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Seraphor

Seraphor

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Seraphor
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  • @ReviloDBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/2468907#Comment_2468907

    If it truly works as intended o.o

    During the Test I still seemed to face sweaty survivors in red ranks, despite playing a Killer I've never played before *shrugs*

    And for me, during the test it worked exactly as I said.

  • @Pulsar said:

    Sorry, I don't sweat.

    At the risk of sounding like an arrogant #########, my skill floor is just naturally higher than most peoples.

    Likewise, why should people be subjected to the agony of high MMR DBD? Do you want all of them to quit? We all know they'll never change it to be more fun and why else would you play a game, if not to have fun?

    Then how is it fair that you keep getting matched with players of a lower skill ceiling, at which point you effortlessly stomp all over them?

    Your opponents don't enjoy that, and your victories are meaningless.

    But you don't care about that. What I keep hearing from you, is that you enjoy being a bully.

  • How to say "I don't play killer" without actually saying "I don't play killer".


    Next killers aren't allowed to hit survivors.

  • @Ssajbambusa said:

    @TacitusKilgore @Seraphor I literally adressed your reasoning in the first post and why I think We'll make it better. Do you want to actually try reading it?

    You literally didn't.

    We'll Make It requires you to rely on other players.

    Resurgence is a responsibility you can take for yourself, and you can even use it all by yourself with a medkit. Whether you're being healed by someone, or selfcaring, you still get the double healing speed effect.

    What game are you playing where your other team mates take all the perks you want them to?

  • @Rydog said:

    I like being able to get easier killer games after rank reset, because it's the only thing that makes the more ridiculous tome challenges tolerable/feasible. With SBMM, that goes out the window.

    I hope they compensate by making all challenges easier/more pedestrian, without high bars or weird specific perk requirements.

    Also, those BP rewards are pathetic. 250k for getting to rank 1? Yeah, add another zero onto that highest-end reward, maybe. Why is Behaviour so frigging stingy with BP?

    That's never been possible with rank reset because everyone gets deranked, so you're still facing the same level of players, who play extra sweaty to climb back up to the rank they were previously. Unless you stopped playing for a week to let them all catch back up, in which case, you ended up being barred from the game for a week, so there's no good result there. Rank resets have always been a nightmare.

  • This would probably become a new survivor perk, or a couple of perks.

    Upcyle - When a pallet you dropped is destroyed by the killer, gain a token. Press and hold the secondary action button at a doorway to build a breakable wall, building takes 18/16/14 seconds and consumes a token.

    Boon: Fortification - Interact with a Dull Totem to bless it with this perks effect. While the Boon Totem stands, every time you vault in a chase, all breakable walls or dropped pallets within 16/20/24 meters are held in place for 12 seconds and cannot be broken by the killer.

  • Those ideas are great as new customisation options in general, let alone Rift rewards.

    But until we get things like that, cosmetics, whether recolours or otherwise, are absolutely fine. The weak parts of the Rift have always been the various recolours of the same basic charms (no one is ever going to equip the 'ash', 'bronze' or 'silver' versions of those) and the huge empty spaces on the upper 'free' track.

    What I would change:

    • All of the 'ash', 'bronze' or 'silver' charms would be replaced with: 100/150/200 Iridescent Shards, 10,000/15,000/20,000 Bloodpoints, or additional cosmetic rewards where there's scope for them.
    • At least half of the empty spaces on the upper track would be filled with; 50/100 Iridescent Shards, 5,000 Bloodpoints.

    But if they add new customisation options like killer power cosmetics, emotes, or Mori animations, then a few of them would also be great additions.

  • @humanbeing1704 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2468962#Comment_2468962

    to be fair if you are someone who doesn't play both roles chances are you'll only get the 250k on one

    That is a fair point, and perhaps there could be another bonus reward in there somewhere. Something like, "If you get to 250k on either Survivor OR Killer, you get a bonus 1000 Iridescent Shards".

