Seraphor
Seraphor
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@Quizzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710648#Comment_3710648
I find it so weird that survivors are condemned for.....hiding when its needed. Like thats also part of the game as well.
I do generally think that complaints about Distortion are overblown, but there is something to be said about lone wolf survivors who hide all game at the expense of their teammates.
While it should still be a 'viable tactic', like all of these things it shouldn't be too strong with no risk, and Distortion can make it too reliable.
So I'd be down for changing the recharge condition to 'in chase' rather than just 'in the killers terror radius', so that as a survivor you're compensated for killer engagement one moment, with stealth afterwards, providing some risk-reward management and basically functioning as a loose anti-tunnel perk rather than just an 'anti-gameplay' perk. If that results in a too significantly lower recharge rate then up it to 4 tokens.
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Tbh, going against three full-aura Huntresses back to back is exactly what caused me to put on Distortion.
Got sick of having no recourse to get towards the hooked survivor without being spotted through walls, and being downed from across the map with no warning.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710123#Comment_3710123
Yeah, I got that map as him too and it was really pointless. I hardly scored any BP.
Can Scratched Mirror Myers catch up to a Survivor with the Chucky perk called 'Batteries Included' ?
Yes that's a decent catchup perk, I usually run it. But it's not reliable until later in the game. Best used on Midwich.
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I enjoy solo survivor quite frequently thanks.
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Maintain distance from blind corners and you're good. If you make it to a loop there's almost nothing Myers can do, you either run him in circles for 2-3 minutes, or he gives up.
I say this as a frequent Scratched Mirror player. I've had games on Hawkins where I didn't stand a chance because the survivors made a beeline for the catwalk loops and made it almost impossible for me to hit them.
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SWF and voice comms, and the aptitude to use voice comms to coordinate, are a correlation, not a certainty.
That is to say, you can have SWF without voice, and you can have SWF on voice just dicking around and not playing sweaty or even seriously.
Confirmation bias causes killers to believe these are in the minority, but stats show time and time again that 4-man SWFs only have a marginal advantage on average. That means either voice comms don't have much of an effect, or that the non-serious/non-voice SWFs are much, much more common than you think.
If SWFs that don't fully utilise voice comms are the majority, then you can't in good conscience do anything to exclude them from player pools, as you're just preventing people playing with their friends. This includes a killer opt out, because all killers will absolutely choose that option.
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I think they un-nerfed it incorrectly.
Instead of removing the deactivation on kill effect, they should have buffed it to about 150%.
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"DS should disable killer's power" has been a popular suggestion to level the playingfield between killers for quite some time. I just don't think anyone considered Plague would be the first one hit, she's not exactly on the level of Blight and Nurse.
I'm not particularly concerned about DS, but I do think that could make Blast Mine a little problematic for Plague players. You now can't take 2 seconds to kick a gen while in power, and with how effective gen kicking is now to gen defence, that's going to significantly affect how people play her.
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@humanbeing1704 said:
glad it did I saw people on twitter arguing that there’s nothing wrong with abusing this bug it’s the devs fault
It is the devs fault.
The correct way for the devs to take responsibility for it is to killswitch the map until it's fixed.
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If a significant number of survivors are quitting because one meta perk was nerfed, that means that one perk was far too common, likely because it was disproportionately useful over other perks, which means it was due a nerf.
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As a (more or less) Pig main, no this is not necessary.
4 traps already provide a guaranteed 144 seconds of searching, plus travel time, which is like forcing survivors to cleanse 10 additional totems before they can escape.
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Put the AFC gauge on the HUD next to the hooked survivors portrait. Show exactly how far along they are from being able to unhook themselves.
Change Deliverance/Wicked to immediately fill the AFC gauge. Then Deliverance/Wicked is telegraphed.
Also serves as a proxy for 'basekit Kindred' without the added info of auras.
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@SoGo said:
I looked at a gameplay footage from old Haddonfield and oh. god. It looked so much better than it does now. It looked like an actual suburban neighborhood.
Oh no, OLD Haddonfield was awful.
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If the new gaps in the house walls were replaced with breakable walls, making them more similar to the houses on Badham, it might be a fair trade off.
Oh and make pallets in the road more consistent. Someone has said there's no pallets in the road, I just played and got three in a row going down the road that could be easily chained.
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It's removing sounds that would otherwise mask other sounds, that confers an advantage over those who can't hear the unmasked sounds.
