Seraphor
Seraphor
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- Seraphor
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1. Who even notices which face bubba is wearing?
2. So now Claudette gets to be excluded? We're excluding the black characters now? Seems kinda racist.
3. I'm not black, is it blackface when I play Claudette/Adam/David Tapp? As I'm using a skin of a black character.
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Agreed, having your power validated and completely neutered while also being wasted and losing all pressure in the chase is an unfair side effect to the killer.
Now that Dead Hard is 'reliable', I think it's worth considering a negative cost for using it.
Dead Hard increases movement speed by 250% for 1 second, essentially giving the survivor 2.5 meters additional ground cover. (It's actually 250% for 0.2 seconds then 200% for 1 second, but that still equates to 2.5 meters over 1.2 seconds, so lets keep it simple)
This could be counteracted by having Dead Hard inflict a Hindered effect on the survivor after it has finished. 25% for 2 seconds would be fair, as this would subtract 2m of that 2.5m ground cover. Basically removing Dead Hard's ability to make distance, and making it solely used for 'dodging' an attack, while still retaining some 'ground cover' effect that could be made use of if you Dead Hard to a vault or pallet efficiently.
With ground cover or distance removed from the equation, the killer can more effectively regain pressure in the chase.
This won't make up for headbutting an invincible survivor as Victor or failing to crush a pallet with Nemesis' tentacle, but it will at least pull the chase a little further in the killers favour.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2599392#Comment_2599392
Not exactly. By being able to snuff it, the killer maintains ToTH tokens and a potential dull totem for NOED. You would just lose ToTH of course if that was the totem that was blessed, I was referring to dulls or other hexes.
That's what I'm saying.
A Bless should be considered equivalent to a Cleanse.
Both take 14s.
Both eliminate Hex perks.
If a Bless also; rewarded 1000BP, increased Small Game counter by 1, decreased ToTH tokens by 1. Then it would all be consistent.
Totems would be regarded as destroyed once they're Blessed, only the killer does the actual destroying when they snuff it out, and Boon perks would be on equal footing with the likes of Inner Healing.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2596908#Comment_2596908
Is it though? This would actually work against killers running Thrill of the Hunt and/or No One Escapes Death.
If a Bless was equal to a Cleanse, then it's already gone. The survivors have already eliminated that totem for use by the killer.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/2599369#Comment_2599369
Not exactly
The maps actually have a specific layout of where the main building is (not always rotation of the main building) and location of tiles, for example there are 5 tiles in the map shelter woods and they always spawn in the exact same spots just not as the same tile with the same rotation, the tiles themselves are randomized but they do not move
Which is exactly what TC asked for.
'5-10 configurations where the tractor can be in different places'.
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This is the case...
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You're not being "bullied" you're losing. This is a pvp game.
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- The killer is trying to win too. Why don't you play fair and let them kill you? It's a two-way street.
- Stop ragequitting. If you're getting killed, just play out the animation until the game kicks you out naturally.
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@Lochnload_exe said:
If they put all their perks as boons, they have to spend 16 seconds (24 on a hex) to activate all of their perks, and then you can disable all 4 of their perks in one kick.
This also means they won't be using DS, UB, DH etc so play how you want without fear of them using that stuff, ez
They might not be, but the other three survivors will get four strong perks for free, in addition to DS, BT, DH and UB.
All they have to do is have the Boon player plant the totem and then slink away into the shadows, while the flashlight wielding, teabagging DS/DH/UB user loops you for 5 minutes, and gets several second chances along with instant healing, no scratch marks and whatever else they add in.
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I just find it hard to believe they identified why Plague was unfun and ineffective to play, corrected those issues, then reinstated those very same issues on Deathslinger as a 'nerf'.
The only thing it's nerfed is the amount of people who play him.
"We have identified that survivors don't like to go against Deathslinger, so we have reduced the number of Deathslinger players."
If he needed a nerf, then some kind of Lullaby (jingling spurs? Laughing?) or an addon pass would have been a better route to take.