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2468991#Comment_2468991

    Maybe so, but those matches were far more enjoyable than ANY of the ones I've had during SBMM.

    The Devs are well aware of the issues with high MMR. They simply don't care and have said as much. They absolutely will not fix it and if a miracle does happen, it'll take 2 years to do anything about it.

    I'm 95% sure I'm done with Killer.

    Survivor was great tho. I handily won most of my matches.

    So you only enjoy this game when you're shitting on terrible survivors?

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2468956#Comment_2468956

    I literally told you what happened.

    I even had someone else look through my matches to confirm I wasn't being biased.

    I ended chases quickly, I pressured gens and I genuinely played some of my best Killer. It didn't matter, because these people WERE equal to me. So I lost, because the game simply isn't balanced around 4 DS, 4 DH, 2 Prove Thyself, 4 BT and 2 UB with Med-Kits.

    The issue isn't me being bad, like you implied. It's about ANYONE being good enough to beat them.

    And even when it wasn't that particular team and it wasn't to the point where I had zero chance of winning, it isn't fun to have to tryhard EVERY single match. Like, even on the Killers I don't play, I was getting really good players where I had to pull out all the stops to win. The game isn't fun when you have to do that. It isn't fun to be under that much stress constantly and it WILL drive away a lot of high MMR Killers because ultimately, when you couple that mental stress with the abuse that sometimes (often) gets thrown at you, it makes it very difficult to play, much less have an enjoyable experience.

    If that's correct, then that shows that the game isn't balanced, and you were only winning your other matches because you were paired up against players of lesser skill. How is any of that fair, for you or your opponents?

    SBMM will either work, or it will highlight those imbalances for the devs to fix. Either way that's a win.

    Just think. All of your wins so far, in your entire time playing this game, have not been about skill, they've been about terrible matchmaking putting you against potatoes. Lets say you 'won' 60% of your games, how many of those were against equal opponents? 10%? 5%? The rest? Utterly invalid and exercises in sadism.

    The SBMM tests have been the most balanced killer games I've ever had. I could tangibly feel the balance, that fine line between sweating against seal team teabag, and wrecking potato survivors, and they were some of the most rewarding games I've ever had, with some very clutch moments, and some awesome and well-earned victories.

  • @humanbeing1704 said:

    I was expecting some shard rewards atleast

    The 250k bloodpoints is Like what? 4 or 5 blood Web levels

    4 or 5 additional bloodwebs to what you would already be getting. And if you play both killer and survivor, it's 500k.

    A half a million BP dump all at once, even if only once a month, isn't something to sniff at.

    I don't think giving more BP than that would be a good idea, but it would be cool if there was an Iridescent Shard prize thrown in there as well, maybe 'up to 1000' per role.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2468918#Comment_2468918

    Every single test has been misery on Killer.

    I'm, unfortunately, good at the game. During the tests, I waited in queue's for an unholy amount of time, only to be matched up against the same teams who, even when I played perfectly, I was unable to best. The game isn't balanced in high MMR, and more importantly, it's extremely unfun for both sides. What's worse is that BHVR know this, have known this, and show no signs of doing anything about it.

    Every single test has been brilliant on killer for me.

    Let's walk your experience back a little... Getting matched up with players of equal skill, meant that you couldn't beat them. This means that all of your previous 'good' matches, had been against opponents of lesser skill. You had been inflicted on relative 'newbies', making their games unbearable, and likewise, invalidating all of your successes, because they weren't wins against equals, they were against lessers. This would have unfairly inflated your MMR... which led to you being matched against opponents of... higher skill, that you couldn't beat.

    Give it a couple weeks to adjust and you'll be exactly where you belong, while giving all players fair matches.

  • Looking forward to not having to sweat so much as killer, and to be able to play my weaker killers, such as Plague and Demo.

  • "SBMM will be bad for killer hurrr durrr"

    Funny, all my killer games during the test were brilliantly matched, not the sweat fest I usually get at rank 5.