It's not so different to modding the game to make all walls appear 2 inches high. Less impactful but the same basic concept.
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Without the DC penalty, players will just quit games they're losing.
Everyone will have max MMR, because quitting will avoid any negative MMR.
You will never open the gates because killers will just DC once the 5th gen is repaired if they haven't killed anyone, to preserve their precious MMR (that they simultaneously and unironically hate).
May as well just play custom games against 4 bots because that's what you're gonna get.
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@Onako said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705743#Comment_3705743
Genuine question because I have to idea how these work. If they are directional, wouldn't this kind of defeat the purpose of shack and high T/L tiles since they would tell me where survivor is going?
Which you can already do with a headset...
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There's definitely room for more accessibility options without affecting game balance.
For example; when survivors make audible footsteps within 16m of the killer, there could be a compass reticule (like shooters have for directional damage). That would equalise the playing field for hard of hearing players, and players with and without headsets.
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I'd be on board with this.
BP was removed from other perks so that players "don't need to run specific perks" and also to prevent it skewing stats. But if a perk exists purely to increase bloodpoints, then there's no stats there to skew, and it's an entirely isolated choice for the player whether or not they opt for a handicap for more BP.
In that sense it's no different to offerings. After all, by burning a BP offering you're opting out of a more beneficial offering like a map offering, a blueprint, an oak or a mori.
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@bleep275 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705138#Comment_3705138
This isn’t to fix the problem of valance, it’s to add variety to everyone’s gameplay. When I’m survivor I verse the same 5 killers over and over and over again. It’s boring. As killer only time I play different killer is for challenges and dailies to get BP. Plus if more people play a bad killer, the kill rate statistics will change which will give the devs a better idea on how to buff/nerf.
They use these stats to inform balance changes, in conjunction with kill rates, because there's more to it than just kill rates, killers may simply not be enjoyable to play, regardless of their kill rate..
If a killer isn't played much, then that's evidence that the killer isn't fun or effective to play. So it may get buffs or a rework, like they justvtried with Twins.
If a killer is played a lot then that's evidence that the killer is performing well and doesn't need buffs.
If a killers pick rate is inflated due to BP bonuses, but there's feedback that the killer is unfun or underpowered, then BHVR won't know if that's subjective opinions or something they need to action.
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I don't see the point. Killers will just camp the last survivor and down them again 10 seconds after they unhook.
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That will muddy the stats. Is a killer played more because it's popular? Or because it has bonus BP?
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Struggling for an entire match to get one kill because you tunneled shouldn't increase your score.
It doesn't. 1 kill and 3 escapes is net negative MMR.
how long was spent in chase
What about killers like Huntress or Ghostface who can potentially down without any chase?
how many stuns and blinds
Do you avoid stuns and blinds because you're better at doing so, or because the survivors predropped pallets and didn't bring a flashlight? What if you have Hubris/Enduring/Spirit fury? Lightborn?
All of these nuanced ideas have exceptions or complications that prevent them from being applied universally.
The reality is that, for killer at least*, kills alone IS a suitable metric for MMR. It's not based on individual games, it's a cumulative effect denoting average performance across multiple games. If you kill more than not, then you are better at killing survivors. It's self evident.
The biggest problem that seemingly everyone ignores in backfilling. Loading into a lobby that a killer has already dodged, means you've loaded into a lobby with NO matchmaking. If this happens in the evening or weekends, then you are disproportionately more likely to load into a lobby with higher ranked survivors. And in my experience, backfilling is occurring almost every single queue.
Maybe MMR doesn't work, or maybe it works perfectly, we just can't gauge it because most games are bypassing it entirely.
*For survivors, whether or not a specific survivor escapes or doesn't can sometimes not be linked to how well that survivor played. So for solo queue, you can be gaining/losing MMR in a way that is not representative of your performance. But if 4 survivors only ever play in a SWF and have a relatively even distribution of escapes among them, then it should be more or less as valid as it is for killers.
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I'd rather they rework the unhook mechanic and have partial AFC progress have an effect.
Something like, translating progress into luck at a rate of about 50%. So a 50% AFC gauge will give you about +25% luck.
This stops it being an 'all or nothing' mechanic so the killer is encouraged to leave entirely, instead of merely dancing at 16m knowing they won't max the gauge.
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Generally play roughly every other day, so 3-4 days out of 7. As regularly now as ever.
Not sure why people would be on these forums if they haven't played at all in months...