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@HybridLPangel26 said:
https://forum.deadbydaylight.com/en/discussion/comment/2594829#Comment_2594829
Interesting because everytime they release a new rift my tier was last reached at tier 22 on my ps4 and then i went back down to tier 1. On steam the same thing. I spent too much money on auric cells and i only get less amount back than what i've spent in purchasing them. Very disappointing
Yes. You go down to 1, because it's a new rift.
You reached 22 on the old rift, which closed.
You started a new rift, at tier 1 like everyone else.
Do you see how that works?
Do not buy the premium pass when the rift is about to close, unless you've already completed it.
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I hate BT bodyblocking, but this would make BT useless. Plus other survivors could grief you by staying within 10m to ensure any hit is a protection hit.
Survivors should have no collision for 5 seconds after being unhooked. This means they cannot bodyblock at all, and can't be instadowned after getting unhook regardless of BT.
Then, BT should apply endurance for the following 10s, making 15s of total protection.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/2595777#Comment_2595777
Ah, I see. So does it work for the other things I mentioned as well? Surely it's not enabled for flashlight saves.
I can't say if it works for the other things or not, would need to test it or be given the scenario details, but what is typically described with the Plague's power is an example of how server validation works. First you get the indication that it's happened, then almost immediately it's apparent that it hasn't happened.
Now I think of it however I expect the Doctor's power is simply latency. I've often hit people with it, they've screamed, and THEN still vaulted, but only when it's within about 1 second of screaming. But afterwards, their madness level has still increased, so they did get hit, they just got hit later on their end than on mine.
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"screaming and acting sick as plague but not getting sick"
This IS server validation.
You see them get sick on the client side, by way of them coughing and spluttering, then the server validates it, and they're not sick.
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In general, killer perks are stronger than survivor perks. That's why it's 4 perks vs. 16.
That said, I'd be on board with 5 killer perks if some of the stronger killer perks were nerfed. It would give more freedom to your perk builds, and allow killers more leeway in tackling different situations, which they need to do in a 4v1 setting.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2594841#Comment_2594841
So you have:
bottom softcap 800
starting value 1100
top softcap 1900
realistic limit is supposed to be 3000
SBMM really doesn't care that much if it is above / below softcaps, so there is no need to show it in grades, I would show it as personal info. I can't be bothered to type grades, so I will just use ranks instead.
Those numbers doesn't have to be written as a number, they can be variables in code, so it's not like you have to change it every time MMR changes in values... It would change based on current softcaps
So when they decide to raise the MMR cap, because too many people are above 1900, what then?
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2594820#Comment_2594820
It's not uncapped, there is realistic limit and there is also softcap.
So you could make max grade anything above top softcap (1900), because it's just doesn't matter at that point.
Lowest tier can be below bottom softcap (800)
Easy to design...
Emblem system is flawed, but it could stay as general feedback for how the game went, also adepts.
It's a softcap, which means it's uncapped. They can change that 1900 cap as and when necessary, so how do you assign values for everything below?
There's a soft minumum too, of 1100, which everyone starts at, but you can drop below it.
So there's a tentative 800 range, that can change.
Is 1800 a "Iridescent III"?
What about when the softcap gets raised to 2200? What's an "Iridescent III" then?
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The whole premise is flawed.
If there's enough latency to cause the server to validate the grab, and to then reject the grab and initiate a swing instead, then there's enough latency for that swing to also be validated and certainly miss because the survivor is already long gone.
It needs to be a guaranteed hit.
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Your tier isn't reset, it's a brand new rift.
Each rift only runs for a limited time. You need to work through the rift while it's available.
Do not purchase the premium pass if the rift is about to close and you haven't made progress.
You can buy premium on the final day and still earn everything. So you should play through the rift on standard, then when you have completed it, then you buy premium and instantly gain all of the rewards and a full refund of your auric cells.
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The emblem system is still useful for encouraging players to play fair, it rewards killers for hooks over kills, and survivors for doing a bit of everything.
We already have systems for rewarding playtime or daily play in the daily rituals, and basic BP rewards.
I'm not sure how you could tie grade to MMR seeing as MMR in uncapped.
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@Kumakx said:
yee man, lets buff slug builds, it is SO FUN to play against them. Survivors gonna love it for sure. Good and healthy change for the game.