  • The last test was wonderful, killer matches haven't been the same since it was turned off. Bring on SBMM.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2467895#Comment_2467895

    Okay but how am I supposed to improve if I don't know what I'm doing wrong.

    You know what a good play and a bad play is. You know you need to get as many hooks as possible, You know you get penalised for heals, hook camping, etc.

    You don't need to know the specific metrics of the scoring system in depth to know what a good play and a bad play is. If you've racked up a ton of bloodpoints, you've done well.

  • In a sense, yes.

    Solo survivors need QoL improvements (not flat out buffs), things that will benefit solo survivors, but be superfluous to SWFs. Things like some limited info/communication utility.

    • A 'ping' system, to detect where other survivors are, probably a directional heartbeat similar to Killer Instinct. Have it be a basic control ability, like crouching/repairing, but you need to hold down the contextual action button to use it, so it wastes a small amount of time unless you're moving from A to B anyway.
    • Being able to see other survivors loadouts in the lobby. If you know x survivor has Unbreakable or Deliverance, you don't need to waste time going for the rescue. If you know they have DS, you can make an unsafe hook rescue, etc. Things that SWF players do all the time because they know their team.
    • Preset, in-game chat commands; "Help!" "Leave me." "Killer is here!" "Coast is clear." combined with a directional indicator (either the Killer Instinct heartbeat as the 'ping' system, or a 'compass' indicator like Ghost Face's reveal feedback) Put them on a cooldown so they can't be spammed.


    Once those sort of things are established, killers can afford to be 'buffed' a little, in things that reduce time-wasting. Things like a more effective kicking mechanic, maybe an instant 5% regression, or it prevents survivors from making any repairs to them for x seconds, or survivors need to commit to a gen for x seconds after it's been kicked before regression is halted. Maybe an in-built early game slowdown mechanic, like the first gen takes x additional seconds to repair. Things like that. But ONLY once the solo survivor buffs have demonstrated a significant advantage.

  • @stikyard said:

    https://forum.deadbydaylight.com/en/discussion/comment/2467195#Comment_2467195

    What I mean is a 2K should be common even at high level play. Where it's near impossible for everyone to escape but also very hard to pull 4K. Yet what we see is more like Killers that stomp through most solo teams using meta regression and, skilled SWF teams being the only real counter. The result drives a stale meta, where the fun and risky perks aren't reliable enough and everyone burns out playing the same thing over and over again.

    As others have said, the game is designed in such a way that matches typically snowball one way or the other. Whoever gets a good start, inevitably has the upper hand, and if they play well, build off that and get the big win.

    It's not entirely one sided, it's not "impossible to get everyone to escape" while killers "inevitably get a 4K". I play in red ranks as both survivor and killer and often get a mix of results, just as many 4 escapes as 4K's, whether I'm killing or surviving. A few 1ks or 3ks here and there, again, either side I play, and sure, 2ks are the minority.

    But these results average out, and the average result of a game I believe is around 2.4k, so killers have a slight edge sure, but it's not one-sided in any sense, and still falls pretty close to the target of "2 escapes and 2 kills."

  • @SunderMun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2467197#Comment_2467197

    I mean it helps with the issue where a killer gatekeeps to guarantee a down if someone tries to save, so it still most definitely is doing its job the majority of the time. It had its duration reduced when it wasn't really necessary to compensate for finally working against Oblivious and Undectable statuses effects, and that was more than enough of a change to counter the issue you're talking about anyway.

    Don't make unsafe rescues.

    Don't unhook in front of the killer.

    If I see you running towards the hook and I'm within range, what do you expect me to do?

    "It's fine I've got BT you can bodyblock."

    Fine, you give me no choice but to wait 12 seconds and down you again, hope you like the tunnel.

    Killers who try to play fair can't, and so they learn not to.


    BT should be: No collision for 5 seconds, Endurance for additional 10 seconds.

    You don't want to be tunneled, don't bodyblock with BT.

    Same goes for DS, don't run into the killer just so you get to use it.