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While no one deserves to be griefed for running any perk... please never run Invocation ever again.
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You know that you can repair a gen faster if you didn't use Potential Energy, right?
It doesn't really matter if you're using a toolbox to charge PE or not. Even if your repair speed goes above 150% to completely counter the 50% efficiency nerf that PE inflicts. You still had that toolbox and could have used it without hitting the PE button for a faster repair at that moment in time.
Regardless of gen speed buffs from other sources, PE remains a way to sacrifice repair speed now, to get a less effective repair bonus later. It's still highly situational.
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Mobility and Ranged killers are not the only killers.
Please stop taking our hiding spots, ground clutter and LoS blockers away. Sincerely, Trapper, Hag, Ghostface, Myers, Pig, Sadako, Wraith, Demogorgon, Chucky...
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702870#Comment_3702870
Because even though it's rather unlikely survivors match with efficient survivors in pub matches, killers will still match against efficient survivors plenty of times, and there is many perks that just outright unusable thanks to the system
It's only a problem when both side knows what they are doing, if survivors are lacking teamwork they'll be demolished either way
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702875#Comment_3702875
And what's the problem
You can just make 3gen happen and spam them until 8 kick limits wear off, it'll take some time but not extraordinary
It's not like killers can chase and protect generators at same time anyways, as they are not the old skull merchant
Survivors will equaly want to prevent a 3 gen situation.
The 8 regression limit will cut down the time it can be held indefinitely, but that doesn't mean a limited 3 gen scenario isn't an oppressive situation. It forces survivors into a small zone where the killer has all the power.
This means survivors will try to break a 3 gen as early as possible, ignoring the outer gens. If survivors do this indefinitely without the regression limit, then you still get infinite gen defence situations.
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702629#Comment_3702629
A better way to look at it is: if dredge ignored locks on lockers during it's limited time power, would that be busted? OP?
Of course not. It'd still be a bad killer. Most of the time it's not in nightfall. This change would maybe take it to low B tier, if that.
Dredges power might be highly situational, but when it lines up right it can be incredibly oppressive. I've had games when I've yo-yoed between two hooks next to lockers just downing the rescuer on repeat, burning through 6-8 hooks in about 2 minutes. Yes it's an extreme example, but it shows how effective an instant teleport right next to a survivor can be.
If locks are meaningless in Nightfall, that removes the main counterplay survivors have, and Dredge can just choose not to break locks outside of Nightfall, bypassing it entirely. It would be like Xeno on launch with it's extremely reliable way of disabling turrets, makingbthem completely useless.
I do think locks are a bit too much of a counter for what Dredge gets out of it's power, but that doesn't mean that counter shouldn't exist, it just needs to be less impactful.
Without locks entirely, It could make Dredge like Singularity without the limitations of Biopods and EMPs, or like Hag without the distance limit.
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This seems a tad much to me. I'd go with:
During Nightfall; you break out of locked lockers 50% faster, and any survivors locking a locker during Nightfall are revealed by killer instinct.
Besides that, the best changes to Dredge would be changes to maps to add more lockers....
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Just stop aim dressing overruling a lunge. If I hold down the attack button I don't want it ending my lunge before I've let go.
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@hermitkermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701872#Comment_3701872
So does this mean that in order for a killer to win, it must always be a 3k or higher? It's the first I've heard of this. Wouldn't that mean if the game were to balance around the idea that killers should win 50%-60% of their matches that survivors have a 1/4 (25%) chance of survivng 40%-50% of the time? I'm terrible at percentages so I'm just trying to understand. (Also I was able to get the bird charm from one of your posts with the redeem code so thank you for that! <3)
Win conditions aren't concrete. What I should have said is a 2K isn't definitively a tie, or officially a tie.
There can be different types of 3K. Was it a 3K at 5 gens and someone got that hatch, or did the gates get openned and then the killer hooked and killed 3 survivors during EGC? Both are very different games, and the same goes for 1K, 2K and 4K games.
If you personally want to consider it a tie when you get 2 kills, that's your prerogative, but it's not a standard you can apply to all games for other players.
But yes, you're on the right track in regards to kill rates. A balanced kill rate should be somewhere between an avarage 2K and 3K. A 2.5K average would be 62.5%, which is roughly where the strongest killers currently sit.
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A tie means neither side wins or loses. This is an asymmetrical game where your win/loss isn't contingent on the win/loss of your opponent/s.
