Seraphor
Seraphor
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- Seraphor
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@SacrilegeGG said:
If I'm survivor, I'll rarely check them out as I'm probably busy doing challenges and stuff.
As killer, I'll load up their stream after the match has finished, but 99% of the time they weren't even streaming and haven't for months/ever. (Why add the TTV then???)
Some just don't exist. I'll get into a game with someone like Sugarb4b3.ttv (totally made up) and that name literally doesn't exist on Twitch.
??????
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This is the Feedback forum.
People generally give feedback when there's something wrong.
When everything is working fine, people don't bother to announce it to the internet.
I'm not sure what you're expecting.
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@[Deleted User] said:
I don't see how corrupt gives you info. It just gives you less gens to defend.
It blocks the 3 furthest gens.
Survivors spawn on the opposite side of the map.
9 times out of ten survivors spawn next to the blocked gens, so by being able to see which gens are blocked, you have a pretty good idea of where the survivors are.
But as I said earlier, it doesn't always work out that way.
A similar case is BBQ vs. Thrilling Tremors. Both give you info as to where some survivors may be when you hook one.
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Depends on the killer. If you need setup time then Corrupt is much better, but if you need immediate pressure, such as Oni, Myers, Nemesis, etc. then Lethal is better.
Corrupt doesn't necessarily give the same into as Lethal. There are some maps that you can spawn more or less in the middle of, and your three blocked gens could be in completely different corners of the map.
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@sizzlingmario4 said:
I think you could make it so that snuffed totems are permanently destroyed and can’t be used again IF you add more totems to the map (maybe somewhere around 8 total instead of 5?). So they can still be relit, but not in the same place. And in a way it benefits survivors too because that’s more totems they can find and more places they have to choose from.
You would have to rework the numbers on some perks that rely on the number of totems remaining on the map (eg. Thrill and Small Game) but that’s fine.
You dont need to add more totems, you just need to make the five totems you get more effective.
Not having a deafening crack of thunder when a totem is blessed would go a long way towards getting more value out of them, as the killer wouldn't know you've set up a boon until you actually use it.
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@Dumpstick said:
I'd be okay with that if and only if it takes the killer 14 seconds to break the totem.
Killer should also get 1000BP for it.
Nah, as with all other actions in the game, the killers time is 4x more valuable than the survivors.
Killer shouldn't have to spend any more time hunting out and snuffing totems. The only upside to having to re-extinguish them is knowing that the survivors spent an additional 14s setting them up. However it's still annoying as all hell, regardless of the cost to survivors.
I think boon totems should be destroyed upon snuffing them out. But in consolation, blessing a totem should not alert the killer with a loud noise. This would allow survivors the ability to use the perk at least once if not more, before the killer realises there is a boon in play.
It could also allow for the reduction of Hex blessing back down to 14s, as a bless would essentially be synonymous with a cleanse.
This would limit to 5 boons per game, and make the totems just as finite as they are for other similar perks such as Inner Healing.
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@SunaIIanu said:
https://forum.deadbydaylight.com/en/discussion/comment/2577376#Comment_2577376
I think what landromat meant was that technically you didn't need to buy Hag to equip a hex perk when she was released because the Devs added thrill of the hunt as a general and therefore free hex perk at roughly the same time. So if you only wanted to test a Hex you could use Thrill without having to buy Hag.
I also don't think that the Situation with the Boom totems is that bad, but it is a little different to Hag's Situation.
I personally think the Boon perks are a tad too powerful.
Circle of Healing at +100% is very strong and could still be a powerful perk at just +50%.
Meanwhile Shadow Step conceals both scratch marks and auras. It could get away with being either one of those.
You could split Shadow Step into two different Boon perks, and one of those could be generic.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2576011#Comment_2576011
My first thought after snuffing out a boon totem was, why doesn't the totem break? After some time thinking about it, that would be bad for perks like Plaything and NOED. You would be actively breaking your own perk.
No you wouldn't, because your perk is already gone.
Bless = Cleanse
Any totems would be Cleansed when they're Blessed, so they're gone already. That totem is already destroyed. The survivors are just activating their localised perk by Blessing that totem, just like Inner Strength/Inner Healing.
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Blessing a boon totem should consume that totem, so that when the killer 'snuffs' it out, it gets destroyed.
Have the blesing action itself award 1000bp just like a cleanse, and have the blessing count towards the totem counter on Small Game.
