Seraphor
Seraphor
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"Working with the killer" is a notable offense... for the survivor. Maybe not for the killer.
The killer may not have been specifically "working with" the survivor, merely capitalising on the opportunities that survivor created. The killer is under no obligation to go easy on you just because another survivor is sabotaging the game.
The fact that they let them escape is suspicious, but not proof of collusion, they may have been intending to let one survivor go anyway (to maintain MMR) and David happened to be the last one alive.
That said, if it were me. I would likely have used the David to hook the rest of you twice, then sacrifice David and let the rest of you go.
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Sometimes the endscreen doesn't say you're the one that disconnected, when it was you who disconnected. So it's a visual bug.
Though the circumstances are a little fishy, you could have encountered a hacker who DDoSed you, forcing you to DC.
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Items claimed from chests only have 75% of their charges remaining. Instantly nerfing any brown medkits found in chests.
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@Dumpstick said:
https://forum.deadbydaylight.com/en/discussion/comment/2636521#Comment_2636521
LOL Ghostface is not meta. Not even close. I run into more Pigs and Billys than Ghostface even after the Boon patch. The only killer I see less of than Ghostface is Freddy.
Meta against boons. Not pure meta.
Plague, Shape, Ghostface. That's the CoH counter.
But I play GF, and hes far from weak.
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Ghostface is honestly fine, you just need to tweak your playstyle to avoid getting revealed. His instadowns are pretty meta now against CoH.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2635990#Comment_2635990
I guess you've never played the old rank system. Blendettes never pipped back then, precisely because they did nothing all game. Now on the other hand, it's not hard for a blendette who did nothing to escape and increase her MMR.
Which is a problem... why?
That blendette is facing tougher opponents above her level for no reason. She's only shooting herself in the foot.
Stop treating MMR as a goal or bragging rights. It's just matchmaking.
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My prefered NOED rework would have the game snapshot the number of totems still standing once the final gen is done. You get 1 token per totem, and each token = 1 instadown.
This way, NOED is limited in how much it can be used, but it's not all-or-nothing and can't be cleansed once active.
For example if survivors cleanse all totems before the final gen, no NOED. But if they cleanse 4 totems, you get 1 free instadown, and if they only cleanse 1 totem, you get 4 free instadowns, which can't be avoided by cleansing the totem, once you have the tokens they're yours to spend.
To make it more 'earned' or 'skill based', the token could be spent on the attack, not the hit, so missing a swing would consume the token and cost you an instadown.
Boons and Rekindled totems would count.
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As a new cosmetic you mean.
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@luvcraft said:
...and totally destroy them, only to discover that they're all ash rank. 😥
(and yeah, I know MMR is separate from rank now, but rank is still a very very good indicator of a player's skill level)
It's not a good indication of skill anywhere near the 13rh of the month.
Before everyone is high grade, after everyone is low grade.
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Movement speed is all relative in this game.
It's 96.5% to 97.5%, which is significantconsidering its the difference betwen that at the survivors 100% that's the issue.
Which means he's only 2.5% slower instead of 3.5% slower.
That's effectively a 30% buff.
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Love playing Demo and Ghostface. Throw in Doctor and Plague too for some mid-tier options.
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Nerf them to one use per totem.
Buff them by removing all the notifications and aids killers get in identifying and finding them, to guarantee that they get used before they get snuffed.
Regardless of how strong the effects of boon perks are, there is nothing more irritating and oppressive than an effective survivor team who keep relighting their boon and forcing you to run relays between objective and boon. Meanwhile the rest of the team furthrer the objectives. This wastes an inordinate amount of time and you end up conceding and just letting them have the boon.
That doesn't happen with Hexes.
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@yougotexposed said:
https://forum.deadbydaylight.com/en/discussion/comment/2603809#Comment_2603809
Boons are not hexes, if you want them to be single use their power has to be brought in line like hexes, so will their snuff time.
Will you be okay with that?
Just remove the killer notification, and maybe reduce the range of the audio a little too. It won't alert the killer to the boon until it's already been used, practically guaranteeing that the boon gets usrd before it's snuffed.
Yes Boons aren't Hexes, but we do have a valid comparison, Inner Healing.
CoH getting just one fast heal off before it's snuffed is enough, that's all you get out of Inner Healing. And like Inner Healing, one use per totem would be perfectly fair. But it would still be entirely possible to get multiple heals off before it gets snuffed, so it would still be substantially more powerful than Inner Healing, even at one use per totem.
