocked perks become available for all characters at tier 1, effectively removing all tier 1 perks from the blodweb and reducing the general perk grind by a third (which equates to tens of millions of bloodpoints if we're looking to max out all characters) However a new character will still take 40 blood webs to unlock those teachables, and 3 bloodwebs minimum per character to upgrade to tier 3. Effectively reducing the 'additional grind' (for players otherwise maxed) by just 2 bloodwebs.
Additionally, this removes the need to fish for perks in the bloodweb, dealing with insane rng. You will have your BBQ available at tier 1 on all killers the moment you unlock it. You'll still need to grind (33% less) if you want it at tier 3, but you'll at least have it at tier 1 in the mean time.
I don't know about you, but I'd much rather have tier 1s guaranteed with the rest of the grind reduced by 33%, instead of having the grind reduced by 66% but still be required to grind out dozens of webs to find the one perk I want.
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@Viskod said:
https://forum.deadbydaylight.com/en/discussion/comment/2946614#Comment_2946614
Oh that won't save you. If the person doing the unhooking was the last person hooked before the current one, then you're tunneling, and since you went right to the area of the hook to get the person doing the unhooking then you're a "proxy" camper.
Both of which are utter nonsense
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The % works out.
Each killer was 25 games, 4 survivors per game = 100 total perks. If 31 were BT, thats 31%.
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Iri Shards: Award shards as part of the free track on the rift. There's so much empty space in there, fill it with shards and BP.
Bloodpoints: Reduce the grind for new players without affecting how much a new chapter will take a vet player to grind out.
How?
Have unlocked perks become available for all characters at tier 1, effectively removing all tier 1 perks from the blodweb and reducing the general perk grind by a third (which equates to tens of millions of bloodpoints if we're looking to max out all characters) However a new character will still take 40 blood webs to unlock those teachables, and 3 bloodwebs minimum per character to upgrade to tier 3. Effectively reducing the 'additional grind' (for players otherwise maxed) by just 2 bloodwebs.
Additionally, this removes the need to fish for perks in the bloodweb, dealing with insane rng. You will have your BBQ available at tier 1 on all killers the moment you unlock it. You'll still need to grind (33% less) if you want it at tier 3, but you'll at least have it at tier 1 in the mean time.
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Basement trapper is effective sure, but refusing to do anything else is beyond lazy.
There's a whole spectrum of strategies between "camping the basement" and "randomly trapping the entire map".
For starters, pick a 3 gen and defend it.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/2944651#Comment_2944651
But a murderer IS great representation?
Weird line in the sand.
Killers are evil, dude.
So I guess all killers being heterosexual means heterosexual people are evil huh?
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I second Make Your Choice with Floods of Rage.
Combine with the speedy when cloaked add on.
It's powerful and ensures you don't camp or tunnel. Survivors will be pissed but will not be able to complain, you're literally not camping or tunneling and the perks prove it.
It also invalidates CoH, but is countered by Shadowstep.
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I actually like this idea.
Also, presumably if the boon is snuffed before 40s pass, the timer resets for the next boon. So this would make snuffing the boon actually worthwhile.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2945720#Comment_2945720
id kill for a scooby-doo chapter tbh
I'd be happy with survivor skins.
Jake/Felix = Fred
Kate/Meg = Daphne
Dwight/Ace = Shaggy
Claudette/Mikaela = Velma
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Pyramid Head bypasses the pick up and carry mechanics to cage a survivor, so there's a justifiable downside to doing so (you can't defend the hook).
Having this for all hooks would be game breaking for killer, and basically mean you can only ever get one more hook once the exits are powered. Unless all killers get to insta-hook survivors when downed? You get to lose DS, Boil Over, Power Struggle, and flashlight/pallet saves.
The actual counter to face camping is doing gens instead of sacrificing yourself.
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Being exhausted reduces your fast vault speed by 10%.
There we go. You buy some time in a chase, or avoid a chase entirely, and in exchange you're very slightly hindered in one potential part of the loop.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2944796#Comment_2944796
Because Blight attacks with his power, and Nurse can’t. Blight’s power is movement and attacking with the movement itself. Nurse’s power is only movement. Then she attacks separately after.