A 3K is typicaly a win for the killer, but also a win for one survivor.
A 1K is a loss for the killer as they've failed their objective, but also a loss for one survivor.
A 2K is a failure to complete your objective as a killer. It just happens to have an even number of wins/losses on the survivor side.
The idea that a 2K is a tie is an illusion born from the fact that there are an even number of survivors. If the format was 3 survivors v 1 killer, how could you discern a tie condition?
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701604#Comment_3701604
Why on earth is 2k a loss?
Because a 2K means the exits are open.
The killer has two objectives, kill survivors and prevent the exits from being powered. You failed to prevent the exits from being powered.
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@jondalfthejrey said:
how did i know that would be the answer of someone on these forums
i swear to god it's like the internet just sucks the empathy out of people
How about empathy for the people in all the games you keep ruining every time you DC?
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@Snowbawlzzz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701415#Comment_3701415
Newbies could hang out in green ranks, playing every day and hitting red was the agreement that you were ready to throw down with the big boys
Except that reds were always paired with greens, because they're within 6 ranks. We've been over this.
Ranks were great for reds, giving them easy games, but crap for mid-level players.
You were obviously red, so it's no wonder you want to go back to stomping noobs.
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@Snowbawlzzz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701393#Comment_3701393
A good thing that it wasn't treated as a comp game
Sick of BHVR flip-flopping about whether this is a party game or a competitive fighting game. Reminds me of how Facebook tries to dodge lawsuits by simultaneously claiming to be a public and private entity.
If this is a comp game, then the bloodweb should just be a loadout screen and there should be a draft with a killer/map/perk banlist
If this is a party game, there should be no SBMM period.You need a loose MMR system in order for it to work as a casual game. Which is what we have.
You can't have a casual game if newbies are paired with pros all the time.
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@Snowbawlzzz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701251#Comment_3701251
The answer is B and that's a good thing
A good thing it doesn't exist anymore?
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@Snowbawlzzz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700965#Comment_3700965
Everyone I know who played the game regularly made it to red ranks
The only conclusions that can be drawn from this are:
A. You only knew pro players and full time SWFers, putting you squarely in the only skill bracket that benefitted from ranks.
B. Ranks were an ineffective system because apparently everyone was at the top anyway.
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Changing maps based on the killer would be a bit too much work.
However, I generally think that there should be more map variations. If every map in the game had a least two variations, then they could be designed to be: survivor sided and killer sided, or favouring LoS killers and LoS blocking killers.
Then even when a map offering is played, there's still a fair RNG element so it's not a guaranteed advantage, and you could give weighting depending on the killer. If it's a stealth killer, you get the version with the most LoS blockers, etc.
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1. My initial reaction was "wiggle is ony meant to prevent the killer from walking around with a survivor and force them to use the nearest hook, not to actually prevent hooks without outside intervention". However this idea has something. I think the values need toning down a little, but a mechanic that literally makes a two-hook tunneled survivor a little harder, and riskier to hook could be a decent deterent.
2. Not a fan. I think this is a little too "hand holding", particularly on how often the timer goes off. It might make a decent killer perk, but not basekit.
3. This one I like, providing it comes with a similar cost mechanic to the unhook attempts. Each attempt reduces your bleedout timer by 10% or something. Have 'Luck' affect it similarly too.
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I play a lot of Myers, and he has a lot of useful add ons besides infinite tier 3 and tombstones. He's nowhere near as weak as people think, you just need to learn to manage his stalk correctly.
That said there are two aspects that need looking at; his finite stalk resource, and the tombstone add ons.
Stalk ahould slowly regenerate on survivors. About 1/10th of stalking speed while not in chase should be enough, maybe even slower. It just needs to be enough that you don't permanently run out of your power if you happen to eliminate an untapped survivor.
Tombstone Peice should only activate on survivors who have already been hooked twice.
Judith's Tombstone should only activate on survivors who have been hooked at least once.
This gives a similar 'banked hooks' mechanic as Pyramid Head and Sadako.
Alternatively: Increase the amount of 'stalk' each survivor can provide, then survivors who have been 'fully stalked' should get a hidden debuff and an icon over their portrait that the killer can see. This would be what allows the Tombstone add ons to activate, so that they only affect fully stalked survivors.
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Please no. SBMM may be flawed but the old ranked system was terrible.
Unless you were a god-tier player, or always playing SWF or Nurse/Blight, you would be perpetually stuck in green/purple ranks. Because pips were too easy to gain a lower ranks, and then you hit the wall.