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All radial fields need to be spherical rather than cylindrical, so that their range diminishes on multiple floors.
This would affect boons, but predominantly terror radii and associated killer powers/perks.
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Having been in a whole host of Twitch streams, tuning into some regularly for weeks at a time, there is a very obvious trend.
LGBT+ streams are plagued with homophobic trolls. Most deal with it well, don't give them any power, and they're usually big enough to have active mods who delete the comments instantly. But it's consistently there nonetheless, every day.
Non-LGBT streamers don't have this problem. They don't have to have mods quick on the trigger to shut down hate speech in a split second.
Similarly I've seen female streamers face or talk about harassment or how vulnerable they feel, say that they're unable to give their real name because of stalkers, etc.
So please, don't give us bullshit like "there's no racism, sexism or homophobia in gaming" it's not just a case of "trolls target everyone just to get a rise". Minorities are disproportionately targetted, and dismissing it because you don't see it or you don't want to acknowledge it helps no one and gives those people a free pass.
Yes it's not "just" gaming culture, but it is part of gaming culture. This is not "LGBT accusing gaming" of something, it's an uncomfortable truth you need to accept instead of doing mental gymnastics to dismiss and defect it.
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@Feyd said:
https://forum.deadbydaylight.com/en/discussion/comment/2634592#Comment_2634592
Well, we can do totems and die after you've camped three people out of the game with now 5 gens left, cause we used the only time we had breaking totems.
As long as you can face camp people, there *needs* to be a way to pop gens and leave. Besides, we do that soon, and you get Uber totems.
Well if we're throwing baseless accusations around, we'll stop camping and tunneling when you stop genrushing and teabagging at the exit and telling us to end ours lives in endgame chat.
Oh you don't do that? Funny that.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/2633831#Comment_2633831
You think turning a survivor into an invincible ghost is better than having Endurance for a few seconds? Wild.
5 seconds.
This would prevent Borrowed Time bodyblocking.
Meanwhile Borrowed Time would last longer, 12s currently but with this change it could go back to the old 15s.
This would prevent cheap instadowns the moment you get unhooked or farmed, while also making Borrowed Time a true anti-tunnel perk, because now you don't get the unhooked protecting their unhooker with it instead of allowing you to chase them and avoid tunneling.
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All radial areas of effect should be spherical, instead of cylindrical.
This goes for boons, terror radii, aura reading distances, the lot.
It would reign in powers like the Doctors over multiple floors, and make it a bit easier to judge if the terror radius that's right on top of you is really next to you or on an entirely different floor.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2634677#Comment_2634677
There’s nothing inherently wrong with Boons being replaceable, and I think the devs intentionally want that in order to make it like a tug of war over totems as a secondary objective for both sides. Individual Boons just need to be balanced out with this system in mind. For example with the way they currently work it could be that Circle of Healing is too powerful, in which case they just need to reduce the healing speed Circle of Healing offers. Likewise if their stats indicated Shadowstep is overperforming they can reduce its radius of effect or tinker with making its aura or scratch suspension more sporadic (e.g. eliminating 90% of scratches instead of all scratches.)
I get it, they wanted Boons to be something different, a new type of perk that works differently, so it's repeatable.
Thing is, either the killer has enough pressure to keep snuffing it out, so having to repeatedly bless it wastes your time. Or the survivors are coordinating, and running the killer, in which case repeated snuffing is wasting the killers time. It swings wildly one way or the other, contributing to a snowball effect.
As a killer, there's nothing more irritating than having to repeatedly snuff the same totem. It feels cheap, annoying, and eventually you just give up and put up with the survivors permanent Hex.
The killer doesn't have time to play tug of war with totems, and if the survivors do, they've already won.
So frankly, I don't really see the value in repeatable blessing, as survivor or killer. Either the survivors wear the killer down into submission with it and have way too much power, or youreonly getting one use of it per totem anyway because it's not worth the time to rebless.
The former is not balanced gameplay, while the latter would be unchanged, if not buffed, if boon totems were one-time use.
Not to mention, all of the nuance in boon-hex interraction, and all the perceived 'unfairness' in their comparison to Hexes, would be a non-issue, if snuffing destroyed the totem, and a bless was equal to a cleanse. Hexes wouldn't need to take longer to bless (they don't take longer to cleanse), and there wouldn't be this mutual exclusivity and opposition between cleansing and blessing. Instead of one robbing the other, they're just simply different options that share the finite 5 totem resource.