But Nurse can literally attack instantly upon blinking, you don't have to blink, stop, then attack, you can, but that's not optimal. You attack AS you blink.
Blight works in exactly the same way. You can attack AS you dash, or you can dash, then attack. The former is treated as a special attack, why not for Nurse?
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/2945396#Comment_2945396
On a personal note I try to avoid tunneling as much as possible so I nearly never face a ds other then in endgame when I think tunneling Is fairgame so it wouldn't make a difference for me personally if it had two uses
I mean tunnelling happens throughout the course of normal play, sometimes the unhooker ghosts and leaves the unhooked up as bait, and often times it's survivors intentionally baiting the DS.
If you're gonna intentionally park your ass in front of my blade it's getting slashed, you're only wasting your DS on an avoidable hit, so I'm not too bothered.
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@EvilJoshy said:
Or bhvr could balance the game in a way so the best option isn't to get rid of someone asap.
Survivors get a -10% repair speed debuff for each survivor still in the game?
That could work.
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/2945333#Comment_2945333
Don't know on the using it twice thing but that's something that could be tested balance wise and sure the skillchrck can go I don't know why it's still there
Given the nerf to DS that makes it more situational, I'd be all for it having 2 tokens or charges. But it probably wouldn't work all that well.
If you got hit with DS after the first time a survivor was unhooked, then you'll just wait it out the second time.
It would make it far more worthwhile combining it with Unbreakable though, basically covering both bases.
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Transdimensional
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@RisingTron said:
https://forum.deadbydaylight.com/en/discussion/comment/2945352#Comment_2945352
Ijbol cuz you actually think that.
CoH, if the totem was destroyed after snuffing, would still be more effective than Inner Healing, a meta perk before we got Boons.
That's objectively true. You can math it out.
You're deluded if you think otherwise. Or just a biased 'survivor main' who's never played killer.
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@RisingTron said:
https://forum.deadbydaylight.com/en/discussion/comment/2945296#Comment_2945296
Circle of Healing: You have to find a totem, take 14 seconds to bless it (or 28 if its a hex), then when you or someone does get injured they have to run all the way back to the boon location to self care for 20 seconds, longer if they have sloppy butcher and god forbid your heal gets interrupted cuz then you'll have to start all over. And that's not even taking into account having to rebless when the killer finds and snuffs it. All of that on top of that being time you're spending NOT doing gens because you're booning and self-caring.
I could run self-care and get that heal anywhere on the map at anytime. I could run a medkit and get 3 heals that are faster, or an insta heal.
Y'all aren't gonna convince me this perk is busted after the nerf it got I'm sry lol
Then there's no hope for you.
Boon totems could be destroyed when snuffed out, limiting them to 5 uses per game in different locations, and they would still be OP.
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@RisingTron said:
https://forum.deadbydaylight.com/en/discussion/comment/2945263#Comment_2945263
Thx cuz I've run other stuff cuz I wanted old COH back cuz I hate being injured and wasn't sure if anything was changing lmao.
https://forum.deadbydaylight.com/en/discussion/comment/2945268#Comment_2945268
I gotta disagree idk. I think anymore nerfs and then the perk will literally just be destroyed. The whole point of boons is they're a safe area for the whole team. Having it only work for yourself or only work for them defeats the purpose. And in solo queue even as it is, it isn't as strong as ppl think.
Inner Healing: Takes 14s to cleanse a totem. Costs that totem. Gives you one single fast heal in a specific location.
Circle of Healing: Takes 14s to bless a totem. Does not remove the totem. Gives you unlimited fast heals for all survivors in a specific location.
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It's not as ear-splitting, but the chase is still really repetitive.
The 'Near' makes for better 'Chase' music imo.
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@RisingTron said:
https://forum.deadbydaylight.com/en/discussion/comment/2945187#Comment_2945187
This attitude is actually so obnoxious in the community I'm so sry 😭
Like a survivor will bring up an actual valid complaint / concern and then a killer main will be like "Oh you don't like waiting in queues for 20 minutes and getting camped & tunneled in 2? Stop taunting the killer in EGC!!!!" Like how did we get from point A to point B cuz I'm scratching my head.