This way a Blessing is entirely consistent with a Cleanse, and Hexes are treated fairly. It places Boon perks on a similar level to Inner Healing, but for the whole team not the individual.
This limits Boon perks to 5 uses per game, because totems are, and should be, a finite resource.
If that's not strong enough for the survivors, then remove the loud notification the killer receives when a totem gets blessed. This would ensure you get at least one use out of the perk before the killer realises a Boon is in play and snuffs it out.
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/2574558#Comment_2574558
I hate Plague because she basically makes several pieces of core Survivor gameplay impossible. Healing? Nah, permanent broken. Stealth? Vomiting says no. Any kind of save? She'll probably know you're there before hand because of the vomit.
No thanks. I'd rather not be a jerk to the Survivors that way. Partially that viewpoint comes from maining Claudette and relying on healing and stealth when first starting out... hated playing against Plague back then so I'm not about to inflict her on others. But with boons... well I got no other obvious options I'd be Ok with.
I agree with all of this. But Plague in now the only reliable way to counter boon totems. They're simply way too strong being infinite.
So if constate Plagues become a problem... blame the boons.
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Instadown killers, Plague, Doctor with exposure perks.
Haunted Grounds and NOED.
No aura perks.
Tunnel, tunnel, tunnel.
That's the new meta.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2573681#Comment_2573681
In Ponzi scheme the organizer claims that the profit comes from a legitimate business (which is in reality fake or makes no profit).
So what is the fake business in Bitcoin? Isn't it obvious that it has some value, because people believe it has value? Buying Bitcoin because you think their value will go up is speculation, but not a Ponzi scheme.
Cryptocurrencies gain their value from other people buying them.
Value only goes up as more transactions are made.
Which means there's a clear hierarchy. Early adopters make the most profit, late adopters see the least profit, with a progressively lower chance of gaining profit.
That is basically a pyramid scheme. At some point there is a poor sap at the bottom who loses out, and you only get a return on your investment if more people are recruited into the scheme. The only difference is you aren't (necessarily) the one directly recruiting your source of profit, so it feels more like stocks than a scam.
As opposed to stocks, which are tied to tangible companies making certain business decisions, trading real goods and services that have value to society. Still gambling, but not an entirely circular system.
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@Exxodus21 said:
https://forum.deadbydaylight.com/en/discussion/comment/2573499#Comment_2573499
They'll be the future of digital goods and e-commerce.
Why? Because they're unregulated? Eventually they will be regulated.
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We're going to get a bonus 200k BP in a weeks time for this latest ######### up and that'll be it.
I too was saving up mu NHL IDs to use before November 17th.
Just another reason to not play the game right now.
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BHVR's first tweet essentially stated that "we worked with [company] and what they do with our assets is their business." That's fair.
Their 2nd tweet was "we're proud to have worked on NFT assets for [company] and urge you all to check out their NFT service!"
Total sell outs.
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/2571714#Comment_2571714
If think you are voicing your opinion. And I agree with that.
But the majority of the forum are lile "Im uninstalling blah blah blah" "Behaviour are monsters lets boycott!!!! Yayyyy" "I wanted to leave, kow I have a reason, peace"
And its just ridiculous and childish.
No it's not, it's them making their voice heard, and sending a message to BHVR as to why they're no longer supporting them, which is an essential part of any protest.
There's not much use in a boycott if the target has no idea why they're losing customers.
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2572122#Comment_2572122
I agree that it’s a stupid waste of resources. What I don’t agree with is singling this one out - unless you live a very environmentally conscious lifestyle, in which case you have a right to complain. However, I’m willing to bet most people here complaining don’t fit that description.
This is like saying you can't complain about carcinogenic substances in your food unless you're actively trying to cure cancer.
Crypto and NFTs are substantially more wasteful than any legitimate alternative. It's absolutely a move backwards, and is basically pissing all over other peoples attempts to reduce energy consumption.
It's not even maintaining the status quo, it's like going out and intentionally destroying a part of nature just for some quick cash.
In fact that's exactly what it is, as bitcoin/ether mining is essentially a race to see who can crack the code first. It's essentially "who can burn down the most trees gets a shiny coin!" and then we wonder where all the trees are going.
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@PalletsAndHooks said:
I mean, nearly all electricity used to play games and power up EV batteries is sourced from oil and coal plants, so it's not like an extra few drops of oil in the ocean is going to sway us away from an impasse we are already in full motion towards ...
