Seraphor
Seraphor
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The consolation is that if you chased and hooked someone else in the meantime, yet you still get DSed, that means that survivor did nothing for those 30-60 seconds and just wasted their time.
So as the killer, this still puts you in the green, and now they've just wasted their DS on baiting it out unnecessarily, when they could have instead been healing or working a gen, and as a result means they don't have DS left for their 2nd hook.
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@kyogul said:
https://forum.deadbydaylight.com/en/discussion/comment/2542786#Comment_2542786
You are aware that stretched res doesn't show anything that's not present on native, right? It's not giving you more resolution, it's stretching what's already available. Meaning those videos trying to showcase you being able to see the killer over loops in stretched res, you can do the same thing in native, but you have to move your camera more. The benefit of stretched res is having to move your camera less.
You're also being dramatic about stretched res. You don't get an aerial view of the map by stretched res and you still have to move about it just like on native to see information such as: nearby windows, what gens are nearby, etc. Even on bare maps like Sheltered Woods.
You're kind of the only one lying. It's very easy to tell the people who cry about stretched resolution who have close to no experience with it or absolutely none.
I really just find it funny how people act like stretched resolution is a human right's violation but they're also the same people who use fps uncap, filters, and so forth.
also FYI: Console can use stretched res too. It's just harder as there is less customisation and it's more hardware limited by monitor settings. For the most part it's not "cheating" or exploiting as both parties can do it. Just like climbable rocks aren't exploiting or cheating as both parties (killer and survivor) can do it, not just one role. What console can't do, however, is fps uncap, which gives a gameplay advantage. You lot aren't ready to admit you're cheating using that, though.
https://forum.deadbydaylight.com/en/discussion/comment/2543023#Comment_2543023
https://i.imgur.com/mSuP7nX.png
Hello, susie29847
This is incorrect.
Stretched does show you more than you can see with native, and it's not just having to move the camera less.
Due to the way the third person camera is centered on the survivor and moves in an inverse arc, simply angling the camera as far up or down as you can is not enough to be able to see over tall walls with native, due to that part of the screen not being visible.
With stretched res you are able to angle your camera down at the floor, which due to the arc moves the camera to its highest position, above the walls, and the field of view that would be cut off at the top of the screen isnt.
There's plenty of footage to demonstrate this so I don't know why you feel the need to lie about it.
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I think unlocking a perk (activating the teachable at lv 30/35/40 or buying from shrine) should automatically make that perk available to all characters at tier 1.
This would reduce the overall perk grind by a third, and ensure that you don't need to grind out 50+ levels just to get access to the perks you've already unlocked.
You still need to grind out for tiers 2 ans 3 sure, but you have tier 1 available no matter what.
This change would vastly benefit newer players (or unleveled characters), while having minimal effect for established players who have already maxed everything, and won't upset the item/addon/offering value.
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SBMM is casual mode. It was implemented to give everyone but the top 1% a fighting chance. There's nothing fun about your game being predetermined by matching you with opponents you don't stand a chance against. It's casual and lower skilled players who are reaping the benefits of SBMM.
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It wouldn't make tunneling any easier, you know who you hooked last.
But tracking every survivors hookstates? Not so easy.
No hook counter leads to inadvertent tunneling.
At the very least, we need an indication for when a survivor is on death hook, even if it's only when they're in the dying state. You could at least then choose to slug them and allow someone to pick them up again.
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@durdapcz said:
theres no such thing as genrushing. patrol better or use slowdowns. doing gens is literally the primary objective you moron...
Genrushing is precisely as real as tunneling or proxy camping.
It's all the players main objective.
But when you optimise your build and strategy for fastest possible completion of your main objective, I don't see how that doesn't qualify as "rushing".
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The way they interact with Hexes seems unfair, considering Boons can be reapplied.
However if you consider a blessing to be equivalent to cleansing, it all fits almost perfectly.
Cleansing takes 14s, so does blessing.
Cleansing removes a Hex perk, so does blessing.
Cleansing makes that totem unavailable for NOED and Plaything, so does blessing.
Cleansing removes that totem from play... ah here's the problem.
A blessed totem should be a spent totem. So when the killer "snuffs out" a Boon totem, that totem should be destroyed.