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@AGM said:
I mean, I feel like it needs to be a more simple. When a player's boon is snuffed, that player can't bless another totem for 60s.
Killers breaking totems is unfair to killers running Plaything and NOED; Pentimento just needs functionality where a blessed totem can be overwritten (once) as if it were a destroyed totem.
Blessing totems doesn't inherently move the game forward (where as cleansing a hex totem does), so I don't think that it's appropriate for it to remove DS.
Destroying boon totems is no different to a survivor cleansing a totem. Plaything and NOED don't need Boons to give them an edge.
Make Bless = Cleanse and everything is fair. Just like Inner Strength/Healing.
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Just have totems destroyed when snuffed.
Remove the killer notification when blessed so there's more time to make use of the 5 boons max per game.
Simple solution and solves all boon issues.
Why isn't anyone seeing this?
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Make snuffing out a Boon destroy that totem, limiting them to 5 uses per game. As compensation, remove the killers thundrclap notification when a totem is blesed, so you get more use out of it before the killer finds it.
By far the worst part of Boons is having to repeatedly snuff the same totem. It wastes the killer's time more than any other perk and can arguably be more effective than the perks effect itself.
When a survivor is able to repeatedly rebless a totem, it creates a survivor snowball effect. One sneaky reblesser, 3 other survivors doing gens and running the killer, you can't keep up.
For most other survivors you typically don't get a chance to rebless a totem, in which case this change would probably be more of a buff than a nerf, as your one time boon would last longer.
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They're never going to make a perk basekit guys.
There are better methods out there that don't need to be so extreme.
For example: an unhooked survivor has no collision for 5 seconds, similar to a survivor whose just been hit.
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Thrill, Undying, Haunted, Retribution. Total meme build but it wastes so much survivor time.
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I like to run Make Your Choice on Wraith.
It's arguable if that's "sweaty" but it gives you a fighting chance against Circle of Healing, and means you're not tunneling.
A little bit of proxy camping maybe, but with windstorm you can be free to leave the hook completely, go after another survivor, and then when MYC triggers you can weight up the cost of dropping your current target or going back to hunt out the unhooker.
Without all-seeing I'd say it's more fun than sweat. Wall hacks just makes it trivial and anyone who unhooks doesn't stand a chance.
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I'm not sure how the game could determine the difference between the killer letting the survivor go, and the killer failing to catch the survivor.
The only case I could see it working is when a survivor slips through the hatch within x seconds of being manually put down by the killer.
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@dallasmedicbag said:
https://forum.deadbydaylight.com/en/discussion/comment/2632313#Comment_2632313
it takes 3 seconds for the pickup animation to end.
So... how are survivor getting flashlight saves when picking up then?
I can't look away fast enough.
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@anarchy753 said:
I would have agreed with number 3 until they purposefully made it impossible to implement with Pentimento.
"Oh no guys, now we can't make a counter to boons because if you broke it yourself you could use Pentimento instantly, guess we'll have to leave them untouched and a serious pain in the ass every single match!"
I don't understand how Pentimento changes anything.
A Boon totem would be considered a cleansed totem already, a spent totem. Just like Inner Healing.
If anything it makes it harder to use Pentimento. You can see the aura of cleansed totems, you can't see the aura of blessed totems. Plus you now need to destroy the boon totem yourself before you Penti it, rather than walking up to an already destroyed totem that's ready for Penti.
People keep treating Boons and blesses as this whole new mechanic. It's not, it's just cleansing with additional perks, and as long as they can be reblessed, it's cleansing with an unequal advantage. Free, unlimited totem cleansing, with no counter.
Totems should be a finite resource.
If anything, they could even make a Penti totem reblessable. So normally with destroyed snuffed totems you'd get 5 Boons max, with Pentimento you could get up to 10 Boons as the killer resupplies you with totems to bless.
Honestly the system would make so much more logical sense, be more balanced and somewhat elegant in design if snuffing a boon destroyed it. A bless would be consistent with a cleanse, Hexes wouldn't need to take longer to bless than dulls, and Penti would give pros and cons with it's interaction with boons.
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I believe the mist caps out at 2 Murky Reagents anyway, so 5 is definitely overkill.
It can be useful in some cases, I've missed crouching blendettes at a distance in it before, and Ghostface or Pig when crouched can use it to their advantage.