This meant you were almost always matched with red rank players, because matchmaking would pull players from 6 ranks above/below you, and rank 1s could only be matched downwards. Never able to gain enough pips to climb higher, never able to lose enough to get fairer games, unless you intentionally smurfed by losing 50 games in a row, or by taking a 4 month break from the game.
The old ranked system was great for matching rank 1 players with weaker opponents they could easily destroy. (Hence the whole 'win streak' fad) It was terrible for the average 'mid-rank' player, solo survivors, and M1 killers.
And then you had the monthly rank reset, which made the game unplayable for about 2 weeks when everyone played super sweaty to rank up again.
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700691#Comment_3700691
No stealth killers are not “gimped” by outdoor maps. Meyers is the only one since he doesn’t crouch and is slow/ tall. Ghostface ruined this game for Huntress because how much map clutter they added for him and other stealth killers tbh. And Huntress does worse on indoor maps than stealth killers on outdoor maps AND we have SEVEN indoor maps now that Gawkins is back.They could’ve solved the problem by making her faster but chose not to. So we better not get another indoor map ever again unless they make her faster.
- Can see stealth killer approaching from half the map away
- Not gimped
Honestly, huntress games are among my least favourite. They always run a full aura build and hit you from a distance without ever starting chase. Even on the odd chance they don't proxy the hook or the exit gates from a nearby hill, you end up with terrible BP scores.
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700694#Comment_3700694
or whatever any other method that works without interfering other killers
We really don't have to be so strict in doing things. what we need is lot more of imagination and all that ridiculous things
Hell, just scrap the idea of stealth killers? they aren't even working in indoor maps, they can jumpscare here and there but that's pretty meh
How about we just delete all of your favourite aspects of the game to keep me happy instead?
Do you even think before you hit post?
How does someone read "different killers have different strengths" and come to the conclusion of "well deleting anything that's different will solve that issue"?
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@DaddyMikeyMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699805#Comment_3699805
I didn't want to read hundreds and hundreds of replies to get to the bottom of it, lol. I thought maybe it was just a mistake or something.
Representation is good but it's still odd to me that the thread was stickied for it. Ah well, thanks for answering my question.
On reflection, I guess it's kinda sad that in 3 years, this has been the only positive and wholesome topic worthy of stickering.
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700691#Comment_3700691
We should remove indoor maps, so stealth killers can get proper balancing without "but indoor maps" complaint
There, we got a best way to fix the issue
So turn all outdoor maps into pseudo indoor maps by absolutely filling them with LoS blockers? Because that's the only way.
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/411063/indoor-maps-vs-outdoor-maps
Please no more indoor maps, it guts Huntress completely and is not fair for the people who main her. It removes 75% of her power. I like the way indoor maps look and if she kept the PTB movement speed buff it would’ve been fine but she didn’t get to keep it so we should never get another indoor map again honestly.
Different maps suit different killers. Just as Huntress is gimped on indoor maps, M1 stealth killers are gimped on open maps.
When we have about 25 outdoor maps and 4 indoor maps, it's pretty entitled to think you should continued to have the upper hand while stealth killers should suffer. We need way more indoor maps to balance those scales.
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@WolfyWood said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699748#Comment_3699748
Tunneling is simply targeting a recently unhooked survivor within a certain time-frame.
This time-frame varies for every person you ask, but there are definitely solutions that encompass a large swath of problems because of tunneling.
Yes people will still complain, but this shouldn't be relevant because most players are rational.
The reason I state to stop bringing up killer players is because it should be a given that killer would have to be compensated for losing the best strategy for winning.
The truth of why tunneling hasn't been addressed yet is because bhvr knows their profits aren't in danger so they're taking their time coming up with a low-cost, low-effort solution to implement.
People are grossly overthinking the problem because of BHVR's radio silence on the topic making it seem more complex than it is.
You'd be surprised how many "unsolvable" issues would be fixed very fast if this game had a serious competitor.
I've never said they can't improve things, but a lot of people want to 'fix' tunneling by making it impossible, rather than by making it less rewarding. There is no way to do that without either survivors weaponising invulnerability, or completely redesigning the format of the game from the ground up.
And DBD has had several competitors, they all had vastly worse and less balanced systems that were even more prone to one sided abuse than DBD and it's tunneling problem.
Oh and…
most players are rational
I beg to differ.