Slugging is what allows survivors to recover from the dying state, or save other survivors from the dying state. It's an entire mechanic, with perks and everything, that survivors only see if the killer allows it.
This is like saying no killer should be able to injure survivors because it forces you to heal and healing is boring. The answer to that is of course instadown killers and the Plague.
Basically, you prefer "instant hook" killers over killers tgat give a window of opportunity between a down and a hook.
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Not sure how a map can be too strong for killers and survivors simultaneously.
Sure the map has issues, niche issues that favour/don't favour certain killers, which should be addressed.
But for the most part, it's balanced, it just has a learning curve that nobody is prepared to change their ways for.
Guess we just need endless repetitions of flat fields with stock obstacles...
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"The last straw"
Between technical errors, balancing issues and distasteful corporate practices, it's nearly there.
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Tombstone Myers comes at a cost, it takes longer to tier up and reduces the total amount of evil you can gain in a match.
Being able to mori all four survivors is very unlikely, but I suppose if he's using the Iri add on and the survivors ######### up so bad that they all get caught back to back it could happen.
Also bear in mind that Myers will be losing out on a lot of score and BP doing this, so they're already penalised.
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@TheDuhJ said:
https://forum.deadbydaylight.com/en/discussion/comment/2590298#Comment_2590298
I mean, if I could play a survivor game in a minute but I have to wait 15 min for a killer game, would be nice to know
It would never be that accurate though.
It would be better if they could simply award whichever side has the fewest players with a bonus BP multiplier, this would even queues out so that there wouldn't be such discrepancy between them in the first place.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2590341#Comment_2590341
With the Killer aura reading meta being a thing, then there should be strong perks to counter it. Distortion works to counter aura reading abilities 3 times, which isn't much when you have so many different aura reading abilities, not to mention add-ons that also read players auras. You can literally have Distortion gone in the first 30 seconds of the match because of all the Killer aura reading perks and add-ons.
Distortion does counter aura reading more than 3 times, because it tells you what aura reading capabilities the killer has.
If you get 'revealed', and you see Distortion going on cooldown, then you now know what will reveal your aura to the killer. Avoid that thing! Congratulations, you're now hidden for the rest of the game.
The only thing Distortion cant counter is persistent aura reading effects, such as Scratched Mirror Myers, or All-Seeing Blood Wraith. No amount of additional tokens will be enough to counter those, and they shouldn't. Imagine loading in as Scratched Mirror Myers, and you literally can't see any survivors for the entire game...
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2590241#Comment_2590241
It doesn't make them that much weaker. They can still have BT, DS, Adrenaline, Unbreakable. Are survivors just supposed to be invincible after getting off hook?
They should be the least appealing survivor to go after, however you manage to do that. If you know that the survivor that's just been unhooked will definitely not have Dead Hard, Sprint Burst, Lithe, Balanced, etc, then you know you're not going to end up wasting loads of time going after them.
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Distortion is already a strong perk. It not only hides you for three different aura readings for up to 30 seconds, but it gives you info. It tells you which aura reading perks the killer is using, which is valuable information, as you can now avoid those instances.
Distortion pings at the start of the game? You know the killer has Lethal Pursuer, you can hide, and avoid other survivors for the first 20-30s of the match, and you've now eliminated one killer perk.
Distortion pings when you're healing a survivor? Nurses Calling, don't heal close to the killer.
Distortion pings after a survivor is hooked? BBQ, now you know to get in a locker or hide behind a generator when the killer picks someone up.
Distortion DOESN'T ping when a survivor is hooked? Great! No BBQ, now you don't need to hide when the killer picks someone up, saving time!
This is information that serves you for the entire game, not merely the 30 seconds of active concealment.
The only buff I would give it, is a small area of effect, 4m like Prove Thyself, where other survivors are protected. This is because if it pings with Nurses Calling while you're healing someone else... the survivor you're healing is still revealed, making that hidden status completely worthless, and now the killer knows you have Distortion because they saw the aura of a survivor getting healed by no one.
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Exhaustion shouldn't reduce your movement speed, but I could get on board with it reducing your vault speed, by a little.