A few more drops of oil in the ocean won't make much of a difference, so I guess it doesn't matter if we start dumping barrelfuls in daily?
NFTs exclusively use ethereum blockchain, the mining of a single ethereum transaction consumes enough energy to power the average home for several days.
So sure, it's just more energy usage, big whoop! The issue is you now consuming millions of times more energy to do something we can already do via legitimate avenues.
A bank transaction: totaly legit, legal, traceable, cheap.
NFT transaction: unregulated, untraceable, used for money laundering, costs over a million tines more energy than a bank transaction.
It's the difference between e-banking, or taking a cruise liner to Spain to deposit a check to make sure you don't get taxed.
It's totally irresponsible and only benefits the sickeningly rich.
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You can't excuse every deplorable act with the cop out of "woke cancel culture". Grow some principles.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2571361#Comment_2571361
Yeah I’m on the same boat. I just can’t leave.
Ultimately it's the sunk cost fallacy. I'll probably see what my friends end up doing, and if not enough of us stay with DBD, I'll be able to write it off more easily.
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It feels like such a waste to leave the game, but I can't stand the endorsement of NFTs.
At the very least I won't be spending a penny more on it, and stretching my iri shards as far as they'll go.
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@lordfart said:
I think the lack of transparency BHVR has demonstrated here is indefensible. But I do find it hard to take people's outrage with this in regards to climate change too seriously, my country (more aptly archipelago) has already began to disappear over the last decade because of rising sea levels. NFT's are deplorable for the environment but so are most of the long standing capitalistic practises that give you your first world status that have already resulted in my nation drowning. I guess I'm just completely burnt out of my climate injustice rage at this point idk
I think my issue is how utterly unnecessary it is.
You could grade the necessity of things from very necessary to frivolous; things that relate to health and live saving technologies... peoples wellbeing... housing and food supplies... infrastructure... cultural and educational resources... entertainment (we are here)... and then right down the bottom of totally unnecessary is... crypto currency and illegitimate financial transactions.
Then there's the scale of it. For a single pointless NFT transaction, you could power your computer for about 200 hours of playtime.
It's just grossly irresponsible.
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First voice lines there were in the game already get removed.
Then BHVR deny any involvement with NFTs.
Now BHVR are actively promoting NFTs.
Seems to me that BHVR are caught in some legal disputes with PAE, likely as a result of rushing through a licensing deal before PAE lost Pinhead. Along with PAE rushing out products like these NFTs to make the most out of it while they have it.
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I don't 'boycott' things lightly, but this is making me seriously consider it.
Would rather no Pinhead than this.
Regretting all the money I've spent on this game. At least I've got 1000 auric cells set to keep my rift going indefinitely.
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@BattleCast said:
Whats the problem with gates?
99%ing the gates and then opening them in a chase, in order to bypass the EGC mechanic I guess?
I can see the issue with it, although I don't think is a particularly big issue except for killers running Blood Warden. However it can be used by survivor to hold the game hostage... in a sense, because the killer could open it themselves at that point.
But if we are to implement regression to a checkpoint, I don't think the red lights are a useful marker, as they activate quite early.
I would say just the last 5% should regress. Kinda like how you can only rwcover to 95% in the dying state. That last 5% would be just enough that you wouldn't be able to tap the gate in a chase and still escape.
With that strategy no longer reliable and a substantial risk, survivors would be inclined to open the gates when they have the chance, not saving it for a last minute chase escape.
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@snek said:
https://forum.deadbydaylight.com/en/discussion/comment/2567960#Comment_2567960
however valid and punishing (in terms of bp) this tactic is, it nevertheless robs all players from any gameplay because other survivors are forced to do nothing but hold m1 on gens so they aren't getting many bp or any fun whatsoever
The survivor had their gameplay up until the point they got hooked. They can hold out for the duration of the hook timer to give their teammates a chance, and punish the killer that way.
It's basically getting sniped early on in the game. It happens.
Sometimes you just lose.
The killer equivalent is getting looped for 90s and suddenly 3 gens pop. You know you're not recovering from that scenario.
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@DoomedMind said:
Yeah, now I'm always left on hook at the end of the game. Surv are leaving whenever they can so in solo Q it's terrible.
Also we can say everything we want, but SBMM is "how many survivors did you skill ?" Or "Did you escape ?", so SBMM is worst than the old system, like, it CAN'T be better than the old one.