I think you missed the point entirely... I'm not sure how else you could find it so incredulous.
Hanging on a hook for 2 minutes is boring. But teabagging in an exit gate for 2 minutes apparently isn't. You're not sure where the connection is there? There's a very obvious train of thought from A to B.
The issue, as you rightly alluded to, is the queue times. Not the camping/tunnelling. Otherwise, survivors wouldn't hang around for 2 minutes at the exit gates to teabag.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/2945257#Comment_2945257
So will Rancor now activate when hatch is closed since that powers the exits?
Mandy literally just said no.
Closing the hatch is not "Powering the Exit Gates", only repairing generators does that.
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@Foxy_Teltac said:
DS doesn't do anything to stop kills, it buys gen time and that's it. 70% of every DS I have eaten since this patch I have been able to tunnel right back through if I really think I need the kill to win
And in the 30% you didn't, it prevented a kill.
Nothing in the game truly prevents a kill, they merely provide the opportunity to prevent it, whether or not it is prevented relies on teamwork, whether that's taking a hit for someone, or being a distraction and a more enticing target for the killer.
Ultimately, DS, like UB and Deliverance, is a second chance perk that awards you with a bonus health state. You get two health states to play with, and these perks give you a third. That's nothing to be sniffed at.
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Can you also only unhook if you have BT please? Thanks.
Also make sure you have DH, because when you don't extend your chase by 20 seconds you're screwing over your teammates.
Now we've got that out of the way, what would you like to use as your ONE optional perk? Your options are Unbreakable or Circle of Healing.
(Btw, everyone running DS will result in it getting nerfed again. Just a heads up)
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@FeryGEN said:
Strange, I checked like this, I healed the survivor, I cured him two full stages of health and (I treated everything alone, the survivor did not recover), but I did not heal myself. I thought my scale was just regressing
While you're healing someone else, you're not counted as healing yourself, so while you're gaining health via Solidarity at 50%, you're also losing 7% of your health per second via Haemorrhage. So Solidarity is literally making no progress, it can't beat the regression from Haemorrhage.
Frankly, I don't think it's a huge issue. Some perks counter other perks, that's how this game works. God forbid you end up against Plague and lose all ability to heal whatsoever.
This haemorrhage change does constitute an indirect nerf to otherwise non-meta perks, I get it, but this happens for a lot of things. Boons are a nerf to all hit and run killers, lighter maps are a nerf to Trapper, etc.
Should all M1 killers have permanent NOED in order to counter Circle of Healing? Or should they just suck it up that every survivor they hit will be healed up within 30 seconds if they don't commit?
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/2944783#Comment_2944783
The problem is that it's very easy to reach the cap of 8000, and it's not like BBQ or We're gonna life forever that doubles the bloodpoints.
Well yes, all of these meme add ons should give bonus BP, not base BP.
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/2944971#Comment_2944971
I thought of DH being both Exhaustion AND 2nd chance category (so you can't use both) or somehow nerf DH so it doesn't need to be an Exhaustion perk anymore. But that could be difficult.
Making it one use per game might be a tad OP. DH isn't really a true 2nd chance perk like the others. It doesn't buy you a whole health state, it buys you a few seconds of chase, and how you use those seconds is up to you and your skill with looping.
Could always give it counters. Getting hit gives you 1 token, which is consumed when you use DH, and still gives you exhaustion. That way you get one use per chase, unless you happen to lose the killer without using it and then you potentially get 2 next time you get hit (but still subject to exhaustion timer). This would encourage survivors not to waste their limited tokens.
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@AnchorTea said:
https://forum.deadbydaylight.com/en/discussion/comment/2944646#Comment_2944646
I dont think so. Flamboyant villains have had a history in fiction and it brings a wrong idea of queer people. Caleb wouldn't be a bad fit. His presentation would go against the stereotypes.