That would solve pretty much all the general boon perk balance issues (though Circle of Healing may need a slight nerf to potency still)
And if that's a little too far in the killers favour, I'd suggest also removing the loud notification when a survivor blessed a totem. Killer won't immediately know there's a Boon so survivors get a chance to use it before it's snuffed out.
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Locking in the killer was implemented specifically for MMR.
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@The_Hunter said:
https://forum.deadbydaylight.com/en/discussion/comment/2540262#Comment_2540262
This joke was great, I had tears in my eyes. XD
But seriously, my mates (about 6 with me) mostly quitted playing killer because of this.
Second, BHVR is not transparent about the new MMR. In the PTB, ranks were hidden, for "testing" reasons. (Quote BHVR: "They are not representive". Yes, they are not representive, but why hiding them?).
Now, the ranks are not for your skill, but for your playtime until rank reset. This is very shady...
Keep laughing then, because my experience since MMR has been 100% better.
I get to play killer without facing seal team teabag 90% of the time, and I'm still acheiving a healthy escape rate as survivor.
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@Chewy102 said:
https://forum.deadbydaylight.com/en/discussion/comment/2540195#Comment_2540195
Take a D6 as an example. You have 1/6 or 16.66% odds of getting any number. But getting the same number twice in a row is 1/36 or 2.85% as those odds are mathed at (1/6 X 1/6 = 1/36).
Those repeating perks wasn't missed at all. They are often the only perk on the entire bloodweb in lower levels and yet the same perk shows up again on the next level. I watched this happen for the last 3 Killers I leveled. All 3 have total perks equal to half of their total level. Once I seen the pattern I watched it happen for 4 levels in a row with getting the same perk for 2 levels in a row twice. Also have Killers who was leveled months ago and their perks are spread out so much that their total perks nearly match their level. I can take screen shots if you want to see yourself
There "should" be a 1/84 or 1.19% odds of getting any perk on my Cenobite. But over the 28 levels Im CONSTANTLY getting the same perk twice in a row. The odds of getting the same perk twice in a row should be 1/7056 or .01%. The odds are "better" for my Nemy and Twins as I had less total perks for each of them to pull from but they are still insane odds of pulling the same perk twice in a row yet it is a constant.
As for maps. I have no proof or evidence from my personal gameplay outside of my memory. But as said there are 35 maps. So there should be a 1/35 or 2.85% chance at getting any map. To get the same map 2 times is a row is 1/1,225 or .08%. There are also several reports here of other people getting the same map more than 2 times in row or the same map several times over the span of a couple hours. I don't even want to know the odds of that as it's gonna be so improbably small it might as well be impossible.
The RNG system is giving repeats. I can prove that with my bloodwebs and there is enough claims here for map repeats to be called strong evidence. An RNG system that gives constant repeats isn't RNG and it is giving a negative impact on the game in making gameplay stale from repeat maps and making the already long perk grind twice as bad from repeating perks.
Now roll that dice 50 times.
That 2.85% chance becomes an almost certainty.
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@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2539808#Comment_2539808
Wouldn't that argument apply to every other game that has an FOV slider?
It's an accessibility option locked behind a perk slot, you shouldn't be required to run a perk just to access higher FOV.
No, because not every other game values visual information as a commodity.
This game festures stealth in a competitive context. Hiding close by is a large component of the game and whether or not your opponent can see you has to be consistent.
Earning greater FoV costs you a perk slot, because a greater FoV is an advantage.
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@Chewy102 said:
https://forum.deadbydaylight.com/en/discussion/comment/2539073#Comment_2539073
Again. Read other replies. Several people are claiming to get multiple repeats of the same map. That is evidence of RNG being broken.
My bloodwebs are giving the same perk twice constantly. It has done this for the last 3 Killers Iv leveled with all 3 having total perks being half to that of their level. That is evidence of the RNG system being designed/changed to give repeats instead of being more varied like it used to be.
Repeating maps makes the game stale. Repeating perks makes the game's grind take twice as long. Something is either wrong with the game's RNG system or more likely it was changed to give repeats. Both shouldn't be happening and both makes the game worse.
Go back to school, retake statistics.
If you roll a dice twice and it's the same number, does that mean the dice is broken? No
50 times sure, but not twice in a row. Twice in a row is common. Even three or four times isn't too rare, given enough data points.
That's as far as maps are concerned.