  • @SunderMun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2466610#Comment_2466610

    Whataboutism isn't helpful.

    I'm just as sick of Corrupt (idk about the other two perks) as the OP but also believe DH shouldn't exist.

    If you have problems with BT as killer, then it's doing its intended job, and should stay as is. And Iron Will only really allows for mindgames.

    And DS is useless at even doing its job right now, so how you can complain about seeing such a rare perk is obscene...and Adrenaline awards doing well, so idk what to say about that one lol (I'd love to see more perks like devour for killer that reward them for playing well rather than for doing badly which seems to be all we get these days)

    My trouble with BT is the freshly unhooked survivor bodyblocking the rescuer.

    That's not "working as intended", I'm trying not to tunnel but you're not letting me do that.

    BT would be better if it gave the unhooked survivor no collision.

  • @stikyard said:

    Killer role has been taken far too seriously. 4K is considered a "win". When the game really should strive for a 2 and 2 balance. Meaning that it should be difficult to pull a 4K but, with the meta makes it possible to 4k consistently and, Youtube taught them, that's a win.

    Why would anyone 'strive' for an average result?

    4k is a win, what else would it be?

    0k is a loss

    That makes a 2k squarely in the middle, by any non-asymetrical metric, a draw.

    A draw is fine, but you don't 'strive' for it.

  • @FFirebrandd said:

    Ok... so...

    Firstly, overall NOED does not need a rework. At the absolute most it could use a bit more telegraphing, but it doesn't need to only be usable a maximum of 5 times and not give a speed boost.

    Secondly, being able to Mori someone at end game is actually *not* a benefit. You know what happens if you Mori someone when the other 3 Survivors are on their feet? They leave. You know what happens if you hook the person instead? They'll try to stick around and go for the rescue... giving you more time to maybe scrape together a few more slugs or hooks. That's the exact reason why Rancor is not a very good perk despite sounding pretty good.

    Rancor + Furtive Chase is great, especially as it allows you to save the obsession until last, so you can Mori them safely.

  • @FrenziedRoach said:

    Naw, I liked another change somebody suggested.....

    NOED destroys itself every time you get a down and migrates to a new dull totem. If there are no dull totems left, it gets removed from play.

    That way every single dull totem destroyed helps do something to curb a potential NOED at the end of game. Seems like a fair compromise to me.

    I wish I could credit the guy who came up with it - it's a brilliant idea.

    Similar to my suggestion, where uncleansed dull totems are snapshotted when the final gen is repaired, giving you that many tokens. Survivors are exposed until you run out of tokens, each hit consumes a token.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2463822#Comment_2463822

    Sorry but that's incorrect.

    If you own the Stranger Things Chapter it's true that your perks won't change - you will still have the perks you do now, the perks will be generic for those that don't own the Chapter.

    We are still able to make changes to our content - so Demodog can still receive balance changes/bug fixes etc as well as the Perks in our game.

    What if you own the chapter, but haven't yet levelled up a character to unlock their teachables? Will you get them as generics, or do you still need to unlock them as teachable perks?

  • Who needs facts when you're a Kween?

  • @Tekno_Badger said:

    https://forum.deadbydaylight.com/en/discussion/comment/2465638#Comment_2465638

    You could literally just get downed next to someone and then both of you get up, and there's no usage limit or parameters unlike Soul Guard and Unbreakable

    The parameter is being downed alongside someone else. It's one thing to get slugged yourself, it's another to get slugged with someone else in close proximity. Plus it's something the killer can anticipate "those two slugged survivors are crawling towards each other, they might have 'DbnO'!" Just like you anticipate UB and avoid slugging Bills, or you anticipate DS when a freshly unhooked survivor jumps in a locker.

    So I don't think it's too strong of a perk, if anything I think it's a little too niche, but still an interesting idea.

  • MMR was tested for a week, it hasn't been on for a few weeks now.

    All of your issues are the result of regular old rank based matchmaking.