For example, Resilience increases your vault speed by 9% when injured, and Spine Chill increases it by 6%.
I could see a 5% vault speed reduction when Exhausted being completely fair. Or even a 10% reduction, IF Resilience and Spine Chill's increases were buffed to say 15% and 10% respectively, as this could make those perks more valuable.
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Every other queue estimator I've seen in other games has been wildly inaccurate, usually based on recent data, so doesn't accurately reflect what will happen for you.
For example, would it estimate based on other queue times at your MMR level in the past x minutes or hours? How precisely, your exact MMR? or +/- 100? Would it factor in SWF groups of 2/3/4?
Now that's not to say they shouldn't. Some indication however inaccurate may be better than nothing. But is it important?
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2587986#Comment_2587986
1 you don't play better, everyone else does
2 The point is to make swf suck as much as solo queue, not worse
Why make SWF suck, when you can make solo not suck?
Do you want anyone to play the game?
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@jmoyano92 said:
https://forum.deadbydaylight.com/en/discussion/comment/2587797#Comment_2587797
Sorry but I don't like any of your suggestions. This game was built with no communication in mind, that's the good thing about the game. its core mechanics and coop elements were built around that. If anything, the only one I would see with good eyes would be the quick-chat function, using some preset messages. The other things are not viable for this game without modifying it too much, and at the end, with those changes this game would be and feel completely different. Literally.
Besides other similar games are being made with all those elements in mind. So if you want those things, I suggest you try them.
Voice comms are a fact of life. They're entirely condoned by BHVR, who even provide dedicated SWF channels in their own discord.
You need to start considering SWF on voice as the baseline for this game. It is a team game.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2587797#Comment_2587797
there is nothing wrong with punishing players for playing with friends. Their team is stronger together. they should be punished for that
1. I literally just gave an example that disproves that.
2. "Oh yeah I would play with you guys but the game sucks as SWF so ######### off."
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Nope. Once again this is just punishing people for playing with their friends.
I don't play any better when I'm with my friends, if anything I play worse because we just distract each other.
See below for more realistic changes.
@Seraphor said:
Balance between solo play and SWF is a hugely contentious issue. You can't legitimately 'nerf SWF', because SWF isn't a guaranteed buff in itself. (I play with friends and do far, far worse than I do solo, because we suck at communication and tend to distract each other more than help each other win. But it's more fun, because it's with friends.)
SWF isn't an instant benefit, or a guaranteed win, it's literally just friends playing together, as the game was designed. SWF can improve your communication capabilities, which can give your team a edge over the killer, but that's only a possibility, not a certainty.
So no distinct 'nerfs' can ever work, nothing that changes anything numerically, by increasing gen times, or inflating your combined MMR, or anything like that, can work.
What needs to be done, is the introduction of Quality of Life improvements that benefit solo survivors, but are superfluous to SWF. Things like:
- Being able to see each others perk/add-on loadouts in the lobby. SWF can tell each other what they're bringing, or learn what perks their teammates use. If you know that Claudette has Deliverance, then you can leave them to get themselves off the hook, if you know Jake has DS, then you can risk an unsafe hook rescue, etc.
- A Ping system in game, that allows you to roughly track where other survivors are. Perhaps a button you can hold down while you're not interacting with anything else, that shows you where other survivors are via a Killer Instinct style heartbeat, giving you a direction, but not an exact location or an aura. SWF can tell each other what area of the map they're in, but solo's never know where their team mates are unless they can see their aura.
- A quick-chat function, using a couple of preset messages that you can flag up next to your portrait. "Help me!" "Leave me!" "Killer is nearby!" and "Coast is clear!" perhaps. Maybe Meg is on the hook and you're going in for a rescue, because you can't see Ghost Face anywhere nearby, but then next to Meg's portrait you see "Killer is nearby!" flash up for 5 seconds before it goes on cooldown for 30s.
- Some choice perk enhancements, such as:
- Head On - when ready, displays the aura of your locker in yellow to any survivors within 16m.
- Unbreakable/Soul Guard - when ready, in the dying state, displays your aura in white to survivors.