Now perks on the bloodweb are a different matter. They DO seem to have a systen that retains the same perks, and there's a reason.
The game doesn't know if the perk you missed out on was one you wanted or not. Sometimes the entity claims it before you can.
Maybe you're desperate for BT and DS, they both come up on the same bloodweb, you claim one, the entity claims the other.
So instead of never seeing it again for 50 bloodwebs, it repeats in again.
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As FoV is a commodity that increases your visual info, it certainly is a balance issue.
If they add in a FoV slider, the max setting will be the current FoV anyway.
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@Chewy102 said:
https://forum.deadbydaylight.com/en/discussion/comment/2538644#Comment_2538644
Did you not read anything else of my reply? The stuff about how multiple things to do with RNG is repeating?
This isn't favoring a certain map due to it's DLC launch or from a PTB test. The PTB is a different version and there hasn't been a new map since RPD plus they stopped favoring realms in general back when Nurse came out as since the Asylum had a realm to itself it was picked FAR more often than any other map. This is map RNG picking the same seemingly random map multiple times, but it is doing so for different random maps on different days for different people. It isn't just maps either. RNG is repeating for perks as well. Just finished another game before making this reply and gained 2 more levels. Both gave the SAME PERK! That's now 4 levels in a row that each repeat perks out of 84.
The RNG is broken. No need to break into the code to explain it. The game's RNG isn't working as RNG and is giving repeat picks for multiple things.
Getting the same map or perk twice in a row is not evidence that "RNG is broken" and you don't understand probability if you think it is.
That said, bloodwebs do appear to preselect perks for you, so if you miss a perk on a blood web, it'll come up again shortly after.
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We don't really need alt game modes. We have the Custom Game feature, just give us more options for that.
More survivors, more/fewer gens, custom number of totems or hooks, custom EGC duration, maybe an option for 'sudden death' (EGC triggers after X minutes regardless of objectives completed), stuff like that.
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Reading everything in the endgame screens should give you enough information, but of course people don't generally read things.
More capacity for counters in game would be great.
We have save and totem counters baked into WGLF and Small Game. There's calls to make the latter a base feature of the game so I don't know why the same can't be true for other counters too.
Gens repaired, health states healed, totems cleansed, hook rescues (safe and otherwise) hooks sabotaged, syuns, blinds.
Make it an optional part of the UI, a small checklist that runs along the top of the screen.
Alternatively, give more perks counters like this.
Add SGs totem counter to Counterforce, Detectives Hunch and Inner Strength.
Add hook rescues to BT, Babysitter/Guardian and We'll Make It.
Add stun/blind counters to Blast Mine, Smash Hit, Power Struggle, Flash Bang.
Basically if a perk interacts with a distinct action that awards BP, that that perk count that action.
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@ThiccBudhha said:
I really think a realm should count as a "map" and then independently roll the variation after it is decided. I am tired of over half my games being Macmillian and Autohaven.
I'd be all for this if the realms all had similar number of maps. Single map realms would end up disproportionately more common.
We need more Crotus Prenn, Red Forest and Swamp maps. Maybe just one more for each would be ok.
Another variant of Yamaoka, then multiple versions of things like Midwich, Gideon, Haddonfield, etc.
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That's RNG for you. Each map is just as likely as any other.
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@lr01 said:
https://forum.deadbydaylight.com/en/discussion/comment/2534898#Comment_2534898
that maybe the case now with this "newest" version, but in the last 8 months, its gone thru 3 revisions, like seriously just pick one and stick with it is all I'm sayin. I didn't care about getting reset every 13th, but matchmaking when they reset it for EVERYONE because they wanted to try something new, it screws up the game and you get pitted against level 1 killers all day long and it gets tiresome and unfun.
1. There's been two versions. The old one, and this new one.
2. Well lucky you that's not a thing anymore.
Why you complaining about something that's already been fixed?
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Consider Distraction too.
Sneak up to one side of the hook, throw your pebble at the other side, quick unhook. Ideally with BT.
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Both of these are already getting reworked in a couple weeks.
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There's no reason to nerf Corrupt like that. This would be a totally dead perk.
10s cooldown on Pop would be horrendous. I can barely find a gen in 45s sometimes.
There's no reason to prevent stacking gen perks. Killers often stack up to 3 gen perks as it is, and survivors still escape. They are not OP.