The very fact that it doesn't reset every month, and you don't just get all players oversaturating red ranks, means it's already fundamentally better than the old system.
That plus individual killer MMR.
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I had no fun as killer before SBMM.
I was stuck around rank 5/6, where I continuously faced seal team teabag, despite not having the skills to deal with them.
Now I'm facing survivors more on my level.
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The fundamental issue is that as a survivor, if you get hooked, you are not entitled to be rescued. You were found by the killer, you lost the chase, got hit twice, game over.
Camping is a valid tactic, it's not a very fun one, and it shouldn't be an effective one, but it's valid nonetheless.
Frankly, if survivors play smart, camping isn't advantageous to the killer.
If you do gens, then the killer is only securing a 1K, and 1 hook at that.
To win a decent game as killer, you need multiple hooks and at least 2 kills.
So killers are already "punished" for camping. They end a game with 1 kill, 1 hook, proximity penalty, and likely less than 10k BP.
As a killer, I'd consider that a failure.
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So you're saying an average game of x is a draw, because some you win and some you lose, so you should count a draw as a win...
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This isn't an issue with spectating, this is an issue of "working with the killer."
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@6yXJI0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2566768#Comment_2566768
Those totems are too easy to find. Killer can hear a directional sound as soon as he enters boon area.
They would be useless if they had limited uses.
So make them harder to find.
- Remove the loud notification when a totem is blessed. Let the killer figure out that a boon totem is in play. (maybe the killer gets a small Blessed icon on the side of the screen, inverse to Cursed, the first time someone is healed within CoH, or when chased within the area for SS) This ensures that you get to use the totem at least once.
- Reduce the range of the directional sound to under 10m.
Then given them a single use per totem, snuffing it out destroys the totem.
This way, a Bless is treated identically to a Cleanse, and every way in which a boon totem interacts or does not interacted with Hex totems or other totem perks, is consistent.
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Have always thought keys secondary ability (after opening the hatch) was a bit pointless.
Maps serve the purpose of aura reading, so keys should do something else. You would never bring a key instead of a map if you wanted to see auras, you bring a key for the hatch. Although tracking the hatch and maybe chests could remain.
Being able to use key charges to 'rummage' through a chest for a 2nd item, or increasing the rarity of items found in chests when using a key, would be much more fitting.
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None of these would be fair.
1. So now killer won't assume the survivors are a SWF, they will KNOW the survivors are a SWF. Every SWF game will have killers dodge the lobby, will never get a game, and will mess up matchmaking tines for everyone.
2. Not fair on SWFs that don't get an advantage from it. SWF 'can' give survivors an advantage if the communication tools are utilised fully, but it's not a definite advantage. Some SWF are just friends playing together for fun, of various skill levels, and various levels of communication skills.
3. So SWF gain less BP than solos, which means there's more incentive to play solo. "Sorry guys I'm not playing with you tonight I need the BP."
These all constitute discrete nerfs to SWF, which isn't something that can ever work, hence my topic:
@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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@jesterkind said:
Honestly, all of these are excellent ideas- communication and knowledge in solo-q really is the biggest hurdle for balancing at the moment. The quick chat function especially would be difficult to integrate into the game's aesthetic, but a very very useful inclusion if they ever figured out how to do it.
I'd also like to put forward the classic "action icons next to portraits" ideas, so you know without Kindred if someone's doing something that'd prevent them from going for a save, that kind of thing.
That's a great idea.
A little generator icon while they're repairing. A cross for healing. Totem for cleansing. And a little running icon for in a chase.
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I've updated the post a little, well quite substantially, so bumping this up instead of posting a whole new topic about it.
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As we all know, skill checks are impossible, therefore as the OP has correctly deduced, if survivors are able to complete gens at all, it must mean that they're... tapping gens to avoid skill checks...
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The reason why emblems are still live for the visible progression system, while MMR is hidden, is because the emblem system still provides a healthy goal for players, trying to acheive a bit of everything in each game, hooks over kills, etc.
If players are aiming to gain pips, then they'll play in a way more conductive to a fair game.
If players are misguidedly trying to game the MMR system instead of just accepting their natural place, then you get camping and gamethrowing.
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@SabunoHakia said:
https://forum.deadbydaylight.com/en/discussion/286999/about-penalties
The system should be easily able to tell the difference between the two and give better punishments for actual quitters bigger time penalties.