The Brokeback Mountain stereotype?
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@LapisInfernalis said:
I would like to test the system from mobile. There you auto-ready up once you get in the lobby and you can't change anything after you start searching for a match. Although the killer sees what type of items (and rarity) and how many add-ons and perks are used but not which. Survivors are able to see everything except anything killer related.
This would probably just result in more lobby dodging, and that messes with the MMR system.
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/2941807#Comment_2941807
About DS: I have lost count how many times I tanked a hit during EGC or did some weird ######### because I had DS and the killer had to deal with it (I had to deal with it as killer quite often too.). I don't know how many countless times I escaped because of DS. If it would deactivate after EGC starts, it would be solely a perk against unnecessary tunneling (e.g. At 4 gens left) and not hinder the Killer's ability to snowball in the end. Of course you could "eat" the DS earlier but I'm not the tunneling kind unless someone pisses me off or if I really need to.
DH: Ideally the killer will chase you 3 times. So having it available 2 times is OK. Just give it a cooldown instead of Exhaustion and you are fine. So you can't mindlessly press E every time the killer outplays you. This is the main issue I have with that perk. That you can be bad over and over again and get away with it.
Yes the power level of Killers is very different. And M1 killers will have a hard time independent of what you do. That's just how it is.
I'm not exactly sure what you are referring to but I always tried to be nice as killer and survivor. I always try to be fair as long as the other side behaves themselves. I don't intend to be fair against a toxic person. That would be a losing battle. I also always tried to stay away from the current meta: Kindred, Spine Chill, DS and IW is what I use 98% of matches. I tried to play without DS, but in soloq you get farmed without BT, the killer doesn't give a damn.... And as a Jeff Main I am quite dependent on IW (although I would enjoy a fairer rework for sure).
https://forum.deadbydaylight.com/en/discussion/comment/2942789#Comment_2942789
There was even a time when BT was single use only but protected the unhooker as well. I even thought of BT being a selfish perk so if you play soloq and you get farmed, you have a protection, but that a) doesn' t fit Bill's character at all and b) we've got DS for this.
I really like your idea. But only include 2nd chance perks (BT, DS, DH, UB and Deliverance). Other perks with similar effects (Soul Guard, Exponential, No Mither) have downsides or special requirements that make them less overwhelming. That would at least force the meta to change a bit.
I'm not sure BT and DH would work with it.
BT you use on other people, so does it inflict the recipient with the status, or you when the unhooked survivor is hit? Either way doesn't seem that fair.
Moving DH to this, and similarly with your earlier suggestion of changing DH to a cooldown instead of Exhaustion, would mean that you can use DH with other exhaustion perks. DH and Sprint Burst, DH and Balanced Landing, etc. DH is squarely a chase related perk, so it should stay on the Exhaustion system.
But yes, UB, DS and Deliverance could indeed all share a resource. One is a second chance while on the ground, one while being carried, and one while hooked, and they're all squarely under your control and don't require other survivors. Chaining all of those together would very much be like chaining multiple Exhaustion perks together.
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I've said this before. Distraction points.
500 bloodpoints in the Objectives category for every gen completed when you are hooked and the killer is within 24 meters.
200 bloodpoints in the Altruism category for every survivor healed when you are hooked and the killer is within 24 meters.
1000 bloodpoints in the Objectives category for every gen completed while you are being chased.
400 bloodpoints in the Altruism category for every survivor healed while you are being chased.
They need to be in the Objectives/Altruism categories, because those are the categories you are missing out on when you are tunnelled and camped out of the game, and unable to interact with other objects/survivors. You could potentially max out your Boldness via chases, so any bonus BP in that category would be wasted. And Survival? well you're not surviving, you're being tunnelled out of the game, so tough luck.
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• Problem: The games are too sweaty, even after the MMR changes. They are a bit better, but not that much.
Games are too sweaty.
I get Claudette's that hide in a corner for 30 minutes and survivors don't do gens for an hour.
Pick one.