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@DorkianBae said:
https://forum.deadbydaylight.com/en/discussion/comment/2536513#Comment_2536513
But tell me, if it always hit 2 gens would that be overpowered? Or at least hit 2 gens more often?
Currently it almost never happens, so why shouldn't the range on surge not be buffed? It needs number changes to make it actually worth using because again half the time it doesn't even hit a gen. 32 m isn't that big of an area especially for something with so little impact and such a long cooldown.
That "so little" effect and "such a long cooldown" is entirely free, you don't have to do anything for it other than your main objective.
So I fundamentally disagree that the perk is weak already. 8% is a lot for what you [don't] have to do for it.
The range could be extended a little, but not massively.
Consider a 3 gen endgame. Alll 3 gens are in range and survivors don't stand a chance. You keep chasing them off the gens, they're slowly repairing all three bit by bit. You down one survivors and they all instantly lose 8%. They might have only been at 25% because you keep chasing them off.
Without a cooldown survivors wouldn't stand a chance in that scenario, and if you increase the range too much you increase the likelihood of that scenario.
Sure 3 gen is mostly the fault of the survivors, but a 3 gen shouldn't be impossible to overcome, just very difficult, and there are maps like Midwich and Gideon where gens can be hard to find and well within 32m of each other.
Which is why the only buffs it should have are:
1. Working on both Basic and Special attacks.
2. Guaranteed to hit the closest gen regardless of range, so there's a definite 8% regression.
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I'd even be for another Focus perk that allows you to regain charges in some way. This could allow for a combo with another Focus perk, allowing you to recharge Iron Will, Distortion, or Borrowed Time.
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@Trickstaaaaa said:
Why nerf something that is not broken?
It would be better if most niche perks got buffed instead to naturally encourage people to use non-meta perks.
Now on the other hand the circle of healing might actually become a meta perk. Which I don't think think it will released in it's current state, which is a good thing since it's OP.
A perk can be a tad too strong without being "broken", doesn't mean it can't be better adjusted.
We all know BT and IW can feel a bit broken from time to time.
It being impossible to find the IW survivor. BT saves bodyblocking their rescuer.
I don't think giving those perks a generous limit is much of a nerf tbh, and making them exclusive means survivors have to consider their perk choices better.
I like that I have to make a choice as to which exhaustion perk I take. It feels like my perk choices matter a little more.
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@DorkianBae said:
https://forum.deadbydaylight.com/en/discussion/comment/2536211#Comment_2536211
Even if it somehow hits 2 gens which almost never happens because the range isn't very big, that's only 16% regression which is still lower than pop. If it was constantly hitting 2 gens, maybe it would be worth but it almost never does and even when it does it's not that big of a deal since it's just 8%. A 40 second cooldown is so laughably bad for how weak this perk is.
Yes that is only 16%, but it doesn't even require you to kick a gen to get its effects. You're literally just downing survivors which you have to do anyway so you're not going out of your way to "earn" it.
Pop has greater limitations imo. You need to find and kick a gen after every hook.
Thats time to find the gen, time to kick the gen, time to then find and chase a survivor again. You might not have a gen to kick, and what gen you do find might have less than 25% progress anyway.
Surge works through regression, so it applies it's 8% to gens that are already regressing. Plus it still gets its full effect when the gen only has say 10% repair on it. And you don't need to break chase to go find and kick a gen.
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That's just latency. On the killers screen they were facing you.
Play killer and see for yourself. You never hit anything that's not directly in front of you.
Basically the animation of the killer turning to face you hasn't caight up for you. You are the issue, you're lagging.
Killers get the same problem. Swinging at a survivor and missing the hit even when it should have connected, because the survivor isn't actually in the same olace they are on the killers screen.
Play the game a little more and you'll find out how insanely survivor sided this game is.
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Surge isn't that weak. It has a much easier activation than Pop, and that fact that it can hit multiple gens means that 8% isn't too bad. You could potentially hit 3 gens at once and get 24% regression and not go out of your way at all (downing a survivor is afterall your main objective).
24% regression, 40s cooldown, easy activation. Sounds better than Pop in that sense.
Of course the downside is the RNG, you might hit 3 gens, you might only hit 1, you might not hit any. (Then again you might not get a chance to use Pop after every hook either.)