- Deliverance - when ready, on first hook, displays your aura in white to other survivors.
- Object of Obsession - when the obsession, when you and the killers auras are revealed to each other for 3s every 30s, your aura is also revealed to other survivors in white. (other survivors will know that the killer can see you, can choose to avoid you)
- Red Herring - when a generator is active and displaying a yellow aura to you, it's aura is revealed to other survivors in white.
(these particular aura colours were chosen for the following reasons; white is the aura colour for survivors to avoid that objective, blocked generators, survivors who don't need your help, while yellow is the aura colour for survivors to investigate or aid in the objective)
These quality of life additions could award solo survivors similar advantages to some SWF parties, meanwhile none of these improvements would aid SWFs, as they would be able to communicate them more easily via comms.
Once Solos are on a closer level to SWFs, then Killer buffs to compensate can be considered. This is how you implement a net nerf to SWF while still remaining fair to lesser skilled or lesser coordinated SWF groups.
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Please don't delete the crotch.
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Just had three back-to-back infinite loading screens when loading into a survivor game on PS5.
Each time I was Chris Redfield with a Ranger Medkit and a Cursed Seed, and each time my medkit and seed were destroyed.
So not playing the game anymore until this is fixed.
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@anarchy753 said:
Keys are in a much better spot now. They can still save your ass in a bad situation and get you an escape even after the killer found and shut the hatch. They also have add ons that give some pretty decent aura reading, except nobody used them before because the value of multiple survivors escaping was way higher so they only ever used "don't lose your key" add ons.
Multiple escapes for not getting your objective done just because you brought an item or found one in a chest was beyond unbalanced. They're still in a much better place than moris which are now just a cinematic option which often loses you more time than just picking someone up and hooking them anyway.
It's not a binary system. Yes the old keys/hatch were broken, but so is this, it's gone too far the other way.
Mori's are useless, and now keys are worse than Mori's.
Aura reading on a key is just a bad design decision, that's what maps are for.
If keys are to be useless for the hatch mechanic, then they should be useful for other mechanics, such as chests.
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@dbd900bach said:
Just a question why do you even want keys to be functional for specifically hatch? They're useless now and are just an inferior version of maps. Mori's are also pretty useless.
Aside from that keys are pretty useless thus in line with mori's, both of which are now on the list for reworks to create more "dynamic" gameplay. Keys don't have to function in tandem with the hatch nor does hatch need any sort of item to affect it, excluding hatch spawn offerings.
On your other points if you're survivor and the killer is camping hatch, just do the gens, hide and play the game in a good do or die scenario. Outplay the killer. If your the last survivor in endgame, the killer has to patrol both exit gates and maybe look for hatch but by the time he closes it the door is already open. With a full team that suddenly becomes a nightmare for killer as they have to patrol the gates which take no time at all to open but all that may be for naught if they find the hatch on the other side of the map. Three new very spaced out objectives.
If Keys aren't to interact with the Hatch, then make them do something else! I literally said that.
My detailed suggestions were to IF keys are to remain a tool to open the hatch. If not, they need to do something other than track auras.
Mori's aren't as useless as Keys are now. All keys are now in line with Cypress Memento Mori, which means Ebony and Ivory are significantly more effective.
"if you're survivor and the killer is camping hatch, just do the gens" literally impossible, under the new conditions, AND under my suggested conditions.
It's like you're not reading my posts at all, just seeing "hatch nerf" and assuming I've said something else.
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@SMitchell8 said:
https://forum.deadbydaylight.com/en/discussion/comment/2587105#Comment_2587105
I was miles away from his last game and wasn't in his terror radius yet it caught me.
That's literally how his power works. Survivors within your terror radius scream.
You were in his terror radius.
Or you were in Madness III and you were screaming automatically. You need to break out of Madness III.
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I would suggest:
While the hatch doesn't make itself visible to survivors until there's only one remaining survivor, it can be opened if:
- All five generators are repaired.
- You have a key that can track Black Locks (either via Skeleton key, or the add-on)
Broken Key: Can open the hatch if it's been closed by the killer.
Dull Key: Can open the hatch for one survivor.