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No. 3
Snuffing a boon destroys it.
Fairest option.
Relighting a snuffed boon is just irritating. The killer knows where it is, you're just forcing them to keep returning to a non-objective location.
Boons are not only powerful perks in their own right, but they also waste the killer's time, which is arguably more value than the quick heals or the hidden scratchmarks.
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@dallasmedicbag said:
it's an outdated perk where the counter to it a few years ago was bringing odd bulb + intense halogen to make blinding faster. personally i think it has no place in the game right now considering how weak flashlights are right now. iirc, with lightborn, it takes 5 seconds to blind, and there aren't any animation lock that lasts that long.
Apart from picking up a survivor. Which is where most flashlight saves are made.
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@vacaman said:
franklin's is better anyway against flashes because that way they waste more time trying to flash you and going back for their item, if they realize you have lightborn they will just stop trying
Run lightborn, but still try to avoid flashes. That way they think they just missed, and they keep trying.
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@landromat said:
Yes, "casual" mode without mmr and grades where SWF is allowed. Ranked is for solos only
In this scenario "casual" would be a sweatfest with queues that last for hours.
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/294131/psa-pyramid-heads-daily-ritual
I second this.
although, honestly, I just don't like sending survivors to cages for no reason.
Like, using his cages is handicapping yourself. You literally only want to use the cages when you need to do his daily.
Survivors take note: cage PH = friendly PH
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But... but every streamer said this would be impossible with MMR.
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It's easy mode SB/DH. Not as good as either but has a similar effect.
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@JacksonWise said:
It's kind of sad this is becoming a popular thought on the threads. It really shows that, while licenses are initially exciting, the maps that accompany them are bad for the game and players would probably br happier without them. I hope this inspires the devs to make healthier changes where they can.
People treat the game as a hardcore, ranked, test of skill, and ragequit when they don't win. Then in the same breath complain about MMR because "it's not a competitive game it's a party game."
When you treat it as the casual party game you all claim it to be, you'll enjoy every map, every killer, even the ones that don't work in your favour.
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How about snuffing out a boon destroys the totem?
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On the other hand we have an evil female survivor, Yun-Jin.
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For custom games sure. We can already do 3v1 that way, and the addition of 5v1 would be cool (though may come with performance issues.
But these two wouldn't be very balanced, hence why they should remain custom game modes.
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@MrSlime2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/2628045#Comment_2628045
Technically it is because it takes the fun out of the game, and the developers don't want to do there job and fix the game.
So you think you should DC instead of simply playing out the hook and death animation?
You think it's better to sit through a 24 hour matchmaking ban instead of a 30 second animation?
Tunnelling is a choice the killer can make. It's an asymmetrical game, 1 v 4, part of that is eliminating the 4. There is no rule that killers should alternate survivors. You don't see survivors stopping a gen at 50% and moving to another one because they don't want to rush gens.
You're not asking the devs to fix the game, you're asking them to fix the players. Play a different game if you can't handle a 1v4 multiplayer game.
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Although face-camping is cheap as all hell, especially if it's a Bubba, there's nothing wrong with proxy camping, it's literally part of some killers powers (Twins, Hag), and it's a fair tactic to use during the EGC. The killer has the right to defend their hooks if that's the choice they want to make, it comes at a cost of not being able to defend gens or make any additional progress.
Face camping only works because survivors fall for it and rush the hook, instead of doing gens. If you all just didn't do that, and didn't DC when you realised you were being camped, then it wouldn't pay off, and those killers would stop doing it. If killers literally only got two hooks the entire game they camped, then it wouldn't be worth camping. But they get many, many hooks, because survivors throw themselves at them.
It all comes down to the fact that you can't effectively punish playstyles, you need to incentivise the opposite. Carrot, not stick.
So suggestions for anything to incentivise not camping would be excellent. Any good perks that work when you're away from a hooked survivor for example, like Devour and Make Your Choice. Or anything that lures the killer away, like BBQ.
Plus BP penalties. There's already a BP penalty for face camping, but there could also be a penalty for hooking the same survivor twice in a row (only half the hook score maybe).
My suggestions:
- A killer perk that regresses gens when you're more than 24 meters away from a hooked survivor. Like a timed mini-Ruin.
- A killer perk that reduces the repair speed of recently unhooked survivors.