Increasing the range to 48m: On certain maps you might now be able to hit 4 or even 5 gens. Thats OP.
Increasing regression to 10/15%: Now it can inflict 30/45% regression on a 3 gen! Combined with the range increase thats 50/75%!
Lowering the cooldown: Great, now you can slug, down 2 or 3 survivors in a short space of time, and inflict 48% or 72% regression, for doing nothing more than your main objective. Combined with the other buffs that could be as much as 225%!
The only buffs I would give to Surge are:.
1. Procs on Basic and Special attacks.
2. Guaranteed to hit the closest gen even if it's out of range.
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A dull totem can only be used once for anything else. Even Inner Strength, which is consumed by a totem for a single use, still results in removing that totem from the map.
So if blessing a Boon totem is treated like a Cleanse (according to how it treats Hexes it is) then it should remove that totem from play (by way of the killer destroying it when snuffed out) as well as score 1000 objective BP.
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@TacitusKilgore said:
https://forum.deadbydaylight.com/en/discussion/comment/2534722#Comment_2534722
you gotta admit though, it would be pretty funny. Compared to say, getting facecamped by a bubba, its a much sillier way to meet your unfortunate RNG based demise. I think that sways it more firmly into the meme category than toxic category
I'd much rather have my head pop off than get Mori'd by tombstone Myers that's for sure.
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Your grade doesn't impact matchmaking.
So when you and everyone else gets their grade reset on the 13th, you're not going against anyone different than you were the day before.
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@Schardon said:
https://forum.deadbydaylight.com/en/discussion/comment/2533760#Comment_2533760
So before I get into the discussion I just want to say that, most of my playtime as a survivor, was me playing with friends over comms (TS or Discord). That being said, let's jump into it.
Survivor is still ateam game, and you're expected to be able to communicate with your team.
Actually, you're not expected to communicate with your team. The game was intentionally designed not to have voice chat. They've even given an interview about that matter in which they're saying they don't want to integrate VC into DbD because it's taking away from the feeling of the game. Granted - that's a game design decision rather than a balance decision but it still means the game was not designed to have VC.
I could link you to an article about that but sadly that article in in german so I don't think it'll be of much use to you. I can sill link it to you if you want me to.
Voice chat is entirely condoned and supported by BHVR. The only reason it isn't built into the game is because it doesn't need to be, there's already so many ways to access voice chat,
True, VC is entirely condoned and supported by BHVR.
No, it's not not built into the game because there are already so many ways to access VC. By that logic, no other MP game would have any form of chat and/or voice chat in their games, yet they do.
Also, see my statement above.
it's even built right into consoles so you can't even twist it into being "third party software".
Yes, you can still call it third party. The operating system of a console is not part of the game itself. Steam also has built in chat capabilities, which you could use in DbD. Steam is not part of DbD though. It's just distributed by it.
On top of that - it's and entirely different thing to have all of your team automatically thrown into the same voice chat lobby than to have to manually add every single survivor to your "party" in every single game you're playing. Can't compare that. I'm also pretty sure you can't just randomly add everyone to your voice chat party since party invitations automatically get blocked by the system if you're not on the friend list of that person if that person configured it so.
It is not an "unfair advantage" for survivors, rather it is a disadvantage for solos who don't have it.
We can argue about wether it's an advantage for SWFs or a disadvantage for solos. Since comms grant information to survivors that would normally occupy a perk slot, I'd heavily lean towards "advantage for SWF".
And if you've ever played with my friends.... nope. I do way better as a solo survivor. Voice comms is not a guaranteed advantage.
Absolutely true, not all SWFs are death squads. Most play pretty casually and even f* around just for the fun of it. This doesn't make comms less of a problem though. If it's really used to its fullest then it gives survivors a huge advantage which can't be denied. I mean honestly. Ever seen and heard a competitive SWF team on comms? It's ridiculous how much of an impact proper communication has.
BHVR has already said they won't give more BP for solos, because that would still be penalising people for playing with their friends.
Which is absolutely fine. I'd prefer another solution where playing as a SWF matches you with killers of a bit higher MMR than you and your friend have. Other games, like League of Legends, do that too with pre-made groups in order to offset the advantage voice chat gives them even though they have a text chat BUILT IN. Think about that.
Either that, or buff solo Q information to have it close to the level of an SWF which, of course, would also probably mean they'd have to buff killers.