How does the system tell the difference between losing connection and the player unplugging their ethernet cable?
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@greed23 said:
https://forum.deadbydaylight.com/en/discussion/comment/2560034#Comment_2560034
You don't know? There IS a cap to current SBMM. Data miners found this out. It just increases how specific matching with other players can be.
I wouldn't describe changing back to the other system as "going backwards." That implies that new SBMM is a complete improvement; Which is only true if you value DBD as a competitive game.
That being said, the strength of the old Rank system was that you had a very general cap, so not every game was filled with people sweating their hardest, even at rank 1. It was a mixed bag; and in a casual game like DBD, that's a good thing. Imagine if TF2 removed Casual matchmaking and queued you up for Comp 6s every match instead- I would never touch TF2 again because it's just not a balanced enough game, and going in to every game knowing you have to try your hardest or else you're going to be bodied would make it less fun. That being said, I think TF2 is CLOSER to being balanced enough for comp than DBD is and ever will be, so there in lies the issue.
No, you don't know.
1900 is a soft cap. Your MMR can increase above that, but it will match you with players as if your MMR was 1900, until they decide to raise the cap base on how many people are exceeding it.
Otz made a video that explains it really well.
My previous post explains why random/casual/no matchmaking was crap.
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@Bwsted said:
It's easier to nerf the basekit than to do an entire add-on pass.
He didn't really need an entire add-on pass though. He just needed All-Seeing Blood and the Windstorm add-ons nerfed, and the former IS being nerfed, so it's a double blow.
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@NekoTorvic said:
https://forum.deadbydaylight.com/en/discussion/comment/2560034#Comment_2560034
Thing is ranks were more leninent. At rank 1, you could have alright survivors, weak survivors, good survivors and god survivors.
The problem is not the matchmaking itself. The problem is that this game's balancing is arse. Having randomly skilled survivors compensated for how horrid the balance is.
With MMR, you get consistent competent survivors, which means you get put up against the brokenness of this game very single match. There are no more chill matches to offset how bad it can be.
At rank 5/6 I only ever faced rank 1 survivors because it's a hard cap and oversaturated with rank 1s, who can only be matched downwards.
Now as killer I actually get to play against survivors at my level instead of seal team teabag every other game.
Random matchmaking is basically no matchmaking, and completely invalidates any wins you might accomplish.
You could be paired with opponents far above your level, which means you never stood a chance, which means the matchmaking determined that you lost before you even started playing.
You could be paired with opponents far below your level, which means theu never stood a chance, which means the matchmaking determined that you would win before you even started playing.
None of your victories were earned. The losers on either side felt cheated. There's nothing fun in that.
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@NekoTorvic said:
They should get rid of it until they figure out how to balance their game.
High MMR matches over and over and over again are intolerable. Not to mention the hackers that are at high MMR because they escape all the time, and the 10 minute queues.
We've always had MMR matchmaking, only our MMR used to be ranks.
The old system was no better, and in many ways, worse. This is just the same system, using an MMR that's more context fitting, and without a hard cap or monthly resets.
There is literally no reason to go backwards. They can continue to work to improve the algorithm by all means though, it could still do with improvement.
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If it was a one off, potentially they were right on the 40m line, the survivor being healed was at 39m and the survivor healing them was at 41m.
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The BP bonuses on these perks is the incentive to run them.
WGLF promotes more altruistic survivor play, while BBQ discourages camping. So they're both healthy perks for the game.
They're never going to make the entire perks basekit, so no, keep the BP stacks where they are so the perks get used.
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It's great when "why did you ######### on first hook?" becomes "why did you #### ##### ##### your mother ####!"
edit: it even did it here!
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Agreed. Recoil is why I never play him on console.
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@Bran said:
The perk isn't really a team based perk. It can help teammates, but it really is just an exhaustion perk for lockers.
So just because it can help teammates doesn't mean it should be changed to do it better.
In the context of bringing solo players up to SWF level, it would need this buff.
SWF can coordinate Head On stuns, solo can't.
See my long post on the previous page to save me repeating myself.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2559456#Comment_2559456
I considered that, but it might be a little too strong at that point. It wouldn't be super fair to have a survivor make the right play by pulling you all the way on the other side of the map to a 3-gen and then have your down still affect one of those generators, just off the top of my head.
Just one of the three would be fair.
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Have it work on special attacks.
Have it guarantee to hit the closest generator if there's none in range.