- A buff to the new killer's perk that blocks gens when all survivors have been hooked 4 times would make it useful.
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- Snuffing a Boon totem destroys the totem (5 uses max)
- Killer is no longer notified when a totem is blessed (more chance to use your limited boons)
That's what I would do.
This would make a Bless = a Cleanse, no more inconsistency. A Bless; scores 1000 BP, removes a Hex, removes a totem, and your get your perks value out of it exactly the same as Inner Healing. Plus you could bring the time it takes to bless a Hex back down to the same as Dulls, just like Inner Healing.
There's nothing more irritating than having to repeatedly re-snuff out the same totem. And it only takes one survivor to keep doing it, while the other three make use of the perk's effects or slam gens.
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@douggie123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2628445#Comment_2628445
Sorry but when I'm trying to mark a survivor and a hooked survivor simply turn there camera and I can't get to cover quick enough then why not. Or better still why not make it 20 seconds to reveal instead of what feels like 5 seconds
Just block line of sight with the hooked survivor.
The amount of cheeky exposes I've got just around the corner of a hooked survivor is ridiculous.
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Having played both sides, I kinda see the argument, but nah.
Being able to reveal GF while on the hook is one of those rare moments that you get to do something while hooked that can truly aid your team mates.
As a GF player, it's usually not hard to duck out of sight of the hooked survivor before you activate shroud.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/2625829#Comment_2625829
I never saw anyone say this. I did however see many threads bemoaning WEAKEST KILLER IN THE GAME on their release. Just ridiculous bombastic stuff that was categorically false.
That the consensus is the she's quite strong is telling. Because she is.
After a few days they said that.
On day one, they were all overpowered.
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@legacycolt said:
She’s totally overpowered.
Just like Pinhead and Twins.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2625629#Comment_2625629
Not when the killer has more map control than you do. Killers can see all generators and move around the map a lot faster than we can. If you think "gen rushing" happens on a scale anywhere near as often as tunneling does then you are completely wrong. Not only that, survivors HAVE to work in a coordinated way at least to some extent to even have a chance to complete a generator faster. Survivors are often spread out, hiding and running from the killer. Seeing multiple survivors on the same generator doesn't happen as often as you think. But that is the problem when killers try to defend tunneling. It'll happen to them once or twice and in their mind believe its a fundamental problem of the game when in reality its not and had they not chased a single survivor for too long wouldn't have had 2-3 gens pop while you're trying to down super mclooper on the other side of the map.
And survivors can be in four places at once.
This is how an asymmetrical game works. Four survivors are more powerful than one killer, which is why the killer have the opportunity, the goal, to eliminate them one by one.
Damn right survivors have to coordinate. That's the game.
The idea that one survivor has to be equal to the killer is everything that is wrong with this game and why it's so survivor sided.
Why don't you try demonstratong this "map pressure" the killer has when gens pop on the opposite side of that map to you.
There's a reason why the only viable killers at the highest level are Nurse and Blight. 90% of killers don't have map pressure. Knowing where the gens are doesn't help when you can't get to them in time.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2625418#Comment_2625418
Killers can see all of the generators. If they decide to stay in a chase with a survivor for long enough that gens go off instead of going to check them then thats their fault. "Gen rush" is a made up term by killers to justify toxic behavior because of their poor play style choices. The problem here is SURVIVORS can be eliminated from a match. Killers cannot. A bad match for a killer can still give them more points than the survivor who was tunneled down before they could touch a gen or totem. Tunneling is toxic. It ruins the game. It does cause survivor mains to play less often because me and my friends are literal proof of that. It is a problem and it needs to be addressed. I will never recommend this game to anyone until tunneling is addressed in a way that dramatically discourages it from happening.
Tunneling is precisely as "made up" as gen rushing. Both sides want to complete their objective as fast as possible.
It is entirely double standards to defend genrushing but vilify tunneling.
How about when a gen gets to 50% you leave it and go start another one?
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2623931#Comment_2623931
https://forum.deadbydaylight.com/en/discussion/comment/2623998#Comment_2623998
The intent for this change is to preserve the current idea of boon totems, not toss it out in favour of making the perks temporary and unimpactful to the trial.
There are many reasons why these are bad ideas but I'd rather this thread not devolve into that argument if at all possible.
Even one use per totem wouldn't be inconsequential.
Inner Healing gives you one heal for one totem.
CoH could still net you several heals between all survivors before it gets snuffed.