None of this really matters because comms aren't going anywhere. They're available, they're the defacto baseline we have to work with. Which is why I make the distinction that it is a disadvantage to solos to not have comms, rather than the inverse.
Higher MMR for SWF wouldn't work. Again this is penalising people for playing with friends. You shouldn't be forces to play on a higher difficulty setting because you're being social, especially if, like me, you play better solo anyway. Plus at the highest MMR bracket, where the real elite SWF squad reside, this would have no effect. You can't increase a SWFs MMR when it's already at max.
Absolutely agree on QoL information for solo survivors, particularly information that is superfluous to voice comms so that it doesn't benefit SWF and brings solos closer to SWF level, and I've posted ideas for that many times in the feedback forum.
But as I said before, I think killers earn more than enough BP already, compared to survivors. Which I think is fair because killer is the higher stress, higher effort role. Basically I think killer is already rewarded for dealing with things like SWF anyway.
Now BPs in general I think are a tad on the low side, especially with the exponential perk roster maling the perk grind increasingly insurmountable. But the rstio of survivor to killer is fine.
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@KillerMain4Ever said:
https://forum.deadbydaylight.com/en/discussion/comment/2534419#Comment_2534419
You seemed to have only read the part about SWF this entire time, I'm asking for a constructive idea to just give killers more points for having to deal with that, simple, yet people don't even bring this up time after time in the thread, literally everyone missing my point
Killers get enough points.
I get an average of 25k to 32k BP as Killer, with BBQ and a cake that's at least 75k.
As survivor, I'm lucky to get 20k, and lucky to get 2 stacks of WGLF, and depleted the last of my cakes almost the instant the anniversary ended.
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But I play better solo than with friends.
I probably have a 60% escape rate solo, and 30% escape rate with my friends.
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@KillerMain4Ever said:
https://forum.deadbydaylight.com/en/discussion/comment/2534407#Comment_2534407
Yet again missing the point
Nah not missing any point, just tired of repeating the same old arguments week after week.
Voice comms is not a guaranteed advantage, communication is a skill in itself and I do way better solo than I do with my friends in voice chat.
You all just need to stop crying when you lose a game and blaming it on SWF.
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I'm sorry you all have no friends to play with, but this game would die without voice comms...
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2 seconds after it's used, the survivor suffers from Hindered for a further 2 seconds.
This slows them down a little after it's used and means it can't be used purely for distance in a dead zone, only if you're just about to reach a vault or a pallet and need just an extra couple meters.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2533645#Comment_2533645
Maybe because in any other online multiplayer game both sides can gain the same advantage?
DBD is the sole survivor of the asymmetric genre and I guess that the one-sided effect of third party was also a partial reason.
There is a group of german youtubers that i watch started group videos playing DBD, last year and a few other games until now and after getting a little better at those games even they notocedthat with coordination they can directly fight against the killer in both games and only one or two from this group that dedicated more time into the killer role were even able to get a "win".
So even noobs can notice fast how to take advantage of coordination via comms.
Survivor is still ateam game, and you're expected to be able to communicate with your team.
Voice chat is entirely condoned and supported by BHVR. The only reason it isn't built into the game is because it doesn't need to be, there's already so many ways to access voice chat, it's even built right into consoles so you can't even twist it into being "third party software".
It is not an "unfair advantage" for survivors, rather it is a disadvantage for solos who don't have it.
And if you've ever played with my friends.... nope. I do way better as a solo survivor. Voice comms is not a guaranteed advantage.
BHVR has already said they won't give more BP for solos, because that would still be penalising people for playing with their friends.
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@darkcloudlink said:
https://forum.deadbydaylight.com/en/discussion/comment/2515941#Comment_2515941
That's my experience with my builds. For example, I love running Blast Mine and Repressed Alliance, but usually killer love running Ruin/Undying/Surge or don't kick gens, which makes the perk useless. Makes it hard to want to run those situational niche perks, but it's fun when I get to use it!
Repressed Alliance is still a great counter to Ruin, gens don't regress when they're blocked.
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@lr01 said:
which is why i brought it up, since i've started playing it's gone thru 3 different changes. All Im saying is pick one and stick with it. hate getting reset and having to play against level 1 killers all the time.
That's not a thing...