    You're getting sweaty survivors because you're red rank.

  • @Ssajbambusa said:

    @Seraphor exactly, basically worse We'll make it.

    Do you want to try actually reading my post?

  • How are you not finding uses for brown medkits and charge/speed add-ons?

    I pretty much only run brown medkits.

  • Even if it was something like, 3 per day (would encourage people to log in every day, something BHVR would be all over) that'd be fine.

  • It just needs a general cooldown. If it was the same cooldown as the Undetectable duration, that it would still work the same on one generator, but would not proc multiple times in quick succession, giving a load of info and extending the Undetectable duration.

  • That would be 100% better than, and completely invalidate, Flip-Flop.

    I'd prefer: Gain a token each time you stun the killer up to a maximum of 5. Wiggle requirement to activate Power Struggle is reduced by 5% per token. All tokens are consumed upon activation of Power Struggle. (although the stun from Power Struggle itself would give you 1 token back)

    You can then still run Flip Flop alongside it.

  • Resurgence is basically a permanent We'll Make It that you control. You don't have to rely on others. Plus you can combo it with your own medkit, doubling the efficiency of all of your medkits.

    And if your rescuer does happen to have We'll Make It? Bonus, now you get healed in 25% of the time.

    There's not much need for a buff, it's already better than We'll Make It by nature of it being self sufficient and still valid when healed by others.

    Resurgence is only worse than We'll make It if other people actually run We'll Make It. Given that there's currently 95 survivor perks, and your rescuer accounts for 4 of them, there's a 4.2% chance of that happening.

    The only time We'll Make It is better than Resurgence is in a SWF with a designated rescuer who runs Borrowed Time, We'll Make It, We're Gonna Live Forever, Deliverance, etc, and is the first priority for making hook rescues.

  • Just double vault the window and confuse the ######### out of the survivors, catching them off guard.

    Now the long wall tiles where the survivors can see which way you're going through the window and you just keep walking back and forth...

  • @lordfart said:

    https://forum.deadbydaylight.com/en/discussion/comment/2464025#Comment_2464025

    1000 BP is nothing in survivor grind and NOED will still go up if you don't find all 5, and you're screwed if you cleansed 4 but the hex went to the one bone that is impossible to find (think stupid grim pantry totem spawns). And anyway most games have no NOED so more often than not going out of your way to cleanse dull totems is just wasting too much time in a game dependent on making every second count

    "Every second counts" doesn't apply to survivors. You can spend 10 minutes immersed crouching around the side of the map and still get 4 escapes out of the game. It's the killer that's racing against the clock. There's a reason why many people find killer "too stressful to play" and will instead "chill out" with a survivor game instead.

    Given how much you get from other actions that only take a few seconds to complete, 1000 BP is pretty generous. On par with killer stuns, or a couple of hook sabotages, etc. Plus you get 1500 for a Hex. Given how many other actions you can be doing throughout the game, it all adds up. If it were much more, you'd get farmers who just bring Counterforce going around cleansing all the totems, and then getting BMed in the chat for hogging all the totems.

  • @RakNieborakYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/2464201#Comment_2464201

    If you have any dull totems remaining, the dull totem becomes your boon totem automatically. rebuilding might be pretty monotonous and for killer stomping it might be boring too

    No... I think the act of having to invest time into placing it is pretty important.

    Think of it like Blast Mine or Flash Bang, they require investment in completing gens to unlock. This would be similar, except because the effect would be so strong (affecting multiple survivors) it's a secondary objective you need to complete.

    14 seconds to cleanse a totem, 14 seconds to rebuild it, 28 seconds initial investment to set up your perk zone, 14 seconds to reset it if the killer destroys it.

    The killer may only have to take 2 seconds to destroy it, but for killer, going out of your way to find and essentially 'kick a gen' to take away a survivors perk is also a significant investment, but it's really the minimum that could be expected of the killer.

    I still don't get how this is 'OP for survivors', but surely the idea of Boon Totems is to be OP for survivors, they're survivor Hex perks.