• Solution: Make the game take into account the potency of the perks, the team compositions, the amount of hours played on that role / killer, the potency of the offering, the potency of the item and addons etc. Grade each of them between 1 and 100 and then take that into account when matchmaking, not "Skill".
This would only work if your character, perks and add-ons were all locked in the moment you queued.
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The one thing I do kinda agree with is making blink attacks special attacks.
This is true for Blight, so why not Nurse?
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@keepingitril said:
There's only one change that should happen to this addon.
It should be removed from the game.
Adding the word meme as a way of describing it, still doesn't make it ok.
As part of a complete overhaul for the character, as I discuss elsewhere, a "fun" lower tier perk would be ok.
There's nothing wrong with brown meme add-ons that award extra BP.
If you don't want to use it then don't.
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@Rezblaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2943461#Comment_2943461
The only reason a game with that regression would be uncontrollable, would be because the survivors put themsleves into a bad 3 gen situation.
4 seconds of repair time is good. But its only four seconds. And regression at 0.25 charges wouldn't properly reward the killer if he decides to hover around the generator and control it.
The killer wins games by controlling gens but has no means without perks to control them. This just gives killers a default address to generators which would make regression perks less of a necessity. Thus improving perk variety and thus improving matches.
You won't see Ruin every match because the killer will no longer have to feel like they need to rely on it to defend gens.
So a 3 gen automatically = game taken hostage, and you're ok with that? It's not always the survivors fault, if the killer is already defending their intended 3 gen and not every survivor is clued in. Or do we want to punish solo survivors?
4 seconds for a 2 second animation is absolutely good, it makes kicking gens a valid action that isn't negated by an immediate tap, that's all that needs to happen. If you want to hang around and defend that gen afterwards you can still do that, you don't need rapid regression to do that. How long are you expecting to just be standing there camping that gen that you need rapid regression? Survivors are off doing other gens. If you can't down a survivor fast enough to apply the pressure needed then regression speed isn't the thing you need to be worrying about.
Killers win games by sacrificing survivors. You can do this in two ways, either going for kills, or controlling gens so survivors come to you. You have perks that can help with either, so whichever you want to focus on, you bring the perks that enable you to do that. This is the basic format of the game, it's not difficult. There's no need to invalidate all of the gen regression perks by making the best one basekit.
Basekit features should absolutely be barebones, and changing them to favour one side or the other is a very tight line to walk, because of how the 197 different perks in the game could interact with the basekit. So I'm sorry but no, basekit regression at a significant level is absolutely a no go, and the devs know this.
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Just make snuffing a boon destroy the totem.
This makes cleansing and blessing equitable, both remove the Hex, and the totem.
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How dare they do multiple things at once.
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@White_Owl said:
https://forum.deadbydaylight.com/en/discussion/comment/2943870#Comment_2943870
Yes but with those perks you decide when to use them, with Renewal you're in the hands of others.
I guess so, there's a significant chance of getting deep wound shortly after being unhooked. Legion returning to the hook in Frenzy, or even just bog standard Borrowed Time.
However, consider that each of these constitutes a free health state. Frenzy is an attack that should have downed you, but instead gives deep wound. A hit under Borrowed Time is a hit that should have downed you, but instead gives you deep wound.
I kinda think it's fair that Renewal merely mitigates the deep wound in those cases, otherwise the effects of Renewal and Borrowed Time are stacking together, and a killer would hit you while injured, only to have you instantly healthy again in less than 20 seconds without doing anything.
I get that it's annoying to have Renewal seemingly pop to no effect (you're still injured), but you're still saving 12 seconds of mending time, and it allows you to pull off plays that would otherwise have you dead on the ground due to failing to mend, like hiding in a locker and not being able to get out within the mending time without getting caught.
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The same is true for any instant healing perks, such as Inner Healing and For the People. Deep Wound is treated as an additional health state.
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It's not even a joke. I've met more DBD players on there than I have hookups.
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RaCoon City poliCe department. RCCC
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I've had some brilliant games against Legion lately, and a few terrible ones where I've been tunnelled out. But it balances out.
The main reason is I'd like something other than Legion. 2 out of 3 games are Legion these days.
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Grindr