Skeleton Key: Can open the hatch for 10 seconds.
Meanwhile, when all gens are repaired, the killer sees the aura of the hatch, just as they do the exit gates.
This would be almost identically in line with Mori's.
As it stands, the best key is basically the worst Mori.
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@Adjatha said:
Neither Keys nor Moris are in their "Finished" state. The Devs want to try to integrate both into the game in something more dynamic than they were (an easy win) and more useful than they are (just for showboating).
The current state of the Hatch (and thusly, keys), brings it perfectly in line with Moris. Both Moris and Keys are useless for 99% of matches. It just took an extra year for Keys to catch up to Moris. And there was a good week or two in the middle where keys were almost 100% find in chests, so hatch escapes were constant.
Believe me, you are not going to find any killer mains who agree that Keys need to be buffed.
I'm not asking for keys to be buffed. I'm asking for them to not be nerfed quite as much as they were.
If the Hatch spawned after all generators were completed, THAT would be in line with Mori's. Objectives are complete, all it is doing, is turning two exit points into three exit points.
That's entirely manageable for the killer, because the killer no longer has to patrol and defend generators, which was the main issue with keys, hatch escapes while there's still gens to defend.
As it stands, the new Hatch/Key mechanics are the equivalent of only having the Cypress Memento Mori. Which means Ivory and Ebony are significantly more effective than Keys are.
They could even have it so a Dull Key only allowed one survivor through the hatch and instantly closed it, while the Skeleton Key allowed it to stay open for 10 seconds. That would still be a nerf, relative to how keys were before this patch.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/289765/bloody-foodsteps-instead-of-bloodpools
This would be way harder to see on some maps.
But yeah, would be kinda cool.
What about making it bloody footprints default and sloppy butcher would add pools too?
Bloody pools, with footprints leading away from them in the direction the survivor is going.
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Haven't seen any response to this yet.
Many of us were saving Hawkins map offerings to use in the run up to November 17th, which is when we were told the map would be going.
Now all Hawkins map offerings have been deleted, before we got to use them.
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@SMitchell8 said:
I absolutely hate the doctor. Takes 0 skill to just spam your shock blast revealing all those who even quietly leave the area when you approach. I'm quite good at stealth plays but this doctor just counters all the good work you do to avoid him. Ive had games where ive done 2/3 gens, saves, heals and not been hit once, to then being the last alive and zapped at a distance and subsequently caught.
Plague is fine, you can deny her power for goodness sake
Static Blast has a 60 second cooldown. You can't spam it, it only hits survivors in your terror radius, and it shows a massive vision blocking silhouette where that survivor was when they screamed, so unless you're right next to them they could still be long gone by the time you get there.
If you're trying to stealth against a Doctor, get out of his terror radius.
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You've never played Plague. It shows.
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As a predominantly killer player... the hatch/key nerf was too much.
The hatch should still spawn closed when all gens are repaired, regardless of how many survivors are left.
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Shack breakable wall works in Dead Dawg because the saloon itself is also a strong loop.
If the RNG tile generation could tell strong loop combos from weak ones, then I'd suggest making a breakable shack part of the tile RNG.
For example some Coldwind or Crotus Prenn maps and really strong tile combos that chain TLs into long walls into shack/pig tree. Those strong combos could be offset with a breakable shack wall.
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If by "doing fine" you mean "increasing your MMR", sure getting a 3K is a safe bet.
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Each game is treated as four 1v1s. MMR goes up for kills, down for escapes, no change for hatches. The amount each one raises or lowers depends on the relative difference between your MMR and the survivors MMR.
Survivor has higher MMR than you and you kill them = large increase.
Lower MMR and you kill them = small increase.
Lower MMR and they escape = small decrease.
Higher MMR and they escape = large decrease.
Add all four up and that's your net change for that game.
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@Labrac said:
We're sitting at 25 killers and 28 survivors already, it's time to slow down. They could even do bigger DLCs with 2 killers and 2 survivors instead if they don't want to miss the profit.
Nah, they need that windfall every 3 months like clockwork or nobody gets their bonus that they've come to rely on.