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Nah not me. With the hatch spawn being equally obscured for both killer and the last remaining survivor, the 'race for the hatch' will feel more engaging. I honestly don't mind the last survivor finding the hatch if they earned it.
I think the change is a little heavy handed though. I'd be absolutely fine with the hatch spawning after all gens are repaired regardless of how many survivors are left, still allowing "Where did they go?" to be acheived.
It's just multiple hatch escapes when there's still gens to repair that's bullshit.
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@R1ch4rd_N1x0n said:
https://forum.deadbydaylight.com/en/discussion/comment/2521570#Comment_2521570
https://forum.deadbydaylight.com/en/discussion/comment/2521583#Comment_2521583
https://forum.deadbydaylight.com/en/discussion/comment/2521605#Comment_2521605
You guys are biased Resident Evil fans if you actually like that map. It's beautiful but horrible for gameplay. I disconnect on that map.
Never played RE, but I don't find the map too bad to navigate now. Only thing I struggle with is getting from the rear courtyard back to the center, feels like there should be another doorway around there.
Hawkins still comes out on top for indoor maps though, and anything is still better than Midwich.
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1. You'd have known all of this before you purchased Nemesis. You can play against him without buying him.
2. You don't rely on zombies anyway. At most you use their auras to track survivors.
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I don't think NOED is rewarding killers who do nothing.
For starters, you still need to be able to find and down all four survivors before anyone opens an exit or finds the Hex. That's not always easy. If you've struggled in that match until the gates were powered then you'll probably still struggle after they're powered.
Now if you've feigned a lower skill than you have until the endgame that's a different story and a bit of a dick move.
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@Dylandal99 said:
https://forum.deadbydaylight.com/en/discussion/comment/2498495#Comment_2498495
if you put random 4 people together and a one random killer from like thousands of killers Q'ing .. I'm pretty sure it would not be as consistantly sweat feast as the ranked mode is
in pubs you might end up running into a killer on his first match. or a mid tier killer or like a god killer it's pretty luck based rather than high MMR killer that will play against you cause you have high mmr. The randomness of matchmaking makes the game more fun and enjoyable and will 100% be less boring specially as solo Q surivor.
There's absolutely nothing fun about random matchmaking.
45% of the time you'd get an opponent whos way above your skill level and stomps all over you.
45% of the time you'd get an opponent who's way below your skill level and you stomp all over them.
That means you're not determining the outcome of your game, the matchmaking is.
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Having Ranked with MMR and "Casual" without would entirely defeat the point.
MMR is there for the lower skilled players, it prevents them getting absolutely stomped by more skilled players, and is working. It's the higher skill bracket that people are seemingly struggling with.
That means in such a system, all of the pros and sweatlords would move to casual so they can stomp newbies, while regular players enjoy evenly matched games in ranked.
That's obviously not fair on the newbies who wouldn't know better and assume that "Casual" is where you start.
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@hailxsatanxeveryxday said:
https://forum.deadbydaylight.com/en/discussion/comment/2521466#Comment_2521466
The issue probably isn't the fact that the game can't support having an extra character model onscreen so much as the fact that the zombies are AI-based and some currently supported processors wouldn't be able to handle that.
Tutorials involve four AI bots that are far more complicated than zombies.
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The only methods I think would be fair for regaining tokens would be:
- Escaping a chase
- Being in the killers TR for 15 seconds without being in a chase (like Stake Out)
But I don't think Distortion needs more tokens, I think a more valid buff would be for it to apply to any survivors within 4m when it triggers. This would hide your team mates when they're healing you, you're healing them, or you're working on a gen together. All scenarios where Distortion is useless because there's another aura lighting up right next to you anyway.
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There are still legitimate scenarios where you would want to die faster.
- When the killer has downed everyone and they're just wasting your time.
- When there's one remaining survivor and they're standing on the hatch, and you want them to escape.
- When the game is literally unbearable, the killer is hacking or holding the game hostage for other survivors, and you have no reason to try to hold out any longer, and don't want to be forced to DC and lose everything.
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@ReikoMori said:
The devs have explained that the game has performance issues if there are more than two zombies.
When there's four survivors sure, but for each survivor that's gone, that's room for another zombie.
Maybe as a rare add-on, have any survivors that were sacrificed while infected, respawn as an additional zombie.