    Plus totems 'belong to the killer', it wouldn't make sense for survivors to just be able to walk up and 'claim' a dull totem instantly, especially as this would remove the need to cleanse totems altogether. Imagine if all four survivors brought Boon perks, each instantly claimed a dull totem, and then they only had one dull totem left to cleanse. They've just removed NOED at 1/5th of the cost. That sounds pretty 'OP for survivors' to me.

  • @RakNieborakYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/2464197#Comment_2464197

    I would make it so boon totem is replaced into a dull totem and thats how you revive the totem cuz rebuilding might be really op for survivors

    I don't know what you mean. What's the difference between 'rebuilding' and 'replacing' here?

  • I would hope that Boon Totems would work something like:

    • Rebuild a cleansed totem as a Boon Totem. (takes 14 seconds)
    • Survivors within 24/28/32 meters of the Boom Totem gain the effect of _______
    • The killer can destroy a Boon Totem by stamping on it (takes 2 seconds)
    • You can rebuild it again after it's destroyed, or at another totem site, but it still takes 14 seconds, and you can only have one Boon Totem active per survivor.

    The effects would have to be strong enough to be worth the cost of the set up time, but that set up time would be important in having Boon Totems act as a secondary objective for survivors.

    Effects could include: Endurance for x seconds after getting hit, The ability to recover from the dying state, No Scratch Marks for x seconds after getting hit, the ability to drop a pallet while being carried. Basically the sort of stuff you get as personal perks, that you can share with all four survivors within a certain area.

  • Cleansing a totem gets you 1000 points, and avoids NOED. What more incentive is needed?

    You could always run Inner Strength.

  • Have suggested this before:

    Unshackle Hex perks from specific totems.

    If you are running any Hex perks, all totems are lit. (potentially with varying brightness as the number decreases)

    Each Hex perk is rebalanced with five stages of strength, and as such may be weaker in general at max level 5, but is not completely removed upon one totem being cleansed.

    Obviously things like Devour Hope wouldn't start with 5 tokens, more like, the maximum number of tokens you can gain is equal to the number of uncleansed totems +1. So cleansing 2 totems removes mori potential, cleansing 4 removes exposed, and cleansing all of them removes the speed buff.

    Ruin wouldn't be entirely removed with 1 cleansed totem, but would take all 5 totems to remove entirely, however if only 4 totems are cleansed, it only has 50% regression, which would mean at 4 cleansed totems it's probably weaker than not having Ruin at all. Survivors could play this strategically by leaving the final totem uncleansed so you can't use Pop, or you play another Hex perk that still gets value with 1 remaining totem to encourage them to cleanse entirely.

    It's very easy for survivors to find and cleanse 3-4 totems throughout the course of the game through regular play. So this shouldn't be overbearing for survivors at all.

  • I think this is a great idea, though I would maybe limit the effect to within 12 meters or something, just so it's used opportunely, rather than baiting a killer to chase you all the way to a yellow locker half a map away.

    It's pretty disappointing when you're in a locker with Head On ready, and your team mate runs right past... to the opposite side of your locker...

    This would be a decent way of levelling the playing field between solos and SWFs, without giving SWFs any further advantage.

  • @Dwigtht said:

    No reason to do this. There always should be the worst map for the killer, so once Haddonfield gets fixed, some other map has to become the worst one. Why? We all get used to that Haddonfield is the worst. No need to change our habbits.

    A rework to Haddonfield doesn't mean it won't still be a survivor sided map. It just needs to be a little less extremely survivor sided. A few more gaps in the hedges, combined with a breakable wall in the house of pain to reduce the strength of the loop when the window spawns right next to the basement, would do the trick.

    I don't think Haddonfield is next though, I believe we've still got Swamp and Red Forest to go, so I'd expect one or both of those with the next midchapter, then maybe Haddonfield in the following chapter around December, then the March chapter we should be getting a brand new map.

  • Counterforce: The addition of having Counterforce reactivate when the previous revealed totem is cleansed is a great idea.

    Resurgence: Not necessary. It already doubles the effectiveness of medkits or heals when you get unhooked, it's basically a personal 'We'll make It' but without a time condition.

    Lethal Pursuer: Instead of just cloning Object of Obsession, how about the additional effect is; "Killer and the Obsession see each others auras for 3 seconds when they are 24 meters or closer, 60s cooldown."

    Eruption: The downside to Eruption is that it's a gen kick perk, and all gen kick perks have the drawback that it requires you to... kick gens. The effect of Eruption is actually pretty damn good, 16 seconds of incapacitation can be very effective, and the 6% instant regression is a bonus. It's basically a 'pre-kicked' Surge with a bit of Dead Man's Switch thrown in. If you ask me, any gen kicky perk should come with a standard 'reduces kick duration by 20%' or something, or just reduce kick times in general.

    Hysteria: Can agree with this. Current Hysteria basically promotes hit and run tactics, which can be annoying to play against, but is not very effective to play as. Adding dying state to the trigger conditions could see it work a little like Infectious Fright.

  • The point of dailies (and challenges) is to get more people playing both roles, and a variety of characters.

    If you don't want to do the tasks you've got, just... play another game. It's only 30k, which is roughly what you get from an average match with a BP offering of some kind.

    The ability to reroll one per day is enough if you ask me. There are times when I've got characters I don't play one after the other, but I still get to a point where I can work with it after a few days, and then clear all three rituals.

  • @Jeromy137 said:

    There are to many sandbagging survivor mains that will abuse the knowledge of you being in a locker

    Good job you have a means to defend yourself with Head On then.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2459338#Comment_2459338

    Did you bring Thrill of the Hunt? How else would you know they cleansed all five totems by mid-game, when only three of your four hex perks would notify you they were cleansed? And you, of course, couldn't bring Thrill if you had NOED, Ruin, Devour, Undying.

    Final gen was repaired and NOED didn't activate = it was cleansed mid game.

  • @Warcrafter4 said:

    He's been Survivor's punching bag for so long that Survivors are used to bulling him every game and now they are complaining that they can't bully him anymore.

    I full expect if the devs every made the clown a remotely good killer people will be complaining the same way for the same reason.

    Oh Wraith can still be bullied quite easily. Just bring a flashlight and lightburn him before he can decloak.

  • I would like for there to be a few different basement designs, based on the map it's in. Such as RPD having a different layout for the basement.

    This could allow for some very strong maps, to potentially have multiple ways of getting in, or maybe out of the basement, if the overall map strength called for it.

    Some could have a hole you could drop down, to give two entrances but still only one exit. Temple of Purgation, The Game, and maybe Dead Dawg could be good maps for this.

    Others could have a breakable wall that allows access to the basement from the back, through a narrow passage that does not allow players to pass each other. This could be broken by the killer to allow for some smart plays to catch survivors off guard, with the downside of potentially giving survivors a free basement escape. Think Midwich's secret bathroom passage, and incidentally the perfect map for it, along with RPD.

    Then, maybe a very strong killer map, could be given a basement that really does have two full blown exits, with the pressure being made up elsewhere. But this would be a future map we don't yet have.

  • It would be nice if event items went into a pooled inventory for all survivors/killers.

    Given how these events are perfect for farming BP and levelling up the characters you don't play, it just makes no sense that your non-played characters end up getting all of the event items.

  • Trapper: Carry more traps, and some limited ability (maybe a rare add-on) that can reset traps from a distance.

    Trickster: Take him back to 8 knives to injure, and add a 1% slow for each laceration, allowing you to catch up to survivors when lacerated. Far too easy to down people in a deadzone now, and still doesn't give him any looping pressure.

    Demogorgon: More/faster portals, have a few already spawned as default like trapper's traps. Given how survivors can remove them in seconds, it's almost not worth even bothering with portals at all.

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